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At least 19 records

Exploring Multimodal Interactions in Human-Autonomy Teaming Using a Natural User Interface

The creation of a multimodal, natural user interface to facilitate multi-agent interaction is essential to establishing trust among human and machine teammates in multi-agent systems. Trust is being researched, along with trustworthiness, as a path to certification of autonomous systems by the Autonomy Teaming and TRAjectories for Complex Trusted Operational Reliability (ATTRACTOR) project at NASA. The Autonomous Mission Experimental Logistics Interactive Assistant (AMELIA) is a natural user interface that enables multimodal interaction and is designed for rapid mission planning. AMELIA is an intelligent system that considers the user’s preferred communication strategies, as well as the time-critical aspect of the multi-agent system decision-making process. Twenty-four participants planned a multi-agent search and rescue mission, with the aid of an intelligent assistant. The results show that while the combined use of touch and speech was faster than speech alone, the single modality, touch, was still the most efficient. Future research should investigate additional input technologies.

Lisa R Le Vie↗

Exploring Multimodal Interactions in Human-Autonomy Teaming Using a Natural User Interface

The creation of a multimodal, natural user interface to facilitate multi-agent interaction is essential to establishing trust among human and machine teammates in multi-agent systems. Trust is being researched, along with trustworthiness, as a path to certification of autonomous systems by the Autonomy Teaming and TRAjectories for Complex Trusted Operational Reliability (ATTRACTOR) project at NASA. The Autonomous Mission Experimental Logistics Interactive Assistant (AMELIA) is a natural user interface that enables multimodal interaction and is designed for rapid mission planning. AMELIA is an intelligent system that considers the user’s preferred communication strategies, as well as the time-critical aspect of the multi-agent system decision-making process. Twenty-four participants planned a multi-agent search and rescue mission, with the aid of an intelligent assistant. The results show that while the combined use of touch and speech was faster than speech alone, the single modality, touch, was still the most efficient. Future research should investigate additional input technologies.

Lisa Renee Le Vie↗

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↗

Developing a Natural User Interface and Facial Recognition System With OpenCV and the Microsoft Kinect

The task for this project was to design, develop, test, and deploy a facial recognition system for the Kennedy Space Center Augmented/Virtual Reality Lab. This system will serve as a means of user authentication as part of the NUI of the lab. The overarching goal is to create a seamless user interface that will allow the user to initiate and interact with AR and VR experiences without ever needing to use a mouse or keyboard at any step in the process.

Human Interfaces↗

The Next Wave: Humans, Computers, and Redefining Reality

The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

Extended Reality↗

The Virtual Tablet: Virtual Reality as a Control System

In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

virtual control interface↗

Teleoperation of Robonaut Using Finger Tracking

With the advent of new finger tracking systems, the idea of a more expressive and intuitive user interface is being explored and implemented. One practical application for this new kind of interface is that of teleoperating a robot. For humanoid robots, a finger tracking interface is required due to the level of complexity in a human-like hand, where a joystick isn't accurate. Moreover, for some tasks, using one's own hands allows the user to communicate their intentions more effectively than other input. The purpose of this project was to develop a natural user interface for someone to teleoperate a robot that is elsewhere. Specifically, this was designed to control Robonaut on the international space station to do tasks too dangerous and/or too trivial for human astronauts. This interface was developed by integrating and modifying 3Gear's software, which includes a library of gestures and the ability to track hands. The end result is an interface in which the user can manipulate objects in real time in the user interface. then, the information is relayed to a simulator, the stand in for Robonaut, at a slight delay.

robotics↗

Advanced data management system architectures testbed

The objective of the Architecture and Tools Testbed is to provide a working, experimental focus to the evolving automation applications for the Space Station Freedom data management system. Emphasis is on defining and refining real-world applications including the following: the validation of user needs; understanding system requirements and capabilities; and extending capabilities. The approach is to provide an open, distributed system of high performance workstations representing both the standard data processors and networks and advanced RISC-based processors and multiprocessor systems. The system provides a base from which to develop and evaluate new performance and risk management concepts and for sharing the results. Participants are given a common view of requirements and capability via: remote login to the testbed; standard, natural user interfaces to simulations and emulations; special attention to user manuals for all software tools; and E-mail communication. The testbed elements which instantiate the approach are briefly described including the workstations, the software simulation and monitoring tools, and performance and fault tolerance experiments.

