Sample records for virtual space design

  1. Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Minocha, Shailey; Reeves, Ahmad John

    Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical, self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and way finding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human- Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments.

  2. Computer Applications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall SPace Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  3. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Center (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability providedgeneral visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  4. ComputerApplications and Virtual Environments (CAVE)

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  5. Around Marshall

    NASA Image and Video Library

    1993-09-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall SPace Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  6. Using Virtual Simulations in the Design of 21st Century Space Science Environments

    NASA Technical Reports Server (NTRS)

    Hutchinson, Sonya L.; Alves, Jeffery R.

    1996-01-01

    Space Technology has been rapidly increasing in the past decade. This can be attributed to the future construction of the International Space Station (ISS). New innovations must constantly be engineered to make ISS the safest, quality, research facility in space. Since space science must often be gathered by crew members, more attention must be geared to the human's safety and comfort. Virtual simulations are now being used to design environments that crew members can live in for long periods of time without harmful effects to their bodies. This paper gives a few examples of the ergonomic design problems that arise on manned space flights, and design solutions that follow NASA's strategic commitment to customer satisfaction. The conclusions show that virtual simulations are a great asset to 21st century design.

  7. Solo Life to Second Life: The Design of Physical and Virtual Learning Spaces Inspired by the Drama Classroom

    ERIC Educational Resources Information Center

    Nicholls, Jennifer; Philip, Robyn

    2012-01-01

    This paper explores the design of virtual and physical learning spaces developed for students of drama and theatre studies. What can we learn from the traditional drama workshop that will inform the design of drama and theatre spaces created in technology-mediated learning environments? The authors examine four examples of spaces created for…

  8. Around Marshall

    NASA Image and Video Library

    1993-09-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Centerr (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provided general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  9. Around Marshall

    NASA Image and Video Library

    1993-09-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. The Marshall Space Flight Center (MSFC) in Huntsville, Alabama began to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models were used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup was to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability providedgeneral visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC). The X-34 program was cancelled in 2001.

  10. Marshall Engineers Use Virtual Reality

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall Spce Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  11. Around Marshall

    NASA Image and Video Library

    1993-12-15

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall Spce Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  12. Design of Learning Spaces in 3D Virtual Worlds: An Empirical Investigation of "Second Life"

    ERIC Educational Resources Information Center

    Minocha, Shailey; Reeves, Ahmad John

    2010-01-01

    "Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…

  13. An intelligent control and virtual display system for evolutionary space station workstation design

    NASA Technical Reports Server (NTRS)

    Feng, Xin; Niederjohn, Russell J.; Mcgreevy, Michael W.

    1992-01-01

    Research and development of the Advanced Display and Computer Augmented Control System (ADCACS) for the space station Body-Ported Cupola Virtual Workstation (BP/VCWS) were pursued. The potential applications were explored of body ported virtual display and intelligent control technology for the human-system interfacing applications is space station environment. The new system is designed to enable crew members to control and monitor a variety of space operations with greater flexibility and efficiency than existing fixed consoles. The technologies being studied include helmet mounted virtual displays, voice and special command input devices, and microprocessor based intelligent controllers. Several research topics, such as human factors, decision support expert systems, and wide field of view, color displays are being addressed. The study showed the significant advantages of this uniquely integrated display and control system, and its feasibility for human-system interfacing applications in the space station command and control environment.

  14. Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

    NASA Technical Reports Server (NTRS)

    Searcy, Brittani

    2017-01-01

    Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

  15. Eco-Dialogical Learning and Translanguaging in Open-Ended 3D Virtual Learning Environments: Where Place, Time, and Objects Matter

    ERIC Educational Resources Information Center

    Zheng, Dongping; Schmidt, Matthew; Hu, Ying; Liu, Min; Hsu, Jesse

    2017-01-01

    The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space,…

  16. Intelligent Virtual Station (IVS)

    NASA Technical Reports Server (NTRS)

    2002-01-01

    The Intelligent Virtual Station (IVS) is enabling the integration of design, training, and operations capabilities into an intelligent virtual station for the International Space Station (ISS). A viewgraph of the IVS Remote Server is presented.

  17. The Iterative Design of a Virtual Design Studio

    ERIC Educational Resources Information Center

    Blevis, Eli; Lim, Youn-kyung; Stolterman, Erik; Makice, Kevin

    2008-01-01

    In this article, the authors explain how they implemented Design eXchange as a shared collaborative online and physical space for design for their students. Their notion for Design eXchange favors a complex mix of key elements namely: (1) a virtual online studio; (2) a forum for review of all things related to design, especially design with the…

  18. Vision-based overlay of a virtual object into real scene for designing room interior

    NASA Astrophysics Data System (ADS)

    Harasaki, Shunsuke; Saito, Hideo

    2001-10-01

    In this paper, we introduce a geometric registration method for augmented reality (AR) and an application system, interior simulator, in which a virtual (CG) object can be overlaid into a real world space. Interior simulator is developed as an example of an AR application of the proposed method. Using interior simulator, users can visually simulate the location of virtual furniture and articles in the living room so that they can easily design the living room interior without placing real furniture and articles, by viewing from many different locations and orientations in real-time. In our system, two base images of a real world space are captured from two different views for defining a projective coordinate of object 3D space. Then each projective view of a virtual object in the base images are registered interactively. After such coordinate determination, an image sequence of a real world space is captured by hand-held camera with tracking non-metric measured feature points for overlaying a virtual object. Virtual objects can be overlaid onto the image sequence by taking each relationship between the images. With the proposed system, 3D position tracking device, such as magnetic trackers, are not required for the overlay of virtual objects. Experimental results demonstrate that 3D virtual furniture can be overlaid into an image sequence of the scene of a living room nearly at video rate (20 frames per second).

  19. Designing for Virtual Windows in a Deep Space Habitat

    NASA Technical Reports Server (NTRS)

    Howe, A. Scott; Howard, Robert L.; Moore, Nathan; Amoroso, Michael

    2013-01-01

    This paper discusses configurations and test analogs toward the design of a virtual window capability in a Deep Space Habitat. Long-duration space missions will require crews to remain in the confines of a spacecraft for extended periods of time, with possible harmful effects if a crewmember cannot cope with the small habitable volume. Virtual windows expand perceived volume using a minimal amount of image projection equipment and computing resources, and allow a limited immersion in remote environments. Uses for the virtual window include: live or augmented reality views of the external environment; flight deck, piloting, observation, or other participation in remote missions through live transmission of cameras mounted to remote vehicles; pre-recorded background views of nature areas, seasonal occurrences, or cultural events; and pre-recorded events such as birthdays, anniversaries, and other meaningful events prepared by ground support and families of the crewmembers.

  20. Formalizing and Promoting Collaboration in 3D Virtual Environments - A Blueprint for the Creation of Group Interaction Patterns

    NASA Astrophysics Data System (ADS)

    Schmeil, Andreas; Eppler, Martin J.

    Despite the fact that virtual worlds and other types of multi-user 3D collaboration spaces have long been subjects of research and of application experiences, it still remains unclear how to best benefit from meeting with colleagues and peers in a virtual environment with the aim of working together. Making use of the potential of virtual embodiment, i.e. being immersed in a space as a personal avatar, allows for innovative new forms of collaboration. In this paper, we present a framework that serves as a systematic formalization of collaboration elements in virtual environments. The framework is based on the semiotic distinctions among pragmatic, semantic and syntactic perspectives. It serves as a blueprint to guide users in designing, implementing, and executing virtual collaboration patterns tailored to their needs. We present two team and two community collaboration pattern examples as a result of the application of the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configuration, and Virtual Knowledge Fair. In conclusion, we also point out future research directions for this emerging domain.

  1. 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.

  2. Virtual Worlds; Real Learning: Design Principles for Engaging Immersive Environments

    NASA Technical Reports Server (NTRS)

    Wu (u. Sjarpm)

    2012-01-01

    The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.

  3. 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.

  4. 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

  5. The NASA Goddard Space Flight Center Virtual Science Fair

    NASA Technical Reports Server (NTRS)

    Bolognese, Jeff; Walden, Harvey; Obenschain, Arthur F. (Technical Monitor)

    2002-01-01

    This report describes the development of the NASA Goddard Space Flight Center Virtual Science Fair, including its history and outgrowth from the traditional regional science fairs supported by NASA. The results of the 1999 Virtual Science Fair pilot program, the mechanics of running the 2000 Virtual Science Fair and its results, and comments and suggestions for future Virtual Science Fairs are provided. The appendices to the report include the original proposal for this project, the judging criteria, the user's guide and the judge's guide to the Virtual Science Fair Web site, the Fair publicity brochure and the Fair award designs, judges' and students' responses to survey questions about the Virtual Science Fair, and lists of student entries to both the 1999 and 2000 Fairs.

  6. Enhancement of Spatial Thinking with Virtual Spaces 1.0

    ERIC Educational Resources Information Center

    Hauptman, Hanoch

    2010-01-01

    Developing a software environment to enhance 3D geometric proficiency demands the consideration of theoretical views of the learning process. Simultaneously, this effort requires taking into account the range of tools that technology offers, as well as their limitations. In this paper, we report on the design of Virtual Spaces 1.0 software, a…

  7. The NASA Goddard Space Flight Center Virtual Science Fair

    NASA Technical Reports Server (NTRS)

    Bolognese, Jeff; Walden, Harvey; Obenschain, Arthur F. (Technical Monitor)

    2001-01-01

    This report describes the development of the NASA Goddard Space Flight Center Virtual Science Fair, including its history and outgrowth from the traditional regional science fairs supported by NASA. The results of the 1999 Virtual Science Fair pilot program, the mechanics of running the 2000 Virtual Science Fair and its results, and comments and suggestions for future Virtual Science Fairs are provided. The appendices to the report contain supporting documentation, including the original proposal for this project, the judging criteria, the user's guide and the judge's guide to the Virtual Science Fair Web site, the Fair publicity brochure and the Fair award designs, judges' and students' responses to survey questions about the Virtual Science Fair, and lists of student entries to both the 1999 and 2000 Fairs.

  8. Designing a Virtual Social Space for Language Acquisition

    ERIC Educational Resources Information Center

    Woolson, Maria Alessandra

    2012-01-01

    Middleverse de Español (MdE) is an evolving platform for foreign language (FL) study, aligned to the goals of ACTFL's National Standards and 2007 MLA report. The project simulates an immersive environment in a virtual 3-D space for the acquisition of translingual and transcultural competence in Spanish meant to support content-based and…

  9. Very large virtual compound spaces: construction, storage and utility in drug discovery.

    PubMed

    Peng, Zhengwei

    2013-09-01

    Recent activities in the construction, storage and exploration of very large virtual compound spaces are reviewed by this report. As expected, the systematic exploration of compound spaces at the highest resolution (individual atoms and bonds) is intrinsically intractable. By contrast, by staying within a finite number of reactions and a finite number of reactants or fragments, several virtual compound spaces have been constructed in a combinatorial fashion with sizes ranging from 10(11)11 to 10(20)20 compounds. Multiple search methods have been developed to perform searches (e.g. similarity, exact and substructure) into those compound spaces without the need for full enumeration. The up-front investment spent on synthetic feasibility during the construction of some of those virtual compound spaces enables a wider adoption by medicinal chemists to design and synthesize important compounds for drug discovery. Recent activities in the area of exploring virtual compound spaces via the evolutionary approach based on Genetic Algorithm also suggests a positive shift of focus from method development to workflow, integration and ease of use, all of which are required for this approach to be widely adopted by medicinal chemists.

  10. NASA Virtual Glovebox (VBX): Emerging Simulation Technology for Space Station Experiment Design, Development, Training and Troubleshooting

    NASA Technical Reports Server (NTRS)

    Smith, Jeffrey D.; Twombly, I. Alexander; Maese, A. Christopher; Cagle, Yvonne; Boyle, Richard

    2003-01-01

    The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.

