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At least 19 records

Software Assurance of PLCs Training Course

Being heavily visually-oriented, I am a firm believer in communication and conveying emotions through the art of color, motion, and transformation. A four-part online training course was created in PowerPoint and needed to be translated over into a Flash format. Issues with the Powerpoint were that the size of the files caused noticeable delays when placed online, there were compatibility issues, and from a composition and design perspective, color schemes and layout left much to be desired. High contrast, pixilated yellow text spiraling and flying on to a background of overly rich hues of blue with cheesy gradient patterns was just not appeasing to my eye, along with the menu directory buttons located at the top resembling blue pills of NyQuil on top of a stale gray border that had nothing to do with the background. The course itself is extremely broad and verbose, and will get monotonous very soon after starting. Moving about the course was very cumbersome as well. efficient by drastically reducing the size (The file size of all four parts of the actual course combined will ultimately not even be a fifth as big as one part of the original PowerPoint alone!); along with that, the course was made to be more interactive and user-friendly, as well as pleasing to the eye. Upon being viewed by fellow co-workers, nothing but positive feedback has been received. When beginning the presentation, onscreen comes a 3' 2" chubby, balding professor, who is a master in his knowledge of Programmable Logic Controllers (PLCs). He introduces himself and presents all of his vast knowledge over PLCs in a fun and innovative manner, making it much easier to acquire the information presented. A Scene Selection feature has been added making it a lot easier to jump from part to part and the back and forth arrows are much easier to utilize, and they are both less obtrusive than its PowerPoint predecessor. The user can also go at their pace, as the presentation pauses after at the end of each statement. computer animation, it was.. .still. ..animation done on a computer. I was able to incorporate my artistic talent and intuitive creativity into it, one thing I am very proficient at doing when it comes to what I do and what I will do in my profession as an artist/computer animator. At first, I felt that there was no place for an artist within a faculty of scientists, engineers, chemists, mathematicians, and programmers, but I managed to fit in quite successfully. My task was to convert the course into a Flash format, which would make it much more My project surprisingly somewhat dealt with my field of interest-though it was not

Threatt, Jamarr↗

NASA Earth Science Division’s Commitment to Increasing Safety in the Field

NASA's Earth Science Division (ESD) has led and supported field campaign research over many decades focused on advancing fundamental research, testing new instrument technologies, and promoting career development. ESD field campaign research is conducted over a wide range of projects that vary in size, science focus area, location, platform type, and people. ESD leadership has created a task team to address campaign physical and mental safety, with the goal of providing all participants in NASA field campaign research with an environment that promotes research, safety, inclusivity, and a positive experience. Building on resources that have been developed both within and outside NASA, we report on the task team’s accomplishments and near-term plans, including the recent establishment of a best practices document and guidelines for the development of “agreement of behaviors” document for field teams. We also describe progress in the development of an online training module for field campaign participation, the incorporation of campaign safety language in forthcoming NASA ROSES solicitations, and outreach activities. Finally, we report on recent joint interactions with the NASA Planetary Science Division’s Ethics in Fieldwork team.

