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Wireless Self-Acquistion of 12-Lead ECG via Android Smart Phone

Researchers at NASA s Johnson Space Center and at Orbital Research, Inc. (a NASA SBIR grant recipient) have recently developed a dry-electrode harness that allows for self-acquisition of resting 12-lead ECGs by minimally trained laypersons. When used in conjunction with commercial wireless (e.g., Bluetooth(TM) or 802.11-enabled) 12-lead ECG devices and custom smart phone-based software, the collected 12-lead ECG data can also immediately be forwarded from any geographic location within cellular range to the user s physician(s) of choice. The system can also be used to immediately forward to central receiving stations 12-lead ECG data collected during space flight or during activities in any remote terrestrial location supported by an internet or cellular phone infrastructure. The main novel aspects of the system are first, the dry-electrode 12-lead ECG harness itself, and second, an accompanying Android(TM) smart phone-based wireless 12-lead ECG capability. The ECG harness nominally employs dry electrodes manufactured by Orbital Research, Inc, recently cleared through the Food and Drug Administration (FDA). However, other dry electrodes that are not yet FDA cleared, for example those recently developed by Nanosonic, Inc as part of another NASA SBIR grant, can also be used. The various advantageous features of the harness include: 1) laypersons can be quickly instructed on its correct use, remotely if necessary; 2) all tangled "leadwire spaghetti" is eliminated, as is the common clinical problem of "leadwire reversal"; 3) all adhesives and disposables are also eliminated, the harness being fully reusable; if multiple individuals intend to use use the same harness, then standard antimicrobial wipes can be employed to sterilize the dry electrodes (and harness surface if needed) between users; 5) padded cushions at the lateral sides of the torso function to press the left arm (LA) and right arm (RA) dry electrodes mounted on the cushions against sideward or downward-rested arms of the subject; 6) sufficient distal placement of the arm electrodes achieves good electrode abutment to the arms without the need for adhesives, straps, bands, bracelets, or gloves; 7) padding over the sternum avoids "tenting" in the V1 through V3 (and, when present, the V3R) electrode positions; 8) easy-to-don, one-piece design with an adjustable, front-side single point of connection and an adjustable shoulder strap; and 9) Lund or "modified Lund" placement of the dry electrodes, the results of which more effectively reproduce results from "standard" 12-lead ECG placements than do results from Mason-Likar placements. The main limitation of the harness is that "one size does not fit all", meaning that an appropriately sized harness (small, medium, large, etc) must be chosen on the basis of an individual's size. To facilitate the use of the harness with inexpensive, commodity-grade cell phones and tablet devices, 12-lead ECG software is also being developed to accompany the harness for wireless use with Android. For this part of the project, NASA has teamed with TopCoder, Inc and the Harvard-affiliated NASA Tournament Lab in sponsoring java-based software programming contests through TopCoder. While ECG signals from the harness can already be wirelessly received and thoroughly processed (locally or remotely) by commercial-grade conventional (as well as advanced) 12-lead ECG software running on Microsoft Windows(TM), the Android-based software, once completed, will "cast a wider net" by allowing for a greater percentage of cell phone owners to participate in inexpensive, store-and-forward recordings of 12-lead ECGs worldwide, including for example Android cell phone users in many remote, third-world locations. At the time of writing, the Android 12-lead ECG software platform consists of a basic but expanding graphical user interface and accompanying software that: 1) wirelessly receives the 12-lead ECG data stream from a Bluetooth-based, FDA-cleared 12-leaCG device attached to the harness; 2) locally stores the same data in binary format to the SD card on the Android cell phone; and 3) makes the data stream in available in real time, for now to TopCoder's java programming contestants.

Schlegel, Todd T.

Space Images for NASA JPL Android Version

This software addresses the demand for easily accessible NASA JPL images and videos by providing a user friendly and simple graphical user interface that can be run via the Android platform from any location where Internet connection is available. This app is complementary to the iPhone version of the application. A backend infrastructure stores, tracks, and retrieves space images from the JPL Photojournal and Institutional Communications Web server, and catalogs the information into a streamlined rating infrastructure. This system consists of four distinguishing components: image repository, database, server-side logic, and Android mobile application. The image repository contains images from various JPL flight projects. The database stores the image information as well as the user rating. The server-side logic retrieves the image information from the database and categorizes each image for display. The Android mobile application is an interfacing delivery system that retrieves the image information from the server for each Android mobile device user. Also created is a reporting and tracking system for charting and monitoring usage. Unlike other Android mobile image applications, this system uses the latest emerging technologies to produce image listings based directly on user input. This allows for countless combinations of images returned. The backend infrastructure uses industry-standard coding and database methods, enabling future software improvement and technology updates. The flexibility of the system design framework permits multiple levels of display possibilities and provides integration capabilities. Unique features of the software include image/video retrieval from a selected set of categories, image Web links that can be shared among e-mail users, sharing to Facebook/Twitter, marking as user's favorites, and image metadata searchable for instant results.