  11. Investigation of the Influence of Microgravity on Transport Mechanisms in a Virtual Spaceflight Chamber: A Ground-Based Program

    NASA Technical Reports Server (NTRS)

    Trolinger, James D.; Lal, Ravindra B.; Rangel, Roger; Witherow, William; Rogers, Jan

    2001-01-01

    The IML-1 Spaceflight produced over 1000 holograms of a well-defined particle field in the low g Spacelab environment; each containing as much as 1000 megabytes of information. This project took advantage of these data and the concept of holographic "virtual" spaceflight to advance the understanding of convection in the space shuttle environment, g-jitter effects on crystal growth, and complex transport phenomena in low Reynolds number flows. The first objective of the proposed work was to advance the understanding of microgravity effects on crystal growth. This objective was achieved through the use of existing holographic data recorded during the IML-1 Spaceflight. The second objective was to design a spaceflight experiment that exploits the "virtual space chamber concept" in which holograms of space chambers can provide a virtual access to space. This led to a flight definition project, which is now underway under a separate contract known as SHIVA, Spaceflight Holography Investigation in a Virtual Apparatus.

  12. A Virtual Information-Action Workspace for Command and Control

    NASA Astrophysics Data System (ADS)

    Lintern, Gavan; Naikar, Neelam

    2002-10-01

    Information overload has become a critical challenge within military Command and Control. However, the problem is not so much one of too much information but of abundant information that is poorly organized and poorly represented. In addition, the capabilities to test the effects of decisions before they are implemented and to monitor the progress of events after a decision is implemented are primitive. A virtual information-action workspace could be designed to resolve these issues. The design of such a space would require a detailed understanding of the specific information needed to support decision making in Command and Control. That information can be obtained with the use of knowledge acquisition and knowledge representation tools from the field of applied cognitive psychology. In addition, it will be necessary to integrate forms for perception and action into a virtual space that will support access to the information and that will provide means for testing and implementing decisions. This paper presents a rationale for a virtual information-action workspace and outlines an approach to its design.

  13. Human factors issues and approaches in the spatial layout of a space station control room, including the use of virtual reality as a design analysis tool

    NASA Technical Reports Server (NTRS)

    Hale, Joseph P., II

    1994-01-01

    Human Factors Engineering support was provided for the 30% design review of the late Space Station Freedom Payload Control Area (PCA). The PCA was to be the payload operations control room, analogous to the Spacelab Payload Operations Control Center (POCC). This effort began with a systematic collection and refinement of the relevant requirements driving the spatial layout of the consoles and PCA. This information was used as input for specialized human factors analytical tools and techniques in the design and design analysis activities. Design concepts and configuration options were developed and reviewed using sketches, 2-D Computer-Aided Design (CAD) drawings, and immersive Virtual Reality (VR) mockups.

  14. Impossible spaces: maximizing natural walking in virtual environments with self-overlapping architecture.

    PubMed

    Suma, Evan A; Lipps, Zachary; Finkelstein, Samantha; Krum, David M; Bolas, Mark

    2012-04-01

    Walking is only possible within immersive virtual environments that fit inside the boundaries of the user's physical workspace. To reduce the severity of the restrictions imposed by limited physical area, we introduce "impossible spaces," a new design mechanic for virtual environments that wish to maximize the size of the virtual environment that can be explored with natural locomotion. Such environments make use of self-overlapping architectural layouts, effectively compressing comparatively large interior environments into smaller physical areas. We conducted two formal user studies to explore the perception and experience of impossible spaces. In the first experiment, we showed that reasonably small virtual rooms may overlap by as much as 56% before users begin to detect that they are in an impossible space, and that the larger virtual rooms that expanded to maximally fill our available 9.14 m x 9.14 m workspace may overlap by up to 31%. Our results also demonstrate that users perceive distances to objects in adjacent overlapping rooms as if the overall space was uncompressed, even at overlap levels that were overtly noticeable. In our second experiment, we combined several well-known redirection techniques to string together a chain of impossible spaces in an expansive outdoor scene. We then conducted an exploratory analysis of users' verbal feedback during exploration, which indicated that impossible spaces provide an even more powerful illusion when users are naive to the manipulation.

  15. An Interdisciplinary Design Project in Second Life: Creating a Virtual Marine Science Learning Environment

    ERIC Educational Resources Information Center

    Triggs, Riley; Jarmon, Leslie; Villareal, Tracy A.

    2010-01-01

    Virtual environments can resolve many practical and pedagogical challenges within higher education. Economic considerations, accessibility issues, and safety concerns can all be somewhat alleviated by creating learning activities in a virtual space. Because of the removal of real-world physical limitations like gravity, durability and scope,…

  16. Caring in the Dynamics of Design and Languaging: Exploring Second Language Learning in 3D Virtual Spaces

    ERIC Educational Resources Information Center

    Zheng, Dongping

    2012-01-01

    This study provides concrete evidence of ecological, dialogical views of languaging within the dynamics of coordination and cooperation in a virtual world. Beginning level second language learners of Chinese engaged in cooperative activities designed to provide them opportunities to refine linguistic actions by way of caring for others, for the…

  17. The James Webb Space Telescope RealWorld-InWorld Design Challenge: Involving Professionals in a Virtual Classroom

    NASA Astrophysics Data System (ADS)

    Masetti, Margaret; Bowers, S.

    2011-01-01

    Students around the country are becoming experts on the James Webb Space Telescope by designing solutions to two of the design challenges presented by this complex mission. RealWorld-InWorld has two parts; the first (the Real World portion) has high-school students working face to face in their classroom as engineers and scientists. The InWorld phase starts December 15, 2010 as interested teachers and their teams of high school students register to move their work into a 3D multi-user virtual world environment. At the start of this phase, college students from all over the country choose a registered team to lead InWorld. Each InWorld team is also assigned an engineer or scientist mentor. In this virtual world setting, each team refines their design solutions and creates a 3D model of the Webb telescope. InWorld teams will use 21st century tools to collaborate and build in the virtual world environment. Each team will learn, not only from their own team members, but will have the opportunity to interact with James Webb Space Telescope researchers through the virtual world setting, which allows for synchronous interactions. Halfway through the challenge, design solutions will be critiqued and a mystery problem will be introduced for each team. The top five teams will be invited to present their work during a synchronous Education Forum April 14, 2011. The top team will earn scholarships and technology. This is an excellent opportunity for professionals in both astronomy and associated engineering disciplines to become involved with a unique educational program. Besides the chance to mentor a group of interested students, there are many opportunities to interact with the students as a guest, via chats and presentations.

  18. VirtualSpace: A vision of a machine-learned virtual space environment

    NASA Astrophysics Data System (ADS)

    Bortnik, J.; Sarno-Smith, L. K.; Chu, X.; Li, W.; Ma, Q.; Angelopoulos, V.; Thorne, R. M.

    2017-12-01

    Space borne instrumentation tends to come and go. A typical instrument will go through a phase of design and construction, be deployed on a spacecraft for several years while it collects data, and then be decommissioned and fade into obscurity. The data collected from that instrument will typically receive much attention while it is being collected, perhaps in the form of event studies, conjunctions with other instruments, or a few statistical surveys, but once the instrument or spacecraft is decommissioned, the data will be archived and receive progressively less attention with every passing year. This is the fate of all historical data, and will be the fate of data being collected by instruments even at the present time. But what if those instruments could come alive, and all be simultaneously present at any and every point in time and space? Imagine the scientific insights, and societal gains that could be achieved with a grand (virtual) heliophysical observatory that consists of every current and historical mission ever deployed? We propose that this is not just fantasy but is imminently doable with the data currently available, with the present computational resources, and with currently available algorithms. This project revitalizes existing data resources and lays the groundwork for incorporating data from every future mission to expand the scope and refine the resolution of the virtual observatory. We call this project VirtualSpace: a machine-learned virtual space environment.

  19. What People Talk About in Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Maher, Mary Lou

    This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.

  20. Future space. A new blueprint for business architecture.

    PubMed

    Huang, J

    2001-04-01

    Although the Internet is an essential conduit for many business activities, it isn't rendering the physical world any less important, as the failures of many Web merchants demonstrate. People need social and sensual contact. The companies that succeed will be those best able to integrate the physical and the virtual. But that requires a new kind of business architecture--a new approach to designing stores, offices, factories, and other spaces where business is conducted. The author, a faculty member at Harvard Graduate School of Design, provides practical guidelines to help managers and entrepreneurs think creatively about the structures in which their businesses operate. He outlines four challenges facing designers of such "convergent" structures, so-called because they function in both physical and virtual space: matching form to function, allowing visitors to visualize the presence of others, personalizing spaces, and choreographing connectivity. Using numerous examples, from a fashion retailer that wants to sell in stores as well as through a Web site to a radically new kind of consulate, the author shows how businesses can meet each challenge. For instance, allowing customers to visualize the presence of others means that visitors to a Web site should be given a sense of other site visitors. Personalizing physical and virtual spaces involves using databases to enable those spaces to adapt quickly to user preferences. The success of companies attempting to merge on-line and traditional operations will depend on many factors. But without a well-designed convergent architecture, no company will fully reap the synergies of physical space and Internet technology.

  1. Designerly Talk in Non-Pedagogical Social Spaces

    ERIC Educational Resources Information Center

    Gray, Colin M.; Howard, Craig D.

    2014-01-01

    Students live and work in worlds where virtual communities, such as those created via social network sites (e.g. Facebook) may interplay with their formal learning, but scholars of design pedagogy know little about how these spaces can support design learning. In this study, we describe how a set of informal communications, encapsulated in five…

  2. Incorporating Virtual Reactions into a Logic-based Ligand-based Virtual Screening Method to Discover New Leads

    PubMed Central

    Reynolds, Christopher R; Muggleton, Stephen H; Sternberg, Michael J E

    2015-01-01

    The use of virtual screening has become increasingly central to the drug development pipeline, with ligand-based virtual screening used to screen databases of compounds to predict their bioactivity against a target. These databases can only represent a small fraction of chemical space, and this paper describes a method of exploring synthetic space by applying virtual reactions to promising compounds within a database, and generating focussed libraries of predicted derivatives. A ligand-based virtual screening tool Investigational Novel Drug Discovery by Example (INDDEx) is used as the basis for a system of virtual reactions. The use of virtual reactions is estimated to open up a potential space of 1.21×1012 potential molecules. A de novo design algorithm known as Partial Logical-Rule Reactant Selection (PLoRRS) is introduced and incorporated into the INDDEx methodology. PLoRRS uses logical rules from the INDDEx model to select reactants for the de novo generation of potentially active products. The PLoRRS method is found to increase significantly the likelihood of retrieving molecules similar to known actives with a p-value of 0.016. Case studies demonstrate that the virtual reactions produce molecules highly similar to known actives, including known blockbuster drugs. PMID:26583052

  3. "Space and Consequences": The Influence of the Roundtable Classroom Design on Student Dialogue

    ERIC Educational Resources Information Center

    Parsons, Caroline S.

    2016-01-01

    This study sought to explore how the design of both physical and virtual learning spaces influence student dialogue in a modern university. Qualitative analysis of the learning spaces in an undergraduate liberal arts program was conducted. Interview and focus group data from students and faculty, in addition to classroom observations, resulted in…

  4. Mastoid Cavity Dimensions and Shape: Method of Measurement and Virtual Fitting of Implantable Devices

    PubMed Central

    Handzel, Ophir; Wang, Haobing; Fiering, Jason; Borenstein, Jeffrey T.; Mescher, Mark J.; Leary Swan, Erin E.; Murphy, Brian A.; Chen, Zhiqiang; Peppi, Marcello; Sewell, William F.; Kujawa, Sharon G.; McKenna, Michael J.