Ocean-based measurements↗

Locomotion training of legged robots using hybrid machine learning techniques

In this study artificial neural networks and fuzzy logic are used to control the jumping behavior of a three-link uniped robot. The biped locomotion control problem is an increment of the uniped locomotion control. Study of legged locomotion dynamics indicates that a hierarchical controller is required to control the behavior of a legged robot. A structured control strategy is suggested which includes navigator, motion planner, biped coordinator and uniped controllers. A three-link uniped robot simulation is developed to be used as the plant. Neurocontrollers were trained both online and offline. In the case of on-line training, a reinforcement learning technique was used to train the neurocontroller to make the robot jump to a specified height. After several hundred iterations of training, the plant output achieved an accuracy of 7.4%. However, when jump distance and body angular momentum were also included in the control objectives, training time became impractically long. In the case of off-line training, a three-layered backpropagation (BP) network was first used with three inputs, three outputs and 15 to 40 hidden nodes. Pre-generated data were presented to the network with a learning rate as low as 0.003 in order to reach convergence. The low learning rate required for convergence resulted in a very slow training process which took weeks to learn 460 examples. After training, performance of the neurocontroller was rather poor. Consequently, the BP network was replaced by a Cerebeller Model Articulation Controller (CMAC) network. Subsequent experiments described in this document show that the CMAC network is more suitable to the solution of uniped locomotion control problems in terms of both learning efficiency and performance. A new approach is introduced in this report, viz., a self-organizing multiagent cerebeller model for fuzzy-neural control of uniped locomotion is suggested to improve training efficiency. This is currently being evaluated for a possible patent by NASA, Johnson Space Center. An alternative modular approach is also developed which uses separate controllers for each stage of the running stride. A self-organizing fuzzy-neural controller controls the height, distance and angular momentum of the stride. A CMAC-based controller controls the movement of the leg from the time the foot leaves the ground to the time of landing. Because the leg joints are controlled at each time step during flight, movement is smooth and obstacles can be avoided. Initial results indicate that this approach can yield fast, accurate results.

Simon, William E.↗

Graphics simulation and training aids for advanced teleoperation

Graphics displays can be of significant aid in accomplishing a teleoperation task throughout all three phases of off-line task analysis and planning, operator training, and online operation. In the first phase, graphics displays provide substantial aid to investigate work cell layout, motion planning with collision detection and with possible redundancy resolution, and planning for camera views. In the second phase, graphics displays can serve as very useful tools for introductory training of operators before training them on actual hardware. In the third phase, graphics displays can be used for previewing planned motions and monitoring actual motions in any desired viewing angle, or, when communication time delay prevails, for providing predictive graphics overlay on the actual camera view of the remote site to show the non-time-delayed consequences of commanded motions in real time. This paper addresses potential space applications of graphics displays in all three operational phases of advanced teleoperation. Possible applications are illustrated with techniques developed and demonstrated in the Advanced Teleoperation Laboratory at JPL. The examples described include task analysis and planning of a simulated Solar Maximum Satellite Repair task, a novel force-reflecting teleoperation simulator for operator training, and preview and predictive displays for on-line operations.

Kim, Won S.↗

Virtual VMASC: A 3D Game Environment

The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.

Manepalli, Suchitra↗

Global Precipitation Products at NASA GES DISC for Supporting Agriculture Research and Applications

This presentation describes precipitation products available at the NASA GES DISC that support agricultural research. XXXX Key environmental variables for agriculture: precipitation, temperature, water (soil moisture), solar radiation, NDVI, etc. Rainfed agriculture - major farming practices that rely on rainfall for water. Rainfed agriculture: >95% of farmed land (sub- Saharan Africa); 90% (Latin America); 75% (Near East and North Africa); 65% (East Asia); 60% (South Asia). Precipitation is very important for rainfed agriculture. Droughts can cause severe damage. Precipitation information can be used to monitor the growing season. The Goddard Earth Sciences (GES) Data and Information Services Center (DISC), one of 12 NASA data centers, located in Greenbelt, Maryland, USA. The GES DISC is a major data archive center for global precipitation, water & energy cycles, atmospheric composition, and climate variability Global and regional precipitation datasets (satellite-based and data assimilation Data services (subsetting, format conversion, online visualization, etc.) User services are available FAQs, How to (recipes), Glossary, etc. Social media (Twitter, YouTube, User forum) Help desk (phone, email, online feedback) Training materials (ARSET => Applied Remote Sensing Training) Liu,

precipitation↗

TPSAS-NF1676L-14454-DND

FUN3D Core Capabilities - Established as a research code in late 1980’s; now supports numerous internal and external efforts across the speed range - Solves 2D/3D steady and unsteady Euler and RANS equations on node-based mixed element grids for compressible and incompressible flows - General dynamic mesh capability: any combination of rigid / overset / morphing grids, including 6-DOF effects - Aeroelastic modeling using mode shapes, full FEM, CC, etc. - Constrained / multipoint adjoint-based design and mesh adaptation - Distributed development team using agile/extreme software practices including 24/7 regression and performance testing - Capabilities fully integrated, online documentation, training videos, tutorials

