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At least 19 records

Using a Blender to Assess the Microbial Density of Encapsulated Organisms

There are specific NASA requirements for source-specific encapsulated microbial density for encapsulated organisms in non-metallic materials. Projects such as the Mars Science Laboratory (MSL) that use large volumes of non-metallic materials of planetary protection concern pose a challenge to their bioburden budget. An optimized and adapted destructive hardware technology employing a commercial blender was developed to assess the embedded bioburden of thermal paint for the MSL project. The main objective of this optimization was to blend the painted foil pieces in the smallest sizes possible without excessive heating. The small size increased the surface area of the paint and enabled the release of the maximum number of encapsulated microbes. During a trial run, a piece of foil was placed into a blender for 10 minutes. The outside of the blender was very hot to the touch. Thus, the grinding was reduced to five 2-minute periods with 2-minute cooling periods between cycles. However, almost 20% of the foil fraction was larger (>2 mm). Thus, the largest fractions were then put into the blender and reground, resulting in a 71% increase in particles less than 1 mm in size, and a 76% decrease in particles greater than 2 mm in size. Because a repeatable process had been developed, a painted sample was processed with over 80% of the particles being <2 mm. It was not perceived that the properties (i.e. weight and rubber-like nature) of the painted/foil pieces would allow for a finer size distribution. With these constraints, each section would be ground for a total of 10 minutes with five cycles of a 2-minute pulse followed by a 2-minute pause. It was observed on several occasions that a larger blade affected the recovery of seeded spores by approximately half an order of magnitude. In the standard approach, each piece of painted foil was aseptically removed from the bag and placed onto a sterile tray where they were sized, cut, and cleaned. Each section was then weighed and placed into a sterile Waring Laboratory Blender. Samples were processed on low speed. The ground-up samples were then transferred to a 500-mL bottle using a sterile 1-in. (.2.5-cm) trim brush. To each of the bottles sterile planetary protection rinse solution was added and a modified NASA Standard Assay (NASA HBK 6022) was performed. Both vegetative and spore plates were analyzed.

Benardini, James N.

Low temperature fluid blender

Blender supplies hydrogen at temperatures from 289 deg K to 367 deg K. Hydrogen temperature is controlled by using blender to combine flow from liquid hydrogen tank /276 deg K/ and gaseous hydrogen cylinder /550 deg K/. Blenders are applicable where flow of controlled low-temperature fluid is desired.

Repas, G. A.

Building Maps for Terrain Relative Navigation Using Blender: An Open-Source Approach

A persistent challenge for vision-based navigation systems that compare imagery to a reference map is generating high quality maps with similar lighting conditions. Image rendering software can be used to apply variable lighting to reference maps or to generate synthetic imagery for test trajectories. While many image rendering software packages are available, with several developed specifically for spaceflight applications, there are often limitations due to cost, image fidelity, or flexibility. In this paper, we demonstrate the use of an open-source image rendering software, Blender, for use in Terrain Relative Navigation (TRN) applications. A scene in Blender was generated based on elevation data and satellite imagery of the region of West Texas used by Blue Origin for the operation of their New Shepard suborbital rocket. The Blender scene was validated by reproducing imagery collected during a flight of New Shepard in October 2020 and was further used to generate reference maps for use by a TRN algorithm on a subsequent New Shepard flight in August 2021. The work was performed under the NASA Safe and Precise Landing Integrated Capabilities Evolution (SPLICE) project, which is focused on technology advancement for precision landing and hazard avoidance. This work aims to lower the cost of entry and generally promote the adoption and advancement of vision-based navigation technologies.

Kyle W Smith

Blender for Antimisting Kerosene

Blender continuously disperses controlled amount of flammability-reducing additive into stream of jet fuel. Resulting mixture consists of homogeneous suspension of additive polymer particles in fuel. Particles dissolve within 15 to 30 min, without agitation, forming airplane fuel known as antimisting kerosene which promises to reduce danger from fire in crashes.