Nelson, Jon D.

Environment Modeling Using Runtime Values for JPF-Android

Software applications are developed to be executed in a specific environment. This environment includes external native libraries to add functionality to the application and drivers to fire the application execution. For testing and verification, the environment of an application is simplified abstracted using models or stubs. Empty stubs, returning default values, are simple to generate automatically, but they do not perform well when the application expects specific return values. Symbolic execution is used to find input parameters for drivers and return values for library stubs, but it struggles to detect the values of complex objects. In this work-in-progress paper, we explore an approach to generate drivers and stubs based on values collected during runtime instead of using default values. Entry-points and methods that need to be modeled are instrumented to log their parameters and return values. The instrumented applications are then executed using a driver and instrumented libraries. The values collected during runtime are used to generate driver and stub values on- the-fly that improve coverage during verification by enabling the execution of code that previously crashed or was missed. We are implementing this approach to improve the environment model of JPF-Android, our model checking and analysis tool for Android applications.

Verification

Generation of Library Models for Verification of Android Applications

Android applications are difficult to verify and test since they have many external dependencies. To overcome this problem, environment generation can be used to create a model of the environment to simulate the behavior of these external dependencies. Creating this environment model manually is a tedious process and although there are many techniques available to generate models, the key lies in identifying how these techniques can be applied to a specific domain. In this paper we discuss two static analysis tools OCSEGen and Modgen and how they can be applied to the Android domain to generate models for specific parts of the environment.

Verification

A Web Service and Android Application for the Distribution of Rainfall Estimates and Earth Observation Data

The full potential of Satellite Rainfall Estimates (SRE) can only be realized if timely access to the datasets is possible. Existing data distribution web portals are often focused on global products and offer limited customization options, especially for the purpose of routine regional monitoring. Furthermore, most online systems are designed to meet the needs of desktop users, limiting the compatibility with mobile devices. In response to the growing demand for SRE and to address the current limitations of available web portals a project was devised to create a set of freely available applications and services, available at a common portal that can: (1) simplify cross-platform access to Tropical Rainfall Measuring Mission Online Visualization and Analysis System (TOVAS) data (including from Android mobile devices), (2) provide customized and continuous monitoring of SRE in response to user demands and (3) combine data from different online data distribution services, including rainfall estimates, river gauge measurements or imagery from Earth Observation missions at a single portal, known as the Tropical Rainfall Measuring Mission (TRMM) Explorer. The TRMM Explorer project suite includes a Python-based web service and Android applications capable of providing SRE and ancillary data in different intuitive formats with the focus on regional and continuous analysis. The outputs include dynamic plots, tables and data files that can also be used to feed downstream applications and services. A case study in Southern Angola is used to describe the potential of the TRMM Explorer for SRE distribution and analysis in the context of ungauged watersheds. The development of a collection of data distribution instances helped to validate the concept and identify the limitations of the program, in a real context and based on user feedback. The TRMM Explorer can successfully supplement existing web portals distributing SRE and provide a cost-efficient resource to small and medium-sized organizations with specific SRE monitoring needs, namely in developing and transition countries.

precipitation

Androids: application of EAP as artificial muscles to entertainment industry

The classic movie Metropolis (1926), which is nowadays considered a cinema milestone, has shown the possibility to build robots called androids that are science and fiction run together to realize a dream: the human-like robot. In that movie, Dr. Rotwang transforms a simple and cold calculating robot into the body of a beautiful woman. Robots have often been depicted as metal creatures with cold steel bodies, but there is no reason why metals should be the only kind of material for construction of robots. The authors examined the issues related to applying electroactive polymers materials (EAP) to the entertainment industry. EAP are offering attractive characteristics with the potential to produce more realistic models of living creatures at significantly lower cost. This paper seeks to elucidate how EAP might infiltrate and ultimately revolutionize entertainment, showing some applicative examples.