Eric J Nielsen↗

NASA LaRC Contribution to the High Angle Working Group of the Third Aeroelastic Prediction Workshop: BSCW Shock Buffet

FUN3D Core Capabilities - Established as a research code in late 1980s; now supports numerous internal and external efforts across the speed range - Solves 2D/3D steady and unsteady Euler and RANS equations on node-based mixed element grids for compressible and incompressible flows - General dynamic mesh capability: any combination of rigid / overset / morphing grids, including 6-DOF effects - Aeroelastic modeling using mode shapes, full FEM, etc. - Constrained / multipoint adjoint-based design and mesh adaptation - Distributed development team using agile/extreme software practices including 24/7 regression, performance testing - Capabilities fully integrated, online documentation, training videos, tutorials

Pawel Chwalowski↗

3D Online Visualization and Synergy of NASA A-Train Data Using Google Earth

This poster presentation reviews the use of Google Earth to assist in three dimensional online visualization of NASA Earth science and geospatial data. The NASA A-Train satellite constellation is a succession of seven sun-synchronous orbit satellites: (1) OCO-2 (Orbiting Carbon Observatory) (will launch in Feb. 2013), (2) GCOM-W1 (Global Change Observation Mission), (3) Aqua, (4) CloudSat, (5) CALIPSO (Cloud-Aerosol Lidar & Infrared Pathfinder Satellite Observations), (6) Glory, (7) Aura. The A-Train makes possible synergy of information from multiple resources, so more information about earth condition is obtained from the combined observations than would be possible from the sum of the observations taken independently

Chen, Aijun↗

Integration of Online Parameter Identification and Neural Network for In-Flight Adaptive Control

An indirect adaptive system has been constructed for robust control of an aircraft with uncertain aerodynamic characteristics. This system consists of a multilayer perceptron pre-trained neural network, online stability and control derivative identification, a dynamic cell structure online learning neural network, and a model following control system based on the stochastic optimal feedforward and feedback technique. The pre-trained neural network and model following control system have been flight-tested, but the online parameter identification and online learning neural network are new additions used for in-flight adaptation of the control system model. A description of the modification and integration of these two stand-alone software packages into the complete system in preparation for initial flight tests is presented. Open-loop results using both simulation and flight data, as well as closed-loop performance of the complete system in a nonlinear, six-degree-of-freedom, flight validated simulation, are analyzed. Results show that this online learning system, in contrast to the nonlearning system, has the ability to adapt to changes in aerodynamic characteristics in a real-time, closed-loop, piloted simulation, resulting in improved flying qualities.

Hageman, Jacob↗

Integration of Online Parameter Identification and Neural Network for In-Flight Adaptive Control

An indirect adaptive system has been constructed for robust control of an aircraft with uncertain aerodynamic characteristics. This system consists of a multilayer perceptron pre-trained neural network, online stability and control derivative identification, a dynamic cell structure online learning neural network, and a model following control system based on the stochastic optimal feedforward and feedback technique. The pre-trained neural network and model following control system have been flight-tested, but the online parameter identification and online learning neural network are new additions used for in-flight adaptation of the control system model. A description of the modification and integration of these two stand-alone software packages into the complete system in preparation for initial flight tests is presented. Open-loop results using both simulation and flight data, as well as closed-loop performance of the complete system in a nonlinear, six-degree-of-freedom, flight validated simulation, are analyzed. Results show that this online learning system, in contrast to the nonlearning system, has the ability to adapt to changes in aerodynamic characteristics in a real-time, closed-loop, piloted simulation, resulting in improved flying qualities.