Parikh, Pradip G.

Rapid Model Import Tool (RMIT)

Our project is about developing a tool to implement conversion of 3D Computer Aided Design (CAD) models produced with software such as Delmia, 3DS Max, or Maya, into a size and format compatible with the Unity 3D environment. RMIT will be used to aid KSC engineering personnel in the design, development, testing, operations, and training on spacecraft, launch vehicles, facilities, and ground support equipment. For our project, we are using Blender, a free/open-source 3D graphics software, with the goal of developing, testing, and deploying a 3D CAD model converter tool. I worked on using Blender to import 3D CAD models exported from CATIA software into Collada file format. The Collada file format has file extension DAE. Importing the Collada DAE file as is into Blender, generates dots and dashes. In 3DS Max, there is an existing OpenCollada plugin and with that plugin, 3DS Max can import the DAE file successfully. But, Blender does not seem to have an OpenCollada plugin, so I worked on writing a new OpenCollada plugin for Blender. Since 3DS Max was able to display the image, I looked into comparing differences between the original DAE file and the DAE file exported from 3DS Max using the OpenCollada plugin. As Collada documents describing digital assets are XML files with file extension DAE, Collada files contains XML tags, making them easily modifiable. After some research, it appears that Blender does not like primitive 2D tags like tristrips and trifans. Changing those tags to polygons slightly improved the image, but the pieces were exploded. I found after further research comparing differences between the original file and the file exported from 3DS Max that the values inside the translate tags in the original file are scaled down by a factor of 25.4 in the exported file from 3DS Max, representing the millimeters to inches conversion (1 inch = 25.4 millimeters). After scaling down values inside all of the translate tags by 25.4, the exploded pieces stuck back in, but the image needed further improvement. I have been able to create a new plugin in Blender that takes the original DAE file, replaces the primitive 2D tags tristrips and trifans with polygons, scales down the values inside the translate tags by a factor of 25.4, and saves the changes into a temporary DAE file. After the temporary DAE file is imported into Blender, the temp file is then deleted, keeping the original DAE file intact. Starting with a DAE file that is exported using the NASA Enterprise Visualization Application (NEVA), a Collada exporter, from CATIA gives better results. NEVA is a Design Visualization product that is used for exporting 3D models from CATIA. With NEVA, the up axis is defined in the top-level node if navigation gravity is enabled. With that file, just replacing the primitive tags tristrips and trifans with polygons in yields a much improved image in Blender. As we identify more differences between the original DAE file and the DAE file exported from 3DS Max, this plugin can be improved further. Our goal is to have a model that is formatted and sized for import into Unity, and we are trying out different 3D programs to see which will work best.

Ayyangar, Arjun

Software Development: 3D Animations and Creating User Interfaces for Realistic Simulations

