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Virtual Reality as a Medium for Sensorimotor Adaptation Training and Spaceflight Countermeasures

Astronauts experience a profound sensorimotor adaptation during transition to and from the microgravity environment of space. With the upcoming shift to extra‐long duration missions (upwards of 1 year) aboard the International Space Station, the immediate risks to astronauts during these transitory periods become more important than ever to understand and prepare for. Recent advances in virtual reality technology enable everyday adoption of these tools for entertainment and use in training. Embedding an individual in a virtual environment (VE) allows the ability to change the perception of visual flow, elicit automatic motor behavior and produce sensorimotor adaptation, not unlike those required during long duration microgravity exposure. The overall goal of this study is to determine the feasibility of present head mounted display technology (HMD) to produce reliable visual flow information and the expected adaptation associated with virtual environment manipulation to be used in future sensorimotor adaptability countermeasures. To further understand the influence of visual flow on gait adaptation during treadmill walking, a series of discordant visual flow manipulations in a virtual environment are proposed. Six healthy participants (3 male and 3 female) will observe visual flow information via HMD (Oculus Rift DK2) while walking on an instrumented treadmill at their preferred walking speed. Participants will be immersed in a series of VE's resembling infinite hallways with different visual characteristics: an office hallway, a hallway with pillars and the hallway of a fictional spacecraft. Participants will perform three trials of 10 min. each, which include walking on the treadmill while receiving congruent or incongruent visual information via the HMD. In the first trial, participants will experience congruent visual information (baseline) where the hallway is perceived to move at the same rate as their walking speed. The final two trials will be randomized among participants where the hallway is perceived to move at either half (0.5x) or twice (2.0x) their preferred walking speed. Participants will remain on the treadmill between trials and will not be warned of the upcoming change to visual flow to minimize preparatory adjustments. Stride length, step frequency and dual‐support time will be quantified during each trial. We hypothesize that participants will experience a rapid modification in gait performance during periods of adaptive change, expressed as a decrease in step length, an increase in step frequency and an increase in dual‐support time, followed by a period of adaptation where these movement parameters will return to near‐baseline levels. As stride length, step frequency and dual support times return to baseline values, an adaptation time constant will be derived to establish individual time‐to‐adapt (TTA). HMD technology represents a paradigm shift in sensorimotor adaptation training where gait adaptability can be stressed using off‐the‐shelf consumer products and minimal experimental equipment, allowing for greater training flexibility in astronaut and terrestrial applications alike.

Madansingh, S.↗

Incorporating Speech Recognition into a Natural User Interface

The Augmented/ Virtual Reality (AVR) Lab has been working to study the applicability of recent virtual and augmented reality hardware and software to KSC operations. This includes the Oculus Rift, HTC Vive, Microsoft HoloLens, and Unity game engine. My project in this lab is to integrate voice recognition and voice commands into an easy to modify system that can be added to an existing portion of a Natural User Interface (NUI). A NUI is an intuitive and simple to use interface incorporating visual, touch, and speech recognition. The inclusion of speech recognition capability will allow users to perform actions or make inquiries using only their voice. The simplicity of needing only to speak to control an on-screen object or enact some digital action means that any user can quickly become accustomed to using this system. Multiple programs were tested for use in a speech command and recognition system. Sphinx4 translates speech to text using a Hidden Markov Model (HMM) based Language Model, an Acoustic Model, and a word Dictionary running on Java. PocketSphinx had similar functionality to Sphinx4 but instead ran on C. However, neither of these programs were ideal as building a Java or C wrapper slowed performance. The most ideal speech recognition system tested was the Unity Engine Grammar Recognizer. A Context Free Grammar (CFG) structure is written in an XML file to specify the structure of phrases and words that will be recognized by Unity Grammar Recognizer. Using Speech Recognition Grammar Specification (SRGS) 1.0 makes modifying the recognized combinations of words and phrases very simple and quick to do. With SRGS 1.0, semantic information can also be added to the XML file, which allows for even more control over how spoken words and phrases are interpreted by Unity. Additionally, using a CFG with SRGS 1.0 produces a Finite State Machine (FSM) functionality limiting the potential for incorrectly heard words or phrases. The purpose of my project was to investigate options for a Speech Recognition System. To that end I attempted to integrate Sphinx4 into a user interface. Sphinx4 had great accuracy and is the only free program able to perform offline speech dictation. However it had a limited dictionary of words that could be recognized, single syllable words were almost impossible for it to hear, and since it ran on Java it could not be integrated into the Unity based NUI. PocketSphinx ran much faster than Sphinx4 which would've made it ideal as a plugin to the Unity NUI, unfortunately creating a C# wrapper for the C code made the program unusable with Unity due to the wrapper slowing code execution and class files becoming unreachable. Unity Grammar Recognizer is the ideal speech recognition interface, it is flexible in recognizing multiple variations of the same command. It is also the most accurate program in recognizing speech due to using an XML grammar to specify speech structure instead of relying solely on a Dictionary and Language model. The Unity Grammar Recognizer will be used with the NUI for these reasons as well as being written in C# which further simplifies the incorporation.