Hageman, Jacob J.↗

An ICAI architecture for troubleshooting in complex, dynamic systems

Ahab, an intelligent computer-aided instruction (ICAI) program, illustrates an architecture for simulator-based ICAI programs to teach troubleshooting in complex, dynamic environments. The architecture posits three elements of a computerized instructor: the task model, the student model, and the instructional module. The task model is a prescriptive model of expert performance that uses symptomatic and topographic search strategies to provide students with directed problem-solving aids. The student model is a descriptive model of student performance in the context of the task model. This student model compares the student and task models, critiques student performance, and provides interactive performance feedback. The instructional module coordinates information presented by the instructional media, the task model, and the student model so that each student receives individualized instruction. Concept and metaconcept knowledge that supports these elements is contained in frames and production rules, respectively. The results of an experimental evaluation are discussed. They support the hypothesis that training with an adaptive online system built using the Ahab architecture produces better performance than training using simulator practice alone, at least with unfamiliar problems. It is not sufficient to develop an expert strategy and present it to students using offline materials. The training is most effective if it adapts to individual student needs.

Fath, Janet L.↗

Game Based Learning For Earth Science Applications Training

Current NASA Earth capacity development programs employ mechanisms ranging from online resource sharing, and virtual and in-person trainings to share knowledge. While these programs are highly successful at engaging individuals around the world – in 2018, over 8000 individuals and over 2000 institutions from all 50 US states and over 140 countries were engaged through over 150 projects and trainings – user feedback has highlighted the desire for expanded hands-on, practical experiences in incorporating NASA EO insights with localized data and actions. We aim to address this gap by leveraging the benefits of game-based learning to build user skills in integrating NASA and local EO data to guide decisions for climate resiliency and hazard planning. This project is being executed as a two-phase crowdsourced challenge: 1) Phase 1 will require a well-researched product concept that reflects an understanding of NASA’s Earth data and tools and user needs, and proposes an innovative and interactive game or extended reality experience to train users in identifying relevant NASA data and applying insights to their climate resiliency decisions; 2) Winners of Phase 1 will be provided seed funding to develop a working prototype of the product. We aim to award 1-3 final winners to support the development of more than one game, thereby ensuring that NASA's diverse audiences around the world can access training games that best suit their needs and capabilities. This EO training game project fits in the NASA Earth Science Applied Sciences Program’s Capacity Development Program, contributing to the program mission of “helping people around the world better understand [NASA’s Earth] data and find ways to use them” (https://appliedsciences.nasa.gov/what-we-do/capacity-building). The final training game will complement existing programmatic activities of workforce development, trainings, and collaborative projects, while providing the unique value of providing interactive experiences to users and collecting real-time data and feedback to improve NASA’s Earth applications’ products and services related to climate resilience.

Human centered design↗

Brain-Computer Interfaces for 1-D and 2-D Cursor Control: Designs Using Volitional Control of the EEG Spectrum or Steady-State Visual Evoked Potentials

We have developed and tested two EEG-based brain-computer interfaces (BCI) for users to control a cursor on a computer display. Our system uses an adaptive algorithm, based on kernel partial least squares classification (KPLS), to associate patterns in multichannel EEG frequency spectra with cursor controls. Our first BCI, Target Practice, is a system for one-dimensional device control, in which participants use biofeedback to learn voluntary control of their EEG spectra. Target Practice uses a KF LS classifier to map power spectra of 30-electrode EEG signals to rightward or leftward position of a moving cursor on a computer display. Three subjects learned to control motion of a cursor on a video display in multiple blocks of 60 trials over periods of up to six weeks. The best subject s average skill in correct selection of the cursor direction grew from 58% to 88% after 13 training sessions. Target Practice also implements online control of two artifact sources: a) removal of ocular artifact by linear subtraction of wavelet-smoothed vertical and horizontal EOG signals, b) control of muscle artifact by inhibition of BCI training during periods of relatively high power in the 40-64 Hz band. The second BCI, Think Pointer, is a system for two-dimensional cursor control. Steady-state visual evoked potentials (SSVEP) are triggered by four flickering checkerboard stimuli located in narrow strips at each edge of the display. The user attends to one of the four beacons to initiate motion in the desired direction. The SSVEP signals are recorded from eight electrodes located over the occipital region. A KPLS classifier is individually calibrated to map multichannel frequency bands of the SSVEP signals to right-left or up-down motion of a cursor on a computer display. The display stops moving when the user attends to a central fixation point. As for Target Practice, Think Pointer also implements wavelet-based online removal of ocular artifact; however, in Think Pointer muscle artifact is controlled via adaptive normalization of the SSVEP. Training of the classifier requires about three minutes. We have tested our system in real-time operation in three human subjects. Across subjects and sessions, control accuracy ranged from 80% to 100% correct with lags of 1-5 seconds for movement initiation and turning.

