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At least 19 records

R.U.N. Motion VR Boots: Realistic Unimpeded Natural (RUN) Motion Boots for VR gaming in the comfort of your home

Virtual reality (VR) gaming has experienced increasingly widespread adoption in recent years largely due to the development of affordable, consumer-grade headsets equipped with high quality, miniature displays and compact sensors for motion tracking. These devices are now able to provide users with immersive experiences that far surpass what traditional video games can achieve. However, despite these technological strides, a fundamental limitation remains: VR users are unable to move freely in their physical environment without the risk of colliding with real-world obstacles and hazards. This safety concern significantly restricts the level of immersion and natural movement possible in VR gaming.

42 ENGINEERING↗

Airfoil Table Generation and Validation for the VR-12 and SSC-A09 Airfoils and Quadrotor Performance Prediction

As part of NASA’s Urban Air Mobility (UAM) mission, the Revolutionary Vertical Lift Technology (RVLT) project is creating rotorcraft reference designs that can be used by the rotorcraft community to develop quiet, efficient, and safer air vehicles. At NASA, this effort is made possible by the use of the RVLT toolchain software. Airfoil tables are often a critical part of the conceptual design process as they inform both comprehensive analysis and Computational Fluid Dynamics (CFD) codes of 2D aerodynamic coefficients, such as lift, drag, and moment coefficients. These airfoil tables, typically generated during experimental testing, are often proprietary and thus not widely distributable; further, there is not always clear or available reference documentation that provides information on the test conditions. The airfoil tables from these experiments are referred to in this work as Legacy airfoil tables. The scope of this study is to generate airfoil tables with the NASA OVERset grid CFD FLOW solver (OVERFLOW) coupled with the AirFoil Table Generator (AFTGen) software and validate these airfoil tables based on performance predictions calculated in Comprehensive Hierarchical Aeromechanics Rotorcraft Model (CHARM). The overall goal is to provide CFD generated airfoil tables, validate them through comprehensive analysis, and publish the airfoil tables for public distribution. The RVLT quadrotor reference model was selected as the basis for all analyses. The quadrotor uses the VR-12 and SSC-A09 airfoils for its rotor blades. Simulations were run in OVERFLOW for the VR-12 and SSC-A09 airfoils for ±20° angles of attack, Mach numbers from 0.3 to 1.0, and a Reynolds-Mach proportionality constant of 1.023x107. The C81 format airfoil tables from AFTGen were then blended with Legacy NACA 0012 airfoil table data for ±20° to ±180° angle of attack range. CHARM was used to compute thrust coefficient, power coefficient, and figure of merit for an isolated rotor in hover using proprietary legacy airfoil tables for the VR-12 and SSC-A09, as well as with the OVERFLOW generated airfoil tables for the VR-12 and SSC-A09. Overall, the OVERFLOW and Legacy performance predictions agreed well, with the best correlation between simulated and Legacy data observed with the VR-12 airfoil tables.

Airfoil↗

Postural Control Disturbances Produced By Exposure to HMD and Dome Vr Systems

Two critical and unresolved human factors issues in VR systems are: 1) potential "cybersickness", a form of motion sickness which is experienced in virtual worlds, and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Most astronauts and cosmonauts experience perceptual and sensorimotor disturbances during and following space flight. All astronauts exhibit decrements in postural control following space flight. It has been suggested that training in virtual reality (VR) may be an effective countermeasure for minimizing perceptual and/or sensorimotor disturbances. People adapt to consistent, sustained alterations of sensory input such as those produced by microgravity, and experimentally-produced stimulus rearrangements (e.g., reversing prisms, magnifying lenses, flight simulators, and VR systems). Adaptation is revealed by aftereffects including perceptual disturbances and sensorimotor control disturbances. The purpose of the current study was to compare disturbances in postural control produced by dome and head-mounted virtual environment displays. Individuals recovered from motion sickness and the detrimental effects of exposure to virtual reality on postural control within one hour. Sickness severity and initial decrements in postural equilibrium decreases over days, which suggests that subjects become dual-adapted over time. These findings provide some direction for developing training schedules for VR users that facilitate adaptation, and address safety concerns about aftereffects.