Chapa, Nicholas↗

The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

Little, William↗

Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

Searcy, Brittani↗

Arm DevSummit Keynote: Environment for Data Engineering in Virtual Reality: Ethical Considerations

Currently, the US Government is going through a large-scale data Transformation effort, where the GSA playbook is guiding all agencies to make their processes data-driven with the help of emerging technologies. To address concerns about algorithm sharing, AI adoption, and vendor lock-in, the NASA Langley Research Center Digital Transformation Group has developed the Environment for Data Engineering in Virtual Reality (EnDEVR), a data science ecosystem that allows users to command and investigate customizable data analyses from a VR environment. The system has been evaluated in the Oculus Rift S and Quest environments, two popular VR systems powered by the ARM architecture. Current and future development will employ several AI capabilities to guide research and automation within the environment and to facilitate algorithm sharing. In this talk, we will discuss the results of an initial ethical investigation and recommended considerations for the use of AI within the system.

Artificial Intelligence↗

Internship in Augmented and Virtual Reality - Rapid Model Import Tool

The integration of virtual and augmented reality, sometimes called mixed reality, is an emerging technology which will likely skyrocket overnight much in the way smartphones did a decade ago. Kennedy Space Center's Augmented and Virtual Reality (AVR) Lab is developing a Rapid Model Import Tool (RMIT) to create a quick and efficient way to bring NASA's complex engineering 3D models into virtual and augmented environments. The long-term objective is to create a tool that will ultimately benefit KSC engineers. Its various uses within NASA can potentially span from astronaut training, to marketing, to public outreach, to name a few. Unity is a prolific cross-platform game engine that allows users to build high quality 2D and 3D games for desktop, mobile, web, and game console platforms. It is perhaps also the most widely used software for virtual reality game development. At the AVR lab, we are looking at alternative uses of Unity to build tools for NASA engineers to perform design, development, testing, and training on spacecraft, rocket delivery systems, ground support equipment, and facilities at KSC. As an intern for the RMIT project, I am charged with the task of performing research on Unity-compatible file types to develop an efficient, affordable, preservative process to bring models from CATIA 3D engineering software into the Unity environment. With a tool called the NASA Enterprise Visualization Application (NEVA), developed by the Boeing Design Visualization group at KSC, we are able to easily convert CATIA's design models to. DAE (also known as COLLADA) and .OBJ file formats. I first reduce the polygon count of the model within CATIA itself, make any necessary tweaks to reduce the model further, and then export using NEVA. The .OBJ or. DAE files that I am left with are then converted by another intern to a Unity-compatible file format using a custom Python script. I have generated extensive documentation of this process in a NEVA User Guide. By the end of this semester, we will have built a solid framework for RMIT based on a thorough understanding of virtual reality specifications and file requirements, allowing future software development teams to go forward with development on the custom tool.

Leap Motion↗