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VERDEX: A virtual environment demonstrator for remote driving applications

One of the key areas of the National Advanced Robotics Centre's enabling technologies research program is that of the human system interface, phase 1 of which started in July 1989 and is currently addressing the potential of virtual environments to permit intuitive and natural interactions between a human operator and a remote robotic vehicle. The aim of the first 12 months of this program (to September, 1990) is to develop a virtual human-interface demonstrator for use later as a test bed for human factors experimentation. This presentation will describe the current state of development of the test bed, and will outline some human factors issues and problems for more general discussion. In brief, the virtual telepresence system for remote driving has been designed to take the following form. The human operator will be provided with a helmet-mounted stereo display assembly, facilities for speech recognition and synthesis (using the Marconi Macrospeak system), and a VPL DataGlove Model 2 unit. The vehicle to be used for the purposes of remote driving is a Cybermotion Navmaster K2A system, which will be equipped with a stereo camera and microphone pair, mounted on a motorized high-speed pan-and-tilt head incorporating a closed-loop laser ranging sensor for camera convergence control (currently under contractual development). It will be possible to relay information to and from the vehicle and sensory system via an umbilical or RF link. The aim is to develop an interactive audio-visual display system capable of presenting combined stereo TV pictures and virtual graphics windows, the latter featuring control representations appropriate for vehicle driving and interaction using a graphical 'hand,' slaved to the flex and tracking sensors of the DataGlove and an additional helmet-mounted Polhemus IsoTrack sensor. Developments planned for the virtual environment test bed include transfer of operator control between remote driving and remote manipulation, dexterous end effector integration, virtual force and tactile sensing (also the focus of a current ARRL contract, initially employing a 14-pneumatic bladder glove attachment), and sensor-driven world modeling for total virtual environment generation and operator-assistance in remote scene interrogation.

Stone, Robert J.↗

Earthshine as an Illumination Source at the Moon

Earthshine is the dominant source of natural illumination on the surface of the Moon during lunar night, and at some locations within permanently shadowed regions (PSRs) near the poles that never receive direct sunlight. As such, earthshine has the potential to enable the scientific investigation and exploration of conditions in areas of the Moon that are either temporarily or permanently hidden from the Sun. Earthshine has also been used to refer to Earthlight reflected from the lunar surface, but in this study we use it to refer specifically to Earthlight incident at the Moon. Under certain circumstances, the heat flux from earthshine could also influence the transport and cold-trapping of volatiles present in the very coldest areas within PSRs. In this study, Earth's spectral irradiance, as it would appear at the Moon in the solar reflectance band (0.3–3.0 µm) and at thermal emission wavelengths (3–50 µm), is examined with a suite of model image cubes and whole-disk spectra created using the Virtual Planetary Laboratory (VPL) three-dimensional (latitude, longitude and altitude) modeling capability. At the Moon, the broadband, hemispherical irradiance from Earth at full-phase is approximately 0.15 W m−2 with comparable contributions from solar reflectance and thermal emission; for context, this about 0.01% that of solar irradiance and has an equivalent temperature of around 40 K. Over the simulated timeframe, spanning two lunations, Earth's thermal irradiance shows very little net change (less than a few mW m−2 resulting from cloud variability and the south-to-north motion of the sub-observer latitude on Earth). In the solar band, Earth's diurnally averaged light curve at phase angles g ≤ 60° is well-fit using a Henyey–Greenstein integral phase function. At wavelengths longward of about 0.7 µm, near the well-known vegetation “red edge”, Earth's reflected solar radiance shows significant diurnal modulation as a result of the broad maximum in projected landmass at terrestrial longitudes between 60°W and 0°, as well as from the distribution of clouds. A simple formulation with adjustable coefficients is presented, condensed from the VPL model grid, for estimating Earth's hemispherical irradiance at the Moon as a function of wavelength, phase angle and sub-observer coordinates (terrestrial latitude and longitude). Uncertainties in any one prediction are estimated to be 10–12% at 0.3 µm, rising to >25% near 2.5 µm as a result of the increasing relative brightness and unpredictable influence of clouds. Although coefficient values are derived from a suite of spring equinox models, the approximation appears to be valid for all seasons, to within the stated uncertainties. It is demonstrated that earthshine is sufficiently bright to serve as a natural illumination source for optical measurements on a robotic lander/rover, allowing the identification of water ice mixed with regolith at the percent-level of fractional area.