    2009-01-01

    Temporal bone implants can be used to electrically stimulate the auditory nerve, to amplify sound, to deliver drugs to the inner ear and potentially for other future applications. The implants require storage space and access to the middle or inner ears. The most acceptable space is the cavity created by a canal wall up mastoidectomy. Detailed knowledge of the available space for implantation and pathways to access the middle and inner ears is necessary for the design of implants and successful implantation. Based on temporal bone CT scans a method for three-dimensional reconstruction of a virtual canal wall up mastoidectomy space is described. Using Amira® software the area to be removed during such surgery is marked on axial CT slices, and a three-dimensional model of that space is created. The average volume of 31 reconstructed models is 12.6 cm3 with standard deviation of 3.69 cm3, ranging from 7.97 to 23.25 cm3. Critical distances were measured directly from the model and their averages were calculated: height 3.69 cm, depth 2.43 cm, length above the external auditory canal (EAC) 4.45 cm and length posterior to EAC 3.16 cm. These linear measurements did not correlate well with volume measurements. The shape of the models was variable to a significant extent making the prediction of successful implantation for a given design based on linear and volumetric measurement unreliable. Hence, to assure successful implantation, preoperative assessment should include a virtual fitting of an implant into the intended storage space. The above-mentioned three-dimensional models were exported from Amira to a Solidworks application where virtual fitting was performed. Our results are compared to other temporal bone implant virtual fitting studies. Virtual fitting has been suggested for other human applications. PMID:19372649

  5. Virtual Vision

    NASA Astrophysics Data System (ADS)

    Terzopoulos, Demetri; Qureshi, Faisal Z.

    Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.

  6. Validation of an immersive virtual reality system for training near and far space neglect in individuals with stroke: a pilot study.

    PubMed

    Yasuda, Kazuhiro; Muroi, Daisuke; Ohira, Masahiro; Iwata, Hiroyasu

    2017-10-01

    Unilateral spatial neglect (USN) is defined as impaired ability to attend and see on one side, and when present, it interferes seriously with daily life. These symptoms can exist for near and far spaces combined or independently, and it is important to provide effective intervention for near and far space neglect. The purpose of this pilot study was to propose an immersive virtual reality (VR) rehabilitation program using a head-mounted display that is able to train both near and far space neglect, and to validate the immediate effect of the VR program in both near and far space neglect. Ten USN patients underwent the VR program with a pre-post design and no control. In the virtual environment, we developed visual searching and reaching tasks using an immersive VR system. Behavioral inattention test (BIT) scores obtained pre- and immediate post-VR program were compared. BIT scores obtained pre- and post-VR program revealed that far space neglect but not near space neglect improved promptly after the VR program. This effect for far space neglect was observed in the cancelation task, but not in the line bisection task. Positive effects of the immersive VR program for far space neglect are suggested by the results of the present pilot study. However, further studies with rigorous designs are needed to validate its clinical effectiveness.

  7. Extending the Body to Virtual Tools Using a Robotic Surgical Interface: Evidence from the Crossmodal Congruency Task

    PubMed Central

    Sengül, Ali; van Elk, Michiel; Rognini, Giulio; Aspell, Jane Elizabeth; Bleuler, Hannes; Blanke, Olaf

    2012-01-01

    The effects of real-world tool use on body or space representations are relatively well established in cognitive neuroscience. Several studies have shown, for example, that active tool use results in a facilitated integration of multisensory information in peripersonal space, i.e. the space directly surrounding the body. However, it remains unknown to what extent similar mechanisms apply to the use of virtual-robotic tools, such as those used in the field of surgical robotics, in which a surgeon may use bimanual haptic interfaces to control a surgery robot at a remote location. This paper presents two experiments in which participants used a haptic handle, originally designed for a commercial surgery robot, to control a virtual tool. The integration of multisensory information related to the virtual-robotic tool was assessed by means of the crossmodal congruency task, in which subjects responded to tactile vibrations applied to their fingers while ignoring visual distractors superimposed on the tip of the virtual-robotic tool. Our results show that active virtual-robotic tool use changes the spatial modulation of the crossmodal congruency effects, comparable to changes in the representation of peripersonal space observed during real-world tool use. Moreover, when the virtual-robotic tools were held in a crossed position, the visual distractors interfered strongly with tactile stimuli that was connected with the hand via the tool, reflecting a remapping of peripersonal space. Such remapping was not only observed when the virtual-robotic tools were actively used (Experiment 1), but also when passively held the tools (Experiment 2). The present study extends earlier findings on the extension of peripersonal space from physical and pointing tools to virtual-robotic tools using techniques from haptics and virtual reality. We discuss our data with respect to learning and human factors in the field of surgical robotics and discuss the use of new technologies in the field of cognitive neuroscience. PMID:23227142

  8. Extending the body to virtual tools using a robotic surgical interface: evidence from the crossmodal congruency task.

    PubMed

    Sengül, Ali; van Elk, Michiel; Rognini, Giulio; Aspell, Jane Elizabeth; Bleuler, Hannes; Blanke, Olaf

    2012-01-01

    The effects of real-world tool use on body or space representations are relatively well established in cognitive neuroscience. Several studies have shown, for example, that active tool use results in a facilitated integration of multisensory information in peripersonal space, i.e. the space directly surrounding the body. However, it remains unknown to what extent similar mechanisms apply to the use of virtual-robotic tools, such as those used in the field of surgical robotics, in which a surgeon may use bimanual haptic interfaces to control a surgery robot at a remote location. This paper presents two experiments in which participants used a haptic handle, originally designed for a commercial surgery robot, to control a virtual tool. The integration of multisensory information related to the virtual-robotic tool was assessed by means of the crossmodal congruency task, in which subjects responded to tactile vibrations applied to their fingers while ignoring visual distractors superimposed on the tip of the virtual-robotic tool. Our results show that active virtual-robotic tool use changes the spatial modulation of the crossmodal congruency effects, comparable to changes in the representation of peripersonal space observed during real-world tool use. Moreover, when the virtual-robotic tools were held in a crossed position, the visual distractors interfered strongly with tactile stimuli that was connected with the hand via the tool, reflecting a remapping of peripersonal space. Such remapping was not only observed when the virtual-robotic tools were actively used (Experiment 1), but also when passively held the tools (Experiment 2). The present study extends earlier findings on the extension of peripersonal space from physical and pointing tools to virtual-robotic tools using techniques from haptics and virtual reality. We discuss our data with respect to learning and human factors in the field of surgical robotics and discuss the use of new technologies in the field of cognitive neuroscience.

  9. Does Digitized Virtual Space Allow for Effective Learning in Creating Environments for Theatrical Productions?

    ERIC Educational Resources Information Center

    Magruder, Lewis

    2016-01-01

    Learning how to transform an empty space into one alive with dramatic possibilities is one of the challenges facing students in several disciplines--for example, graphic design, filmmaking, gaming, architecture, interior design, visual arts, and designing and directing for the theatre. The author, a professor of directing for the theatre,…

  10. The effect of the configuration and the interior design of a virtual weightless space station on human spatial orientation.

    PubMed

    Aoki, Hirofumi; Ohno, Ryuzo; Yamaguchi, Takao

    2005-01-01

    In a virtual weightless environment, subjects' orientation skills were studied to examine what kind of cognitive errors people make when they moved through the interior space of virtual space stations and what kind of visual information effectively decreases those errors. Subjects wearing a head-mounted display moved from one end to the other end in space station-like routes constructed of rectangular and cubical modules, and did Pointing and Modeling tasks. In Experiment 1, configurations of the routes were changed with such variables as the number of bends, the number of embedding planes, and the number of planes with respect to the body posture. The results indicated that spatial orientation ability was relevant to the variables and that orientational errors were explained by two causes. One of these was that the place, the direction, and the sequence of turns were incorrect. The other was that subjects did not recognize the rotation of the frame of reference, especially when they turned in pitch direction rather than in yaw. In Experiment 2, the effect of the interior design was examined by testing three design settings. Wall colors that showed the allocentric frame of reference and the different interior design of vertical and horizontal modules were effective; however, there was a limit to the effectiveness in complicated configurations. c2005 Published by Elsevier Ltd.

  11. Similarity searching and scaffold hopping in synthetically accessible combinatorial chemistry spaces.

    PubMed

    Boehm, Markus; Wu, Tong-Ying; Claussen, Holger; Lemmen, Christian

    2008-04-24

    Large collections of combinatorial libraries are an integral element in today's pharmaceutical industry. It is of great interest to perform similarity searches against all virtual compounds that are synthetically accessible by any such library. Here we describe the successful application of a new software tool CoLibri on 358 combinatorial libraries based on validated reaction protocols to create a single chemistry space containing over 10 (12) possible products. Similarity searching with FTrees-FS allows the systematic exploration of this space without the need to enumerate all product structures. The search result is a set of virtual hits which are synthetically accessible by one or more of the existing reaction protocols. Grouping these virtual hits by their synthetic protocols allows the rapid design and synthesis of multiple follow-up libraries. Such library ideas support hit-to-lead design efforts for tasks like follow-up from high-throughput screening hits or scaffold hopping from one hit to another attractive series.

  12. Heritage Meets Social Media: Designing a Virtual Museum Space for Young People

    ERIC Educational Resources Information Center

    Shaw, Ashley; Krug, Don

    2013-01-01

    This research was conducted as part of a project designed to offer guidance on the development of a youth oriented online space for a popular Canadian museum of heritage and immigration. This space would allow young people to learn about heritage, ethnicity, and cultural identity, and, ideally, aid in the development of a positive ethnic identity.…

  13. Space Station Human Factors Research Review. Volume 4: Inhouse Advanced Development and Research

    NASA Technical Reports Server (NTRS)

    Tanner, Trieve (Editor); Clearwater, Yvonne A. (Editor); Cohen, Marc M. (Editor)

    1988-01-01

    A variety of human factors studies related to space station design are presented. Subjects include proximity operations and window design, spatial perceptual issues regarding displays, image management, workload research, spatial cognition, virtual interface, fault diagnosis in orbital refueling, and error tolerance and procedure aids.

  14. Space-Time Coordinate Metadata for the Virtual Observatory Version 1.33

    NASA Astrophysics Data System (ADS)

    Rots, A. H.; Rots, A. H.

    2007-10-01

    This document provides a complete design description of the Space-Time Coordinate (STC) metadata for the Virtual Observatory. It explains the various components, highlights some implementation considerations, presents a complete set of UML diagrams, and discusses the relation between STC and certain other parts of the Data Model. Two serializations are discussed: XML Schema (STC-X) and String (STC-S); the former is an integral part of this Recommendation.

  15. Virtual Worlds as a Context Suited for Information Systems Education: Discussion of Pedagogical Experience and Curriculum Design with Reference to Second Life

    ERIC Educational Resources Information Center

    Dreher, Carl; Reiners, Torsten; Dreher, Naomi; Dreher, Heinz

    2009-01-01

    The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 applications such as Facebook and MySpace are used ubiquitously in the general population, and Virtual Worlds are becoming increasingly popular in business, for example via simulations in Second Life. However the capacity of Virtual Worlds is…

  16. Armagh Observatory - Historic Building Information Modelling for Virtual Learning in Building Conservation

    NASA Astrophysics Data System (ADS)

    Murphy, M.; Chenaux, A.; Keenaghan, G.; GIbson, V..; Butler, J.; Pybusr, C.

    2017-08-01

    In this paper the recording and design for a Virtual Reality Immersive Model of Armagh Observatory is presented, which will replicate the historic buildings and landscape with distant meridian markers and position of its principal historic instruments within a model of the night sky showing the position of bright stars. The virtual reality model can be used for educational purposes allowing the instruments within the historic building model to be manipulated within 3D space to demonstrate how the position measurements of stars were made in the 18th century. A description is given of current student and researchers activities concerning on-site recording and surveying and the virtual modelling of the buildings and landscape. This is followed by a design for a Virtual Reality Immersive Model of Armagh Observatory use game engine and virtual learning platforms and concepts.

  17. Simulation fidelity of a virtual environment display

    NASA Technical Reports Server (NTRS)

    Nemire, Kenneth; Jacoby, Richard H.; Ellis, Stephen R.