Harm, D. L.↗

Effect of an extendable slat on the stall behavior of a VR-12 airfoil

Experimental and computational tests were performed on a VR-12 airfoil to determine if the dynamic-stall behavior that normally accompanies high-angle pitch oscillations could be modified by segmenting the forward portion of the airfoil and extending it ahead of the main element. In the extended position the configuration would appear as an airfoil with a leading-edge slat, and in the retracted position it would appear as a conventional VR-12 airfoil. The calculations were obtained from a numerical code that models the vorticity transport equation for an incompressible fluid. These results were compared with test data from the water tunnel facility of the Aeroflightdynamics Directorate at Ames Research Center. Steady and unsteady flows around both airfoils were examined at angles of attack between 0 and 30 deg. The Reynolds number was fixed at 200,000 and the unsteady pitch oscillations followed a sinusoidal motion described by alpha = alpha(sub m) + 10 deg sin(omega t). The mean angle (alpha(sub m)) was varied from 10 to 20 deg and the reduced frequency from 0.05 to 0.20. The results from the experiment and the calculations show that the extended-slat VR-12 airfoil experiences a delay in both static and dynamic stall not experienced by the basic VR-12 airfoil.

Dehugues, P. Plantin↗

VR for Mars Pathfinder

Virtual reality (VR) technology has played an integral role for Mars Pathfinder mission, operations Using an automated machine vision algorithm, the 3d topography of the Martian surface was rapidly recovered fro -a the stereo images captured. by the Tender camera to produce photo-realistic 3d models, An advanced, interface was developed for visualization and interaction with. the virtual environment of the Pathfinder landing site for mission scientists at the Space Flight Operations Facility of the Jet Propulsion Laboratory. The VR aspect of the display allowed mission scientists to navigate on Mars in Bud while remaining here on Earth, thus improving their spatial awareness of the rock field that surrounds the lenders Measurements of positions, distances and angles could be easily extracted from the topographic models, providing valuable information for science analysis and mission. planning. Moreover, the VR map of Mars has also been used to assist with the archiving and planning of activities for the Sojourner rover.

Blackmon, Theodore↗

MetaPoL: Immersive VR based Indoor Patterns of Life (PoL) and Anomalies Data Generation for Insider Threat Modeling in Nuclear Security

Insider threats are perhaps the most serious challenges that nuclear and radiological security systems face. Insiders pose such a great threat due to their access, authority, and knowledge, granting them opportunities to bypass dedicated nuclear and radiological security elements. For example, in one of the latest major insider threat incidents to nuclear security, the Doel-4 nuclear powerplant in Belgium suffered a shutdown, the threat of nuclear materials diversion, and long-term loss of tens of millions of dollars. Seven years of investigation concluded that it was an inside job and attempted sabotage. In this regard, there is an immediate need for R&D and technology integration in the domain of modeling indoor Patterns-of-Life (PoL) and anomaly detection. This can be achieved by using datasets of facility users’ mobility and activity, which can support the design of algorithms for insider threat modeling and detection. However, due to classification, privacy, sensitivity, and safety protocols, such datasets from real physical nuclear reactor facilities are not only hard to share, but also not always feasible to deploy and collect. Aiming to find an alternate solution, our proposed demonstration work - MetaPoL, is the first-ever (for the application space) immersive VR (virtual reality) environment of a real-world secure facility and allows users to move-and-stay through the designed indoor physical layout and also encounter NPCs (non-player characters) that emulate other facility users. In the MetaPoL an interactive user performs realistic spatio-temporal movement, dwelling and activities using a Meta Quest Pro VR headset, and that generates high-frequency (in time) high-resolution (in space) indoor spatial-temporal datasets that are valuable for PoL modeling and anomaly detection research specifically for insider threat modeling and detection mission. Such generated realistic, rich in context, and mission specific datasets can boost AI/Machine Learning based research for modeling and detecting insider threats in nuclear security and nonproliferation.