Surface↗

Building a virtual planet

The virtual Planetary Laboratory (VPL) is a recently funded 5-yr project, which seeks toimprove our understanding of the range of plausible environments and the likely signatures for life on extrasolar terrestrial planets. To achieve these goals we are developing a suite of innovative modeling tools to simulate the environments and spectra of extrasolar planets. The core of the VPL IS a coupled radiative transfer/climate/chemistry model, which is augmented by interchangeable modules which characterize geological, exogenic, atmospheric escape, and life processes. The VPL is validated using data derived from terrestrial planets within our own solar system. The VPL will be used to explore the plausible range of atmospheric composittions and globally averaged spectra for extrasolar planets and for early Earth, and will improve our understanding of the effect of life on a planet's atmospheric spectrum and composition. The models will also be used to create a comprehensive spectral catalog to provide recommendations on the optimum wavelength range, spectral resolution, and instrument sensitivity required to characterize extrasolar terrestrial planets. Although developed by our team, the VPL is envisioned to be a comprehensive and flexible tool, which can be collaboratively used by the broader planetary science and astrobiology communities. This presentation will describe the project concept, the tasks involved, and will outline current progress to date. This work is funded by the NASA Astrobiology Institute.

astrobiology↗

NASA's Virtual Product Laboratory: An Overview

The Virtual Product Laboratory (VPL) developed by NASA's Commercial Remote Sensing Program at the John C. Stennis Space Center is a tool that enables simulation, design, and verification of remote sensing systems within a software (virtual) environment. The VPL can serve industry, government, and university communities by providing a means to conduct system trade studies, optimization, visual modeling, and data product simulations entirely in a virtual environment. The VPL can serve as a complete end-to-end simulation tool capable of producing system and subsystem performance characterizations, system optimization, and simulated data products or as a means of evaluating any one component of a remote sensing system. In this paper, we present an overview of the VPL capabilities. The VPL functional areas include Requirements, Design & Analysis, Simulation, Project Management, Knowledge Base, and Help. A description of each function along with the tools and techniques used to accomplish these functions will be provided. When possible, sample VPL displays and products will be used in the presentation.

Gasser, Jerry↗

NASA's Virtual Product Laboratory Overview

The Virtual Product Laboratory (VPL) developed at Stennis Space Center is a tool that enables design and verification of remote sensing systems within a software (virtual) environment. The VPL can serve NASA's industry, government, and university partners by providing a means to conduct system trade studies, visual modeling, and data product simulations entirely in a virtual environment. The VPL can serve as a complete end-to-end simulation tool capable of producing system-level compatability assessments, performance characterizations, and simulated data products. In this paper, we present an overview of the VPL's current functions and planned capabilities. The VPL functional areas include Requirements, Design and Analysis, Simulation, Project Management, and Knowledge Base. A description of each function, along with the tools and techniques used to accomplish these functions, is provided.

Gasser, Gerald↗

A convertor and user interface to import CAD files into worldtoolkit virtual reality systems

Virtual Reality (VR) is a rapidly developing human-to-computer interface technology. VR can be considered as a three-dimensional computer-generated Virtual World (VW) which can sense particular aspects of a user's behavior, allow the user to manipulate the objects interactively, and render the VW at real-time accordingly. The user is totally immersed in the virtual world and feel the sense of transforming into that VW. NASA/MSFC Computer Application Virtual Environments (CAVE) has been developing the space-related VR applications since 1990. The VR systems in CAVE lab are based on VPL RB2 system which consists of a VPL RB2 control tower, an LX eyephone, an Isotrak polhemus sensor, two Fastrak polhemus sensors, a folk of Bird sensor, and two VPL DG2 DataGloves. A dynamics animator called Body Electric from VPL is used as the control system to interface with all the input/output devices and to provide the network communications as well as VR programming environment. The RB2 Swivel 3D is used as the modelling program to construct the VW's. A severe limitation of the VPL VR system is the use of RB2 Swivel 3D, which restricts the files to a maximum of 1020 objects and doesn't have the advanced graphics texture mapping. The other limitation is that the VPL VR system is a turn-key system which does not provide the flexibility for user to add new sensors and C language interface. Recently, NASA/MSFC CAVE lab provides VR systems built on Sense8 WorldToolKit (WTK) which is a C library for creating VR development environments. WTK provides device drivers for most of the sensors and eyephones available on the VR market. WTK accepts several CAD file formats, such as Sense8 Neutral File Format, AutoCAD DXF and 3D Studio file format, Wave Front OBJ file format, VideoScape GEO file format, Intergraph EMS stereolithographics and CATIA Stereolithographics STL file formats. WTK functions are object-oriented in their naming convention, are grouped into classes, and provide easy C language interface. Using a CAD or modelling program to build a VW for WTK VR applications, we typically construct the stationary universe with all the geometric objects except the dynamic objects, and create each dynamic object in an individual file.

Wang, Peter Hor-Ching↗

Virtual Reality Simulation of the International Space Welding Experiment

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

Phillips, James A.↗

Commercial Systems Validation Overview

The Commercial Systems Validation Laboratory (CSVL) is composed of the 1) Virtual Product Laboratory (VPL), 2) Commercial Instrument Validation Laboratory (CIVL), and 3) In-Flight Verification & Validation Network (IVVN). All three laboratories are described in this viewgraph presentation, which covers the characterization of CCD cameras, hyperspectral sensors, ground reference equipment, and the Multispectral Thermal Imager (MTI). The presentation also includes sections on thermal modeling, measurements taken from a float, and the Scientific Data Purchase (SDP) Program. The section of the SDP profiles four data providers: 1) EarthSat; 2) Intermap; 3) Positive Systems; 4) Space Imaging.

Ryan, Robert↗