Sample records for hardware virtualization support

  1. Virtual Reality as Innovative Approach to the Interior Designing

    NASA Astrophysics Data System (ADS)

    Kaleja, Pavol; Kozlovská, Mária

    2017-06-01

    We can observe significant potential of information and communication technologies (ICT) in interior designing field, by development of software and hardware virtual reality tools. Using ICT tools offer realistic perception of proposal in its initial idea (the study). A group of real-time visualization, supported by hardware tools like Oculus Rift HTC Vive, provides free walkthrough and movement in virtual interior with the possibility of virtual designing. By improving of ICT software tools for designing in virtual reality we can achieve still more realistic virtual environment. The contribution presented proposal of an innovative approach of interior designing in virtual reality, using the latest software and hardware ICT virtual reality technologies

  2. Network Hardware Virtualization for Application Provisioning in Core Networks

    DOE PAGES

    Gumaste, Ashwin; Das, Tamal; Khandwala, Kandarp; ...

    2017-02-03

    We present that service providers and vendors are moving toward a network virtualized core, whereby multiple applications would be treated on their own merit in programmable hardware. Such a network would have the advantage of being customized for user requirements and allow provisioning of next generation services that are built specifically to meet user needs. In this article, we articulate the impact of network virtualization on networks that provide customized services and how a provider's business can grow with network virtualization. We outline a decision map that allows mapping of applications with technology that is supported in network-virtualization - orientedmore » equipment. Analogies to the world of virtual machines and generic virtualization show that hardware supporting network virtualization will facilitate new customer needs while optimizing the provider network from the cost and performance perspectives. A key conclusion of the article is that growth would yield sizable revenue when providers plan ahead in terms of supporting network-virtualization-oriented technology in their networks. To be precise, providers have to incorporate into their growth plans network elements capable of new service deployments while protecting network neutrality. Finally, a simulation study validates our NV-induced model.« less

  3. Network Hardware Virtualization for Application Provisioning in Core Networks

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Gumaste, Ashwin; Das, Tamal; Khandwala, Kandarp

    We present that service providers and vendors are moving toward a network virtualized core, whereby multiple applications would be treated on their own merit in programmable hardware. Such a network would have the advantage of being customized for user requirements and allow provisioning of next generation services that are built specifically to meet user needs. In this article, we articulate the impact of network virtualization on networks that provide customized services and how a provider's business can grow with network virtualization. We outline a decision map that allows mapping of applications with technology that is supported in network-virtualization - orientedmore » equipment. Analogies to the world of virtual machines and generic virtualization show that hardware supporting network virtualization will facilitate new customer needs while optimizing the provider network from the cost and performance perspectives. A key conclusion of the article is that growth would yield sizable revenue when providers plan ahead in terms of supporting network-virtualization-oriented technology in their networks. To be precise, providers have to incorporate into their growth plans network elements capable of new service deployments while protecting network neutrality. Finally, a simulation study validates our NV-induced model.« less

  4. Exploring Infiniband Hardware Virtualization in OpenNebula towards Efficient High-Performance Computing

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Pais Pitta de Lacerda Ruivo, Tiago; Bernabeu Altayo, Gerard; Garzoglio, Gabriele

    2014-11-11

    has been widely accepted that software virtualization has a big negative impact on high-performance computing (HPC) application performance. This work explores the potential use of Infiniband hardware virtualization in an OpenNebula cloud towards the efficient support of MPI-based workloads. We have implemented, deployed, and tested an Infiniband network on the FermiCloud private Infrastructure-as-a-Service (IaaS) cloud. To avoid software virtualization towards minimizing the virtualization overhead, we employed a technique called Single Root Input/Output Virtualization (SRIOV). Our solution spanned modifications to the Linux’s Hypervisor as well as the OpenNebula manager. We evaluated the performance of the hardware virtualization on up to 56more » virtual machines connected by up to 8 DDR Infiniband network links, with micro-benchmarks (latency and bandwidth) as well as w a MPI-intensive application (the HPL Linpack benchmark).« less

  5. World Reaction to Virtual Space

    NASA Technical Reports Server (NTRS)

    1999-01-01

    DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.

  6. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  7. Utilization of Virtual Server Technology in Mission Operations

    NASA Technical Reports Server (NTRS)

    Felton, Larry; Lankford, Kimberly; Pitts, R. Lee; Pruitt, Robert W.

    2010-01-01

    Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.

  8. Virtualization in the Operations Environments

    NASA Technical Reports Server (NTRS)

    Pitts, Lee; Lankford, Kim; Felton, Larry; Pruitt, Robert

    2010-01-01

    Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.

  9. Migrating EO/IR sensors to cloud-based infrastructure as service architectures

    NASA Astrophysics Data System (ADS)

    Berglie, Stephen T.; Webster, Steven; May, Christopher M.

    2014-06-01

    The Night Vision Image Generator (NVIG), a product of US Army RDECOM CERDEC NVESD, is a visualization tool used widely throughout Army simulation environments to provide fully attributed synthesized, full motion video using physics-based sensor and environmental effects. The NVIG relies heavily on contemporary hardware-based acceleration and GPU processing techniques, which push the envelope of both enterprise and commodity-level hypervisor support for providing virtual machines with direct access to hardware resources. The NVIG has successfully been integrated into fully virtual environments where system architectures leverage cloudbased technologies to various extents in order to streamline infrastructure and service management. This paper details the challenges presented to engineers seeking to migrate GPU-bound processes, such as the NVIG, to virtual machines and, ultimately, Cloud-Based IAS architectures. In addition, it presents the path that led to success for the NVIG. A brief overview of Cloud-Based infrastructure management tool sets is provided, and several virtual desktop solutions are outlined. A discrimination is made between general purpose virtual desktop technologies compared to technologies that expose GPU-specific capabilities, including direct rendering and hard ware-based video encoding. Candidate hypervisor/virtual machine configurations that nominally satisfy the virtualized hardware-level GPU requirements of the NVIG are presented , and each is subsequently reviewed in light of its implications on higher-level Cloud management techniques. Implementation details are included from the hardware level, through the operating system, to the 3D graphics APls required by the NVIG and similar GPU-bound tools.

  10. Perspectives of IT Professionals on Employing Server Virtualization Technologies

    ERIC Educational Resources Information Center

    Sligh, Darla

    2010-01-01

    Server virtualization enables a physical computer to support multiple applications logically by decoupling the application from the hardware layer, thereby reducing operational costs and competitive in delivering IT services to their enterprise organizations. IT organizations continually examine the efficiency of their internal IT systems and…

  11. Providing Services to Virtual Patrons.

    ERIC Educational Resources Information Center

    Hulshof, Robert

    1999-01-01

    Discusses the types of services libraries need to support patrons who access the library via the Internet or e-mail. Highlights include issues in technical support; establishing policies and procedures; tools for technical support, including hardware and software; impacts of technical support on staff; and future possibilities. (LRW)

  12. Hardware assisted hypervisor introspection.

    PubMed

    Shi, Jiangyong; Yang, Yuexiang; Tang, Chuan

    2016-01-01

    In this paper, we introduce hypervisor introspection, an out-of-box way to monitor the execution of hypervisors. Similar to virtual machine introspection which has been proposed to protect virtual machines in an out-of-box way over the past decade, hypervisor introspection can be used to protect hypervisors which are the basis of cloud security. Virtual machine introspection tools are usually deployed either in hypervisor or in privileged virtual machines, which might also be compromised. By utilizing hardware support including nested virtualization, EPT protection and #BP, we are able to monitor all hypercalls belongs to the virtual machines of one hypervisor, include that of privileged virtual machine and even when the hypervisor is compromised. What's more, hypercall injection method is used to simulate hypercall-based attacks and evaluate the performance of our method. Experiment results show that our method can effectively detect hypercall-based attacks with some performance cost. Lastly, we discuss our furture approaches of reducing the performance cost and preventing the compromised hypervisor from detecting the existence of our introspector, in addition with some new scenarios to apply our hypervisor introspection system.

  13. Liberating Virtual Machines from Physical Boundaries through Execution Knowledge

    DTIC Science & Technology

    2015-12-01

    trivial infrastructures such as VM distribution networks, clients need to wait for an extended period of time before launching a VM. In cloud settings...hardware support. MobiDesk [28] efficiently supports virtual desktops in mobile environments by decou- pling the user’s workload from host systems and...experiment set-up. VMs are migrated between a pair of source and destination hosts, which are connected through a backend 10 Gbps network for

  14. VIRTUAL FRAME BUFFER INTERFACE

    NASA Technical Reports Server (NTRS)

    Wolfe, T. L.

    1994-01-01

    Large image processing systems use multiple frame buffers with differing architectures and vendor supplied user interfaces. This variety of architectures and interfaces creates software development, maintenance, and portability problems for application programs. The Virtual Frame Buffer Interface program makes all frame buffers appear as a generic frame buffer with a specified set of characteristics, allowing programmers to write code which will run unmodified on all supported hardware. The Virtual Frame Buffer Interface converts generic commands to actual device commands. The virtual frame buffer consists of a definition of capabilities and FORTRAN subroutines that are called by application programs. The virtual frame buffer routines may be treated as subroutines, logical functions, or integer functions by the application program. Routines are included that allocate and manage hardware resources such as frame buffers, monitors, video switches, trackballs, tablets and joysticks; access image memory planes; and perform alphanumeric font or text generation. The subroutines for the various "real" frame buffers are in separate VAX/VMS shared libraries allowing modification, correction or enhancement of the virtual interface without affecting application programs. The Virtual Frame Buffer Interface program was developed in FORTRAN 77 for a DEC VAX 11/780 or a DEC VAX 11/750 under VMS 4.X. It supports ADAGE IK3000, DEANZA IP8500, Low Resolution RAMTEK 9460, and High Resolution RAMTEK 9460 Frame Buffers. It has a central memory requirement of approximately 150K. This program was developed in 1985.

  15. Lower Total Cost of Ownership of ONE-NET by Using Thin-Client Desktop Deployment and Virtualization-Based Server Technology

    DTIC Science & Technology

    2010-09-01

    NNWC) was used to calculate major cost components—labor, hardware, software , and transport, while a VMware tool was used to calculate power and...cooling costs for both solutions. In addition, VMware provided a cost estimate for the upfront hardware and software licensing costs needed to support...cost per seat (CPS) model developed by Naval Network Warfare Command (NNWC) was used to calculate major cost components—labor, hardware, software , and

  16. Hardware Support for Malware Defense and End-to-End Trust

    DTIC Science & Technology

    2017-02-01

    IoT) sensors and actuators, mobile devices and servers; cloud based, stand alone, and traditional mainframes. The prototype developed demonstrated...virtual machines. For mobile platforms we developed and prototyped an architecture supporting separation of personalities on the same platform...4 3.1. MOBILE

  17. Virtual commissioning of automated micro-optical assembly

    NASA Astrophysics Data System (ADS)

    Schlette, Christian; Losch, Daniel; Haag, Sebastian; Zontar, Daniel; Roßmann, Jürgen; Brecher, Christian

    2015-02-01

    In this contribution, we present a novel approach to enable virtual commissioning for process developers in micro-optical assembly. Our approach aims at supporting micro-optics experts to effectively develop assisted or fully automated assembly solutions without detailed prior experience in programming while at the same time enabling them to easily implement their own libraries of expert schemes and algorithms for handling optical components. Virtual commissioning is enabled by a 3D simulation and visualization system in which the functionalities and properties of automated systems are modeled, simulated and controlled based on multi-agent systems. For process development, our approach supports event-, state- and time-based visual programming techniques for the agents and allows for their kinematic motion simulation in combination with looped-in simulation results for the optical components. First results have been achieved for simply switching the agents to command the real hardware setup after successful process implementation and validation in the virtual environment. We evaluated and adapted our system to meet the requirements set by industrial partners-- laser manufacturers as well as hardware suppliers of assembly platforms. The concept is applied to the automated assembly of optical components for optically pumped semiconductor lasers and positioning of optical components for beam-shaping

  18. Virtual Frame Buffer Interface Program

    NASA Technical Reports Server (NTRS)

    Wolfe, Thomas L.

    1990-01-01

    Virtual Frame Buffer Interface program makes all frame buffers appear as generic frame buffer with specified set of characteristics, allowing programmers to write codes that run unmodified on all supported hardware. Converts generic commands to actual device commands. Consists of definition of capabilities and FORTRAN subroutines called by application programs. Developed in FORTRAN 77 for DEC VAX 11/780 or DEC VAX 11/750 computer under VMS 4.X.

  19. Mitigating Communication Delays in Remotely Connected Hardware-in-the-loop Experiments

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Cale, James; Johnson, Brian; Dall'Anese, Emiliano

    Here, this paper introduces a potential approach for mitigating the effects of communication delays between multiple, closed-loop hardware-in-the-loop experiments which are virtually connected, yet physically separated. The method consists of an analytical method for the compensation of communication delays, along with the supporting computational and communication infrastructure. The control design leverages tools for the design of observers for the compensation of measurement errors in systems with time-varying delays. The proposed methodology is validated through computer simulation and hardware experimentation connecting hardware-in-the-loop experiments conducted between laboratories separated by a distance of over 100 km.

  20. Mitigating Communication Delays in Remotely Connected Hardware-in-the-loop Experiments

    DOE PAGES

    Cale, James; Johnson, Brian; Dall'Anese, Emiliano; ...

    2018-03-30

    Here, this paper introduces a potential approach for mitigating the effects of communication delays between multiple, closed-loop hardware-in-the-loop experiments which are virtually connected, yet physically separated. The method consists of an analytical method for the compensation of communication delays, along with the supporting computational and communication infrastructure. The control design leverages tools for the design of observers for the compensation of measurement errors in systems with time-varying delays. The proposed methodology is validated through computer simulation and hardware experimentation connecting hardware-in-the-loop experiments conducted between laboratories separated by a distance of over 100 km.

  1. Eglin virtual range database for hardware-in-the-loop testing

    NASA Astrophysics Data System (ADS)

    Talele, Sunjay E.; Pickard, J. W., Jr.; Owens, Monte A.; Foster, Joseph; Watson, John S.; Amick, Mary Amenda; Anthony, Kenneth

    1998-07-01

    Realistic backgrounds are necessary to support high fidelity hardware-in-the-loop testing. Advanced avionics and weapon system sensors are driving the requirement for higher resolution imagery. The model-test-model philosophy being promoted by the T&E community is resulting in the need for backgrounds that are realistic or virtual representations of actual test areas. Combined, these requirements led to a major upgrade of the terrain database used for hardware-in-the-loop testing at the Guided Weapons Evaluation Facility (GWEF) at Eglin Air Force Base, Florida. This paper will describe the process used to generate the high-resolution (1-foot) database of ten sites totaling over 20 square kilometers of the Eglin range. this process involved generating digital elevation maps from stereo aerial imagery and classifying ground cover material using the spectral content. These databases were then optimized for real-time operation at 90 Hz.

  2. A haptic interface for virtual simulation of endoscopic surgery.

    PubMed

    Rosenberg, L B; Stredney, D

    1996-01-01

    Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

  3. STS-118 Astronaut Dave Williams Trains Using Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2007-01-01

    STS-118 astronaut and mission specialist Dafydd R. 'Dave' Williams, representing the Canadian Space Agency, uses Virtual Reality Hardware in the Space Vehicle Mock Up Facility at the Johnson Space Center to rehearse some of his duties for the upcoming mission. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at a computer that displays simulating actual movements around the various locations on the station hardware which with they will be working.

  4. Final Scientific/Technical Report for "Enabling Exascale Hardware and Software Design through Scalable System Virtualization"

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Dinda, Peter August

    2015-03-17

    This report describes the activities, findings, and products of the Northwestern University component of the "Enabling Exascale Hardware and Software Design through Scalable System Virtualization" project. The purpose of this project has been to extend the state of the art of systems software for high-end computing (HEC) platforms, and to use systems software to better enable the evaluation of potential future HEC platforms, for example exascale platforms. Such platforms, and their systems software, have the goal of providing scientific computation at new scales, thus enabling new research in the physical sciences and engineering. Over time, the innovations in systems softwaremore » for such platforms also become applicable to more widely used computing clusters, data centers, and clouds. This was a five-institution project, centered on the Palacios virtual machine monitor (VMM) systems software, a project begun at Northwestern, and originally developed in a previous collaboration between Northwestern University and the University of New Mexico. In this project, Northwestern (including via our subcontract to the University of Pittsburgh) contributed to the continued development of Palacios, along with other team members. We took the leadership role in (1) continued extension of support for emerging Intel and AMD hardware, (2) integration and performance enhancement of overlay networking, (3) connectivity with architectural simulation, (4) binary translation, and (5) support for modern Non-Uniform Memory Access (NUMA) hosts and guests. We also took a supporting role in support for specialized hardware for I/O virtualization, profiling, configurability, and integration with configuration tools. The efforts we led (1-5) were largely successful and executed as expected, with code and papers resulting from them. The project demonstrated the feasibility of a virtualization layer for HEC computing, similar to such layers for cloud or datacenter computing. For effort (3), although a prototype connecting Palacios with the GEM5 architectural simulator was demonstrated, our conclusion was that such a platform was less useful for design space exploration than anticipated due to inherent complexity of the connection between the instruction set architecture level and the microarchitectural level. For effort (4), we found that a code injection approach proved to be more fruitful. The results of our efforts are publicly available in the open source Palacios codebase and published papers, all of which are available from the project web site, v3vee.org. Palacios is currently one of the two codebases (the other being Sandia’s Kitten lightweight kernel) that underlies the node operating system for the DOE Hobbes Project, one of two projects tasked with building a systems software prototype for the national exascale computing effort.« less

  5. Space and Time Partitioning with Hardware Support for Space Applications

    NASA Astrophysics Data System (ADS)

    Pinto, S.; Tavares, A.; Montenegro, S.

    2016-08-01

    Complex and critical systems like airplanes and spacecraft implement a very fast growing amount of functions. Typically, those systems were implemented with fully federated architectures, but the number and complexity of desired functions of todays systems led aerospace industry to follow another strategy. Integrated Modular Avionics (IMA) arose as an attractive approach for consolidation, by combining several applications into one single generic computing resource. Current approach goes towards higher integration provided by space and time partitioning (STP) of system virtualization. The problem is existent virtualization solutions are not ready to fully provide what the future of aerospace are demanding: performance, flexibility, safety, security while simultaneously containing Size, Weight, Power and Cost (SWaP-C).This work describes a real time hypervisor for space applications assisted by commercial off-the-shell (COTS) hardware. ARM TrustZone technology is exploited to implement a secure virtualization solution with low overhead and low memory footprint. This is demonstrated by running multiple guest partitions of RODOS operating system on a Xilinx Zynq platform.

  6. Mission Simulation Facility: Simulation Support for Autonomy Development

    NASA Technical Reports Server (NTRS)

    Pisanich, Greg; Plice, Laura; Neukom, Christian; Flueckiger, Lorenzo; Wagner, Michael

    2003-01-01

    The Mission Simulation Facility (MSF) supports research in autonomy technology for planetary exploration vehicles. Using HLA (High Level Architecture) across distributed computers, the MSF connects users autonomy algorithms with provided or third-party simulations of robotic vehicles and planetary surface environments, including onboard components and scientific instruments. Simulation fidelity is variable to meet changing needs as autonomy technology advances in Technical Readiness Level (TRL). A virtual robot operating in a virtual environment offers numerous advantages over actual hardware, including availability, simplicity, and risk mitigation. The MSF is in use by researchers at NASA Ames Research Center (ARC) and has demonstrated basic functionality. Continuing work will support the needs of a broader user base.

  7. Application of the dynamically allocated virtual clustering management system to emulated tactical network experimentation

    NASA Astrophysics Data System (ADS)

    Marcus, Kelvin

    2014-06-01

    The U.S Army Research Laboratory (ARL) has built a "Network Science Research Lab" to support research that aims to improve their ability to analyze, predict, design, and govern complex systems that interweave the social/cognitive, information, and communication network genres. Researchers at ARL and the Network Science Collaborative Technology Alliance (NS-CTA), a collaborative research alliance funded by ARL, conducted experimentation to determine if automated network monitoring tools and task-aware agents deployed within an emulated tactical wireless network could potentially increase the retrieval of relevant data from heterogeneous distributed information nodes. ARL and NS-CTA required the capability to perform this experimentation over clusters of heterogeneous nodes with emulated wireless tactical networks where each node could contain different operating systems, application sets, and physical hardware attributes. Researchers utilized the Dynamically Allocated Virtual Clustering Management System (DAVC) to address each of the infrastructure support requirements necessary in conducting their experimentation. The DAVC is an experimentation infrastructure that provides the means to dynamically create, deploy, and manage virtual clusters of heterogeneous nodes within a cloud computing environment based upon resource utilization such as CPU load, available RAM and hard disk space. The DAVC uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex private networks. Clusters created by the DAVC system can be utilized for software development, experimentation, and integration with existing hardware and software. The goal of this paper is to explore how ARL and the NS-CTA leveraged the DAVC to create, deploy and manage multiple experimentation clusters to support their experimentation goals.

  8. Unmanned Aircraft Systems Traffic Management (UTM): Safely Enabling UAS Operations in Low-Altitude Airspace

    NASA Technical Reports Server (NTRS)

    Homola, Jeffrey; Owens, Brandon

    2017-01-01

    This is a presentation for a Cisco Internet of Things (IoT) Systems Engineering Virtual Training (SEVT) event. The presentation provides an overview of the UTM concept, architecture, flight test events, and lessons learned. Networking hardware used in support of flight tests is also described.

  9. Controlling Infrastructure Costs: Right-Sizing the Mission Control Facility

    NASA Technical Reports Server (NTRS)

    Martin, Keith; Sen-Roy, Michael; Heiman, Jennifer

    2009-01-01

    Johnson Space Center's Mission Control Center is a space vehicle, space program agnostic facility. The current operational design is essentially identical to the original facility architecture that was developed and deployed in the mid-90's. In an effort to streamline the support costs of the mission critical facility, the Mission Operations Division (MOD) of Johnson Space Center (JSC) has sponsored an exploratory project to evaluate and inject current state-of-the-practice Information Technology (IT) tools, processes and technology into legacy operations. The general push in the IT industry has been trending towards a data-centric computer infrastructure for the past several years. Organizations facing challenges with facility operations costs are turning to creative solutions combining hardware consolidation, virtualization and remote access to meet and exceed performance, security, and availability requirements. The Operations Technology Facility (OTF) organization at the Johnson Space Center has been chartered to build and evaluate a parallel Mission Control infrastructure, replacing the existing, thick-client distributed computing model and network architecture with a data center model utilizing virtualization to provide the MCC Infrastructure as a Service. The OTF will design a replacement architecture for the Mission Control Facility, leveraging hardware consolidation through the use of blade servers, increasing utilization rates for compute platforms through virtualization while expanding connectivity options through the deployment of secure remote access. The architecture demonstrates the maturity of the technologies generally available in industry today and the ability to successfully abstract the tightly coupled relationship between thick-client software and legacy hardware into a hardware agnostic "Infrastructure as a Service" capability that can scale to meet future requirements of new space programs and spacecraft. This paper discusses the benefits and difficulties that a migration to cloud-based computing philosophies has uncovered when compared to the legacy Mission Control Center architecture. The team consists of system and software engineers with extensive experience with the MCC infrastructure and software currently used to support the International Space Station (ISS) and Space Shuttle program (SSP).

  10. Workstation-Based Avionics Simulator to Support Mars Science Laboratory Flight Software Development

    NASA Technical Reports Server (NTRS)

    Henriquez, David; Canham, Timothy; Chang, Johnny T.; McMahon, Elihu

    2008-01-01

    The Mars Science Laboratory developed the WorkStation TestSet (WSTS) to support flight software development. The WSTS is the non-real-time flight avionics simulator that is designed to be completely software-based and run on a workstation class Linux PC. This provides flight software developers with their own virtual avionics testbed and allows device-level and functional software testing when hardware testbeds are either not yet available or have limited availability. The WSTS has successfully off-loaded many flight software development activities from the project testbeds. At the writing of this paper, the WSTS has averaged an order of magnitude more usage than the project's hardware testbeds.

  11. A VLSI VAX chip set

    NASA Astrophysics Data System (ADS)

    Johnson, W. N.; Herrick, W. V.; Grundmann, W. J.

    1984-10-01

    For the first time, VLSI technology is used to compress the full functinality and comparable performance of the VAX 11/780 super-minicomputer into a 1.2 M transistor microprocessor chip set. There was no subsetting of the 304 instruction set and the 17 data types, nor reduction in hardware support for the 4 Gbyte virtual memory management architecture. The chipset supports an integral 8 kbyte memory cache, a 13.3 Mbyte/s system bus, and sophisticated multiprocessing. High performance is achieved through microcode optimizations afforded by the large control store, tightly coupled address and data caches, the use of internal and external 32 bit datapaths, the extensive aplication of both microlevel and macrolevel pipelining, and the use of specialized hardware assists.

  12. System-Level Virtualization for High Performance Computing

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Vallee, Geoffroy R; Naughton, III, Thomas J; Engelmann, Christian

    2008-01-01

    System-level virtualization has been a research topic since the 70's but regained popularity during the past few years because of the availability of efficient solution such as Xen and the implementation of hardware support in commodity processors (e.g. Intel-VT, AMD-V). However, a majority of system-level virtualization projects is guided by the server consolidation market. As a result, current virtualization solutions appear to not be suitable for high performance computing (HPC) which is typically based on large-scale systems. On another hand there is significant interest in exploiting virtual machines (VMs) within HPC for a number of other reasons. By virtualizing themore » machine, one is able to run a variety of operating systems and environments as needed by the applications. Virtualization allows users to isolate workloads, improving security and reliability. It is also possible to support non-native environments and/or legacy operating environments through virtualization. In addition, it is possible to balance work loads, use migration techniques to relocate applications from failing machines, and isolate fault systems for repair. This document presents the challenges for the implementation of a system-level virtualization solution for HPC. It also presents a brief survey of the different approaches and techniques to address these challenges.« less

  13. Virtualization and cloud computing in dentistry.

    PubMed

    Chow, Frank; Muftu, Ali; Shorter, Richard

    2014-01-01

    The use of virtualization and cloud computing has changed the way we use computers. Virtualization is a method of placing software called a hypervisor on the hardware of a computer or a host operating system. It allows a guest operating system to run on top of the physical computer with a virtual machine (i.e., virtual computer). Virtualization allows multiple virtual computers to run on top of one physical computer and to share its hardware resources, such as printers, scanners, and modems. This increases the efficient use of the computer by decreasing costs (e.g., hardware, electricity administration, and management) since only one physical computer is needed and running. This virtualization platform is the basis for cloud computing. It has expanded into areas of server and storage virtualization. One of the commonly used dental storage systems is cloud storage. Patient information is encrypted as required by the Health Insurance Portability and Accountability Act (HIPAA) and stored on off-site private cloud services for a monthly service fee. As computer costs continue to increase, so too will the need for more storage and processing power. Virtual and cloud computing will be a method for dentists to minimize costs and maximize computer efficiency in the near future. This article will provide some useful information on current uses of cloud computing.

  14. Framework for Development and Distribution of Hardware Acceleration

    NASA Astrophysics Data System (ADS)

    Thomas, David B.; Luk, Wayne W.

    2002-07-01

    This paper describes IGOL, a framework for developing reconfigurable data processing applications. While IGOL was originally designed to target imaging and graphics systems, its structure is sufficiently general to support a broad range of applications. IGOL adopts a four-layer architecture: application layer, operation layer, appliance layer and configuration layer. This architecture is intended to separate and co-ordinate both the development and execution of hardware and software components. Hardware developers can use IGOL as an instance testbed for verification and benchmarking, as well as for distribution. Software application developers can use IGOL to discover hardware accelerated data processors, and to access them in a transparent, non-hardware specific manner. IGOL provides extensive support for the RC1000-PP board via the Handel-C language, and a wide selection of image processing filters have been developed. IGOL also supplies plug-ins to enable such filters to be incorporated in popular applications such as Premiere, Winamp, VirtualDub and DirectShow. Moreover, IGOL allows the automatic use of multiple cards to accelerate an application, demonstrated using DirectShow. To enable transparent acceleration without sacrificing performance, a three-tiered COM (Component Object Model) API has been designed and implemented. This API provides a well-defined and extensible interface which facilitates the development of hardware data processors that can accelerate multiple applications.

  15. Multi-modal virtual environment research at Armstrong Laboratory

    NASA Technical Reports Server (NTRS)

    Eggleston, Robert G.

    1995-01-01

    One mission of the Paul M. Fitts Human Engineering Division of Armstrong Laboratory is to improve the user interface for complex systems through user-centered exploratory development and research activities. In support of this goal, many current projects attempt to advance and exploit user-interface concepts made possible by virtual reality (VR) technologies. Virtual environments may be used as a general purpose interface medium, an alternative display/control method, a data visualization and analysis tool, or a graphically based performance assessment tool. An overview is given of research projects within the division on prototype interface hardware/software development, integrated interface concept development, interface design and evaluation tool development, and user and mission performance evaluation tool development.

  16. Final Report: Enabling Exascale Hardware and Software Design through Scalable System Virtualization

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bridges, Patrick G.

    2015-02-01

    In this grant, we enhanced the Palacios virtual machine monitor to increase its scalability and suitability for addressing exascale system software design issues. This included a wide range of research on core Palacios features, large-scale system emulation, fault injection, perfomrance monitoring, and VMM extensibility. This research resulted in large number of high-impact publications in well-known venues, the support of a number of students, and the graduation of two Ph.D. students and one M.S. student. In addition, our enhanced version of the Palacios virtual machine monitor has been adopted as a core element of the Hobbes operating system under active DOE-fundedmore » research and development.« less

  17. Virtual Satellite

    NASA Technical Reports Server (NTRS)

    Hammrs, Stephan R.

    2008-01-01

    Virtual Satellite (VirtualSat) is a computer program that creates an environment that facilitates the development, verification, and validation of flight software for a single spacecraft or for multiple spacecraft flying in formation. In this environment, enhanced functionality and autonomy of navigation, guidance, and control systems of a spacecraft are provided by a virtual satellite that is, a computational model that simulates the dynamic behavior of the spacecraft. Within this environment, it is possible to execute any associated software, the development of which could benefit from knowledge of, and possible interaction (typically, exchange of data) with, the virtual satellite. Examples of associated software include programs for simulating spacecraft power and thermal- management systems. This environment is independent of the flight hardware that will eventually host the flight software, making it possible to develop the software simultaneously with, or even before, the hardware is delivered. Optionally, by use of interfaces included in VirtualSat, hardware can be used instead of simulated. The flight software, coded in the C or C++ programming language, is compilable and loadable into VirtualSat without any special modifications. Thus, VirtualSat can serve as a relatively inexpensive software test-bed for development test, integration, and post-launch maintenance of spacecraft flight software.

  18. Planning and Management of Real-Time Geospatialuas Missions Within a Virtual Globe Environment

    NASA Astrophysics Data System (ADS)

    Nebiker, S.; Eugster, H.; Flückiger, K.; Christen, M.

    2011-09-01

    This paper presents the design and development of a hardware and software framework supporting all phases of typical monitoring and mapping missions with mini and micro UAVs (unmanned aerial vehicles). The developed solution combines state-of-the art collaborative virtual globe technologies with advanced geospatial imaging techniques and wireless data link technologies supporting the combined and highly reliable transmission of digital video, high-resolution still imagery and mission control data over extended operational ranges. The framework enables the planning, simulation, control and real-time monitoring of UAS missions in application areas such as monitoring of forest fires, agronomical research, border patrol or pipeline inspection. The geospatial components of the project are based on the Virtual Globe Technology i3D OpenWebGlobe of the Institute of Geomatics Engineering at the University of Applied Sciences Northwestern Switzerland (FHNW). i3D OpenWebGlobe is a high-performance 3D geovisualisation engine supporting the web-based streaming of very large amounts of terrain and POI data.

  19. Software-Controlled Caches in the VMP Multiprocessor

    DTIC Science & Technology

    1986-03-01

    programming system level that Processors is tuned for the VMP design. In this vein, we are interested in exploring how far the software support can go to ...handled in software, analogously to the handling agement of the shared program state is familiar and of virtual memory page faults. Hardware support for...ensure good behavior, as opposed to how Each cache miss results in bus traffic. Table 2 pro- vides the bus cost for the "average" cache miss. Fig

  20. STS-103 crew perform virtual reality training in building 9N

    NASA Image and Video Library

    1999-05-24

    S99-05678 (24 May 1999)--- Astronaut Jean-Francois Clervoy (right), STS-103 mission specialist representing the European Space Agency (ESA), "controls" the shuttle's remote manipulator system (RMS) during a simulation using virtual reality type hardware at the Johnson Space Center (JSC). Looking on is astronaut John M. Grunsfeld, mission specialist. Both astronauts are assigned to separate duties supporting NASA's third Hubble Space Telescope (HST) servicing mission. Clervoy will be controlling Discovery's RMS and Grunsfeld is one of four astronauts that will be paired off for a total of three spacewalks on the mission.

  1. Virtualization in network and servers infrastructure to support dynamic system reconfiguration in ALMA

    NASA Astrophysics Data System (ADS)

    Shen, Tzu-Chiang; Ovando, Nicolás.; Bartsch, Marcelo; Simmond, Max; Vélez, Gastón; Robles, Manuel; Soto, Rubén.; Ibsen, Jorge; Saldias, Christian

    2012-09-01

    ALMA is the first astronomical project being constructed and operated under industrial approach due to the huge amount of elements involved. In order to achieve the maximum through put during the engineering and scientific commissioning phase, several production lines have been established to work in parallel. This decision required modification in the original system architecture in which all the elements are controlled and operated within a unique Standard Test Environment (STE). The advance in the network industry and together with the maturity of virtualization paradigm allows us to provide a solution which can replicate the STE infrastructure without changing their network address definition. This is only possible with Virtual Routing and Forwarding (VRF) and Virtual LAN (VLAN) concepts. The solution allows dynamic reconfiguration of antennas and other hardware across the production lines with minimum time and zero human intervention in the cabling. We also push the virtualization even further, classical rack mount servers are being replaced and consolidated by blade servers. On top of them virtualized server are centrally administrated with VMWare ESX. Hardware costs and system administration effort will be reduced considerably. This mechanism has been established and operated successfully during the last two years. This experience gave us confident to propose a solution to divide the main operation array into subarrays using the same concept which will introduce huge flexibility and efficiency for ALMA operation and eventually may simplify the complexity of ALMA core observing software since there will be no need to deal with subarrays complexity at software level.

  2. Dynamically allocated virtual clustering management system

    NASA Astrophysics Data System (ADS)

    Marcus, Kelvin; Cannata, Jess

    2013-05-01

    The U.S Army Research Laboratory (ARL) has built a "Wireless Emulation Lab" to support research in wireless mobile networks. In our current experimentation environment, our researchers need the capability to run clusters of heterogeneous nodes to model emulated wireless tactical networks where each node could contain a different operating system, application set, and physical hardware. To complicate matters, most experiments require the researcher to have root privileges. Our previous solution of using a single shared cluster of statically deployed virtual machines did not sufficiently separate each user's experiment due to undesirable network crosstalk, thus only one experiment could be run at a time. In addition, the cluster did not make efficient use of our servers and physical networks. To address these concerns, we created the Dynamically Allocated Virtual Clustering management system (DAVC). This system leverages existing open-source software to create private clusters of nodes that are either virtual or physical machines. These clusters can be utilized for software development, experimentation, and integration with existing hardware and software. The system uses the Grid Engine job scheduler to efficiently allocate virtual machines to idle systems and networks. The system deploys stateless nodes via network booting. The system uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex, private networks eliminating the need to map each virtual machine to a specific switch port. The system monitors the health of the clusters and the underlying physical servers and it maintains cluster usage statistics for historical trends. Users can start private clusters of heterogeneous nodes with root privileges for the duration of the experiment. Users also control when to shutdown their clusters.

  3. RASSP Final Technical Report.

    DTIC Science & Technology

    1992-10-21

    Virtual Prototyping Support 5-27 5.3.6.3 Hardware/Software Co-design Support 5-27 5.3.6.4 Mixed Analog/Digital Design Support 5-28 5.3.6.5 VHDL Modeling...0.6 0.3 50 1 1 1 73.2 23.4 19.6" 84 "kIuded $11.M p•rmhed undwe contr" "kh"ded SUM pcsed undr c SDollm Include purchae of poducts , malntenmce, ard...year on utilization of standards and COTS technology however does result in an achievable system performance which is less that what would be

  4. Efficient operating system level virtualization techniques for cloud resources

    NASA Astrophysics Data System (ADS)

    Ansu, R.; Samiksha; Anju, S.; Singh, K. John

    2017-11-01

    Cloud computing is an advancing technology which provides the servcies of Infrastructure, Platform and Software. Virtualization and Computer utility are the keys of Cloud computing. The numbers of cloud users are increasing day by day. So it is the need of the hour to make resources available on demand to satisfy user requirements. The technique in which resources namely storage, processing power, memory and network or I/O are abstracted is known as Virtualization. For executing the operating systems various virtualization techniques are available. They are: Full System Virtualization and Para Virtualization. In Full Virtualization, the whole architecture of hardware is duplicated virtually. No modifications are required in Guest OS as the OS deals with the VM hypervisor directly. In Para Virtualization, modifications of OS is required to run in parallel with other OS. For the Guest OS to access the hardware, the host OS must provide a Virtual Machine Interface. OS virtualization has many advantages such as migrating applications transparently, consolidation of server, online maintenance of OS and providing security. This paper briefs both the virtualization techniques and discusses the issues in OS level virtualization.

  5. Virtual Reality and Its Potential Application in Education and Training.

    ERIC Educational Resources Information Center

    Milheim, William D.

    1995-01-01

    An overview is provided of current trends in virtual reality research and development, including discussion of hardware, types of virtual reality, and potential problems with virtual reality. Implications for education and training are explored. (Author/JKP)

  6. Exploring Virtual Reality for Classroom Use: The Virtual Reality and Education Lab at East Carolina University.

    ERIC Educational Resources Information Center

    Auld, Lawrence W. S.; Pantelidis, Veronica S.

    1994-01-01

    Describes the Virtual Reality and Education Lab (VREL) established at East Carolina University to study the implications of virtual reality for elementary and secondary education. Highlights include virtual reality software evaluation; hardware evaluation; computer-based curriculum objectives which could use virtual reality; and keeping current…

  7. A Low-cost System for Generating Near-realistic Virtual Actors

    NASA Astrophysics Data System (ADS)

    Afifi, Mahmoud; Hussain, Khaled F.; Ibrahim, Hosny M.; Omar, Nagwa M.

    2015-06-01

    Generating virtual actors is one of the most challenging fields in computer graphics. The reconstruction of a realistic virtual actor has been paid attention by the academic research and the film industry to generate human-like virtual actors. Many movies were acted by human-like virtual actors, where the audience cannot distinguish between real and virtual actors. The synthesis of realistic virtual actors is considered a complex process. Many techniques are used to generate a realistic virtual actor; however they usually require expensive hardware equipment. In this paper, a low-cost system that generates near-realistic virtual actors is presented. The facial features of the real actor are blended with a virtual head that is attached to the actor's body. Comparing with other techniques that generate virtual actors, the proposed system is considered a low-cost system that requires only one camera that records the scene without using any expensive hardware equipment. The results of our system show that the system generates good near-realistic virtual actors that can be used on many applications.

  8. Correlating Inferred Data Plane IPV6 Reboot Events With Control Plane BGP Activity

    DTIC Science & Technology

    2016-03-01

    22 Figure 3.6 Example Border Gateway Protocol (BGP) update message . . . . 23 Figure 3.7 Customer-provider relationship with border...government USN U.S. Navy VPN Virtual Private Network xiv Acknowledgments First, I would like to thank my family for their love , support, and...network outages when they restart . Network outages occur for many reasons: hardware failure, severe weather, misconfiguration, patching, upgrades

  9. Marshall Space Flight Center's Virtual Reality Applications Program 1993

    NASA Technical Reports Server (NTRS)

    Hale, Joseph P., II

    1993-01-01

    A Virtual Reality (VR) applications program has been under development at the Marshall Space Flight Center (MSFC) since 1989. Other NASA Centers, most notably Ames Research Center (ARC), have contributed to the development of the VR enabling technologies and VR systems. This VR technology development has now reached a level of maturity where specific applications of VR as a tool can be considered. The objectives of the MSFC VR Applications Program are to develop, validate, and utilize VR as a Human Factors design and operations analysis tool and to assess and evaluate VR as a tool in other applications (e.g., training, operations development, mission support, teleoperations planning, etc.). The long-term goals of this technology program is to enable specialized Human Factors analyses earlier in the hardware and operations development process and develop more effective training and mission support systems. The capability to perform specialized Human Factors analyses earlier in the hardware and operations development process is required to better refine and validate requirements during the requirements definition phase. This leads to a more efficient design process where perturbations caused by late-occurring requirements changes are minimized. A validated set of VR analytical tools must be developed to enable a more efficient process for the design and development of space systems and operations. Similarly, training and mission support systems must exploit state-of-the-art computer-based technologies to maximize training effectiveness and enhance mission support. The approach of the VR Applications Program is to develop and validate appropriate virtual environments and associated object kinematic and behavior attributes for specific classes of applications. These application-specific environments and associated simulations will be validated, where possible, through empirical comparisons with existing, accepted tools and methodologies. These validated VR analytical tools will then be available for use in the design and development of space systems and operations and in training and mission support systems.

  10. LHCb Dockerized Build Environment

    NASA Astrophysics Data System (ADS)

    Clemencic, M.; Belin, M.; Closier, J.; Couturier, B.

    2017-10-01

    Used as lightweight virtual machines or as enhanced chroot environments, Linux containers, and in particular the Docker abstraction over them, are more and more popular in the virtualization communities. The LHCb Core Software team decided to investigate how to use Docker containers to provide stable and reliable build environments for the different supported platforms, including the obsolete ones which cannot be installed on modern hardware, to be used in integration builds, releases and by any developer. We present here the techniques and procedures set up to define and maintain the Docker images and how these images can be used to develop on modern Linux distributions for platforms otherwise not accessible.

  11. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170885 (1 Oct. 2010) --- NASA astronauts Alvin Drew (left) and Tim Kopra, both STS-133 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  12. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170892 (1 Oct. 2010) --- NASA astronaut Alvin Drew, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  13. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170871 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Crew trainer David Homan assisted Kopra. Photo credit: NASA or National Aeronautics and Space Administration

  14. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170897 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  15. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170873 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Crew trainer David Homan assisted Kopra. Photo credit: NASA or National Aeronautics and Space Administration

  16. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121053 (27 Aug. 2010) --- NASA astronaut Greg Chamitoff, STS-134 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  17. Training Spatial Knowledge Acquisition Using Virtual Environments

    DTIC Science & Technology

    2000-04-03

    bands of textures and tiles them together to form long, continuous swaths of texture. This paper summarizes these tools and their function, and...which allows it to control these devices. It also includes a texture- tiling application to precisely line up frames from the camera to create wall...that textures exist a priori and has no support for cropping and tiling textures within the program, much less an interface to hardware specifically

  18. Hybrid 2-D and 3-D Immersive and Interactive User Interface for Scientific Data Visualization

    DTIC Science & Technology

    2017-08-01

    visualization, 3-D interactive visualization, scientific visualization, virtual reality, real -time ray tracing 16. SECURITY CLASSIFICATION OF: 17...scientists to employ in the real world. Other than user-friendly software and hardware setup, scientists also need to be able to perform their usual...and scientific visualization communities mostly have different research priorities. For the VR community, the ability to support real -time user

  19. Pilot-in-the Loop CFD Method Development

    DTIC Science & Technology

    2016-04-27

    Contract # N00014-14-C-0020 Pilot-in-the-Loop CFD Method Development Progress Report (CDRL A001) Progress Report for Period: January 21...aerodynamics of the aircraft from the rest of its external environment. For example, ship airwake are calculated using CFD solutions without the presence of...hardware approaches with the goal of real time, fully coupled CFD for virtual dynamic interface modeling & simulation. Penn State is supporting the project

  20. Object and Facial Recognition in Augmented and Virtual Reality: Investigation into Software, Hardware and Potential Uses

    NASA Technical Reports Server (NTRS)

    Schulte, Erin

    2017-01-01

    As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.

  1. Using Virtual Reality to Improve Walking Post-Stroke: Translation to Individuals with Diabetes

    PubMed Central

    Deutsch, Judith E

    2011-01-01

    Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems. PMID:21527098

  2. Using virtual reality to improve walking post-stroke: translation to individuals with diabetes.

    PubMed

    Deutsch, Judith E

    2011-03-01

    Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems. © 2011 Diabetes Technology Society.

  3. Virtual environment application with partial gravity simulation

    NASA Technical Reports Server (NTRS)

    Ray, David M.; Vanchau, Michael N.

    1994-01-01

    To support manned missions to the surface of Mars and missions requiring manipulation of payloads and locomotion in space, a training facility is required to simulate the conditions of both partial and microgravity. A partial gravity simulator (Pogo) which uses pneumatic suspension is being studied for use in virtual reality training. Pogo maintains a constant partial gravity simulation with a variation of simulated body force between 2.2 and 10 percent, depending on the type of locomotion inputs. this paper is based on the concept and application of a virtual environment system with Pogo including a head-mounted display and glove. The reality engine consists of a high end SGI workstation and PC's which drive Pogo's sensors and data acquisition hardware used for tracking and control. The tracking system is a hybrid of magnetic and optical trackers integrated for this application.

  4. Distributed computing environments for future space control systems

    NASA Technical Reports Server (NTRS)

    Viallefont, Pierre

    1993-01-01

    The aim of this paper is to present the results of a CNES research project on distributed computing systems. The purpose of this research was to study the impact of the use of new computer technologies in the design and development of future space applications. The first part of this study was a state-of-the-art review of distributed computing systems. One of the interesting ideas arising from this review is the concept of a 'virtual computer' allowing the distributed hardware architecture to be hidden from a software application. The 'virtual computer' can improve system performance by adapting the best architecture (addition of computers) to the software application without having to modify its source code. This concept can also decrease the cost and obsolescence of the hardware architecture. In order to verify the feasibility of the 'virtual computer' concept, a prototype representative of a distributed space application is being developed independently of the hardware architecture.

  5. Kinematic/Dynamic Characteristics for Visual and Kinesthetic Virtual Environments

    NASA Technical Reports Server (NTRS)

    Bortolussi, Michael R. (Compiler); Adelstein, B. D.; Gold, Miriam

    1996-01-01

    Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.

  6. Manipulation of volumetric patient data in a distributed virtual reality environment.

    PubMed

    Dech, F; Ai, Z; Silverstein, J C

    2001-01-01

    Due to increases in network speed and bandwidth, distributed exploration of medical data in immersive Virtual Reality (VR) environments is becoming increasingly feasible. The volumetric display of radiological data in such environments presents a unique set of challenges. The shear size and complexity of the datasets involved not only make them difficult to transmit to remote sites, but these datasets also require extensive user interaction in order to make them understandable to the investigator and manageable to the rendering hardware. A sophisticated VR user interface is required in order for the clinician to focus on the aspects of the data that will provide educational and/or diagnostic insight. We will describe a software system of data acquisition, data display, Tele-Immersion, and data manipulation that supports interactive, collaborative investigation of large radiological datasets. The hardware required in this strategy is still at the high-end of the graphics workstation market. Future software ports to Linux and NT, along with the rapid development of PC graphics cards, open the possibility for later work with Linux or NT PCs and PC clusters.

  7. Lessons about Virtual-Environment Software Systems from 20 years of VE building

    PubMed Central

    Taylor, Russell M.; Jerald, Jason; VanderKnyff, Chris; Wendt, Jeremy; Borland, David; Marshburn, David; Sherman, William R.; Whitton, Mary C.

    2010-01-01

    What are desirable and undesirable features of virtual-environment (VE) software architectures? What should be present (and absent) from such systems if they are to be optimally useful? How should they be structured? To help answer these questions we present experience from application designers, toolkit designers, and VE system architects along with examples of useful features from existing systems. Topics are organized under the major headings of: 3D space management, supporting display hardware, interaction, event management, time management, computation, portability, and the observation that less can be better. Lessons learned are presented as discussion of the issues, field experiences, nuggets of knowledge, and case studies. PMID:20567602

  8. Accessible virtual reality therapy using portable media devices.

    PubMed

    Bruck, Susan; Watters, Paul A

    2010-01-01

    Simulated immersive environments displayed on large screens are a valuable therapeutic asset in the treatment of a range of psychological disorders. Permanent environments are expensive to build and maintain, require specialized clinician training and technical support and often have limited accessibility for clients. Ideally, virtual reality exposure therapy (VRET) could be accessible to the broader community if we could use inexpensive hardware with specifically designed software. This study tested whether watching a handheld non-immersive media device causes nausea and other cybersickness responses. Using a repeated measure design we found that nausea, general discomfort, eyestrain, blurred vision and an increase in salivation significantly increased in response to handheld non-immersive media device exposure.

  9. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121058 (27 Aug. 2010) --- NASA astronauts Michael Fincke (foreground) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  10. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121052 (27 Aug. 2010) --- NASA astronauts Michael Fincke (foreground) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  11. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121055 (27 Aug. 2010) --- NASA astronauts Michael Fincke (right) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  12. Creating a Mobile Autonomous Robot Research System (MARRS)

    DTIC Science & Technology

    1984-12-01

    Laboratory was made possible through the energetic support of many individuals and organizations. In particluar, we want to thank our thesis advisor Dr...subsystems. Computer Hardware Until a few years ago autonomous vehicles were unheard of in real life. The advent of the microcomputer has made fact...8217i.vjf/^vf.’ Most software development efforts for MARRS-1 took advantage of Virtual Devices Robo C compiler and Robo Assembler. The next best

  13. Low-complexity piecewise-affine virtual sensors: theory and design

    NASA Astrophysics Data System (ADS)

    Rubagotti, Matteo; Poggi, Tomaso; Oliveri, Alberto; Pascucci, Carlo Alberto; Bemporad, Alberto; Storace, Marco

    2014-03-01

    This paper is focused on the theoretical development and the hardware implementation of low-complexity piecewise-affine direct virtual sensors for the estimation of unmeasured variables of interest of nonlinear systems. The direct virtual sensor is designed directly from measured inputs and outputs of the system and does not require a dynamical model. The proposed approach allows one to design estimators which mitigate the effect of the so-called 'curse of dimensionality' of simplicial piecewise-affine functions, and can be therefore applied to relatively high-order systems, enjoying convergence and optimality properties. An automatic toolchain is also presented to generate the VHDL code describing the digital circuit implementing the virtual sensor, starting from the set of measured input and output data. The proposed methodology is applied to generate an FPGA implementation of the virtual sensor for the estimation of vehicle lateral velocity, using a hardware-in-the-loop setting.

  14. International Space Station (ISS)

    NASA Image and Video Library

    2007-05-21

    STS-118 astronaut and mission specialist Dafydd R. “Dave” Williams, representing the Canadian Space Agency, uses Virtual Reality Hardware in the Space Vehicle Mock Up Facility at the Johnson Space Center to rehearse some of his duties for the upcoming mission. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at a computer that displays simulating actual movements around the various locations on the station hardware which with they will be working.

  15. Megatux

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    2012-09-25

    The Megatux platform enables the emulation of large scale (multi-million node) distributed systems. In particular, it allows for the emulation of large-scale networks interconnecting a very large number of emulated computer systems. It does this by leveraging virtualization and associated technologies to allow hundreds of virtual computers to be hosted on a single moderately sized server or workstation. Virtualization technology provided by modern processors allows for multiple guest OSs to run at the same time, sharing the hardware resources. The Megatux platform can be deployed on a single PC, a small cluster of a few boxes or a large clustermore » of computers. With a modest cluster, the Megatux platform can emulate complex organizational networks. By using virtualization, we emulate the hardware, but run actual software enabling large scale without sacrificing fidelity.« less

  16. Virtual environment and computer-aided technologies used for system prototyping and requirements development

    NASA Technical Reports Server (NTRS)

    Logan, Cory; Maida, James; Goldsby, Michael; Clark, Jim; Wu, Liew; Prenger, Henk

    1993-01-01

    The Space Station Freedom (SSF) Data Management System (DMS) consists of distributed hardware and software which monitor and control the many onboard systems. Virtual environment and off-the-shelf computer technologies can be used at critical points in project development to aid in objectives and requirements development. Geometric models (images) coupled with off-the-shelf hardware and software technologies were used in The Space Station Mockup and Trainer Facility (SSMTF) Crew Operational Assessment Project. Rapid prototyping is shown to be a valuable tool for operational procedure and system hardware and software requirements development. The project objectives, hardware and software technologies used, data gained, current activities, future development and training objectives shall be discussed. The importance of defining prototyping objectives and staying focused while maintaining schedules are discussed along with project pitfalls.

  17. Performance/price estimates for cortex-scale hardware: a design space exploration.

    PubMed

    Zaveri, Mazad S; Hammerstrom, Dan

    2011-04-01

    In this paper, we revisit the concept of virtualization. Virtualization is useful for understanding and investigating the performance/price and other trade-offs related to the hardware design space. Moreover, it is perhaps the most important aspect of a hardware design space exploration. Such a design space exploration is a necessary part of the study of hardware architectures for large-scale computational models for intelligent computing, including AI, Bayesian, bio-inspired and neural models. A methodical exploration is needed to identify potentially interesting regions in the design space, and to assess the relative performance/price points of these implementations. As an example, in this paper we investigate the performance/price of (digital and mixed-signal) CMOS and hypothetical CMOL (nanogrid) technology based hardware implementations of human cortex-scale spiking neural systems. Through this analysis, and the resulting performance/price points, we demonstrate, in general, the importance of virtualization, and of doing these kinds of design space explorations. The specific results suggest that hybrid nanotechnology such as CMOL is a promising candidate to implement very large-scale spiking neural systems, providing a more efficient utilization of the density and storage benefits of emerging nano-scale technologies. In general, we believe that the study of such hypothetical designs/architectures will guide the neuromorphic hardware community towards building large-scale systems, and help guide research trends in intelligent computing, and computer engineering. Copyright © 2010 Elsevier Ltd. All rights reserved.