My fall 2015 semester was spent at the Lyndon B. Johnson Space Center working in the Integrated Graphics, Operations, and Analysis Laboratory (IGOAL). My first project was to create a video animation that could tell the story of OMICS. OMICS is a term being used in the field of biomedical science to describe the collective technologies that study biological systems, such as what makes up a cell and how it functions with other systems. In the IGOAL I used a large 23 inch Wacom monitor to draw storyboards, graphics, and line art animations. I used Blender as the 3D environment to sculpt, shape, cut or modify the several scenes and models for the video. A challenge creating this video was to take a term used in biomedical science and describe it in such a way that an 8th grade student can understand. I used a line art style because it would visually set the tone for what we thought was an educational style. In order to get a handle on the perspective and overall feel for the animation without overloading my workspace, I split up the 2 minute animation into several scenes. I used Blender's python scripting capabilities which allowed for the addition of plugins to add or modify tools. The scripts can also directly interact with the objects to create naturalistic patterns or movements. After collecting the rendered scenes, I used Blender's built-in video editing workspace to output the animation. My second project was to write software that emulates a physical system's interface. The interface was to simulate a boat, ROV, and winch system. Simulations are a time and cost effective way to test complicated data and provide training for operators without having to use expensive hardware. We created the virtual controls with 3-D Blender models and 2-D graphics, and then add functionality in C# using the Unity game engine. The Unity engine provides several essential behaviors of a simulator, such as the start and update functions. A framework for Unity, which was developed in the lab, provided a way to place the different widgets on the virtual console dock and have them resize correctly based on the window dimensions.. My task in this project was to create the controls and visualizations for the data coming in from the simulator for the boat portion of the project. I wrote a class for each control window to handle the functionality of that widget. I implemented 11 widgets that make up the ship portion of the simulator. The members of the lab were each masters of their craft and I'm glad I had the opportunity to learn from them. I learned to plan strategically so I could finish this project on time. I allotted time for storyboarding, development, and refinement. In regards to animating I learned to use modifiers like lattice, boolean and build deformers. I also learned how to animate with drivers, how to use the dope sheet, and how to use the graph editor. In coding I learned to limit the chances for bugs by privatizing functions that should be exclusive to their class. I learned how to use the GIT repository to commit, stash and pull the latest build. I learned a bit of everything because I had the chance to see the entire application development process from the artwork, to the implementation.

Gordillo, Orlando Enrique

Modeling Kepler Transit Light Curves as False Positives: Rejection of Blend Scenarios for Kepler-9, and Validation of Kepler-9 d, a Super-Earth-Size Planet in a Multiple System

Light curves from the Kepler Mission contain valuable information on the nature of the phenomena producing the transit-like signals. To assist in exploring the possibility that they are due to an astrophysical false positive we describe a procedure (BLENDER) to model the photometry in terms of a blend rather than a planet orbiting a star. A blend may consist of a background or foreground eclipsing binary (or star-planet pair) whose eclipses are attenuated by the light of the candidate and possibly other stars within the photometric aperture. We apply BLENDER to the case of Kepler-9 (KIC 3323887), a target harboring two previously confirmed Saturn-size planets (Kepler-9 b and Kepler-9 c) showing transit timing variations, and an additional shallower signal with a 1.59 day period suggesting the presence of a super-Earth-size planet. Using BLENDER together with constraints from other follow-up observations we are able to rule out all blends for the two deeper signals and provide independent validation of their planetary nature. For the shallower signal, we rule out a large fraction of the false positives that might mimic the transits. The false alarm rate for remaining blends depends in part (and inversely) on the unknown frequency of small-size planets. Based on several realistic estimates of this frequency, we conclude with very high confidence that this small signal is due to a super-Earth-size planet (Kepler-9 d) in a multiple system, rather than a false positive. The radius is determined to be 1.64(exp)(sub-14),R, and current spectroscopic observations are as yet insufficient to establish its mass.

PLANETARY SYSTEMS

Performance tests of a gas blending system based on mass-flow controllers

The system provides many of the gas mixtures required for calibrating analytical instruments used in engine exhaust gas analysis and is capable of blending from one to four additive gases with either of two carrier gases in concentrations from 20 ppm to 50%. Two mixtures can be flowing simultaneously. Performance tests were made to determine the stability accuracy of the system while it was in limited use for a period of 2 years. The accuracy of the blender was measured by comparing binary mixtures from the blender with National Bureau of Standards standard reference materials. Analytical instruments were used to make these comparisons. The expected accuracy of 2% was obtained in some of the tests, by the majority showed a systematic biAs of -5%. Although these tests revealed subtle instabilities in the flow controllers that contributed to the random scatter of data, the accuracy of wet test meters and bubble flowmeters used for calibration is marginal for this purpose. A simple procedure is recommended that should enable the full potential of the system to be realized.

Evans, A., Jr.