Animatronics

Design and Development of Responder: a Notification-Acknowledgment Android OS Phone Application

This paper discusses the design and development of the Android phone application Responder and how it assists Flight Operation Team (FOT) members in handling alerts from a Short Message Service (SMS) text message and email based notification system. The FOT needed a simplified and more powerful tool for receiving, storing, and acknowledging notifications sent from the ground systems automated notification software called Attention! (Registered Trademark). The previous system was to rely on a text message application that comes on a phone. This way was slow, inefficient, and did a poor job of keeping FOT members informed on the state of a situation when multiple notifications are being sent out by Attention! (Registered Trademark). Responder is designed to provide easier viewing and acknowledging of multiple messages. It gives the user a quick look at all recently received messages in an organized and clean manner that prevents notifications from being lost during a large burst of messages. It makes it easier to find and review old messages received and Responder was designed to give the user more flexibility in setting up how and what alerts will notify them when they are received by the phone. Since the implementation of Responder the FOT members are more informed and are able to focus more on problem solving the reason a notification was received then trying to keep up with sending cumbersome acknowledgements over text message or email. Responder is only able to receive and send SMS text messages but by using email to text services provided by the cellular carrier it is able to send and receive emails.

notification

Responder: Notification Acknowledgement Android Phone Application

Responder is designed to provide easier viewing and acknowledging of multiple messages. It gives the user a quick look at all recently received messages in an organized and clean manner that prevents notifications from being lost during a large burst of messages. It makes it easier to find and review old messages received and Responder was designed to give the user more flexibility in setting up how and what alerts will notify them when they are received by the phone. Since the implementation of Responder the FOT (Flight Operations Team) members are more informed and are able to focus more on problem solving the reason a notification was received then trying to keep up with sending cumbersome acknowledgements over text message or email. Responder is only able to receive and send SMS (Short Message Service) text messages but by using email-to-text services provided by the cellular carrier it is able to send and receive emails.

application

RMIT AR Android Application Abstract

This summer, I've worked as an intern for IT-C1's Rapid Model Import Tool (RMIT) project under Bill Little. The goal of this project was to develop a mobile application for IT-C1's larger project, RMIT, so that it could be deployed in a convenient way. The current function of RMIT is to import file types that are not normally compatible with the Unity 3D software development engine and make them into files that can be placed into Unity for the specific purpose of viewing CAD models in virtual reality (VR). The mobile application that I worked on uses augmented reality (AR), using the camera on a mobile device, to show virtual models in the real world for the purpose of visualization and understanding. In addition to single-player capabilities, this application will include a multi-player mode so that collaborating engineers can see each other's work on their own devices.Working on this application required many steps. First, I hard to learn a lot about how mobile development is different from desktop development, and what the limitations of augmented reality are at its current state. From there, I was assigned new tasks and goals every two weeks, which included addingground plane and air plane functionality, designing a user interface, adding multi-player capability and allowing the user to manipulate models placed in a scene.

Dorian Thompson

Nodes - Network & Operation Demonstration Satellite

Nodes is a technology demonstration mission that will launch from the International Space Station (ISS) in early 2015 and will demonstrate new network capabilities critical to the operation of swarms of multiple spacecraft. Nodes continues the legacy of the PhoneSat series of small satellites that first introduced and successfully implemented the use of Android Smartphone technology to perform many of the spacecraft functions previously accomplished through custom technology development efforts. The Nodes mission consists of two 1.5-unit (1.5U) nanosatellites each weighing approximately 2 kilograms (4 pounds) and measuring 10 centimeters by 10 centimeters by 15 centimeters. The Nodes spacecraft are derived from the hardware and software developed for the EDSN (Edison Demonstration of Smallsat Networks) mission (a swarm of eight spacecraft). Each Node utilizes the Android operating system with EDSN-specific software programmed to perform command and data handling tasks that allow the satellites to 1) relay ground commands through one satellite to the second satellite, 2) collect and relay science data from each satellite to the ground station, and 3) autonomously determine which of the two satellites is best suited to control the space network and relay data to the ground (“Captain”) and notify the ground system and second satellite (“Lieutenant”) of the result.

Network and Operations

Review of Particle Physics - Scalar Mesons below 1 GeV

The summarizes much of particle physics and cosmology. Using data from previous editions, plus 2,717 new measurements from 869 papers, we list, evaluate, and average measured properties of gauge bosons and the recently discovered Higgs boson, leptons, quarks, mesons, and baryons. We summarize searches for hypothetical particles such as supersymmetric particles, heavy bosons, axions, dark photons, etc. Particle properties and search limits are listed in Summary Tables. We give numerous tables, figures, formulae, and reviews of topics such as Higgs Boson Physics, Supersymmetry, Grand Unified Theories, Neutrino Mixing, Dark Energy, Dark Matter, Cosmology, Particle Detectors, Colliders, Probability and Statistics. Most of the 120 reviews are updated, including many that are heavily revised. The is divided into two volumes. Volume 1 includes the Summary Tables and 97 review articles. Volume 2 consists of the Particle Listings and contains also 23 reviews that address specific aspects of the data presented in the Listings. The complete (both volumes) is published online on the website of the Particle Data Group () and in a journal. Volume 1 is available in print as the . A with the Summary Tables and essential tables, figures, and equations from selected review articles is available in print, as a web version optimized for use on phones, and as an Android app. The 2024 edition of the Review of Particle Physics should be cited as: S. Navas et al. (Particle Data Group), Phys. Rev. D 110, 030001 (2024)© 20242024