  18. Optimization of the Carbon Dioxide Removal Assembly (CDRA-4EU) in Support of the International Space System and Advanced Exploration Systems

    NASA Technical Reports Server (NTRS)

    Knox, James C.; Stanley, Christine M.

    2015-01-01

    The Life Support Systems Project (LSSP) under the Advanced Exploration Systems (AES) program builds upon the work performed under the AES Atmosphere Resource Recovery and Environmental Monitoring (ARREM) project focusing on the numerous technology development areas. The Carbon Dioxide (CO2) removal and associated air drying development efforts are focused on improving the current state-of-the-art system on the International Space Station (ISS) utilizing fixed beds of sorbent pellets by seeking more robust pelletized sorbents, evaluating structured sorbents, and examining alternate bed configurations to improve system efficiency and reliability. A component of the CO2 removal effort utilizes a virtual Carbon Dioxide Removal Assembly, revision 4 (CDRA-4) test bed to test a large number of potential operational configurations with independent variations in flow rate, cycle time, heater ramp rate, and set point. Initial ground testing will provide prerequisite source data and provide baseline data in support of the virtual CDRA. Once the configurations with the highest performance and lowest power requirements are determined by the virtual CDRA, the results will be confirmed by testing these configurations with the CDRA-4EU ground test hardware. This paper describes the initial ground testing of select configurations. The development of the virtual CDRA under the AES-LSS Project will be discussed in a companion paper.

  19. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41535 (9 Aug. 2007) --- Astronaut Douglas H. Wheelock, STS-120 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  20. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043660 (25 March 2010) --- NASA astronaut Greg Chamitoff, STS-134 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  1. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043685 (25 March 2010) --- NASA astronaut Michael Fincke, STS-134 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  2. jsc2005e04513

    NASA Image and Video Library

    2005-02-03

    JSC2005-E-04513 (3 Feb. 2005) --- European Space Agency (ESA) astronaut Christer Fuglesang, STS-116 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center to rehearse some of his duties on the upcoming mission to the international space station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  3. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41537 (9 Aug. 2007) --- Astronaut Douglas H. Wheelock, STS-120 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear special gloves and other gear while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  4. Interfacing laboratory instruments to multiuser, virtual memory computers

    NASA Technical Reports Server (NTRS)

    Generazio, Edward R.; Stang, David B.; Roth, Don J.

    1989-01-01

    Incentives, problems and solutions associated with interfacing laboratory equipment with multiuser, virtual memory computers are presented. The major difficulty concerns how to utilize these computers effectively in a medium sized research group. This entails optimization of hardware interconnections and software to facilitate multiple instrument control, data acquisition and processing. The architecture of the system that was devised, and associated programming and subroutines are described. An example program involving computer controlled hardware for ultrasonic scan imaging is provided to illustrate the operational features.

  5. Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks

    ERIC Educational Resources Information Center

    Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita

    2017-01-01

    More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…

  6. Virtualization for Cost-Effective Teaching of Assembly Language Programming

    ERIC Educational Resources Information Center

    Cadenas, José O.; Sherratt, R. Simon; Howlett, Des; Guy, Chris G.; Lundqvist, Karsten O.

    2015-01-01

    This paper describes a virtual system that emulates an ARM-based processor machine, created to replace a traditional hardware-based system for teaching assembly language. The virtual system proposed here integrates, in a single environment, all the development tools necessary to deliver introductory or advanced courses on modern assembly language…

  7. Efficacy of a Virtual Teaching Assistant in an Open Laboratory Environment for Electric Circuits

    ERIC Educational Resources Information Center

    Saleheen, Firdous; Wang, Zicong; Picone, Joseph; Butz, Brian P.; Won, Chang-Hee

    2018-01-01

    In order to provide an on-demand, open electrical engineering laboratory, we developed an innovative software-based Virtual Open Laboratory Teaching Assistant (VOLTA). This web-based virtual assistant provides laboratory instructions, equipment usage videos, circuit simulation assistance, and hardware implementation diagnostics. VOLTA allows…

  8. Impact of Machine Virtualization on Timing Precision for Performance-critical Tasks

    NASA Astrophysics Data System (ADS)

    Karpov, Kirill; Fedotova, Irina; Siemens, Eduard

    2017-07-01

    In this paper we present a measurement study to characterize the impact of hardware virtualization on basic software timing, as well as on precise sleep operations of an operating system. We investigated how timer hardware is shared among heavily CPU-, I/O- and Network-bound tasks on a virtual machine as well as on the host machine. VMware ESXi and QEMU/KVM have been chosen as commonly used examples of hypervisor- and host-based models. Based on statistical parameters of retrieved distributions, our results provide a very good estimation of timing behavior. It is essential for real-time and performance-critical applications such as image processing or real-time control.

  9. An Application of the "Virtual Spacecraft" Concept in Evaluation of the Mars Pathfinder Lander Low Gain Antenna

    NASA Technical Reports Server (NTRS)

    Pogorzelski, R. J.; Beckon, R. J.

    1997-01-01

    The virtual spacecraft concept is embodied in a set of subsystems, either in the form of hardware or computational models, which together represent all, or a portion of, a spacecraft. For example, the telecommunications transponder may be a hardware prototype while the propulsion system may exist only as a simulation. As the various subsystems are realized in hardware, the spacecraft becomes progressively less virtual. This concept is enabled by JPL's Mission System Testbed which is a set of networked workstations running a message passing operating system called "TRAMEL" which stands for Task Remote Asynchronous Message Exchange Layer. Each simulation on the workstations, which may in fact be hardware controlled by the workstation, "publishes" its operating parameters on TRAMEL and other simulations requiring those parameters as input may "subscribe" to them. In this manner, the whole simulation operates as a single virtual system. This paper describes a simulation designed to evaluate a communications link between the earth and the Mars Pathfinder Lander module as it descends under a parachute through the Martian atmosphere toward the planet's surface. This link includes a transmitter and a low gain antenna on the spacecraft and a receiving antenna and receiver on the earth as well as a simulation of the dynamics of the spacecraft. The transmitter, the ground station antenna, the receiver and the dynamics are all simulated computationally while the spacecraft antenna is implemented in hardware on a very simple spacecraft mockup. The dynamics simulation is a record of one output of the ensemble of outputs of a Monte Carlo simulation of the descent. Additionally, the antenna/spacecraft mock-up system was simulated using APATCH, a shooting and bouncing ray code developed by Demaco, Inc. The antenna simulation, the antenna hardware, and the link simulation are all physically located in different facilities at JPL separated by several hundred meters and are linked via the local area network (LAN).

  10. Hardware/software codesign for embedded RISC core

    NASA Astrophysics Data System (ADS)

    Liu, Peng

    2001-12-01

    This paper describes hardware/software codesign method of the extendible embedded RISC core VIRGO, which based on MIPS-I instruction set architecture. VIRGO is described by Verilog hardware description language that has five-stage pipeline with shared 32-bit cache/memory interface, and it is controlled by distributed control scheme. Every pipeline stage has one small controller, which controls the pipeline stage status and cooperation among the pipeline phase. Since description use high level language and structure is distributed, VIRGO core has highly extension that can meet the requirements of application. We take look at the high-definition television MPEG2 MPHL decoder chip, constructed the hardware/software codesign virtual prototyping machine that can research on VIRGO core instruction set architecture, and system on chip memory size requirements, and system on chip software, etc. We also can evaluate the system on chip design and RISC instruction set based on the virtual prototyping machine platform.

  11. Applied virtual reality in aerospace design

    NASA Technical Reports Server (NTRS)

    Hale, Joseph P.

    1995-01-01

    A virtual reality (VR) applications program has been under development at the Marshall Space Flight Center (MSFC) since 1989. The objectives of the MSFC VR Applications Program are to develop, assess, validate, and utilize VR in hardware development, operations development and support, mission operations training and science training. Before VR can be used with confidence in a particular application, VR must be validated for that class of applications. For that reason, specific validation studies for selected classes of applications have been proposed and are currently underway. These include macro-ergonomic 'control room class' design analysis, Spacelab stowage reconfiguration training, a full-body microgravity functional reach simulator, a gross anatomy teaching simulator, and micro-ergonomic design analysis. This paper describes the MSFC VR Applications Program and the validation studies.

  12. CCSDS Advanced Orbiting Systems Virtual Channel Access Service for QoS MACHETE Model

    NASA Technical Reports Server (NTRS)

    Jennings, Esther H.; Segui, John S.

    2011-01-01

    To support various communications requirements imposed by different missions, interplanetary communication protocols need to be designed, validated, and evaluated carefully. Multimission Advanced Communications Hybrid Environment for Test and Evaluation (MACHETE), described in "Simulator of Space Communication Networks" (NPO-41373), NASA Tech Briefs, Vol. 29, No. 8 (August 2005), p. 44, combines various tools for simulation and performance analysis of space networks. The MACHETE environment supports orbital analysis, link budget analysis, communications network simulations, and hardware-in-the-loop testing. By building abstract behavioral models of network protocols, one can validate performance after identifying the appropriate metrics of interest. The innovators have extended the MACHETE model library to include a generic link-layer Virtual Channel (VC) model supporting quality-of-service (QoS) controls based on IP streams. The main purpose of this generic Virtual Channel model addition was to interface fine-grain flow-based QoS (quality of service) between the network and MAC layers of the QualNet simulator, a commercial component of MACHETE. This software model adds the capability of mapping IP streams, based on header fields, to virtual channel numbers, allowing extended QoS handling at link layer. This feature further refines the QoS v existing at the network layer. QoS at the network layer (e.g. diffserv) supports few QoS classes, so data from one class will be aggregated together; differentiating between flows internal to a class/priority is not supported. By adding QoS classification capability between network and MAC layers through VC, one maps multiple VCs onto the same physical link. Users then specify different VC weights, and different queuing and scheduling policies at the link layer. This VC model supports system performance analysis of various virtual channel link-layer QoS queuing schemes independent of the network-layer QoS systems.

  13. Collaborative Information Technologies

    NASA Astrophysics Data System (ADS)

    Meyer, William; Casper, Thomas

    1999-11-01

    Significant effort has been expended to provide infrastructure and to facilitate the remote collaborations within the fusion community and out. Through the Office of Fusion Energy Science Information Technology Initiative, communication technologies utilized by the fusion community are being improved. The initial thrust of the initiative has been collaborative seminars and meetings. Under the initiative 23 sites, both laboratory and university, were provided with hardware required to remotely view, or project, documents being presented. The hardware is capable of delivering documents to a web browser, or to compatible hardware, over ESNET in an access controlled manner. The ability also exists for documents to originate from virtually any of the collaborating sites. In addition, RealNetwork servers are being tested to provide audio and/or video, in a non-interactive environment with MBONE providing two-way interaction where needed. Additional effort is directed at remote distributed computing, file systems, security, and standard data storage and retrieval methods. This work supported by DoE contract No. W-7405-ENG-48

  14. Multi-Level Secure Information Sharing Between Smart Cloud Systems of Systems

    DTIC Science & Technology

    2014-03-01

    implementation of virtual hardware (VMWare), along with a commercial implementation of virtual networking (VPN), such as OpenVPN . 1. VMWare Virtualization...en.wikipedia.org/wiki/MongoDB. Wikipedia. 2014b. Accessed February 26. s.v. “Open VPN,” http://en.wikipedia.org/wiki/ OpenVPN . Wikipedia. 2014c. Accessed

  15. Active Learning through the Use of Virtual Environments

    ERIC Educational Resources Information Center

    Mayrose, James

    2012-01-01

    Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…

  16. A Survey of Real-Time Operating Systems and Virtualization Solutions for Space Systems

    DTIC Science & Technology

    2015-03-01

    probe, an unmanned spacecraft orbiting Mercury (“Messenger,” n.d.; “VxWorks Space,” n.d.). SpaceX , the private space travel company, uses an unspecified...VxWorks platform on its Dragon reusable spacecraft (“ SpaceX ,” n.d.). 5 Supports the 1003.1 standard but does not provide process creation...2013, March 6). ELC: SpaceX lessons learned. Retrieved from http://lwn.net/ Articles/540368/ 112 Embedded hardware. (n.d.). Retrieved

  17. STS-116 Preflight Training, VR Lab

    NASA Image and Video Library

    2006-08-07

    JSC2006-E-33308 (7 Aug. 2006) --- European Space Agency (ESA) astronaut Christer Fuglesang, STS-116 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. David J. Homan assisted Fuglesang.

  18. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214340 (25 Sept. 2009) --- NASA astronaut Clayton Anderson, STS-131 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  19. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014958 (28 Jan. 2010) --- NASA astronaut Michael Good, STS-132 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  20. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014962 (28 Jan. 2010) --- NASA astronauts Michael Good (foreground) and Garrett Reisman, both STS-132 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  1. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014957 (28 Jan. 2010) --- NASA astronaut Michael Good, STS-132 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. David Homan assisted Good.

  2. Photographic coverage of STS-112 during EVA 3 in VR Lab.

    NASA Image and Video Library

    2002-08-21

    JSC2002-E-34618 (21 August 2002) --- Astronaut Piers J. Sellers, STS-112 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center (JSC) to rehearse some of his duties on the upcoming mission to the International Space Station (ISS). This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  3. Synthetic hardware performance analysis in virtualized cloud environment for healthcare organization.

    PubMed

    Tan, Chee-Heng; Teh, Ying-Wah

    2013-08-01

    The main obstacles in mass adoption of cloud computing for database operations in healthcare organization are the data security and privacy issues. In this paper, it is shown that IT services particularly in hardware performance evaluation in virtual machine can be accomplished effectively without IT personnel gaining access to actual data for diagnostic and remediation purposes. The proposed mechanisms utilized the hypothetical data from TPC-H benchmark, to achieve 2 objectives. First, the underlying hardware performance and consistency is monitored via a control system, which is constructed using TPC-H queries. Second, the mechanism to construct stress-testing scenario is envisaged in the host, using a single or combination of TPC-H queries, so that the resource threshold point can be verified, if the virtual machine is still capable of serving critical transactions at this constraining juncture. This threshold point uses server run queue size as input parameter, and it serves 2 purposes: It provides the boundary threshold to the control system, so that periodic learning of the synthetic data sets for performance evaluation does not reach the host's constraint level. Secondly, when the host undergoes hardware change, stress-testing scenarios are simulated in the host by loading up to this resource threshold level, for subsequent response time verification from real and critical transactions.

  4. Virtual reality as a human factors design analysis tool: Macro-ergonomic application validation and assessment of the Space Station Freedom payload control area

    NASA Technical Reports Server (NTRS)

    Hale, Joseph P.

    1994-01-01

    A virtual reality (VR) Applications Program has been under development at MSFC since 1989. Its objectives are to develop, assess, validate, and utilize VR in hardware development, operations development and support, missions operations training, and science training. A variety of activities are under way within many of these areas. One ongoing macro-ergonomic application of VR relates to the design of the Space Station Freedom Payload Control Area (PCA), the control room from which onboard payload operations are managed. Several preliminary conceptual PCA layouts have been developed and modeled in VR. Various managers and potential end users have virtually 'entered' these rooms and provided valuable feedback. Before VR can be used with confidence in a particular application, it must be validated, or calibrated, for that class of applications. Two associated validation studies for macro-ergonomic applications are under way to help characterize possible distortions of filtering of relevant perceptions in a virtual world. In both studies, existing control rooms and their 'virtual counterparts will be empirically compared using distance and heading estimations to objects and subjective assessments. Approaches and findings of the PCA activities and details of the studies are presented.

  5. Real-time tracking of visually attended objects in virtual environments and its application to LOD.

    PubMed

    Lee, Sungkil; Kim, Gerard Jounghyun; Choi, Seungmoon

    2009-01-01

    This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) saliency map, the proposed framework uses top-down (goal-directed) contexts inferred from the user's spatial and temporal behaviors, and identifies the most plausibly attended objects among candidates in the object saliency map. The computational framework was implemented using GPU, exhibiting high computational performance adequate for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the tracking framework by comparing objects regarded as visually attended by the framework to actual human gaze collected with an eye tracker. The results indicated that the accuracy was in the level well supported by the theory of human cognition for visually identifying single and multiple attentive targets, especially owing to the addition of top-down contextual information. Finally, we demonstrate how the visual attention tracking framework can be applied to managing the level of details in virtual environments, without any hardware for head or eye tracking.

  6. An intersubject variable regional anesthesia simulator with a virtual patient architecture.

    PubMed

    Ullrich, Sebastian; Grottke, Oliver; Fried, Eduard; Frommen, Thorsten; Liao, Wei; Rossaint, Rolf; Kuhlen, Torsten; Deserno, Thomas M

    2009-11-01

    The main purpose is to provide an intuitive VR-based training environment for regional anesthesia (RA). The research question is how to process subject-specific datasets, organize them in a meaningful way and how to perform the simulation for peripheral regions. We propose a flexible virtual patient architecture and methods to process datasets. Image acquisition, image processing (especially segmentation), interactive nerve modeling and permutations (nerve instantiation) are described in detail. The simulation of electric impulse stimulation and according responses are essential for the training of peripheral RA and solved by an approach based on the electric distance. We have created an XML-based virtual patient database with several subjects. Prototypes of the simulation are implemented and run on multimodal VR hardware (e.g., stereoscopic display and haptic device). A first user pilot study has confirmed our approach. The virtual patient architecture enables support for arbitrary scenarios on different subjects. This concept can also be used for other simulators. In future work, we plan to extend the simulation and conduct further evaluations in order to provide a tool for routine training for RA.

  7. The Photogrammetric Survey Methodologies Applied to Low Cost 3d Virtual Exploration in Multidisciplinary Field

    NASA Astrophysics Data System (ADS)

    Palestini, C.; Basso, A.

    2017-11-01

    In recent years, an increase in international investment in hardware and software technology to support programs that adopt algorithms for photomodeling or data management from laser scanners significantly reduced the costs of operations in support of Augmented Reality and Virtual Reality, designed to generate real-time explorable digital environments integrated to virtual stereoscopic headset. The research analyzes transversal methodologies related to the acquisition of these technologies in order to intervene directly on the phenomenon of acquiring the current VR tools within a specific workflow, in light of any issues related to the intensive use of such devices , outlining a quick overview of the possible "virtual migration" phenomenon, assuming a possible integration with the new internet hyper-speed systems, capable of triggering a massive cyberspace colonization process that paradoxically would also affect the everyday life and more in general, on human space perception. The contribution aims at analyzing the application systems used for low cost 3d photogrammetry by means of a precise pipeline, clarifying how a 3d model is generated, automatically retopologized, textured by color painting or photo-cloning techniques, and optimized for parametric insertion on virtual exploration platforms. Workflow analysis will follow some case studies related to photomodeling, digital retopology and "virtual 3d transfer" of some small archaeological artifacts and an architectural compartment corresponding to the pronaus of Aurum, a building designed in the 1940s by Michelucci. All operations will be conducted on cheap or free licensed software that today offer almost the same performance as their paid counterparts, progressively improving in the data processing speed and management.

  8. Optical network democratization.

    PubMed

    Nejabati, Reza; Peng, Shuping; Simeonidou, Dimitra

    2016-03-06

    The current Internet infrastructure is not able to support independent evolution and innovation at physical and network layer functionalities, protocols and services, while at same time supporting the increasing bandwidth demands of evolving and heterogeneous applications. This paper addresses this problem by proposing a completely democratized optical network infrastructure. It introduces the novel concepts of the optical white box and bare metal optical switch as key technology enablers for democratizing optical networks. These are programmable optical switches whose hardware is loosely connected internally and is completely separated from their control software. To alleviate their complexity, a multi-dimensional abstraction mechanism using software-defined network technology is proposed. It creates a universal model of the proposed switches without exposing their technological details. It also enables a conventional network programmer to develop network applications for control of the optical network without specific technical knowledge of the physical layer. Furthermore, a novel optical network virtualization mechanism is proposed, enabling the composition and operation of multiple coexisting and application-specific virtual optical networks sharing the same physical infrastructure. Finally, the optical white box and the abstraction mechanism are experimentally evaluated, while the virtualization mechanism is evaluated with simulation. © 2016 The Author(s).

  9. Virtualization for the LHCb Online system

    NASA Astrophysics Data System (ADS)

    Bonaccorsi, Enrico; Brarda, Loic; Moine, Gary; Neufeld, Niko

    2011-12-01

    Virtualization has long been advertised by the IT-industry as a way to cut down cost, optimise resource usage and manage the complexity in large data-centers. The great number and the huge heterogeneity of hardware, both industrial and custom-made, has up to now led to reluctance in the adoption of virtualization in the IT infrastructure of large experiment installations. Our experience in the LHCb experiment has shown that virtualization improves the availability and the manageability of the whole system. We have done an evaluation of available hypervisors / virtualization solutions and find that the Microsoft HV technology provides a high level of maturity and flexibility for our purpose. We present the results of these comparison tests, describing in detail, the architecture of our virtualization infrastructure with a special emphasis on the security for services visible to the outside world. Security is achieved by a sophisticated combination of VLANs, firewalls and virtual routing - the cost and benefits of this solution are analysed. We have adapted our cluster management tools, notably Quattor, for the needs of virtual machines and this allows us to migrate smoothly services on physical machines to the virtualized infrastructure. The procedures for migration will also be described. In the final part of the document we describe our recent R&D activities aiming to replacing the SAN-backend for the virtualization by a cheaper iSCSI solution - this will allow to move all servers and related services to the virtualized infrastructure, excepting the ones doing hardware control via non-commodity PCI plugin cards.

  10. Virtualizing Super-Computation On-Board Uas

    NASA Astrophysics Data System (ADS)

    Salami, E.; Soler, J. A.; Cuadrado, R.; Barrado, C.; Pastor, E.

    2015-04-01

    Unmanned aerial systems (UAS, also known as UAV, RPAS or drones) have a great potential to support a wide variety of aerial remote sensing applications. Most UAS work by acquiring data using on-board sensors for later post-processing. Some require the data gathered to be downlinked to the ground in real-time. However, depending on the volume of data and the cost of the communications, this later option is not sustainable in the long term. This paper develops the concept of virtualizing super-computation on-board UAS, as a method to ease the operation by facilitating the downlink of high-level information products instead of raw data. Exploiting recent developments in miniaturized multi-core devices is the way to speed-up on-board computation. This hardware shall satisfy size, power and weight constraints. Several technologies are appearing with promising results for high performance computing on unmanned platforms, such as the 36 cores of the TILE-Gx36 by Tilera (now EZchip) or the 64 cores of the Epiphany-IV by Adapteva. The strategy for virtualizing super-computation on-board includes the benchmarking for hardware selection, the software architecture and the communications aware design. A parallelization strategy is given for the 36-core TILE-Gx36 for a UAS in a fire mission or in similar target-detection applications. The results are obtained for payload image processing algorithms and determine in real-time the data snapshot to gather and transfer to ground according to the needs of the mission, the processing time, and consumed watts.

  11. The Virtual Habitat - A tool for dynamic life support system simulations

    NASA Astrophysics Data System (ADS)

    Czupalla, M.; Zhukov, A.; Schnaitmann, J.; Olthoff, C.; Deiml, M.; Plötner, P.; Walter, U.

    2015-06-01

    In this paper we present the Virtual Habitat (V-HAB) model, which simulates on a system level the dynamics of entire mission scenarios for any given life support system (LSS) including a dynamic representation of the crew. We first present the V-HAB architecture. Thereafter we validate in selected case studies the V-HAB submodules. Finally, we demonstrate the overall abilities of V-HAB by first simulating the LSS of the International Space Station (ISS) and showing how close this comes to real data. In a second case study we simulate the LSS dynamics of a Mars mission scenario. We thus show that V-HAB is able to support LSS design processes, giving LSS designers a set of dynamic decision parameters (e.g. stability, robustness, effective crew time) at hand that supplement or even substitute the common Equivalent System Mass (ESM) quantities as a proxy for LSS hardware costs. The work presented here builds on a LSS heritage by the exploration group at the Technical University at Munich (TUM) dating from even before 2006.

  12. Introduction on performance analysis and profiling methodologies for KVM on ARM virtualization

    NASA Astrophysics Data System (ADS)

    Motakis, Antonios; Spyridakis, Alexander; Raho, Daniel

    2013-05-01

    The introduction of hardware virtualization extensions on ARM Cortex-A15 processors has enabled the implementation of full virtualization solutions for this architecture, such as KVM on ARM. This trend motivates the need to quantify and understand the performance impact, emerged by the application of this technology. In this work we start looking into some interesting performance metrics on KVM for ARM processors, which can provide us with useful insight that may lead to potential improvements in the future. This includes measurements such as interrupt latency and guest exit cost, performed on ARM Versatile Express and Samsung Exynos 5250 hardware platforms. Furthermore, we discuss additional methodologies that can provide us with a deeper understanding in the future of the performance footprint of KVM. We identify some of the most interesting approaches in this field, and perform a tentative analysis on how these may be implemented in the KVM on ARM port. These take into consideration hardware and software based counters for profiling, and issues related to the limitations of the simulators which are often used, such as the ARM Fast Models platform.

  13. Electronic Library: A TERI Experiment.

    ERIC Educational Resources Information Center

    Kar, Debal C.; Deb, Subrata; Kumar, Satish

    2003-01-01

    Discusses the development of Electronic Library at TERI (The Energy and Resources Institute, New Delhi). Highlights include: hardware and software used; the digital library/Virtual Electronic Library; directory of Internet journals; virtual reference resources; electronic collection/Physical Electronic Library; downloaded online full-length…

  14. LVC interaction within a mixed-reality training system

    NASA Astrophysics Data System (ADS)

    Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio

    2012-03-01

    The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.

  15. Virtual Platform for See Robustness Verification of Bootloader Embedded Software on Board Solar Orbiter's Energetic Particle Detector

    NASA Astrophysics Data System (ADS)

    Da Silva, A.; Sánchez Prieto, S.; Polo, O.; Parra Espada, P.

    2013-05-01

    Because of the tough robustness requirements in space software development, it is imperative to carry out verification tasks at a very early development stage to ensure that the implemented exception mechanisms work properly. All this should be done long time before the real hardware is available. But even if real hardware is available the verification of software fault tolerance mechanisms can be difficult since real faulty situations must be systematically and artificially brought about which can be imposible on real hardware. To solve this problem the Alcala Space Research Group (SRG) has developed a LEON2 virtual platform (Leon2ViP) with fault injection capabilities. This way it is posible to run the exact same target binary software as runs on the physical system in a more controlled and deterministic environment, allowing a more strict requirements verification. Leon2ViP enables unmanned and tightly focused fault injection campaigns, not possible otherwise, in order to expose and diagnose flaws in the software implementation early. Furthermore, the use of a virtual hardware-in-the-loop approach makes it possible to carry out preliminary integration tests with the spacecraft emulator or the sensors. The use of Leon2ViP has meant a signicant improvement, in both time and cost, in the development and verification processes of the Instrument Control Unit boot software on board Solar Orbiter's Energetic Particle Detector.

  16. SSERVI Analog Regolith Simulant Testbed Facility

    NASA Astrophysics Data System (ADS)

    Minafra, Joseph; Schmidt, Gregory; Bailey, Brad; Gibbs, Kristina

    2016-10-01

    The Solar System Exploration Research Virtual Institute (SSERVI) at NASA's Ames Research Center in California's Silicon Valley was founded in 2013 to act as a virtual institute that provides interdisciplinary research centered on the goals of its supporting directorates: NASA Science Mission Directorate (SMD) and the Human Exploration & Operations Mission Directorate (HEOMD).Primary research goals of the Institute revolve around the integration of science and exploration to gain knowledge required for the future of human space exploration beyond low Earth orbit. SSERVI intends to leverage existing JSC1A regolith simulant resources into the creation of a regolith simulant testbed facility. The purpose of this testbed concept is to provide the planetary exploration community with a readily available capability to test hardware and conduct research in a large simulant environment.SSERVI's goals include supporting planetary researchers within NASA, other government agencies; private sector and hardware developers; competitors in focused prize design competitions; and academic sector researchers.SSERVI provides opportunities for research scientists and engineers to study the effects of regolith analog testbed research in the planetary exploration field. This capability is essential to help to understand the basic effects of continued long-term exposure to a simulated analog test environment.The current facility houses approximately eight tons of JSC-1A lunar regolith simulant in a test bin consisting of a 4 meter by 4 meter area, including dust mitigation and safety oversight.Facility hardware and environment testing scenarios could include, Lunar surface mobility, Dust exposure and mitigation, Regolith handling and excavation, Solar-like illumination, Lunar surface compaction profile, Lofted dust, Mechanical properties of lunar regolith, Surface features (i.e. grades and rocks)Numerous benefits vary from easy access to a controlled analog regolith simulant testbed, and planetary exploration activities at NASA Research Park, to academia and expanded commercial opportunities, as well as public outreach and education opportunities.

  17. Web-Compatible Graphics Visualization Framework for Online Instruction and Assessment of Hardware Concepts

    ERIC Educational Resources Information Center

    Chandramouli, Magesh; Chittamuru, Siva-Teja

    2016-01-01

    This paper explains the design of a graphics-based virtual environment for instructing computer hardware concepts to students, especially those at the beginner level. Photorealistic visualizations and simulations are designed and programmed with interactive features allowing students to practice, explore, and test themselves on computer hardware…

  18. VREPAR projects: the use of virtual environments in psycho-neuro-physiological assessment and rehabilitation.

    PubMed

    Riva, G; Bacchetta, M; Baruffi, M; Borgomainerio, E; Defrance, C; Gatti, F; Galimberti, C; Fontaneto, S; Marchi, S; Molinari, E; Nugues, P; Rinaldi, S; Rovetta, A; Ferretti, G S; Tonci, A; Wann, J; Vincelli, F

    1999-01-01

    Due, in large part, to the significant advances in PC hardware that have been made over the last 3 years, PC-based virtual environments are approaching reality. Virtual Reality Environments for Psychoneurophysiological Assessment and Rehabilitation (VREPAR) are two European Community funded projects (Telematics for health-HC 1053/HC 1055, http:// www.psicologia.net) that are trying to develop a PC-based virtual reality system (PC-VRS) for the medical market that can be marketed at a price that is accessible to its possible endusers (hospitals, universities, and research centres) and that would have the modular, connectability, and interoperability characteristics that the existing systems lack. In particular, the projects are developing three hardware/software modules for the application of the PCVRS in psycho-neuro-physiological assessment and rehabilitation. The chosen development areas are eating disorders (bulimia, anorexia, and obesity), movement disorders (Parkinson's disease and torsion dystonia) and stroke disorders (unilateral neglect and hemiparesis). This article describes the rationale of the modules and the preliminary results obtained.

  19. The Immersive Virtual Reality Lab: Possibilities for Remote Experimental Manipulations of Autonomic Activity on a Large Scale.

    PubMed

    Juvrud, Joshua; Gredebäck, Gustaf; Åhs, Fredrik; Lerin, Nils; Nyström, Pär; Kastrati, Granit; Rosén, Jörgen

    2018-01-01

    There is a need for large-scale remote data collection in a controlled environment, and the in-home availability of virtual reality (VR) and the commercial availability of eye tracking for VR present unique and exciting opportunities for researchers. We propose and provide a proof-of-concept assessment of a robust system for large-scale in-home testing using consumer products that combines psychophysiological measures and VR, here referred to as a Virtual Lab. For the first time, this method is validated by correlating autonomic responses, skin conductance response (SCR), and pupillary dilation, in response to a spider, a beetle, and a ball using commercially available VR. Participants demonstrated greater SCR and pupillary responses to the spider, and the effect was dependent on the proximity of the stimuli to the participant, with a stronger response when the spider was close to the virtual self. We replicated these effects across two experiments and in separate physical room contexts to mimic variability in home environment. Together, these findings demonstrate the utility of pupil dilation as a marker of autonomic arousal and the feasibility to assess this in commercially available VR hardware and support a robust Virtual Lab tool for massive remote testing.

  20. The Immersive Virtual Reality Lab: Possibilities for Remote Experimental Manipulations of Autonomic Activity on a Large Scale

    PubMed Central

    Juvrud, Joshua; Gredebäck, Gustaf; Åhs, Fredrik; Lerin, Nils; Nyström, Pär; Kastrati, Granit; Rosén, Jörgen

    2018-01-01

    There is a need for large-scale remote data collection in a controlled environment, and the in-home availability of virtual reality (VR) and the commercial availability of eye tracking for VR present unique and exciting opportunities for researchers. We propose and provide a proof-of-concept assessment of a robust system for large-scale in-home testing using consumer products that combines psychophysiological measures and VR, here referred to as a Virtual Lab. For the first time, this method is validated by correlating autonomic responses, skin conductance response (SCR), and pupillary dilation, in response to a spider, a beetle, and a ball using commercially available VR. Participants demonstrated greater SCR and pupillary responses to the spider, and the effect was dependent on the proximity of the stimuli to the participant, with a stronger response when the spider was close to the virtual self. We replicated these effects across two experiments and in separate physical room contexts to mimic variability in home environment. Together, these findings demonstrate the utility of pupil dilation as a marker of autonomic arousal and the feasibility to assess this in commercially available VR hardware and support a robust Virtual Lab tool for massive remote testing. PMID:29867318

  1. Rapid prototyping, astronaut training, and experiment control and supervision: distributed virtual worlds for COLUMBUS, the European Space Laboratory module

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Rossmann, Juergen

    2002-02-01

    In 2004, the European COLUMBUS Module is to be attached to the International Space Station. On the way to the successful planning, deployment and operation of the module, computer generated and animated models are being used to optimize performance. Under contract of the German Space Agency DLR, it has become IRF's task to provide a Projective Virtual Reality System to provide a virtual world built after the planned layout of the COLUMBUS module let astronauts and experimentators practice operational procedures and the handling of experiments. The key features of the system currently being realized comprise the possibility for distributed multi-user access to the virtual lab and the visualization of real-world experiment data. Through the capabilities to share the virtual world, cooperative operations can be practiced easily, but also trainers and trainees can work together more effectively sharing the virtual environment. The capability to visualize real-world data will be used to introduce measured data of experiments into the virtual world online in order to realistically interact with the science-reference model hardware: The user's actions in the virtual world are translated into corresponding changes of the inputs of the science reference model hardware; the measured data is than in turn fed back into the virtual world. During the operation of COLUMBUS, the capabilities for distributed access and the capabilities to visualize measured data through the use of metaphors and augmentations of the virtual world may be used to provide virtual access to the COLUMBUS module, e.g. via Internet. Currently, finishing touches are being put to the system. In November 2001 the virtual world shall be operational, so that besides the design and the key ideas, first experimental results can be presented.

  2. Virtual Reality Training System for Anytime/Anywhere Acquisition of Surgical Skills: A Pilot Study.

    PubMed

    Zahiri, Mohsen; Booton, Ryan; Nelson, Carl A; Oleynikov, Dmitry; Siu, Ka-Chun

    2018-03-01

    This article presents a hardware/software simulation environment suitable for anytime/anywhere surgical skills training. It blends the advantages of physical hardware and task analogs with the flexibility of virtual environments. This is further enhanced by a web-based implementation of training feedback accessible to both trainees and trainers. Our training system provides a self-paced and interactive means to attain proficiency in basic tasks that could potentially be applied across a spectrum of trainees from first responder field medical personnel to physicians. This results in a powerful training tool for surgical skills acquisition relevant to helping injured warfighters.

  3. Feature-based component model for design of embedded systems

    NASA Astrophysics Data System (ADS)

    Zha, Xuan Fang; Sriram, Ram D.

    2004-11-01

    An embedded system is a hybrid of hardware and software, which combines software's flexibility and hardware real-time performance. Embedded systems can be considered as assemblies of hardware and software components. An Open Embedded System Model (OESM) is currently being developed at NIST to provide a standard representation and exchange protocol for embedded systems and system-level design, simulation, and testing information. This paper proposes an approach to representing an embedded system feature-based model in OESM, i.e., Open Embedded System Feature Model (OESFM), addressing models of embedded system artifacts, embedded system components, embedded system features, and embedded system configuration/assembly. The approach provides an object-oriented UML (Unified Modeling Language) representation for the embedded system feature model and defines an extension to the NIST Core Product Model. The model provides a feature-based component framework allowing the designer to develop a virtual embedded system prototype through assembling virtual components. The framework not only provides a formal precise model of the embedded system prototype but also offers the possibility of designing variation of prototypes whose members are derived by changing certain virtual components with different features. A case study example is discussed to illustrate the embedded system model.

  4. Virtual reality: Avatars in human spaceflight training

    NASA Astrophysics Data System (ADS)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    With the advancements in high spatial and temporal resolution graphics, along with advancements in 3D display capabilities to model, simulate, and analyze human-to-machine interfaces and interactions, the world of virtual environments is being used to develop everything from gaming, movie special affects and animations to the design of automobiles. The use of multiple object motion capture technology and digital human tools in aerospace has demonstrated to be a more cost effective alternative to the cost of physical prototypes, provides a more efficient, flexible and responsive environment to changes in the design and training, and provides early human factors considerations concerning the operation of a complex launch vehicle or spacecraft. United Space Alliance (USA) has deployed this technique and tool under Research and Development (R&D) activities on both spacecraft assembly and ground processing operations design and training on the Orion Crew Module. USA utilizes specialized products that were chosen based on functionality, including software and fixed based hardware (e.g., infrared and visible red cameras), along with cyber gloves to ensure fine motor dexterity of the hands. The key findings of the R&D were: mock-ups should be built to not obstruct cameras from markers being tracked; a mock-up toolkit be assembled to facilitate dynamic design changes; markers should be placed in accurate positions on humans and flight hardware to help with tracking; 3D models used in the virtual environment be striped of non-essential data; high computational capable workstations are required to handle the large model data sets; and Technology Interchange Meetings with vendors and other industries also utilizing virtual reality applications need to occur on a continual basis enabling USA to maintain its leading edge within this technology. Parameters of interest and benefit in human spaceflight simulation training that utilizes virtual reality technologies are to familiarize and assess operational processes, allow the ability to train virtually, experiment with "what if" scenarios, and expedite immediate changes to validate the design implementation are all parameters of interest in human spaceflight. Training benefits encompass providing 3D animation for post-training assessment, placement of avatars within 3D replicated work environments in assembling or processing hardware, offering various viewpoints of processes viewed and assessed giving the evaluators the ability to assess task feasibility and identify potential support equipment needs; and provide human factors determinations, such as reach, visibility, and accessibility. Multiple object motion capture technology provides an effective tool to train and assess ergonomic risks, simulations for determination of negative interactions between technicians and their proposed workspaces, and evaluation of spaceflight systems prior to, and as part of, the design process to contain costs and reduce schedule delays.

  5. Bioinformatics Pipelines for Targeted Resequencing and Whole-Exome Sequencing of Human and Mouse Genomes: A Virtual Appliance Approach for Instant Deployment

    PubMed Central

    Saeed, Isaam; Wong, Stephen Q.; Mar, Victoria; Goode, David L.; Caramia, Franco; Doig, Ken; Ryland, Georgina L.; Thompson, Ella R.; Hunter, Sally M.; Halgamuge, Saman K.; Ellul, Jason; Dobrovic, Alexander; Campbell, Ian G.; Papenfuss, Anthony T.; McArthur, Grant A.; Tothill, Richard W.

    2014-01-01

    Targeted resequencing by massively parallel sequencing has become an effective and affordable way to survey small to large portions of the genome for genetic variation. Despite the rapid development in open source software for analysis of such data, the practical implementation of these tools through construction of sequencing analysis pipelines still remains a challenging and laborious activity, and a major hurdle for many small research and clinical laboratories. We developed TREVA (Targeted REsequencing Virtual Appliance), making pre-built pipelines immediately available as a virtual appliance. Based on virtual machine technologies, TREVA is a solution for rapid and efficient deployment of complex bioinformatics pipelines to laboratories of all sizes, enabling reproducible results. The analyses that are supported in TREVA include: somatic and germline single-nucleotide and insertion/deletion variant calling, copy number analysis, and cohort-based analyses such as pathway and significantly mutated genes analyses. TREVA is flexible and easy to use, and can be customised by Linux-based extensions if required. TREVA can also be deployed on the cloud (cloud computing), enabling instant access without investment overheads for additional hardware. TREVA is available at http://bioinformatics.petermac.org/treva/. PMID:24752294

  6. Dynamic provisioning of a HEP computing infrastructure on a shared hybrid HPC system

    NASA Astrophysics Data System (ADS)

    Meier, Konrad; Fleig, Georg; Hauth, Thomas; Janczyk, Michael; Quast, Günter; von Suchodoletz, Dirk; Wiebelt, Bernd

    2016-10-01

    Experiments in high-energy physics (HEP) rely on elaborate hardware, software and computing systems to sustain the high data rates necessary to study rare physics processes. The Institut fr Experimentelle Kernphysik (EKP) at KIT is a member of the CMS and Belle II experiments, located at the LHC and the Super-KEKB accelerators, respectively. These detectors share the requirement, that enormous amounts of measurement data must be processed and analyzed and a comparable amount of simulated events is required to compare experimental results with theoretical predictions. Classical HEP computing centers are dedicated sites which support multiple experiments and have the required software pre-installed. Nowadays, funding agencies encourage research groups to participate in shared HPC cluster models, where scientist from different domains use the same hardware to increase synergies. This shared usage proves to be challenging for HEP groups, due to their specialized software setup which includes a custom OS (often Scientific Linux), libraries and applications. To overcome this hurdle, the EKP and data center team of the University of Freiburg have developed a system to enable the HEP use case on a shared HPC cluster. To achieve this, an OpenStack-based virtualization layer is installed on top of a bare-metal cluster. While other user groups can run their batch jobs via the Moab workload manager directly on bare-metal, HEP users can request virtual machines with a specialized machine image which contains a dedicated operating system and software stack. In contrast to similar installations, in this hybrid setup, no static partitioning of the cluster into a physical and virtualized segment is required. As a unique feature, the placement of the virtual machine on the cluster nodes is scheduled by Moab and the job lifetime is coupled to the lifetime of the virtual machine. This allows for a seamless integration with the jobs sent by other user groups and honors the fairshare policies of the cluster. The developed thin integration layer between OpenStack and Moab can be adapted to other batch servers and virtualization systems, making the concept also applicable for other cluster operators. This contribution will report on the concept and implementation of an OpenStack-virtualized cluster used for HEP workflows. While the full cluster will be installed in spring 2016, a test-bed setup with 800 cores has been used to study the overall system performance and dedicated HEP jobs were run in a virtualized environment over many weeks. Furthermore, the dynamic integration of the virtualized worker nodes, depending on the workload at the institute's computing system, will be described.

  7. The Adaptive Effects Of Virtual Interfaces: Vestibulo-Ocular Reflex and Simulator Sickness.

    DTIC Science & Technology

    1998-08-07

    rearrangement: a pattern of stimulation differing from that existing as a result of normal interactions with the real world. Stimulus rearrangements can...is immersive and interactive . virtual interface: a system of transducers, signal processors, computer hardware and software that create an... interactive medium through which: 1) information is transmitted to the senses in the form of two- and three dimensional virtual images and 2) psychomotor

  8. How Virtual Technology Can Impact Total Ownership Costs on a USN Vessel

    DTIC Science & Technology

    2012-03-01

    Clients (After Lam, 2010) Alternative Solutions Labor $M Hardware $M Software $M Transport $M Power & Cooling $M Virtualization $M...and will hold contractors accountable to ensure energy efficiency targets of new equipment are as advertised . 2. Total Cost of Ownership...automatically placed into Standby by the VMware software and reduced energy consumption by 230 watts. Even though there were 12 virtual desktops online and in

  9. Virtual Reality and Engineering Education.

    ERIC Educational Resources Information Center

    Pantelidis, Veronica S.

    1997-01-01

    Virtual Reality (VR) offers benefits to engineering education. This article defines VR and describes types; outlines reasons for using VR in engineering education; provides guidelines for using VR; presents a model for determining when to use VR; discusses VR applications; and describes hardware and software needed for a low-budget VR and…

  10. 2D and 3D virtual interactive laboratories of physics on Unity platform

    NASA Astrophysics Data System (ADS)

    González, J. D.; Escobar, J. H.; Sánchez, H.; De la Hoz, J.; Beltrán, J. R.

    2017-12-01

    Using the cross-platform game engine Unity, we develop virtual laboratories for PC, consoles, mobile devices and website as an innovative tool to study physics. There is extensive uptake of ICT in the teaching of science and its impact on the learning, and considering the limited availability of laboratories for physics teaching and the difficulties this causes in the learning of school students, we design the virtual laboratories to enhance studentâĂŹs knowledge of concepts in physics. To achieve this goal, we use Unity due to provide support bump mapping, reflection mapping, parallax mapping, dynamics shadows using shadows maps, full-screen post-processing effects and render-to-texture. Unity can use the best variant for the current video hardware and, if none are compatible, to use an alternative shader that may sacrifice features for performance. The control over delivery to mobile devices, web browsers, consoles and desktops is the main reason Unity is the best option among the same kind cross-platform. Supported platforms include Android, Apple TV, Linux, iOS, Nintendo 3DS line, macOS, PlayStation 4, Windows Phone 8, Wii but also an asset server and Nvidia’s PhysX physics engine which is the most relevant tool on Unity for our PhysLab.

  11. Distributed Engine Control Empirical/Analytical Verification Tools

    NASA Technical Reports Server (NTRS)

    DeCastro, Jonathan; Hettler, Eric; Yedavalli, Rama; Mitra, Sayan

    2013-01-01

    NASA's vision for an intelligent engine will be realized with the development of a truly distributed control system featuring highly reliable, modular, and dependable components capable of both surviving the harsh engine operating environment and decentralized functionality. A set of control system verification tools was developed and applied to a C-MAPSS40K engine model, and metrics were established to assess the stability and performance of these control systems on the same platform. A software tool was developed that allows designers to assemble easily a distributed control system in software and immediately assess the overall impacts of the system on the target (simulated) platform, allowing control system designers to converge rapidly on acceptable architectures with consideration to all required hardware elements. The software developed in this program will be installed on a distributed hardware-in-the-loop (DHIL) simulation tool to assist NASA and the Distributed Engine Control Working Group (DECWG) in integrating DCS (distributed engine control systems) components onto existing and next-generation engines.The distributed engine control simulator blockset for MATLAB/Simulink and hardware simulator provides the capability to simulate virtual subcomponents, as well as swap actual subcomponents for hardware-in-the-loop (HIL) analysis. Subcomponents can be the communication network, smart sensor or actuator nodes, or a centralized control system. The distributed engine control blockset for MATLAB/Simulink is a software development tool. The software includes an engine simulation, a communication network simulation, control algorithms, and analysis algorithms set up in a modular environment for rapid simulation of different network architectures; the hardware consists of an embedded device running parts of the CMAPSS engine simulator and controlled through Simulink. The distributed engine control simulation, evaluation, and analysis technology provides unique capabilities to study the effects of a given change to the control system in the context of the distributed paradigm. The simulation tool can support treatment of all components within the control system, both virtual and real; these include communication data network, smart sensor and actuator nodes, centralized control system (FADEC full authority digital engine control), and the aircraft engine itself. The DECsim tool can allow simulation-based prototyping of control laws, control architectures, and decentralization strategies before hardware is integrated into the system. With the configuration specified, the simulator allows a variety of key factors to be systematically assessed. Such factors include control system performance, reliability, weight, and bandwidth utilization.

  12. Portable Virtual Training Units

    NASA Technical Reports Server (NTRS)

    Malone, Reagan; Johnston, Alan

    2015-01-01

    The Mission Operations Lab initiated a project to design, develop, deliver, test, and validate a unique training system for astronaut and ground support personnel. In an effort to keep training costs low, virtual training units (VTUs) have been designed based on images of actual hardware and manipulated by a touch screen style interface for ground support personnel training. This project helped modernized the training system and materials by integrating them with mobile devices for training when operators or crew are unavailable to physically train in the facility. This project also tested the concept of a handheld remote device to control integrated trainers using International Space Station (ISS) training simulators as a platform. The portable VTU can interface with the full-sized VTU, allowing a trainer co-located with a trainee to remotely manipulate a VTU and evaluate a trainee's response. This project helped determine if it is useful, cost effective, and beneficial for the instructor to have a portable handheld device to control the behavior of the models during training. This project has advanced NASA Marshall Space Flight Center's (MSFC's) VTU capabilities with modern and relevant technology to support space flight training needs of today and tomorrow.

  13. Assessment of the Impacts of ACLS on the ISS Life Support System Using Dynamic Simulations in V-HAB

    NASA Technical Reports Server (NTRS)

    Putz, Daniel; Olthoff, Claas; Ewert, Michael; Anderson, Molly

    2016-01-01

    The Advanced Closed Loop System (ACLS) is currently under development by Airbus Defense and Space and is slated for launch to the International Space Station (ISS) in 2017. The addition of new hardware into an already complex system such as the ISS life support system (LSS) always poses operational risks. It is therefore important to understand the impacts ACLS will have on the existing systems to ensure smooth operations for the ISS. This analysis can be done by using dynamic computer simulations and one possible tool for such a simulation is the Virtual Habitat (V-HAB). Based on MATLAB, V-HAB has been under development at the Institute of Astronautics of the Technical University of Munich (TUM) since 2004 and in the past has been successfully used to simulate the ISS life support systems. The existing V-HAB ISS simulation model treated the interior volume of the space station as one large, ideally-stirred container. This model was improved to allow the calculation of the atmospheric composition inside individual modules of the ISS by splitting it into twelve distinct volumes. The virtual volumes are connected by a simulation of the inter-module ventilation flows. This allows for a combined simulation of the LSS hardware and the atmospheric composition aboard the ISS. A dynamic model of ACLS is added to the ISS Simulation and several different operating modes for both ACLS and the existing ISS life support systems are studied and the impacts of ACLS on the rest of the system are determined. The results suggest that the US, Russian and ACLS CO2 systems can operate at the same time without impeding each other. Furthermore, based on the results of this analysis, the US and ACLS Sabatier systems can be operated in parallel as well to a achieve a very low CO2 concentration in the cabin atmosphere.

  14. Assessment of the Impacts of ACLS on the ISS Life Support System using Dynamic Simulations in V-HAB

    NASA Technical Reports Server (NTRS)

    Puetz, Daniel; Olthoff, Claas; Ewert, Michael K.; Anderson, Molly S.

    2016-01-01

    The Advanced Closed Loop System (ACLS) is currently under development by Airbus Defense and Space and is slated for launch to the International Space Station (ISS) in 2017. The addition of new hardware into an already complex system such as the ISS life support system (LSS) always poses operational risks. It is therefore important to understand the impacts ACLS will have on the existing systems to ensure smooth operations for the ISS. This analysis can be done by using dynamic computer simulations and one possible tool for such a simulation is Virtual Habitat (V-HAB). Based on Matlab (Registered Trademark) V-HAB has been under development at the Institute of Astronautics of the Technical University Munich (TUM) since 2006 and in the past has been successfully used to simulate the ISS life support systems. The existing V-HAB ISS simulation model treated the interior volume of the space station as one large ideally-stirred container. This model was improved to allow the calculation of the atmospheric composition inside the individual modules of the ISS by splitting it into ten distinct volumes. The virtual volumes are connected by a simulation of the inter-module ventilation flows. This allows for a combined simulation of the LSS hardware and the atmospheric composition aboard the ISS. A dynamic model of ACLS is added to the ISS simulation and different operating modes for both ACLS and the existing ISS life support systems are studied to determine the impacts of ACLS on the rest of the system. The results suggest that the US, Russian and ACLS CO2 systems can operate at the same time without impeding each other. Furthermore, based on the results of this analysis, the US and ACLS Sabatier systems can be operated in parallel as well to achieve the highest possible CO2 recycling together with a low CO2 concentration.

  15. Virtual Reality Lab Assistant

    NASA Technical Reports Server (NTRS)

    Saha, Hrishikesh; Palmer, Timothy A.

    1996-01-01

    Virtual Reality Lab Assistant (VRLA) demonstration model is aligned for engineering and material science experiments to be performed by undergraduate and graduate students in the course as a pre-lab simulation experience. This will help students to get a preview of how to use the lab equipment and run experiments without using the lab hardware/software equipment. The quality of the time available for laboratory experiments can be significantly improved through the use of virtual reality technology.

  16. Emerging Technologies for Software-Reliant Systems

    DTIC Science & Technology

    2011-02-24

    needs • Loose coupling • Global distribution of hardware, software and people • Horizontal integration and convergence • Virtualization...Webinar– February 2011 © 2011 Carnegie Mellon University Global Distribution of Hardware, Software and People Globalization is an essential part of...University Required Software Engineering Emphasis Due to Emerging Technologies (2) Defensive Programming • Security • Auto-adaptation • Globalization

  17. A Virtual Approach to Teaching Safety Skills to Children with Autism Spectrum Disorder

    ERIC Educational Resources Information Center

    Self, Trisha; Scudder, Rosalind R.; Weheba, Gamal; Crumrine, Daiquirie

    2007-01-01

    Recent advancements in the development of hardware/software configurations for delivering virtual reality (VR) environments to individuals with disabilities have included approaches for children with autism spectrum disorder (ASD). This article describes a study comparing benefits of using VR to benefits of an integrated/visual treatment model…

  18. Embedding speech into virtual realities

    NASA Technical Reports Server (NTRS)

    Bohn, Christian-Arved; Krueger, Wolfgang

    1993-01-01

    In this work a speaker-independent speech recognition system is presented, which is suitable for implementation in Virtual Reality applications. The use of an artificial neural network in connection with a special compression of the acoustic input leads to a system, which is robust, fast, easy to use and needs no additional hardware, beside a common VR-equipment.