Trejo, Leonard J.↗

Life sciences on-line: A study in hypermedia application

The main objective was to determine the feasibility of using a computer-based interactive information recall module for the Life Sciences Project Division (LSPD) at NASA, Johnson Space Center. LSPD personnel prepare payload experiments to test and monitor physiological functions in zero gravity. Training refreshers and other types of online help are needed to support personnel in their tasks during mission testing and in flight. Results of a survey of other hypermedia and multimedia developers and lessons learned by the developer of the LSPD prototype module are presented. Related issues and future applications are also discussed and further hypermedia development within the LSPD is recommended.

Christman, Linda A.↗

Mission-Based Serious Games for Cross-Cultural Communication Training

Appropriate cross-cultural communication requires a critical skill set that is increasingly being integrated into regular military training regimens. By enabling a higher order of communication skills, military personnel are able to interact more effectively in situations that involve local populations, host nation forces, and multinational partners. The Virtual Cultural Awareness Trainer (VCAT) is specifically designed to help address these needs. VCAT is deployed by Joint Forces Command (JFCOM) on Joint Knowledge Online (JKO) as a means to provide online, mission-based culture and language training to deploying and deployed troops. VCAT uses a mix of game-based learning, storytelling, tutoring, and remediation to assist in developing the component skills required for successful intercultural communication in mission-based settings.

Schrider, Peter J.↗

NeMO-Net - The Neural Multi-Modal Observation & Training Network for Global Coral Reef Assessment

In the past decade, coral reefs worldwide have experienced unprecedented stresses due to climate change, ocean acidification, and anthropomorphic pressures, instigating massive bleaching and die-off of these fragile and diverse ecosystems. Furthermore, remote sensing of these shallow marine habitats is hindered by ocean wave distortion, refraction and optical attenuation, leading invariably to data products that are often of low resolution and signal-to-noise (SNR) ratio. However, recent advances in UAV and Fluid Lensing technology have allowed us to capture multispectral 3D imagery of these systems at sub-cm scales from above the water surface, giving us an unprecedented view of their growth and decay. By combining spatial and spectral information from varying resolutions, we seek to augment and improve the classification accuracy of previously low-resolution datasets at large temporal scales.NeMO-Net, the first open-source deep convolutional neural network (CNN) and interactive learning and training software, currently being developed at NASA Ames, is aimed at assessing the present and past dynamics of coral reef ecosystems through determination of percent living cover and morphology. The latest iteration uses fully convolutional networks to segment and identify coral imagery taken by UAVs and satellites, including WorldView-2 and Sentinel. We present results taken from the Indian Ocean where classification accuracy has exceeded 91% for 24 geomorphological classes given ample training data. In addition, we utilize deep Laplacian Pyramid Super-Resolution Networks (LapSRN) to reconstruct high resolution information from low resolution imagery, trained from various UAV and satellite datasets. Finally, in the case of insufficient training data, we have developed an interactive online platform that allows users to easily segment and submit their classifications, which has been integrated with the current NeMO-Net workflow. Specifically, we present results from the Fiji islands in which preliminary user data has allowed for the accurate identification of 9 separate classes, despite issues such as cloud shadowing and spectral variation. The project is being supported by NASA's Earth Science Technology Office (ESTO) Advanced Information Systems Technology (AIST-16) Program.

Neural↗

Flight dynamics system software development environment (FDS/SDE) tutorial

A sample development scenario using the Flight Dynamics System Software Development Environment (FDS/SDE) is presented. The SDE uses a menu-driven, fill-in-the-blanks format that provides online help at all steps, thus eliminating lengthy training and allowing immediate use of this new software development tool.

Buell, John↗