Continuous inline blending of antimisting kerosene

A continuous inline blender was developed to blend polymer slurries with a stream of jet A fuel. The viscosity of the slurries ranged widely. The key element of the blender was a static mixer placed immediately downstream of the slurry injection point. A positive displacement gear pump for jet A was employed, and a progressive cavity rotary screw pump was used for slurry pumping. Turbine flow meters were employed for jet A metering while the slurry flow rate was calibrated against the pressure drop in the injection tube. While using one of the FM-9 variant slurries, a provision was made for a time delay between the addition of slurry and the addition of amine sequentially into the jet A stream.

Parikh, P.

Space Science Investigation: NASA ISS Stowage Simulator

During this internship the opportunity was granted to work with the Integrated, Graphics, Operations and Analysis Laboratory (IGOAL) team. The main assignment was to create 12 achievement patches for the Space Station training simulator called the "NASA ISS Stowage Training Game." This project was built using previous IGOAL developed software. To accomplish this task, Adobe Photoshop and Adobe Illustrator were used to craft the badges and other elements required. Blender, a 3D modeling software, was used to make the required 3D elements. Blender was a useful tool to make things such as a CTB bag for the "No More Bob" patch which shows a gentleman kicking a CTB bag into the distance. It was also used to pose characters to the positions that was optimal for their patches as in the "Station Sanitation" patch which portrays and astronaut waving on a U.S module on a truck. Adobe Illustrator was the main piece of software for this task. It was used to craft the badges and upload them when they were completed. The style of the badges were flat, meaning that they shouldn't look three dimensional in any way, shape or form. Adobe Photoshop was used when any pictures need brightening and was where the texture for the CTB bag was made. In order for the patches to be ready for the game's next major release, they have to go under some critical reviewing, revising and re-editing to make sure the other artists and the rest of the staff are satisfied with the final products. Many patches were created and revamped to meet the flat setting and incorporate suggestions from the IGOAL team. After the three processes were completed, the badges were implemented into the game (reference fig1 for badges). After a month of designing badges, the finished products were placed into the final game build via the programmers. The art was the final piece in showcasing the latest build to the public for testing. Comments from the testers were often exceptional and the feedback on the badges were outstanding. The latest build will also be tested by astronauts to determine if the product could potentially be incorporated into the astronaut training program. This experience has provided the opportunity to experience the feeling of working with research and development organization. The art skills and programming skills received at the internship will provide and maintain and strong foundation for a career in computer programming and digital media.

Crawford, Gary

Large-Scale Visualization of 3D Unstructured Groundwater Model Using Cave Automated Virtual Environment

The immersive three-dimensional (3D) virtual reality (VR) visualization of groundwater models allows us to deepen our understanding of aquifer systems and provide better solutions to present groundwater-related problems, such as groundwater recharge, water quality, and sustainability. Visualization assists in accurately developing groundwater models and revealing important subsurface features, including faulting, folding, and unconformity. However, assessing model accuracy poses challenges due to the complexity of geology and groundwater systems. This research demonstrates a workflow to visualize and analyze raw 3D unstructured groundwater model data using an immersive Cave Automated Virtual Environment (CAVE). To visualize the unstructured groundwater model data, the raw dataset is converted into interactive CAVE-compatible formats utilizing a set of tools: ParaView, Blender, and Unity. This enables researchers to immerse themselves in the data, identifying influential patterns and relationships. e resulting insights can inform the development of sophisticated machine-learning models for groundwater level prediction. The CAVE’s immersive capabilities allow intuitive exploration from various perspectives, providing a more holistic understanding of the factors affecting groundwater levels. These insights are crucial to improve predictive models. The CAVE results also facilitate collaborative analysis and have potential applications in training and education. is research demonstrates the value of immersive VR tools such as the CAVE for unraveling intricacies within high-dimensional scientific data to drive real-world forecasting and modeling applications.