  19. Effective Design of Educational Virtual Reality Applications for Medicine Using Knowledge-Engineering Techniques

    ERIC Educational Resources Information Center

    Górski, Filip; Bun, Pawel; Wichniarek, Radoslaw; Zawadzki, Przemyslaw; Hamrol, Adam

    2017-01-01

    Effective medical and biomedical engineering education is an important problem. Traditional methods are difficult and costly. That is why Virtual Reality is often used for that purpose. Educational medical VR is a well-developed IT field, with many available hardware and software solutions. Current solutions are prepared without methodological…

  20. Teaching computer interfacing with virtual instruments in an object-oriented language.

    PubMed Central

    Gulotta, M

    1995-01-01

    LabVIEW is a graphic object-oriented computer language developed to facilitate hardware/software communication. LabVIEW is a complete computer language that can be used like Basic, FORTRAN, or C. In LabVIEW one creates virtual instruments that aesthetically look like real instruments but are controlled by sophisticated computer programs. There are several levels of data acquisition VIs that make it easy to control data flow, and many signal processing and analysis algorithms come with the software as premade VIs. In the classroom, the similarity between virtual and real instruments helps students understand how information is passed between the computer and attached instruments. The software may be used in the absence of hardware so that students can work at home as well as in the classroom. This article demonstrates how LabVIEW can be used to control data flow between computers and instruments, points out important features for signal processing and analysis, and shows how virtual instruments may be used in place of physical instrumentation. Applications of LabVIEW to the teaching laboratory are also discussed, and a plausible course outline is given. PMID:8580361

  1. Astronaut Prepares for Mission With Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2001-01-01

    Astronaut John M. Grunsfeld, STS-109 payload commander, uses virtual reality hardware at Johnson Space Center to rehearse some of his duties prior to the STS-109 mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. This technology allows NASA astronauts to practice International Space Station work missions in advance. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  2. Teaching computer interfacing with virtual instruments in an object-oriented language.

    PubMed

    Gulotta, M

    1995-11-01

    LabVIEW is a graphic object-oriented computer language developed to facilitate hardware/software communication. LabVIEW is a complete computer language that can be used like Basic, FORTRAN, or C. In LabVIEW one creates virtual instruments that aesthetically look like real instruments but are controlled by sophisticated computer programs. There are several levels of data acquisition VIs that make it easy to control data flow, and many signal processing and analysis algorithms come with the software as premade VIs. In the classroom, the similarity between virtual and real instruments helps students understand how information is passed between the computer and attached instruments. The software may be used in the absence of hardware so that students can work at home as well as in the classroom. This article demonstrates how LabVIEW can be used to control data flow between computers and instruments, points out important features for signal processing and analysis, and shows how virtual instruments may be used in place of physical instrumentation. Applications of LabVIEW to the teaching laboratory are also discussed, and a plausible course outline is given.

  3. iview: an interactive WebGL visualizer for protein-ligand complex.

    PubMed

    Li, Hongjian; Leung, Kwong-Sak; Nakane, Takanori; Wong, Man-Hon

    2014-02-25

    Visualization of protein-ligand complex plays an important role in elaborating protein-ligand interactions and aiding novel drug design. Most existing web visualizers either rely on slow software rendering, or lack virtual reality support. The vital feature of macromolecular surface construction is also unavailable. We have developed iview, an easy-to-use interactive WebGL visualizer of protein-ligand complex. It exploits hardware acceleration rather than software rendering. It features three special effects in virtual reality settings, namely anaglyph, parallax barrier and oculus rift, resulting in visually appealing identification of intermolecular interactions. It supports four surface representations including Van der Waals surface, solvent excluded surface, solvent accessible surface and molecular surface. Moreover, based on the feature-rich version of iview, we have also developed a neat and tailor-made version specifically for our istar web platform for protein-ligand docking purpose. This demonstrates the excellent portability of iview. Using innovative 3D techniques, we provide a user friendly visualizer that is not intended to compete with professional visualizers, but to enable easy accessibility and platform independence.

  4. Management software for a universal device communication controller: application to monitoring and computerized infusions.

    PubMed

    Coussaert, E J; Cantraine, F R

    1996-11-01

    We designed a virtual device for a local area network observing, operating and connecting devices to a personal computer. To keep the widest field of application, we proceeded by using abstraction and specification rules of software engineering in the design and implementation of the hardware and software for the Infusion Monitor. We specially built a box of hardware to interface multiple medical instruments with different communication protocols to a PC via a single serial port. We called that box the Universal Device Communication Controller (UDCC). The use of the virtual device driver is illustrated by the Infusion Monitor implemented for the anaesthesia and intensive care workstation.

  5. Using Cesium for 3D Thematic Visualisations on the Web

    NASA Astrophysics Data System (ADS)

    Gede, Mátyás

    2018-05-01

    Cesium (http://cesiumjs.org) is an open source, WebGL-based JavaScript library for virtual globes and 3D maps. It is an excellent tool for 3D thematic visualisations, but to use its full functionality it has to be feed with its own file format, CZML. Unfortunately, this format is not yet supported by any major GIS software. This paper intro- duces a plugin for QGIS, developed by the author, which facilitates the creation of CZML file for various types of visualisations. The usability of Cesium is also examined in various hardware/software environments.

  6. Development and evaluation of a trauma decision-making simulator in Oculus virtual reality.

    PubMed

    Harrington, Cuan M; Kavanagh, Dara O; Quinlan, John F; Ryan, Donncha; Dicker, Patrick; O'Keeffe, Dara; Traynor, Oscar; Tierney, Sean

    2018-01-01

    Consumer-available virtual-reality technology was launched in 2016 with strong foundations in the entertainment-industry. We developed an innovative medical-training simulator on the Oculus™ Gear-VR platform. This novel application was developed utilising internationally recognised Advanced Trauma Life Support (ATLS) principles, requiring decision-making skills for critically-injured virtual-patients. Participants were recruited in June, 2016 at a single-centre trauma-course (ATLS, Leinster, Ireland) and trialled the platform. Simulator performances were correlated with individual expertise and course-performance measures. A post-intervention questionnaire relating to validity-aspects was completed. Eighteen(81.8%) eligible-candidates and eleven(84.6%) course-instructors voluntarily participated. The survey-responders mean-age was 38.9(±11.0) years with 80.8% male predominance. The instructor-group caused significantly less fatal-errors (p < 0.050) and proportions of incorrect-decisions (p < 0.050). The VR-hardware and trauma-application's mean ratings were 5.09 and 5.04 out of 7 respectively. Participants reported it was an enjoyable method of learning (median-6.0), the learning platform of choice (median-5.0) and a cost-effective training tool (median-5.0). Our research has demonstrated evidence of validity-criteria for a concept application on virtual-reality headsets. We believe that virtual-reality technology is a viable platform for medical-simulation into the future. Copyright © 2017 Elsevier Inc. All rights reserved.

  7. Televirtuality: "Being There" in the 21st Century.

    ERIC Educational Resources Information Center

    Jacobson, Robert

    Virtual worlds technology (VWT) uses special computer hardware and software to link humans with computers in natural ways. A data model, or virtual world, is created and presented as a three-dimensional world of sights and sounds. The participant manipulates apparent objects in the world, and in so doing, alters the data model. VWT will become…

  8. Astronauts Prepare for Mission With Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2001-01-01

    Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at Johnson Space Center to train for upcoming duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties for the fourth Hubble Space Telescope Servicing mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  9. Virtual reality hardware and graphic display options for brain-machine interfaces

    PubMed Central

    Marathe, Amar R.; Carey, Holle L.; Taylor, Dawn M.

    2009-01-01

    Virtual reality hardware and graphic displays are reviewed here as a development environment for brain-machine interfaces (BMIs). Two desktop stereoscopic monitors and one 2D monitor were compared in a visual depth discrimination task and in a 3D target-matching task where able-bodied individuals used actual hand movements to match a virtual hand to different target hands. Three graphic representations of the hand were compared: a plain sphere, a sphere attached to the fingertip of a realistic hand and arm, and a stylized pacman-like hand. Several subjects had great difficulty using either stereo monitor for depth perception when perspective size cues were removed. A mismatch in stereo and size cues generated inappropriate depth illusions. This phenomenon has implications for choosing target and virtual hand sizes in BMI experiments. Target matching accuracy was about as good with the 2D monitor as with either 3D monitor. However, users achieved this accuracy by exploring the boundaries of the hand in the target with carefully controlled movements. This method of determining relative depth may not be possible in BMI experiments if movement control is more limited. Intuitive depth cues, such as including a virtual arm, can significantly improve depth perception accuracy with or without stereo viewing. PMID:18006069

  10. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121049 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (foreground), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  11. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170878 (1 Oct. 2010) --- NASA astronaut Michael Barratt, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  12. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121056 (27 Aug. 2010) --- NASA astronaut Gregory H. Johnson, STS-134 pilot, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  13. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170888 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  14. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170882 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  15. Applied Virtual Reality Research and Applications at NASA/Marshall Space Flight Center

    NASA Technical Reports Server (NTRS)

    Hale, Joseph P.

    1995-01-01

    A Virtual Reality (VR) applications program has been under development at NASA/Marshall Space Flight Center (MSFC) since 1989. The objectives of the MSFC VR Applications Program are to develop, assess, validate, and utilize VR in hardware development, operations development and support, mission operations training and science training. Before this technology can be utilized with confidence in these applications, it must be validated for each particular class of application. That is, the precision and reliability with which it maps onto real settings and scenarios, representative of a class, must be calculated and assessed. The approach of the MSFC VR Applications Program is to develop and validate appropriate virtual environments and associated object kinematic and behavior attributes for specific classes of applications. These application-specific environments and associated simulations will be validated, where possible, through empirical comparisons with existing, accepted tools and methodologies. These validated VR analytical tools will then be available for use in the design and development of space systems and operations and in training and mission support systems. Specific validation studies for selected classes of applications have been completed or are currently underway. These include macro-ergonomic "control-room class" design analysis, Spacelab stowage reconfiguration training, a full-body micro-gravity functional reach simulator, and a gross anatomy teaching simulator. This paper describes the MSFC VR Applications Program and the validation studies.

  16. Monitoring and detection platform to prevent anomalous situations in home care.

    PubMed

    Villarrubia, Gabriel; Bajo, Javier; De Paz, Juan F; Corchado, Juan M

    2014-06-05

    Monitoring and tracking people at home usually requires high cost hardware installations, which implies they are not affordable in many situations. This study/paper proposes a monitoring and tracking system for people with medical problems. A virtual organization of agents based on the PANGEA platform, which allows the easy integration of different devices, was created for this study. In this case, a virtual organization was implemented to track and monitor patients carrying a Holter monitor. The system includes the hardware and software required to perform: ECG measurements, monitoring through accelerometers and WiFi networks. Furthermore, the use of interactive television can moderate interactivity with the user. The system makes it possible to merge the information and facilitates patient tracking efficiently with low cost.

  17. Concurrent heterogeneous neural model simulation on real-time neuromimetic hardware.

    PubMed

    Rast, Alexander; Galluppi, Francesco; Davies, Sergio; Plana, Luis; Patterson, Cameron; Sharp, Thomas; Lester, David; Furber, Steve

    2011-11-01

    Dedicated hardware is becoming increasingly essential to simulate emerging very-large-scale neural models. Equally, however, it needs to be able to support multiple models of the neural dynamics, possibly operating simultaneously within the same system. This may be necessary either to simulate large models with heterogeneous neural types, or to simplify simulation and analysis of detailed, complex models in a large simulation by isolating the new model to a small subpopulation of a larger overall network. The SpiNNaker neuromimetic chip is a dedicated neural processor able to support such heterogeneous simulations. Implementing these models on-chip uses an integrated library-based tool chain incorporating the emerging PyNN interface that allows a modeller to input a high-level description and use an automated process to generate an on-chip simulation. Simulations using both LIF and Izhikevich models demonstrate the ability of the SpiNNaker system to generate and simulate heterogeneous networks on-chip, while illustrating, through the network-scale effects of wavefront synchronisation and burst gating, methods that can provide effective behavioural abstractions for large-scale hardware modelling. SpiNNaker's asynchronous virtual architecture permits greater scope for model exploration, with scalable levels of functional and temporal abstraction, than conventional (or neuromorphic) computing platforms. The complete system illustrates a potential path to understanding the neural model of computation, by building (and breaking) neural models at various scales, connecting the blocks, then comparing them against the biology: computational cognitive neuroscience. Copyright © 2011 Elsevier Ltd. All rights reserved.

  18. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00751 (15 March 2001) --- Astronaut Scott J. Horowitz, STS-105 mission commander, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with International Space Station (ISS) elements.

  19. Photographic coverage of STS-112 during EVA 3 in VR Lab.

    NASA Image and Video Library

    2002-08-21

    JSC2002-E-34622 (21 August 2002) --- Astronaut David A. Wolf, STS-112 mission specialist, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Atlantis. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with ISS elements.

  20. STS-115 Vitual Lab Training

    NASA Image and Video Library

    2005-06-07

    JSC2005-E-21191 (7 June 2005) --- Astronaut Steven G. MacLean, STS-115 mission specialist representing the Canadian Space Agency, uses the virtual reality lab at the Johnson Space Center to train for his duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  1. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00758 (15 March 2001) --- Astronaut Frederick W. Sturckow, STS-105 pilot, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with International Space Station (ISS) elements.

  2. STS-115 Vitual Lab Training

    NASA Image and Video Library

    2005-06-07

    JSC2005-E-21192 (7 June 2005) --- Astronauts Christopher J. Ferguson (left), STS-115 pilot, and Daniel C. Burbank, mission specialist, use the virtual reality lab at the Johnson Space Center to train for their duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  3. Three Dimensional Display Of Meteorological Scientific Data

    NASA Astrophysics Data System (ADS)

    Grotch, Stanley L.

    1988-01-01

    Even a cursory reading of any daily newspaper shows that we are in the midst of a dramatic revolution in computer graphics. Virtually every day some new piece of hardware or software is announced, adding to the tools available to the working scientist. Three dimensional graphics form a significant part of this revolution having become virtually commonplace in advertising and on television.

  4. Virtual Teleoperation for Unmanned Aerial Vehicles

    DTIC Science & Technology

    2012-01-24

    Gilbert, S., “Wayfinder: Evaluating Multitouch Interaction in Supervisory Control of Unmanned Vehicles,” Proceedings of ASME 2nd World Conference on... interactive virtual reality environment that fuses available information into a coherent picture that can be viewed from multiple perspectives and scales...for multimodal interaction • Generally abstracted controller hardware and graphical interfaces facilitating deployment on a variety of VR platform

  5. Visually Coupled Systems (VCS): The Virtual Panoramic Display (VPD) System

    NASA Technical Reports Server (NTRS)

    Kocian, Dean F.

    1992-01-01

    The development and impact is described of new visually coupled system (VCS) equipment designed to support engineering and human factors research in the military aircraft cockpit environment. VCS represents an advanced man-machine interface (MMI). Its potential to improve aircrew situational awareness seems enormous, but its superiority over the conventional cockpit MMI has not been established in a conclusive and rigorous fashion. What has been missing is a 'systems' approach to technology advancement that is comprehensive enough to produce conclusive results concerning the operational viability of the VCS concept and verify any risk factors that might be involved with its general use in the cockpit. The advanced VCS configuration described here, was ruggedized for use in military aircraft environments and was dubbed the Virtual Panoramic Display (VPD). It was designed to answer the VCS portion of the systems problem, and is implemented as a modular system whose performance can be tailored to specific application requirements. The overall system concept and the design of the two most important electronic subsystems that support the helmet mounted parts, a new militarized version of the magnetic helmet mounted sight and correspondingly similar helmet display electronics, are discussed in detail. Significant emphasis is given to illustrating how particular design features in the hardware improve overall system performance and support research activities.

  6. Using virtual machine monitors to overcome the challenges of monitoring and managing virtualized cloud infrastructures

    NASA Astrophysics Data System (ADS)

    Bamiah, Mervat Adib; Brohi, Sarfraz Nawaz; Chuprat, Suriayati

    2012-01-01

    Virtualization is one of the hottest research topics nowadays. Several academic researchers and developers from IT industry are designing approaches for solving security and manageability issues of Virtual Machines (VMs) residing on virtualized cloud infrastructures. Moving the application from a physical to a virtual platform increases the efficiency, flexibility and reduces management cost as well as effort. Cloud computing is adopting the paradigm of virtualization, using this technique, memory, CPU and computational power is provided to clients' VMs by utilizing the underlying physical hardware. Beside these advantages there are few challenges faced by adopting virtualization such as management of VMs and network traffic, unexpected additional cost and resource allocation. Virtual Machine Monitor (VMM) or hypervisor is the tool used by cloud providers to manage the VMs on cloud. There are several heterogeneous hypervisors provided by various vendors that include VMware, Hyper-V, Xen and Kernel Virtual Machine (KVM). Considering the challenge of VM management, this paper describes several techniques to monitor and manage virtualized cloud infrastructures.

  7. The (human) science of medical virtual learning environments.

    PubMed

    Stone, Robert J

    2011-01-27

    The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the 'ultimate' in so-called 'immersive' hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation--the science that helps to guarantee the transfer of skills from the simulated to the real--is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity--the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications.

  8. Implementation of Headtracking and 3D Stereo with Unity and VRPN for Computer Simulations

    NASA Technical Reports Server (NTRS)

    Noyes, Matthew A.

    2013-01-01

    This paper explores low-cost hardware and software methods to provide depth cues traditionally absent in monocular displays. The use of a VRPN server in conjunction with a Microsoft Kinect and/or Nintendo Wiimote to provide head tracking information to a Unity application, and NVIDIA 3D Vision for retinal disparity support, is discussed. Methods are suggested to implement this technology with NASA's EDGE simulation graphics package, along with potential caveats. Finally, future applications of this technology to astronaut crew training, particularly when combined with an omnidirectional treadmill for virtual locomotion and NASA's ARGOS system for reduced gravity simulation, are discussed.

  9. Electronic Design Automation: Integrating the Design and Manufacturing Functions

    NASA Technical Reports Server (NTRS)

    Bachnak, Rafic; Salkowski, Charles

    1997-01-01

    As the complexity of electronic systems grows, the traditional design practice, a sequential process, is replaced by concurrent design methodologies. A major advantage of concurrent design is that the feedback from software and manufacturing engineers can be easily incorporated into the design. The implementation of concurrent engineering methodologies is greatly facilitated by employing the latest Electronic Design Automation (EDA) tools. These tools offer integrated simulation of the electrical, mechanical, and manufacturing functions and support virtual prototyping, rapid prototyping, and hardware-software co-design. This report presents recommendations for enhancing the electronic design and manufacturing capabilities and procedures at JSC based on a concurrent design methodology that employs EDA tools.

  10. Architectural design and simulation of a virtual memory

    NASA Technical Reports Server (NTRS)

    Kwok, G.; Chu, Y.

    1971-01-01

    Virtual memory is an imaginary main memory with a very large capacity which the programmer has at his disposal. It greatly contributes to the solution of the dynamic storage allocation problem. The architectural design of a virtual memory is presented which implements by hardware the idea of queuing and scheduling the page requests to a paging drum in such a way that the access of the paging drum is increased many times. With the design, an increase of up to 16 times in page transfer rate is achievable when the virtual memory is heavily loaded. This in turn makes feasible a great increase in the system throughput.

  11. New virtual laboratories presenting advanced motion control concepts

    NASA Astrophysics Data System (ADS)

    Goubej, Martin; Krejčí, Alois; Reitinger, Jan

    2015-11-01

    The paper deals with development of software framework for rapid generation of remote virtual laboratories. Client-server architecture is chosen in order to employ real-time simulation core which is running on a dedicated server. Ordinary web browser is used as a final renderer to achieve hardware independent solution which can be run on different target platforms including laptops, tablets or mobile phones. The provided toolchain allows automatic generation of the virtual laboratory source code from the configuration file created in the open- source Inkscape graphic editor. Three virtual laboratories presenting advanced motion control algorithms have been developed showing the applicability of the proposed approach.

  12. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41539 (9 Aug. 2007) --- Astronaut Pamela A. Melroy, STS-120 commander, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  13. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39090 (18 October 2001) --- Cosmonaut Valeri G. Korzun, Expedition Five mission commander representing Rosaviakosmos, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements.

  14. STS-EVA Mass Ops training of the STS-117 EVA crewmembers

    NASA Image and Video Library

    2006-11-01

    JSC2006-E-47612 (1 Nov. 2006) --- Astronaut Steven R. Swanson, STS-117 mission specialist, uses the virtual reality lab at Johnson Space Center to train for his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  15. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41532 (9 Aug. 2007) --- Astronaut Stephanie D. Wilson, STS-120 mission specialist, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  16. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41531 (9 Aug. 2007) --- Astronaut Pamela A. Melroy, STS-120 commander, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  17. Building a Gateway for the CD-ROM Network: A Step toward the Virtual Library with the Virtual Microsystems V-Server.

    ERIC Educational Resources Information Center

    Sylvia, Margaret

    1993-01-01

    Describes one college library's experience with a gateway for dial-in access to its CD-ROM network to increase access to automated index searching for students off-campus. Hardware and software choices are discussed in terms of access, reliability, affordability, and ease of use. Installation problems are discussed, and an appendix lists product…

  18. Monitoring and Detection Platform to Prevent Anomalous Situations in Home Care

    PubMed Central

    Villarrubia, Gabriel; Bajo, Javier; De Paz, Juan F.; Corchado, Juan M.

    2014-01-01

    Monitoring and tracking people at home usually requires high cost hardware installations, which implies they are not affordable in many situations. This study/paper proposes a monitoring and tracking system for people with medical problems. A virtual organization of agents based on the PANGEA platform, which allows the easy integration of different devices, was created for this study. In this case, a virtual organization was implemented to track and monitor patients carrying a Holter monitor. The system includes the hardware and software required to perform: ECG measurements, monitoring through accelerometers and WiFi networks. Furthermore, the use of interactive television can moderate interactivity with the user. The system makes it possible to merge the information and facilitates patient tracking efficiently with low cost. PMID:24905853

  19. Demonstration of Supervisory Control and Data Acquisition (SCADA) Virtualization Capability in the US Army Research Laboratory (ARL)/Sustaining Base Network Assurance Branch (SBNAB) US Army Cyber Analytics Laboratory (ACAL) SCADA Hardware Testbed

    DTIC Science & Technology

    2015-05-01

    application ,1 while the simulated PLC software is the open source ModbusPal Java application . When queried using the Modbus TCP protocol, ModbusPal reports...and programmable logic controller ( PLC ) components. The HMI and PLC components were instantiated with software and installed in multiple virtual...creating and capturing HMI– PLC network traffic over a 24-h period in the virtualized network and inspect the packets for errors.  Test the

  20. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121045 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (right), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. David Homan assisted Feustel. Photo credit: NASA or National Aeronautics and Space Administration

  1. Interactive Molecular Graphics for Augmented Reality Using HoloLens.

    PubMed

    Müller, Christoph; Krone, Michael; Huber, Markus; Biener, Verena; Herr, Dominik; Koch, Steffen; Reina, Guido; Weiskopf, Daniel; Ertl, Thomas

    2018-06-13

    Immersive technologies like stereo rendering, virtual reality, or augmented reality (AR) are often used in the field of molecular visualisation. Modern, comparably lightweight and affordable AR headsets like Microsoft's HoloLens open up new possibilities for immersive analytics in molecular visualisation. A crucial factor for a comprehensive analysis of molecular data in AR is the rendering speed. HoloLens, however, has limited hardware capabilities due to requirements like battery life, fanless cooling and weight. Consequently, insights from best practises for powerful desktop hardware may not be transferable. Therefore, we evaluate the capabilities of the HoloLens hardware for modern, GPU-enabled, high-quality rendering methods for the space-filling model commonly used in molecular visualisation. We also assess the scalability for large molecular data sets. Based on the results, we discuss ideas and possibilities for immersive molecular analytics. Besides more obvious benefits like the stereoscopic rendering offered by the device, this specifically includes natural user interfaces that use physical navigation instead of the traditional virtual one. Furthermore, we consider different scenarios for such an immersive system, ranging from educational use to collaborative scenarios.

  2. Back to the future: virtualization of the computing environment at the W. M. Keck Observatory

    NASA Astrophysics Data System (ADS)

    McCann, Kevin L.; Birch, Denny A.; Holt, Jennifer M.; Randolph, William B.; Ward, Josephine A.

    2014-07-01

    Over its two decades of science operations, the W.M. Keck Observatory computing environment has evolved to contain a distributed hybrid mix of hundreds of servers, desktops and laptops of multiple different hardware platforms, O/S versions and vintages. Supporting the growing computing capabilities to meet the observatory's diverse, evolving computing demands within fixed budget constraints, presents many challenges. This paper describes the significant role that virtualization is playing in addressing these challenges while improving the level and quality of service as well as realizing significant savings across many cost areas. Starting in December 2012, the observatory embarked on an ambitious plan to incrementally test and deploy a migration to virtualized platforms to address a broad range of specific opportunities. Implementation to date has been surprisingly glitch free, progressing well and yielding tangible benefits much faster than many expected. We describe here the general approach, starting with the initial identification of some low hanging fruit which also provided opportunity to gain experience and build confidence among both the implementation team and the user community. We describe the range of challenges, opportunities and cost savings potential. Very significant among these was the substantial power savings which resulted in strong broad support for moving forward. We go on to describe the phasing plan, the evolving scalable architecture, some of the specific technical choices, as well as some of the individual technical issues encountered along the way. The phased implementation spans Windows and Unix servers for scientific, engineering and business operations, virtualized desktops for typical office users as well as more the more demanding graphics intensive CAD users. Other areas discussed in this paper include staff training, load balancing, redundancy, scalability, remote access, disaster readiness and recovery.

  3. An Analysis of Hardware-Assisted Virtual Machine Based Rootkits

    DTIC Science & Technology

    2014-06-01

    certain aspects of TPM implementation just to name a few. HyperWall is an architecture proposed by Szefer and Lee to protect guest VMs from...DISTRIBUTION CODE 13. ABSTRACT (maximum 200 words) The use of virtual machine (VM) technology has expanded rapidly since AMD and Intel implemented ...Intel VT-x implementations of Blue Pill to identify commonalities in the respective versions’ attack methodologies from both a functional and technical

  4. STS-88 crew use simulators and virtual reality in preflight training

    NASA Image and Video Library

    1998-04-08

    S98-05075 (8 Apr. 1998) --- Astronaut Nancy J. Currie, assigned as a mission specialist for the mission, uses hardware in the virtual reality lab at the Johnson Space Center (JSC) to train for her duties aboard the Space Shuttle Endeavour. This type computer interface paired with virtual reality training hardware for the assigned space-walking astronauts -- in this case, Jerry L. Ross and James H. Newman -- helps to prepare the entire team for dealing with International Space Station (ISS) elements. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Endeavour?s cargo bay. In ensuing days, three Extravehicular Activity?s (EVA) by Ross and Newman will be performed to make power, data and utility connections between the two modules.

  5. Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1

    NASA Technical Reports Server (NTRS)

    Hyde, Patricia R.; Loftin, R. Bowen

    1993-01-01

    These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace.

  6. Production of the next-generation library virtual tour.

    PubMed

    Duncan, J M; Roth, L K

    2001-10-01

    While many libraries offer overviews of their services through their Websites, only a small number of health sciences libraries provide Web-based virtual tours. These tours typically feature photographs of major service areas along with textual descriptions. This article describes the process for planning, producing, and implementing a next-generation virtual tour in which a variety of media elements are integrated: photographic images, 360-degree "virtual reality" views, textual descriptions, and contextual floor plans. Hardware and software tools used in the project are detailed, along with a production timeline and budget, tips for streamlining the process, and techniques for improving production. This paper is intended as a starting guide for other libraries considering an investment in such a project.

  7. Human-machine interface hardware: The next decade

    NASA Technical Reports Server (NTRS)

    Marcus, Elizabeth A.

    1991-01-01

    In order to understand where human-machine interface hardware is headed, it is important to understand where we are today, how we got there, and what our goals for the future are. As computers become more capable, faster, and programs become more sophisticated, it becomes apparent that the interface hardware is the key to an exciting future in computing. How can a user interact and control a seemingly limitless array of parameters effectively? Today, the answer is most often a limitless array of controls. The link between these controls and human sensory motor capabilities does not utilize existing human capabilities to their full extent. Interface hardware for teleoperation and virtual environments is now facing a crossroad in design. Therefore, we as developers need to explore how the combination of interface hardware, human capabilities, and user experience can be blended to get the best performance today and in the future.

  8. The (human) science of medical virtual learning environments

    PubMed Central

    Stone, Robert J.

    2011-01-01

    The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the ‘ultimate’ in so-called ‘immersive’ hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation—the science that helps to guarantee the transfer of skills from the simulated to the real—is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity—the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications. PMID:21149363

  9. Towards photorealistic and immersive virtual-reality environments for simulated prosthetic vision: integrating recent breakthroughs in consumer hardware and software.

    PubMed

    Zapf, Marc P; Matteucci, Paul B; Lovell, Nigel H; Zheng, Steven; Suaning, Gregg J

    2014-01-01

    Simulated prosthetic vision (SPV) in normally sighted subjects is an established way of investigating the prospective efficacy of visual prosthesis designs in visually guided tasks such as mobility. To perform meaningful SPV mobility studies in computer-based environments, a credible representation of both the virtual scene to navigate and the experienced artificial vision has to be established. It is therefore prudent to make optimal use of existing hardware and software solutions when establishing a testing framework. The authors aimed at improving the realism and immersion of SPV by integrating state-of-the-art yet low-cost consumer technology. The feasibility of body motion tracking to control movement in photo-realistic virtual environments was evaluated in a pilot study. Five subjects were recruited and performed an obstacle avoidance and wayfinding task using either keyboard and mouse, gamepad or Kinect motion tracking. Walking speed and collisions were analyzed as basic measures for task performance. Kinect motion tracking resulted in lower performance as compared to classical input methods, yet results were more uniform across vision conditions. The chosen framework was successfully applied in a basic virtual task and is suited to realistically simulate real-world scenes under SPV in mobility research. Classical input peripherals remain a feasible and effective way of controlling the virtual movement. Motion tracking, despite its limitations and early state of implementation, is intuitive and can eliminate between-subject differences due to familiarity to established input methods.

  10. Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: design considerations and future directions.

    PubMed

    Lindner, Philip; Miloff, Alexander; Hamilton, William; Reuterskiöld, Lena; Andersson, Gerhard; Powers, Mark B; Carlbring, Per

    2017-09-01

    Decades of research and more than 20 randomized controlled trials show that Virtual Reality exposure therapy (VRET) is effective in reducing fear and anxiety. Unfortunately, few providers or patients have had access to the costly and technical equipment previously required. Recent technological advances in the form of consumer Virtual Reality (VR) systems (e.g. Oculus Rift and Samsung Gear), however, now make widespread use of VRET in clinical settings and as self-help applications possible. In this literature review, we detail the current state of VR technology and discuss important therapeutic considerations in designing self-help and clinician-led VRETs, such as platform choice, exposure progression design, inhibitory learning strategies, stimuli tailoring, gamification, virtual social learning and more. We illustrate how these therapeutic components can be incorporated and utilized in VRET applications, taking full advantage of the unique capabilities of virtual environments, and showcase some of these features by describing the development of a consumer-ready, gamified self-help VRET application for low-cost commercially available VR hardware. We also raise and discuss challenges in the planning, development, evaluation, and dissemination of VRET applications, including the need for more high-quality research. We conclude by discussing how new technology (e.g. eye-tracking) can be incorporated into future VRETs and how widespread use of VRET self-help applications will enable collection of naturalistic "Big Data" that promises to inform learning theory and behavioral therapy in general.

  11. Automated Analysis of ARM Binaries using the Low-Level Virtual Machine Compiler Framework

    DTIC Science & Technology

    2011-03-01

    president to insist on keeping his smartphone [CNN09]. A self-proclaimed BlackBerry addict , President Obama fought hard to keep his mobile device after his... smartphone but renders a device non-functional on installation [FSe09][Hof07]. Complex interactions between hardware and software components both within... smartphone (which is a big assumption), the phone may still be vulnerable if the hardware or software does not correctly implement the design

  12. The Ames Virtual Environment Workstation: Implementation issues and requirements

    NASA Technical Reports Server (NTRS)

    Fisher, Scott S.; Jacoby, R.; Bryson, S.; Stone, P.; Mcdowall, I.; Bolas, M.; Dasaro, D.; Wenzel, Elizabeth M.; Coler, C.; Kerr, D.

    1991-01-01

    This presentation describes recent developments in the implementation of a virtual environment workstation in the Aerospace Human Factors Research Division of NASA's Ames Research Center. Introductory discussions are presented on the primary research objectives and applications of the system and on the system's current hardware and software configuration. Principle attention is then focused on unique issues and problems encountered in the workstation's development with emphasis on its ability to meet original design specifications for computational graphics performance and for associated human factors requirements necessary to provide compelling sense of presence and efficient interaction in the virtual environment.

  13. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043667 (25 March 2010) --- NASA astronaut Mark Kelly, STS-134 commander, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  14. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41540 (9 Aug. 2007) --- Astronauts Pamela A. Melroy, STS-120 commander, and European Space Agency's (ESA) Paolo Nespoli, mission specialist, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  15. STS-126 crew during preflight VR LAB MSS EVA2 training

    NASA Image and Video Library

    2008-04-14

    JSC2008-E-033771 (14 April 2008) --- Astronaut Eric A. Boe, STS-126 pilot, uses the virtual reality lab in the Space Vehicle Mockup Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  16. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41541 (9 Aug. 2007) --- Astronauts Stephanie Wilson, STS-120 mission specialist, and Dan Tani, Expedition 16 flight engineer, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  17. Software applications to three-dimensional visualization of forest landscapes -- A case study demontrating the use of visual nature studio (VNS) in visualizing fire spread in forest landscapes

    Treesearch

    Brian J. Williams; Bo Song; Chou Chiao-Ying; Thomas M. Williams; John Hom

    2010-01-01

    Three-dimensional (3D) visualization is a useful tool that depicts virtual forest landscapes on computer. Previous studies in visualization have required high end computer hardware and specialized technical skills. A virtual forest landscape can be used to show different effects of disturbances and management scenarios on a computer, which allows observation of forest...

  18. Microgrids | Energy Systems Integration Facility | NREL

    Science.gov Websites

    Manager, Marine Corps Air Station (MCAS) Miramar Network Simulator-in-the-Loop Testing OMNeT++: simulates a network and links with real computers and virtual hosts. Power Hardware-in-the-Loop Simulation

  19. Virtual reality in a children's hospital.

    PubMed

    Nihei, K; Shirakawa, K; Isshiki, N; Hirose, M; Iwata, H; Kobayashi, N

    1999-01-01

    We used virtual reality technology to improve the quality of life and amenity of in-patients in a children's hospital. Children in the hospital could enjoy a zoo, amusement park, and aquarium, in virtual. They played soccer, skiing and horse riding in virtual. They could communicate with persons who were out of the hospital and attend the school which they had gone to before entering hospital. They played music with children who had been admitted to other children's hospitals. By using this virtual technology, the quality of life of children who suffered from psychological and physiological stress in the hospital greatly improved. It is not only useful for their QOL but also for the healing of illness. However, these methods are very rare. Our systemic in our children's hospital is the first to be reported in Japan both software and hardware of virtual reality technology to increase the QOL of sick children need further development.

  20. Department of the Air Force Information Technology Program FY 95 President’s Budget

    DTIC Science & Technology

    1994-03-01

    2095 2200 552 900 1032 Description: Contractor hardware maintenan support, systems analyst support software development and maintenance, and off -the...hardware maintenance support, systems analyst support, operations support, configuration management, test support, and off -the-shelf software license...2419 2505 2594 Description: Contractor hardware maintenance support, systems analyst support, operations support, and off -the-shelf software license

  1. [Parallel virtual reality visualization of extreme large medical datasets].

    PubMed

    Tang, Min

    2010-04-01

    On the basis of a brief description of grid computing, the essence and critical techniques of parallel visualization of extreme large medical datasets are discussed in connection with Intranet and common-configuration computers of hospitals. In this paper are introduced several kernel techniques, including the hardware structure, software framework, load balance and virtual reality visualization. The Maximum Intensity Projection algorithm is realized in parallel using common PC cluster. In virtual reality world, three-dimensional models can be rotated, zoomed, translated and cut interactively and conveniently through the control panel built on virtual reality modeling language (VRML). Experimental results demonstrate that this method provides promising and real-time results for playing the role in of a good assistant in making clinical diagnosis.

  2. Production of the next-generation library virtual tour

    PubMed Central

    Duncan, James M.; Roth, Linda K.

    2001-01-01

    While many libraries offer overviews of their services through their Websites, only a small number of health sciences libraries provide Web-based virtual tours. These tours typically feature photographs of major service areas along with textual descriptions. This article describes the process for planning, producing, and implementing a next-generation virtual tour in which a variety of media elements are integrated: photographic images, 360-degree “virtual reality” views, textual descriptions, and contextual floor plans. Hardware and software tools used in the project are detailed, along with a production timeline and budget, tips for streamlining the process, and techniques for improving production. This paper is intended as a starting guide for other libraries considering an investment in such a project. PMID:11837254

  3. Practical low-cost stereo head-mounted display

    NASA Astrophysics Data System (ADS)

    Pausch, Randy; Dwivedi, Pramod; Long, Allan C., Jr.

    1991-08-01

    A high-resolution head-mounted display has been developed from substantially cheaper components than previous systems. Monochrome displays provide 720 by 280 monochrome pixels to each eye in a one-inch-square region positioned approximately one inch from each eye. The display hardware is the Private Eye, manufactured by Reflection Technologies, Inc. The tracking system uses the Polhemus Isotrak, providing (x,y,z, azimuth, elevation and roll) information on the user''s head position and orientation 60 times per second. In combination with a modified Nintendo Power Glove, this system provides a full-functionality virtual reality/simulation system. Using two host 80386 computers, real-time wire frame images can be produced. Other virtual reality systems require roughly 250,000 in hardware, while this one requires only 5,000. Stereo is particularly useful for this system because shading or occlusion cannot be used as depth cues.

  4. Virtual fringe projection system with nonparallel illumination based on iteration

    NASA Astrophysics Data System (ADS)

    Zhou, Duo; Wang, Zhangying; Gao, Nan; Zhang, Zonghua; Jiang, Xiangqian

    2017-06-01

    Fringe projection profilometry has been widely applied in many fields. To set up an ideal measuring system, a virtual fringe projection technique has been studied to assist in the design of hardware configurations. However, existing virtual fringe projection systems use parallel illumination and have a fixed optical framework. This paper presents a virtual fringe projection system with nonparallel illumination. Using an iterative method to calculate intersection points between rays and reference planes or object surfaces, the proposed system can simulate projected fringe patterns and captured images. A new explicit calibration method has been presented to validate the precision of the system. Simulated results indicate that the proposed iterative method outperforms previous systems. Our virtual system can be applied to error analysis, algorithm optimization, and help operators to find ideal system parameter settings for actual measurements.

  5. Recent developments in virtual experience design and production

    NASA Astrophysics Data System (ADS)

    Fisher, Scott S.

    1995-03-01

    Today, the media of VR and Telepresence are in their infancy and the emphasis is still on technology and engineering. But, it is not the hardware people might use that will determine whether VR becomes a powerful medium--instead, it will be the experiences that they are able to have that will drive its acceptance and impact. A critical challenge in the elaboration of these telepresence capabilities will be the development of environments that are as unpredictable and rich in interconnected processes as an actual location or experience. This paper will describe the recent development of several Virtual Experiences including: `Menagerie', an immersive Virtual Environment inhabited by virtual characters designed to respond to and interact with its users; and `The Virtual Brewery', an immersive public VR installation that provides multiple levels of interaction in an artistic interpretation of the brewing process.

  6. A neuromorphic network for generic multivariate data classification

    PubMed Central

    Schmuker, Michael; Pfeil, Thomas; Nawrot, Martin Paul

    2014-01-01

    Computational neuroscience has uncovered a number of computational principles used by nervous systems. At the same time, neuromorphic hardware has matured to a state where fast silicon implementations of complex neural networks have become feasible. En route to future technical applications of neuromorphic computing the current challenge lies in the identification and implementation of functional brain algorithms. Taking inspiration from the olfactory system of insects, we constructed a spiking neural network for the classification of multivariate data, a common problem in signal and data analysis. In this model, real-valued multivariate data are converted into spike trains using “virtual receptors” (VRs). Their output is processed by lateral inhibition and drives a winner-take-all circuit that supports supervised learning. VRs are conveniently implemented in software, whereas the lateral inhibition and classification stages run on accelerated neuromorphic hardware. When trained and tested on real-world datasets, we find that the classification performance is on par with a naïve Bayes classifier. An analysis of the network dynamics shows that stable decisions in output neuron populations are reached within less than 100 ms of biological time, matching the time-to-decision reported for the insect nervous system. Through leveraging a population code, the network tolerates the variability of neuronal transfer functions and trial-to-trial variation that is inevitably present on the hardware system. Our work provides a proof of principle for the successful implementation of a functional spiking neural network on a configurable neuromorphic hardware system that can readily be applied to real-world computing problems. PMID:24469794

  7. Detecting Hardware-assisted Hypervisor Rootkits within Nested Virtualized Environments

    DTIC Science & Technology

    2012-06-14

    least the minimum required for the guest OS and click “Next”. For 64-bit Windows 7 the minimum required is 2048 MB (Figure 66). Figure 66. Memory...prompted for Memory, allocate at least the minimum required for the guest OS, for 64-bit Windows 7 the minimum required is 2048 MB (Figure 79...130 21. Within the virtual disk creation wizard, select VDI for the file type (Figure 81). Figure 81. Select File Type 22. Select Dynamically

  8. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00754 (15 March 2001) --- Astronaut Patrick G. Forrester, STS-105 mission specialist, uses specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  9. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014952 (28 Jan. 2010) --- NASA astronauts Michael Good (seated) and Garrett Reisman, both STS-132 mission specialists, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  10. STS-109 Crew Training in VR Lab, Building 9

    NASA Image and Video Library

    2001-08-08

    JSC2001-E-24452 (8 August 2001) --- Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at the Johnson Space Center (JSC) to train for some of their duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties during the fourth Hubble Space Telescope (HST) servicing mission.

  11. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043666 (25 March 2010) --- NASA astronauts Mark Kelly (background), STS-134 commander; and Andrew Feustel, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  12. STS-103 crew perform virtual reality training in building 9N

    NASA Image and Video Library

    1999-05-24

    S99-05679 (24 May 1999) --- Astronauts Claude Nicollier (seated), representing the European Space Agency (ESA), and John M. Grunsfeld use virtual reality hardware to rehearse some of their duties for the upcoming STS-103 mission, NASA's third servicing visit to the Earth-orbiting Hubble Space Telescope (HST). The two mission specialists will be joined by five other astronauts, including a second ESA representative, for the STS-103 mission, scheduled for autumn of this year.

  13. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043668 (25 March 2010) --- NASA astronauts Mark Kelly (background), STS-134 commander; and Andrew Feustel, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  14. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39082 (18 October 2001) --- Cosmonaut Valeri G. Korzun (left), Expedition Five mission commander, and astronaut Carl E. Walz, Expedition Four flight engineer, use the virtual reality lab at the Johnson Space Center (JSC) to train for their duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements. Korzun represents Rosaviakosmos.

  15. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41533 (9 Aug. 2007) --- Astronauts Stephanie Wilson (left), STS-120 mission specialist; Sandra Magnus, Expedition 17 flight engineer; and Dan Tani, Expedition 16 flight engineer, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  16. Virtual reality hardware for use in interactive 3D data fusion and visualization

    NASA Astrophysics Data System (ADS)

    Gourley, Christopher S.; Abidi, Mongi A.

    1997-09-01

    Virtual reality has become a tool for use in many areas of research. We have designed and built a VR system for use in range data fusion and visualization. One major VR tool is the CAVE. This is the ultimate visualization tool, but comes with a large price tag. Our design uses a unique CAVE whose graphics are powered by a desktop computer instead of a larger rack machine making it much less costly. The system consists of a screen eight feet tall by twenty-seven feet wide giving a variable field-of-view currently set at 160 degrees. A silicon graphics Indigo2 MaxImpact with the impact channel option is used for display. This gives the capability to drive three projectors at a resolution of 640 by 480 for use in displaying the virtual environment and one 640 by 480 display for a user control interface. This machine is also the first desktop package which has built-in hardware texture mapping. This feature allows us to quickly fuse the range and intensity data and other multi-sensory data. The final goal is a complete 3D texture mapped model of the environment. A dataglove, magnetic tracker, and spaceball are to be used for manipulation of the data and navigation through the virtual environment. This system gives several users the ability to interactively create 3D models from multiple range images.

  17. Virtualization of Legacy Instrumentation Control Computers for Improved Reliability, Operational Life, and Management.

    PubMed

    Katz, Jonathan E

    2017-01-01

    Laboratories tend to be amenable environments for long-term reliable operation of scientific measurement equipment. Indeed, it is not uncommon to find equipment 5, 10, or even 20+ years old still being routinely used in labs. Unfortunately, the Achilles heel for many of these devices is the control/data acquisition computer. Often these computers run older operating systems (e.g., Windows XP) and, while they might only use standard network, USB or serial ports, they require proprietary software to be installed. Even if the original installation disks can be found, it is a burdensome process to reinstall and is fraught with "gotchas" that can derail the process-lost license keys, incompatible hardware, forgotten configuration settings, etc. If you have running legacy instrumentation, the computer is the ticking time bomb waiting to put a halt to your operation.In this chapter, I describe how to virtualize your currently running control computer. This virtualized computer "image" is easy to maintain, easy to back up and easy to redeploy. I have used this multiple times in my own lab to greatly improve the robustness of my legacy devices.After completing the steps in this chapter, you will have your original control computer as well as a virtual instance of that computer with all the software installed ready to control your hardware should your original computer ever be decommissioned.

  18. Large-scale virtual screening on public cloud resources with Apache Spark.

    PubMed

    Capuccini, Marco; Ahmed, Laeeq; Schaal, Wesley; Laure, Erwin; Spjuth, Ola

    2017-01-01

    Structure-based virtual screening is an in-silico method to screen a target receptor against a virtual molecular library. Applying docking-based screening to large molecular libraries can be computationally expensive, however it constitutes a trivially parallelizable task. Most of the available parallel implementations are based on message passing interface, relying on low failure rate hardware and fast network connection. Google's MapReduce revolutionized large-scale analysis, enabling the processing of massive datasets on commodity hardware and cloud resources, providing transparent scalability and fault tolerance at the software level. Open source implementations of MapReduce include Apache Hadoop and the more recent Apache Spark. We developed a method to run existing docking-based screening software on distributed cloud resources, utilizing the MapReduce approach. We benchmarked our method, which is implemented in Apache Spark, docking a publicly available target receptor against [Formula: see text]2.2 M compounds. The performance experiments show a good parallel efficiency (87%) when running in a public cloud environment. Our method enables parallel Structure-based virtual screening on public cloud resources or commodity computer clusters. The degree of scalability that we achieve allows for trying out our method on relatively small libraries first and then to scale to larger libraries. Our implementation is named Spark-VS and it is freely available as open source from GitHub (https://github.com/mcapuccini/spark-vs).Graphical abstract.

  19. Net-aware bitstreams that upgrade FPGA hardware remotely over the Internet: creating intelligent bitstreams that know where to go, what to do when they get there, and can report back when they're done

    NASA Astrophysics Data System (ADS)

    Casselman, Steve; Schewel, John

    2002-07-01

    Success in the marketplace may well depend upon the ability to upgrade and test hardware designs instantly around the world. An upgrade management strategy requires more than just the bitstream file, email or a JTAG cable. A well-managed methodology, capable of transmitting bitstreams directly into targeted FPGAs over the network or internet is an essential element for a successful FPGA based product strategy. Virtual Computer Corporation"s HOTMan, Bitstream Management Environment combines a feature rich cross-platform API with an Object Oriented Bitstream technique for Remote Upgrading of Hardware over the Internet.

  20. Outpatient virtual clinical encounters after complex surgery for cancer: a prospective pilot study of "TeleDischarge".

    PubMed

    Katz, Matthew H G; Slack, Rebecca; Bruno, Morgan; McMillan, Jermaine; Fleming, Jason B; Lee, Jeffrey E; Bednarski, Brian; Papadopoulos, John; Matin, Surena F

    2016-05-01

    Outpatient clinical encounters are used to promote recovery after complex surgical procedures for cancer. These care episodes are resource intensive. Virtual clinical encounters (VCEs) can now be conducted using widely available videoconferencing technologies. However, whether these technologies may be used to monitor postoperative recovery is unknown. In this pilot study, we provided care using a comprehensive "TeleDischarge" protocol to 15 patients after pancreatectomy. In addition to routine follow-up, all patients participated in two scheduled and an unlimited number of unscheduled VCEs using mobile hardware and secure videoconferencing software. We evaluated feasibility, patient satisfaction, postoperative adverse events, and health care human resource utilization. The median age of enrolled patients was 63 y (range, 52-83 y) and 93% underwent pancreatoduodenectomy. Twenty-eight scheduled VCEs (93%) were completed successfully, and only one unscheduled VCE was requested. Twelve patients (80%) felt their postoperative care was enhanced by VCEs and 14 (93%) felt that VCEs should be a regular part of postoperative care. Minor interventions in four patients (27%) were performed on the basis of clinical data gathered during a VCE. On a per patient basis, the TeleDischarge pathway was estimated to take 36 min longer and to have a direct labor cost $39 greater than the standard pathway. Secure VCEs can be conducted using widely available hardware and software solutions. Although cancer patients support the introduction of mobile technology into postoperative care, further studies are needed to identify ways in which such technology can be used most effectively and efficiently to reduce barriers to recovery. Copyright © 2016 Elsevier Inc. All rights reserved.

  1. Recovering from "amnesia" brought about by radiation. Verification of the "Over the air" (OTA) application software update mechanism On-Board Solar Orbiter's Energetic Particle Detector

    NASA Astrophysics Data System (ADS)

    Da Silva, Antonio; Sánchez Prieto, Sebastián; Rodriguez Polo, Oscar; Parra Espada, Pablo

    Computer memories are not supposed to forget, but they do. Because of the proximity of the Sun, from the Solar Orbiter boot software perspective, it is mandatory to look out for permanent memory errors resulting from (SEL) latch-up failures in application binaries stored in EEPROM and its SDRAM deployment areas. In this situation, the last line in defense established by FDIR mechanisms is the capability of the boot software to provide an accurate report of the memories’ damages and to perform an application software update, that avoid the harmed locations by flashing EEPROM with a new binary. This paper describes the OTA EEPROM firmware update procedure verification of the boot software that will run in the Instrument Control Unit (ICU) of the Energetic Particle Detector (EPD) on-board Solar Orbiter. Since the maximum number of rewrites on real EEPROM is limited and permanent memory faults cannot be friendly emulated in real hardware, the verification has been accomplished by the use of a LEON2 Virtual Platform (Leon2ViP) with fault injection capabilities and real SpaceWire interfaces developed by the Space Research Group (SRG) of the University of Alcalá. This way it is possible to run the exact same target binary software as if was run on the real ICU platform. Furthermore, the use of this virtual hardware-in-the-loop (VHIL) approach makes it possible to communicate with Electrical Ground Support Equipment (EGSE) through real SpaceWire interfaces in an agile, controlled and deterministic environment.

  2. STS-88 crew use simulators and virtual reality in preflight training

    NASA Image and Video Library

    1998-04-08

    S98-05078 (8 Apr. 1998) --- With crew mates looking on, astronaut Nancy J. Currie, mission specialist, uses hardware in the virtual reality lab at the Johnson Space Center (JSC) to train for her duties aboard the Space Shuttle Endeavour. She is flanked by astronaut Robert Cabana (left), commander; and Frederick W. Sturckow (right), pilot. This type computer interface paired with virtual reality training hardware for the assigned space-walking astronauts -- Jerry L. Ross and James H. Newman -- helps to prepare the entire team for dealing with International Space Station (ISS) elements. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Endeavour's cargo bay. In ensuing days, three Extravehicular Activity?s (EVA) by Ross and Newman will be performed to make power, data and utility connections between the two modules. Looking on is Scott A. Bleisath (behind Currie), with the EVA Systems Group at JSC.

  3. STS-88 crew use simulators and virtual reality in preflight training

    NASA Image and Video Library

    1998-04-08

    S98-05077 (8 Apr. 1998) --- With crew mates looking on, astronaut Nancy J. Currie, mission specialist, uses hardware in the virtual reality lab at the Johnson Space Center (JSC) to train for her duties aboard the Space Shuttle Endeavour. She is flanked by astronaut Robert Cabana (left), commander; and Frederick W. Sturckow (right), pilot. This type computer interface paired with virtual reality training hardware for the assigned space-walking astronauts -- Jerry L. Ross and James H. Newman -- helps to prepare the entire team for dealing with International Space Station (ISS) elements. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Endeavour's cargo bay. In ensuing days, three Extravehicular Activity?s (EVA) by Ross and Newman will be performed to make power, data and utility connections between the two modules. Looking on is Scott A. Bleisath (behind Currie), with the EVA Systems Group at JSC.

  4. Development of a Virtual Reality Simulator for Natural Orifice Translumenal Endoscopic Surgery (NOTES) Cholecystectomy Procedure.

    PubMed

    Ahn, Woojin; Dargar, Saurabh; Halic, Tansel; Lee, Jason; Li, Baichun; Pan, Junjun; Sankaranarayanan, Ganesh; Roberts, Kurt; De, Suvranu

    2014-01-01

    The first virtual-reality-based simulator for Natural Orifice Translumenal Endoscopic Surgery (NOTES) is developed called the Virtual Translumenal Endoscopic Surgery Trainer (VTESTTM). VTESTTM aims to simulate hybrid NOTES cholecystectomy procedure using a rigid scope inserted through the vaginal port. The hardware interface is designed for accurate motion tracking of the scope and laparoscopic instruments to reproduce the unique hand-eye coordination. The haptic-enabled multimodal interactive simulation includes exposing the Calot's triangle and detaching the gall bladder while performing electrosurgery. The developed VTESTTM was demonstrated and validated at NOSCAR 2013.