    1994-01-01

    We assessed the degree to which a virtual environment system produced a faithful simulation of three-dimensional space by investigating the influence of a pitched optic array on the perception of gravity-referenced eye level (GREL). We compared the results with those obtained in a physical environment. In a within-subjects factorial design, 12 subjects indicated GREL while viewing virtual three-dimensional arrays at different static orientations. A physical array biased GREL more than did a geometrically identical virtual pitched array. However, addition of two sets of orthogonal parallel lines (a grid) to the virtual pitched array resulted in as large a bias as that obtained with the physical pitched array. The increased bias was caused by longitudinal, but not the transverse, components of the grid. We discuss implications of our results for spatial orientation models and for designs of virtual displays.

  18. Virtual workstations and telepresence interfaces: Design accommodations and prototypes for Space Station Freedom evolution

    NASA Technical Reports Server (NTRS)

    Mcgreevy, Michael W.

    1990-01-01

    An advanced human-system interface is being developed for evolutionary Space Station Freedom as part of the NASA Office of Space Station (OSS) Advanced Development Program. The human-system interface is based on body-pointed display and control devices. The project will identify and document the design accommodations ('hooks and scars') required to support virtual workstations and telepresence interfaces, and prototype interface systems will be built, evaluated, and refined. The project is a joint enterprise of Marquette University, Astronautics Corporation of America (ACA), and NASA's ARC. The project team is working with NASA's JSC and McDonnell Douglas Astronautics Company (the Work Package contractor) to ensure that the project is consistent with space station user requirements and program constraints. Documentation describing design accommodations and tradeoffs will be provided to OSS, JSC, and McDonnell Douglas, and prototype interface devices will be delivered to ARC and JSC. ACA intends to commercialize derivatives of the interface for use with computer systems developed for scientific visualization and system simulation.

  19. Technology-Enhanced Learning and Community with Market Appeal.

    ERIC Educational Resources Information Center

    Young, Brian Alexander

    2000-01-01

    Describes the University of Dayton's Personalized Virtual Room. This Web interface to a virtual space that looks and feels like a campus residence was designed to encourage communication and connectivity among first-year students before they arrive on campus. Discusses the initiative's goals and successes, student reaction, and lessons learned.…

  20. 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.

  1. Virtual Reality: Developing a VR space for Academic activities

    NASA Astrophysics Data System (ADS)

    Kaimaris, D.; Stylianidis, E.; Karanikolas, N.

    2014-05-01

    Virtual reality (VR) is extensively used in various applications; in industry, in academia, in business, and is becoming more and more affordable for end users from the financial point of view. At the same time, in academia and higher education more and more applications are developed, like in medicine, engineering, etc. and students are inquiring to be well-prepared for their professional life after their educational life cycle. Moreover, VR is providing the benefits having the possibility to improve skills but also to understand space as well. This paper presents the methodology used during a course, namely "Geoinformatics applications" at the School of Spatial Planning and Development (Eng.), Aristotle University of Thessaloniki, to create a virtual School space. The course design focuses on the methods and techniques to be used in order to develop the virtual environment. In addition the project aspires to become more and more effective for the students and provide a real virtual environment with useful information not only for the students but also for any citizen interested in the academic life at the School.

  2. 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.

  3. Virtual coach technology for supporting self-care.

    PubMed

    Ding, Dan; Liu, Hsin-Yi; Cooper, Rosemarie; Cooper, Rory A; Smailagic, Asim; Siewiorek, Dan

    2010-02-01

    "Virtual Coach" refers to a coaching program or device aiming to guide users through tasks for the purpose of prompting positive behavior or assisting with learning new skills. This article reviews virtual coach interventions with the purpose of guiding rehabilitation professionals to comprehend more effectively the essential components of such interventions, the underlying technologies and their integration, and example applications. A design space of virtual coach interventions including self-monitoring, context awareness, interface modality, and coaching strategies were identified and discussed to address when, how, and what coaching messages to deliver in an automated and intelligent way. Example applications that address various health-related issues also are provided to illustrate how a virtual coach intervention is developed and evaluated. Finally, the article provides some insight into addressing key challenges and opportunities in designing and implementing virtual coach interventions. It is expected that more virtual coach interventions will be developed in the field of rehabilitation to support self-care and prevent secondary conditions in individuals with disabilities.

  4. 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.

  5. Virtual garden computer program for use in exploring the elements of biodiversity people want in cities.

    PubMed

    Shwartz, Assaf; Cheval, Helene; Simon, Laurent; Julliard, Romain

    2013-08-01

    Urban ecology is emerging as an integrative science that explores the interactions of people and biodiversity in cities. Interdisciplinary research requires the creation of new tools that allow the investigation of relations between people and biodiversity. It has been established that access to green spaces or nature benefits city dwellers, but the role of species diversity in providing psychological benefits remains poorly studied. We developed a user-friendly 3-dimensional computer program (Virtual Garden [www.tinyurl.com/3DVirtualGarden]) that allows people to design their own public or private green spaces with 95 biotic and abiotic features. Virtual Garden allows researchers to explore what elements of biodiversity people would like to have in their nearby green spaces while accounting for other functions that people value in urban green spaces. In 2011, 732 participants used our Virtual Garden program to design their ideal small public garden. On average gardens contained 5 different animals, 8 flowers, and 5 woody plant species. Although the mathematical distribution of flower and woody plant richness (i.e., number of species per garden) appeared to be similar to what would be expected by random selection of features, 30% of participants did not place any animal species in their gardens. Among those who placed animals in their gardens, 94% selected colorful species (e.g., ladybug [Coccinella septempunctata], Great Tit [Parus major], and goldfish), 53% selected herptiles or large mammals, and 67% selected non-native species. Older participants with a higher level of education and participants with a greater concern for nature designed gardens with relatively higher species richness and more native species. If cities are to be planned for the mutual benefit of people and biodiversity and to provide people meaningful experiences with urban nature, it is important to investigate people's relations with biodiversity further. Virtual Garden offers a standardized tool with which to explore these relations in different environments, cultures, and countries. It can also be used by stakeholders (e.g., city planners) to consider people's opinions of local design. © 2013 Society for Conservation Biology.

  6. Statistical molecular design of building blocks for combinatorial chemistry.

    PubMed

    Linusson, A; Gottfries, J; Lindgren, F; Wold, S

    2000-04-06

    The reduction of the size of a combinatorial library can be made in two ways, either base the selection on the building blocks (BB's) or base it on the full set of virtually constructed products. In this paper we have investigated the effects of applying statistical designs to BB sets compared to selections based on the final products. The two sets of BB's and the virtually constructed library were described by structural parameters, and the correlation between the two characterizations was investigated. Three different selection approaches were used both for the BB sets and for the products. In the first two the selection algorithms were applied directly to the data sets (D-optimal design and space-filling design), while for the third a cluster analysis preceded the selection (cluster-based design). The selections were compared using visual inspection, the Tanimoto coefficient, the Euclidean distance, the condition number, and the determinant of the resulting data matrix. No difference in efficiency was found between selections made in the BB space and in the product space. However, it is of critical importance to investigate the BB space carefully and to select an appropriate number of BB's to result in an adequate diversity. An example from the pharmaceutical industry is then presented, where selection via BB's was made using a cluster-based design.

  7. 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.

  8. Fully Three-Dimensional Virtual-Reality System

    NASA Technical Reports Server (NTRS)

    Beckman, Brian C.

    1994-01-01

    Proposed virtual-reality system presents visual displays to simulate free flight in three-dimensional space. System, virtual space pod, is testbed for control and navigation schemes. Unlike most virtual-reality systems, virtual space pod would not depend for orientation on ground plane, which hinders free flight in three dimensions. Space pod provides comfortable seating, convenient controls, and dynamic virtual-space images for virtual traveler. Controls include buttons plus joysticks with six degrees of freedom.

  9. Virtual manufacturing work cell for engineering

    NASA Astrophysics Data System (ADS)

    Watanabe, Hideo; Ohashi, Kazushi; Takahashi, Nobuyuki; Kato, Kiyotaka; Fujita, Satoru

    1997-12-01

    The life cycles of products have been getting shorter. To meet this rapid turnover, manufacturing systems must be frequently changed as well. In engineering to develop manufacturing systems, there are several tasks such as process planning, layout design, programming, and final testing using actual machines. This development of manufacturing systems takes a long time and is expensive. To aid the above engineering process, we have developed the virtual manufacturing workcell (VMW). This paper describes a concept of VMW and design method through computer aided manufacturing engineering using VMW (CAME-VMW) related to the above engineering tasks. The VMW has all design data, and realizes a behavior of equipment and devices using a simulator. The simulator has logical and physical functionality. The one simulates a sequence control and the other simulates motion control, shape movement in 3D space. The simulator can execute the same control software made for actual machines. Therefore we can verify the behavior precisely before the manufacturing workcell will be constructed. The VMW creates engineering work space for several engineers and offers debugging tools such as virtual equipment and virtual controllers. We applied this VMW to development of a transfer workcell for vaporization machine in actual manufacturing system to produce plasma display panel (PDP) workcell and confirmed its effectiveness.

  10. CANYVAL-X: Enabling a new class of scientific instruments

    NASA Astrophysics Data System (ADS)

    Shah, Neerav; Calhoun, Philip C.; Park, Sang-young; Keidar, Michael

    2016-05-01

    Significant new discoveries in space science can be realized by replacing the traditional large monolithic space telescopes with precision formation flying spacecraft to form a “virtual telescope.” Such virtual telescopes will revolutionize occulting imaging systems, provide images of the Sun, accretion disks, and other astronomical objects with unprecedented milli-arcsecond resolution (several orders of magnitude beyond current capability).Since the days of Apollo, NASA and other organizations have been conducting formation flying in space, but not with the precision required for virtual telescopes. These efforts have focused on rendezvous and docking (e.g., crew docking, satellite servicing, etc.) and/or ground-controlled coordinated flight (e.g., EO-1, GRAIL, MMS, etc.). While the TRL of the component level technology for formation flying is high, the capability for the system-level guidance, navigation, and control (GN&C) technology required to align a virtual telescope to an inertial astronomical target with sub-arcsecond precision is not fully developed.The CANYVAL-X (CubeSat Astronomy by NASA and Yonsei using Virtual Telescope Alignment eXperiment) mission is an engineering proof of concept featuring a pair of CubeSats flying as a tandem telescope with a goal of demonstrating the system-level GN&C needed to form a virtual telescope. NASA partnered with the George Washington University and the Yonsei University to design and develop CANYVAL-X. CANYVAL-X will demonstrate key technologies for using virtual telescopes in space, including micro-propulsion using millinewton thrusters, relative position sensing, and communications control between the two spacecraft. CANYVAL-X is scheduled to launch on a Flacon-9 in summer of 2016.

  11. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects

    ERIC Educational Resources Information Center

    Melero, Javier; Hernandez-Leo, Davinia

    2014-01-01

    Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…

  12. The Tree of Knowledge Project: Organic Designs as Virtual Learning Spaces

    ERIC Educational Resources Information Center

    Gui, Dean A. F.; AuYeung, Gigi

    2013-01-01

    The virtual Department of English at the Hong Kong Polytechnic University, also known as the Tree of Knowledge, is a project premised upon using ecology and organic forms to promote language learning in Second Life (SL). Inspired by Salmon's (2010) Tree of Learning concept this study examines how an interactive ecological environment--in this…

  13. CliniSpace: a multiperson 3D online immersive training environment accessible through a browser.

    PubMed

    Dev, Parvati; Heinrichs, W LeRoy; Youngblood, Patricia

    2011-01-01

    Immersive online medical environments, with dynamic virtual patients, have been shown to be effective for scenario-based learning (1). However, ease of use and ease of access have been barriers to their use. We used feedback from prior evaluation of these projects to design and develop CliniSpace. To improve usability, we retained the richness of prior virtual environments but modified the user interface. To improve access, we used a Software-as-a-Service (SaaS) approach to present a richly immersive 3D environment within a web browser.