Gunaratne, Chathika↗

Using CLIPS to represent knowledge in a VR simulation

Virtual reality (VR) is an exciting use of advanced hardware and software technologies to achieve an immersive simulation. Until recently, the majority of virtual environments were merely 'fly-throughs' in which a user could freely explore a 3-dimensional world or a visualized dataset. Now that the underlying technologies are reaching a level of maturity, programmers are seeking ways to increase the complexity and interactivity of immersive simulations. In most cases, interactivity in a virtual environment can be specified in the form 'whenever such-and-such happens to object X, it reacts in the following manner.' CLIPS and COOL provide a simple and elegant framework for representing this knowledge-base in an efficient manner that can be extended incrementally. The complexity of a detailed simulation becomes more manageable when the control flow is governed by CLIPS' rule-based inference engine as opposed to by traditional procedural mechanisms. Examples in this paper will illustrate an effective way to represent VR information in CLIPS, and to tie this knowledge base to the input and output C routines of a typical virtual environment.

Engelberg, Mark L.↗

Computational Virtual Reality (VR) as a human-computer interface in the operation of telerobotic systems

This presentation focuses on the application of computer graphics or 'virtual reality' (VR) techniques as a human-computer interface tool in the operation of telerobotic systems. VR techniques offer very valuable task realization aids for planning, previewing and predicting robotic actions, operator training, and for visual perception of non-visible events like contact forces in robotic tasks. The utility of computer graphics in telerobotic operation can be significantly enhanced by high-fidelity calibration of virtual reality images to actual TV camera images. This calibration will even permit the creation of artificial (synthetic) views of task scenes for which no TV camera views are available.

Bejczy, Antal K.↗

Cockpit Interface for Locomotion and Manipulation Control of the NASA Valkyrie Humanoid in Virtual Reality (VR)

A virtual reality (VR) interface is presented for controlling NASA’s Valkyrie humanoid robot with flexible locomotion control options and intuitive teleoperation. Locomotion modes include navigating to a specified waypoint, sending desired velocities with a joystick, or manually placing a sequence of footsteps. On the other hand, teleoperation modes include voice commands to toggle relative whole-body tracking or high-level commandeering, and key bindings for common stored poses such as power grasps. The primary novelties of the interface are in the implementation of the cockpit mode and a floating augmented reality (AR) screen fixed with respect to the robot. The former enables embodied teleoperation and increased awareness during navigation in a mixed-reality setting. The latter preserves depth perception without the disparity clutter from a stereo point cloud. The interface is demonstrated on two real humanoids performing common explosive ordnance disposal (EOD) tasks such as door opening, vehicle inspection, and disruptor placement. Notably, the interface enables a single operator to control multiple humanoids. While the interface is motivated by EOD missions, the presented ideas are usable for other robots employing VR-based control.

Virtual-reality↗

2022 Innovation Fair - Simulation Facility to Develop Synchronization Standards for VR Visuals and Motion

Integrating Virtual Reality into the Vertical Motion Simulator for research into the future of simulation and flight To create software and hardware for integration of a Virtual Reality (VR) Head Mounted Display (HMD) into the Ames Vertical Motion Simulator for the purpose of developing and utilizing an empirical human-in-the-loop (HITL) testing method to determine spatial and temporal registration thresholds required for aligning VR Visuals with platform base motion.

Innovation Fair↗

Suppression of dynamic stall with a leading-edge slat on a VR-7 airfoil

The VR-7 airfoil was experimentally studied with and without a leading-edge slat at fixed angles of attack from 0 deg to 30 deg at Re = 200,000 and for unsteady pitching motions described by alpha equals alpha(sub m) + 10 deg(sin(wt)). The models were two dimensional, and the test was performed in a water tunnel at Ames Research Center. The unsteady conditions ranged over Re equals 100,000 to 250,000, k equals 0.001 to 0.2, and alpha(sub m) = 10 deg to 20 deg. Unsteady lift, drag, and pitching-moment measurements were obtained along with fluorescent-dye flow visualizations. The addition of the slat was found to delay the static-drag and static-moment stall by about 5 degrees and to eliminate completely the development of a dynamic-stall vortex during unsteady motions that reached angles as high as 25 degrees. In all of the unsteady cases studied, the slat caused a significant reduction in the force and moment hysteresis amplitudes. The reduced frequency was found to have the greatest effect on the results, whereas the Reynolds number had little effect on the behavior of either the basic or the slatted airfoil. The slat caused a slight drag penalty at low angles of attack, but generally increased the lift/drag ratio when averaged over the full cycle of oscillation.