  5. An Intelligent Active Video Surveillance System Based on the Integration of Virtual Neural Sensors and BDI Agents

    NASA Astrophysics Data System (ADS)

    Gregorio, Massimo De

    In this paper we present an intelligent active video surveillance system currently adopted in two different application domains: railway tunnels and outdoor storage areas. The system takes advantages of the integration of Artificial Neural Networks (ANN) and symbolic Artificial Intelligence (AI). This hybrid system is formed by virtual neural sensors (implemented as WiSARD-like systems) and BDI agents. The coupling of virtual neural sensors with symbolic reasoning for interpreting their outputs, makes this approach both very light from a computational and hardware point of view, and rather robust in performances. The system works on different scenarios and in difficult light conditions.

  6. Game engines and immersive displays

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  7. Acoustic Noise Prediction of the Amine Swingbed ISS ExPRESS Rack Payload

    NASA Technical Reports Server (NTRS)

    Welsh, David; Smith, Holly; Wang, Shuo

    2010-01-01

    Acoustics plays a vital role in maintaining the health, safety, and comfort of crew members aboard the International Space Station (ISS). In order to maintain this livable and workable environment, acoustic requirements have been established to ensure that ISS hardware and payload developers account for the acoustic emissions of their equipment and develop acoustic mitigations as necessary. These requirements are verified by an acoustic emissions test of the integrated hardware. The Amine Swingbed ExPRESS (Expedite the PRocessing of ExperimentS to Space) rack payload creates a unique challenge to the developers in that the payload hardware is transported to the ISS in phases, making an acoustic emissions test on the integrated flight hardware impossible. In addition, the payload incorporates a high back pressure fan and a diaphragm vacuum pump, which are recognized as significant and complex noise sources. In order to accurately predict the acoustic emissions of the integrated payload, the individual acoustic noise sources and paths are first characterized. These characterizations are conducted though a series of acoustic emissions tests on the individual payload components. Secondly, the individual acoustic noise sources and paths are incorporated into a virtual model of the integrated hardware. The virtual model is constructed with the use of hybrid method utilizing the Finite Element Acoustic (FEA) and Statistical Energy Analysis (SEA) techniques, which predict the overall acoustic emissions. Finally, the acoustic model is validated though an acoustic characterization test performed on an acoustically similar mock-up of the flight unit. The results of the validated acoustic model are then used to assess the acoustic emissions of the flight unit and define further acoustic mitigation efforts.

  8. A Virtual Laboratory for Aviation and Airspace Prognostics Research

    NASA Technical Reports Server (NTRS)

    Kulkarni, Chetan; Gorospe, George; Teubert, Christ; Quach, Cuong C.; Hogge, Edward; Darafsheh, Kaveh

    2017-01-01

    Integration of Unmanned Aerial Vehicles (UAVs), autonomy, spacecraft, and other aviation technologies, in the airspace is becoming more and more complicated, and will continue to do so in the future. Inclusion of new technology and complexity into the airspace increases the importance and difficulty of safety assurance. Additionally, testing new technologies on complex aviation systems and systems of systems can be challenging, expensive, and at times unsafe when implementing real life scenarios. The application of prognostics to aviation and airspace management may produce new tools and insight into these problems. Prognostic methodology provides an estimate of the health and risks of a component, vehicle, or airspace and knowledge of how that will change over time. That measure is especially useful in safety determination, mission planning, and maintenance scheduling. In our research, we develop a live, distributed, hardware- in-the-loop Prognostics Virtual Laboratory testbed for aviation and airspace prognostics. The developed testbed will be used to validate prediction algorithms for the real-time safety monitoring of the National Airspace System (NAS) and the prediction of unsafe events. In our earlier work1 we discussed the initial Prognostics Virtual Laboratory testbed development work and related results for milestones 1 & 2. This paper describes the design, development, and testing of the integrated tested which are part of milestone 3, along with our next steps for validation of this work. Through a framework consisting of software/hardware modules and associated interface clients, the distributed testbed enables safe, accurate, and inexpensive experimentation and research into airspace and vehicle prognosis that would not have been possible otherwise. The testbed modules can be used cohesively to construct complex and relevant airspace scenarios for research. Four modules are key to this research: the virtual aircraft module which uses the X-Plane simulator and X-PlaneConnect toolbox, the live aircraft module which connects fielded aircraft using onboard cellular communications devices, the hardware in the loop (HITL) module which connects laboratory based bench-top hardware testbeds and the research module which contains diagnostics and prognostics tools for analysis of live air traffic situations and vehicle health conditions. The testbed also features other modules for data recording and playback, information visualization, and air traffic generation. Software reliability, safety, and latency are some of the critical design considerations in development of the testbed.

  9. A decade of telerobotics in rehabilitation: Demonstrated utility blocked by the high cost of manipulation and the complexity of the user interface

    NASA Technical Reports Server (NTRS)

    Leifer, Larry; Michalowski, Stefan; Vanderloos, Machiel

    1991-01-01

    The Stanford/VA Interactive Robotics Laboratory set out in 1978 to test the hypothesis that industrial robotics technology could be applied to serve the manipulation needs of severely impaired individuals. Five generations of hardware, three generations of system software, and over 125 experimental subjects later, we believe that genuine utility is achievable. The experience includes development of over 65 task applications using voiced command, joystick control, natural language command and 3D object designation technology. A brief foray into virtual environments, using flight simulator technology, was instructive. If reality and virtuality come for comparable prices, you cannot beat reality. A detailed review of assistive robot anatomy and the performance specifications needed to achieve cost/beneficial utility will be used to support discussion of the future of rehabilitation telerobotics. Poised on the threshold of commercial viability, but constrained by the high cost of technically adequate manipulators, this worthy application domain flounders temporarily. In the long run, it will be the user interface that governs utility.

  10. Engineering Internship Program Report

    NASA Technical Reports Server (NTRS)

    Bosch, Brian Y.

    1994-01-01

    Towards the end of the summer, I prepared for a presentation to the chief of the Flight Crew Support Division to obtain funding for Phase 1 of the project. I presented information on the tracking systems, David Ray presented on the POGO and PABF and the integration of the virtual reality systems, and Mike Van Chau talked about other hardware issues such as head-mounted display, 3-D sound, gloves, graphics platforms, and other peripherals. The funding was approved, and work was to begin at the end of August in evaluating a couple of the tracking systems, to integrate the graphics platform and video equipment with the POGO, and to build a larger gantry for the POGO. This tour I learned how to effectively gather information and present them in a convincible form to gain funding. I explored a entirely new area of technology, that being virtual reality from the most general form down to finer details in its tracking systems. The experiences over the summer have added a lot of detail to work at the Johnson Space Center, life within NASA, and to the many possibilities for becoming involved with the space program.

  11. Eye-tracking and EMG supported 3D Virtual Reality - an integrated tool for perceptual and motor development of children with severe physical disabilities: a research concept.

    PubMed

    Pulay, Márk Ágoston

    2015-01-01

    Letting children with severe physical disabilities (like Tetraparesis spastica) to get relevant motional experiences of appropriate quality and quantity is now the greatest challenge for us in the field of neurorehabilitation. These motional experiences may establish many cognitive processes, but may also cause additional secondary cognitive dysfunctions such as disorders in body image, figure invariance, visual perception, auditory differentiation, concentration, analytic and synthetic ways of thinking, visual memory etc. Virtual Reality is a technology that provides a sense of presence in a real environment with the help of 3D pictures and animations formed in a computer environment and enable the person to interact with the objects in that environment. One of our biggest challenges is to find a well suited input device (hardware) to let the children with severe physical disabilities to interact with the computer. Based on our own experiences and a thorough literature review we have come to the conclusion that an effective combination of eye-tracking and EMG devices should work well.

  12. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043673 (25 March 2010) --- NASA astronauts Gregory H. Johnson, STS-134 pilot; and Shannon Walker, Expedition 24/25 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  13. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043661 (25 March 2010) --- NASA astronauts Gregory H. Johnson, STS-134 pilot; and Shannon Walker, Expedition 24/25 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  14. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014953 (28 Jan. 2010) --- NASA astronauts Piers Sellers, STS-132 mission specialist; and Tracy Caldwell Dyson, Expedition 23/24 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  15. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014949 (28 Jan. 2010) --- NASA astronauts Piers Sellers, STS-132 mission specialist; and Tracy Caldwell Dyson, Expedition 23/24 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  16. Using virtual reality and game technology to assist command and control

    NASA Astrophysics Data System (ADS)

    Riead, Lorien H.; Straub, James; Mangino, Joseph

    2017-04-01

    Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.

  17. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00748 (15 March 2001) --- Astronaut Patrick G. Forrester, STS-105 mission specialist, prepares to use specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  18. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014956 (28 Jan. 2010) --- NASA astronauts Ken Ham (left foreground), STS-132 commander; Michael Good, mission specialist; and Tony Antonelli (right), pilot, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  19. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214346 (25 Sept. 2009) --- Japan Aerospace Exploration Agency (JAXA) astronaut Naoko Yamazaki, STS-131 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  20. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214328 (25 Sept. 2009) --- Japan Aerospace Exploration Agency (JAXA) astronaut Naoko Yamazaki, STS-131 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  1. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014951 (28 Jan. 2010) --- NASA astronauts Michael Good (seated), Garrett Reisman (right foreground), both STS-132 mission specialists; and Tony Antonelli, pilot, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  2. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39083 (18 October 2001) --- Astronaut Franklin R. Chang-Diaz, STS-111 mission specialist, uses specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Endeavour. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  3. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39085 (18 October 2001) --- Cosmonaut Valeri G. Korzun (left), Expedition Five mission commander, astronaut Peggy A. Whitson, Expedition Five flight engineer, and astronaut Carl E. Walz, Expedition Four flight engineer, use the virtual reality lab at the Johnson Space Center (JSC) to train for their duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements. Korzun represents Rosaviakosmos.

  4. STS-133 crew training in VR Lab with replacement crew member Steve Bowen

    NASA Image and Video Library

    2011-01-24

    JSC2011-E-006293 (24 Jan. 2011) --- NASA astronaut Michael Barratt, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  5. Photographic coverage of STS-112 during EVA 3 in VR Lab.

    NASA Image and Video Library

    2002-08-21

    JSC2002-E-34625 (21 Aug. 2002) --- Astronaut Sandra H. Magnus (left), STS-112 mission specialist, uses the virtual reality lab at NASA?s Johnson Space Center (JSC) to train for her duties aboard the space shuttle Atlantis. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with ISS elements. Lead SSRMS instructor Elizabeth C. Bloomer assisted Magnus. Astronaut Ellen Ochoa (standing) looks on. Photo credit: NASA

  6. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043662 (25 March 2010) --- NASA astronauts Gregory H. Johnson, STS-134 pilot; and Shannon Walker, Expedition 24/25 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  7. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214321 (25 Sept. 2009) --- NASA astronauts James P. Dutton Jr., STS-131 pilot; and Stephanie Wilson, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  8. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41538 (9 Aug. 2007) --- Astronauts Stephanie Wilson, STS-120 mission specialist; Sandra Magnus, Expedition 17 flight engineer; and Dan Tani, Expedition 16 flight engineer, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements. A computer display is visible in the foreground.

  9. Phenomenology tools on cloud infrastructures using OpenStack

    NASA Astrophysics Data System (ADS)

    Campos, I.; Fernández-del-Castillo, E.; Heinemeyer, S.; Lopez-Garcia, A.; Pahlen, F.; Borges, G.

    2013-04-01

    We present a new environment for computations in particle physics phenomenology employing recent developments in cloud computing. On this environment users can create and manage "virtual" machines on which the phenomenology codes/tools can be deployed easily in an automated way. We analyze the performance of this environment based on "virtual" machines versus the utilization of physical hardware. In this way we provide a qualitative result for the influence of the host operating system on the performance of a representative set of applications for phenomenology calculations.

  10. The Design of a Chemical Virtual Instrument Based on LabVIEW for Determining Temperatures and Pressures.

    PubMed

    Wang, Wen-Bin; Li, Jang-Yuan; Wu, Qi-Jun

    2007-01-01

    A LabVIEW-based self-constructed chemical virtual instrument (VI) has been developed for determining temperatures and pressures. It can be put together easily and quickly by selecting hardware modules, such as the PCI-DAQ card or serial port method, different kinds of sensors, signal-conditioning circuits or finished chemical instruments, and software modules such as data acquisition, saving, proceeding. The VI system provides individual and extremely flexible solutions for automatic measurements in physical chemistry research.

  11. The Design of a Chemical Virtual Instrument Based on LabVIEW for Determining Temperatures and Pressures

    PubMed Central

    Wang, Wen-Bin; Li, Jang-Yuan; Wu, Qi-Jun

    2007-01-01

    A LabVIEW-based self-constructed chemical virtual instrument (VI) has been developed for determining temperatures and pressures. It can be put together easily and quickly by selecting hardware modules, such as the PCI-DAQ card or serial port method, different kinds of sensors, signal-conditioning circuits or finished chemical instruments, and software modules such as data acquisition, saving, proceeding. The VI system provides individual and extremely flexible solutions for automatic measurements in physical chemistry research. PMID:17671611

  12. Direct comparison of the impact of head tracking, reverberation, and individualized head-related transfer functions on the spatial perception of a virtual speech source

    NASA Technical Reports Server (NTRS)

    Begault, D. R.; Wenzel, E. M.; Anderson, M. R.

    2001-01-01

    A study of sound localization performance was conducted using headphone-delivered virtual speech stimuli, rendered via HRTF-based acoustic auralization software and hardware, and blocked-meatus HRTF measurements. The independent variables were chosen to evaluate commonly held assumptions in the literature regarding improved localization: inclusion of head tracking, individualized HRTFs, and early and diffuse reflections. Significant effects were found for azimuth and elevation error, reversal rates, and externalization.

  13. Explosive Transient Camera (ETC) Program

    NASA Technical Reports Server (NTRS)

    Ricker, George

    1991-01-01

    Since the inception of the ETC program, a wide range of new technologies was developed to support this astronomical instrument. The prototype unit was installed at ETC Site 1. The first partially automated observations were made and some major renovations were later added to the ETC hardware. The ETC was outfitted with new thermoelectrically-cooled CCD cameras and a sophisticated vacuum manifold, which, together, made the ETC a much more reliable unit than the prototype. The ETC instrumentation and building were placed under full computer control, allowing the ETC to operate as an automated, autonomous instrument with virtually no human intervention necessary. The first fully-automated operation of the ETC was performed, during which the ETC monitored the error region of the repeating soft gamma-ray burster SGR 1806-21.

  14. IPCS user's manual

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    McGoldrick, P.R.

    1980-12-11

    The Interprocess Communications System (IPCS) was written to provide a virtual machine upon which the Supervisory Control and Diagnostic System (SCDS) for the Mirror Fusion Test Facility (MFTF) could be built. The hardware upon which the IPCS runs consists of nine minicomputers sharing some common memory.

  15. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hamilton, Kathleen E.; Humble, Travis S.

    Using quantum annealing to solve an optimization problem requires minor embedding a logic graph into a known hardware graph. We introduce the minor set cover (MSC) of a known graph GG : a subset of graph minors which contain any remaining minor of the graph as a subgraph, in an effort to reduce the complexity of the minor embedding problem. Any graph that can be embedded into GG will be embeddable into a member of the MSC. Focusing on embedding into the hardware graph of commercially available quantum annealers, we establish the MSC for a particular known virtual hardware, whichmore » is a complete bipartite graph. Furthermore, we show that the complete bipartite graph K N,N has a MSC of N minors, from which K N+1 is identified as the largest clique minor of K N,N. In the case of determining the largest clique minor of hardware with faults we briefly discussed this open question.« less

  16. A Comprehensive Availability Modeling and Analysis of a Virtualized Servers System Using Stochastic Reward Nets

    PubMed Central

    Kim, Dong Seong; Park, Jong Sou

    2014-01-01

    It is important to assess availability of virtualized systems in IT business infrastructures. Previous work on availability modeling and analysis of the virtualized systems used a simplified configuration and assumption in which only one virtual machine (VM) runs on a virtual machine monitor (VMM) hosted on a physical server. In this paper, we show a comprehensive availability model using stochastic reward nets (SRN). The model takes into account (i) the detailed failures and recovery behaviors of multiple VMs, (ii) various other failure modes and corresponding recovery behaviors (e.g., hardware faults, failure and recovery due to Mandelbugs and aging-related bugs), and (iii) dependency between different subcomponents (e.g., between physical host failure and VMM, etc.) in a virtualized servers system. We also show numerical analysis on steady state availability, downtime in hours per year, transaction loss, and sensitivity analysis. This model provides a new finding on how to increase system availability by combining both software rejuvenations at VM and VMM in a wise manner. PMID:25165732

  17. Managing coherence via put/get windows

    DOEpatents

    Blumrich, Matthias A [Ridgefield, CT; Chen, Dong [Croton on Hudson, NY; Coteus, Paul W [Yorktown Heights, NY; Gara, Alan G [Mount Kisco, NY; Giampapa, Mark E [Irvington, NY; Heidelberger, Philip [Cortlandt Manor, NY; Hoenicke, Dirk [Ossining, NY; Ohmacht, Martin [Yorktown Heights, NY

    2011-01-11

    A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an area of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.

  18. Managing coherence via put/get windows

    DOEpatents

    Blumrich, Matthias A [Ridgefield, CT; Chen, Dong [Croton on Hudson, NY; Coteus, Paul W [Yorktown Heights, NY; Gara, Alan G [Mount Kisco, NY; Giampapa, Mark E [Irvington, NY; Heidelberger, Philip [Cortlandt Manor, NY; Hoenicke, Dirk [Ossining, NY; Ohmacht, Martin [Yorktown Heights, NY

    2012-02-21

    A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an area of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.

  19. Hardware accuracy counters for application precision and quality feedback

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    de Paula Rosa Piga, Leonardo; Majumdar, Abhinandan; Paul, Indrani

    Methods, devices, and systems for capturing an accuracy of an instruction executing on a processor. An instruction may be executed on the processor, and the accuracy of the instruction may be captured using a hardware counter circuit. The accuracy of the instruction may be captured by analyzing bits of at least one value of the instruction to determine a minimum or maximum precision datatype for representing the field, and determining whether to adjust a value of the hardware counter circuit accordingly. The representation may be output to a debugger or logfile for use by a developer, or may be outputmore » to a runtime or virtual machine to automatically adjust instruction precision or gating of portions of the processor datapath.« less

  20. Optimization of over-provisioned clouds

    NASA Astrophysics Data System (ADS)

    Balashov, N.; Baranov, A.; Korenkov, V.

    2016-09-01

    The functioning of modern applications in cloud-centers is characterized by a huge variety of computational workloads generated. This causes uneven workload distribution and as a result leads to ineffective utilization of cloud-centers' hardware. The proposed article addresses the possible ways to solve this issue and demonstrates that it is a matter of necessity to optimize cloud-centers' hardware utilization. As one of the possible ways to solve the problem of the inefficient resource utilization in heterogeneous cloud-environments an algorithm of dynamic re-allocation of virtual resources is suggested.

  1. Use of Human Modeling Simulation Software in the Task Analysis of the Environmental Control and Life Support System Component Installation Procedures

    NASA Technical Reports Server (NTRS)

    Estes, Samantha; Parker, Nelson C. (Technical Monitor)

    2001-01-01

    Virtual reality and simulation applications are becoming widespread in human task analysis. These programs have many benefits for the Human Factors Engineering field. Not only do creating and using virtual environments for human engineering analyses save money and time, this approach also promotes user experimentation and provides increased quality of analyses. This paper explains the human engineering task analysis performed on the Environmental Control and Life Support System (ECLSS) space station rack and its Distillation Assembly (DA) subsystem using EAI's human modeling simulation software, Jack. When installed on the International Space Station (ISS), ECLSS will provide the life and environment support needed to adequately sustain crew life. The DA is an Orbital Replaceable Unit (ORU) that provides means of wastewater (primarily urine from flight crew and experimental animals) reclamation. Jack was used to create a model of the weightless environment of the ISS Node 3, where the ECLSS is housed. Computer aided drawings of the ECLSS rack and DA system were also brought into the environment. Anthropometric models of a 95th percentile male and 5th percentile female were used to examine the human interfaces encountered during various ECLSS and DA tasks. The results of the task analyses were used in suggesting modifications to hardware and crew task procedures to improve accessibility, conserve crew time, and add convenience for the crew. This paper will address some of those suggested modifications and the method of presenting final analyses for requirements verification.

  2. Using virtual instruments to develop an actuator-based hardware-in-the-loop simulation test-bed for autopilot of unmanned aerial vehicle

    NASA Astrophysics Data System (ADS)

    Sun, Yun-Ping; Ju, Jiun-Yan; Liang, Yen-Chu

    2008-12-01

    Since the unmanned aerial vehicles (UAVs) bring forth many innovative applications in scientific, civilian, and military fields, the development of UAVs is rapidly growing every year. The on-board autopilot that reliably performs attitude and guidance control is a vital part for out-of-sight flights. However, the control law in autopilot is designed according to a simplified plant model in which the dynamics of real hardware are usually not taken into consideration. It is a necessity to develop a test-bed including real servos to make real-time control experiments for prototype autopilots, so called hardware-in-the-loop (HIL) simulation. In this paper on the basis of the graphical application software LabVIEW, the real-time HIL simulation system is realized efficiently by the virtual instrumentation approach. The proportional-integral-derivative (PID) controller in autopilot for the pitch angle control loop is experimentally determined by the classical Ziegler-Nichols tuning rule and exhibits good transient and steady-state response in real-time HIL simulation. From the results the differences between numerical simulation and real-time HIL simulation are also clearly presented. The effectiveness of HIL simulation for UAV autopilot design is definitely confirmed

  3. Performance Prediction Toolkit

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Chennupati, Gopinath; Santhi, Nanadakishore; Eidenbenz, Stephen

    The Performance Prediction Toolkit (PPT), is a scalable co-design tool that contains the hardware and middle-ware models, which accept proxy applications as input in runtime prediction. PPT relies on Simian, a parallel discrete event simulation engine in Python or Lua, that uses the process concept, where each computing unit (host, node, core) is a Simian entity. Processes perform their task through message exchanges to remain active, sleep, wake-up, begin and end. The PPT hardware model of a compute core (such as a Haswell core) consists of a set of parameters, such as clock speed, memory hierarchy levels, their respective sizes,more » cache-lines, access times for different cache levels, average cycle counts of ALU operations, etc. These parameters are ideally read off a spec sheet or are learned using regression models learned from hardware counters (PAPI) data. The compute core model offers an API to the software model, a function called time_compute(), which takes as input a tasklist. A tasklist is an unordered set of ALU, and other CPU-type operations (in particular virtual memory loads and stores). The PPT application model mimics the loop structure of the application and replaces the computational kernels with a call to the hardware model's time_compute() function giving tasklists as input that model the compute kernel. A PPT application model thus consists of tasklists representing kernels and the high-er level loop structure that we like to think of as pseudo code. The key challenge for the hardware model's time_compute-function is to translate virtual memory accesses into actual cache hierarchy level hits and misses.PPT also contains another CPU core level hardware model, Analytical Memory Model (AMM). The AMM solves this challenge soundly, where our previous alternatives explicitly include the L1,L2,L3 hit-rates as inputs to the tasklists. Explicit hit-rates inevitably only reflect the application modeler's best guess, perhaps informed by a few small test problems using hardware counters; also, hard-coded hit-rates make the hardware model insensitive to changes in cache sizes. Alternatively, we use reuse distance distributions in the tasklists. In general, reuse profiles require the application modeler to run a very expensive trace analysis on the real code that realistically can be done at best for small examples.« less

  4. A Planetarium Inside Your Office: Virtual Reality in the Dome Production Pipeline

    NASA Astrophysics Data System (ADS)

    Summers, Frank

    2018-01-01

    Producing astronomy visualization sequences for a planetarium without ready access to a dome is a distorted geometric challenge. Fortunately, one can now use virtual reality (VR) to simulate a dome environment without ever leaving one's office chair. The VR dome experience has proven to be a more than suitable pre-visualization method that requires only modest amounts of processing beyond the standard production pipeline. It also provides a crucial testbed for identifying, testing, and fixing the visual constraints and artifacts that arise in a spherical presentation environment. Topics adreesed here will include rendering, geometric projection, movie encoding, software playback, and hardware setup for a virtual dome using VR headsets.

  5. Red Hat Enterprise Virtualization - KVM-based infrastructure services at BNL

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Cortijo, D.

    2011-06-14

    Over the past 18 months, BNL has moved a large percentage of its Linux-based servers and services into a Red Hat Enterprise Virtualization (RHEV) environment. This presentation will address our approach to virtualization, critical decision points, and a discussion of our implementation. Specific topics will include an overview of hardware and software requirements, networking, and storage; discussion of the decision of Red Hat solution over competing products (VMWare, Xen, etc); details on some of the features of RHEV - both current and on their roadmap; Review of performance and reliability gains since deployment completion; path forward for RHEV at BNLmore » and caveats and potential problems.« less

  6. Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field.

    PubMed

    Fluet, Gerard G; Deutsch, Judith E

    2013-03-01

    Developments over the past 2 years in virtual reality (VR) augmented sensorimotor rehabilitation of upper limb use and gait post-stroke were reviewed. Studies were included if they evaluated comparative efficacy between VR and standard of care, and or differences in VR delivery methods; and were CEBM (center for evidence based medicine) level 2 or higher. Eight upper limb and two gait studies were included and described using the following categories hardware (input and output), software (virtual task and feedback and presentation) intervention (progression and dose), and outcomes. Trends in the field were commented on, gaps in knowledge identified, and areas of future research and translation of VR to practice were suggested.

  7. Novel graphical environment for virtual and real-world operations of tracked mobile manipulators

    NASA Astrophysics Data System (ADS)

    Chen, ChuXin; Trivedi, Mohan M.; Azam, Mir; Lassiter, Nils T.

    1993-08-01

    A simulation, animation, visualization and interactive control (SAVIC) environment has been developed for the design and operation of an integrated mobile manipulator system. This unique system possesses the abilities for (1) multi-sensor simulation, (2) kinematics and locomotion animation, (3) dynamic motion and manipulation animation, (4) transformation between real and virtual modes within the same graphics system, (5) ease in exchanging software modules and hardware devices between real and virtual world operations, and (6) interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.

  8. Design, Results, Evolution and Status of the ATLAS Simulation at Point1 Project

    NASA Astrophysics Data System (ADS)

    Ballestrero, S.; Batraneanu, S. M.; Brasolin, F.; Contescu, C.; Fazio, D.; Di Girolamo, A.; Lee, C. J.; Pozo Astigarraga, M. E.; Scannicchio, D. A.; Sedov, A.; Twomey, M. S.; Wang, F.; Zaytsev, A.

    2015-12-01

    During the LHC Long Shutdown 1 (LSI) period, that started in 2013, the Simulation at Point1 (Sim@P1) project takes advantage, in an opportunistic way, of the TDAQ (Trigger and Data Acquisition) HLT (High-Level Trigger) farm of the ATLAS experiment. This farm provides more than 1300 compute nodes, which are particularly suited for running event generation and Monte Carlo production jobs that are mostly CPU and not I/O bound. It is capable of running up to 2700 Virtual Machines (VMs) each with 8 CPU cores, for a total of up to 22000 parallel jobs. This contribution gives a review of the design, the results, and the evolution of the Sim@P1 project, operating a large scale OpenStack based virtualized platform deployed on top of the ATLAS TDAQ HLT farm computing resources. During LS1, Sim@P1 was one of the most productive ATLAS sites: it delivered more than 33 million CPU-hours and it generated more than 1.1 billion Monte Carlo events. The design aspects are presented: the virtualization platform exploited by Sim@P1 avoids interferences with TDAQ operations and it guarantees the security and the usability of the ATLAS private network. The cloud mechanism allows the separation of the needed support on both infrastructural (hardware, virtualization layer) and logical (Grid site support) levels. This paper focuses on the operational aspects of such a large system during the upcoming LHC Run 2 period: simple, reliable, and efficient tools are needed to quickly switch from Sim@P1 to TDAQ mode and back, to exploit the resources when they are not used for the data acquisition, even for short periods. The evolution of the central OpenStack infrastructure is described, as it was upgraded from Folsom to the Icehouse release, including the scalability issues addressed.

  9. Immersive video for virtual tourism

    NASA Astrophysics Data System (ADS)

    Hernandez, Luis A.; Taibo, Javier; Seoane, Antonio J.

    2001-11-01

    This paper describes a new panoramic, 360 degree(s) video system and its use in a real application for virtual tourism. The development of this system has required to design new hardware for multi-camera recording, and software for video processing in order to elaborate the panorama frames and to playback the resulting high resolution video footage on a regular PC. The system makes use of new VR display hardware, such as WindowVR, in order to make the view dependent on the viewer's spatial orientation and so enhance immersiveness. There are very few examples of similar technologies and the existing ones are extremely expensive and/or impossible to be implemented on personal computers with acceptable quality. The idea of the system starts from the concept of Panorama picture, developed in technologies such as QuickTimeVR. This idea is extended to the concept of panorama frame that leads to panorama video. However, many problems are to be solved to implement this simple scheme. Data acquisition involves simultaneously footage recording in every direction, and latter processing to convert every set of frames in a single high resolution panorama frame. Since there is no common hardware capable of 4096x512 video playback at 25 fps rate, it must be stripped in smaller pieces which the system must manage to get the right frames of the right parts as the user movement demands it. As the system must be immersive, the physical interface to watch the 360 degree(s) video is a WindowVR, that is, a flat screen with an orientation tracker that the user holds in his hands, moving it like if it were a virtual window through which the city and its activity is being shown.

  10. Using Transom Jack in the Human Engineering Analysis of the Materials Science Research Rack-1 and Quench Module Insert

    NASA Technical Reports Server (NTRS)

    Dunn, Mariea C.; Alves, Jeffrey R.; Hutchinson, Sonya L.

    1999-01-01

    This paper describes the human engineering analysis performed on the Materials Science Research Rack-1 and Quench Module Insert (MSRR-1/QMI) using Transom Jack (Jack) software. The Jack software was used to model a virtual environment consisting of the MSRR-1/QMI hardware configuration and human figures representing the 95th percentile male and 5th percentile female. The purpose of the simulation was to assess the human interfaces in the design for their ability to meet the requirements of the Pressurized Payloads Interface Requirements Document - International Space Program, Revision C (SSP 57000). Jack was used in the evaluation because of its ability to correctly model anthropometric body measurements and the physical behavior of astronauts working in microgravity, which is referred to as the neutral body posture. The Jack model allows evaluation of crewmember interaction with hardware through task simulation including but not limited to collision avoidance behaviors, hand/eye coordination, reach path planning, and automatic grasping to part contours. Specifically, this virtual simulation depicts the human figures performing the QMI installation and check-out, sample cartridge insertion and removal, and gas bottle drawer removal. These tasks were evaluated in terms of adequate clearance in reach envelopes, adequate accessibility in work envelopes, appropriate line of sight in visual envelopes, and accommodation of full size range for male and female stature maneuverability. The results of the human engineering analysis virtual simulation indicate that most of the associated requirements of SSP 57000 were met. However, some hardware design considerations and crew procedures modifications are recommended to improve accessibility, provide an adequate work envelope, reduce awkward body posture, and eliminate permanent protrusions.

  11. Examining the architecture of cellular computing through a comparative study with a computer.

    PubMed

    Wang, Degeng; Gribskov, Michael

    2005-06-22

    The computer and the cell both use information embedded in simple coding, the binary software code and the quadruple genomic code, respectively, to support system operations. A comparative examination of their system architecture as well as their information storage and utilization schemes is performed. On top of the code, both systems display a modular, multi-layered architecture, which, in the case of a computer, arises from human engineering efforts through a combination of hardware implementation and software abstraction. Using the computer as a reference system, a simplistic mapping of the architectural components between the two is easily detected. This comparison also reveals that a cell abolishes the software-hardware barrier through genomic encoding for the constituents of the biochemical network, a cell's "hardware" equivalent to the computer central processing unit (CPU). The information loading (gene expression) process acts as a major determinant of the encoded constituent's abundance, which, in turn, often determines the "bandwidth" of a biochemical pathway. Cellular processes are implemented in biochemical pathways in parallel manners. In a computer, on the other hand, the software provides only instructions and data for the CPU. A process represents just sequentially ordered actions by the CPU and only virtual parallelism can be implemented through CPU time-sharing. Whereas process management in a computer may simply mean job scheduling, coordinating pathway bandwidth through the gene expression machinery represents a major process management scheme in a cell. In summary, a cell can be viewed as a super-parallel computer, which computes through controlled hardware composition. While we have, at best, a very fragmented understanding of cellular operation, we have a thorough understanding of the computer throughout the engineering process. The potential utilization of this knowledge to the benefit of systems biology is discussed.

  12. Teleoperation with virtual force feedback

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Anderson, R.J.

    1993-08-01

    In this paper we describe an algorithm for generating virtual forces in a bilateral teleoperator system. The virtual forces are generated from a world model and are used to provide real-time obstacle avoidance and guidance capabilities. The algorithm requires that the slaves tool and every object in the environment be decomposed into convex polyhedral Primitives. Intrusion distance and extraction vectors are then derived at every time step by applying Gilbert`s polyhedra distance algorithm, which has been adapted for the task. This information is then used to determine the compression and location of nonlinear virtual spring-dampers whose total force is summedmore » and applied to the manipulator/teleoperator system. Experimental results validate the whole approach, showing that it is possible to compute the algorithm and generate realistic, useful psuedo forces for a bilateral teleoperator system using standard VME bus hardware.« less

  13. NASA Virtual Glovebox: An Immersive Virtual Desktop Environment for Training Astronauts in Life Science Experiments

    NASA Technical Reports Server (NTRS)

    Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard

    2003-01-01

    The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

  14. New Dimensions of GIS Data: Exploring Virtual Reality (VR) Technology for Earth Science

    NASA Astrophysics Data System (ADS)

    Skolnik, S.; Ramirez-Linan, R.

    2016-12-01

    NASA's Science Mission Directorate (SMD) Earth Science Division (ESD) Earth Science Technology Office (ESTO) and Navteca are exploring virtual reality (VR) technology as an approach and technique related to the next generation of Earth science technology information systems. Having demonstrated the value of VR in viewing pre-visualized science data encapsulated in a movie representation of a time series, further investigation has led to the additional capability of permitting the observer to interact with the data, make selections, and view volumetric data in an innovative way. The primary objective of this project has been to investigate the use of commercially available VR hardware, the Oculus Rift and the Samsung Gear VR, for scientific analysis through an interface to ArcGIS to enable the end user to order and view data from the NASA Discover-AQ mission. A virtual console is presented through the VR interface that allows the user to select various layers of data from the server in both 2D, 3D, and full 4pi steradian views. By demonstrating the utility of VR in interacting with Discover-AQ flight mission measurements, and building on previous work done at the Atmospheric Science Data Center (ASDC) at NASA Langley supporting analysis of sources of CO2 during the Discover-AQ mission, the investigation team has shown the potential for VR as a science tool beyond simple visualization.

  15. U.S. Military Aircraft For Sale: Crafting an F-22 Export Policy

    DTIC Science & Technology

    2000-06-01

    present on virtually every piece of hardware on the aircraft.” Quantifying Risk Protection measures, however, are only part of the equation for...production of its parts and components. 5 Lockheed Martin uses such a matrix for quantifying risk . The

  16. Using Archives for Education.

    ERIC Educational Resources Information Center

    MacKenzie, Douglas

    1996-01-01

    Discusses the use of computer systems for archival applications based on experiences at the Demarco European Arts Foundation (Scotland) and the TAMH Project, an attempt to build a virtual museum of Tay Valley maritime history. Highlights include hardware; development software; data representation, including storage space versus quality;…

  17. On the Selection of Models for Runtime Prediction of System Resources

    NASA Astrophysics Data System (ADS)

    Casolari, Sara; Colajanni, Michele

    Applications and services delivered through large Internet Data Centers are now feasible thanks to network and server improvement, but also to virtualization, dynamic allocation of resources and dynamic migrations. The large number of servers and resources involved in these systems requires autonomic management strategies because no amount of human administrators would be capable of cloning and migrating virtual machines in time, as well as re-distributing or re-mapping the underlying hardware. At the basis of most autonomic management decisions, there is the need of evaluating own global behavior and change it when the evaluation indicates that they are not accomplishing what they were intended to do or some relevant anomalies are occurring. Decisions algorithms have to satisfy different time scales constraints. In this chapter we are interested to short-term contexts where runtime prediction models work on the basis of time series coming from samples of monitored system resources, such as disk, CPU and network utilization. In similar environments, we have to address two main issues. First, original time series are affected by limited predictability because measurements are characterized by noises due to system instability, variable offered load, heavy-tailed distributions, hardware and software interactions. Moreover, there is no existing criteria that can help us to choose a suitable prediction model and related parameters with the purpose of guaranteeing an adequate prediction quality. In this chapter, we evaluate the impact that different choices on prediction models have on different time series, and we suggest how to treat input data and whether it is convenient to choose the parameters of a prediction model in a static or dynamic way. Our conclusions are supported by a large set of analyses on realistic and synthetic data traces.

  18. SmartSIM - a virtual reality simulator for laparoscopy training using a generic physics engine.

    PubMed

    Khan, Zohaib Amjad; Kamal, Nabeel; Hameed, Asad; Mahmood, Amama; Zainab, Rida; Sadia, Bushra; Mansoor, Shamyl Bin; Hasan, Osman

    2017-09-01

    Virtual reality (VR) training simulators have started playing a vital role in enhancing surgical skills, such as hand-eye coordination in laparoscopy, and practicing surgical scenarios that cannot be easily created using physical models. We describe a new VR simulator for basic training in laparoscopy, i.e. SmartSIM, which has been developed using a generic open-source physics engine called the simulation open framework architecture (SOFA). This paper describes the systems perspective of SmartSIM including design details of both hardware and software components, while highlighting the critical design decisions. Some of the distinguishing features of SmartSIM include: (i) an easy-to-fabricate custom-built hardware interface; (ii) use of a generic physics engine to facilitate wider accessibility of our work and flexibility in terms of using various graphical modelling algorithms and their implementations; and (iii) an intelligent and smart evaluation mechanism that facilitates unsupervised and independent learning. Copyright © 2016 John Wiley & Sons, Ltd.

  19. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Eric A. Wernert; William R. Sherman; Patrick O'Leary

    Immersive visualization makes use of the medium of virtual reality (VR) - it is a subset of virtual reality focused on the application of VR technologies to scientific and information visualization. As the name implies, there is a particular focus on the physically immersive aspect of VR that more fully engages the perceptual and kinesthetic capabilities of the scientist with the goal of producing greater insight. The immersive visualization community is uniquely positioned to address the analysis needs of the wide spectrum of domain scientists who are becoming increasingly overwhelmed by data. The outputs of computational science simulations and high-resolutionmore » sensors are creating a data deluge. Data is coming in faster than it can be analyzed, and there are countless opportunities for discovery that are missed as the data speeds by. By more fully utilizing the scientists visual and other sensory systems, and by offering a more natural user interface with which to interact with computer-generated representations, immersive visualization offers great promise in taming this data torrent. However, increasing the adoption of immersive visualization in scientific research communities can only happen by simultaneously lowering the engagement threshold while raising the measurable benefits of adoption. Scientists time spent immersed with their data will thus be rewarded with higher productivity, deeper insight, and improved creativity. Immersive visualization ties together technologies and methodologies from a variety of related but frequently disjoint areas, including hardware, software and human-computer interaction (HCI) disciplines. In many ways, hardware is a solved problem. There are well established technologies including large walk-in systems such as the CAVE{trademark} and head-based systems such as the Wide-5{trademark}. The advent of new consumer-level technologies now enable an entirely new generation of immersive displays, with smaller footprints and costs, widening the potential consumer base. While one would be hard-pressed to call software a solved problem, we now understand considerably more about best practices for designing and developing sustainable, scalable software systems, and we have useful software examples that illuminate the way to even better implementations. As with any research endeavour, HCI will always be exploring new topics in interface design, but we now have a sizable knowledge base of the strengths and weaknesses of the human perceptual systems and we know how to design effective interfaces for immersive systems. So, in a research landscape with a clear need for better visualization and analysis tools, a methodology in immersive visualization that has been shown to effectively address some of those needs, and vastly improved supporting technologies and knowledge of hardware, software, and HCI, why hasn't immersive visualization 'caught on' more with scientists? What can we do as a community of immersive visualization researchers and practitioners to facilitate greater adoption by scientific communities so as to make the transition from 'the promise of virtual reality' to 'the reality of virtual reality'.« less

  20. Touching proteins with virtual bare hands - Visualizing protein-drug complexes and their dynamics in self-made virtual reality using gaming hardware

    NASA Astrophysics Data System (ADS)

    Ratamero, Erick Martins; Bellini, Dom; Dowson, Christopher G.; Römer, Rudolf A.

    2018-06-01

    The ability to precisely visualize the atomic geometry of the interactions between a drug and its protein target in structural models is critical in predicting the correct modifications in previously identified inhibitors to create more effective next generation drugs. It is currently common practice among medicinal chemists while attempting the above to access the information contained in three-dimensional structures by using two-dimensional projections, which can preclude disclosure of useful features. A more accessible and intuitive visualization of the three-dimensional configuration of the atomic geometry in the models can be achieved through the implementation of immersive virtual reality (VR). While bespoke commercial VR suites are available, in this work, we present a freely available software pipeline for visualising protein structures through VR. New consumer hardware, such as the uc(HTC Vive) and the uc(Oculus Rift) utilized in this study, are available at reasonable prices. As an instructive example, we have combined VR visualization with fast algorithms for simulating intramolecular motions of protein flexibility, in an effort to further improve structure-led drug design by exposing molecular interactions that might be hidden in the less informative static models. This is a paradigmatic test case scenario for many similar applications in computer-aided molecular studies and design.

  1. Touching proteins with virtual bare hands : Visualizing protein-drug complexes and their dynamics in self-made virtual reality using gaming hardware.

    PubMed

    Ratamero, Erick Martins; Bellini, Dom; Dowson, Christopher G; Römer, Rudolf A

    2018-06-07

    The ability to precisely visualize the atomic geometry of the interactions between a drug and its protein target in structural models is critical in predicting the correct modifications in previously identified inhibitors to create more effective next generation drugs. It is currently common practice among medicinal chemists while attempting the above to access the information contained in three-dimensional structures by using two-dimensional projections, which can preclude disclosure of useful features. A more accessible and intuitive visualization of the three-dimensional configuration of the atomic geometry in the models can be achieved through the implementation of immersive virtual reality (VR). While bespoke commercial VR suites are available, in this work, we present a freely available software pipeline for visualising protein structures through VR. New consumer hardware, such as the HTC VIVE and the OCULUS RIFT utilized in this study, are available at reasonable prices. As an instructive example, we have combined VR visualization with fast algorithms for simulating intramolecular motions of protein flexibility, in an effort to further improve structure-led drug design by exposing molecular interactions that might be hidden in the less informative static models. This is a paradigmatic test case scenario for many similar applications in computer-aided molecular studies and design.

  2. The Earth Observing System (EOS) Ground System: Leveraging an Existing Operational Ground System Infrastructure to Support New Missions

    NASA Technical Reports Server (NTRS)

    Hardison, David; Medina, Johnny; Dell, Greg

    2016-01-01

    The Earth Observer System (EOS) was officially established in 1990 and went operational in December 1999 with the launch of its flagship spacecraft Terra. Aqua followed in 2002 and Aura in 2004. All three spacecraft are still operational and producing valuable scientific data. While all are beyond their original design lifetime, they are expected to remain viable well into the 2020s. The EOS Ground System is a multi-mission system based at NASA Goddard Space Flight Center that supports science and spacecraft operations for these three missions. Over its operational lifetime to date, the EOS Ground System has evolved as needed to accommodate mission requirements. With an eye towards the future, several updates are currently being deployed. Subsystem interconnects are being upgraded to reduce data latency and improve system performance. End-of-life hardware and operating systems are being replaced to mitigate security concerns and eliminate vendor support gaps. Subsystem hardware is being consolidated through the migration to Virtual Machine based platforms. While mission operations autonomy was not a design goal of the original system concept, there is an active effort to apply state-of-the-art products from the Goddard Mission Services Evolution Center (GMSEC) to facilitate automation where possible within the existing heritage architecture. This presentation will provide background information on the EOS ground system architecture and evolution, discuss latest improvements, and conclude with the results of a recent effort that investigated how the current system could accommodate a proposed new earth science mission.

  3. Online Embryology teaching using learning management systems appears to be a successful additional learning tool among Egyptian medical students.

    PubMed

    Al-Neklawy, Ahmed Farid

    2017-11-01

    Although the traditional didactic lecture is considered to be efficient for presenting information and providing explanations, it usually does not provide adequate time for deeper learning activities. So, traditional lecture is one of the most widely criticized educational methods. Virtual learning environment (VLE) is a specially designed environment that facilitates teachers' management of educational courses for their students, using computer hardware and software, which involves distance learning. In this study, we evaluated the experiment of online teaching of General Embryology for Egyptian undergraduate medical students using WizIQ learning management system. A total of 100 students were invited to submit an online survey at the end of the course to evaluate delivery of instruction, creation of an environment that supported learning, and administrative issues. Most of the students reported that they were strongly satisfied with the efficacy of the instructional methods and were strongly satisfied with the degree of clarity of the course material. They strongly accepted the page format and design of the virtual classroom and strongly agreed that the learning environment supported the learning procedure. The item of easy logging into the virtual classroom had aberrant variable responses; it recorded the lowest mean response; this variation in responses was due to technical factors as the students used different devices with different speeds of internet connections. Ninety percent of students have strongly recommended the course attendance for their fellow students. These results demonstrate that online Anatomy teaching using learning management systems appears to be a successful additional learning tool among Egyptian medical students. Copyright © 2017 Elsevier GmbH. All rights reserved.

  4. [Virtual reality therapy in anxiety disorders].

    PubMed

    Mitrousia, V; Giotakos, O

    2016-01-01

    During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation. Main characteristics of virtual reality therapy are: "interaction", "immersion", and "presence". High levels of "immersion" and "presence" are associated with increased response to exposure therapy in virtual environments, as well as better therapeutic outcomes and sustained therapeutic gains. Typical devices that are used in order patient's immersion to be achieved are the Head-Mounted Displays (HMD), which are only for individual use, and the computer automatic virtual environment (CAVE), which is a multiuser. Virtual reality therapy's disadvantages lie in the difficulties that arise due to the demanded specialized technology skills, devices' cost and side effects. Therapists' training is necessary in order for them to be able to manipulate the software and the hardware and to adjust it to each case's needs. Devices' cost is high but as technology continuously improves it constantly decreases. Immersion during virtual reality therapy can induce mild and temporary side effects such as nausea, dizziness or headache. Until today, however, experience shows that virtual reality offers several advantages. Patient's avoidance to be exposed in phobic stimuli is reduced via the use of virtual reality since the patient is exposed to them as many times as he wishes and under the supervision of the therapist. The technique takes place in the therapist's office which ensures confidentiality and privacy. The therapist is able to control unpredicted events that can occur during patient's exposure in real environments. Mainly the therapist can control the intensity of exposure and adapt it to the patient's needs. Virtual reality can be proven particularly useful in some specific psychological states. For instance, patients with post-traumatic stress disorder (PTSD) who prone to avoid the reminders of the traumatic events. Exposure in virtual reality can solve this problem providing to the patient a large number of stimuli that activate the senses causing the necessary physiological and psychological anxiety reactions, regardless of his willingness or ability to recall in his imagination the traumatic event.

  5. STS-116 and Expedition 12 Preflight Training, VR Lab Bldg. 9.

    NASA Image and Video Library

    2005-05-06

    JSC2005-E-18147 (6 May 2005) --- Astronauts Sunita L. Williams (left), Expedition 14 flight engineer, and Joan E. Higginbotham, STS-116 mission specialist, use the virtual reality lab at the Johnson Space Center to train for their duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements. Williams will join Expedition 14 in progress and serve as a flight engineer after traveling to the station on space shuttle mission STS-116.

  6. Visualization of reservoir simulation data with an immersive virtual reality system

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Williams, B.K.

    1996-10-01

    This paper discusses an investigation into the use of an immersive virtual reality (VR) system to visualize reservoir simulation output data. The hardware and software configurations of the test-immersive VR system are described and compared to a nonimmersive VR system and to an existing workstation screen-based visualization system. The structure of 3D reservoir simulation data and the actions to be performed on the data within the VR system are discussed. The subjective results of the investigation are then presented, followed by a discussion of possible future work.

  7. Simplifying and speeding the management of intra-node cache coherence

    DOEpatents

    Blumrich, Matthias A [Ridgefield, CT; Chen, Dong [Croton on Hudson, NY; Coteus, Paul W [Yorktown Heights, NY; Gara, Alan G [Mount Kisco, NY; Giampapa, Mark E [Irvington, NY; Heidelberger, Phillip [Cortlandt Manor, NY; Hoenicke, Dirk [Ossining, NY; Ohmacht, Martin [Yorktown Heights, NY

    2012-04-17

    A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an area of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.

  8. Managing coherence via put/get windows

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Blumrich, Matthias A; Chen, Dong; Coteus, Paul W

    A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an areamore » of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.« less

  9. Optical Network Virtualisation Using Multitechnology Monitoring and SDN-Enabled Optical Transceiver

    NASA Astrophysics Data System (ADS)

    Ou, Yanni; Davis, Matthew; Aguado, Alejandro; Meng, Fanchao; Nejabati, Reza; Simeonidou, Dimitra

    2018-05-01

    We introduce the real-time multi-technology transport layer monitoring to facilitate the coordinated virtualisation of optical and Ethernet networks supported by optical virtualise-able transceivers (V-BVT). A monitoring and network resource configuration scheme is proposed to include the hardware monitoring in both Ethernet and Optical layers. The scheme depicts the data and control interactions among multiple network layers under the software defined network (SDN) background, as well as the application that analyses the monitored data obtained from the database. We also present a re-configuration algorithm to adaptively modify the composition of virtual optical networks based on two criteria. The proposed monitoring scheme is experimentally demonstrated with OpenFlow (OF) extensions for a holistic (re-)configuration across both layers in Ethernet switches and V-BVTs.

  10. Development of observational and instrumental techniques in hard X-ray and medium energy gamma-ray astronomy

    NASA Technical Reports Server (NTRS)

    Pelling, M.

    1985-01-01

    The technical activities, scientific results, related space hardware projects and personnel of the high energy astrophysics program are reported. The development of observational and instrumental techniques in hard X-ray (0.001 to 100 keV) and medium energy gamma-ray (0.1 to 10 MeV) astronomy are examined. Many of these techniques were developed explicitly for use on high altitude balloons where most of the scientific results were obtained. The extensive observational activity using balloons are tabulated. Virtually every research activity will eventually result in a major space hardware development effort.

  11. Exercise Countermeasure Hardware Evolution on ISS: The First Decade.

    PubMed

    Korth, Deborah W

    2015-12-01

    The hardware systems necessary to support exercise countermeasures to the deconditioning associated with microgravity exposure have evolved and improved significantly during the first decade of the International Space Station (ISS), resulting in both new types of hardware and enhanced performance capabilities for initial hardware items. The original suite of countermeasure hardware supported the first crews to arrive on the ISS and the improved countermeasure system delivered in later missions continues to serve the astronauts today with increased efficacy. Due to aggressive hardware development schedules and constrained budgets, the initial approach was to identify existing spaceflight-certified exercise countermeasure equipment, when available, and modify it for use on the ISS. Program management encouraged the use of commercial-off-the-shelf (COTS) hardware, or hardware previously developed (heritage hardware) for the Space Shuttle Program. However, in many cases the resultant hardware did not meet the additional requirements necessary to support crew health maintenance during long-duration missions (3 to 12 mo) and anticipated future utilization activities in support of biomedical research. Hardware development was further complicated by performance requirements that were not fully defined at the outset and tended to evolve over the course of design and fabrication. Modifications, ranging from simple to extensive, were necessary to meet these evolving requirements in each case where heritage hardware was proposed. Heritage hardware was anticipated to be inherently reliable without the need for extensive ground testing, due to its prior positive history during operational spaceflight utilization. As a result, developmental budgets were typically insufficient and schedules were too constrained to permit long-term evaluation of dedicated ground-test units ("fleet leader" type testing) to identify reliability issues when applied to long-duration use. In most cases, the exercise unit with the most operational history was the unit installed on the ISS.

  12. Build and Execute Environment

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Guan, Qiang

    At exascale, the challenge becomes to develop applications that run at scale and use exascale platforms reliably, efficiently, and flexibly. Workflows become much more complex because they must seamlessly integrate simulation and data analytics. They must include down-sampling, post-processing, feature extraction, and visualization. Power and data transfer limitations require these analysis tasks to be run in-situ or in-transit. We expect successful workflows will comprise multiple linked simulations along with tens of analysis routines. Users will have limited development time at scale and, therefore, must have rich tools to develop, debug, test, and deploy applications. At this scale, successful workflows willmore » compose linked computations from an assortment of reliable, well-defined computation elements, ones that can come and go as required, based on the needs of the workflow over time. We propose a novel framework that utilizes both virtual machines (VMs) and software containers to create a workflow system that establishes a uniform build and execution environment (BEE) beyond the capabilities of current systems. In this environment, applications will run reliably and repeatably across heterogeneous hardware and software. Containers, both commercial (Docker and Rocket) and open-source (LXC and LXD), define a runtime that isolates all software dependencies from the machine operating system. Workflows may contain multiple containers that run different operating systems, different software, and even different versions of the same software. We will run containers in open-source virtual machines (KVM) and emulators (QEMU) so that workflows run on any machine entirely in user-space. On this platform of containers and virtual machines, we will deliver workflow software that provides services, including repeatable execution, provenance, checkpointing, and future proofing. We will capture provenance about how containers were launched and how they interact to annotate workflows for repeatable and partial re-execution. We will coordinate the physical snapshots of virtual machines with parallel programming constructs, such as barriers, to automate checkpoint and restart. We will also integrate with HPC-specific container runtimes to gain access to accelerators and other specialized hardware to preserve native performance. Containers will link development to continuous integration. When application developers check code in, it will automatically be tested on a suite of different software and hardware architectures.« less

  13. From urban planning and emergency training to Pokémon Go: applications of virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) in personal, public and environmental health.