Navas, S. [Universidad de Granada]

Review of Particle Physics

The Review summarizes much of particle physics and cosmology. Using data from previous editions, plus 3,200 new measurements from 903 papers, we list, evaluate, and average measured properties of gauge bosons and the recently discovered Higgs boson, leptons, quarks, mesons, and baryons. We summarize searches for hypothetical particles such as supersymmetric particles, heavy bosons, axions, dark photons, etc. Particle properties and search limits are listed in Summary Tables. We give numerous tables, figures, formulae, and reviews of topics such as Higgs Boson Physics, Supersymmetry, Grand Unified Theories, Neutrino Mixing, Dark Energy, Dark Matter, Cosmology, Particle Detectors, Colliders, Probability and Statistics. Most of the 118 reviews are updated, including many that are heavily revised.

72 PHYSICS OF ELEMENTARY PARTICLES AND FIELDS

Evidence-Based Recommendations for Optimizing Light in Day-to-Day Spaceflight Operations

NASA Behavioral Health and Performance Element (BHP) personnel have previously reported on efforts to transition evidence‐based recommendations for a flexible lighting system on the International Space Station (ISS). Based on these recommendations, beginning in 2016 the ISS will replace the current fluorescent‐based lights with an LED‐based system to optimize visual performance, facilitate circadian alignment, promote sleep, and hasten schedule shifting. Additional efforts related to lighting countermeasures in spaceflight operations have also been underway. As an example, a recent BHP research study led by investigators at Harvard Medical School and Brigham and Women's Hospital, evaluated the acceptability, feasibility, and effectiveness of blue‐enriched light exposure during exercise breaks for flight controllers working the overnight shift in the Mission Control Center (MCC) at NASA Johnson Space Center. This effort, along with published laboratory studies that have demonstrated the effectiveness of appropriately timed light for promoting alertness, served as an impetus for new light options, and educational protocols for flight controllers. In addition, a separate set of guidelines related to the light emitted from electronic devices, were provided to the Astronaut Office this past year. These guidelines were based on an assessment led by NASA's Lighting Environment Test Facility that included measuring the spectral power distribution, irradiance, and radiance of light emitted from ISS‐grade laptops and I‐Pads, as well as Android devices. Evaluations were conducted with and without the use of off‐the‐shelf screen filters as well as a software application that touts minimizing the short‐wave length of the visible light spectrum. This presentation will focus on the transition for operations process related to lighting countermeasures in the MCC, as well as the evidence to support recommendations for optimal use of laptops, I‐Pads, and Android devices during all phases of spaceflight operations.

Whitmire, Alexandra

Space Grant Final Paper

The purpose of this internship was to begin the development of an APK that would subscribe to NavCam and video stream via UDP. This project involved having the Astrobee Robot Software installed, the Astrobee Android Repository, and the use of an android emulator. While the final APK currently cannot stream via UDP, it can still subscribe to the topic, which for me was already a challenge.

Astrobee

A Dynamic Hierarchical Attention Framework for Multimodal Malware Detection

The increasing use of Android in the worldwide mobile ecosystem has come along with a significant increase in advanced malware, highlighting the critical necessity for efficient, scalable, and adaptable detection systems. Despite recent advancements in machine learning improving malware detection, the majority of current solutions are limited to one, two, or three data modalities, hence neglecting the comprehensive behavioral spectrum of contemporary multi-vector threats. This thesis presents the first comprehensive multimodal framework for Android malware detection, which combines textual, time-series (temporal), graph-based (structural), and visual information using an innovative hierarchical attention mechanism and Dynamic Fusion Controller (DFC). Our methodology consistently classifies and processes modalities as either sequential or structural, facilitating content-adaptive weighting and resilient cross-modal representation learning. We advance the implementation of cutting-edge time series techniques, such as MiniRocket, for malware detection, hence creating new opportunities for temporal analysis in cybersecurity. Comprehensive experimental assessment shows that our framework performs exceptionally well, with 99.46% classification accuracy and 97.15% detection accuracy, significantly outperforming existing approaches through effective multimodal integration and hierarchical attention mechanisms.