Grant, Terry↗

White Paper for Virtual Control Room

The Virtual Control Room (VCR) Proof of Concept (PoC) project is the result of an award given by the Fourth Annual NASA T&I Labs Challenge Project Call. This paper will outline the work done over the award period to build and enhance the capabilities of the Augmented/Virtual Reality (AVR) Lab at NASA's Kennedy Space Center (KSC) to create the VCR.

Virtual Reality↗

Anthropomorphic teleoperation: Controlling remote manipulators with the DataGlove

A two phase effort was conducted to assess the capabilities and limitations of the DataGlove, a lightweight glove input device that can output signals in real-time based on hand shape, orientation, and movement. The first phase was a period for system integration, checkout, and familiarization in a virtual environment. The second phase was a formal experiment using the DataGlove as input device to control the protoflight manipulator arm (PFMA) - a large telerobotic arm with an 8-ft reach. The first phase was used to explore and understand how the DataGlove functions in a virtual environment, build a virtual PFMA, and consider and select a reasonable teleoperation control methodology. Twelve volunteers (six males and six females) participated in a 2 x 3 (x 2) full-factorial formal experiment using the DataGlove to control the PFMA in a simple retraction, slewing, and insertion task. Two within-subjects variables, time delay (0, 1, and 2 seconds) and PFMA wrist flexibility (rigid/flexible), were manipulated. Gender served as a blocking variable. A main effect of time delay was found for slewing and total task times. Correlations among questionnaire responses, and between questionnaire responses and session mean scores and gender were computed. The experimental data were also compared with data collected in another study that used a six degree-of-freedom handcontroller to control the PFMA in the same task. It was concluded that the DataGlove is a legitimate teleoperations input device that provides a natural, intuitive user interface. From an operational point of view, it compares favorably with other 'standard' telerobotic input devices and should be considered in future trades in teleoperation systems' designs.

Hale, J. P., II↗

Sentiment of Search: KM and IT for User Expectations

User perceived value is the number one indicator of a successful implementation of KM and IT collaborations. The system known as "Search" requires more strategy and workflow that a mere data dump or ungoverned infrastructure can provide. Monitoring of user sentiment can be a driver for providing objective measures of success and justifying changes to the user interface. The dynamic nature of information technology makes traditional usability metrics difficult to identify, yet easy to argue against. There is little disagreement, however, on the criticality of adapting to user needs and expectations. The Systems Usability Scale (SUS), developed by John Brook in 1986 has become an industry standard for usability engineering. The first phase of a modified SUS, polls the sentiment of representative users of the JSC Search system. This information can be used to correlate user determined value with types of information sought and how the system is (or is not) meeting expectations. Sentiment analysis by way of the SUS assists an organization in identification and prioritization of the KM and IT variables impacting user perceived value. A secondary, user group focused analysis is the topic of additional work that demonstrates the impact of specific changes dictated by user sentiment.

Berndt, Sarah Ann↗

Natural Language Query System Design for Interactive Information Storage and Retrieval Systems

The currently developed multi-level language interfaces of information systems are generally designed for experienced users. These interfaces commonly ignore the nature and needs of the largest user group, i.e., casual users. This research identifies the importance of natural language query system research within information storage and retrieval system development; addresses the topics of developing such a query system; and finally, proposes a framework for the development of natural language query systems in order to facilitate the communication between casual users and information storage and retrieval systems.

Dominick, Wayne D.↗

'Fly Like This': Natural Language Interface for UAV Mission Planning

With the increasing presence of unmanned aerial vehicles (UAVs) in everyday environments, the user base of these powerful and potentially intelligent machines is expanding beyond exclusively highly trained vehicle operators to include non-expert system users. Scientists seeking to augment costly and often inflexible methods of data collection historically used are turning towards lower cost and reconfigurable UAVs. These new users require more intuitive and natural methods for UAV mission planning. This paper explores two natural language interfaces - gesture and speech - for UAV flight path generation through individual user studies. Subjects who participated in the user studies also used a mouse-based interface for a baseline comparison. Each interface allowed the user to build flight paths from a library of twelve individual trajectory segments. Individual user studies evaluated performance, efficacy, and ease-of-use of each interface using background surveys, subjective questionnaires, and observations on time and correctness. Analysis indicates that natural language interfaces are promising alternatives to traditional interfaces. The user study data collected on the efficacy and potential of each interface will be used to inform future intuitive UAV interface design for non-expert users.