    PubMed

    Kamel Boulos, Maged N; Lu, Zhihan; Guerrero, Paul; Jennett, Charlene; Steed, Anthony

    2017-02-20

    The latest generation of virtual and mixed reality hardware has rekindled interest in virtual reality GIS (VRGIS) and augmented reality GIS (ARGIS) applications in health, and opened up new and exciting opportunities and possibilities for using these technologies in the personal and public health arenas. From smart urban planning and emergency training to Pokémon Go, this article offers a snapshot of some of the most remarkable VRGIS and ARGIS solutions for tackling public and environmental health problems, and bringing about safer and healthier living options to individuals and communities. The article also covers the main technical foundations and issues underpinning these solutions.

  14. Virtual- and real-world operation of mobile robotic manipulators: integrated simulation, visualization, and control environment

    NASA Astrophysics Data System (ADS)

    Chen, ChuXin; Trivedi, Mohan M.

    1992-03-01

    This research is focused on enhancing the overall productivity of an integrated human-robot system. A simulation, animation, visualization, and interactive control (SAVIC) environment has been developed for the design and operation of an integrated robotic manipulator system. This unique system possesses the abilities for multisensor simulation, kinematics and locomotion animation, dynamic motion and manipulation animation, transformation between real and virtual modes within the same graphics system, ease in exchanging software modules and hardware devices between real and virtual world operations, and interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation, and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.

  15. Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field

    PubMed Central

    Fluet, Gerard G.

    2013-01-01

    Developments over the past 2 years in virtual reality (VR) augmented sensorimotor rehabilitation of upper limb use and gait post-stroke were reviewed. Studies were included if they evaluated comparative efficacy between VR and standard of care, and or differences in VR delivery methods; and were CEBM (center for evidence based medicine) level 2 or higher. Eight upper limb and two gait studies were included and described using the following categories hardware (input and output), software (virtual task and feedback and presentation) intervention (progression and dose), and outcomes. Trends in the field were commented on, gaps in knowledge identified, and areas of future research and translation of VR to practice were suggested. PMID:24579058

  16. Identifying the minor set cover of dense connected bipartite graphs via random matching edge sets

    NASA Astrophysics Data System (ADS)

    Hamilton, Kathleen E.; Humble, Travis S.

    2017-04-01

    Using quantum annealing to solve an optimization problem requires minor embedding a logic graph into a known hardware graph. In an effort to reduce the complexity of the minor embedding problem, we introduce the minor set cover (MSC) of a known graph G: a subset of graph minors which contain any remaining minor of the graph as a subgraph. Any graph that can be embedded into G will be embeddable into a member of the MSC. Focusing on embedding into the hardware graph of commercially available quantum annealers, we establish the MSC for a particular known virtual hardware, which is a complete bipartite graph. We show that the complete bipartite graph K_{N,N} has a MSC of N minors, from which K_{N+1} is identified as the largest clique minor of K_{N,N}. The case of determining the largest clique minor of hardware with faults is briefly discussed but remains an open question.

  17. Identifying the minor set cover of dense connected bipartite graphs via random matching edge sets

    DOE PAGES

    Hamilton, Kathleen E.; Humble, Travis S.

    2017-02-23

    Using quantum annealing to solve an optimization problem requires minor embedding a logic graph into a known hardware graph. We introduce the minor set cover (MSC) of a known graph GG : a subset of graph minors which contain any remaining minor of the graph as a subgraph, in an effort to reduce the complexity of the minor embedding problem. Any graph that can be embedded into GG will be embeddable into a member of the MSC. Focusing on embedding into the hardware graph of commercially available quantum annealers, we establish the MSC for a particular known virtual hardware, whichmore » is a complete bipartite graph. Furthermore, we show that the complete bipartite graph K N,N has a MSC of N minors, from which K N+1 is identified as the largest clique minor of K N,N. In the case of determining the largest clique minor of hardware with faults we briefly discussed this open question.« less

  18. The use of PC based VR in clinical medicine: the VREPAR projects.

    PubMed

    Riva, G; Bacchetta, M; Baruffi, M; Borgomainerio, E; Defrance, C; Gatti, F; Galimberti, C; Fontaneto, S; Marchi, S; Molinari, E; Nugues, P; Rinaldi, S; Rovetta, A; Ferretti, G S; Tonci, A; Wann, J; Vincelli, F

    1999-01-01

    Virtual reality (VR) is an emerging technology that alters the way individuals interact with computers: a 3D computer-generated environment in which a person can move about and interact as if he actually was inside it. Given to the high computational power required to create virtual environments, these are usually developed on expensive high-end workstations. However, the significant advances in PC hardware that have been made over the last three years, are making PC-based VR a possible solution for clinical assessment and therapy. VREPAR - Virtual Reality Environments for Psychoneurophysiological Assessment and Rehabilitation - are two European Community funded projects (Telematics for health - HC 1053/HC 1055 - http://www.psicologia.net) that are trying to develop a modular PC-based virtual reality system for the medical market. The paper describes the rationale of the developed modules and the preliminary results obtained.

  19. Network testbed creation and validation

    DOEpatents

    Thai, Tan Q.; Urias, Vincent; Van Leeuwen, Brian P.; Watts, Kristopher K.; Sweeney, Andrew John

    2017-03-21

    Embodiments of network testbed creation and validation processes are described herein. A "network testbed" is a replicated environment used to validate a target network or an aspect of its design. Embodiments describe a network testbed that comprises virtual testbed nodes executed via a plurality of physical infrastructure nodes. The virtual testbed nodes utilize these hardware resources as a network "fabric," thereby enabling rapid configuration and reconfiguration of the virtual testbed nodes without requiring reconfiguration of the physical infrastructure nodes. Thus, in contrast to prior art solutions which require a tester manually build an emulated environment of physically connected network devices, embodiments receive or derive a target network description and build out a replica of this description using virtual testbed nodes executed via the physical infrastructure nodes. This process allows for the creation of very large (e.g., tens of thousands of network elements) and/or very topologically complex test networks.

  20. Network testbed creation and validation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Thai, Tan Q.; Urias, Vincent; Van Leeuwen, Brian P.

    Embodiments of network testbed creation and validation processes are described herein. A "network testbed" is a replicated environment used to validate a target network or an aspect of its design. Embodiments describe a network testbed that comprises virtual testbed nodes executed via a plurality of physical infrastructure nodes. The virtual testbed nodes utilize these hardware resources as a network "fabric," thereby enabling rapid configuration and reconfiguration of the virtual testbed nodes without requiring reconfiguration of the physical infrastructure nodes. Thus, in contrast to prior art solutions which require a tester manually build an emulated environment of physically connected network devices,more » embodiments receive or derive a target network description and build out a replica of this description using virtual testbed nodes executed via the physical infrastructure nodes. This process allows for the creation of very large (e.g., tens of thousands of network elements) and/or very topologically complex test networks.« less

  1. Technology 2003: The Fourth National Technology Transfer Conference and Exposition, volume 2

    NASA Technical Reports Server (NTRS)

    Hackett, Michael (Compiler)

    1994-01-01

    Proceedings from symposia of the Technology 2003 Conference and Exposition, Dec. 7-9, 1993, Anaheim, CA, are presented. Volume 2 features papers on artificial intelligence, CAD&E, computer hardware, computer software, information management, photonics, robotics, test and measurement, video and imaging, and virtual reality/simulation.

  2. Universal Cable Brackets

    NASA Technical Reports Server (NTRS)

    Vanvalkenburgh, C.

    1985-01-01

    Concept allows routing easily changed. No custom hardware required in concept. Instead, standard brackets cut to length and installed at selected locations along cable route. If cable route is changed, brackets simply moved to new locations. Concept for "universal" cable brackets make it easy to route electrical cable around and through virtually any structure.

  3. A metro-access integrated network with all-optical virtual private network function using DPSK/ASK modulation format

    NASA Astrophysics Data System (ADS)

    Tian, Yue; Leng, Lufeng; Su, Yikai

    2008-11-01

    All-optical virtual private network (VPN), which offers dedicated optical channels to connect users within a VPN group, is considered a promising approach to efficient internetworking with low latency and enhanced security implemented in the physical layer. On the other hand, time-division multiplexed (TDM) / wavelength-division multiplexed (WDM) network architecture based on a feeder-ring with access-tree topology, is considered a pragmatic migration scenario from current TDM-PONs to future WDM-PONs and a potential convergence scheme for access and metropolitan networks, due to its efficiently shared hardware and bandwidth resources. All-optical VPN internetworking in such a metro-access integrated structure is expected to cover a wider service area and therefore is highly desirable. In this paper, we present a TDM/WDM metro-access integrated network supporting all-optical VPN internetworking among ONUs in different sub- PONs based on orthogonal differential-phase-shift keying (DPSK) / amplitude-shift keying (ASK) modulation format. In each ONU, no laser but a single Mach-Zehnder modulator (MZM) is needed for the upstream and VPN signal generation, which is cost-effective. Experiments and simulations are performed to verify its feasibility as a potential solution to the future access service.

  4. Man, mind, and machine: the past and future of virtual reality simulation in neurologic surgery.

    PubMed

    Robison, R Aaron; Liu, Charles Y; Apuzzo, Michael L J

    2011-11-01

    To review virtual reality in neurosurgery, including the history of simulation and virtual reality and some of the current implementations; to examine some of the technical challenges involved; and to propose a potential paradigm for the development of virtual reality in neurosurgery going forward. A search was made on PubMed using key words surgical simulation, virtual reality, haptics, collision detection, and volumetric modeling to assess the current status of virtual reality in neurosurgery. Based on previous results, investigators extrapolated the possible integration of existing efforts and potential future directions. Simulation has a rich history in surgical training, and there are numerous currently existing applications and systems that involve virtual reality. All existing applications are limited to specific task-oriented functions and typically sacrifice visual realism for real-time interactivity or vice versa, owing to numerous technical challenges in rendering a virtual space in real time, including graphic and tissue modeling, collision detection, and direction of the haptic interface. With ongoing technical advancements in computer hardware and graphic and physical rendering, incremental or modular development of a fully immersive, multipurpose virtual reality neurosurgical simulator is feasible. The use of virtual reality in neurosurgery is predicted to change the nature of neurosurgical education, and to play an increased role in surgical rehearsal and the continuing education and credentialing of surgical practitioners. Copyright © 2011 Elsevier Inc. All rights reserved.

  5. Virtual personal assistance

    NASA Astrophysics Data System (ADS)

    Aditya, K.; Biswadeep, G.; Kedar, S.; Sundar, S.

    2017-11-01

    Human computer communication has growing demand recent days. The new generation of autonomous technology aspires to give computer interfaces emotional states that relate and consider user as well as system environment considerations. In the existing computational model is based an artificial intelligent and externally by multi-modal expression augmented with semi human characteristics. But the main problem with is multi-model expression is that the hardware control given to the Artificial Intelligence (AI) is very limited. So, in our project we are trying to give the Artificial Intelligence (AI) more control on the hardware. There are two main parts such as Speech to Text (STT) and Text to Speech (TTS) engines are used accomplish the requirement. In this work, we are using a raspberry pi 3, a speaker and a mic as hardware and for the programing part, we are using python scripting.

  6. Design of virtual display and testing system for moving mass electromechanical actuator

    NASA Astrophysics Data System (ADS)

    Gao, Zhigang; Geng, Keda; Zhou, Jun; Li, Peng

    2015-12-01

    Aiming at the problem of control, measurement and movement virtual display of moving mass electromechanical actuator(MMEA), the virtual testing system of MMEA was developed based on the PC-DAQ architecture and the software platform of LabVIEW, and the comprehensive test task such as drive control of MMEA, tests of kinematic parameter, measurement of centroid position and virtual display of movement could be accomplished. The system could solve the alignment for acquisition time between multiple measurement channels in different DAQ cards, then on this basis, the researches were focused on the dynamic 3D virtual display by the LabVIEW, and the virtual display of MMEA were realized by the method of calling DLL and the method of 3D graph drawing controls. Considering the collaboration with the virtual testing system, including the hardware drive, the measurement software of data acquisition, and the 3D graph drawing controls method was selected, which could obtained the synchronization measurement, control and display. The system can measure dynamic centroid position and kinematic position of movable mass block while controlling the MMEA, and the interface of 3D virtual display has realistic effect and motion smooth, which can solve the problem of display and playback about MMEA in the closed shell.

  7. Prototyping Faithful Execution in a Java virtual machine.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Tarman, Thomas David; Campbell, Philip LaRoche; Pierson, Lyndon George

    2003-09-01

    This report presents the implementation of a stateless scheme for Faithful Execution, the design for which is presented in a companion report, ''Principles of Faithful Execution in the Implementation of Trusted Objects'' (SAND 2003-2328). We added a simple cryptographic capability to an already simplified class loader and its associated Java Virtual Machine (JVM) to provide a byte-level implementation of Faithful Execution. The extended class loader and JVM we refer to collectively as the Sandia Faithfully Executing Java architecture (or JavaFE for short). This prototype is intended to enable exploration of more sophisticated techniques which we intend to implement in hardware.

  8. Decentralized real-time simulation of forest machines

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Adam, Frank; Hoffmann, Katharina; Rossmann, Juergen; Kraemer, Michael; Schluse, Michael

    2000-10-01

    To develop realistic forest machine simulators is a demanding task. A useful simulator has to provide a close- to-reality simulation of the forest environment as well as the simulation of the physics of the vehicle. Customers demand a highly realistic three dimensional forestry landscape and the realistic simulation of the complex motion of the vehicle even in rough terrain in order to be able to use the simulator for operator training under close-to- reality conditions. The realistic simulation of the vehicle, especially with the driver's seat mounted on a motion platform, greatly improves the effect of immersion into the virtual reality of a simulated forest and the achievable level of education of the driver. Thus, the connection of the real control devices of forest machines to the simulation system has to be supported, i.e. the real control devices like the joysticks or the board computer system to control the crane, the aggregate etc. Beyond, the fusion of the board computer system and the simulation system is realized by means of sensors, i.e. digital and analog signals. The decentralized system structure allows several virtual reality systems to evaluate and visualize the information of the control devices and the sensors. So, while the driver is practicing, the instructor can immerse into the same virtual forest to monitor the session from his own viewpoint. In this paper, we are describing the realized structure as well as the necessary software and hardware components and application experiences.

  9. A Visual Haptic System for Children with Learning Disabilities: Software and Hardware Design Considerations

    ERIC Educational Resources Information Center

    Subrahmaniyan, Neeraja; Krishnaswamy, Swetha; Chowriappa, Ashirwad; Srimathveeravalli, Govindarajan; Bisantz, Ann; Shriber, Linda; Kesavadas, Thenkurussi

    2012-01-01

    Research has shown that children with learning disabilities exhibit considerable challenges with visual motor integration. While there are specialized Occupational Therapy interventions aimed at visual motor integration, computer games and virtual toys have now become increasingly popular, forming an integral part of children's learning and play.…

  10. Evaluation Metrics for the Paragon XP/S-15

    NASA Technical Reports Server (NTRS)

    Traversat, Bernard; McNab, David; Nitzberg, Bill; Fineberg, Sam; Blaylock, Bruce T. (Technical Monitor)

    1993-01-01

    On February 17th 1993, the Numerical Aerodynamic Simulation (NAS) facility located at the NASA Ames Research Center installed a 224 node Intel Paragon XP/S-15 system. After its installation, the Paragon was found to be in a very immature state and was unable to support a NAS users' workload, composed of a wide range of development and production activities. As a first step towards addressing this problem, we implemented a set of metrics to objectively monitor the system as operating system and hardware upgrades were installed. The metrics were designed to measure four aspects of the system that we consider essential to support our workload: availability, utilization, functionality, and performance. This report presents the metrics collected from February 1993 to August 1993. Since its installation, the Paragon availability has improved from a low of 15% uptime to a high of 80%, while its utilization has remained low. Functionality and performance have improved from merely running one of the NAS Parallel Benchmarks to running all of them faster (between 1 and 2 times) than on the iPSC/860. In spite of the progress accomplished, fundamental limitations of the Paragon operating system are restricting the Paragon from supporting the NAS workload. The maximum operating system message passing (NORMA IPC) bandwidth was measured at 11 Mbytes/s, well below the peak hardware bandwidth (175 Mbytes/s), limiting overall virtual memory and Unix services (i.e. Disk and HiPPI I/O) performance. The high NX application message passing latency (184 microns), three times than on the iPSC/860, was found to significantly degrade performance of applications relying on small message sizes. The amount of memory available for an application was found to be approximately 10 Mbytes per node, indicating that the OS is taking more space than anticipated (6 Mbytes per node).

  11. An educational laboratory virtual instrumentation suite assisted experiment for studying fundamentals of series resistance-inductance-capacitance circuit

    NASA Astrophysics Data System (ADS)

    Rana, K. P. S.; Kumar, Vineet; Mendiratta, Jatin

    2017-11-01

    One of the most elementary concepts in freshmen Electrical Engineering subject comprises the Resistance-Inductance-Capacitance (RLC) circuit fundamentals, that is, their time and frequency domain responses. For a beginner, generally, it is difficult to understand and appreciate the step and the frequency responses, particularly the resonance. This paper proposes a student-friendly teaching and learning approach by inculcating the multifaceted versatile software LabVIEWTM along with the educational laboratory virtual instrumentation suite hardware, for studying the RLC circuit time and frequency domain responses. The proposed approach has offered an interactive laboratory experiment where students can model circuits in simulation and hardware circuits on prototype board, and then compare their performances. The theoretical simulations and the obtained experimental data are found to be in very close agreement, thereby enhancing the conviction of students. Finally, the proposed methodology was also subjected to the assessment of learning outcomes based on student feedback, and an average score of 8.05 out of 10 with a standard deviation of 0.471 was received, indicating the overall satisfaction of the students.

  12. A Software Architecture for Adaptive Modular Sensing Systems

    PubMed Central

    Lyle, Andrew C.; Naish, Michael D.

    2010-01-01

    By combining a number of simple transducer modules, an arbitrarily complex sensing system may be produced to accommodate a wide range of applications. This work outlines a novel software architecture and knowledge representation scheme that has been developed to support this type of flexible and reconfigurable modular sensing system. Template algorithms are used to embed intelligence within each module. As modules are added or removed, the composite sensor is able to automatically determine its overall geometry and assume an appropriate collective identity. A virtual machine-based middleware layer runs on top of a real-time operating system with a pre-emptive kernel, enabling platform-independent template algorithms to be written once and run on any module, irrespective of its underlying hardware architecture. Applications that may benefit from easily reconfigurable modular sensing systems include flexible inspection, mobile robotics, surveillance, and space exploration. PMID:22163614

  13. A software architecture for adaptive modular sensing systems.

    PubMed

    Lyle, Andrew C; Naish, Michael D

    2010-01-01

    By combining a number of simple transducer modules, an arbitrarily complex sensing system may be produced to accommodate a wide range of applications. This work outlines a novel software architecture and knowledge representation scheme that has been developed to support this type of flexible and reconfigurable modular sensing system. Template algorithms are used to embed intelligence within each module. As modules are added or removed, the composite sensor is able to automatically determine its overall geometry and assume an appropriate collective identity. A virtual machine-based middleware layer runs on top of a real-time operating system with a pre-emptive kernel, enabling platform-independent template algorithms to be written once and run on any module, irrespective of its underlying hardware architecture. Applications that may benefit from easily reconfigurable modular sensing systems include flexible inspection, mobile robotics, surveillance, and space exploration.

  14. Leveraging Emerging Technologies in Outreach for JWST

    NASA Astrophysics Data System (ADS)

    Meinke, Bonnie K.; Green, Joel D.; Smith, Louis Chad; Smith, Denise A.; Lawton, Brandon L.; Gough, Michael

    2017-10-01

    The James Webb Space Telescope (JWST) is NASA’s next great observatory, launching in October 2018. How will we maintain the prestige and cultural impact of the Hubble Space Telescope as the torch passes to Webb? Emerging technologies such as augmented (AR) and virtual reality (VR) bring the viewer into the data and introduce the telescope in previously unimaginable immersive detail. Adoption of mobile devices, many of which easily support AR and VR, has expanded access to information for wide swaths of the public. From software like Worldwide Telescope to hardware like the HTC Vive, immersive environments are providing new avenues for learning. If we develop materials properly tailored to these media, we can reach more diverse audiences than ever before. STScI is piloting tools related to JWST to showcase at DPS, and in local events, which I highlight here.

  15. Space biology initiative program definition review. Trade study 5: Modification of existing hardware (COTS) versus new hardware build cost analysis

    NASA Technical Reports Server (NTRS)

    Jackson, L. Neal; Crenshaw, John, Sr.; Davidson, William L.; Blacknall, Carolyn; Bilodeau, James W.; Stoval, J. Michael; Sutton, Terry

    1989-01-01

    The JSC Life Sciences Project Division has been directly supporting NASA Headquarters, Life Sciences Division, in the preparation of data from JSC and ARC to assist in defining the Space Biology Initiative (SBI). GE Government Services and Horizon Aerospace have provided contract support for the development and integration of review data, reports, presentations, and detailed supporting data. An SBI Definition (Non-Advocate) Review at NASA Headquarters, Code B, has been scheduled for the June-July 1989 time period. In a previous NASA Headquarters review, NASA determined that additional supporting data would be beneficial to determine the potential advantages in modifying commercial off-the-shelf (COTS) hardware for some SBI hardware items. In order to meet the demands of program implementation planning with the definition review in late spring of 1989, the definition trade study analysis must be adjusted in scope and schedule to be complete for the SBI Definition (Non-Advocate) Review. The relative costs of modifying existing commercial off-the-shelf (COTS) hardware is compared to fabricating new hardware. An historical basis for new build versus modifying COTS to meet current NMI specifications for manned space flight hardware is surveyed and identified. Selected SBI hardware are identified as potential candidates for off-the-shelf modification and statistical estimates on the relative cost of modifying COTS versus new build are provided.

  16. System analysis of graphics processor architecture using virtual prototyping

    NASA Astrophysics Data System (ADS)

    Hancock, William R.; Groat, Jeff; Steeves, Todd; Spaanenburg, Henk; Shackleton, John

    1995-06-01

    Honeywell has been actively involved in the definition of the next generation display processors for military and commercial cockpits. A major concern is how to achieve super graphics workstation performance in avionics application. Most notable are requirements for low volume, low power, harsh environmental conditions, real-time performance and low cost. This paper describes the application of VHDL to the system analysis tasks associated with achieving these goals in a cost effective manner. The paper will describe the top level architecture identified to provide the graphical and video processing power needed to drive future high resolution display devices and to generate more natural panoramic 3D formats. The major discussion, however, will be on the use of VHDL to model the processing elements and customized pipelines needed to realize the architecture and for doing the complex system tradeoff studies necessary to achieve a cost effective implementation. New software tools have been developed to allow 'virtual' prototyping in the VHDL environment. This results in a hardware/software codesign using VHDL performance and functional models. This unique architectural tool allows simulation and tradeoffs within a standard and tightly integrated toolset, which eventually will be used to specify and design the entire system from the top level requirements and system performance to the lowest level individual ASICs. New processing elements, algorithms, and standard graphical inputs can be designed, tested and evaluated without the costly hardware prototyping using the innovative 'virtual' prototyping techniques which are evolving on this project. In addition, virtual prototyping of the display processor does not bind the preliminary design to point solutions as a physical prototype will. when the development schedule is known, one can extrapolate processing elements performance and design the system around the most current technology.

  17. Model for Predicting the Performance of Planetary Suit Hip Bearing Designs

    NASA Technical Reports Server (NTRS)

    Cowley, Matthew S.; Margerum, Sarah; Hharvill, Lauren; Rajulu, Sudhakar

    2012-01-01

    Designing a space suit is very complex and often requires difficult trade-offs between performance, cost, mass, and system complexity. During the development period of the suit numerous design iterations need to occur before the hardware meets human performance requirements. Using computer models early in the design phase of hardware development is advantageous, by allowing virtual prototyping to take place. A virtual design environment allows designers to think creatively, exhaust design possibilities, and study design impacts on suit and human performance. A model of the rigid components of the Mark III Technology Demonstrator Suit (planetary-type space suit) and a human manikin were created and tested in a virtual environment. The performance of the Mark III hip bearing model was first developed and evaluated virtually by comparing the differences in mobility performance between the nominal bearing configurations and modified bearing configurations. Suited human performance was then simulated with the model and compared to actual suited human performance data using the same bearing configurations. The Mark III hip bearing model was able to visually represent complex bearing rotations and the theoretical volumetric ranges of motion in three dimensions. The model was also able to predict suited human hip flexion and abduction maximums to within 10% of the actual suited human subject data, except for one modified bearing condition in hip flexion which was off by 24%. Differences between the model predictions and the human subject performance data were attributed to the lack of joint moment limits in the model, human subject fitting issues, and the limited suit experience of some of the subjects. The results demonstrate that modeling space suit rigid segments is a feasible design tool for evaluating and optimizing suited human performance. Keywords: space suit, design, modeling, performance

  18. Design and implementation of a reliable and cost-effective cloud computing infrastructure: the INFN Napoli experience

    NASA Astrophysics Data System (ADS)

    Capone, V.; Esposito, R.; Pardi, S.; Taurino, F.; Tortone, G.

    2012-12-01

    Over the last few years we have seen an increasing number of services and applications needed to manage and maintain cloud computing facilities. This is particularly true for computing in high energy physics, which often requires complex configurations and distributed infrastructures. In this scenario a cost effective rationalization and consolidation strategy is the key to success in terms of scalability and reliability. In this work we describe an IaaS (Infrastructure as a Service) cloud computing system, with high availability and redundancy features, which is currently in production at INFN-Naples and ATLAS Tier-2 data centre. The main goal we intended to achieve was a simplified method to manage our computing resources and deliver reliable user services, reusing existing hardware without incurring heavy costs. A combined usage of virtualization and clustering technologies allowed us to consolidate our services on a small number of physical machines, reducing electric power costs. As a result of our efforts we developed a complete solution for data and computing centres that can be easily replicated using commodity hardware. Our architecture consists of 2 main subsystems: a clustered storage solution, built on top of disk servers running GlusterFS file system, and a virtual machines execution environment. GlusterFS is a network file system able to perform parallel writes on multiple disk servers, providing this way live replication of data. High availability is also achieved via a network configuration using redundant switches and multiple paths between hypervisor hosts and disk servers. We also developed a set of management scripts to easily perform basic system administration tasks such as automatic deployment of new virtual machines, adaptive scheduling of virtual machines on hypervisor hosts, live migration and automated restart in case of hypervisor failures.

  19. A high-speed network for cardiac image review.

    PubMed

    Elion, J L; Petrocelli, R R

    1994-01-01

    A high-speed fiber-based network for the transmission and display of digitized full-motion cardiac images has been developed. Based on Asynchronous Transfer Mode (ATM), the network is scaleable, meaning that the same software and hardware is used for a small local area network or for a large multi-institutional network. The system can handle uncompressed digital angiographic images, considered to be at the "high-end" of the bandwidth requirements. Along with the networking, a general-purpose multi-modality review station has been implemented without specialized hardware. This station can store a full injection sequence in "loop RAM" in a 512 x 512 format, then interpolate to 1024 x 1024 while displaying at 30 frames per second. The network and review stations connect to a central file server that uses a virtual file system to make a large high-speed RAID storage disk and associated off-line storage tapes and cartridges all appear as a single large file system to the software. In addition to supporting archival storage and review, the system can also digitize live video using high-speed Direct Memory Access (DMA) from the frame grabber to present uncompressed data to the network. Fully functional prototypes have provided the proof of concept, with full deployment in the institution planned as the next stage.

  20. Polytopol computing for multi-core and distributed systems

    NASA Astrophysics Data System (ADS)

    Spaanenburg, Henk; Spaanenburg, Lambert; Ranefors, Johan

    2009-05-01

    Multi-core computing provides new challenges to software engineering. The paper addresses such issues in the general setting of polytopol computing, that takes multi-core problems in such widely differing areas as ambient intelligence sensor networks and cloud computing into account. It argues that the essence lies in a suitable allocation of free moving tasks. Where hardware is ubiquitous and pervasive, the network is virtualized into a connection of software snippets judiciously injected to such hardware that a system function looks as one again. The concept of polytopol computing provides a further formalization in terms of the partitioning of labor between collector and sensor nodes. Collectors provide functions such as a knowledge integrator, awareness collector, situation displayer/reporter, communicator of clues and an inquiry-interface provider. Sensors provide functions such as anomaly detection (only communicating singularities, not continuous observation), they are generally powered or self-powered, amorphous (not on a grid) with generation-and-attrition, field re-programmable, and sensor plug-and-play-able. Together the collector and the sensor are part of the skeleton injector mechanism, added to every node, and give the network the ability to organize itself into some of many topologies. Finally we will discuss a number of applications and indicate how a multi-core architecture supports the security aspects of the skeleton injector.

  1. A high-speed network for cardiac image review.

    PubMed Central

    Elion, J. L.; Petrocelli, R. R.

    1994-01-01

    A high-speed fiber-based network for the transmission and display of digitized full-motion cardiac images has been developed. Based on Asynchronous Transfer Mode (ATM), the network is scaleable, meaning that the same software and hardware is used for a small local area network or for a large multi-institutional network. The system can handle uncompressed digital angiographic images, considered to be at the "high-end" of the bandwidth requirements. Along with the networking, a general-purpose multi-modality review station has been implemented without specialized hardware. This station can store a full injection sequence in "loop RAM" in a 512 x 512 format, then interpolate to 1024 x 1024 while displaying at 30 frames per second. The network and review stations connect to a central file server that uses a virtual file system to make a large high-speed RAID storage disk and associated off-line storage tapes and cartridges all appear as a single large file system to the software. In addition to supporting archival storage and review, the system can also digitize live video using high-speed Direct Memory Access (DMA) from the frame grabber to present uncompressed data to the network. Fully functional prototypes have provided the proof of concept, with full deployment in the institution planned as the next stage. PMID:7949964

  2. Prototype architecture for a VLSI level zero processing system. [Space Station Freedom

    NASA Technical Reports Server (NTRS)

    Shi, Jianfei; Grebowsky, Gerald J.; Horner, Ward P.; Chesney, James R.

    1989-01-01

    The prototype architecture and implementation of a high-speed level zero processing (LZP) system are discussed. Due to the new processing algorithm and VLSI technology, the prototype LZP system features compact size, low cost, high processing throughput, and easy maintainability and increased reliability. Though extensive control functions have been done by hardware, the programmability of processing tasks makes it possible to adapt the system to different data formats and processing requirements. It is noted that the LZP system can handle up to 8 virtual channels and 24 sources with combined data volume of 15 Gbytes per orbit. For greater demands, multiple LZP systems can be configured in parallel, each called a processing channel and assigned a subset of virtual channels. The telemetry data stream will be steered into different processing channels in accordance with their virtual channel IDs. This super system can cope with a virtually unlimited number of virtual channels and sources. In the near future, it is expected that new disk farms with data rate exceeding 150 Mbps will be available from commercial vendors due to the advance in disk drive technology.

  3. Performance analysis of cooperative virtual MIMO systems for wireless sensor networks.

    PubMed

    Rafique, Zimran; Seet, Boon-Chong; Al-Anbuky, Adnan

    2013-05-28

    Multi-Input Multi-Output (MIMO) techniques can be used to increase the data rate for a given bit error rate (BER) and transmission power. Due to the small form factor, energy and processing constraints of wireless sensor nodes, a cooperative Virtual MIMO as opposed to True MIMO system architecture is considered more feasible for wireless sensor network (WSN) applications. Virtual MIMO with Vertical-Bell Labs Layered Space-Time (V-BLAST) multiplexing architecture has been recently established to enhance WSN performance. In this paper, we further investigate the impact of different modulation techniques, and analyze for the first time, the performance of a cooperative Virtual MIMO system based on V-BLAST architecture with multi-carrier modulation techniques. Through analytical models and simulations using real hardware and environment settings, both communication and processing energy consumptions, BER, spectral efficiency, and total time delay of multiple cooperative nodes each with single antenna are evaluated. The results show that cooperative Virtual-MIMO with Binary Phase Shift Keying-Wavelet based Orthogonal Frequency Division Multiplexing (BPSK-WOFDM) modulation is a promising solution for future high data-rate and energy-efficient WSNs.

  4. Performance Analysis of Cooperative Virtual MIMO Systems for Wireless Sensor Networks

    PubMed Central

    Rafique, Zimran; Seet, Boon-Chong; Al-Anbuky, Adnan

    2013-01-01

    Multi-Input Multi-Output (MIMO) techniques can be used to increase the data rate for a given bit error rate (BER) and transmission power. Due to the small form factor, energy and processing constraints of wireless sensor nodes, a cooperative Virtual MIMO as opposed to True MIMO system architecture is considered more feasible for wireless sensor network (WSN) applications. Virtual MIMO with Vertical-Bell Labs Layered Space-Time (V-BLAST) multiplexing architecture has been recently established to enhance WSN performance. In this paper, we further investigate the impact of different modulation techniques, and analyze for the first time, the performance of a cooperative Virtual MIMO system based on V-BLAST architecture with multi-carrier modulation techniques. Through analytical models and simulations using real hardware and environment settings, both communication and processing energy consumptions, BER, spectral efficiency, and total time delay of multiple cooperative nodes each with single antenna are evaluated. The results show that cooperative Virtual-MIMO with Binary Phase Shift Keying-Wavelet based Orthogonal Frequency Division Multiplexing (BPSK-WOFDM) modulation is a promising solution for future high data-rate and energy-efficient WSNs. PMID:23760087

  5. Santa Fé: building a virtual city to develop a family health game.

    PubMed

    Tubelo, Rodrigo; Dahmer, Alessandra; Pinheiro, Luciana; Pinto, Maria E

    2013-01-01

    The current tendency of education in health is the use of new technologies like Virtual Reality. The course of UNASUS-UFCSPA specialization in family health was developed for health professionals that work in primary health care (PHC); in order to reach all Brazilian territory. Moodle is a platform where virtual activities are posted and evaluated. Santa Fé is a virtual city created in the Sketch up Pro, which aims to fit in specific clinical cases that involve matters of medicine, nursing and dentistry. The Software eAdventure was the tool used for the development of a game, offering interaction to the student with the Virtual City and the clinical cases, in the perspective of learning utilizing an entertainment method and evaluating individual performance of the students. The building of the city in the Sketch up Pro was successful and at low cost. The eAdventure was an efficient and intuitive tool, therefore, there was not necessarily a huge specific knowledge of technology or hardware with high speed processing and also speedy broad band internet for its use.

  6. Application of advanced virtual reality and 3D computer assisted technologies in tele-3D-computer assisted surgery in rhinology.

    PubMed

    Klapan, Ivica; Vranjes, Zeljko; Prgomet, Drago; Lukinović, Juraj

    2008-03-01

    The real-time requirement means that the simulation should be able to follow the actions of the user that may be moving in the virtual environment. The computer system should also store in its memory a three-dimensional (3D) model of the virtual environment. In that case a real-time virtual reality system will update the 3D graphic visualization as the user moves, so that up-to-date visualization is always shown on the computer screen. Upon completion of the tele-operation, the surgeon compares the preoperative and postoperative images and models of the operative field, and studies video records of the procedure itself Using intraoperative records, animated images of the real tele-procedure performed can be designed. Virtual surgery offers the possibility of preoperative planning in rhinology. The intraoperative use of computer in real time requires development of appropriate hardware and software to connect medical instrumentarium with the computer and to operate the computer by thus connected instrumentarium and sophisticated multimedia interfaces.

  7. Virtual Manufacturing Techniques Designed and Applied to Manufacturing Activities in the Manufacturing Integration and Technology Branch

    NASA Technical Reports Server (NTRS)

    Shearrow, Charles A.

    1999-01-01

    One of the identified goals of EM3 is to implement virtual manufacturing by the time the year 2000 has ended. To realize this goal of a true virtual manufacturing enterprise the initial development of a machinability database and the infrastructure must be completed. This will consist of the containment of the existing EM-NET problems and developing machine, tooling, and common materials databases. To integrate the virtual manufacturing enterprise with normal day to day operations the development of a parallel virtual manufacturing machinability database, virtual manufacturing database, virtual manufacturing paradigm, implementation/integration procedure, and testable verification models must be constructed. Common and virtual machinability databases will include the four distinct areas of machine tools, available tooling, common machine tool loads, and a materials database. The machine tools database will include the machine envelope, special machine attachments, tooling capacity, location within NASA-JSC or with a contractor, and availability/scheduling. The tooling database will include available standard tooling, custom in-house tooling, tool properties, and availability. The common materials database will include materials thickness ranges, strengths, types, and their availability. The virtual manufacturing databases will consist of virtual machines and virtual tooling directly related to the common and machinability databases. The items to be completed are the design and construction of the machinability databases, virtual manufacturing paradigm for NASA-JSC, implementation timeline, VNC model of one bridge mill and troubleshoot existing software and hardware problems with EN4NET. The final step of this virtual manufacturing project will be to integrate other production sites into the databases bringing JSC's EM3 into a position of becoming a clearing house for NASA's digital manufacturing needs creating a true virtual manufacturing enterprise.

  8. Security Issues for Mobile Medical Imaging: A Primer.

    PubMed

    Choudhri, Asim F; Chatterjee, Arindam R; Javan, Ramin; Radvany, Martin G; Shih, George

    2015-10-01

    The end-user of mobile device apps in the practice of clinical radiology should be aware of security measures that prevent unauthorized use of the device, including passcode policies, methods for dealing with failed login attempts, network manager-controllable passcode enforcement, and passcode enforcement for the protection of the mobile device itself. Protection of patient data must be in place that complies with the Health Insurance Portability and Accountability Act and U.S. Federal Information Processing Standards. Device security measures for data protection include methods for locally stored data encryption, hardware encryption, and the ability to locally and remotely clear data from the device. As these devices transfer information over both local wireless networks and public cell phone networks, wireless network security protocols, including wired equivalent privacy and Wi-Fi protected access, are important components in the chain of security. Specific virtual private network protocols, Secure Sockets Layer and related protocols (especially in the setting of hypertext transfer protocols), native apps, virtual desktops, and nonmedical commercial off-the-shelf apps require consideration in the transmission of medical data over both private and public networks. Enterprise security and management of both personal and enterprise mobile devices are discussed. Finally, specific standards for hardware and software platform security, including prevention of hardware tampering, protection from malicious software, and application authentication methods, are vital components in establishing a secure platform for the use of mobile devices in the medical field. © RSNA, 2015.

  9. Real-time high speed generator system emulation with hardware-in-the-loop application

    NASA Astrophysics Data System (ADS)

    Stroupe, Nicholas

    The emerging emphasis and benefits of distributed generation on smaller scale networks has prompted much attention and focus to research in this field. Much of the research that has grown in distributed generation has also stimulated the development of simulation software and techniques. Testing and verification of these distributed power networks is a complex task and real hardware testing is often desired. This is where simulation methods such as hardware-in-the-loop become important in which an actual hardware unit can be interfaced with a software simulated environment to verify proper functionality. In this thesis, a simulation technique is taken one step further by utilizing a hardware-in-the-loop technique to emulate the output voltage of a generator system interfaced to a scaled hardware distributed power system for testing. The purpose of this thesis is to demonstrate a new method of testing a virtually simulated generation system supplying a scaled distributed power system in hardware. This task is performed by using the Non-Linear Loads Test Bed developed by the Energy Conversion and Integration Thrust at the Center for Advanced Power Systems. This test bed consists of a series of real hardware developed converters consistent with the Navy's All-Electric-Ship proposed power system to perform various tests on controls and stability under the expected non-linear load environment of the Navy weaponry. This test bed can also explore other distributed power system research topics and serves as a flexible hardware unit for a variety of tests. In this thesis, the test bed will be utilized to perform and validate this newly developed method of generator system emulation. In this thesis, the dynamics of a high speed permanent magnet generator directly coupled with a micro turbine are virtually simulated on an FPGA in real-time. The calculated output stator voltage will then serve as a reference for a controllable three phase inverter at the input of the test bed that will emulate and reproduce these voltages on real hardware. The output of the inverter is then connected with the rest of the test bed and can consist of a variety of distributed system topologies for many testing scenarios. The idea is that the distributed power system under test in hardware can also integrate real generator system dynamics without physically involving an actual generator system. The benefits of successful generator system emulation are vast and lead to much more detailed system studies without the draw backs of needing physical generator units. Some of these advantages are safety, reduced costs, and the ability of scaling while still preserving the appropriate system dynamics. This thesis will introduce the ideas behind generator emulation and explain the process and necessary steps to obtaining such an objective. It will also demonstrate real results and verification of numerical values in real-time. The final goal of this thesis is to introduce this new idea and show that it is in fact obtainable and can prove to be a highly useful tool in the simulation and verification of distributed power systems.

  10. Water system hardware and management rehabilitation: Qualitative evidence from Ghana, Kenya, and Zambia.

    PubMed

    Klug, Tori; Shields, Katherine F; Cronk, Ryan; Kelly, Emma; Behnke, Nikki; Lee, Kristen; Bartram, Jamie

    2017-05-01

    Sufficient, safe, continuously available drinking water is important for human health and development, yet one in three handpumps in sub-Saharan Africa are non-functional at any given time. Community management, coupled with access to external technical expertise and spare parts, is a widely promoted model for rural water supply management. However, there is limited evidence describing how community management can address common hardware and management failures of rural water systems in sub-Saharan Africa. We identified hardware and management rehabilitation pathways using qualitative data from 267 interviews and 57 focus group discussions in Ghana, Kenya, and Zambia. Study participants were water committee members, community members, and local leaders in 18 communities (six in each study country) with water systems managed by a water committee and supported by World Vision (WV), an international non-governmental organization (NGO). Government, WV or private sector employees engaged in supporting the water systems were also interviewed. Inductive analysis was used to allow for pathways to emerge from the data, based on the perspectives and experiences of study participants. Four hardware rehabilitation pathways were identified, based on the types of support used in rehabilitation. Types of support were differentiated as community or external. External support includes financial and/or technical support from government or WV employees. Community actor understanding of who to contact when a hardware breakdown occurs and easy access to technical experts were consistent reasons for rapid rehabilitation for all hardware rehabilitation pathways. Three management rehabilitation pathways were identified. All require the involvement of community leaders and were best carried out when the action was participatory. The rehabilitation pathways show how available resources can be leveraged to restore hardware breakdowns and management failures for rural water systems in sub-Saharan Africa. Governments, NGOs, and private sector actors can better build capacity of community actors by focusing on their role in rehabilitating hardware and management and to ensure that they are able to quickly contact external support actors when needed for rehabilitation. Using qualitative and participatory methods allows for insight into rapid rehabilitation of hardware and management. Copyright © 2017 Elsevier GmbH. All rights reserved.

  11. Modified ACES Portable Life Support Integration, Design, and Testing for Exploration Missions

    NASA Technical Reports Server (NTRS)

    Kelly, Cody

    2014-01-01

    NASA's next generation of exploration missions provide a unique challenge to designers of EVA life support equipment, especially in a fiscally-constrained environment. In order to take the next steps of manned space exploration, NASA is currently evaluating the use of the Modified ACES (MACES) suit in conjunction with the Advanced Portable Life Support System (PLSS) currently under development. This paper will detail the analysis and integration of the PLSS thermal and ventilation subsystems into the MACES pressure garment, design of prototype hardware, and hardware-in-the-loop testing during the spring 2014 timeframe. Prototype hardware was designed with a minimal impact philosophy in order to mitigate design constraints becoming levied on either the advanced PLSS or MACES subsystems. Among challenges faced by engineers were incorporation of life support thermal water systems into the pressure garment cavity, operational concept definition between vehicle/portable life support system hardware, and structural attachment mechanisms while still enabling maximum EVA efficiency from a crew member's perspective. Analysis was completed in late summer 2013 to 'bound' hardware development, with iterative analysis cycles throughout the hardware development process. The design effort will cumulate in the first ever manned integration of NASA's advanced PLSS system with a pressure garment originally intended primarily for use in a contingency survival scenario.

  12. Gender differences in relationships of actual and virtual social support to Internet addiction mediated through depressive symptoms among college students in Taiwan.

    PubMed

    Yeh, Yu-Chun; Ko, Huei-Chen; Wu, Jo Yung-Wei; Cheng, Chung-Ping

    2008-08-01

    This study examined gender differences in the relationships of actual and virtual social support to Internet addiction mediated through depressive symptoms among college students in Taiwan. Results revealed that in females, both actual and virtual social support directly predicted Internet addiction or were mediated through depressive symptoms. However, in males, while Internet addiction was predicted by virtual social support directly or indirectly mediated through depressive symptoms, the link of actual social support to Internet addiction was only mediated through depressive symptoms. Furthermore, in both genders, lower actual social support and higher virtual social support were associated with higher depressive symptoms.

  13. A class Hierarchical, object-oriented approach to virtual memory management

    NASA Technical Reports Server (NTRS)

    Russo, Vincent F.; Campbell, Roy H.; Johnston, Gary M.

    1989-01-01

    The Choices family of operating systems exploits class hierarchies and object-oriented programming to facilitate the construction of customized operating systems for shared memory and networked multiprocessors. The software is being used in the Tapestry laboratory to study the performance of algorithms, mechanisms, and policies for parallel systems. Described here are the architectural design and class hierarchy of the Choices virtual memory management system. The software and hardware mechanisms and policies of a virtual memory system implement a memory hierarchy that exploits the trade-off between response times and storage capacities. In Choices, the notion of a memory hierarchy is captured by abstract classes. Concrete subclasses of those abstractions implement a virtual address space, segmentation, paging, physical memory management, secondary storage, and remote (that is, networked) storage. Captured in the notion of a memory hierarchy are classes that represent memory objects. These classes provide a storage mechanism that contains encapsulated data and have methods to read or write the memory object. Each of these classes provides specializations to represent the memory hierarchy.

  14. Virtual reality treatment versus exposure in vivo: a comparative evaluation in acrophobia.

    PubMed

    Emmelkamp, P M G; Krijn, M; Hulsbosch, A M; de Vries, S; Schuemie, M J; van der Mast, C A P G

    2002-05-01

    The aim of the present study was to evaluate the effectiveness of low-budget virtual reality (VR) exposure versus exposure in vivo in a between-group design in 33 patients suffering from acrophobia. The virtual environments used in treatment were exactly copied from the real environments used in the exposure in vivo program. VR exposure was found to be as effective as exposure in vivo on anxiety and avoidance as measured with the Acrophobia Questionnaire (AQ), the Attitude Towards Heights Questionnaire (ATHQ) and the Behavioral Avoidance Test (BAT). Results were maintained up to six months follow-up. The present study shows that VR exposure can be effective with relatively cheap hardware and software on stand-alone computers currently on the market. Further studies into the effectiveness of VR exposure are recommended in other clinical groups as agoraphobics and social phobics and studies in which VR exposure is compared with more emerging virtual worlds as presented in CAVE-type systems.

  15. Communicating Wave Energy: An Active Learning Experience for Students

    ERIC Educational Resources Information Center

    Huynh, Trongnghia; Hou, Gene; Wang, Jin

    2016-01-01

    We have conducted an education project to communicate the wave energy concept to high school students. A virtual reality system that combines both hardware and software is developed in this project to simulate the buoy-wave interaction. This first-of-its-kind wave energy unit is portable and physics-based, allowing students to conduct a number of…

  16. The Dirt on E-Waste

    ERIC Educational Resources Information Center

    Schaffhauser, Dian

    2009-01-01

    Most smart technology leaders can name multiple efforts they have already taken or expect to pursue in their schools to "green up" IT operations, such as powering off idle computers and virtualizing the data center. One area that many of them may not be so savvy about, however, is hardware disposal: "What to do with the old stuff?" After all, it…

  17. Usage of Thin-Client/Server Architecture in Computer Aided Education

    ERIC Educational Resources Information Center

    Cimen, Caghan; Kavurucu, Yusuf; Aydin, Halit

    2014-01-01

    With the advances of technology, thin-client/server architecture has become popular in multi-user/single network environments. Thin-client is a user terminal in which the user can login to a domain and run programs by connecting to a remote server. Recent developments in network and hardware technologies (cloud computing, virtualization, etc.)…

  18. Online Learning Flight Control for Intelligent Flight Control Systems (IFCS)

    NASA Technical Reports Server (NTRS)

    Niewoehner, Kevin R.; Carter, John (Technical Monitor)

    2001-01-01

    The research accomplishments for the cooperative agreement 'Online Learning Flight Control for Intelligent Flight Control Systems (IFCS)' include the following: (1) previous IFC program data collection and analysis; (2) IFC program support site (configured IFC systems support network, configured Tornado/VxWorks OS development system, made Configuration and Documentation Management Systems Internet accessible); (3) Airborne Research Test Systems (ARTS) II Hardware (developed hardware requirements specification, developing environmental testing requirements, hardware design, and hardware design development); (4) ARTS II software development laboratory unit (procurement of lab style hardware, configured lab style hardware, and designed interface module equivalent to ARTS II faceplate); (5) program support documentation (developed software development plan, configuration management plan, and software verification and validation plan); (6) LWR algorithm analysis (performed timing and profiling on algorithm); (7) pre-trained neural network analysis; (8) Dynamic Cell Structures (DCS) Neural Network Analysis (performing timing and profiling on algorithm); and (9) conducted technical interchange and quarterly meetings to define IFC research goals.

  19. Space biology initiative program definition review. Trade study 4: Design modularity and commonality

    NASA Technical Reports Server (NTRS)

    Jackson, L. Neal; Crenshaw, John, Sr.; Davidson, William L.; Herbert, Frank J.; Bilodeau, James W.; Stoval, J. Michael; Sutton, Terry

    1989-01-01

    The relative cost impacts (up or down) of developing Space Biology hardware using design modularity and commonality is studied. Recommendations for how the hardware development should be accomplished to meet optimum design modularity requirements for Life Science investigation hardware will be provided. In addition, the relative cost impacts of implementing commonality of hardware for all Space Biology hardware are defined. Cost analysis and supporting recommendations for levels of modularity and commonality are presented. A mathematical or statistical cost analysis method with the capability to support development of production design modularity and commonality impacts to parametric cost analysis is provided.

  20. Architecture for the Next Generation System Management Tools

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Gallard, Jerome; Lebre, I Adrien; Morin, Christine

    2011-01-01

    To get more results or greater accuracy, computational scientists execute their applications on distributed computing platforms such as Clusters, Grids and Clouds. These platforms are different in terms of hardware and software resources as well as locality: some span across multiple sites and multiple administrative domains whereas others are limited to a single site/domain. As a consequence, in order to scale their applica- tions up the scientists have to manage technical details for each target platform. From our point of view, this complexity should be hidden from the scientists who, in most cases, would prefer to focus on their researchmore » rather than spending time dealing with platform configuration concerns. In this article, we advocate for a system management framework that aims to automatically setup the whole run-time environment according to the applications needs. The main difference with regards to usual approaches is that they generally only focus on the software layer whereas we address both the hardware and the software expecta- tions through a unique system. For each application, scientists describe their requirements through the definition of a Virtual Platform (VP) and a Virtual System Environment (VSE). Relying on the VP/VSE definitions, the framework is in charge of: (i) the configuration of the physical infrastructure to satisfy the VP requirements, (ii) the setup of the VP, and (iii) the customization of the execution environment (VSE) upon the former VP. We propose a new formalism that the system can rely upon to successfully perform each of these three steps without burdening the user with the specifics of the configuration for the physical resources, and system management tools. This formalism leverages Goldberg s theory for recursive virtual machines by introducing new concepts based on system virtualization (identity, partitioning, aggregation) and emulation (simple, abstraction). This enables the definition of complex VP/VSE configurations without making assumptions about the hardware and the software re- sources. For each requirement, the system executes the corresponding operation with the appropriate management tool. As a proof of concept, we implemented a first prototype that currently interacts with several system management tools (e.g., OSCAR, the Grid 5000 toolkit, and XtreemOS) and that can be easily extended to integrate new resource brokers or cloud systems such as Nimbus, OpenNebula or Eucalyptus for instance.« less

  1. [Porting Radiotherapy Software of Varian to Cloud Platform].

    PubMed

    Zou, Lian; Zhang, Weisha; Liu, Xiangxiang; Xie, Zhao; Xie, Yaoqin

    2017-09-30

    To develop a low-cost private cloud platform of radiotherapy software. First, a private cloud platform which was based on OpenStack and the virtual GPU hardware was builded. Then on the private cloud platform, all the Varian radiotherapy software modules were installed to the virtual machine, and the corresponding function configuration was completed. Finally the software on the cloud was able to be accessed by virtual desktop client. The function test results of the cloud workstation show that a cloud workstation is equivalent to an isolated physical workstation, and any clients on the LAN can use the cloud workstation smoothly. The cloud platform transplantation in this study is economical and practical. The project not only improves the utilization rates of radiotherapy software, but also makes it possible that the cloud computing technology can expand its applications to the field of radiation oncology.