Nazmin, Tamanna

Interactions with Virtual People: Do Avatars Dream of Digital Sheep?

This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy, where virtual social situations are created that do test whether people react appropriately within these situations. We will also consider some experiments on face-to-face virtual communications between people in the same shared virtual environments. The second part will try to give some clues about why this might happen, taking into account modern theories of perception from neuroscience. The third part will include some speculations about the future developments of the relationship between people and virtual people. We will suggest that a more likely scenario than the world becoming populated by physically embodied virtual people (robots, androids) is that in the relatively near future we will interact more and more in our everyday lives with virtual people- bank managers, shop assistants, instructors, and so on. What is happening in the movies with computer graphic generated individuals and entire crowds may move into the space of everyday life.

Slater, Mel

NASA/JSC ISSLive!

Just 150 miles above us, the International Space Station (ISS) is orbiting. Each day, the astronauts on board perform a variety of activities from exercise, science experiments, and maintenance. Yet, many on the ground do not know about these daily activities. National Aeronautics Space Agency/ Johnson Space Center (NASA/JSC) innovation creation ISSLive! - an education project - is working to bridge this knowledge gap with traditional education channels such as schools, but also non-traditional channels with the non-technical everyday public. ISSLive! provides a website that seamlessly integrates planning and telemetry data, video feeds, 3D models, and iOS and android applications. Through the site, users are able to view astronauts daily schedules, in plain English alongside the original data. As an example, when an astronaut is working with a science experiment, a user will be able to read about the activity and for more detailed activities follow provided links to view more information all integrated into the same site. Live telemetry data from a predefined set can also be provided alongside the activities. For users to learn more, 3D models of the external and internal parts of the ISS are available, allowing users to explore the station and even select sensors, such as temperature, and view a real-time chart of the data. Even ground operations are modeled with a 3D mission control center, providing users information on the various flight control disciplines and showing live data that they would be monitoring. Some unique activities are also highlighted and have dedicated spaces to explore in more detail. Education is the focus of ISSLive!, even from the beginning when university students participated in the development process as part of their master s projects. Focus groups at a Houston school showed interest in the project and excitement towards including ISSLive! in their classroom. Through this inclusion, students' knowledge can be assessed with projects, oral presentations, and other assignments. For the public citizens outside of the traditional education system, ISSLive! provides a single, interactive, and engaging experience to learn about the ISS and its role in space exploration, international collaboration, and science. While traditional students are using ISSLive! in the classroom, their parents, grandparents, and friends are using it at home. ISSLive! truly brings the daily operations of the ISS into the daily lives of the public from every generation.

Harris, Philip D.

ISSLIVE! Bringing the Space Station to Every Generation

Just 200 miles above us, the International Space Station (ISS) is orbiting. Each day, the astronauts on board perform a variety of activities from exercise, science experiments, and maintenance. Yet, many on the ground don?t know about these daily activities. ISSLive! - an education project - is working to bridge this knowledge gap with traditional education channels such as schools, but also non-traditional channels with the non-technical everyday public. ISSLive! provides a website that seamlessly integrates planning and telemetry data, video feeds, 3D models, and iOS and android applications. Through the site, users are able to view astronauts? daily schedules, in plain English alongside the original data. As an example, when an astronaut is working with a science experiment, a user will be able to read about the activity and for more detailed activities follow provided links to view more information -- all integrated into the same site. Live telemetry data from a predefined set can also be provided alongside the activities. For users to learn more, 3D models of the external and internal parts of the ISS are available, allowing users to explore the station and even select sensors, such as temperature, and view a real-time chart of the data. Even ground operations are modelled with a 3D mission control center, providing users information on the various flight control disciplines and showing live data that they would be monitoring. Some unique activities are also highlighted, and have dedicated spaces to explore in more detail. Education is the focus of ISSLive!, even from the beginning when university students participated in the development process as part of their master?s projects. Focus groups at a Houston school showed interest in the project, and excitement towards including ISSLive! in their classroom. Through this inclusion, student?s knowledge can be assessed with projects, oral presentations, and other assignments. For the public citizens outside of the traditional education system, ISSLive! provides a single, interactive, and engaging experience to learn about the ISS and its role in space exploration, international collaboration, and science. While traditional students are using ISSLive! in the classroom, their parents, grandparents, and friends are using it at home. ISSLive! truly brings the daily operations of the ISS into the daily lives of the public from every generation.

Harris, Philip D.