54 ENVIRONMENTAL SCIENCES

Flowmeter determines mix ratio for viscous adhesives

Flowmeter determines mix ratio for continuous flow mixing machine used to produce an adhesive from a high viscosity resin and aliphatic amine hardener pumped through separate lines to a rotary blender. The flowmeter uses strain gages in the two flow paths and monitors their outputs with appropriate instrumentation.

Lemons, C. R.

Diffusely Reflecting Paints Containing TFE

Highly reflective, diffused coatings developed by incorporating polytetrafluoroethylene (TFE) pigment with alcohol-soluble binders. Alcohol and binder mixed together in blender before adding TFE. TFE preferably outgassed in mechanical-pump vacuum for typical interval of 4 hours before adding to liquid. Like wetting agent, vacuum treatment helps to prevent clumping of TFE and eases dispersion throughout mixture. Mixture blended for 3 to 5 minutes before used. Coatings useful on reflectance-standard surfaces for calibrating radiometric instruments in both laboratory and field. Paints washable and usable as optical reference surfaces.

Shai, M. C.

Research on antimisting fuel for suppression of postcrash aircraft fires

Recent experimental results in the field of post-crash aircraft fire suppression are reviewed, with emphasis given to antimisting kerosene fuel (AMK). Findings in three major areas of study are presented, including: rheological studies (skin friction, and heat transfer); fuel breakup processes and nozzle spray combustion; and the development of inline blenders for production of AMK at the refueling point. An interpretation of the results of the FAA/NASA Controlled Impact Demonstration of AMK fuel is also presented. It is concluded that AMK is a sound concept and offers several advantages over conventional fuels in any crash scenario involving post-crash fires.

Sarohia, V.

Screws, Propellers and Fans Based on a Mobius Strip

A Mobius strip concept is intended for improving the working efficiency of propellers and screws. Applications involve cooling, boat propellers, mixing in appliance, blenders, and helicopters. Several Mobius shaped screws for the average size kitchen mixers have been made and tested. The tests have shown that the mixer with the Mobius shaped screw pair is most efficient, and saves more than 30% of the electric power by comparison with the standard. The created video film about these tests illustrates efficiency of Mobius shaped screws.

Seiner, John M.

Development of a pilot system for converting sweet potato starch into glucose syrup

Sweet potato has been chosen as one of NASA's crops to support human beings in future space missions. One of the possible uses is to make syrup that can be used as a general sweetener. In this work a simple engineering system for converting sweet potato starch into glucose syrup was studied on a laboratory scale. The system comprises the following main units: a blender, continuous stirred tank reactor (CSTR), centrifugal and vacuum filters, deionization column and vacuum evaporator. The system was tested by carrying out conversion processes from fresh sweet potato roots. The roots were pealed, sliced, homogenized, heated and hydrolyzed by diastase of malt and Dextrozyme C (Novo Nordisk BioChem, North America, Inc.) enzymes in the CSTR. After hydrolysis the slurry was filtered, de-ionized and concentrated to get glucose syrup. The performance of the system was evaluated based on the quality of the conversion. The main factor was the level of reducing sugars except for the deionization where ash content and color were the main factors. Through careful control of the system units, good heating performance in the CSTR was obtained and the hydrolysis process attained sufficient conversion. The filtration process that incorporated the centrifuge was faster than when it was by-passed to the vacuum filter but losses in sugars were higher. Deionization removed more than 90% of the ash and reduced pigmentation, with probable insignificant losses in sugars during the deionization process. Recovery levels when the centrifuge was used and when it was by-passed could reach about 65% and 78%, respectively. These correspond to reducing sugar concentration of 259 and 310 mg/ml in 150-ml syrups from 300 g of sweet potatoes in each process. However, from concentration trials, syrups with volumes of 100 and 70 ml with the respective dextrose equivalence of 281 and 213 mg/ml were obtained. The syrups obtained were brownish in color and the process that employed centrifugal filtration gave a product with color that resembled the original color of the sweet potatoes. Further work is required to improve the overall system performance.

Non-NASA Center