  2. Hardware Testing and System Evaluation: Procedures to Evaluate Commodity Hardware for Production Clusters

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Goebel, J

    2004-02-27

    Without stable hardware any program will fail. The frustration and expense of supporting bad hardware can drain an organization, delay progress, and frustrate everyone involved. At Stanford Linear Accelerator Center (SLAC), we have created a testing method that helps our group, SLAC Computer Services (SCS), weed out potentially bad hardware and purchase the best hardware at the best possible cost. Commodity hardware changes often, so new evaluations happen periodically each time we purchase systems and minor re-evaluations happen for revised systems for our clusters, about twice a year. This general framework helps SCS perform correct, efficient evaluations. This article outlinesmore » SCS's computer testing methods and our system acceptance criteria. We expanded the basic ideas to other evaluations such as storage, and we think the methods outlined in this article has helped us choose hardware that is much more stable and supportable than our previous purchases. We have found that commodity hardware ranges in quality, so systematic method and tools for hardware evaluation were necessary. This article is based on one instance of a hardware purchase, but the guidelines apply to the general problem of purchasing commodity computer systems for production computational work.« less

  3. Now and Next-Generation Sequencing Techniques: Future of Sequence Analysis Using Cloud Computing

    PubMed Central

    Thakur, Radhe Shyam; Bandopadhyay, Rajib; Chaudhary, Bratati; Chatterjee, Sourav

    2012-01-01

    Advances in the field of sequencing techniques have resulted in the greatly accelerated production of huge sequence datasets. This presents immediate challenges in database maintenance at datacenters. It provides additional computational challenges in data mining and sequence analysis. Together these represent a significant overburden on traditional stand-alone computer resources, and to reach effective conclusions quickly and efficiently, the virtualization of the resources and computation on a pay-as-you-go concept (together termed “cloud computing”) has recently appeared. The collective resources of the datacenter, including both hardware and software, can be available publicly, being then termed a public cloud, the resources being provided in a virtual mode to the clients who pay according to the resources they employ. Examples of public companies providing these resources include Amazon, Google, and Joyent. The computational workload is shifted to the provider, which also implements required hardware and software upgrades over time. A virtual environment is created in the cloud corresponding to the computational and data storage needs of the user via the internet. The task is then performed, the results transmitted to the user, and the environment finally deleted after all tasks are completed. In this discussion, we focus on the basics of cloud computing, and go on to analyze the prerequisites and overall working of clouds. Finally, the applications of cloud computing in biological systems, particularly in comparative genomics, genome informatics, and SNP detection are discussed with reference to traditional workflows. PMID:23248640

  4. Now and next-generation sequencing techniques: future of sequence analysis using cloud computing.

    PubMed

    Thakur, Radhe Shyam; Bandopadhyay, Rajib; Chaudhary, Bratati; Chatterjee, Sourav

    2012-01-01

    Advances in the field of sequencing techniques have resulted in the greatly accelerated production of huge sequence datasets. This presents immediate challenges in database maintenance at datacenters. It provides additional computational challenges in data mining and sequence analysis. Together these represent a significant overburden on traditional stand-alone computer resources, and to reach effective conclusions quickly and efficiently, the virtualization of the resources and computation on a pay-as-you-go concept (together termed "cloud computing") has recently appeared. The collective resources of the datacenter, including both hardware and software, can be available publicly, being then termed a public cloud, the resources being provided in a virtual mode to the clients who pay according to the resources they employ. Examples of public companies providing these resources include Amazon, Google, and Joyent. The computational workload is shifted to the provider, which also implements required hardware and software upgrades over time. A virtual environment is created in the cloud corresponding to the computational and data storage needs of the user via the internet. The task is then performed, the results transmitted to the user, and the environment finally deleted after all tasks are completed. In this discussion, we focus on the basics of cloud computing, and go on to analyze the prerequisites and overall working of clouds. Finally, the applications of cloud computing in biological systems, particularly in comparative genomics, genome informatics, and SNP detection are discussed with reference to traditional workflows.

  5. Use of containerisation as an alternative to full virtualisation in grid environments.

    NASA Astrophysics Data System (ADS)

    Long, Robin

    2015-12-01

    Virtualisation is a key tool on the grid. It can be used to provide varying work environments or as part of a cloud infrastructure. Virtualisation itself carries certain overheads that decrease the performance of the system through requiring extra resources to virtualise the software and hardware stack, and CPU-cycles wasted instantiating or destroying virtual machines for each job. With the rise and improvements in containerisation, where only the software stack is kept separate and no hardware or kernel virtualisation is used, there is scope for speed improvements and efficiency increases over standard virtualisation. We compare containerisation and virtualisation, including a comparison against bare-metal machines as a benchmark.

  6. Social Protocols for Agile Virtual Teams

    NASA Astrophysics Data System (ADS)

    Picard, Willy

    Despite many works on collaborative networked organizations (CNOs), CSCW, groupware, workflow systems and social networks, computer support for virtual teams is still insufficient, especially support for agility, i.e. the capability of virtual team members to rapidly and cost efficiently adapt the way they interact to changes. In this paper, requirements for computer support for agile virtual teams are presented. Next, an extension of the concept of social protocol is proposed as a novel model supporting agile interactions within virtual teams. The extended concept of social protocol consists of an extended social network and a workflow model.

  7. Virtual Character Animation Based on Affordable Motion Capture and Reconfigurable Tangible Interfaces.

    PubMed

    Lamberti, Fabrizio; Paravati, Gianluca; Gatteschi, Valentina; Cannavo, Alberto; Montuschi, Paolo

    2018-05-01

    Software for computer animation is generally characterized by a steep learning curve, due to the entanglement of both sophisticated techniques and interaction methods required to control 3D geometries. This paper proposes a tool designed to support computer animation production processes by leveraging the affordances offered by articulated tangible user interfaces and motion capture retargeting solutions. To this aim, orientations of an instrumented prop are recorded together with animator's motion in the 3D space and used to quickly pose characters in the virtual environment. High-level functionalities of the animation software are made accessible via a speech interface, thus letting the user control the animation pipeline via voice commands while focusing on his or her hands and body motion. The proposed solution exploits both off-the-shelf hardware components (like the Lego Mindstorms EV3 bricks and the Microsoft Kinect, used for building the tangible device and tracking animator's skeleton) and free open-source software (like the Blender animation tool), thus representing an interesting solution also for beginners approaching the world of digital animation for the first time. Experimental results in different usage scenarios show the benefits offered by the designed interaction strategy with respect to a mouse & keyboard-based interface both for expert and non-expert users.

  8. Communication Architecture in Mixed-Reality Simulations of Unmanned Systems

    PubMed Central

    2018-01-01

    Verification of the correct functionality of multi-vehicle systems in high-fidelity scenarios is required before any deployment of such a complex system, e.g., in missions of remote sensing or in mobile sensor networks. Mixed-reality simulations where both virtual and physical entities can coexist and interact have been shown to be beneficial for development, testing, and verification of such systems. This paper deals with the problems of designing a certain communication subsystem for such highly desirable realistic simulations. Requirements of this communication subsystem, including proper addressing, transparent routing, visibility modeling, or message management, are specified prior to designing an appropriate solution. Then, a suitable architecture of this communication subsystem is proposed together with solutions to the challenges that arise when simultaneous virtual and physical message transmissions occur. The proposed architecture can be utilized as a high-fidelity network simulator for vehicular systems with implicit mobility models that are given by real trajectories of the vehicles. The architecture has been utilized within multiple projects dealing with the development and practical deployment of multi-UAV systems, which support the architecture’s viability and advantages. The provided experimental results show the achieved similarity of the communication characteristics of the fully deployed hardware setup to the setup utilizing the proposed mixed-reality architecture. PMID:29538290

  9. Communication Architecture in Mixed-Reality Simulations of Unmanned Systems.

    PubMed

    Selecký, Martin; Faigl, Jan; Rollo, Milan

    2018-03-14

    Verification of the correct functionality of multi-vehicle systems in high-fidelity scenarios is required before any deployment of such a complex system, e.g., in missions of remote sensing or in mobile sensor networks. Mixed-reality simulations where both virtual and physical entities can coexist and interact have been shown to be beneficial for development, testing, and verification of such systems. This paper deals with the problems of designing a certain communication subsystem for such highly desirable realistic simulations. Requirements of this communication subsystem, including proper addressing, transparent routing, visibility modeling, or message management, are specified prior to designing an appropriate solution. Then, a suitable architecture of this communication subsystem is proposed together with solutions to the challenges that arise when simultaneous virtual and physical message transmissions occur. The proposed architecture can be utilized as a high-fidelity network simulator for vehicular systems with implicit mobility models that are given by real trajectories of the vehicles. The architecture has been utilized within multiple projects dealing with the development and practical deployment of multi-UAV systems, which support the architecture's viability and advantages. The provided experimental results show the achieved similarity of the communication characteristics of the fully deployed hardware setup to the setup utilizing the proposed mixed-reality architecture.

  10. CEDS Addresses: Virtual and Blended Learning

    ERIC Educational Resources Information Center

    US Department of Education, 2015

    2015-01-01

    The Common Education Data Standards (CEDS) common data vocabulary supports the collection and use of information about virtual and blended learning. The data element "Virtual Indicator", introduced in version 3 of CEDS, supports a range of virtual learning-related use cases. The Virtual Indicator element may be related to a Course…

  11. Software platform virtualization in chemistry research and university teaching

    PubMed Central

    2009-01-01

    Background Modern chemistry laboratories operate with a wide range of software applications under different operating systems, such as Windows, LINUX or Mac OS X. Instead of installing software on different computers it is possible to install those applications on a single computer using Virtual Machine software. Software platform virtualization allows a single guest operating system to execute multiple other operating systems on the same computer. We apply and discuss the use of virtual machines in chemistry research and teaching laboratories. Results Virtual machines are commonly used for cheminformatics software development and testing. Benchmarking multiple chemistry software packages we have confirmed that the computational speed penalty for using virtual machines is low and around 5% to 10%. Software virtualization in a teaching environment allows faster deployment and easy use of commercial and open source software in hands-on computer teaching labs. Conclusion Software virtualization in chemistry, mass spectrometry and cheminformatics is needed for software testing and development of software for different operating systems. In order to obtain maximum performance the virtualization software should be multi-core enabled and allow the use of multiprocessor configurations in the virtual machine environment. Server consolidation, by running multiple tasks and operating systems on a single physical machine, can lead to lower maintenance and hardware costs especially in small research labs. The use of virtual machines can prevent software virus infections and security breaches when used as a sandbox system for internet access and software testing. Complex software setups can be created with virtual machines and are easily deployed later to multiple computers for hands-on teaching classes. We discuss the popularity of bioinformatics compared to cheminformatics as well as the missing cheminformatics education at universities worldwide. PMID:20150997

  12. Software platform virtualization in chemistry research and university teaching.

    PubMed

    Kind, Tobias; Leamy, Tim; Leary, Julie A; Fiehn, Oliver

    2009-11-16

    Modern chemistry laboratories operate with a wide range of software applications under different operating systems, such as Windows, LINUX or Mac OS X. Instead of installing software on different computers it is possible to install those applications on a single computer using Virtual Machine software. Software platform virtualization allows a single guest operating system to execute multiple other operating systems on the same computer. We apply and discuss the use of virtual machines in chemistry research and teaching laboratories. Virtual machines are commonly used for cheminformatics software development and testing. Benchmarking multiple chemistry software packages we have confirmed that the computational speed penalty for using virtual machines is low and around 5% to 10%. Software virtualization in a teaching environment allows faster deployment and easy use of commercial and open source software in hands-on computer teaching labs. Software virtualization in chemistry, mass spectrometry and cheminformatics is needed for software testing and development of software for different operating systems. In order to obtain maximum performance the virtualization software should be multi-core enabled and allow the use of multiprocessor configurations in the virtual machine environment. Server consolidation, by running multiple tasks and operating systems on a single physical machine, can lead to lower maintenance and hardware costs especially in small research labs. The use of virtual machines can prevent software virus infections and security breaches when used as a sandbox system for internet access and software testing. Complex software setups can be created with virtual machines and are easily deployed later to multiple computers for hands-on teaching classes. We discuss the popularity of bioinformatics compared to cheminformatics as well as the missing cheminformatics education at universities worldwide.

  13. Detailed requirements document for Stowage List and Hardware Tracking System (SLAHTS). [computer based information management system in support of space shuttle orbiter stowage configuration

    NASA Technical Reports Server (NTRS)

    Keltner, D. J.

    1975-01-01

    The stowage list and hardware tracking system, a computer based information management system, used in support of the space shuttle orbiter stowage configuration and the Johnson Space Center hardware tracking is described. The input, processing, and output requirements that serve as a baseline for system development are defined.

  14. Healthcare Virtual Support Communities: Pillars of Support and Companionship

    ERIC Educational Resources Information Center

    Huang, Kuang-Yuan

    2013-01-01

    The two studies in this dissertation identify and address two related research gaps in literature on healthcare virtual support communities. Study one suggested that the exclusive emphasis on social support behavior and its impacts on individual well-being in virtual support communities has led to the neglect of another type of social interaction…

  15. Multimedia telehomecare system using standard TV set.

    PubMed

    Guillén, S; Arredondo, M T; Traver, V; García, J M; Fernández, C

    2002-12-01

    Nowadays, there are a very large number of patients that need specific health support at home. The deployment of broadband communication networks is making feasible the provision of home care services with a proper quality of service. This paper presents a telehomecare multimedia platform that runs over integrated services digital network and internet protocol using videoconferencing standards H.320 and H.323, and standard TV set for patient interaction. This platform allows online remote monitoring: ECG, heart sound, blood pressure. Usability, affordability, and interoperability were considered for the design and development of its hardware and software components. A first evaluation of technical and usability aspects were carried forward with 52 patients of a private clinic and 10 students in the University. Results show a high rate (mean = 4.33, standard deviation--SD = 1.63 in a five-points Likert scale) in the global perception of users on the quality of images, voice, and feeling of virtual presence.

  16. LabVIEW Interface for PCI-SpaceWire Interface Card

    NASA Technical Reports Server (NTRS)

    Lux, James; Loya, Frank; Bachmann, Alex

    2005-01-01

    This software provides a LabView interface to the NT drivers for the PCISpaceWire card, which is a peripheral component interface (PCI) bus interface that conforms to the IEEE-1355/ SpaceWire standard. As SpaceWire grows in popularity, the ability to use SpaceWire links within LabVIEW will be important to electronic ground support equipment vendors. In addition, there is a need for a high-level LabVIEW interface to the low-level device- driver software supplied with the card. The LabVIEW virtual instrument (VI) provides graphical interfaces to support all (1) SpaceWire link functions, including message handling and routing; (2) monitoring as a passive tap using specialized hardware; and (3) low-level access to satellite mission-control subsystem functions. The software is supplied in a zip file that contains LabVIEW VI files, which provide various functions of the PCI-SpaceWire card, as well as higher-link-level functions. The VIs are suitably named according to the matching function names in the driver manual. A number of test programs also are provided to exercise various functions.

  17. Signal and image processing algorithm performance in a virtual and elastic computing environment

    NASA Astrophysics Data System (ADS)

    Bennett, Kelly W.; Robertson, James

    2013-05-01

    The U.S. Army Research Laboratory (ARL) supports the development of classification, detection, tracking, and localization algorithms using multiple sensing modalities including acoustic, seismic, E-field, magnetic field, PIR, and visual and IR imaging. Multimodal sensors collect large amounts of data in support of algorithm development. The resulting large amount of data, and their associated high-performance computing needs, increases and challenges existing computing infrastructures. Purchasing computer power as a commodity using a Cloud service offers low-cost, pay-as-you-go pricing models, scalability, and elasticity that may provide solutions to develop and optimize algorithms without having to procure additional hardware and resources. This paper provides a detailed look at using a commercial cloud service provider, such as Amazon Web Services (AWS), to develop and deploy simple signal and image processing algorithms in a cloud and run the algorithms on a large set of data archived in the ARL Multimodal Signatures Database (MMSDB). Analytical results will provide performance comparisons with existing infrastructure. A discussion on using cloud computing with government data will discuss best security practices that exist within cloud services, such as AWS.

  18. Formal verification of an MMU and MMU cache

    NASA Technical Reports Server (NTRS)

    Schubert, E. T.

    1991-01-01

    We describe the formal verification of a hardware subsystem consisting of a memory management unit and a cache. These devices are verified independently and then shown to interact correctly when composed. The MMU authorizes memory requests and translates virtual addresses to real addresses. The cache improves performance by maintaining a LRU (least recently used) list from the memory resident segment table.

  19. A Stochastic Spiking Neural Network for Virtual Screening.

    PubMed

    Morro, A; Canals, V; Oliver, A; Alomar, M L; Galan-Prado, F; Ballester, P J; Rossello, J L

    2018-04-01

    Virtual screening (VS) has become a key computational tool in early drug design and screening performance is of high relevance due to the large volume of data that must be processed to identify molecules with the sought activity-related pattern. At the same time, the hardware implementations of spiking neural networks (SNNs) arise as an emerging computing technique that can be applied to parallelize processes that normally present a high cost in terms of computing time and power. Consequently, SNN represents an attractive alternative to perform time-consuming processing tasks, such as VS. In this brief, we present a smart stochastic spiking neural architecture that implements the ultrafast shape recognition (USR) algorithm achieving two order of magnitude of speed improvement with respect to USR software implementations. The neural system is implemented in hardware using field-programmable gate arrays allowing a highly parallelized USR implementation. The results show that, due to the high parallelization of the system, millions of compounds can be checked in reasonable times. From these results, we can state that the proposed architecture arises as a feasible methodology to efficiently enhance time-consuming data-mining processes such as 3-D molecular similarity search.

  20. Examining the architecture of cellular computing through a comparative study with a computer

    PubMed Central

    Wang, Degeng; Gribskov, Michael

    2005-01-01

    The computer and the cell both use information embedded in simple coding, the binary software code and the quadruple genomic code, respectively, to support system operations. A comparative examination of their system architecture as well as their information storage and utilization schemes is performed. On top of the code, both systems display a modular, multi-layered architecture, which, in the case of a computer, arises from human engineering efforts through a combination of hardware implementation and software abstraction. Using the computer as a reference system, a simplistic mapping of the architectural components between the two is easily detected. This comparison also reveals that a cell abolishes the software–hardware barrier through genomic encoding for the constituents of the biochemical network, a cell's ‘hardware’ equivalent to the computer central processing unit (CPU). The information loading (gene expression) process acts as a major determinant of the encoded constituent's abundance, which, in turn, often determines the ‘bandwidth’ of a biochemical pathway. Cellular processes are implemented in biochemical pathways in parallel manners. In a computer, on the other hand, the software provides only instructions and data for the CPU. A process represents just sequentially ordered actions by the CPU and only virtual parallelism can be implemented through CPU time-sharing. Whereas process management in a computer may simply mean job scheduling, coordinating pathway bandwidth through the gene expression machinery represents a major process management scheme in a cell. In summary, a cell can be viewed as a super-parallel computer, which computes through controlled hardware composition. While we have, at best, a very fragmented understanding of cellular operation, we have a thorough understanding of the computer throughout the engineering process. The potential utilization of this knowledge to the benefit of systems biology is discussed. PMID:16849179

  1. Performance verification of network function virtualization in software defined optical transport networks

    NASA Astrophysics Data System (ADS)

    Zhao, Yongli; Hu, Liyazhou; Wang, Wei; Li, Yajie; Zhang, Jie

    2017-01-01

    With the continuous opening of resource acquisition and application, there are a large variety of network hardware appliances deployed as the communication infrastructure. To lunch a new network application always implies to replace the obsolete devices and needs the related space and power to accommodate it, which will increase the energy and capital investment. Network function virtualization1 (NFV) aims to address these problems by consolidating many network equipment onto industry standard elements such as servers, switches and storage. Many types of IT resources have been deployed to run Virtual Network Functions (vNFs), such as virtual switches and routers. Then how to deploy NFV in optical transport networks is a of great importance problem. This paper focuses on this problem, and gives an implementation architecture of NFV-enabled optical transport networks based on Software Defined Optical Networking (SDON) with the procedure of vNFs call and return. Especially, an implementation solution of NFV-enabled optical transport node is designed, and a parallel processing method for NFV-enabled OTN nodes is proposed. To verify the performance of NFV-enabled SDON, the protocol interaction procedures of control function virtualization and node function virtualization are demonstrated on SDON testbed. Finally, the benefits and challenges of the parallel processing method for NFV-enabled OTN nodes are simulated and analyzed.

  2. The RoboCup Mixed Reality League - A Case Study

    NASA Astrophysics Data System (ADS)

    Gerndt, Reinhard; Bohnen, Matthias; da Silva Guerra, Rodrigo; Asada, Minoru

    In typical mixed reality systems there is only a one-way interaction from real to virtual. A human user or the physics of a real object may influence the behavior of virtual objects, but real objects usually cannot be influenced by the virtual world. By introducing real robots into the mixed reality system, we allow a true two-way interaction between virtual and real worlds. Our system has been used since 2007 to implement the RoboCup mixed reality soccer games and other applications for research and edutainment. Our framework system is freely programmable to generate any virtual environment, which may then be further supplemented with virtual and real objects. The system allows for control of any real object based on differential drive robots. The robots may be adapted for different applications, e.g., with markers for identification or with covers to change shape and appearance. They may also be “equipped” with virtual tools. In this chapter we present the hardware and software architecture of our system and some applications. The authors believe this can be seen as a first implementation of Ivan Sutherland’s 1965 idea of the ultimate display: “The ultimate display would, of course, be a room within which the computer can control the existence of matter …” (Sutherland, 1965, Proceedings of IFIPS Congress 2:506-508).

  3. VIRTUAL REALITY HYPNOSIS FOR PAIN ASSOCIATED WITH RECOVERY FROM PHYSICAL TRAUMA1,2

    PubMed Central

    Patterson, David R.; Jensen, Mark P.; Wiechman, Shelley A.; Sharar, Sam R.

    2010-01-01

    Pain following traumatic injuries is common, can impair injury recovery and is often inadequately treated. In particular, the role of adjunctive nonpharmacologic analgesic techniques is unclear. The authors report a randomized, controlled study of 21 hospitalized trauma patients to assess the analgesic efficacy of virtual reality hypnosis (VRH)—hypnotic induction and analgesic suggestion delivered by customized virtual reality (VR) hardware/software. Subjective pain ratings were obtained immediately and 8 hours after VRH (used as an adjunct to standard analgesic care) and compared to both adjunctive VR without hypnosis and standard care alone. VRH patients reported less pain intensity and less pain unpleasantness compared to control groups. These preliminary findings suggest that VRH analgesia is a novel technology worthy of further study, both to improve pain management and to increase availability of hypnotic analgesia to populations without access to therapist-provided hypnosis and suggestion. PMID:20509069

  4. Cloud Computing with iPlant Atmosphere.

    PubMed

    McKay, Sheldon J; Skidmore, Edwin J; LaRose, Christopher J; Mercer, Andre W; Noutsos, Christos

    2013-10-15

    Cloud Computing refers to distributed computing platforms that use virtualization software to provide easy access to physical computing infrastructure and data storage, typically administered through a Web interface. Cloud-based computing provides access to powerful servers, with specific software and virtual hardware configurations, while eliminating the initial capital cost of expensive computers and reducing the ongoing operating costs of system administration, maintenance contracts, power consumption, and cooling. This eliminates a significant barrier to entry into bioinformatics and high-performance computing for many researchers. This is especially true of free or modestly priced cloud computing services. The iPlant Collaborative offers a free cloud computing service, Atmosphere, which allows users to easily create and use instances on virtual servers preconfigured for their analytical needs. Atmosphere is a self-service, on-demand platform for scientific computing. This unit demonstrates how to set up, access and use cloud computing in Atmosphere. Copyright © 2013 John Wiley & Sons, Inc.

  5. Estimation of Image Sensor Fill Factor Using a Single Arbitrary Image

    PubMed Central

    Wen, Wei; Khatibi, Siamak

    2017-01-01

    Achieving a high fill factor is a bottleneck problem for capturing high-quality images. There are hardware and software solutions to overcome this problem. In the solutions, the fill factor is known. However, this is an industrial secrecy by most image sensor manufacturers due to its direct effect on the assessment of the sensor quality. In this paper, we propose a method to estimate the fill factor of a camera sensor from an arbitrary single image. The virtual response function of the imaging process and sensor irradiance are estimated from the generation of virtual images. Then the global intensity values of the virtual images are obtained, which are the result of fusing the virtual images into a single, high dynamic range radiance map. A non-linear function is inferred from the original and global intensity values of the virtual images. The fill factor is estimated by the conditional minimum of the inferred function. The method is verified using images of two datasets. The results show that our method estimates the fill factor correctly with significant stability and accuracy from one single arbitrary image according to the low standard deviation of the estimated fill factors from each of images and for each camera. PMID:28335459

  6. The creation of virtual teeth with and without tooth pathology for a virtual learning environment in dental education.

    PubMed

    de Boer, I R; Wesselink, P R; Vervoorn, J M

    2013-11-01

    To describe the development and opportunities for implementation of virtual teeth with and without pathology for use in a virtual learning environment in dental education. The creation of virtual teeth begins by scanning a tooth with a cone beam CT. The resulting scan consists of multiple two-dimensional grey-scale images. The specially designed software program ColorMapEditor connects these two-dimensional images to create a three-dimensional tooth. With this software, any aspect of the tooth can be modified, including its colour, volume, shape and density, resulting in the creation of virtual teeth of any type. This article provides examples of realistic virtual teeth with and without pathology that can be used for dental education. ColorMapEditor offers infinite possibilities to adjust and add options for the optimisation of virtual teeth. Virtual teeth have unlimited availability for dental students, allowing them to practise as often as required. Virtual teeth can be made and adjusted to any shape with any type of pathology. Further developments in software and hardware technology are necessary to refine the ability to colour and shape the interior of the pulp chamber and surface of the tooth to enable not only treatment but also diagnostics and thus create a greater degree of realism. The creation and use of virtual teeth in dental education appears to be feasible but is still in development; it offers many opportunities for the creation of teeth with various pathologies, although an evaluation of its use in dental education is still required. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  7. Intelligent pump test system based on virtual instrument

    NASA Astrophysics Data System (ADS)

    Ma, Jungong; Wang, Shifu; Wang, Zhanlin

    2003-09-01

    The intelligent pump system is the key component of the aircraft hydraulic system that can solve the problem, such as the temperature sharply increasing. As the performance of the intelligent pump directly determines that of the aircraft hydraulic system and seriously affects fly security and reliability. So it is important to test all kinds of performance parameters of intelligent pump during design and development, while the advanced, reliable and complete test equipments are the necessary instruments for achieving the goal. In this paper, the application of virtual instrument and computer network technology in aircraft intelligent pump test is presented. The composition of the hardware, software, hydraulic circuit in this system are designed and implemented.

  8. General-Purpose Front End for Real-Time Data Processing

    NASA Technical Reports Server (NTRS)

    James, Mark

    2007-01-01

    FRONTIER is a computer program that functions as a front end for any of a variety of other software of both the artificial intelligence (AI) and conventional data-processing types. As used here, front end signifies interface software needed for acquiring and preprocessing data and making the data available for analysis by the other software. FRONTIER is reusable in that it can be rapidly tailored to any such other software with minimum effort. Each component of FRONTIER is programmable and is executed in an embedded virtual machine. Each component can be reconfigured during execution. The virtual-machine implementation making FRONTIER independent of the type of computing hardware on which it is executed.

  9. Overview of Human-Centric Space Situational Awareness (SSA) Science and Technology (S&T)

    NASA Astrophysics Data System (ADS)

    Ianni, J.; Aleva, D.; Ellis, S.

    2012-09-01

    A number of organizations, within the government, industry, and academia, are researching ways to help humans understand and react to events in space. The problem is both helped and complicated by the fact that there are numerous data sources that need to be planned (i.e., tasked), collected, processed, analyzed, and disseminated. A large part of the research is in support of the Joint Space Operational Center (JSpOC), National Air and Space Intelligence Center (NASIC), and similar organizations. Much recent research has been specifically targeting the JSpOC Mission System (JMS) which has provided a unifying software architecture. This paper will first outline areas of science and technology (S&T) related to human-centric space situational awareness (SSA) and space command and control (C2) including: 1. Object visualization - especially data fused from disparate sources. Also satellite catalog visualizations that convey the physical relationships between space objects. 2. Data visualization - improve data trend analysis as in visual analytics and interactive visualization; e.g., satellite anomaly trends over time, space weather visualization, dynamic visualizations 3. Workflow support - human-computer interfaces that encapsulate multiple computer services (i.e., algorithms, programs, applications) into a 4. Command and control - e.g., tools that support course of action (COA) development and selection, tasking for satellites and sensors, etc. 5. Collaboration - improve individuals or teams ability to work with others; e.g., video teleconferencing, shared virtual spaces, file sharing, virtual white-boards, chat, and knowledge search. 6. Hardware/facilities - e.g., optimal layouts for operations centers, ergonomic workstations, immersive displays, interaction technologies, and mobile computing. Secondly we will provide a survey of organizations working these areas and suggest where more attention may be needed. Although no detailed master plan exists for human-centric SSA and C2, we see little redundancy among the groups supporting SSA human factors at this point.

  10. Thoracic, Lumbar, and Sacral Pedicle Screw Placement Using Stryker-Ziehm Virtual Screw Technology and Navigated Stryker Cordless Driver 3: Technical Note.

    PubMed

    Satarasinghe, Praveen; Hamilton, Kojo D; Tarver, Michael J; Buchanan, Robert J; Koltz, Michael T

    2018-04-17

    Utilization of pedicle screws (PS) for spine stabilization is common in spinal surgery. With reliance on visual inspection of anatomical landmarks prior to screw placement, the free-hand technique requires a high level of surgeon skill and precision. Three-dimensional (3D), computer-assisted virtual neuronavigation improves the precision of PS placement and minimization steps. Twenty-three patients with degenerative, traumatic, or neoplastic pathologies received treatment via a novel three-step PS technique that utilizes a navigated power driver in combination with virtual screw technology. (1) Following visualization of neuroanatomy using intraoperative CT, a navigated 3-mm match stick drill bit was inserted at an anatomical entry point with a screen projection showing a virtual screw. (2) A Navigated Stryker Cordless Driver with an appropriate tap was used to access the vertebral body through a pedicle with a screen projection again showing a virtual screw. (3) A Navigated Stryker Cordless Driver with an actual screw was used with a screen projection showing the same virtual screw. One hundred and forty-four consecutive screws were inserted using this three-step, navigated driver, virtual screw technique. Only 1 screw needed intraoperative revision after insertion using the three-step, navigated driver, virtual PS technique. This amounts to a 0.69% revision rate. One hundred percent of patients had intraoperative CT reconstructed images taken to confirm hardware placement. Pedicle screw placement utilizing the Stryker-Ziehm neuronavigation virtual screw technology with a three step, navigated power drill technique is safe and effective.

  11. Environmental Control and Life Support Integration Strategy for 6-Crew Operations Stephanie Duchesne

    NASA Technical Reports Server (NTRS)

    Duchesne, Stephanie M.

    2009-01-01

    The International Space Station (ISS) crew compliment has increased in size from 3 to 6 crew members . In order to support this increase in crew on ISS, the United States on-orbit Segment (USOS) has been outfitted with a suite of regenerative Environmental Control and Life Support (ECLS) hardware including an Oxygen Generation System(OGS), Waste and Hygiene Compartment (WHC), and a Water Recovery System (WRS). The WRS includes the Urine Processor Assembly (UPA) and the Water Processor Assembly (WPA). With this additional life support hardware, the ISS has achieved full redundancy in its on-orbit life support system between the USOS and Russian Segment (RS). The additional redundancy created by the Regenerative ECLS hardware creates the opportunity for independent support capabilities between segments, and for the first time since the start of ISS, the necessity to revise Life Support strategy agreements. Independent operating strategies coupled with the loss of the Space Shuttle supply and return capabilities in 2010 offer new and unique challenges. This paper will discuss the evolution of the ISS Life Support hardware strategy in support of 6-Crew on ISS, as well as the continued work that is necessary to ensure the support of crew and ISS Program objectives through the life of station.

  12. Environmental Control and Life Support Integration Strategy for 6-Crew Operations

    NASA Technical Reports Server (NTRS)

    Duchesne, Stephanie M.; Tressler, Chad H.

    2010-01-01

    The International Space Station (ISS) crew complement has increased in size from 3 to 6 crew members. In order to support this increase in crew on ISS, the United States on-orbit Segment (USOS) has been outfitted with a suite of regenerative Environmental Control and Life Support (ECLS) hardware including an Oxygen Generation System (OGS), Waste and Hygiene Compartment (WHC), and a Water Recovery System (WRS). The WRS includes the Urine Processor Assembly (UPA) and the Water Processor Assembly (WPA). With this additional life support hardware, the ISS has achieved full redundancy in its on-orbit life support system between the t OS and Russian Segment (RS). The additional redundancy created by the Regenerative ECLS hardware creates the opportunity for independent support capabilities between segments, and for the first time since the start of ISS, the necessity to revise Life Support strategy agreements. Independent operating strategies coupled with the loss of the Space Shuttle supply and return capabilities in 2010 offer new and unique challenges. This paper will discuss the evolution of the ISS Life Support hardware strategy in support of 6-Crew on ISS, as well as the continued work that is necessary to ensure the support of crew and ISS Program objectives through the life of station

  13. C to VHDL compiler

    NASA Astrophysics Data System (ADS)

    Berdychowski, Piotr P.; Zabolotny, Wojciech M.

    2010-09-01

    The main goal of C to VHDL compiler project is to make FPGA platform more accessible for scientists and software developers. FPGA platform offers unique ability to configure the hardware to implement virtually any dedicated architecture, and modern devices provide sufficient number of hardware resources to implement parallel execution platforms with complex processing units. All this makes the FPGA platform very attractive for those looking for efficient heterogeneous, computing environment. Current industry standard in development of digital systems on FPGA platform is based on HDLs. Although very effective and expressive in hands of hardware development specialists, these languages require specific knowledge and experience, unreachable for most scientists and software programmers. C to VHDL compiler project attempts to remedy that by creating an application, that derives initial VHDL description of a digital system (for further compilation and synthesis), from purely algorithmic description in C programming language. This idea itself is not new, and the C to VHDL compiler combines the best approaches from existing solutions developed over many previous years, with the introduction of some new unique improvements.

  14. High-resolution imaging using a wideband MIMO radar system with two distributed arrays.

    PubMed

    Wang, Dang-wei; Ma, Xiao-yan; Chen, A-Lei; Su, Yi

    2010-05-01

    Imaging a fast maneuvering target has been an active research area in past decades. Usually, an array antenna with multiple elements is implemented to avoid the motion compensations involved in the inverse synthetic aperture radar (ISAR) imaging. Nevertheless, there is a price dilemma due to the high level of hardware complexity compared to complex algorithm implemented in the ISAR imaging system with only one antenna. In this paper, a wideband multiple-input multiple-output (MIMO) radar system with two distributed arrays is proposed to reduce the hardware complexity of the system. Furthermore, the system model, the equivalent array production method and the imaging procedure are presented. As compared with the classical real aperture radar (RAR) imaging system, there is a very important contribution in our method that the lower hardware complexity can be involved in the imaging system since many additive virtual array elements can be obtained. Numerical simulations are provided for testing our system and imaging method.

  15. Leading virtual teams: hierarchical leadership, structural supports, and shared team leadership.

    PubMed

    Hoch, Julia E; Kozlowski, Steve W J

    2014-05-01

    Using a field sample of 101 virtual teams, this research empirically evaluates the impact of traditional hierarchical leadership, structural supports, and shared team leadership on team performance. Building on Bell and Kozlowski's (2002) work, we expected structural supports and shared team leadership to be more, and hierarchical leadership to be less, strongly related to team performance when teams were more virtual in nature. As predicted, results from moderation analyses indicated that the extent to which teams were more virtual attenuated relations between hierarchical leadership and team performance but strengthened relations for structural supports and team performance. However, shared team leadership was significantly related to team performance regardless of the degree of virtuality. Results are discussed in terms of needed research extensions for understanding leadership processes in virtual teams and practical implications for leading virtual teams. (c) 2014 APA, all rights reserved.

  16. Novel high-NA MRF toolpath supports production of concave hemispheres

    NASA Astrophysics Data System (ADS)

    Maloney, Chris; Supranowitz, Chris; Dumas, Paul

    2017-10-01

    Many optical system designs rely on high numerical aperture (NA) optics, including lithography and defense systems. Lithography systems require high-NA optics to image the fine patterns from a photomask, and many defense systems require the use of domes. The methods for manufacturing such optics with large half angles have often been treated as proprietary by most manufacturers due to the challenges involved. In the past, many high-NA concave surfaces could not be polished by magnetorheological finishing (MRF) due to collisions with the hardware underneath the polishing head. By leveraging concepts that were developed to enable freeform raster MRF capabilities, QED Technologies has implemented a novel toolpath to facilitate a new high-NA rotational MRF mode. This concept involves the use of the B-axis (rotational axis) in combination with a "virtual-axis" that utilizes the geometry of the polishing head. Hardware collisions that previously restricted the concave half angle limit can now be avoided and the new functionality has been seamlessly integrated into the software. This new MRF mode overcomes past limitations for polishing concave surfaces to now accommodate full concave hemispheres as well as extend the capabilities for full convex hemispheres. We discuss some of the previous limitations, and demonstrate the extended capabilities using this novel toolpath. Polishing results are used to qualify the new toolpath to ensure similar results to the "standard" rotational MRF mode.

  17. Cluster tool solution for fabrication and qualification of advanced photomasks

    NASA Astrophysics Data System (ADS)

    Schaetz, Thomas; Hartmann, Hans; Peter, Kai; Lalanne, Frederic P.; Maurin, Olivier; Baracchi, Emanuele; Miramond, Corinne; Brueck, Hans-Juergen; Scheuring, Gerd; Engel, Thomas; Eran, Yair; Sommer, Karl

    2000-07-01

    The reduction of wavelength in optical lithography, phase shift technology and optical proximity correction (OPC), requires a rapid increase in cost effective qualification of photomasks. The knowledge about CD variation, loss of pattern fidelity especially for OPC pattern and mask defects concerning the impact on wafer level is becoming a key issue for mask quality assessment. As part of the European Community supported ESPRIT projection 'Q-CAP', a new cluster concept has been developed, which allows the combination of hardware tools as well as software tools via network communication. It is designed to be open for any tool manufacturer and mask hose. The bi-directional network access allows the exchange of all relevant mask data including grayscale images, measurement results, lithography parameters, defect coordinates, layout data, process data etc. and its storage to a SQL database. The system uses SEMI format descriptions as well as standard network hardware and software components for the client server communication. Each tool is used mainly to perform its specific application without using expensive time to perform optional analysis, but the availability of the database allows each component to share the full data ste gathered by all components. Therefore, the cluster can be considered as one single virtual tool. The paper shows the advantage of the cluster approach, the benefits of the tools linked together already, and a vision of a mask house in the near future.

  18. Multi-Spacecraft Analysis with Generic Visualization Tools

    NASA Astrophysics Data System (ADS)

    Mukherjee, J.; Vela, L.; Gonzalez, C.; Jeffers, S.

    2010-12-01

    To handle the needs of scientists today and in the future, software tools are going to have to take better advantage of the currently available hardware. Specifically, computing power, memory, and disk space have become cheaper, while bandwidth has become more expensive due to the explosion of online applications. To overcome these limitations, we have enhanced our Southwest Data Display and Analysis System (SDDAS) to take better advantage of the hardware by utilizing threads and data caching. Furthermore, the system was enhanced to support a framework for adding data formats and data visualization methods without costly rewrites. Visualization tools can speed analysis of many common scientific tasks and we will present a suite of tools that encompass the entire process of retrieving data from multiple data stores to common visualizations of the data. The goals for the end user are ease of use and interactivity with the data and the resulting plots. The data can be simultaneously plotted in a variety of formats and/or time and spatial resolutions. The software will allow one to slice and separate data to achieve other visualizations. Furthermore, one can interact with the data using the GUI or through an embedded language based on the Lua scripting language. The data presented will be primarily from the Cluster and Mars Express missions; however, the tools are data type agnostic and can be used for virtually any type of data.

  19. Why Virtual, Why Environments? Implementing Virtual Reality Concepts in Computer-Assisted Language Learning.

    ERIC Educational Resources Information Center

    Schwienhorst, Klaus

    2002-01-01

    Discussion of computer-assisted language learning focuses on the benefits of virtual reality environments, particularly for foreign language contexts. Topics include three approaches to learner autonomy; supporting reflection, including self-awareness; supporting interaction, including collaboration; and supporting experimentation, including…

  20. Using CLIPS to represent knowledge in a VR simulation

    NASA Technical Reports Server (NTRS)

    Engelberg, Mark L.

    1994-01-01

    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.

  1. The Next Generation of Lab and Classroom Computing - The Silver Lining

    DTIC Science & Technology

    2016-12-01

    desktop infrastructure (VDI) solution, as well as the computing solutions at three universities, was selected as the basis for comparison. The research... infrastructure , VDI, hardware cost, software cost, manpower, availability, cloud computing, private cloud, bring your own device, BYOD, thin client...virtual desktop infrastructure (VDI) solution, as well as the computing solutions at three universities, was selected as the basis for comparison. The

  2. Pulseq: A rapid and hardware-independent pulse sequence prototyping framework.

    PubMed

    Layton, Kelvin J; Kroboth, Stefan; Jia, Feng; Littin, Sebastian; Yu, Huijun; Leupold, Jochen; Nielsen, Jon-Fredrik; Stöcker, Tony; Zaitsev, Maxim

    2017-04-01

    Implementing new magnetic resonance experiments, or sequences, often involves extensive programming on vendor-specific platforms, which can be time consuming and costly. This situation is exacerbated when research sequences need to be implemented on several platforms simultaneously, for example, at different field strengths. This work presents an alternative programming environment that is hardware-independent, open-source, and promotes rapid sequence prototyping. A novel file format is described to efficiently store the hardware events and timing information required for an MR pulse sequence. Platform-dependent interpreter modules convert the file to appropriate instructions to run the sequence on MR hardware. Sequences can be designed in high-level languages, such as MATLAB, or with a graphical interface. Spin physics simulation tools are incorporated into the framework, allowing for comparison between real and virtual experiments. Minimal effort is required to implement relatively advanced sequences using the tools provided. Sequences are executed on three different MR platforms, demonstrating the flexibility of the approach. A high-level, flexible and hardware-independent approach to sequence programming is ideal for the rapid development of new sequences. The framework is currently not suitable for large patient studies or routine scanning although this would be possible with deeper integration into existing workflows. Magn Reson Med 77:1544-1552, 2017. © 2016 International Society for Magnetic Resonance in Medicine. © 2016 International Society for Magnetic Resonance in Medicine.

  3. Management of a CFD organization in support of space hardware development

    NASA Technical Reports Server (NTRS)

    Schutzenhofer, L. A.; Mcconnaughey, P. K.; Mcconnaughey, H. V.; Wang, T. S.

    1991-01-01

    The management strategy of NASA-Marshall's CFD branch in support of space hardware development and code validation implements various elements of total quality management. The strategy encompasses (1) a teaming strategy which focuses on the most pertinent problem, (2) quick-turnaround analysis, (3) the evaluation of retrofittable design options through sensitivity analysis, and (4) coordination between the chief engineer and the hardware contractors. Advanced-technology concepts are being addressed via the definition of technology-development projects whose products are transferable to hardware programs and the integration of research activities with industry, government agencies, and universities, on the basis of the 'consortium' concept.

  4. Hardware support for collecting performance counters directly to memory

    DOEpatents

    Gara, Alan; Salapura, Valentina; Wisniewski, Robert W.

    2012-09-25

    Hardware support for collecting performance counters directly to memory, in one aspect, may include a plurality of performance counters operable to collect one or more counts of one or more selected activities. A first storage element may be operable to store an address of a memory location. A second storage element may be operable to store a value indicating whether the hardware should begin copying. A state machine may be operable to detect the value in the second storage element and trigger hardware copying of data in selected one or more of the plurality of performance counters to the memory location whose address is stored in the first storage element.

  5. Summary of materials and hardware performance on LDEF

    NASA Technical Reports Server (NTRS)

    Dursch, Harry; Pippin, Gary; Teichman, Lou

    1993-01-01

    A wide variety of materials and experiment support hardware were flown on the Long Duration Exposure Facility (LDEF). Postflight testing has determined the effects of the almost 6 years of low-earth orbit (LEO) exposure on this hardware. An overview of the results are presented. Hardware discussed includes adhesives, fasteners, lubricants, data storage systems, solar cells, seals, and the LDEF structure. Lessons learned from the testing and analysis of LDEF hardware is also presented.

  6. Latency and User Performance in Virtual Environments and Augmented Reality

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.

    2009-01-01

    System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some classic final examples from surgical telerobotics, and human-computer interaction.

  7. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bush, K; Freeman, J; Zavalkovskiy, B

    Purpose: Situated 20 miles from 5 major fault lines in California’s Bay Area, Stanford Universityhas a critical need for IT infrastructure planning to handle the high probability devastating earthquakes. Recently, a multi-million dollar project has been underway to overhaul Stanford’s radiation oncology information systems, maximizing planning system performance and providing true disaster recovery abilities. An overview of the project will be given with particular focus on lessons learned throughout the build. Methods: In this implementation, two isolated external datacenters provide geographical redundancy to Stanford’s main campus datacenter. Real-time mirroring is made of all data stored to our serial attached networkmore » (SAN) storage. In each datacenter, hardware/software virtualization was heavily implemented to maximize server efficiency and provide a robust mechanism to seamlessly migrate users in the event of an earthquake. System performance is routinely assessed through the use of virtualized data robots, able to log in to the system at scheduled times, perform routine planning tasks and report timing results to a performance dashboard. A substantial dose calculation framework (608 CPU cores) has been constructed as part of the implementation. Results: Migration to a virtualized server environment with a high performance SAN has resulted in up to a 45% speed up of common treatment planning tasks. Switching to a 608 core DCF has resulted in a 280% speed increase in dose calculations. Server tuning was found to further improved read/write performance by 20%. Disaster recovery tests are carried out quarterly and, although successful, remain time consuming to perform and verify functionality. Conclusion: Achieving true disaster recovery capabilities is possible through server virtualization, support from skilled IT staff and leadership. Substantial performance improvements are also achievable through careful tuning of server resources and disk read/write operations. Developing a streamlined method to comprehensively test failover is a key requirement to the system’s success.« less

  8. Haptic computer-assisted patient-specific preoperative planning for orthopedic fractures surgery.

    PubMed

    Kovler, I; Joskowicz, L; Weil, Y A; Khoury, A; Kronman, A; Mosheiff, R; Liebergall, M; Salavarrieta, J

    2015-10-01

    The aim of orthopedic trauma surgery is to restore the anatomy and function of displaced bone fragments to support osteosynthesis. For complex cases, including pelvic bone and multi-fragment femoral neck and distal radius fractures, preoperative planning with a CT scan is indicated. The planning consists of (1) fracture reduction-determining the locations and anatomical sites of origin of the fractured bone fragments and (2) fracture fixation-selecting and placing fixation screws and plates. The current bone fragment manipulation, hardware selection, and positioning processes based on 2D slices and a computer mouse are time-consuming and require a technician. We present a novel 3D haptic-based system for patient-specific preoperative planning of orthopedic fracture surgery based on CT scans. The system provides the surgeon with an interactive, intuitive, and comprehensive, planning tool that supports fracture reduction and fixation. Its unique features include: (1) two-hand haptic manipulation of 3D bone fragments and fixation hardware models; (2) 3D stereoscopic visualization and multiple viewing modes; (3) ligaments and pivot motion constraints to facilitate fracture reduction; (4) semiautomatic and automatic fracture reduction modes; and (5) interactive custom fixation plate creation to fit the bone morphology. We evaluate our system with two experimental studies: (1) accuracy and repeatability of manual fracture reduction and (2) accuracy of our automatic virtual bone fracture reduction method. The surgeons achieved a mean accuracy of less than 1 mm for the manual reduction and 1.8 mm (std [Formula: see text] 1.1 mm) for the automatic reduction. 3D haptic-based patient-specific preoperative planning of orthopedic fracture surgery from CT scans is useful and accurate and may have significant advantages for evaluating and planning complex fractures surgery.

  9. Network design for telemedicine--e-health using satellite technology.

    PubMed

    Graschew, Georgi; Roelofs, Theo A; Rakowsky, Stefan; Schlag, Peter M

    2008-01-01

    Over the last decade various international Information and Communications Technology networks have been created for a global access to high-level medical care. OP 2000 has designed and validated the high-end interactive video communication system WinVicos especially for telemedical applications, training of the physician in a distributed environment, teleconsultation and second opinion. WinVicos is operated on a workstation (WoTeSa) using standard hardware components and offers a superior image quality at a moderate transmission bandwidth of up to 2 Mbps. WoTeSa / WinVicos have been applied for IP-based communication in different satellite-based telemedical networks. In the DELTASS-project a disaster scenario was analysed and an appropriate telecommunication system for effective rescue measures for the victims was set up and evaluated. In the MEDASHIP project an integrated system for telemedical services (teleconsultation, teleelectro-cardiography, telesonography) on board of cruise ships and ferries has been set up. EMISPHER offers an equal access for most of the countries of the Euro-Mediterranean area to on-line services for health care in the required quality of service. E-learning applications, real-time telemedicine and shared management of medical assistance have been realized. The innovative developments in ICT with the aim of realizing a ubiquitous access to medical resources for everyone at any time and anywhere (u-Health) bear the risk of creating and amplifying a digital divide in the world. Therefore we have analyzed how the objective needs of the heterogeneous partners can be joined with the result that there is a need for real integration of the various platforms and services. A virtual combination of applications serves as the basic idea for the Virtual Hospital. The development of virtual hospitals and digital medicine helps to bridge the digital divide between different regions of the world and enables equal access to high-level medical care. Pre-operative planning, intra-operative navigation and minimally-invasive surgery require a digital and virtual environment supporting the perception of the physician. As data and computing resources in a virtual hospital are distributed over many sites the concept of the Grid should be integrated with other communication networks and platforms.

  10. Validation of virtual learning object to support the teaching of nursing care systematization.

    PubMed

    Salvador, Pétala Tuani Candido de Oliveira; Mariz, Camila Maria Dos Santos; Vítor, Allyne Fortes; Ferreira Júnior, Marcos Antônio; Fernandes, Maria Isabel Domingues; Martins, José Carlos Amado; Santos, Viviane Euzébia Pereira

    2018-01-01

    to describe the content validation process of a Virtual Learning Object to support the teaching of nursing care systematization to nursing professionals. methodological study, with quantitative approach, developed according to the methodological reference of Pasquali's psychometry and conducted from March to July 2016, from two-stage Delphi procedure. in the Delphi 1 stage, eight judges evaluated the Virtual Object; in Delphi 2 stage, seven judges evaluated it. The seven screens of the Virtual Object were analyzed as to the suitability of its contents. The Virtual Learning Object to support the teaching of nursing care systematization was considered valid in its content, with a Total Content Validity Coefficient of 0.96. it is expected that the Virtual Object can support the teaching of nursing care systematization in light of appropriate and effective pedagogical approaches.

  11. Middle School Students' Learning of Mechanics Concepts through Engagement in Different Sequences of Physical and Virtual Experiments

    ERIC Educational Resources Information Center

    Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon

    2017-01-01

    Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may…

  12. Teaching with Virtual Worlds: Factors to Consider for Instructional Use of Second Life

    ERIC Educational Resources Information Center

    Mayrath, Michael C.; Traphagan, Tomoko; Jarmon, Leslie; Trivedi, Avani; Resta, Paul

    2010-01-01

    Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has…

  13. Proof-of-Concept Part Task Trainer for Close Air Support Procedures

    DTIC Science & Technology

    2016-06-01

    TVDL Tactical Video Down Link VE Virtual Environment VR Virtual Reality WTI Weapons and Tactics Instructor xvii ACKNOWLEDGMENTS I would first...in training of USMC pilots for close air support operations? • What is the feasibility of developing a prototype virtual reality (VR) system that...Chapter IV provides a review of virtual reality (VR)/ virtual environment (VE) and part-task trainers currently used in military training

  14. Middle school students' learning of mechanics concepts through engagement in different sequences of physical and virtual experiments

    NASA Astrophysics Data System (ADS)

    Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon

    2017-08-01

    Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may impact students' learning and for which contexts and content areas they may be most effective. Using a quasi-experimental design, we examined eighth grade students' (N = 100) learning of physics concepts related to pulleys depending on the sequence of physical and virtual labs they engaged in. Five classes of students were assigned to either the: physical first condition (PF) (n = 55), where students performed a physical pulley experiment and then performed the same experiment virtually, or virtual first condition (VF) (n = 45), with the opposite sequence. Repeated measures ANOVA's were conducted to examine how physical and virtual labs impacted students' learning of specific physics concepts. While we did not find clear-cut support that one sequence was better, we did find evidence that participating in virtual experiments may be more beneficial for learning certain physics concepts, such as work and mechanical advantage. Our findings support the idea that if time or physical materials are limited, using virtual experiments may help students understand work and mechanical advantage.

  15. Modeling and Analysis Compute Environments, Utilizing Virtualization Technology in the Climate and Earth Systems Science domain

    NASA Astrophysics Data System (ADS)

    Michaelis, A.; Nemani, R. R.; Wang, W.; Votava, P.; Hashimoto, H.