  14. 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.

  15. Simulating Humans as Integral Parts of Spacecraft Missions

    NASA Technical Reports Server (NTRS)

    Bruins, Anthony C.; Rice, Robert; Nguyen, Lac; Nguyen, Heidi; Saito, Tim; Russell, Elaine

    2006-01-01

    The Collaborative-Virtual Environment Simulation Tool (C-VEST) software was developed for use in a NASA project entitled "3-D Interactive Digital Virtual Human." The project is oriented toward the use of a comprehensive suite of advanced software tools in computational simulations for the purposes of human-centered design of spacecraft missions and of the spacecraft, space suits, and other equipment to be used on the missions. The C-VEST software affords an unprecedented suite of capabilities for three-dimensional virtual-environment simulations with plug-in interfaces for physiological data, haptic interfaces, plug-and-play software, realtime control, and/or playback control. Mathematical models of the mechanics of the human body and of the aforementioned equipment are implemented in software and integrated to simulate forces exerted on and by astronauts as they work. The computational results can then support the iterative processes of design, building, and testing in applied systems engineering and integration. The results of the simulations provide guidance for devising measures to counteract effects of microgravity on the human body and for the rapid development of virtual (that is, simulated) prototypes of advanced space suits, cockpits, and robots to enhance the productivity, comfort, and safety of astronauts. The unique ability to implement human-in-the-loop immersion also makes the C-VEST software potentially valuable for use in commercial and academic settings beyond the original space-mission setting.

  16. A Data Management System for International Space Station Simulation Tools

    NASA Technical Reports Server (NTRS)

    Betts, Bradley J.; DelMundo, Rommel; Elcott, Sharif; McIntosh, Dawn; Niehaus, Brian; Papasin, Richard; Mah, Robert W.; Clancy, Daniel (Technical Monitor)

    2002-01-01

    Groups associated with the design, operational, and training aspects of the International Space Station make extensive use of modeling and simulation tools. Users of these tools often need to access and manipulate large quantities of data associated with the station, ranging from design documents to wiring diagrams. Retrieving and manipulating this data directly within the simulation and modeling environment can provide substantial benefit to users. An approach for providing these kinds of data management services, including a database schema and class structure, is presented. Implementation details are also provided as a data management system is integrated into the Intelligent Virtual Station, a modeling and simulation tool developed by the NASA Ames Smart Systems Research Laboratory. One use of the Intelligent Virtual Station is generating station-related training procedures in a virtual environment, The data management component allows users to quickly and easily retrieve information related to objects on the station, enhancing their ability to generate accurate procedures. Users can associate new information with objects and have that information stored in a database.

  17. Intelligibility of speech in a virtual 3-D environment.

    PubMed

    MacDonald, Justin A; Balakrishnan, J D; Orosz, Michael D; Karplus, Walter J

    2002-01-01

    In a simulated air traffic control task, improvement in the detection of auditory warnings when using virtual 3-D audio depended on the spatial configuration of the sounds. Performance improved substantially when two of four sources were placed to the left and the remaining two were placed to the right of the participant. Surprisingly, little or no benefits were observed for configurations involving the elevation or transverse (front/back) dimensions of virtual space, suggesting that position on the interaural (left/right) axis is the crucial factor to consider in auditory display design. The relative importance of interaural spacing effects was corroborated in a second, free-field (real space) experiment. Two additional experiments showed that (a) positioning signals to the side of the listener is superior to placing them in front even when two sounds are presented in the same location, and (b) the optimal distance on the interaural axis varies with the amplitude of the sounds. These results are well predicted by the behavior of an ideal observer under the different display conditions. This suggests that guidelines for auditory display design that allow for effective perception of speech information can be developed from an analysis of the physical sound patterns.

  18. Virtual Construction of Space Habitats: Connecting Building Information Models (BIM) and SysML

    NASA Technical Reports Server (NTRS)

    Polit-Casillas, Raul; Howe, A. Scott

    2013-01-01

    Current trends in design, construction and management of complex projects make use of Building Information Models (BIM) connecting different types of data to geometrical models. This information model allow different types of analysis beyond pure graphical representations. Space habitats, regardless their size, are also complex systems that require the synchronization of many types of information and disciplines beyond mass, volume, power or other basic volumetric parameters. For this, the state-of-the-art model based systems engineering languages and processes - for instance SysML - represent a solid way to tackle this problem from a programmatic point of view. Nevertheless integrating this with a powerful geometrical architectural design tool with BIM capabilities could represent a change in the workflow and paradigm of space habitats design applicable to other aerospace complex systems. This paper shows some general findings and overall conclusions based on the ongoing research to create a design protocol and method that practically connects a systems engineering approach with a BIM architectural and engineering design as a complete Model Based Engineering approach. Therefore, one hypothetical example is created and followed during the design process. In order to make it possible this research also tackles the application of IFC categories and parameters in the aerospace field starting with the application upon the space habitats design as way to understand the information flow between disciplines and tools. By building virtual space habitats we can potentially improve in the near future the way more complex designs are developed from very little detail from concept to manufacturing.

  19. 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.

  20. Learning Spaces and Collaborative Work: Barriers or Supports?

    ERIC Educational Resources Information Center

    King, Hayley

    2016-01-01

    Drawing on 18 months of fieldwork, this article discusses the use of physical, virtual and social space to support collaborative work in translator education programs. The study adopted a contrastive ethnography approach that incorporated single- and multiple-case design rationales for site selection. Extended observation, informal chats and…

  1. Design and Development of a Smart Storytelling Toy

    ERIC Educational Resources Information Center

    Kara, Nuri; Aydin, Cansu Cigdem; Cagiltay, Kursat

    2014-01-01

    Because computers generally make children passive listeners, new technological devices need to support children's storytelling activities. This article introduces the StoryTech, a smart toy that includes a virtual space comprised of computer-based graphics and characters as well as a real space that involves stuffed animals, background cards…

  2. An adaptive process-based cloud infrastructure for space situational awareness applications

    NASA Astrophysics Data System (ADS)

    Liu, Bingwei; Chen, Yu; Shen, Dan; Chen, Genshe; Pham, Khanh; Blasch, Erik; Rubin, Bruce

    2014-06-01

    Space situational awareness (SSA) and defense space control capabilities are top priorities for groups that own or operate man-made spacecraft. Also, with the growing amount of space debris, there is an increase in demand for contextual understanding that necessitates the capability of collecting and processing a vast amount sensor data. Cloud computing, which features scalable and flexible storage and computing services, has been recognized as an ideal candidate that can meet the large data contextual challenges as needed by SSA. Cloud computing consists of physical service providers and middleware virtual machines together with infrastructure, platform, and software as service (IaaS, PaaS, SaaS) models. However, the typical Virtual Machine (VM) abstraction is on a per operating systems basis, which is at too low-level and limits the flexibility of a mission application architecture. In responding to this technical challenge, a novel adaptive process based cloud infrastructure for SSA applications is proposed in this paper. In addition, the details for the design rationale and a prototype is further examined. The SSA Cloud (SSAC) conceptual capability will potentially support space situation monitoring and tracking, object identification, and threat assessment. Lastly, the benefits of a more granular and flexible cloud computing resources allocation are illustrated for data processing and implementation considerations within a representative SSA system environment. We show that the container-based virtualization performs better than hypervisor-based virtualization technology in an SSA scenario.

  3. Going Social at Vancouver Public Library: What the Virtual Branch Did Next

    ERIC Educational Resources Information Center

    Cahill, Kay

    2011-01-01

    Purpose: The purpose of this paper is to follow up on the 2009 publication "Building a virtual branch at Vancouver Public Library (VPL) using Web 2.0 tools" and to explore the work that VPL has been doing in the social media space over the past two years. Design/methodology/approach: Following the launch of its new web site in 2008,…

  4. Enhancing Navigation Skills through Audio Gaming.

    PubMed

    Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi

    2010-01-01

    We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks.

  5. Live theater on a virtual stage: incorporating soft skills and teamwork in computer graphics education.

    PubMed

    Schweppe, M; Geigel, J

    2011-01-01

    Industry has increasingly emphasized the need for "soft" or interpersonal skills development and team-building experience in the college curriculum. Here, we discuss our experiences with providing such opportunities via a collaborative project called the Virtual Theater. In this joint project between the Rochester Institute of Technology's School of Design and Department of Computer Science, the goal is to enable live performance in a virtual space with participants in different physical locales. Students work in teams, collaborating with other students in and out of their disciplines.

  6. Enhancing Navigation Skills through Audio Gaming

    PubMed Central

    Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi

    2014-01-01

    We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks. PMID:25505796

  7. Image-based 3D reconstruction and virtual environmental walk-through

    NASA Astrophysics Data System (ADS)

    Sun, Jifeng; Fang, Lixiong; Luo, Ying

    2001-09-01

    We present a 3D reconstruction method, which combines geometry-based modeling, image-based modeling and rendering techniques. The first component is an interactive geometry modeling method which recovery of the basic geometry of the photographed scene. The second component is model-based stereo algorithm. We discus the image processing problems and algorithms of walking through in virtual space, then designs and implement a high performance multi-thread wandering algorithm. The applications range from architectural planning and archaeological reconstruction to virtual environments and cinematic special effects.

  8. ARTEMIS: Reinvigorating History and Theory in Art and Design Education

    ERIC Educational Resources Information Center

    Janet, Jeff; Miles, Melissa

    2009-01-01

    ARTEMIS (Art Educational Multiplayer Interactive Space) is an online multi-user virtual environment that is designed around the objects, artefacts, philosophies, personalities and critical discourses of the histories and theories of art and design. Conceived as a means of reinvigorating art history and theory education in the digital age, ARTEMIS…

  9. Research on 3D virtual campus scene modeling based on 3ds Max and VRML

    NASA Astrophysics Data System (ADS)

    Kang, Chuanli; Zhou, Yanliu; Liang, Xianyue

    2015-12-01

    With the rapid development of modem technology, the digital information management and the virtual reality simulation technology has become a research hotspot. Virtual campus 3D model can not only express the real world objects of natural, real and vivid, and can expand the campus of the reality of time and space dimension, the combination of school environment and information. This paper mainly uses 3ds Max technology to create three-dimensional model of building and on campus buildings, special land etc. And then, the dynamic interactive function is realized by programming the object model in 3ds Max by VRML .This research focus on virtual campus scene modeling technology and VRML Scene Design, and the scene design process in a variety of real-time processing technology optimization strategy. This paper guarantees texture map image quality and improve the running speed of image texture mapping. According to the features and architecture of Guilin University of Technology, 3ds Max, AutoCAD and VRML were used to model the different objects of the virtual campus. Finally, the result of virtual campus scene is summarized.

  10. Virtual reality and telerobotics applications of an Address Recalculation Pipeline

    NASA Technical Reports Server (NTRS)

    Regan, Matthew; Pose, Ronald

    1994-01-01

    The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.

  11. Mitigating vestibular disturbances during space flight using virtual reality training and reentry vehicle design guidelines

    NASA Astrophysics Data System (ADS)

    Stroud, Kenneth Joshua

    Seventy to eighty percent of astronauts reportedly exhibit undesirable vestibular disturbances during the first few days of weightlessness, including space motion sickness (SMS) and spatial disorientation (SD). SMS presents a potentially dangerous situation, both because critical piloted tasks such as docking maneuvers and emergency reentry may be compromised, and because of the potential for asphyxiation should an astronaut vomit while wearing a space suit. SD can be provocative for SMS as well as become dangerous during an emergency in which it is critical for an astronaut to move quickly through the vehicle. In the U.S. space program, medication is currently used both for prevention and treatment of SMS. However, this approach has had only moderate success, and the side effects of drowsiness and lack of concentration are undesirable. Research suggests that preflight training in virtual reality devices can simulate certain aspects of microgravity and may prove to be an effective countermeasure for SMS and SD. It was hypothesized that exposing subjects preflight to variable virtual orientations, similar to those encountered during space flight, will reduce the incidence and/or severity of SMS and SD. Results from a study conducted at the NASA Johnson Space Center as part of this research demonstrated that this type of training is effective for reducing motion sickness and improving task performance in potentially disorienting visual surroundings, thus suggesting the possibility that such training may prove an effective countermeasure for SMS, SD and related performance decrements that occur in space flight. In addition to the effects associated with weightlessness, almost all astronauts experience vestibular disturbances associated with gravity-transitions incurred during the return to Earth, which could be exacerbated if traveling in a spacecraft that is designed differently than a conventional aircraft. Therefore, for piloted descent and landing operations, reducing vestibular disturbances must be considered in the early phases of spacecraft design. An integrated approach combining vestibular disturbances, mission constraints, and other human concerns is proposed in a spacecraft design solution that concurrently addresses all of the above constraints.