Mcalister, K. W.↗

Dynamic Stall Measurements and Computations for a VR-12 Airfoil with a Variable Droop Leading Edge

High density-altitude operations of helicopters with advanced performance and maneuver capabilities have lead to fundamental research on active high-lift system concepts for rotor blades. The requirement for this type of system was to improve the sectional lift-to-drag ratio by alleviating dynamic stall on the retreating blade while simultaneously reducing the transonic drag rise of the advancing blade. Both measured and computational results showed that a Variable Droop Leading Edge (VDLE) airfoil is a viable concept for application to a rotor high-lift system. Results are presented for a series of 2D compressible dynamic stall wind tunnel tests with supporting CFD results for selected test cases. These measurements and computations show a dramatic decrease in the drag and pitching moment associated with severe dynamic stall when the VDLE concept is applied to the Boeing VR-12 airfoil. Test results also show an elimination of the negative pitch damping observed in the baseline moment hysteresis curves.

Martin, P. B.↗

Control of VR-7 Dynamic Stall by Strong Steady Blowing

An experiment was performed in a water tunnel on a Boeing-Vertol VR-7 airfoil to study the effects of tangential blowing over the upper surface. Blowing was applied at the quarter-chord location during sinusoidal pitching oscillations described by alpha = alpha(sub m) + 10 deg sin omega t. Results were obtained for a Reynolds number of 1 x 10(exp 5), mean angles of 10 and 15 deg, reduced frequencies ranging from 0.005 to 0.15, and blowing rates from C(sub mu) = 0.16 to 0.66. Unsteady lift, drag, and pitching moment loads are reported, along with fluorescent-dye flow visualizations. Strong steady blowing was found to prevent the bursting of the leading-edge separation bubble at several test points. When this occurred, the lift was increased significantly, stall was averted, and the shape of the moment response showed a positive damping in pitch. In almost all cases, steady blowing reduced the hysteresis amplitudes present in the loads, but the benefits diminished as the reduced frequency and mean angle of oscillation increased. A limited number of pulsed blowing cases indicated that for low blowing rates, the greatest gains were achieved at F(sup +) = 0.9.

Weaver, D.↗

EnDEVR: An Environment for Data Engineering in VR

Organizations within the public and private sectors are looking to improve their data science operations for research, development, and operational purposes. As this interest in data science grows, so too does interest in tools and programs that facilitating such operations. This paper presents EnDEVR, the Environment for Data Engineering in Virtual Reality, a user-extensible system that allows for the execution of custom data science functions. We describe the user-centered design process for the EnDEVR system, based on the needs of subject matter experts within the aerospace and aviation industries. Fundamental to this design is a method for users to integrate their existing analysis code (that may leverage third-party vendors) as usable objects in the virtual environment; this allows organizations to operate without the price tag and lifetime obligations associated with commercial data science toolkits, a concept known as “vendor lock-in”. We then present our system design with iterative implementations, and conclude with lessons learned. The presented work may provide insight into future user-centered design processes for VR applications, particularly for digital transformation stakeholders to circumvent vendor lock-in.