    2010-12-01

    Given the increasing complexity of climate modeling and analysis tools, it is often difficult and expensive to build or recreate an exact replica of the software compute environment used in past experiments. With the recent development of new technologies for hardware virtualization, an opportunity exists to create full modeling, analysis and compute environments that are “archiveable”, transferable and may be easily shared amongst a scientific community or presented to a bureaucratic body if the need arises. By encapsulating and entire modeling and analysis environment in a virtual machine image, others may quickly gain access to the fully built system used in past experiments, potentially easing the task and reducing the costs of reproducing and verify past results produced by other researchers. Moreover, these virtual machine images may be used as a pedagogical tool for others that are interested in performing an academic exercise but don't yet possess the broad expertise required. We built two virtual machine images, one with the Community Earth System Model (CESM) and one with Weather Research Forecast Model (WRF), then ran several small experiments to assess the feasibility, performance overheads costs, reusability, and transferability. We present a list of the pros and cons as well as lessoned learned from utilizing virtualization technology in the climate and earth systems modeling domain.

  16. WeaVR: a self-contained and wearable immersive virtual environment simulation system.

    PubMed

    Hodgson, Eric; Bachmann, Eric R; Vincent, David; Zmuda, Michael; Waller, David; Calusdian, James

    2015-03-01

    We describe WeaVR, a computer simulation system that takes virtual reality technology beyond specialized laboratories and research sites and makes it available in any open space, such as a gymnasium or a public park. Novel hardware and software systems enable HMD-based immersive virtual reality simulations to be conducted in any arbitrary location, with no external infrastructure and little-to-no setup or site preparation. The ability of the WeaVR system to provide realistic motion-tracked navigation for users, to improve the study of large-scale navigation, and to generate usable behavioral data is shown in three demonstrations. First, participants navigated through a full-scale virtual grocery store while physically situated in an open grass field. Trajectory data are presented for both normal tracking and for tracking during the use of redirected walking that constrained users to a predefined area. Second, users followed a straight path within a virtual world for distances of up to 2 km while walking naturally and being redirected to stay within the field, demonstrating the ability of the system to study large-scale navigation by simulating virtual worlds that are potentially unlimited in extent. Finally, the portability and pedagogical implications of this system were demonstrated by taking it to a regional high school for live use by a computer science class on their own school campus.

  17. Aircraft interrogation and display system: A ground support equipment for digital flight systems

    NASA Technical Reports Server (NTRS)

    Glover, R. D.

    1982-01-01

    A microprocessor-based general purpose ground support equipment for electronic systems was developed. The hardware and software are designed to permit diverse applications in support of aircraft flight systems and simulation facilities. The implementation of the hardware, the structure of the software, describes the application of the system to an ongoing research aircraft project are described.

  18. Evaluation of wheelchair back support crashworthiness: combination wheelchair back support surfaces and attachment hardware.

    PubMed

    Ha, D; Bertocci, G; Deemer, E; van Roosmalen, L; Karg, P

    2000-01-01

    Automotive seats are tested for compliance with federal motor vehicle safety standards (FMVSS) to assure safety during impact. Many wheelchair users rely upon their wheelchairs to serve as vehicle seats. However, the crashworthiness of these wheelchairs during impact is often unknown. This study evaluated the crashworthiness of five combinations of wheelchair back support surfaces and attachment hardware using a static test procedure simulating crash loading conditions. The crashworthiness was tested by applying a simulated rearward load to each seat-back system. The magnitude of the applied load was established through computer simulation and biodynamic calculations. None of the five tested wheelchair back supports withstood the simulated crash loads. All failures were associated with attachment hardware.

  19. A novel computer algorithm for modeling and treating mandibular fractures: A pilot study.

    PubMed

    Rizzi, Christopher J; Ortlip, Timothy; Greywoode, Jewel D; Vakharia, Kavita T; Vakharia, Kalpesh T

    2017-02-01

    To describe a novel computer algorithm that can model mandibular fracture repair. To evaluate the algorithm as a tool to model mandibular fracture reduction and hardware selection. Retrospective pilot study combined with cross-sectional survey. A computer algorithm utilizing Aquarius Net (TeraRecon, Inc, Foster City, CA) and Adobe Photoshop CS6 (Adobe Systems, Inc, San Jose, CA) was developed to model mandibular fracture repair. Ten different fracture patterns were selected from nine patients who had already undergone mandibular fracture repair. The preoperative computed tomography (CT) images were processed with the computer algorithm to create virtual images that matched the actual postoperative three-dimensional CT images. A survey comparing the true postoperative image with the virtual postoperative images was created and administered to otolaryngology resident and attending physicians. They were asked to rate on a scale from 0 to 10 (0 = completely different; 10 = identical) the similarity between the two images in terms of the fracture reduction and fixation hardware. Ten mandible fracture cases were analyzed and processed. There were 15 survey respondents. The mean score for overall similarity between the images was 8.41 ± 0.91; the mean score for similarity of fracture reduction was 8.61 ± 0.98; and the mean score for hardware appearance was 8.27 ± 0.97. There were no significant differences between attending and resident responses. There were no significant differences based on fracture location. This computer algorithm can accurately model mandibular fracture repair. Images created by the algorithm are highly similar to true postoperative images. The algorithm can potentially assist a surgeon planning mandibular fracture repair. 4. Laryngoscope, 2016 127:331-336, 2017. © 2016 The American Laryngological, Rhinological and Otological Society, Inc.

  20. RoboLab and virtual environments

    NASA Technical Reports Server (NTRS)

    Giarratano, Joseph C.

    1994-01-01

    A useful adjunct to the manned space station would be a self-contained free-flying laboratory (RoboLab). This laboratory would have a robot operated under telepresence from the space station or ground. Long duration experiments aboard RoboLab could be performed by astronauts or scientists using telepresence to operate equipment and perform experiments. Operating the lab by telepresence would eliminate the need for life support such as food, water and air. The robot would be capable of motion in three dimensions, have binocular vision TV cameras, and two arms with manipulators to simulate hands. The robot would move along a two-dimensional grid and have a rotating, telescoping periscope section for extension in the third dimension. The remote operator would wear a virtual reality type headset to allow the superposition of computer displays over the real-time video of the lab. The operators would wear exoskeleton type arms to facilitate the movement of objects and equipment operation. The combination of video displays, motion, and the exoskeleton arms would provide a high degree of telepresence, especially for novice users such as scientists doing short-term experiments. The RoboLab could be resupplied and samples removed on other space shuttle flights. A self-contained RoboLab module would be designed to fit within the cargo bay of the space shuttle. Different modules could be designed for specific applications, i.e., crystal-growing, medicine, life sciences, chemistry, etc. This paper describes a RoboLab simulation using virtual reality (VR). VR provides an ideal simulation of telepresence before the actual robot and laboratory modules are constructed. The easy simulation of different telepresence designs will produce a highly optimum design before construction rather than the more expensive and time consuming hardware changes afterwards.

  1. Applied Virtual Reality in Reusable Launch Vehicle Design, Operations Development, and Training

    NASA Technical Reports Server (NTRS)

    Hale, Joseph P.

    1997-01-01

    Application of Virtual Reality (VR) technology offers much promise to enhance and accelerate the development of Reusable Launch Vehicle (RLV) infrastructure and operations while simultaneously reducing developmental and operational costs. One of the primary cost areas in the RLV concept that is receiving special attention is maintenance and refurbishment operations. To produce and operate a cost effective RLV, turnaround cost must be minimized. Designing for maintainability is a necessary requirement in developing RLVs. VR can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The National Aeronautics and Space Administration (NASA)/Marshall Space Flight Center (MSFC) is beginning to utilize VR for design, operations development, and design analysis for RLVs. A VR applications program has been under development at NASA/MSFC since 1989. The objectives of the MSFC VR Applications Program are to develop, assess, validate, and utilize VR in hardware development, operations development and support, mission operations training and science training. The NASA/MSFC VR capability has also been utilized in several applications. These include: 1) the assessment of the design of the late Space Station Freedom Payload Control Area (PCA), the control room from which onboard payload operations are managed; 2) a viewing analysis of the Tethered Satellite System's (TSS) "end-of-reel" tether marking options; 3) development of a virtual mockup of the International Space Welding Experiment for science viewing analyses from the Shuttle Remote Manipulator System elbow camera and as a trainer for ground controllers; and 4) teleoperations using VR. This presentation will give a general overview of the MSFC VR Applications Program and describe the use of VR in design analyses, operations development, and training for RLVs.

  2. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis

    PubMed Central

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E.; Tkachenko, Valery; Torcivia-Rodriguez, John; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure. The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu PMID:26989153

  3. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis.

    PubMed

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E; Tkachenko, Valery; Torcivia-Rodriguez, John; Voskanian, Alin; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure.The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu. © The Author(s) 2016. Published by Oxford University Press.

  4. Optimized Hypervisor Scheduler for Parallel Discrete Event Simulations on Virtual Machine Platforms

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Yoginath, Srikanth B; Perumalla, Kalyan S

    2013-01-01

    With the advent of virtual machine (VM)-based platforms for parallel computing, it is now possible to execute parallel discrete event simulations (PDES) over multiple virtual machines, in contrast to executing in native mode directly over hardware as is traditionally done over the past decades. While mature VM-based parallel systems now offer new, compelling benefits such as serviceability, dynamic reconfigurability and overall cost effectiveness, the runtime performance of parallel applications can be significantly affected. In particular, most VM-based platforms are optimized for general workloads, but PDES execution exhibits unique dynamics significantly different from other workloads. Here we first present results frommore » experiments that highlight the gross deterioration of the runtime performance of VM-based PDES simulations when executed using traditional VM schedulers, quantitatively showing the bad scaling properties of the scheduler as the number of VMs is increased. The mismatch is fundamental in nature in the sense that any fairness-based VM scheduler implementation would exhibit this mismatch with PDES runs. We also present a new scheduler optimized specifically for PDES applications, and describe its design and implementation. Experimental results obtained from running PDES benchmarks (PHOLD and vehicular traffic simulations) over VMs show over an order of magnitude improvement in the run time of the PDES-optimized scheduler relative to the regular VM scheduler, with over 20 reduction in run time of simulations using up to 64 VMs. The observations and results are timely in the context of emerging systems such as cloud platforms and VM-based high performance computing installations, highlighting to the community the need for PDES-specific support, and the feasibility of significantly reducing the runtime overhead for scalable PDES on VM platforms.« less

  5. Virtualized Multi-Mission Operations Center (vMMOC) and its Cloud Services

    NASA Technical Reports Server (NTRS)

    Ido, Haisam Kassim

    2017-01-01

    His presentation will cover, the current and future, technical and organizational opportunities and challenges with virtualizing a multi-mission operations center. The full deployment of Goddard Space Flight Centers (GSFC) Virtualized Multi-Mission Operations Center (vMMOC) is nearly complete. The Space Science Mission Operations (SSMO) organizations spacecraft ACE, Fermi, LRO, MMS(4), OSIRIS-REx, SDO, SOHO, Swift, and Wind are in the process of being fully migrated to the vMMOC. The benefits of the vMMOC will be the normalization and the standardization of IT services, mission operations, maintenance, and development as well as ancillary services and policies such as collaboration tools, change management systems, and IT Security. The vMMOC will also provide operational efficiencies regarding hardware, IT domain expertise, training, maintenance and support.The presentation will also cover SSMO's secure Situational Awareness Dashboard in an integrated, fleet centric, cloud based web services fashion. Additionally the SSMO Telemetry as a Service (TaaS) will be covered, which allows authorized users and processes to access telemetry for the entire SSMO fleet, and for the entirety of each spacecrafts history. Both services leverage cloud services in a secure FISMA High and FedRamp environment, and also leverage distributed object stores in order to house and provide the telemetry. The services are also in the process of leveraging the cloud computing services elasticity and horizontal scalability. In the design phase is the Navigation as a Service (NaaS) which will provide a standardized, efficient, and normalized service for the fleet's space flight dynamics operations. Additional future services that may be considered are Ground Segment as a Service (GSaaS), Telemetry and Command as a Service (TCaaS), Flight Software Simulation as a Service, etc.

  6. Virtually supportive: a feasibility pilot study of an online support group for dementia caregivers in a 3D virtual environment.

    PubMed

    O'Connor, Mary-Frances; Arizmendi, Brian J; Kaszniak, Alfred W

    2014-08-01

    Caregiver support groups effectively reduce stress from caring for someone with dementia. These same demands can prevent participation in a group. The present feasibility study investigated a virtual online caregiver support group to bring the support group into the home. While online groups have been shown to be helpful, submissions to a message board (vs. live conversation) can feel impersonal. By using avatars, participants interacted via real-time chat in a virtual environment in an 8-week support group. Data indicated lower levels of perceived stress, depression and loneliness across participants. Importantly, satisfaction reports also indicate that caregivers overcame the barriers to participation, and had a strong sense of the group's presence. This study provides the framework for an accessible and low cost online support group for a dementia caregiver. The study demonstrates the feasibility of interactive group in a virtual environment for engaging members in meaningful interaction. Copyright © 2014 Elsevier Inc. All rights reserved.

  7. EVA training for Exp. 27 crew member Ron Garan, Exp. 28 Mike Fossum and STS-135 Doug Hurley, Rex Walheim and Sandra Magnus

    NASA Image and Video Library

    2011-01-18

    JSC2011-E-003204 (18 Jan. 2011) --- NASA astronauts Rex Walheim, STS-135 mission specialist; and Mike Fossum (foreground), Expedition 28 flight engineer and Expedition 29 commander; use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. STS-135 is planned to be the final mission of the space shuttle program. Photo credit: NASA or National Aeronautics and Space Administration

  8. Virtual environment display for a 3D audio room simulation

    NASA Technical Reports Server (NTRS)

    Chapin, William L.; Foster, Scott H.

    1992-01-01

    The development of a virtual environment simulation system integrating a 3D acoustic audio model with an immersive 3D visual scene is discussed. The system complements the acoustic model and is specified to: allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; reinforce the listener's feeling of telepresence in the acoustical environment with visual and proprioceptive sensations; enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations.

  9. Augmented Virtual Reality Laboratory

    NASA Technical Reports Server (NTRS)

    Tully-Hanson, Benjamin

    2015-01-01

    Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

  10. HTTM - Design and Implementation of a Type-2 Hypervisor for MIPS64 Based Systems

    NASA Astrophysics Data System (ADS)

    Ain, Qurrat ul; Anwar, Usama; Mehmood, Muhammad Amir; Waheed, Abdul

    2017-01-01

    Virtualization has emerged as an attractive software solution for many problems in server domain. Recently, it has started to enrich embedded systems domain by offering features such as hardware consolidation, security, and isolation. Our objective is to bring virtualization to high-end MIPS64 based systems, such as network routers, switches, wireless base station, etc. For this purpose a Type-2 hypervisor is a viable software solution which is easy to deploy and requires no changes in host system. In this paper we present the internal design HTTM -A Type-2 hypervisor for MIPS64 based systems and demonstrate its functional correctness by using Linux Testing Project (LTP) tests. Finally, we performed LMbench tests for performance evaluation.

  11. SeaSat-A Satellite Scatterometer Mission Summary and Engineering Assessment Report

    NASA Technical Reports Server (NTRS)

    Johnson, J. W.; Lee, W. H.; Williams, L. A., Jr.

    1979-01-01

    The SeaSat-A satellite was launched on June 26, 1978 and operated in orbit through October 9, 1978. The SeaSat-A satellite scatterometer ocean surface wind field sensor began taking data on July 10, 1978 with virtually continuous operation for 95-1/2 days. A review of mission events significant to the scatterometer and a report on the hardware and software engineering assessment are presented.

  12. Insider Threat Detection on the Windows Operating System using Virtual Machine Introspection

    DTIC Science & Technology

    2012-06-14

    by a malicious insider. HBSS systems running on a user’s workstation could be disabled either due to misconfiguration, privilege escalation , or by a...potential malicious insider threat, organizations must develop use cases which categorize possible attack techniques, such as data exfiltration via...hardware and contain any type of data an attacker may be looking for. Minimal Resources Since honeypots do not provide any network services, they

  13. Research on computer-aided design of modern marine power systems

    NASA Astrophysics Data System (ADS)

    Ding, Dongdong; Zeng, Fanming; Chen, Guojun

    2004-03-01

    To make the MPS (Marine Power System) design process more economical and easier, a new CAD scheme is brought forward which takes much advantage of VR (Virtual Reality) and AI (Artificial Intelligence) technologies. This CAD system can shorten the period of design and reduce the requirements on designers' experience in large scale. And some key issues like the selection of hardware and software of such a system are discussed.

  14. ARCHAEO-SCAN: Portable 3D shape measurement system for archaeological field work

    NASA Astrophysics Data System (ADS)

    Knopf, George K.; Nelson, Andrew J.

    2004-10-01

    Accurate measurement and thorough documentation of excavated artifacts are the essential tasks of archaeological fieldwork. The on-site recording and long-term preservation of fragile evidence can be improved using 3D spatial data acquisition and computer-aided modeling technologies. Once the artifact is digitized and geometry created in a virtual environment, the scientist can manipulate the pieces in a virtual reality environment to develop a "realistic" reconstruction of the object without physically handling or gluing the fragments. The ARCHAEO-SCAN system is a flexible, affordable 3D coordinate data acquisition and geometric modeling system for acquiring surface and shape information of small to medium sized artifacts and bone fragments. The shape measurement system is being developed to enable the field archaeologist to manually sweep the non-contact sensor head across the relic or artifact surface. A series of unique data acquisition, processing, registration and surface reconstruction algorithms are then used to integrate 3D coordinate information from multiple views into a single reference frame. A novel technique for automatically creating a hexahedral mesh of the recovered fragments is presented. The 3D model acquisition system is designed to operate from a standard laptop with minimal additional hardware and proprietary software support. The captured shape data can be pre-processed and displayed on site, stored digitally on a CD, or transmitted via the Internet to the researcher's home institution.

  15. Intelligent Launch and Range Operations Virtual Test Bed (ILRO-VTB)

    NASA Technical Reports Server (NTRS)

    Bardina, Jorge; Rajkumar, T.

    2003-01-01

    Intelligent Launch and Range Operations Virtual Test Bed (ILRO-VTB) is a real-time web-based command and control, communication, and intelligent simulation environment of ground-vehicle, launch and range operation activities. ILRO-VTB consists of a variety of simulation models combined with commercial and indigenous software developments (NASA Ames). It creates a hybrid software/hardware environment suitable for testing various integrated control system components of launch and range. The dynamic interactions of the integrated simulated control systems are not well understood. Insight into such systems can only be achieved through simulation/emulation. For that reason, NASA has established a VTB where we can learn the actual control and dynamics of designs for future space programs, including testing and performance evaluation. The current implementation of the VTB simulates the operations of a sub-orbital vehicle of mission, control, ground-vehicle engineering, launch and range operations. The present development of the test bed simulates the operations of Space Shuttle Vehicle (SSV) at NASA Kennedy Space Center. The test bed supports a wide variety of shuttle missions with ancillary modeling capabilities like weather forecasting, lightning tracker, toxic gas dispersion model, debris dispersion model, telemetry, trajectory modeling, ground operations, payload models and etc. To achieve the simulations, all models are linked using Common Object Request Broker Architecture (CORBA). The test bed provides opportunities for government, universities, researchers and industries to do a real time of shuttle launch in cyber space.

  16. Intelligent launch and range operations virtual testbed (ILRO-VTB)

    NASA Astrophysics Data System (ADS)

    Bardina, Jorge; Rajkumar, Thirumalainambi

    2003-09-01

    Intelligent Launch and Range Operations Virtual Test Bed (ILRO-VTB) is a real-time web-based command and control, communication, and intelligent simulation environment of ground-vehicle, launch and range operation activities. ILRO-VTB consists of a variety of simulation models combined with commercial and indigenous software developments (NASA Ames). It creates a hybrid software/hardware environment suitable for testing various integrated control system components of launch and range. The dynamic interactions of the integrated simulated control systems are not well understood. Insight into such systems can only be achieved through simulation/emulation. For that reason, NASA has established a VTB where we can learn the actual control and dynamics of designs for future space programs, including testing and performance evaluation. The current implementation of the VTB simulates the operations of a sub-orbital vehicle of mission, control, ground-vehicle engineering, launch and range operations. The present development of the test bed simulates the operations of Space Shuttle Vehicle (SSV) at NASA Kennedy Space Center. The test bed supports a wide variety of shuttle missions with ancillary modeling capabilities like weather forecasting, lightning tracker, toxic gas dispersion model, debris dispersion model, telemetry, trajectory modeling, ground operations, payload models and etc. To achieve the simulations, all models are linked using Common Object Request Broker Architecture (CORBA). The test bed provides opportunities for government, universities, researchers and industries to do a real time of shuttle launch in cyber space.

  17. Medical evaluations on the KC-135 1991 flight report summary

    NASA Technical Reports Server (NTRS)

    Lloyd, Charles W.

    1993-01-01

    The medical investigations completed on the KC-135 during FY 1991 in support of the development of the Health Maintenance Facility and Medical Operations are presented. The experiments consisted of medical and engineering evaluations of medical hardware and procedures and were conducted by medical and engineering personnel. The hardware evaluated included prototypes of a crew medical restraint system and advanced life support pack, a shuttle orbiter medical system, an airway medical accessory kit, a supplementary extended duration orbiter medical kit, and a surgical overhead canopy. The evaluations will be used to design flight hardware and identify hardware-specific training requirements. The following procedures were evaluated: transport of an ill or injured crewmember at man-tended capability, surgical technique in microgravity, transfer of liquids in microgravity, advanced cardiac life support using man-tended capability Health Maintenance Facility hardware, medical transport using a model of the assured crew return vehicle, and evaluation of delivery mechanisms for aerosolized medications in microgravity. The results of these evaluation flights allow for a better understanding of the types of procedures that can be performed in a microgravity environment.

  18. Support for Diagnosis of Custom Computer Hardware

    NASA Technical Reports Server (NTRS)

    Molock, Dwaine S.

    2008-01-01

    The Coldfire SDN Diagnostics software is a flexible means of exercising, testing, and debugging custom computer hardware. The software is a set of routines that, collectively, serve as a common software interface through which one can gain access to various parts of the hardware under test and/or cause the hardware to perform various functions. The routines can be used to construct tests to exercise, and verify the operation of, various processors and hardware interfaces. More specifically, the software can be used to gain access to memory, to execute timer delays, to configure interrupts, and configure processor cache, floating-point, and direct-memory-access units. The software is designed to be used on diverse NASA projects, and can be customized for use with different processors and interfaces. The routines are supported, regardless of the architecture of a processor that one seeks to diagnose. The present version of the software is configured for Coldfire processors on the Subsystem Data Node processor boards of the Solar Dynamics Observatory. There is also support for the software with respect to Mongoose V, RAD750, and PPC405 processors or their equivalents.

  19. Special environmental control and life support equipment test analyses and hardware

    NASA Technical Reports Server (NTRS)

    Callahan, David M.

    1995-01-01

    This final report summarizes NAS8-38250 contract events, 'Special Environmental Control and Life Support Systems Test Analysis and Hardware'. This report is technical and includes programmatic development. Key to the success of this contract was the evaluation of Environmental Control and Life Support Systems (ECLSS) test results via sophisticated laboratory analysis capabilities. The history of the contract, including all subcontracts, is followed by the support and development of each Task.

  20. Merlin - Massively parallel heterogeneous computing

    NASA Technical Reports Server (NTRS)

    Wittie, Larry; Maples, Creve

    1989-01-01

    Hardware and software for Merlin, a new kind of massively parallel computing system, are described. Eight computers are linked as a 300-MIPS prototype to develop system software for a larger Merlin network with 16 to 64 nodes, totaling 600 to 3000 MIPS. These working prototypes help refine a mapped reflective memory technique that offers a new, very general way of linking many types of computer to form supercomputers. Processors share data selectively and rapidly on a word-by-word basis. Fast firmware virtual circuits are reconfigured to match topological needs of individual application programs. Merlin's low-latency memory-sharing interfaces solve many problems in the design of high-performance computing systems. The Merlin prototypes are intended to run parallel programs for scientific applications and to determine hardware and software needs for a future Teraflops Merlin network.

  1. Runtime and Architecture Support for Efficient Data Exchange in Multi-Accelerator Applications.

    PubMed

    Cabezas, Javier; Gelado, Isaac; Stone, John E; Navarro, Nacho; Kirk, David B; Hwu, Wen-Mei

    2015-05-01

    Heterogeneous parallel computing applications often process large data sets that require multiple GPUs to jointly meet their needs for physical memory capacity and compute throughput. However, the lack of high-level abstractions in previous heterogeneous parallel programming models force programmers to resort to multiple code versions, complex data copy steps and synchronization schemes when exchanging data between multiple GPU devices, which results in high software development cost, poor maintainability, and even poor performance. This paper describes the HPE runtime system, and the associated architecture support, which enables a simple, efficient programming interface for exchanging data between multiple GPUs through either interconnects or cross-node network interfaces. The runtime and architecture support presented in this paper can also be used to support other types of accelerators. We show that the simplified programming interface reduces programming complexity. The research presented in this paper started in 2009. It has been implemented and tested extensively in several generations of HPE runtime systems as well as adopted into the NVIDIA GPU hardware and drivers for CUDA 4.0 and beyond since 2011. The availability of real hardware that support key HPE features gives rise to a rare opportunity for studying the effectiveness of the hardware support by running important benchmarks on real runtime and hardware. Experimental results show that in a exemplar heterogeneous system, peer DMA and double-buffering, pinned buffers, and software techniques can improve the inter-accelerator data communication bandwidth by 2×. They can also improve the execution speed by 1.6× for a 3D finite difference, 2.5× for 1D FFT, and 1.6× for merge sort, all measured on real hardware. The proposed architecture support enables the HPE runtime to transparently deploy these optimizations under simple portable user code, allowing system designers to freely employ devices of different capabilities. We further argue that simple interfaces such as HPE are needed for most applications to benefit from advanced hardware features in practice.

  2. Runtime and Architecture Support for Efficient Data Exchange in Multi-Accelerator Applications

    PubMed Central

    Cabezas, Javier; Gelado, Isaac; Stone, John E.; Navarro, Nacho; Kirk, David B.; Hwu, Wen-mei

    2014-01-01

    Heterogeneous parallel computing applications often process large data sets that require multiple GPUs to jointly meet their needs for physical memory capacity and compute throughput. However, the lack of high-level abstractions in previous heterogeneous parallel programming models force programmers to resort to multiple code versions, complex data copy steps and synchronization schemes when exchanging data between multiple GPU devices, which results in high software development cost, poor maintainability, and even poor performance. This paper describes the HPE runtime system, and the associated architecture support, which enables a simple, efficient programming interface for exchanging data between multiple GPUs through either interconnects or cross-node network interfaces. The runtime and architecture support presented in this paper can also be used to support other types of accelerators. We show that the simplified programming interface reduces programming complexity. The research presented in this paper started in 2009. It has been implemented and tested extensively in several generations of HPE runtime systems as well as adopted into the NVIDIA GPU hardware and drivers for CUDA 4.0 and beyond since 2011. The availability of real hardware that support key HPE features gives rise to a rare opportunity for studying the effectiveness of the hardware support by running important benchmarks on real runtime and hardware. Experimental results show that in a exemplar heterogeneous system, peer DMA and double-buffering, pinned buffers, and software techniques can improve the inter-accelerator data communication bandwidth by 2×. They can also improve the execution speed by 1.6× for a 3D finite difference, 2.5× for 1D FFT, and 1.6× for merge sort, all measured on real hardware. The proposed architecture support enables the HPE runtime to transparently deploy these optimizations under simple portable user code, allowing system designers to freely employ devices of different capabilities. We further argue that simple interfaces such as HPE are needed for most applications to benefit from advanced hardware features in practice. PMID:26180487

  3. NASA-STD-(I)-6016, Standard Materials and Processes Requirements for Spacecraft

    NASA Technical Reports Server (NTRS)

    Pedley, Michael; Griffin, Dennis

    2006-01-01

    This document is directed toward Materials and Processes (M&P) used in the design, fabrication, and testing of flight components for all NASA manned, unmanned, robotic, launch vehicle, lander, in-space and surface systems, and spacecraft program/project hardware elements. All flight hardware is covered by the M&P requirements of this document, including vendor designed, off-the-shelf, and vendor furnished items. Materials and processes used in interfacing ground support equipment (GSE); test equipment; hardware processing equipment; hardware packaging; and hardware shipment shall be controlled to prevent damage to or contamination of flight hardware.

  4. Hardware development process for Human Research facility applications

    NASA Astrophysics Data System (ADS)

    Bauer, Liz

    2000-01-01

    The simple goal of the Human Research Facility (HRF) is to conduct human research experiments on the International Space Station (ISS) astronauts during long-duration missions. This is accomplished by providing integration and operation of the necessary hardware and software capabilities. A typical hardware development flow consists of five stages: functional inputs and requirements definition, market research, design life cycle through hardware delivery, crew training, and mission support. The purpose of this presentation is to guide the audience through the early hardware development process: requirement definition through selecting a development path. Specific HRF equipment is used to illustrate the hardware development paths. .

  5. Online Social Support for Patients with Multiple Sclerosis: A Thematic Analysis of Messages Posted to a Virtual Support Community.

    PubMed

    Shavazi, Masoumeh Abbasi; Morowatisharifabad, Mohammad Ali; Shavazi, Mohammad Taghi Abbasi; Mirzaei, Masoud; Ardekani, Ali Mellat

    2016-07-01

    Currently with the emergence of the Internet, patients have an opportunity to exchange social support online. However, little attention has been devoted to different dimensions of online social support exchanged in virtual support communities for patients with multiple sclerosis (MS). To provide a rich insight, the aim of this qualitative study was to explore and categorize different dimensions of online social support in messages exchanged in a virtual support community for patients with MS. A total of 548 posted messages created during one year period were selected using purposive sampling to consider the maximum variation sampling. Prior-research-driven thematic analysis was then conducted. In this regard, we used the Cutruna and Suhr's coding system. The messages that could not be categorized with the used coding system were thematically analyzed to explore new additional social support themes. The results showed that various forms of social support including informational, emotional, network, esteem and tangible support were exchanged. Moreover, new additional social support themes including sharing personal experiences, sharing coping strategies and spiritual support emerged in this virtual support community. The wide range of online social support exchanged in the virtual support community can be regarded as a supplementary source of social support for patients with MS. Future researches can examine online social support more comprehensively considering additional social support themes emerging in the present study.

  6. Symphony: A Framework for Accurate and Holistic WSN Simulation

    PubMed Central

    Riliskis, Laurynas; Osipov, Evgeny

    2015-01-01

    Research on wireless sensor networks has progressed rapidly over the last decade, and these technologies have been widely adopted for both industrial and domestic uses. Several operating systems have been developed, along with a multitude of network protocols for all layers of the communication stack. Industrial Wireless Sensor Network (WSN) systems must satisfy strict criteria and are typically more complex and larger in scale than domestic systems. Together with the non-deterministic behavior of network hardware in real settings, this greatly complicates the debugging and testing of WSN functionality. To facilitate the testing, validation, and debugging of large-scale WSN systems, we have developed a simulation framework that accurately reproduces the processes that occur inside real equipment, including both hardware- and software-induced delays. The core of the framework consists of a virtualized operating system and an emulated hardware platform that is integrated with the general purpose network simulator ns-3. Our framework enables the user to adjust the real code base as would be done in real deployments and also to test the boundary effects of different hardware components on the performance of distributed applications and protocols. Additionally we have developed a clock emulator with several different skew models and a component that handles sensory data feeds. The new framework should substantially shorten WSN application development cycles. PMID:25723144

  7. Research and Construction Lunar Stereoscopic Visualization System Based on Chang'E Data

    NASA Astrophysics Data System (ADS)

    Gao, Xingye; Zeng, Xingguo; Zhang, Guihua; Zuo, Wei; Li, ChunLai

    2017-04-01

    With lunar exploration activities carried by Chang'E-1, Chang'E-2 and Chang'E-3 lunar probe, a large amount of lunar data has been obtained, including topographical and image data covering the whole moon, as well as the panoramic image data of the spot close to the landing point of Chang'E-3. In this paper, we constructed immersive virtual moon system based on acquired lunar exploration data by using advanced stereoscopic visualization technology, which will help scholars to carry out research on lunar topography, assist the further exploration of lunar science, and implement the facilitation of lunar science outreach to the public. In this paper, we focus on the building of lunar stereoscopic visualization system with the combination of software and hardware by using binocular stereoscopic display technology, real-time rendering algorithm for massive terrain data, and building virtual scene technology based on panorama, to achieve an immersive virtual tour of the whole moon and local moonscape of Chang'E-3 landing point.

  8. Tangible display systems: bringing virtual surfaces into the real world

    NASA Astrophysics Data System (ADS)

    Ferwerda, James A.

    2012-03-01

    We are developing tangible display systems that enable natural interaction with virtual surfaces. Tangible display systems are based on modern mobile devices that incorporate electronic image displays, graphics hardware, tracking systems, and digital cameras. Custom software allows the orientation of a device and the position of the observer to be tracked in real-time. Using this information, realistic images of surfaces with complex textures and material properties illuminated by environment-mapped lighting, can be rendered to the screen at interactive rates. Tilting or moving in front of the device produces realistic changes in surface lighting and material appearance. In this way, tangible displays allow virtual surfaces to be observed and manipulated as naturally as real ones, with the added benefit that surface geometry and material properties can be modified in real-time. We demonstrate the utility of tangible display systems in four application areas: material appearance research; computer-aided appearance design; enhanced access to digital library and museum collections; and new tools for digital artists.

  9. Developing Historic Building Information Modelling Guidelines and Procedures for Architectural Heritage in Ireland

    NASA Astrophysics Data System (ADS)

    Murphy, M.; Corns, A.; Cahill, J.; Eliashvili, K.; Chenau, A.; Pybus, C.; Shaw, R.; Devlin, G.; Deevy, A.; Truong-Hong, L.

    2017-08-01

    Cultural heritage researchers have recently begun applying Building Information Modelling (BIM) to historic buildings. The model is comprised of intelligent objects with semantic attributes which represent the elements of a building structure and are organised within a 3D virtual environment. Case studies in Ireland are used to test and develop the suitable systems for (a) data capture/digital surveying/processing (b) developing library of architectural components and (c) mapping these architectural components onto the laser scan or digital survey to relate the intelligent virtual representation of a historic structure (HBIM). While BIM platforms have the potential to create a virtual and intelligent representation of a building, its full exploitation and use is restricted to narrow set of expert users with access to costly hardware, software and skills. The testing of open BIM approaches in particular IFCs and the use of game engine platforms is a fundamental component for developing much wider dissemination. The semantically enriched model can be transferred into a WEB based game engine platform.

  10. Seeking virtual social support through blogging: A content analysis of published blog posts written by people with chronic pain

    PubMed Central

    Strong, Jenny

    2018-01-01

    Objective People with chronic pain often have limited avenues for social support. Social isolation often develops as their abilities to engage in daily social and vocational activities decrease. With recent advancements in technology and increasing use of social media, virtual platforms such as blogging may provide opportunities for social support. This study analyzed published blog posts of people with chronic pain to investigate how social support occurs through blogging for chronic pain blog users and the nature of such online interactions. Methods A total of 810 blog posts published from January 2014 to December 2015 on 44 publicly accessible chronic pain blogs were collected and analyzed through qualitative phenomenological thematic analysis. Results The Virtual Online Support Sequence (VOSS) was identified through the exchange of online comments; this sequence defines the process by which virtual social support can be established through the process of chronic pain blogging. Three subthemes were also identified in relation to social support in the online blogging environment: (a) the virtual community of pain blogging; (b) establishing social support through the VOSS; and (c) recounting everyday experiences related to pain. Conclusions These findings suggest that blogging can be useful in seeking, receiving and providing social support for people with chronic pain. Understanding this mechanism behind establishing virtual social support may potentially encourage people with chronic pain to pursue additional support online if they have limited face-to-face opportunities.

  11. Augmented Feedback System to Support Physical Therapy of Non-specific Low Back Pain

    NASA Astrophysics Data System (ADS)

    Brodbeck, Dominique; Degen, Markus; Stanimirov, Michael; Kool, Jan; Scheermesser, Mandy; Oesch, Peter; Neuhaus, Cornelia

    Low back pain is an important problem in industrialized countries. Two key factors limit the effectiveness of physiotherapy: low compliance of patients with repetitive movement exercises, and inadequate awareness of patients of their own posture. The Backtrainer system addresses these problems by real-time monitoring of the spine position, by providing a framework for most common physiotherapy exercises for the low back, and by providing feedback to patients in a motivating way. A minimal sensor configuration was identified as two inertial sensors that measure the orientation of the lower back at two points with three degrees of freedom. The software was designed as a flexible platform to experiment with different hardware, and with various feedback modalities. Basic exercises for two types of movements are provided: mobilizing and stabilizing. We developed visual feedback - abstract as well as in the form of a virtual reality game - and complemented the on-screen graphics with an ambient feedback device. The system was evaluated during five weeks in a rehabilitation clinic with 26 patients and 15 physiotherapists. Subjective satisfaction of subjects was good, and we interpret the results as encouraging indication for the adoption of such a therapy support system by both patients and therapists.

  12. SOMM: A New Service Oriented Middleware for Generic Wireless Multimedia Sensor Networks Based on Code Mobility

    PubMed Central

    Faghih, Mohammad Mehdi; Moghaddam, Mohsen Ebrahimi

    2011-01-01

    Although much research in the area of Wireless Multimedia Sensor Networks (WMSNs) has been done in recent years, the programming of sensor nodes is still time-consuming and tedious. It requires expertise in low-level programming, mainly because of the use of resource constrained hardware and also the low level API provided by current operating systems. The code of the resulting systems has typically no clear separation between application and system logic. This minimizes the possibility of reusing code and often leads to the necessity of major changes when the underlying platform is changed. In this paper, we present a service oriented middleware named SOMM to support application development for WMSNs. The main goal of SOMM is to enable the development of modifiable and scalable WMSN applications. A network which uses the SOMM is capable of providing multiple services to multiple clients at the same time with the specified Quality of Service (QoS). SOMM uses a virtual machine with the ability to support mobile agents. Services in SOMM are provided by mobile agents and SOMM also provides a t space on each node which agents can use to communicate with each other. PMID:22346646

  13. SOMM: A new service oriented middleware for generic wireless multimedia sensor networks based on code mobility.

    PubMed

    Faghih, Mohammad Mehdi; Moghaddam, Mohsen Ebrahimi

    2011-01-01

    Although much research in the area of Wireless Multimedia Sensor Networks (WMSNs) has been done in recent years, the programming of sensor nodes is still time-consuming and tedious. It requires expertise in low-level programming, mainly because of the use of resource constrained hardware and also the low level API provided by current operating systems. The code of the resulting systems has typically no clear separation between application and system logic. This minimizes the possibility of reusing code and often leads to the necessity of major changes when the underlying platform is changed. In this paper, we present a service oriented middleware named SOMM to support application development for WMSNs. The main goal of SOMM is to enable the development of modifiable and scalable WMSN applications. A network which uses the SOMM is capable of providing multiple services to multiple clients at the same time with the specified Quality of Service (QoS). SOMM uses a virtual machine with the ability to support mobile agents. Services in SOMM are provided by mobile agents and SOMM also provides a t space on each node which agents can use to communicate with each other.

  14. Extending the Capabilities of Closed-loop Distributed Engine Control Simulations Using LAN Communication

    NASA Technical Reports Server (NTRS)

    Aretskin-Hariton, Eliot D.; Zinnecker, Alicia Mae; Culley, Dennis E.

    2014-01-01

    Distributed Engine Control (DEC) is an enabling technology that has the potential to advance the state-of-the-art in gas turbine engine control. To analyze the capabilities that DEC offers, a Hardware-In-the-Loop (HIL) test bed is being developed at NASA Glenn Research Center. This test bed will support a systems-level analysis of control capabilities in closed-loop engine simulations. The structure of the HIL emulates a virtual test cell by implementing the operator functions, control system, and engine on three separate computers. This implementation increases the flexibility and extensibility of the HIL. Here, a method is discussed for implementing these interfaces by connecting the three platforms over a dedicated Local Area Network (LAN). This approach is verified using the Commercial Modular Aero-Propulsion System Simulation 40k (C-MAPSS40k), which is typically implemented on one computer. There are marginal differences between the results from simulation of the typical and the three-computer implementation. Additional analysis of the LAN network, including characterization of network load, packet drop, and latency, is presented. The three-computer setup supports the incorporation of complex control models and proprietary engine models into the HIL framework.

  15. Reconfigurable HIL Testing of Earth Satellites

    NASA Technical Reports Server (NTRS)

    2008-01-01

    In recent years, hardware-in-the-loop (HIL) testing has carved a strong niche in several industries, such as automotive, aerospace, telecomm, and consumer electronics. As desktop computers have realized gains in speed, memory size, and data storage capacity, hardware/software platforms have evolved into high performance, deterministic HIL platforms, capable of hosting the most demanding applications for testing components and subsystems. Using simulation software to emulate the digital and analog I/O signals of system components, engineers of all disciplines can now test new systems in realistic environments to evaluate their function and performance prior to field deployment. Within the Aerospace industry, space-borne satellite systems are arguably some of the most demanding in terms of their requirement for custom engineering and testing. Typically, spacecraft are built one or few at a time to fulfill a space science or defense mission. In contrast to other industries that can amortize the cost of HIL systems over thousands, even millions of units, spacecraft HIL systems have been built as one-of-a-kind solutions, expensive in terms of schedule, cost, and risk, to assure satellite and spacecraft systems reliability. The focus of this paper is to present a new approach to HIL testing for spacecraft systems that takes advantage of a highly flexible hardware/software architecture based on National Instruments PXI reconfigurable hardware and virtual instruments developed using LabVIEW. This new approach to HIL is based on a multistage/multimode spacecraft bus emulation development model called Reconfigurable Hardware In-the-Loop or RHIL.

  16. Hardware-in-the-Loop Co-simulation of Distribution Grid for Demand Response

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Rotger-Griful, Sergi; Chatzivasileiadis, Spyros; Jacobsen, Rune H.

    2016-06-20

    In modern power systems, co-simulation is proposed as an enabler for analyzing the interactions between disparate systems. This paper introduces the co-simulation platform Virtual Grid Integration Laboratory (VirGIL) including Hardware-in-the-Loop testing, and demonstrates its potential to assess demand response strategies. VirGIL is based on a modular architecture using the Functional Mock-up Interface industrial standard to integrate new simulators. VirGIL combines state-of-the-art simulators in power systems, communications, buildings, and control. In this work, VirGIL is extended with a Hardware-in-the-Loop component to control the ventilation system of a real 12-story building in Denmark. VirGIL capabilities are illustrated in three scenarios: load following,more » primary reserves and load following aggregation. Experimental results show that the system can track one minute changing signals and it can provide primary reserves for up-regulation. Furthermore, the potential of aggregating several ventilation systems is evaluated considering the impact at distribution grid level and the communications protocol effect.« less

  17. A real-time biomimetic acoustic localizing system using time-shared architecture

    NASA Astrophysics Data System (ADS)

    Nourzad Karl, Marianne; Karl, Christian; Hubbard, Allyn

    2008-04-01

    In this paper a real-time sound source localizing system is proposed, which is based on previously developed mammalian auditory models. Traditionally, following the models, which use interaural time delay (ITD) estimates, the amount of parallel computations needed by a system to achieve real-time sound source localization is a limiting factor and a design challenge for hardware implementations. Therefore a new approach using a time-shared architecture implementation is introduced. The proposed architecture is a purely sample-base-driven digital system, and it follows closely the continuous-time approach described in the models. Rather than having dedicated hardware on a per frequency channel basis, a specialized core channel, shared for all frequency bands is used. Having an optimized execution time, which is much less than the system's sample rate, the proposed time-shared solution allows the same number of virtual channels to be processed as the dedicated channels in the traditional approach. Hence, the time-shared approach achieves a highly economical and flexible implementation using minimal silicon area. These aspects are particularly important in efficient hardware implementation of a real time biomimetic sound source localization system.

  18. Mixel camera--a new push-broom camera concept for high spatial resolution keystone-free hyperspectral imaging.

    PubMed

    Høye, Gudrun; Fridman, Andrei

    2013-05-06

    Current high-resolution push-broom hyperspectral cameras introduce keystone errors to the captured data. Efforts to correct these errors in hardware severely limit the optical design, in particular with respect to light throughput and spatial resolution, while at the same time the residual keystone often remains large. The mixel camera solves this problem by combining a hardware component--an array of light mixing chambers--with a mathematical method that restores the hyperspectral data to its keystone-free form, based on the data that was recorded onto the sensor with large keystone. A Virtual Camera software, that was developed specifically for this purpose, was used to compare the performance of the mixel camera to traditional cameras that correct keystone in hardware. The mixel camera can collect at least four times more light than most current high-resolution hyperspectral cameras, and simulations have shown that the mixel camera will be photon-noise limited--even in bright light--with a significantly improved signal-to-noise ratio compared to traditional cameras. A prototype has been built and is being tested.

  19. ISSLive!

    NASA Technical Reports Server (NTRS)

    Price, Jennifer B.; Snook, Bryan

    2011-01-01

    The ISSLive! project is a JSC innovation award- winning, combined MOD/Education project to publish export control and PAO-approved ISS telemetry, and simplified and scrubbed crew timelines. The publication of this data will be real-time or near real time and will include links to the crew's social media feeds and existing streaming public video/audio feeds, via public-friendly website, mobile devices and tablet applications. Additionally, the project will offer interactive virtual 3D views of an ISS model based on real-time telemetry and a 3D virtual mission control center based on existing Front Room console positions in made for public displays. The ISSLive! project is MOD-managed and includes collaborations with subject-matter expertise from the ISS flight controllers regarding daily operations and planning, education program specialists from the JSC Office of Education, instructional designers, human computer interface experts, and software/hardware experts from MOD facility organization, and senior web designers. In support of the Agency s Strategic Goal #6 with respect to using the ISS National Laboratory for education activities, ISSLive! uses the Station itself as STEM education subject matter and provides data for STEM-based lessons plans using national standards. Specifically, ISSLive! supports and enables the National Laboratory Education (NLE) project to address the Agency s Strategic Goal #6. This goal mandates, sharing NASA with the public, educators, and students to provide opportunities to participate in our Mission, foster innovation .. ISSLive! satisfies the Agency s outcomes of Strategic Goal; that is, engages the public in NASA's missions by providing new pathways for participation (Outcome 6.3) and it informs, engages, and inspires the public by sharing NASA s missions, challenges, and results (Outcome 6.4). Additionally, ISSLive! enables MOD s support of JSC Outreach and NASA's Open Data and Open Government Initiatives. The audience for the ISSLive! website and its application(s) are: teachers, students, citizen scientists, and the general public who will be given new and interactive insights on how the ISS Operates.

  20. Virtual automation.

    PubMed

    Casis, E; Garrido, A; Uranga, B; Vives, A; Zufiaurre, C

    2001-01-01

    Total laboratory automation (TLA) can be substituted in mid-size laboratories by a computer sample workflow control (virtual automation). Such a solution has been implemented in our laboratory using PSM, software developed in cooperation with Roche Diagnostics (Barcelona, Spain), to this purpose. This software is connected to the online analyzers and to the laboratory information system and is able to control and direct the samples working as an intermediate station. The only difference with TLA is the replacement of transport belts by personnel of the laboratory. The implementation of this virtual automation system has allowed us the achievement of the main advantages of TLA: workload increase (64%) with reduction in the cost per test (43%), significant reduction in the number of biochemistry primary tubes (from 8 to 2), less aliquoting (from 600 to 100 samples/day), automation of functional testing, drastic reduction of preanalytical errors (from 11.7 to 0.4% of the tubes) and better total response time for both inpatients (from up to 48 hours to up to 4 hours) and outpatients (from up to 10 days to up to 48 hours). As an additional advantage, virtual automation could be implemented without hardware investment and significant headcount reduction (15% in our lab).

  1. Space Shuttle Projects

    NASA Image and Video Library

    2001-08-08

    Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at Johnson Space Center to train for upcoming duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties for the fourth Hubble Space Telescope Servicing mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.

  2. The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres.

    PubMed

    John, Nigel W; Pop, Serban R; Day, Thomas W; Ritsos, Panagiotis D; Headleand, Christopher J

    2018-05-01

    Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5 percent then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed.

  3. Virtual reality and hallucination: a technoetic perspective

    NASA Astrophysics Data System (ADS)

    Slattery, Diana R.

    2008-02-01

    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMDs), navigation and pointing devices; and stereoscopic imaging. This presentation examines the experiential aspect of VR. Putting "virtual" in front of "reality" modifies the ontological status of a class of experience-that of "reality." Reality has also been modified [by artists, new media theorists, technologists and philosophers] as augmented, mixed, simulated, artificial, layered, and enhanced. Modifications of reality are closely tied to modifications of perception. Media theorist Roy Ascott creates a model of three "VR's": Verifiable Reality, Virtual Reality, and Vegetal (entheogenically induced) Reality. The ways in which we shift our perceptual assumptions, create and verify illusions, and enter "the willing suspension of disbelief" that allows us entry into imaginal worlds is central to the experience of VR worlds, whether those worlds are explicitly representational (robotic manipulations by VR) or explicitly imaginal (VR artistic creations). The early rhetoric surrounding VR was interwoven with psychedelics, a perception amplified by Timothy Leary's presence on the historic SIGGRAPH panel, and the Wall Street Journal's tag of VR as "electronic LSD." This paper discusses the connections-philosophical, social-historical, and psychological-perceptual between these two domains.

  4. Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; DeFanti, Thomas A.; Dawe, Greg; Prudhomme, Andrew; Schulze, Jurgen P.; Cutchin, Steve

    2011-03-01

    Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.

  5. A Cluster-Based Dual-Adaptive Topology Control Approach in Wireless Sensor Networks.

    PubMed

    Gui, Jinsong; Zhou, Kai; Xiong, Naixue

    2016-09-25

    Multi-Input Multi-Output (MIMO) can improve wireless network performance. Sensors are usually single-antenna devices due to the high hardware complexity and cost, so several sensors are used to form virtual MIMO array, which is a desirable approach to efficiently take advantage of MIMO gains. Also, in large Wireless Sensor Networks (WSNs), clustering can improve the network scalability, which is an effective topology control approach. The existing virtual MIMO-based clustering schemes do not either fully explore the benefits of MIMO or adaptively determine the clustering ranges. Also, clustering mechanism needs to be further improved to enhance the cluster structure life. In this paper, we propose an improved clustering scheme for virtual MIMO-based topology construction (ICV-MIMO), which can determine adaptively not only the inter-cluster transmission modes but also the clustering ranges. Through the rational division of cluster head function and the optimization of cluster head selection criteria and information exchange process, the ICV-MIMO scheme effectively reduces the network energy consumption and improves the lifetime of the cluster structure when compared with the existing typical virtual MIMO-based scheme. Moreover, the message overhead and time complexity are still in the same order of magnitude.

  6. A Cluster-Based Dual-Adaptive Topology Control Approach in Wireless Sensor Networks

    PubMed Central

    Gui, Jinsong; Zhou, Kai; Xiong, Naixue

    2016-01-01

    Multi-Input Multi-Output (MIMO) can improve wireless network performance. Sensors are usually single-antenna devices due to the high hardware complexity and cost, so several sensors are used to form virtual MIMO array, which is a desirable approach to efficiently take advantage of MIMO gains. Also, in large Wireless Sensor Networks (WSNs), clustering can improve the network scalability, which is an effective topology control approach. The existing virtual MIMO-based clustering schemes do not either fully explore the benefits of MIMO or adaptively determine the clustering ranges. Also, clustering mechanism needs to be further improved to enhance the cluster structure life. In this paper, we propose an improved clustering scheme for virtual MIMO-based topology construction (ICV-MIMO), which can determine adaptively not only the inter-cluster transmission modes but also the clustering ranges. Through the rational division of cluster head function and the optimization of cluster head selection criteria and information exchange process, the ICV-MIMO scheme effectively reduces the network energy consumption and improves the lifetime of the cluster structure when compared with the existing typical virtual MIMO-based scheme. Moreover, the message overhead and time complexity are still in the same order of magnitude. PMID:27681731

  7. A Method for the Control of Multigrasp Myoelectric Prosthetic Hands

    PubMed Central

    Dalley, Skyler Ashton; Varol, Huseyin Atakan; Goldfarb, Michael

    2012-01-01

    This paper presents the design and preliminary experimental validation of a multigrasp myoelectric controller. The described method enables direct and proportional control of multigrasp prosthetic hand motion among nine characteristic postures using two surface electromyography electrodes. To assess the efficacy of the control method, five nonamputee subjects utilized the multigrasp myoelectric controller to command the motion of a virtual prosthesis between random sequences of target hand postures in a series of experimental trials. For comparison, the same subjects also utilized a data glove, worn on their native hand, to command the motion of the virtual prosthesis for similar sequences of target postures during each trial. The time required to transition from posture to posture and the percentage of correctly completed transitions were evaluated to characterize the ability to control the virtual prosthesis using each method. The average overall transition times across all subjects were found to be 1.49 and 0.81 s for the multigrasp myoelectric controller and the native hand, respectively. The average transition completion rates for both were found to be the same (99.2%). Supplemental videos demonstrate the virtual prosthesis experiments, as well as a preliminary hardware implementation. PMID:22180515

  8. Performance implications from sizing a VM on multi-core systems: A Data analytic application s view

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lim, Seung-Hwan; Horey, James L; Begoli, Edmon

    In this paper, we present a quantitative performance analysis of data analytics applications running on multi-core virtual machines. Such environments form the core of cloud computing. In addition, data analytics applications, such as Cassandra and Hadoop, are becoming increasingly popular on cloud computing platforms. This convergence necessitates a better understanding of the performance and cost implications of such hybrid systems. For example, the very rst step in hosting applications in virtualized environments, requires the user to con gure the number of virtual processors and the size of memory. To understand performance implications of this step, we benchmarked three Yahoo Cloudmore » Serving Benchmark (YCSB) workloads in a virtualized multi-core environment. Our measurements indicate that the performance of Cassandra for YCSB workloads does not heavily depend on the processing capacity of a system, while the size of the data set is critical to performance relative to allocated memory. We also identi ed a strong relationship between the running time of workloads and various hardware events (last level cache loads, misses, and CPU migrations). From this analysis, we provide several suggestions to improve the performance of data analytics applications running on cloud computing environments.« less

  9. Virtual Acoustics, Aeronautics and Communications

    NASA Technical Reports Server (NTRS)

    Begault, Durand R.; Null, Cynthia H. (Technical Monitor)

    1996-01-01

    An optimal approach to auditory display design for commercial aircraft would utilize both spatialized ("3-D") audio techniques and active noise cancellation for safer operations. Results from several aircraft simulator studies conducted at NASA Ames Research Center are reviewed, including Traffic alert and Collision Avoidance System (TCAS) warnings, spoken orientation "beacons" for gate identification and collision avoidance on the ground, and hardware for improved speech intelligibility. The implications of hearing loss amongst pilots is also considered.