  12. Envisioning the future of home care: applications of immersive virtual reality.

    PubMed

    Brennan, Patricia Flatley; Arnott Smith, Catherine; Ponto, Kevin; Radwin, Robert; Kreutz, Kendra

    2013-01-01

    Accelerating the design of technologies to support health in the home requires 1) better understanding of how the household context shapes consumer health behaviors and (2) the opportunity to afford engineers, designers, and health professionals the chance to systematically study the home environment. We developed the Living Environments Laboratory (LEL) with a fully immersive, six-sided virtual reality CAVE to enable recreation of a broad range of household environments. We have successfully developed a virtual apartment, including a kitchen, living space, and bathroom. Over 2000 people have visited the LEL CAVE. Participants use an electronic wand to activate common household affordances such as opening a refrigerator door or lifting a cup. Challenges currently being explored include creating natural gesture to interface with virtual objects, developing robust, simple procedures to capture actual living environments and rendering them in a 3D visualization, and devising systematic stable terminologies to characterize home environments.

  13. Fast localized orthonormal virtual orbitals which depend smoothly on nuclear coordinates.

    PubMed

    Subotnik, Joseph E; Dutoi, Anthony D; Head-Gordon, Martin

    2005-09-15

    We present here an algorithm for computing stable, well-defined localized orthonormal virtual orbitals which depend smoothly on nuclear coordinates. The algorithm is very fast, limited only by diagonalization of two matrices with dimension the size of the number of virtual orbitals. Furthermore, we require no more than quadratic (in the number of electrons) storage. The basic premise behind our algorithm is that one can decompose any given atomic-orbital (AO) vector space as a minimal basis space (which includes the occupied and valence virtual spaces) and a hard-virtual (HV) space (which includes everything else). The valence virtual space localizes easily with standard methods, while the hard-virtual space is constructed to be atom centered and automatically local. The orbitals presented here may be computed almost as quickly as projecting the AO basis onto the virtual space and are almost as local (according to orbital variance), while our orbitals are orthonormal (rather than redundant and nonorthogonal). We expect this algorithm to find use in local-correlation methods.

  14. Runtime Performance and Virtual Network Control Alternatives in VM-Based High-Fidelity Network Simulations

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

    Yoginath, Srikanth B; Perumalla, Kalyan S; Henz, Brian J

    2012-01-01

    In prior work (Yoginath and Perumalla, 2011; Yoginath, Perumalla and Henz, 2012), the motivation, challenges and issues were articulated in favor of virtual time ordering of Virtual Machines (VMs) in network simulations hosted on multi-core machines. Two major components in the overall virtualization challenge are (1) virtual timeline establishment and scheduling of VMs, and (2) virtualization of inter-VM communication. Here, we extend prior work by presenting scaling results for the first component, with experiment results on up to 128 VMs scheduled in virtual time order on a single 12-core host. We also explore the solution space of design alternatives formore » the second component, and present performance results from a multi-threaded, multi-queue implementation of inter-VM network control for synchronized execution with VM scheduling, incorporated in our NetWarp simulation system.« less

  15. An IPv6 routing lookup algorithm using weight-balanced tree based on prefix value for virtual router

    NASA Astrophysics Data System (ADS)

    Chen, Lingjiang; Zhou, Shuguang; Zhang, Qiaoduo; Li, Fenghua

    2016-10-01

    Virtual router enables the coexistence of different networks on the same physical facility and has lately attracted a great deal of attention from researchers. As the number of IPv6 addresses is rapidly increasing in virtual routers, designing an efficient IPv6 routing lookup algorithm is of great importance. In this paper, we present an IPv6 lookup algorithm called weight-balanced tree (WBT). WBT merges Forwarding Information Bases (FIBs) of virtual routers into one spanning tree, and compresses the space cost. WBT's average time complexity and the worst case time complexity of lookup and update process are both O(logN) and space complexity is O(cN) where N is the size of routing table and c is a constant. Experiments show that WBT helps reduce more than 80% Static Random Access Memory (SRAM) cost in comparison to those separation schemes. WBT also achieves the least average search depth comparing with other homogeneous algorithms.

  16. Virtual hand: a 3D tactile interface to virtual environments

    NASA Astrophysics Data System (ADS)

    Rogowitz, Bernice E.; Borrel, Paul

    2008-02-01

    We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.

  17. SPECT System Optimization Against A Discrete Parameter Space

    PubMed Central

    Meng, L. J.; Li, N.

    2013-01-01

    In this paper, we present an analytical approach for optimizing the design of a static SPECT system or optimizing the sampling strategy with a variable/adaptive SPECT imaging hardware against an arbitrarily given set of system parameters. This approach has three key aspects. First, it is designed to operate over a discretized system parameter space. Second, we have introduced an artificial concept of virtual detector as the basic building block of an imaging system. With a SPECT system described as a collection of the virtual detectors, one can convert the task of system optimization into a process of finding the optimum imaging time distribution (ITD) across all virtual detectors. Thirdly, the optimization problem (finding the optimum ITD) could be solved with a block-iterative approach or other non-linear optimization algorithms. In essence, the resultant optimum ITD could provide a quantitative measure of the relative importance (or effectiveness) of the virtual detectors and help to identify the system configuration or sampling strategy that leads to an optimum imaging performance. Although we are using SPECT imaging as a platform to demonstrate the system optimization strategy, this development also provides a useful framework for system optimization problems in other modalities, such as positron emission tomography (PET) and X-ray computed tomography (CT) [1, 2]. PMID:23587609

  18. Exploring barriers and facilitators to the clinical use of virtual reality for post-stroke unilateral spatial neglect assessment.

    PubMed

    Ogourtsova, Tatiana; Archambault, Philippe S; Lamontagne, Anouk

    2017-11-07

    Hemineglect, defined as a failure to attend to the contralesional side of space, is a prevalent and disabling post-stroke deficit. Conventional hemineglect assessments lack sensitivity as they contain mainly non-functional tasks performed in near-extrapersonal space, using static, two-dimensional methods. This is of concern given that hemineglect is a strong predictor for functional deterioration, limited post-stroke recovery, and difficulty in community reintegration. With the emerging field of virtual reality, several virtual tools have been proposed and have reported better sensitivity in neglect-related deficits detection than conventional methods. However, these and future virtual reality-based tools are yet to be implemented in clinical practice. The present study aimed to explore the barriers/facilitators perceived by clinicians in the use of virtual reality for hemineglect assessment; and to identify features of an optimal virtual assessment. A qualitative descriptive process, in the form of focus groups, self-administered questionnaire and individual interviews was used. Two focus groups (n = 11 clinicians) were conducted and experts in the field (n = 3) were individually interviewed. Several barriers and facilitators, including personal, institutional, client suitability, and equipment factors, were identified. Clinicians and experts in the field reported numerous features for the virtual tool optimization. Factors identified through this study lay the foundation for the development of a knowledge translation initiative towards an implementation of a virtual assessment for hemineglect. Addressing the identified barriers/facilitators during implementation and incorporating the optimal features in the design of the virtual assessment could assist and promote its eventual adoption in clinical settings. Implications for rehabilitation A multimodal and active knowledge translation intervention built on the presently identified modifiable factors is suggested to be implemented to support the clinical integration of a virtual reality-based assessment for post-stroke hemineglect. To amplify application and usefulness of a virtual-reality based tool in the assessment of post-stroke hemineglect, optimal features identified in the present study should be incorporated in the design of such technology.

  19. eduCRATE--a Virtual Hospital architecture.

    PubMed

    Stoicu-Tivadar, Lăcrimioara; Stoicu-Tivadar, Vasile; Berian, Dorin; Drăgan, Simona; Serban, Alexandru; Serban, Corina

    2014-01-01

    eduCRATE is a complex project proposal which aims to develop a virtual learning environment offering interactive digital content through original and integrated solutions using cloud computing, complex multimedia systems in virtual space and personalized design with avatars. Compared to existing similar products the project brings the novelty of using languages for medical guides in order to ensure a maximum of flexibility. The Virtual Hospital simulations will create interactive clinical scenarios for which students will find solutions for positive diagnosis and therapeutic management. The solution based on cloud computing and immersive multimedia is an attractive option in education because is economical and it matches the current working style of the young generation to whom it addresses.

  20. How Physical Design Can Influence Copyright Compliance

    ERIC Educational Resources Information Center

    Harper, Meghan

    2007-01-01

    Most school librarians do not think of copyright compliance and facilities planning in the same breath. Yet the design of space--physical and virtual--can discourage or promote compliance, or even help police it. Placement of and access to equipment, traffic patterns, signage, and student workspace all may influence copyright-compliance behavior…

  1. Design Guidelines for Classroom Multiplayer Presential Games (CMPG)

    ERIC Educational Resources Information Center

    Villalta, M.; Gajardo, I.; Nussbaum, M.; Andreu, J. J.; Echeverria, A.; Plass, J. L.

    2011-01-01

    In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the virtual world and amongst themselves in a shared space. The design of this kind of game, however, is a complex process that must consider instruction strategies, methodology, usability and ludic aspects. This article's aim is to develop and systematize…

  2. Suppression of Thermal Emission from Exhaust Components Using an Integrated Approach

    DTIC Science & Technology

    2002-08-01

    design model must, as a minimum, include an accurate estimate of space required for the exhaust , backpressure to the engine , system weight, gas species...hot flovw testing. The virtual design model provides an estimate of space required for: tih exhaust , backiressure to the engine ., svsie:. weigar. gas...either be the engine for the exhaust system or is capable of providing more than the required mass flow rate and enough gas temperature margins so that

  3. CaveCAD: a tool for architectural design in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Schulze, Jürgen P.; Hughes, Cathleen E.; Zhang, Lelin; Edelstein, Eve; Macagno, Eduardo

    2014-02-01

    Existing 3D modeling tools were designed to run on desktop computers with monitor, keyboard and mouse. To make 3D modeling possible with mouse and keyboard, many 3D interactions, such as point placement or translations of geometry, had to be mapped to the 2D parameter space of the mouse, possibly supported by mouse buttons or keyboard keys. We hypothesize that had the designers of these existing systems had been able to assume immersive virtual reality systems as their target platforms, they would have been able to design 3D interactions much more intuitively. In collaboration with professional architects, we created a simple, but complete 3D modeling tool for virtual environments from the ground up and use direct 3D interaction wherever possible and adequate. In this publication, we present our approaches for interactions for typical 3D modeling functions, such as geometry creation, modification of existing geometry, and assignment of surface materials. We also discuss preliminary user experiences with this system.

  4. A virtual work space for both hands manipulation with coherency between kinesthetic and visual sensation

    NASA Technical Reports Server (NTRS)

    Ishii, Masahiro; Sukanya, P.; Sato, Makoto

    1994-01-01

    This paper describes the construction of a virtual work space for tasks performed by two handed manipulation. We intend to provide a virtual environment that encourages users to accomplish tasks as they usually act in a real environment. Our approach uses a three dimensional spatial interface device that allows the user to handle virtual objects by hand and be able to feel some physical properties such as contact, weight, etc. We investigated suitable conditions for constructing our virtual work space by simulating some basic assembly work, a face and fit task. We then selected the conditions under which the subjects felt most comfortable in performing this task and set up our virtual work space. Finally, we verified the possibility of performing more complex tasks in this virtual work space by providing simple virtual models and then let the subjects create new models by assembling these components. The subjects can naturally perform assembly operations and accomplish the task. Our evaluation shows that this virtual work space has the potential to be used for performing tasks that require two-handed manipulation or cooperation between both hands in a natural manner.