Human-centered computing↗

Assessments of Physiology and Cognition in Hybrid-Reality Environments (APACHE) – A VR “Sandbox” for Planetary Spacewalk Research

NASA is planning to return to the Moon in the mid-2020s as a steppingstone to Mars missions in the 2030s. Spacewalks, or extravehicular activities (EVAs), performed on the Moon and Mars will differ in a variety of ways from those that have been performed in decades past. NASA has identified multiple risks to human health and performance associated with a crewed mission to Mars, especially those associated with exploration EVAs which are expected to be a primary mission activity. Crew may be expected to conduct up to 24 hours of EVA per person per week, where the likelihood of injury and/or mental mistakes are increased compared to ground-based training or current microgravity EVAs and the consequences of which can be catastrophic. Current test environments for exploration EVA research and technology development are large, costly facilities that are limited in their availability or capabilities. Spacesuit testing in a reduced gravity environment such as NASA’s Neutral Buoyancy Laboratory, while a good representation of the crew’s physical workload during exploration EVAs, typically has small datasets and is difficult to integrate physiological sensors or other types of crew performance measures. Meanwhile, scientific field-based testing such as NASA’s Desert Research and Technology Studies offers an operationally relevant environment for exploration EVAs, particularly for cognitive workload, but is also limited by small datasets, lack of a pressurized spacesuit, and obtrusive measures. The limitations of current analogs for exploration EVAs identify a need for a new test environment that can approximate both the physical and cognitive demands associated with exploration EVAs to enable rapid, controlled, and repeatable evaluations of human health and performance risks of exploration missions. In response, the Human Physiology, Performance, Protection, and Operations Laboratory (H-3PO) at NASA Johnson Space Center has developed a hybrid reality exploration EVA analog named the Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE)[ to address these limitations using a combination of virtual, physical, and hybrid reality techniques. The APACHE facility resides at NASA Johnson Space Center and serves as a large “sandbox” for EVA research and simulation. At its center is a roughly 15x20ft space surrounded by a 14” tall sandbox partially filled with lunar regolith simulant to emulate the physical feeling of walking on a planetary surface and to allow for simulated geology operations. Nearby, a curved passive treadmill (Skillmill Connect, Technogym, Fairfield, NJ) and an omnidirectional treadmill (Infinadeck, Infinadeck, Rocklin, CA) are included to enable exploration of these large virtual environments while also imposing the physical demands, representative timelines, and cognitive burdens required to navigate and traverse these distances during exploration EVA. A 6DOF motion platform is used to simulate rover operations and supports various human performance evaluations and associated risks. Lastly, APACHE can support two extravehicular (EV) crewmembers working in tandem. A computer workstation is located nearby and also supports an intravehicular (IV) crewmember as part of a full mission simulation. The IV crewmember has direct video and audio communication with the EV crew in VR to provide operational and procedural support.

Human Performance↗

Approaches to the Successful Design and Implementation of VR Applications

The successful design of virtual reality applications involves both "top-down" and "bottom-up" strategies. This talk will broadly outline these strategies: how bottom-up strategies are driven primarily by performance considerations; and how top-down strategies are driven primarily by the application task, the interaction metaphors, and the integration of the virtual environment. How to ensure these two approaches "meet in the middle" through Iterative design processes will be stressed. The discussion will be motivated by examples of both success and failure. The talk contains information bryson presented at SIGGRAPH '93 and Visualization '93, and is a high-level discussion of design principles for virtual reality. There will be essentially no discussion of virtual wind tunnel specific issues or any other matters relating to aerospace, the tutorial is a repeat of the tutorial Bryson and Steve Feiner presented at Visualization '93 In October 1993 in San Jose, CA, and will cite the virtual windtunnel only as an example.

Bryson, Steve↗

A Computational Study of an Oscillating VR-12 Airfoil with a Gurney Flap

Computations of the flow over an oscillating airfoil with a Gurney-flap are performed using a Reynolds Averaged Navier-Stokes code and compared with recent experimental data. The experimental results have been generated for different sizes of the Gurney flaps. The computations are focused mainly on a configuration. The baseline airfoil without a Gurney flap is computed and compared with the experiments in both steady and unsteady cases for the purpose of initial testing of the code performance. The are carried out with different turbulence models. Effects of the grid refinement are also examined and unsteady cases, in addition to the assessment of solver effects. The results of the comparisons of steady lift and drag computations indicate that the code is reasonably accurate in the attached flow of the steady condition but largely overpredicts the lift and underpredicts the drag in the higher angle steady flow.

Rhee, Myung↗