  10. Interservice/Industry Training, Simulation and Education Conference Partnerships for Learning in the New Millennium Abstracts

    DTIC Science & Technology

    2000-01-01

    for flight test data, and both generic and specialized tools of data filtering , data calibration, modeling , system identification, and simulation...GRAMMATICAL MODEL AND PARSER FOR AIR TRAFFIC CONTROLLER’S COMMANDS 11 A SPEECH-CONTROLLED INTERACTIVE VIRTUAL ENVIRONMENT FOR SHIP FAMILIARIZATION 12... MODELING AND SIMULATION IN THE 21ST CENTURY 23 NEW COTS HARDWARE AND SOFTWARE REDUCE THE COST AND EFFORT IN REPLACING AGING FLIGHT SIMULATORS SUBSYSTEMS

  11. Virtual acoustics, aeronautics, and communications

    NASA Technical Reports Server (NTRS)

    Begault, D. R.; Wenzel, E. M. (Principal Investigator)

    1998-01-01

    An optimal approach to auditory display design for commercial aircraft would utilize both spatialized (3-D) audio techniques and active noise cancellation for safer operations. Results from several aircraft simulator studies conducted at NASA Ames Research Center are reviewed, including Traffic alert and Collision Avoidance System (TCAS) warnings, spoken orientation "beacons" for gate identification and collision avoidance on the ground, and hardware for improved speech intelligibility. The implications of hearing loss among pilots is also considered.

  12. HyFinBall: A Two-Handed, Hybrid 2D/3D Desktop VR Interface for Visualization

    DTIC Science & Technology

    2013-01-01

    user study . This is done in the context of a rich, visual analytics interface containing coordinated views with 2D and 3D visualizations and...the user interface (hardware and software), the design space, as well as preliminary results of a formal user study . This is done in the context of a ... virtual reality , user interface , two-handed interface , hybrid user interface , multi-touch, gesture,

  13. Guaranteeing Spoof-Resilient Multi-Robot Networks

    DTIC Science & Technology

    2016-02-12

    key-distribution. Our core contribution is a novel al- gorithm implemented on commercial Wi - Fi radios that can “sense” spoofers using the physics of...encrypted key exchange, but rather a commercial Wi - Fi card and software to implement our so- lution. Our virtual sensor leverages the rich physical...cheap commodity Wi - Fi radios, unlike hardware-based solutions [46, 48]. (3) It is robust to client mobility and power-scaling at- tacks. Finally, our

  14. The development of the Canadian Mobile Servicing System Kinematic Simulation Facility

    NASA Technical Reports Server (NTRS)

    Beyer, G.; Diebold, B.; Brimley, W.; Kleinberg, H.

    1989-01-01

    Canada will develop a Mobile Servicing System (MSS) as its contribution to the U.S./International Space Station Freedom. Components of the MSS will include a remote manipulator (SSRMS), a Special Purpose Dexterous Manipulator (SPDM), and a mobile base (MRS). In order to support requirements analysis and the evaluation of operational concepts related to the use of the MSS, a graphics based kinematic simulation/human-computer interface facility has been created. The facility consists of the following elements: (1) A two-dimensional graphics editor allowing the rapid development of virtual control stations; (2) Kinematic simulations of the space station remote manipulators (SSRMS and SPDM), and mobile base; and (3) A three-dimensional graphics model of the space station, MSS, orbiter, and payloads. These software elements combined with state of the art computer graphics hardware provide the capability to prototype MSS workstations, evaluate MSS operational capabilities, and investigate the human-computer interface in an interactive simulation environment. The graphics technology involved in the development and use of this facility is described.

  15. Web interfaces to relational databases

    NASA Technical Reports Server (NTRS)

    Carlisle, W. H.

    1996-01-01

    This reports on a project to extend the capabilities of a Virtual Research Center (VRC) for NASA's Advanced Concepts Office. The work was performed as part of NASA's 1995 Summer Faculty Fellowship program and involved the development of a prototype component of the VRC - a database system that provides data creation and access services within a room of the VRC. In support of VRC development, NASA has assembled a laboratory containing the variety of equipment expected to be used by scientists within the VRC. This laboratory consists of the major hardware platforms, SUN, Intel, and Motorola processors and their most common operating systems UNIX, Windows NT, Windows for Workgroups, and Macintosh. The SPARC 20 runs SUN Solaris 2.4, an Intel Pentium runs Windows NT and is installed on a different network from the other machines in the laboratory, a Pentium PC runs Windows for Workgroups, two Intel 386 machines run Windows 3.1, and finally, a PowerMacintosh and a Macintosh IIsi run MacOS.

  16. AAL service development loom--from the idea to a marketable business model.

    PubMed

    Kriegel, Johannes; Auinger, Klemens

    2015-01-01

    The Ambient Assisted Living (AAL) market is still in an early stage of development. Previous approaches of comprehensive AAL services are mostly supply-side driven and focused on hardware and software. Usually this type of AAL solutions does not lead to a sustainable success on the market. Research and development increasingly focuses on demand and customer requirements in addition to the social and legal framework. The question is: How can a systematic performance measurement strategy along a service development process support the market-ready design of a concrete business model for AAL service? Within the EU funded research project DALIA (Assistant for Daily Life Activities at Home) an iterative service development process uses an adapted Osterwalder business model canvas. The application of a performance measurement index (PMI) to support the process has been developed and tested. Development of an iterative service development model using a supporting PMI. The PMI framework is developed throughout the engineering of a virtual assistant (AVATAR) as a modular interface to connect informal carers with necessary and useful services. Future research should seek to ensure that the PMI enables meaningful transparency regarding targeting (e.g. innovative AAL service), design (e.g. functional hybrid AAL service) and implementation (e.g. marketable AAL support services). To this end, a further reference to further testing practices is required. The aim must be to develop a weighted PMI in the context of further research, which supports both the service engineering and the subsequent service management process.

  17. Immersive Virtual Moon Scene System Based on Panoramic Camera Data of Chang'E-3

    NASA Astrophysics Data System (ADS)

    Gao, X.; Liu, J.; Mu, L.; Yan, W.; Zeng, X.; Zhang, X.; Li, C.

    2014-12-01

    The system "Immersive Virtual Moon Scene" is used to show the virtual environment of Moon surface in immersive environment. Utilizing stereo 360-degree imagery from panoramic camera of Yutu rover, the system enables the operator to visualize the terrain and the celestial background from the rover's point of view in 3D. To avoid image distortion, stereo 360-degree panorama stitched by 112 images is projected onto inside surface of sphere according to panorama orientation coordinates and camera parameters to build the virtual scene. Stars can be seen from the Moon at any time. So we render the sun, planets and stars according to time and rover's location based on Hipparcos catalogue as the background on the sphere. Immersing in the stereo virtual environment created by this imaged-based rendering technique, the operator can zoom, pan to interact with the virtual Moon scene and mark interesting objects. Hardware of the immersive virtual Moon system is made up of four high lumen projectors and a huge curve screen which is 31 meters long and 5.5 meters high. This system which take all panoramic camera data available and use it to create an immersive environment, enable operator to interact with the environment and mark interesting objects contributed heavily to establishment of science mission goals in Chang'E-3 mission. After Chang'E-3 mission, the lab with this system will be open to public. Besides this application, Moon terrain stereo animations based on Chang'E-1 and Chang'E-2 data will be showed to public on the huge screen in the lab. Based on the data of lunar exploration,we will made more immersive virtual moon scenes and animations to help the public understand more about the Moon in the future.

  18. Online Social Support for Patients with Multiple Sclerosis: A Thematic Analysis of Messages Posted to a Virtual Support Community

    PubMed Central

    Shavazi, Masoumeh Abbasi; Morowatisharifabad, Mohammad Ali; Shavazi, Mohammad Taghi Abbasi; Mirzaei, Masoud; Ardekani, Ali Mellat

    2016-01-01

    Background: Currently with the emergence of the Internet, patients have an opportunity to exchange social support online. However, little attention has been devoted to different dimensions of online social support exchanged in virtual support communities for patients with multiple sclerosis (MS). Methods: To provide a rich insight, the aim of this qualitative study was to explore and categorize different dimensions of online social support in messages exchanged in a virtual support community for patients with MS. A total of 548 posted messages created during one year period were selected using purposive sampling to consider the maximum variation sampling. Prior-research-driven thematic analysis was then conducted. In this regard, we used the Cutruna and Suhr’s coding system. The messages that could not be categorized with the used coding system were thematically analyzed to explore new additional social support themes. Results: The results showed that various forms of social support including informational, emotional, network, esteem and tangible support were exchanged. Moreover, new additional social support themes including sharing personal experiences, sharing coping strategies and spiritual support emerged in this virtual support community. Conclusion: The wide range of online social support exchanged in the virtual support community can be regarded as a supplementary source of social support for patients with MS. Future researches can examine online social support more comprehensively considering additional social support themes emerging in the present study. PMID:27382585

  19. System Administrator for LCS Development Sets

    NASA Technical Reports Server (NTRS)

    Garcia, Aaron

    2013-01-01

    The Spaceport Command and Control System Project is creating a Checkout and Control System that will eventually launch the next generation of vehicles from Kennedy Space Center. KSC has a large set of Development and Operational equipment already deployed in several facilities, including the Launch Control Center, which requires support. The position of System Administrator will complete tasks across multiple platforms (Linux/Windows), many of them virtual. The Hardware Branch of the Control and Data Systems Division at the Kennedy Space Center uses system administrators for a variety of tasks. The position of system administrator comes with many responsibilities which include maintaining computer systems, repair or set up hardware, install software, create backups and recover drive images are a sample of jobs which one must complete. Other duties may include working with clients in person or over the phone and resolving their computer system needs. Training is a major part of learning how an organization functions and operates. Taking that into consideration, NASA is no exception. Training on how to better protect the NASA computer infrastructure will be a topic to learn, followed by NASA work polices. Attending meetings and discussing progress will be expected. A system administrator will have an account with root access. Root access gives a user full access to a computer system and or network. System admins can remove critical system files and recover files using a tape backup. Problem solving will be an important skill to develop in order to complete the many tasks.

  20. Environmental Friendly Coatings and Corrosion Prevention For Flight Hardware Project

    NASA Technical Reports Server (NTRS)

    Calle, Luz

    2014-01-01

    Identify, test and develop qualification criteria for environmentally friendly corrosion protective coatings and corrosion preventative compounds (CPC's) for flight hardware an ground support equipment.

  1. Costs of cloud computing for a biometry department. A case study.

    PubMed

    Knaus, J; Hieke, S; Binder, H; Schwarzer, G

    2013-01-01

    "Cloud" computing providers, such as the Amazon Web Services (AWS), offer stable and scalable computational resources based on hardware virtualization, with short, usually hourly, billing periods. The idea of pay-as-you-use seems appealing for biometry research units which have only limited access to university or corporate data center resources or grids. This case study compares the costs of an existing heterogeneous on-site hardware pool in a Medical Biometry and Statistics department to a comparable AWS offer. The "total cost of ownership", including all direct costs, is determined for the on-site hardware, and hourly prices are derived, based on actual system utilization during the year 2011. Indirect costs, which are difficult to quantify are not included in this comparison, but nevertheless some rough guidance from our experience is given. To indicate the scale of costs for a methodological research project, a simulation study of a permutation-based statistical approach is performed using AWS and on-site hardware. In the presented case, with a system utilization of 25-30 percent and 3-5-year amortization, on-site hardware can result in smaller costs, compared to hourly rental in the cloud dependent on the instance chosen. Renting cloud instances with sufficient main memory is a deciding factor in this comparison. Costs for on-site hardware may vary, depending on the specific infrastructure at a research unit, but have only moderate impact on the overall comparison and subsequent decision for obtaining affordable scientific computing resources. Overall utilization has a much stronger impact as it determines the actual computing hours needed per year. Taking this into ac count, cloud computing might still be a viable option for projects with limited maturity, or as a supplement for short peaks in demand.

  2. Solar Resource Assessment with Sky Imagery and a Virtual Testbed for Sky Imager Solar Forecasting

    NASA Astrophysics Data System (ADS)

    Kurtz, Benjamin Bernard

    In recent years, ground-based sky imagers have emerged as a promising tool for forecasting solar energy on short time scales (0 to 30 minutes ahead). Following the development of sky imager hardware and algorithms at UC San Diego, we present three new or improved algorithms for sky imager forecasting and forecast evaluation. First, we present an algorithm for measuring irradiance with a sky imager. Sky imager forecasts are often used in conjunction with other instruments for measuring irradiance, so this has the potential to decrease instrumentation costs and logistical complexity. In particular, the forecast algorithm itself often relies on knowledge of the current irradiance which can now be provided directly from the sky images. Irradiance measurements are accurate to within about 10%. Second, we demonstrate a virtual sky imager testbed that can be used for validating and enhancing the forecast algorithm. The testbed uses high-quality (but slow) simulations to produce virtual clouds and sky images. Because virtual cloud locations are known, much more advanced validation procedures are possible with the virtual testbed than with measured data. In this way, we are able to determine that camera geometry and non-uniform evolution of the cloud field are the two largest sources of forecast error. Finally, with the assistance of the virtual sky imager testbed, we develop improvements to the cloud advection model used for forecasting. The new advection schemes are 10-20% better at short time horizons.

  3. Evaluating virtual hosted desktops for graphics-intensive astronomy

    NASA Astrophysics Data System (ADS)

    Meade, B. F.; Fluke, C. J.

    2018-04-01

    Visualisation of data is critical to understanding astronomical phenomena. Today, many instruments produce datasets that are too big to be downloaded to a local computer, yet many of the visualisation tools used by astronomers are deployed only on desktop computers. Cloud computing is increasingly used to provide a computation and simulation platform in astronomy, but it also offers great potential as a visualisation platform. Virtual hosted desktops, with graphics processing unit (GPU) acceleration, allow interactive, graphics-intensive desktop applications to operate co-located with astronomy datasets stored in remote data centres. By combining benchmarking and user experience testing, with a cohort of 20 astronomers, we investigate the viability of replacing physical desktop computers with virtual hosted desktops. In our work, we compare two Apple MacBook computers (one old and one new, representing hardware and opposite ends of the useful lifetime) with two virtual hosted desktops: one commercial (Amazon Web Services) and one in a private research cloud (the Australian NeCTAR Research Cloud). For two-dimensional image-based tasks and graphics-intensive three-dimensional operations - typical of astronomy visualisation workflows - we found that benchmarks do not necessarily provide the best indication of performance. When compared to typical laptop computers, virtual hosted desktops can provide a better user experience, even with lower performing graphics cards. We also found that virtual hosted desktops are equally simple to use, provide greater flexibility in choice of configuration, and may actually be a more cost-effective option for typical usage profiles.

  4. Teaching Robotics Software with the Open Hardware Mobile Manipulator

    ERIC Educational Resources Information Center

    Vona, M.; Shekar, N. H.

    2013-01-01

    The "open hardware mobile manipulator" (OHMM) is a new open platform with a unique combination of features for teaching robotics software and algorithms. On-board low- and high-level processors support real-time embedded programming and motor control, as well as higher-level coding with contemporary libraries. Full hardware designs and…

  5. Environmental Control and Life Support Integration Strategy for 6-Crew Operations

    NASA Technical Reports Server (NTRS)

    2009-01-01

    The International Space Station (ISS) crew compliment will be increasing in size from 3 to 6 crew members in the summer of 2009. In order to support this increase in crew on ISS, the United States on-orbit Segment (USOS) has been outfitted with a suite of regenerative Environmental Control and Life Support (ECLS) hardware including an Oxygen Generation System(OGS), Waste and Hygiene Compartment (WHC), and a Water Recovery System (WRS). The WRS includes the Urine Processor Assembly (UPA) and the Water Processor Assembly (WPA). A critical step in advancing to a 6Crew support capability on ISS is a full checkedout and verification of the Regenerative ECLS hardware. With a successful checkout, the ISS will achieve full redundancy in its onorbit life support system between the USOS and Russian Segment (RS). The additional redundancy created by the Regenerative ECLS hardware creates the opportunity for independent support capabilities between segments, and for the first time since the start of ISS, the necessity to revise Life Support strategy agreements. Independent operating strategies coupled with the loss of the Space Shuttle supply and return capabilities in 2010 offers additional challenges. These challenges create the need for a higher level of onorbit consumables reserve to ensure crewmember life support during a system failure. This paper will discuss the evolution of the ISS Life Support hardware strategy in support of 6Crew on ISS, as well as the continued work which will be necessary to ensure the support of crew and ISS Program objectives through the life of station.

  6. The Art of Space Flight Exercise Hardware: Design and Implementation

    NASA Technical Reports Server (NTRS)

    Beyene, Nahom M.

    2004-01-01

    The design of space flight exercise hardware depends on experience with crew health maintenance in a microgravity environment, history in development of flight-quality exercise hardware, and a foundation for certifying proper project management and design methodology. Developed over the past 40 years, the expertise in designing exercise countermeasures hardware at the Johnson Space Center stems from these three aspects of design. The medical community has steadily pursued an understanding of physiological changes in humans in a weightless environment and methods of counteracting negative effects on the cardiovascular and musculoskeletal system. The effects of weightlessness extend to the pulmonary and neurovestibular system as well with conditions ranging from motion sickness to loss of bone density. Results have shown losses in water weight and muscle mass in antigravity muscle groups. With the support of university-based research groups and partner space agencies, NASA has identified exercise to be the primary countermeasure for long-duration space flight. The history of exercise hardware began during the Apollo Era and leads directly to the present hardware on the International Space Station. Under the classifications of aerobic and resistive exercise, there is a clear line of development from the early devices to the countermeasures hardware used today. In support of all engineering projects, the engineering directorate has created a structured framework for project management. Engineers have identified standards and "best practices" to promote efficient and elegant design of space exercise hardware. The quality of space exercise hardware depends on how well hardware requirements are justified by exercise performance guidelines and crew health indicators. When considering the microgravity environment of the device, designers must consider performance of hardware separately from the combined human-in-hardware system. Astronauts are the caretakers of the hardware while it is deployed and conduct all sanitization, calibration, and maintenance for the devices. Thus, hardware designs must account for these issues with a goal of minimizing crew time on orbit required to complete these tasks. In the future, humans will venture to Mars and exercise countermeasures will play a critical role in allowing us to continue in our spirit of exploration. NASA will benefit from further experimentation on Earth, through the International Space Station, and with advanced biomechanical models to quantify how each device counteracts specific symptoms of weightlessness. With the continued support of international space agencies and the academic research community, we will usher the next frontier in human space exploration.

  7. Survey on multisensory feedback virtual reality dental training systems.

    PubMed

    Wang, D; Li, T; Zhang, Y; Hou, J

    2016-11-01

    Compared with traditional dental training methods, virtual reality training systems integrated with multisensory feedback possess potentials advantages. However, there exist many technical challenges in developing a satisfactory simulator. In this manuscript, we systematically survey several current dental training systems to identify the gaps between the capabilities of these systems and the clinical training requirements. After briefly summarising the components, functions and unique features of each system, we discuss the technical challenges behind these systems including the software, hardware and user evaluation methods. Finally, the clinical requirements of an ideal dental training system are proposed. Future research/development areas are identified based on an analysis of the gaps between current systems and clinical training requirements. © 2015 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  8. Chip architecture - A revolution brewing

    NASA Astrophysics Data System (ADS)

    Guterl, F.

    1983-07-01

    Techniques being explored by microchip designers and manufacturers to both speed up memory access and instruction execution while protecting memory are discussed. Attention is given to hardwiring control logic, pipelining for parallel processing, devising orthogonal instruction sets for interchangeable instruction fields, and the development of hardware for implementation of virtual memory and multiuser systems to provide memory management and protection. The inclusion of microcode in mainframes eliminated logic circuits that control timing and gating of the CPU. However, improvements in memory architecture have reduced access time to below that needed for instruction execution. Hardwiring the functions as a virtual memory enhances memory protection. Parallelism involves a redundant architecture, which allows identical operations to be performed simultaneously, and can be directed with microcode to avoid abortion of intermediate instructions once on set of instructions has been completed.

  9. The Virtual Earth-Solar Observatory of the SCiESMEX

    NASA Astrophysics Data System (ADS)

    De la Luz, V.; Gonzalez-Esparza, A.; Cifuentes-Nava, G.

    2015-12-01

    The Mexican Space Weather Service (SCiESMEX, http://www.sciesmex.unam.mx) started operations in October 2014. The project includes the Virtual Earth-Solar Observatory (VESO, http://www.veso.unam.mx). The VESO is a improved project wich objetive is integrate the space weather instrumentation network from the National Autonomous University of Mexico (UNAM). The network includes the Mexican Array Radiotelescope (MEXART), the Callisto receptor (MEXART), a Neutron Telescope, a Cosmic Ray Telescope. the Schumann Antenna, the National Magnetic Service, and the mexican GPS network (TlalocNet). The VESO facility is located at the Geophysics Institute campus Michoacan (UNAM). We offer the service of data store, real-time data, and quasi real-time data. The hardware of VESO includes a High Performance Computer (HPC) dedicated specially to big data storage.

  10. A novel implementation of homodyne time interval analysis method for primary vibration calibration

    NASA Astrophysics Data System (ADS)

    Sun, Qiao; Zhou, Ling; Cai, Chenguang; Hu, Hongbo

    2011-12-01

    In this paper, the shortcomings and their causes of the conventional homodyne time interval analysis (TIA) method is described with respect to its software algorithm and hardware implementation, based on which a simplified TIA method is proposed with the help of virtual instrument technology. Equipped with an ordinary Michelson interferometer and dual channel synchronous data acquisition card, the primary vibration calibration system using the simplified method can perform measurements of complex sensitivity of accelerometers accurately, meeting the uncertainty requirements laid down in pertaining ISO standard. The validity and accuracy of the simplified TIA method is verified by simulation and comparison experiments with its performance analyzed. This simplified method is recommended to apply in national metrology institute of developing countries and industrial primary vibration calibration labs for its simplified algorithm and low requirements on hardware.

  11. Operating systems. [of computers

    NASA Technical Reports Server (NTRS)

    Denning, P. J.; Brown, R. L.

    1984-01-01

    A counter operating system creates a hierarchy of levels of abstraction, so that at a given level all details concerning lower levels can be ignored. This hierarchical structure separates functions according to their complexity, characteristic time scale, and level of abstraction. The lowest levels include the system's hardware; concepts associated explicitly with the coordination of multiple tasks appear at intermediate levels, which conduct 'primitive processes'. Software semaphore is the mechanism controlling primitive processes that must be synchronized. At higher levels lie, in rising order, the access to the secondary storage devices of a particular machine, a 'virtual memory' scheme for managing the main and secondary memories, communication between processes by way of a mechanism called a 'pipe', access to external input and output devices, and a hierarchy of directories cataloguing the hardware and software objects to which access must be controlled.

  12. Orbiter Auxiliary Power Unit Flight Support Plan

    NASA Technical Reports Server (NTRS)

    Guirl, Robert; Munroe, James; Scott, Walter

    1990-01-01

    This paper discussed the development of an integrated Orbiter Auxiliary Power Unit (APU) and Improved APU (IAPU) Flight Suuport Plan. The plan identifies hardware requirements for continued support of flight activities for the Space Shuttle Orbiter fleet. Each Orbiter vehicle has three APUs that provide power to the hydraulic system for flight control surface actuation, engine gimbaling, landing gear deployment, braking, and steering. The APUs contain hardware that has been found over the course of development and flight history to have operating time and on-vehicle exposure time limits. These APUs will be replaced by IAPUs with enhanced operating lives on a vehicle-by-vehicle basis during scheduled Orbiter modification periods. This Flight Support Plan is used by program management, engineering, logistics, contracts, and procurement groups to establish optimum use of available hardware and replacement quantities and delivery requirements for APUs until vehicle modifications and incorporation of IAPUs. Changes to the flight manifest and program delays are evaluated relative to their impact on hardware availability.

  13. Evaluating the Applicability of Heritage Flight Hardware in Orion Environmental Control and Life Support Systems

    NASA Technical Reports Server (NTRS)

    Cross, Cynthia D.; Lewis, John F.; Barido, Richard A.; Carrasquillo, Robyn; Rains, George E.

    2011-01-01

    Recent changes in the overall NASA vision has resulted in further cost and schedule challenges for the Orion program. As a result, additional scrutiny has been focused on the use of new developments for hardware in the environmental control and life support systems. This paper will examine the Orion architecture as it is envisioned to support missions to the International Space Station and future exploration missions and determine what if any functions can be satisfied through the use of existing, heritage hardware designs. An initial evaluation of each component is included and where a heritage component was deemed likely further details are examined. Key technical parameters, mass, volume and vibration loads are a few of the specific items that are evaluated. Where heritage hardware has been identified that may be substituted in the Orion architecture a discussion of key requirement changes that may need to be made as well as recommendation to further evaluate applicability are noted.

  14. Engineering support activities for the Apollo 17 Surface Electrical Properties Experiment.

    NASA Technical Reports Server (NTRS)

    Cubley, H. D.

    1972-01-01

    Description of the engineering support activities which were required to ensure fulfillment of objectives specified for the Apollo 17 SEP (Surface Electrical Properties) Experiment. Attention is given to procedural steps involving verification of hardware acceptability to the astronauts, computer simulation of the experiment hardware, field trials, receiver antenna pattern measurements, and the qualification test program.

  15. Software Documentation for the Bartlesville Public Schools: Part One. The Bartlesville System Total Guidance Information Support System.

    ERIC Educational Resources Information Center

    Roberts, Tommy L.; And Others

    The Total Guidance Information Support System (TGISS), is an information storage and retrieval system for counselors. The total TGISS, including hardware and software, extends the counselor's capabilities by providing ready access to student information under secure conditions. The hardware required includes: (1) IBM 360/50 central processing…

  16. An Ethnographic Study of a Developing Virtual Organization in Education

    ERIC Educational Resources Information Center

    Couch, Stephanie R.

    2012-01-01

    This ethnographic study answers calls for research into the ways that virtual organizations (or innovation-driven collaborative teams) form and develop, what supports and constraints their development, and the leadership models that support the organizations' work. The study examines how a virtual organization emerged from an intersegmental…

  17. NASA Ames Research Center R and D Services Directorate Biomedical Systems Development

    NASA Technical Reports Server (NTRS)

    Pollitt, J.; Flynn, K.

    1999-01-01

    The Ames Research Center R&D Services Directorate teams with NASA, other government agencies and/or industry investigators for the development, design, fabrication, manufacturing and qualification testing of space-flight and ground-based experiment hardware for biomedical and general aerospace applications. In recent years, biomedical research hardware and software has been developed to support space-flight and ground-based experiment needs including the E 132 Biotelemetry system for the Research Animal Holding Facility (RAHF), E 100 Neurolab neuro-vestibular investigation systems, the Autogenic Feedback Systems, and the Standard Interface Glove Box (SIGB) experiment workstation module. Centrifuges, motion simulators, habitat design, environmental control systems, and other unique experiment modules and fixtures have also been developed. A discussion of engineered systems and capabilities will be provided to promote understanding of possibilities for future system designs in biomedical applications. In addition, an overview of existing engineered products will be shown. Examples of hardware and literature that demonstrate the organization's capabilities will be displayed. The Ames Research Center R&D Services Directorate is available to support the development of new hardware and software systems or adaptation of existing systems to meet the needs of academic, commercial/industrial, and government research requirements. The Ames R&D Services Directorate can provide specialized support for: System concept definition and feasibility Mathematical modeling and simulation of system performance Prototype hardware development Hardware and software design Data acquisition systems Graphical user interface development Motion control design Hardware fabrication and high-fidelity machining Composite materials development and application design Electronic/electrical system design and fabrication System performance verification testing and qualification.

  18. A Proposed Framework for Collaborative Design in a Virtual Environment

    NASA Astrophysics Data System (ADS)

    Breland, Jason S.; Shiratuddin, Mohd Fairuz

    This paper describes a proposed framework for a collaborative design in a virtual environment. The framework consists of components that support a true collaborative design in a real-time 3D virtual environment. In support of the proposed framework, a prototype application is being developed. The authors envision the framework will have, but not limited to the following features: (1) real-time manipulation of 3D objects across the network, (2) support for multi-designer activities and information access, (3) co-existence within same virtual space, etc. This paper also discusses a proposed testing to determine the possible benefits of a collaborative design in a virtual environment over other forms of collaboration, and results from a pilot test.

  19. Space biology initiative program definition review. Trade study 3: Hardware miniaturization versus cost

    NASA Technical Reports Server (NTRS)

    Jackson, L. Neal; Crenshaw, John, Sr.; Davidson, William L.; Herbert, Frank J.; Bilodeau, James W.; Stoval, J. Michael; Sutton, Terry

    1989-01-01

    The optimum hardware miniaturization level with the lowest cost impact for space biology hardware was determined. Space biology hardware and/or components/subassemblies/assemblies which are the most likely candidates for application of miniaturization are to be defined and relative cost impacts of such miniaturization are to be analyzed. A mathematical or statistical analysis method with the capability to support development of parametric cost analysis impacts for levels of production design miniaturization are provided.

  20. An automatic speech recognition system with speaker-independent identification support

    NASA Astrophysics Data System (ADS)

    Caranica, Alexandru; Burileanu, Corneliu

    2015-02-01

    The novelty of this work relies on the application of an open source research software toolkit (CMU Sphinx) to train, build and evaluate a speech recognition system, with speaker-independent support, for voice-controlled hardware applications. Moreover, we propose to use the trained acoustic model to successfully decode offline voice commands on embedded hardware, such as an ARMv6 low-cost SoC, Raspberry PI. This type of single-board computer, mainly used for educational and research activities, can serve as a proof-of-concept software and hardware stack for low cost voice automation systems.

  1. Design, Development, and Testing of a UAV Hardware-in-the-Loop Testbed for Aviation and Airspace Prognostics Research

    NASA Technical Reports Server (NTRS)

    Kulkarni, Chetan; Teubert, Chris; Gorospe, George; Burgett, Drew; Quach, Cuong C.; Hogge, Edward

    2016-01-01

    The airspace is becoming more and more complicated, and will continue to do so in the future with the integration of Unmanned Aerial Vehicles (UAVs), autonomy, spacecraft, other forms of aviation technology into the airspace. The new technology and complexity increases the importance and difficulty of safety assurance. Additionally, testing new technologies on complex aviation systems & systems of systems can be very difficult, expensive, and sometimes unsafe in real life scenarios. Prognostic methodology provides an estimate of the health and risks of a component, vehicle, or airspace and knowledge of how that will change over time. That measure is especially useful in safety determination, mission planning, and maintenance scheduling. The developed testbed will be used to validate prediction algorithms for the real-time safety monitoring of the National Airspace System (NAS) and the prediction of unsafe events. The framework injects flight related anomalies related to ground systems, routing, airport congestion, etc. to test and verify algorithms for NAS safety. In our research work, we develop a live, distributed, hardware-in-the-loop testbed for aviation and airspace prognostics along with exploring further research possibilities to verify and validate future algorithms for NAS safety. The testbed integrates virtual aircraft using the X-Plane simulator and X-PlaneConnect toolbox, UAVs using onboard sensors and cellular communications, and hardware in the loop components. In addition, the testbed includes an additional research framework to support and simplify future research activities. It enables safe, accurate, and inexpensive experimentation and research into airspace and vehicle prognosis that would not have been possible otherwise. This paper describes the design, development, and testing of this system. Software reliability, safety and latency are some of the critical design considerations in development of the testbed. Integration of HITL elements in the development phases and veri cation/ validation are key elements to this report.

  2. The structure of the clouds distributed operating system

    NASA Technical Reports Server (NTRS)

    Dasgupta, Partha; Leblanc, Richard J., Jr.

    1989-01-01

    A novel system architecture, based on the object model, is the central structuring concept used in the Clouds distributed operating system. This architecture makes Clouds attractive over a wide class of machines and environments. Clouds is a native operating system, designed and implemented at Georgia Tech. and runs on a set of generated purpose computers connected via a local area network. The system architecture of Clouds is composed of a system-wide global set of persistent (long-lived) virtual address spaces, called objects that contain persistent data and code. The object concept is implemented at the operating system level, thus presenting a single level storage view to the user. Lightweight treads carry computational activity through the code stored in the objects. The persistent objects and threads gives rise to a programming environment composed of shared permanent memory, dispensing with the need for hardware-derived concepts such as the file systems and message systems. Though the hardware may be distributed and may have disks and networks, the Clouds provides the applications with a logically centralized system, based on a shared, structured, single level store. The current design of Clouds uses a minimalist philosophy with respect to both the kernel and the operating system. That is, the kernel and the operating system support a bare minimum of functionality. Clouds also adheres to the concept of separation of policy and mechanism. Most low-level operating system services are implemented above the kernel and most high level services are implemented at the user level. From the measured performance of using the kernel mechanisms, we are able to demonstrate that efficient implementations are feasible for the object model on commercially available hardware. Clouds provides a rich environment for conducting research in distributed systems. Some of the topics addressed in this paper include distributed programming environments, consistency of persistent data and fault-tolerance.

  3. Dockres: a computer program that analyzes the output of virtual screening of small molecules

    PubMed Central

    2010-01-01

    Background This paper describes a computer program named Dockres that is designed to analyze and summarize results of virtual screening of small molecules. The program is supplemented with utilities that support the screening process. Foremost among these utilities are scripts that run the virtual screening of a chemical library on a large number of processors in parallel. Methods Dockres and some of its supporting utilities are written Fortran-77; other utilities are written as C-shell scripts. They support the parallel execution of the screening. The current implementation of the program handles virtual screening with Autodock-3 and Autodock-4, but can be extended to work with the output of other programs. Results Analysis of virtual screening by Dockres led to both active and selective lead compounds. Conclusions Analysis of virtual screening was facilitated and enhanced by Dockres in both the authors' laboratories as well as laboratories elsewhere. PMID:20205801

  4. Engaging adolescents in a computer-based weight management program: avatars and virtual coaches could help.

    PubMed

    LeRouge, Cynthia; Dickhut, Kathryn; Lisetti, Christine; Sangameswaran, Savitha; Malasanos, Toree

    2016-01-01

    This research focuses on the potential ability of animated avatars (a digital representation of the user) and virtual agents (a digital representation of a coach, buddy, or teacher) to deliver computer-based interventions for adolescents' chronic weight management. An exploration of the acceptance and desire of teens to interact with avatars and virtual agents for self-management and behavioral modification was undertaken. The utilized approach was inspired by community-based participatory research. Data was collected from 2 phases: Phase 1) focus groups with teens, provider interviews, parent interviews; and Phase 2) mid-range prototype assessment by teens and providers. Data from all stakeholder groups expressed great interest in avatars and virtual agents assisting self-management efforts. Adolescents felt the avatars and virtual agents could: 1) reinforce guidance and support, 2) fit within their lifestyle, and 3) help set future goals, particularly after witnessing the effect of their current behavior(s) on the projected physical appearance (external and internal organs) of avatars. Teens wanted 2 virtual characters: a virtual agent to act as a coach or teacher and an avatar (extension of themselves) to serve as a "buddy" for empathic support and guidance and as a surrogate for rewards. Preferred modalities for use include both mobile devices to accommodate access and desktop to accommodate preferences for maximum screen real estate to support virtualization of functions that are more contemplative and complex (e.g., goal setting). Adolescents expressed a desire for limited co-user access, which they could regulate. Data revealed certain barriers and facilitators that could affect adoption and use. The current study extends the support of teens, parents, and providers for adding avatars or virtual agents to traditional computer-based interactions. Data supports the desire for a personal relationship with a virtual character in support of previous studies. The study provides a foundation for further work in the area of avatar-driven motivational interviewing. This study provides evidence supporting the use of avatars and virtual agents, designed using participatory approaches, to be included in the continuum of care. Increased probability of engagement and long-term retention of overweight, obese adolescent users and suggests expanding current chronic care models toward more comprehensive, socio-technical representations. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  5. Partitioning of Function in a Distributed Graphics System.

    DTIC Science & Technology

    1985-03-01

    Interface specification ( VDI ) is yet another graphi:s standardization effort of ANSI committee X31133 [7]. As shown in figure 2-2, the Virtual Device... VDI specification could be realized in a real device, or at least a "black box" which the user treats as a hardware device. ’he device drivers would...be written by the manufacturer of the graphics device, instead of the author of the graphics system. Since the VDI specification is precisely defined

  6. Towards open-source, low-cost haptics for surgery simulation.

    PubMed

    Suwelack, Stefan; Sander, Christian; Schill, Julian; Serf, Manuel; Danz, Marcel; Asfour, Tamim; Burger, Wolfgang; Dillmann, Rüdiger; Speidel, Stefanie

    2014-01-01

    In minimally invasive surgery (MIS), virtual reality (VR) training systems have become a promising education tool. However, the adoption of these systems in research and clinical settings is still limited by the high costs of dedicated haptics hardware for MIS. In this paper, we present ongoing research towards an open-source, low-cost haptic interface for MIS simulation. We demonstrate the basic mechanical design of the device, the sensor setup as well as its software integration.

  7. A cyber infrastructure for the SKA Telescope Manager

    NASA Astrophysics Data System (ADS)

    Barbosa, Domingos; Barraca, João. P.; Carvalho, Bruno; Maia, Dalmiro; Gupta, Yashwant; Natarajan, Swaminathan; Le Roux, Gerhard; Swart, Paul

    2016-07-01

    The Square Kilometre Array Telescope Manager (SKA TM) will be responsible for assisting the SKA Operations and Observation Management, carrying out System diagnosis and collecting Monitoring and Control data from the SKA subsystems and components. To provide adequate compute resources, scalability, operation continuity and high availability, as well as strict Quality of Service, the TM cyber-infrastructure (embodied in the Local Infrastructure - LINFRA) consists of COTS hardware and infrastructural software (for example: server monitoring software, host operating system, virtualization software, device firmware), providing a specially tailored Infrastructure as a Service (IaaS) and Platform as a Service (PaaS) solution. The TM infrastructure provides services in the form of computational power, software defined networking, power, storage abstractions, and high level, state of the art IaaS and PaaS management interfaces. This cyber platform will be tailored to each of the two SKA Phase 1 telescopes (SKA_MID in South Africa and SKA_LOW in Australia) instances, each presenting different computational and storage infrastructures and conditioned by location. This cyber platform will provide a compute model enabling TM to manage the deployment and execution of its multiple components (observation scheduler, proposal submission tools, MandC components, Forensic tools and several Databases, etc). In this sense, the TM LINFRA is primarily focused towards the provision of isolated instances, mostly resorting to virtualization technologies, while defaulting to bare hardware if specifically required due to performance, security, availability, or other requirement.

  8. Single-session gamified virtual reality exposure therapy for spider phobia vs. traditional exposure therapy: study protocol for a randomized controlled non-inferiority trial.

    PubMed

    Miloff, Alexander; Lindner, Philip; Hamilton, William; Reuterskiöld, Lena; Andersson, Gerhard; Carlbring, Per

    2016-02-02

    Traditional one-session exposure therapy (OST) in which a patient is gradually exposed to feared stimuli for up to 3 h in a one-session format has been found effective for the treatment of specific phobias. However, many individuals with specific phobia are reluctant to seek help, and access to care is lacking due to logistic challenges of accessing, collecting, storing, and/or maintaining stimuli. Virtual reality (VR) exposure therapy may improve upon existing techniques by facilitating access, decreasing cost, and increasing acceptability and effectiveness. The aim of this study is to compare traditional OST with in vivo spiders and a human therapist with a newly developed single-session gamified VR exposure therapy application with modern VR hardware, virtual spiders, and a virtual therapist. Participants with specific phobia to spiders (N = 100) will be recruited from the general public, screened, and randomized to either VR exposure therapy (n = 50) or traditional OST (n = 50). A behavioral approach test using in vivo spiders will serve as the primary outcome measure. Secondary outcome measures will include spider phobia questionnaires and self-reported anxiety, depression, and quality of life. Outcomes will be assessed using a non-inferiority design at baseline and at 1, 12, and 52 weeks after treatment. VR exposure therapy has previously been evaluated as a treatment for specific phobias, but there has been a lack of high-quality randomized controlled trials. A new generation of modern, consumer-ready VR devices is being released that are advancing existing technology and have the potential to improve clinical availability and treatment effectiveness. The VR medium is also particularly suitable for taking advantage of recent phobia treatment research emphasizing engagement and new learning, as opposed to physiological habituation. This study compares a market-ready, gamified VR spider phobia exposure application, delivered using consumer VR hardware, with the current gold standard treatment. Implications are discussed. ClinicalTrials.gov identifier NCT02533310. Registered on 25 August 2015.

  9. A threat to a virtual hand elicits motor cortex activation.

    PubMed

    González-Franco, Mar; Peck, Tabitha C; Rodríguez-Fornells, Antoni; Slater, Mel

    2014-03-01

    We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant's virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3-C4) negativity were clearly observed when the virtual hand was threatened-as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.

  10. Radio astronomy Explorer-B postlaunch attitude operations analysis

    NASA Technical Reports Server (NTRS)

    Werking, R. D.; Berg, R.; Brokke, K.; Hattox, T.; Lerner, G.; Stewart, D.; Williams, R.

    1974-01-01

    The attitude support activities of the Radio Astronomy Explorer-B are reported. The performance of the spacecraft hardware and software are discussed along with details of the mission events, from launch through main boom deployment. Reproductions of displays are presented which were used during support activities. The interactive graphics proved the support function by providing the quality control necessary to ensure mission success in an environment where flight simulated ground testing of spacecraft hardware cannot be performed.

  11. Post-Shuttle EVA Operations on ISS

    NASA Technical Reports Server (NTRS)

    West, William; Witt, Vincent; Chullen, Cinda

    2010-01-01

    The expected retirement of the NASA Space Transportation System (also known as the Space Shuttle ) by 2011 will pose a significant challenge to Extra-Vehicular Activities (EVA) on-board the International Space Station (ISS). The EVA hardware currently used to assemble and maintain the ISS was designed assuming that it would be returned to Earth on the Space Shuttle for refurbishment, or if necessary for failure investigation. With the retirement of the Space Shuttle, a new concept of operations was developed to enable EVA hardware (Extra-vehicular Mobility Unit (EMU), Airlock Systems, EVA tools, and associated support hardware and consumables) to perform ISS EVAs until 2015, and possibly beyond to 2020. Shortly after the decision to retire the Space Shuttle was announced, the EVA 2010 Project was jointly initiated by NASA and the One EVA contractor team. The challenges addressed were to extend the operating life and certification of EVA hardware, to secure the capability to launch EVA hardware safely on alternate launch vehicles, to protect for EMU hardware operability on-orbit, and to determine the source of high water purity to support recharge of PLSSs (no longer available via Shuttle). EVA 2010 Project includes the following tasks: the development of a launch fixture that would allow the EMU Portable Life Support System (PLSS) to be launched on-board alternate vehicles; extension of the EMU hardware maintenance interval from 3 years (current certification) to a minimum of 6 years (to extend to 2015); testing of recycled ISS Water Processor Assembly (WPA) water for use in the EMU cooling system in lieu of water resupplied by International Partner (IP) vehicles; development of techniques to remove & replace critical components in the PLSS on-orbit (not routine); extension of on-orbit certification of EVA tools; and development of an EVA hardware logistical plan to support the ISS without the Space Shuttle. Assumptions for the EVA 2010 Project included no more than 8 EVAs per year for ISS EVA operations in the Post-Shuttle environment and limited availability of cargo upmass on IP launch vehicles. From 2010 forward, EVA operations on-board the ISS without the Space Shuttle will be a paradigm shift in safely operating EVA hardware on orbit and the EVA 2010 effort was initiated to accommodate this significant change in EVA evolutionary history. 1

  12. Automatic calibration and signal switching system for the particle beam fusion research data acquisition facility

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyer, W.B.

    1979-09-01

    This report describes both the hardware and software components of an automatic calibration and signal system (Autocal) for the data acquisition system for the Sandia particle beam fusion research accelerators Hydra, Proto I, and Proto II. The Autocal hardware consists of off-the-shelf commercial equipment. The various hardware components, special modifications and overall system configuration are described. Special software has been developed to support the Autocal hardware. Software operation and maintenance are described.

  13. DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bachan, John

    Chisel is a new open-source hardware construction language developed at UC Berkeley that supports advanced hardware design using highly parameterized generators and layered domain-specific hardware languages. Chisel is embedded in the Scala programming language, which raises the level of hardware design abstraction by providing concepts including object orientation, functional programming, parameterized types, and type inference. From the same source, Chisel can generate a high-speed C++-based cycle-accurate software simulator, or low-level Verilog designed to pass on to standard ASIC or FPGA tools for synthesis and place and route.

  14. High-Speed Isolation Board for Flight Hardware Testing

    NASA Technical Reports Server (NTRS)

    Yamamoto, Clifford K.; Goodpasture, Richard L.

    2011-01-01

    There is a need to provide a portable and cost-effective galvanic isolation between ground support equipment and flight hardware such that any unforeseen voltage differential between ground and power supplies is eliminated. An interface board was designed for use between the ground support equipment and the flight hardware that electrically isolates all input and output signals and faithfully reproduces them on each side of the interface. It utilizes highly integrated multi-channel isolating devices to minimize size and reduce assembly time. This single-board solution provides appropriate connector hardware and breakout of required flight signals to individual connectors as needed for various ground support equipment. The board utilizes multi-channel integrated circuits that contain transformer coupling, thereby allowing input and output signals to be isolated from one another while still providing high-fidelity reproduction of the signal up to 90 MHz. The board also takes in a single-voltage power supply input from the ground support equipment and in turn provides a transformer-derived isolated voltage supply to power the portion of the circuitry that is electrically connected to the flight hardware. Prior designs used expensive opto-isolated couplers that were required for each signal to isolate and were time-consuming to assemble. In addition, these earlier designs were bulky and required a 2U rack-mount enclosure. The new design is smaller than a piece of 8.5 11-in. (.22 28-mm) paper and can be easily hand-carried where needed. The flight hardware in question is based on a lineage of existing software-defined radios (SDRs) that utilize a common interface connector with many similar input-output signals present. There are currently four to five variations of this SDR, and more upcoming versions are planned based on the more recent design.

  15. Virtual tutorials, Wikipedia books, and multimedia-based teaching for blended learning support in a course on algorithms and data structures

    NASA Astrophysics Data System (ADS)

    Knackmuß, Jenny; Creutzburg, Reiner

    2014-02-01

    The aim of this paper is to describe the benefit and support of virtual tutorials, Wikipedia books and multimedia-based teaching in a course on Algorithms and Data Structures. We describe our work and experiences gained from using virtual tutorials held in Netucate iLinc sessions and the use of various multimedia and animation elements for the support of deeper understanding of the ordinary lectures held in the standard classroom on Algorithms and Data Structures for undergraduate computer sciences students. We will describe the benefits, form, style and contents of those virtual tutorials. Furthermore, we mention the advantage of Wikipedia books to support the blended learning process using modern mobile devices. Finally, we give some first statistical measures of improved student's scores after introducing this new form of teaching support.

  16. Cone-beam micro-CT system based on LabVIEW software.

    PubMed

    Ionita, Ciprian N; Hoffmann, Keneth R; Bednarek, Daniel R; Chityala, Ravishankar; Rudin, Stephen

    2008-09-01

    Construction of a cone-beam computed tomography (CBCT) system for laboratory research usually requires integration of different software and hardware components. As a result, building and operating such a complex system require the expertise of researchers with significantly different backgrounds. Additionally, writing flexible code to control the hardware components of a CBCT system combined with designing a friendly graphical user interface (GUI) can be cumbersome and time consuming. An intuitive and flexible program structure, as well as the program GUI for CBCT acquisition, is presented in this note. The program was developed in National Instrument's Laboratory Virtual Instrumentation Engineering Workbench (LabVIEW) graphical language and is designed to control a custom-built CBCT system but has been also used in a standard angiographic suite. The hardware components are commercially available to researchers and are in general provided with software drivers which are LabVIEW compatible. The program structure was designed as a sequential chain. Each step in the chain takes care of one or two hardware commands at a time; the execution of the sequence can be modified according to the CBCT system design. We have scanned and reconstructed over 200 specimens using this interface and present three examples which cover different areas of interest encountered in laboratory research. The resulting 3D data are rendered using a commercial workstation. The program described in this paper is available for use or improvement by other researchers.

  17. Opportunities for leveraging OS virtualization in high-end supercomputing.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bridges, Patrick G.; Pedretti, Kevin Thomas Tauke

    2010-11-01

    This paper examines potential motivations for incorporating virtualization support in the system software stacks of high-end capability supercomputers. We advocate that this will increase the flexibility of these platforms significantly and enable new capabilities that are not possible with current fixed software stacks. Our results indicate that compute, virtual memory, and I/O virtualization overheads are low and can be further mitigated by utilizing well-known techniques such as large paging and VMM bypass. Furthermore, since the addition of virtualization support does not affect the performance of applications using the traditional native environment, there is essentially no disadvantage to its addition.

  18. Cross-species 3D virtual reality toolbox for visual and cognitive experiments.

    PubMed

    Doucet, Guillaume; Gulli, Roberto A; Martinez-Trujillo, Julio C

    2016-06-15

    Although simplified visual stimuli, such as dots or gratings presented on homogeneous backgrounds, provide strict control over the stimulus parameters during visual experiments, they fail to approximate visual stimulation in natural conditions. Adoption of virtual reality (VR) in neuroscience research has been proposed to circumvent this problem, by combining strict control of experimental variables and behavioral monitoring within complex and realistic environments. We have created a VR toolbox that maximizes experimental flexibility while minimizing implementation costs. A free VR engine (Unreal 3) has been customized to interface with any control software via text commands, allowing seamless introduction into pre-existing laboratory data acquisition frameworks. Furthermore, control functions are provided for the two most common programming languages used in visual neuroscience: Matlab and Python. The toolbox offers milliseconds time resolution necessary for electrophysiological recordings and is flexible enough to support cross-species usage across a wide range of paradigms. Unlike previously proposed VR solutions whose implementation is complex and time-consuming, our toolbox requires minimal customization or technical expertise to interface with pre-existing data acquisition frameworks as it relies on already familiar programming environments. Moreover, as it is compatible with a variety of display and input devices, identical VR testing paradigms can be used across species, from rodents to humans. This toolbox facilitates the addition of VR capabilities to any laboratory without perturbing pre-existing data acquisition frameworks, or requiring any major hardware changes. Copyright © 2016 Z. All rights reserved.

  19. Network and user interface for PAT DOME virtual motion environment system

    NASA Technical Reports Server (NTRS)

    Worthington, J. W.; Duncan, K. M.; Crosier, W. G.

    1993-01-01

    The Device for Orientation and Motion Environments Preflight Adaptation Trainer (DOME PAT) provides astronauts a virtual microgravity sensory environment designed to help alleviate tye symptoms of space motion sickness (SMS). The system consists of four microcomputers networked to provide real time control, and an image generator (IG) driving a wide angle video display inside a dome structure. The spherical display demands distortion correction. The system is currently being modified with a new graphical user interface (GUI) and a new Silicon Graphics IG. This paper will concentrate on the new GUI and the networking scheme. The new GUI eliminates proprietary graphics hardware and software, and instead makes use of standard and low cost PC video (CGA) and off the shelf software (Microsoft's Quick C). Mouse selection for user input is supported. The new Silicon Graphics IG requires an Ethernet interface. The microcomputer known as the Real Time Controller (RTC), which has overall control of the system and is written in Ada, was modified to use the free public domain NCSA Telnet software for Ethernet communications with the Silicon Graphics IG. The RTC also maintains the original ARCNET communications through Novell Netware IPX with the rest of the system. The Telnet TCP/IP protocol was first used for real-time communication, but because of buffering problems the Telnet datagram (UDP) protocol needed to be implemented. Since the Telnet modules are written in C, the Adap pragma 'Interface' was used to interface with the network calls.

  20. Techniques for Single System Integration of Elastic Simulation Features

    NASA Astrophysics Data System (ADS)

    Mitchell, Nathan M.

    Techniques for simulating the behavior of elastic objects have matured considerably over the last several decades, tackling diverse problems from non-linear models for incompressibility to accurate self-collisions. Alongside these contributions, advances in parallel hardware design and algorithms have made simulation more efficient and affordable than ever before. However, prior research often has had to commit to design choices that compromise certain simulation features to better optimize others, resulting in a fragmented landscape of solutions. For complex, real-world tasks, such as virtual surgery, a holistic approach is desirable, where complex behavior, performance, and ease of modeling are supported equally. This dissertation caters to this goal in the form of several interconnected threads of investigation, each of which contributes a piece of an unified solution. First, it will be demonstrated how various non-linear materials can be combined with lattice deformers to yield simulations with behavioral richness and a high potential for parallelism. This potential will be exploited to show how a hybrid solver approach based on large macroblocks can accelerate the convergence of these deformers. Further extensions of the lattice concept with non-manifold topology will allow for efficient processing of self-collisions and topology change. Finally, these concepts will be explored in the context of a case study on virtual plastic surgery, demonstrating a real-world problem space where these ideas can be combined to build an expressive authoring tool, allowing surgeons to record procedures digitally for future reference or education.

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