  5. Transitioning Design and Technology Education from Physical Classrooms to Virtual Spaces: Implications for Pre-Service Teacher Education

    ERIC Educational Resources Information Center

    Best, Marnie; MacGregor, Denise

    2017-01-01

    Technology-mediated teaching and learning enables access to educational opportunities, irrespective of locality, ruruality or remoteness. The design, development and delivery of technology enhanced learning in pre-service teacher education programs is therefore gaining momentum, both in Australia and internationally. Much research regarding…

  6. Spatial issues in user interface design from a graphic design perspective

    NASA Technical Reports Server (NTRS)

    Marcus, Aaron

    1989-01-01

    The user interface of a computer system is a visual display that provides information about the status of operations on data within the computer and control options to the user that enable adjustments to these operations. From the very beginning of computer technology the user interface was a spatial display, although its spatial features were not necessarily complex or explicitly recognized by the users. All text and nonverbal signs appeared in a virtual space generally thought of as a single flat plane of symbols. Current technology of high performance workstations permits any element of the display to appear as dynamic, multicolor, 3-D signs in a virtual 3-D space. The complexity of appearance and the user's interaction with the display provide significant challenges to the graphic designer of current and future user interfaces. In particular, spatial depiction provides many opportunities for effective communication of objects, structures, processes, navigation, selection, and manipulation. Issues are presented that are relevant to the graphic designer seeking to optimize the user interface's spatial attributes for effective visual communication.

  7. Spatial interpretation of NASA's Marshall Space Flight Center Payload Operations Control Center using virtual reality technology

    NASA Technical Reports Server (NTRS)

    Lindsey, Patricia F.

    1993-01-01

    In its search for higher level computer interfaces and more realistic electronic simulations for measurement and spatial analysis in human factors design, NASA at MSFC is evaluating the functionality of virtual reality (VR) technology. Virtual reality simulation generates a three dimensional environment in which the participant appears to be enveloped. It is a type of interactive simulation in which humans are not only involved, but included. Virtual reality technology is still in the experimental phase, but it appears to be the next logical step after computer aided three-dimensional animation in transferring the viewer from a passive to an active role in experiencing and evaluating an environment. There is great potential for using this new technology when designing environments for more successful interaction, both with the environment and with another participant in a remote location. At the University of North Carolina, a VR simulation of a the planned Sitterson Hall, revealed a flaw in the building's design that had not been observed during examination of the more traditional building plan simulation methods on paper and on computer aided design (CAD) work station. The virtual environment enables multiple participants in remote locations to come together and interact with one another and with the environment. Each participant is capable of seeing herself and the other participants and of interacting with them within the simulated environment.

  8. 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).

  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. Path following control of planar snake robots using virtual holonomic constraints: theory and experiments.

    PubMed

    Rezapour, Ehsan; Pettersen, Kristin Y; Liljebäck, Pål; Gravdahl, Jan T; Kelasidi, Eleni

    This paper considers path following control of planar snake robots using virtual holonomic constraints. In order to present a model-based path following control design for the snake robot, we first derive the Euler-Lagrange equations of motion of the system. Subsequently, we define geometric relations among the generalized coordinates of the system, using the method of virtual holonomic constraints. These appropriately defined constraints shape the geometry of a constraint manifold for the system, which is a submanifold of the configuration space of the robot. Furthermore, we show that the constraint manifold can be made invariant by a suitable choice of feedback. In particular, we analytically design a smooth feedback control law to exponentially stabilize the constraint manifold. We show that enforcing the appropriately defined virtual holonomic constraints for the configuration variables implies that the robot converges to and follows a desired geometric path. Numerical simulations and experimental results are presented to validate the theoretical approach.

  11. 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.

  12. Interface for Physics Simulation Engines

    NASA Technical Reports Server (NTRS)

    Damer, Bruce

    2007-01-01

    DSS-Prototyper is an open-source, realtime 3D virtual environment software that supports design simulation for the new Vision for Space Exploration (VSE). This is a simulation of NASA's proposed Robotic Lunar Exploration Program, second mission (RLEP2). It simulates the Lunar Surface Access Module (LSAM), which is designed to carry up to four astronauts to the lunar surface for durations of a week or longer. This simulation shows the virtual vehicle making approaches and landings on a variety of lunar terrains. The physics of the descent engine thrust vector, production of dust, and the dynamics of the suspension are all modeled in this set of simulations. The RLEP2 simulations are drivable (by keyboard or joystick) virtual rovers with controls for speed and motor torque, and can be articulated into higher or lower centers of gravity (depending on driving hazards) to enable drill placement. Gravity also can be set to lunar, terrestrial, or zero-g. This software has been used to support NASA's Marshall Space Flight Center in simulations of proposed vehicles for robotically exploring the lunar surface for water ice, and could be used to model all other aspects of the VSE from the Ares launch vehicles and Crew Exploration Vehicle (CEV) to the International Space Station (ISS). This simulator may be installed and operated on any Windows PC with an installed 3D graphics card.

  13. Aerospace applications of virtual environment technology.

    PubMed

    Loftin, R B

    1996-11-01

    The uses of virtual environment technology in the space program are examined with emphasis on training for the Hubble Space Telescope Repair and Maintenance Mission in 1993. Project ScienceSpace at the Virtual Environment Technology Lab is discussed.

  14. Exercise/recreation facility for a Lunar or Mars analog

    NASA Technical Reports Server (NTRS)

    1991-01-01

    Discussed here is a project to design an exercise/recreation station for an earth based simulator of a lunar or Martian habitat. Specifically, researchers designed a stationary bicycle that will help people keep fit and prevent muscular atrophy while stationed in space. To help with motivation and provide an element of recreation during the workout, the bicycle is enhanced by a virtual reality system. The system will simulate various riding situations and the choice of mountain bike or road bike. The bike employs a magnetic brake that provides continuously changing tension to simulate actual riding conditions. This braking system will be interfaced directly with the virtual reality system. Also integrated into the virtual reality system will be a monitoring system that regulates heart rate, work rate, and other functions during the course of the session.

  15. Virtual performer: single camera 3D measuring system for interaction in virtual space

    NASA Astrophysics Data System (ADS)

    Sakamoto, Kunio; Taneji, Shoto

    2006-10-01

    The authors developed interaction media systems in the 3D virtual space. In these systems, the musician virtually plays an instrument like the theremin in the virtual space or the performer plays a show using the virtual character such as a puppet. This interactive virtual media system consists of the image capture, measuring performer's position, detecting and recognizing motions and synthesizing video image using the personal computer. In this paper, we propose some applications of interaction media systems; a virtual musical instrument and superimposing CG character. Moreover, this paper describes the measuring method of the positions of the performer, his/her head and both eyes using a single camera.

  16. Theory review and interaction design space of body image and body schema (BIBS) for embodied cognition in virtual reality

    NASA Astrophysics Data System (ADS)

    Tong, Xin; Gromala, Diane; Shaw, Chris D.; Williamson, Owen; Iscen, Ozgun E.

    2015-03-01

    Body image/body schema (BIBS) is within the larger realm of embodied cognition. Its interdisciplinary literature can inspire Virtual Reality (VR) researchers and designers to develop novel ideas and provide them with approaches to human perception and experience. In this paper, we introduced six fundamental ideas in designing interactions in VR, derived from BIBS literature that demonstrates how the mind is embodied. We discuss our own research, ranging from two mature works to a prototype, to support explorations VR interaction design from a BIBS approach. Based on our experiences, we argue that incorporating ideas of embodiment into design practices requires a shift in the perspective or understanding of the human body, perception and experiences, all of which affect interaction design in unique ways. The dynamic, interactive and distributed understanding of cognition guides our approach to interaction design, where the interrelatedness and plasticity of BIBS play a crucial role.

  17. Biological Visualization, Imaging and Simulation(Bio-VIS) at NASA Ames Research Center: Developing New Software and Technology for Astronaut Training and Biology Research in Space

    NASA Technical Reports Server (NTRS)

    Smith, Jeffrey

    2003-01-01

    The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices (Ascention Inc.) attached to instrumented gloves (Immersion Inc.) which co-locate the user's hands with hand/forearm representations in the virtual workspace. Force-feedback is possible in a work volume defined by a Phantom Desktop device (SensAble inc.). Graphics are written in OpenGL. The system runs on a 2.2 GHz Pentium 4 PC. The prototype VGX provides astronauts and support personnel with a real-time physically-based VE system to simulate basic research tasks both on Earth and in the microgravity of Space. The immersive virtual environment of the VGX also makes it a useful tool for virtual engineering applications including CAD development, procedure design and simulation of human-system systems in a desktop-sized work volume.

  18. CHIPMUNK: A Virtual Synthesizable Small-Molecule Library for Medicinal Chemistry, Exploitable for Protein-Protein Interaction Modulators.

    PubMed

    Humbeck, Lina; Weigang, Sebastian; Schäfer, Till; Mutzel, Petra; Koch, Oliver

    2018-03-20

    A common issue during drug design and development is the discovery of novel scaffolds for protein targets. On the one hand the chemical space of purchasable compounds is rather limited; on the other hand artificially generated molecules suffer from a grave lack of accessibility in practice. Therefore, we generated a novel virtual library of small molecules which are synthesizable from purchasable educts, called CHIPMUNK (CHemically feasible In silico Public Molecular UNiverse Knowledge base). Altogether, CHIPMUNK covers over 95 million compounds and encompasses regions of the chemical space that are not covered by existing databases. The coverage of CHIPMUNK exceeds the chemical space spanned by the Lipinski rule of five to foster the exploration of novel and difficult target classes. The analysis of the generated property space reveals that CHIPMUNK is well suited for the design of protein-protein interaction inhibitors (PPIIs). Furthermore, a recently developed structural clustering algorithm (StruClus) for big data was used to partition the sub-libraries into meaningful subsets and assist scientists to process the large amount of data. These clustered subsets also contain the target space based on ChEMBL data which was included during clustering. © 2018 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

  19. Custom Titanium Ridge Augmentation Matrix (CTRAM): A Case Report.

    PubMed

    Connors, Christopher A; Liacouras, Peter C; Grant, Gerald T

    2016-01-01

    This is a case report of a custom titanium ridge augmentation matrix (CTRAM). Using cone beam computed tomography (CBCT), a custom titanium space-maintaining device was developed. Alveolar ridges were virtually augmented, a matrix was virtually designed, and the CTRAM was additively manufactured with titanium (Ti6Al4V). Two cases are presented that resulted in sufficient increased horizontal bone volume with successful dental implant placement. The CTRAM design allows for preoperative planning for increasing alveolar ridge dimensions to support dental implants, reduces surgical time, and prevents the need for a second surgical site to gain sufficient alveolar ridge bone volume for dental implant therapy.

  20. Design of combinatorial libraries for the exploration of virtual hits from fragment space searches with LoFT.

    PubMed

    Lessel, Uta; Wellenzohn, Bernd; Fischer, J Robert; Rarey, Matthias

    2012-02-27

    A case study is presented illustrating the design of a focused CDK2 library. The scaffold of the library was detected by a feature trees search in a fragment space based on reactions from combinatorial chemistry. For the design the software LoFT (Library optimizer using Feature Trees) was used. The special feature called FTMatch was applied to restrict the parts of the queries where the reagents are permitted to match. This way a 3D scoring function could be simulated. Results were compared with alternative designs by GOLD docking and ROCS 3D alignments.

  1. LEAP into the Pfizer Global Virtual Library (PGVL) space: creation of readily synthesizable design ideas automatically.