Chandarana, Meghan↗

Geophysical data analysis and visualization using the Grid Analysis and Display System

Several problems posed by the rapidly growing volume of geophysical data are described, and a selected set of existing solutions to these problems is outlined. A recently developed desktop software tool called the Grid Analysis and Display System (GrADS) is presented. The GrADS' user interface is a natural extension of the standard procedures scientists apply to their geophysical data analysis problems. The basic GrADS operations have defaults that naturally map to data analysis actions, and there is a programmable interface for customizing data access and manipulation. The fundamental concept of the GrADS' dimension environment, which defines both the space in which the geophysical data reside and the 'slice' of data which is being analyzed at a given time, is expressed The GrADS' data storage and access model is described. An argument is made in favor of describable data formats rather than standard data formats. The manner in which GrADS users may perform operations on their data and display the results is also described. It is argued that two-dimensional graphics provides a powerful quantitative data analysis tool whose value is underestimated in the current development environment which emphasizes three dimensional structure modeling.

Doty, Brian E.↗

Issues on the use of meta-knowledge in expert systems

Meta knowledge is knowledge about knowledge; knowledge that is not domain specific but is concerned instead with its own internal structure. Several past systems have used meta-knowledge to improve the nature of the user interface, to maintain the knowledge base, and to control the inference engine. More extensive use of meta-knowledge is probable for the future as larger scale problems are considered. A proposed system architecture is presented and discussed in terms of meta-knowledge applications. The principle components of this system: the user support subsystem, the control structure, the knowledge base, the inference engine, and a learning facility are all outlined and discussed in light of the use of meta-knowledge. Problems with meta-constructs are also mentioned but it is concluded that the use of meta-knowledge is crucial for increasingly autonomous operations.

Facemire, Jon↗

System and Method for Executing Operations Specified in a Procedure Language

A system for executing a procedure includes a procedure execution engine. The procedure execution engine is configured to translate a procedure defined via a procedure language to natural language statements corresponding to the operations specified by the procedure language. The procedure execution engine is also configured to generate a user interface for controlling execution of the procedure, and to display the natural language statements via the user interface. The procedure execution engine is further configured to indicate progress of execution of the procedure, via the user interface, based on the displayed natural language statements.

Kortenkamp, David Michael↗

The intelligent user interface for NASA's advanced information management systems

NASA has initiated the Intelligent Data Management Project to design and develop advanced information management systems. The project's primary goal is to formulate, design and develop advanced information systems that are capable of supporting the agency's future space research and operational information management needs. The first effort of the project was the development of a prototype Intelligent User Interface to an operational scientific database, using expert systems and natural language processing technologies. An overview of Intelligent User Interface formulation and development is given.

Campbell, William J.↗

A Voice and Mouse Input Interface for 3D Virtual Environments

There have been many successful stories on how 3D input devices can be fully integrated into an immersive virtual environment. Electromagnetic trackers, optical trackers, gloves, and flying mice are just some of these input devices. Though we can use existing 3D input devices that are commonly used for VR applications, there are several factors that prevent us from choosing these input devices for our applications. One main factor is that most of these tracking devices are not suitable for prolonged use due to human fatigue associated with using them. A second factor is that many of them would occupy additional office space. Another factor is that many of the 3D input devices are expensive due to the unusual hardware that are required. For our VR applications, we want a user interface that would work naturally with standard equipment. In this paper, we demonstrate applications or our proposed muitimodal interface using a 3D dome display. We also show that effective data analysis can be achieved while the scientists view their data rendered inside the dome display and perform user interactions simply using the mouse and voice input. Though the sphere coordinate grid seems to be ideal for interaction using a 3D dome display, we can also use other non-spherical grids as well.

Kao, David L.↗