    PubMed

    Hu, Qiyue; Peng, Zhengwei; Kostrowicki, Jaroslav; Kuki, Atsuo

    2011-01-01

    Pfizer Global Virtual Library (PGVL) of 10(13) readily synthesizable molecules offers a tremendous opportunity for lead optimization and scaffold hopping in drug discovery projects. However, mining into a chemical space of this size presents a challenge for the concomitant design informatics due to the fact that standard molecular similarity searches against a collection of explicit molecules cannot be utilized, since no chemical information system could create and manage more than 10(8) explicit molecules. Nevertheless, by accepting a tolerable level of false negatives in search results, we were able to bypass the need for full 10(13) enumeration and enabled the efficient similarity search and retrieval into this huge chemical space for practical usage by medicinal chemists. In this report, two search methods (LEAP1 and LEAP2) are presented. The first method uses PGVL reaction knowledge to disassemble the incoming search query molecule into a set of reactants and then uses reactant-level similarities into actual available starting materials to focus on a much smaller sub-region of the full virtual library compound space. This sub-region is then explicitly enumerated and searched via a standard similarity method using the original query molecule. The second method uses a fuzzy mapping onto candidate reactions and does not require exact disassembly of the incoming query molecule. Instead Basis Products (or capped reactants) are mapped into the query molecule and the resultant asymmetric similarity scores are used to prioritize the corresponding reactions and reactant sets. All sets of Basis Products are inherently indexed to specific reactions and specific starting materials. This again allows focusing on a much smaller sub-region for explicit enumeration and subsequent standard product-level similarity search. A set of validation studies were conducted. The results have shown that the level of false negatives for the disassembly-based method is acceptable when the query molecule can be recognized for exact disassembly, and the fuzzy reaction mapping method based on Basis Products has an even better performance in terms of lower false-negative rate because it is not limited by the requirement that the query molecule needs to be recognized by any disassembly algorithm. Both search methods have been implemented and accessed through a powerful desktop molecular design tool (see ref. (33) for details). The chapter will end with a comparison of published search methods against large virtual chemical space.

  2. The virtual mission approach: Empowering earth and space science missions

    NASA Astrophysics Data System (ADS)

    Hansen, Elaine

    1993-08-01

    Future Earth and Space Science missions will address increasingly broad and complex scientific issues. To accomplish this task, we will need to acquire and coordinate data sets from a number of different instrumetns, to make coordinated observations of a given phenomenon, and to coordinate the operation of the many individual instruments making these observations. These instruments will need to be used together as a single ``Virtual Mission.'' This coordinated approach is complicated in that these scientific instruments will generally be on different platforms, in different orbits, from different control centers, at different institutions, and report to different user groups. Before this Virtual Mission approach can be implemented, techniques need to be developed to enable separate instruments to work together harmoniously, to execute observing sequences in a synchronized manner, and to be managed by the Virtual Mission authority during times of these coordinated activities. Enabling technologies include object-oriented designed approaches, extended operations management concepts and distributed computing techniques. Once these technologies are developed and the Virtual Mission concept is available, we believe the concept will provide NASA's Science Program with a new, ``go-as-you-pay,'' flexible, and resilient way of accomplishing its science observing program. The concept will foster the use of smaller and lower cost satellites. It will enable the fleet of scientific satellites to evolve in directions that best meet prevailing science needs. It will empower scientists by enabling them to mix and match various combinations of in-space, ground, and suborbital instruments - combinations which can be called up quickly in response to new events or discoveries. And, it will enable small groups such as universities, Space Grant colleges, and small businesses to participate significantly in the program by developing small components of this evolving scientific fleet.

  3. 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.

  4. Critical Perspectives on TEL: Art and Design Education, Theory, Communities and Space

    ERIC Educational Resources Information Center

    Sclater, Madeleine; Lally, Vic

    2016-01-01

    This paper explores three themes, emerging from the Inter-Life project, an Art and Design education and social skills project set in a virtual world. We argue that they connect with the concerns raised by critical Technology-Enhanced Learning (TEL) researchers at the Alpine Rendezvous workshop entitled "TEL: the Crisis and the Response."…

  5. Multiaccommodative stimuli in VR systems: problems & solutions.

    PubMed

    Marran, L; Schor, C

    1997-09-01

    Virtual reality environments can introduce multiple and sometimes conflicting accommodative stimuli. For instance, with the high-powered lenses commonly used in head-mounted displays, small discrepancies in screen lens placement, caused by manufacturer error or user adjustment focus error, can change the focal depths of the image by a couple of diopters. This can introduce a binocular accommodative stimulus or, if the displacement between the two screens is unequal, an unequal (anisometropic) accommodative stimulus for the two eyes. Systems that allow simultaneous viewing of virtual and real images can also introduce a conflict in accommodative stimuli: When real and virtual images are at different focal planes, both cannot be in focus at the same time, though they may appear to be in similar locations in space. In this paper four unique designs are described that minimize the range of accommodative stimuli and maximize the visual system's ability to cope efficiently with the focus conflicts that remain: pinhole optics, monocular lens addition combined with aniso-accommodation, chromatic bifocal, and bifocal lens system. The advantages and disadvantages of each design are described and recommendation for design choice is given after consideration of the end use of the virtual reality system (e.g., low or high end, entertainment, technical, or medical use). The appropriate design modifications should allow greater user comfort and better performance.

  6. Initial Assessment of Human Performance Using the Gaiter Interaction Technique to Control Locomotion in Fully Immersive Virtual Environments

    DTIC Science & Technology

    2004-06-30

    virtual space, as well as to match specific attributes of natural locomotion, such as perceived velocity and caloric expenditure . Moreover, the...wide range of postural motions (e.g., crouching, jumping , and bending to look around objects) with gestural stepping motions. The attributes of in...approximately 8 ¥ 8 ¥ 8 ft. The harness itself was an initial design made out of PVC pipe at the waist and above the head, with rope connecting the

  7. VR Simulation Testbed: Improving Surface Telerobotics for the Deep Space Gateway

    NASA Astrophysics Data System (ADS)

    Walker, M. E.; Burns, J. O.; Szafir, D. J.

    2018-02-01

    Design of a virtual reality simulation testbed for prototyping surface telerobotics. The goal is to create a framework with robust physics and kinematics to allow simulated teleoperation and supervised control of lunar rovers and rapid UI prototyping.

  8. Dynamic Virtual Credit Card Numbers

    NASA Astrophysics Data System (ADS)

    Molloy, Ian; Li, Jiangtao; Li, Ninghui

    Theft of stored credit card information is an increasing threat to e-commerce. We propose a dynamic virtual credit card number scheme that reduces the damage caused by stolen credit card numbers. A user can use an existing credit card account to generate multiple virtual credit card numbers that are either usable for a single transaction or are tied with a particular merchant. We call the scheme dynamic because the virtual credit card numbers can be generated without online contact with the credit card issuers. These numbers can be processed without changing any of the infrastructure currently in place; the only changes will be at the end points, namely, the card users and the card issuers. We analyze the security requirements for dynamic virtual credit card numbers, discuss the design space, propose a scheme using HMAC, and prove its security under the assumption the underlying function is a PRF.

  9. Overcoming the Critical Shortage of STEM - Prepared Secondary Students Through Modeling and Simulation

    NASA Technical Reports Server (NTRS)

    Spencer, Thomas; Berry, Brandon

    2012-01-01

    In developing understanding of technological systems - modeling and simulation tools aid significantly in the learning and visualization processes. In design courses we sketch , extrude, shape, refine and animate with virtual tools in 3D. Final designs are built using a 3D printer. Aspiring architects create spaces with realistic materials and lighting schemes rendered on model surfaces to create breathtaking walk-throughs of virtual spaces. Digital Electronics students design systems that address real-world needs. Designs are simulated in virtual circuits to provide proof of concept before physical construction. This vastly increases students' ability to design and build complex systems. We find students using modeling and simulation in the learning process, assimilate information at a much faster pace and engage more deeply in learning. As Pre-Engineering educators within the Career and Technical Education program at our school division's Technology Academy our task is to help learners in their quest to develop deep understanding of complex technological systems in a variety of engineering disciplines. Today's young learners have vast opportunities to learn with tools that many of us only dreamed about a decade or so ago when we were engaged in engineering and other technical studies. Today's learner paints with a virtual brush - scenes that can aid significantly in the learning and visualization processes. Modeling and simulation systems have become the new standard tool set in the technical classroom [1-5]. Modeling and simulation systems are now applied as feedback loops in the learning environment. Much of the study of behavior change through the use of feedback loops can be attributed to Stanford Psychologist Alfred Bandura. "Drawing on several education experiments involving children, Bandura observed that giving individuals a clear goal and a means to evaluate their progress toward that goal greatly increased the likelihood that they would achieve it."

  10. Direct manipulation of virtual objects

    NASA Astrophysics Data System (ADS)

    Nguyen, Long K.

    Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user's real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities -- proprioception, haptics, and audition -- and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum -- Immersive Virtual Environment (IVE) and Reality Environment (RE). This validated, linked, and extended several previous research findings, using one common test bed and participant pool. The results provided a proven method and solid reference points for further research. The second set of experiments leveraged the first to explore the full R-V spectrum and included additional, relevant sensory modalities. It consisted of two full-factorial experiments providing for rich data and key insights into the effect of each type of environment and each modality on accuracy and timeliness of virtual object interaction. The empirical results clearly showed that mean depth perception error in personal space was less than four millimeters whether the stimuli presented were real, virtual, or mixed. Likewise, mean error for the simple task of pushing a button was less than four millimeters whether the button was real or virtual. Mean task completion time was less than one second. Key to the high accuracy and quick task performance time observed was the correct presentation of the visual cues, including occlusion, stereoscopy, accommodation, and convergence. With performance results already near optimal level with accurate visual cues presented, adding proprioception, audio, and haptic cues did not significantly improve performance. Recommendations for future research include enhancement of the visual display and further experiments with more complex tasks and additional control variables.

  11. Interrater Reliability of the Power Mobility Road Test in the Virtual Reality-Based Simulator-2.

    PubMed

    Kamaraj, Deepan C; Dicianno, Brad E; Mahajan, Harshal P; Buhari, Alhaji M; Cooper, Rory A

    2016-07-01

    To assess interrater reliability of the Power Mobility Road Test (PMRT) when administered through the Virtual Reality-based SIMulator-version 2 (VRSIM-2). Within-subjects repeated-measures design. Participants interacted with VRSIM-2 through 2 display options (desktop monitor vs immersive virtual reality screens) using 2 control interfaces (roller system vs conventional movement-sensing joystick), providing 4 different driving scenarios (driving conditions 1-4). Participants performed 3 virtual driving sessions for each of the 2 display screens and 1 session through a real-world driving course (driving condition 5). The virtual PMRT was conducted in a simulated indoor office space, and an equivalent course was charted in an open space for the real-world assessment. After every change in driving condition, participants completed a self-reported workload assessment questionnaire, the Task Load Index, developed by the National Aeronautics and Space Administration. A convenience sample of electric-powered wheelchair (EPW) athletes (N=21) recruited at the 31st National Veterans Wheelchair Games. Not applicable. Total composite PMRT score. The PMRT had high interrater reliability (intraclass correlation coefficient [ICC]>.75) between the 2 raters in all 5 driving conditions. Post hoc analyses revealed that the reliability analyses had >80% power to detect high ICCs in driving conditions 1 and 4. The PMRT has high interrater reliability in conditions 1 and 4 and could be used to assess EPW driving performance virtually in VRSIM-2. However, further psychometric assessment is necessary to assess the feasibility of administering the PMRT using the different interfaces of VRSIM-2. Copyright © 2016 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  12. New tools for sculpting cranial implants in a shared haptic augmented reality environment.

    PubMed

    Ai, Zhuming; Evenhouse, Ray; Leigh, Jason; Charbel, Fady; Rasmussen, Mary

    2006-01-01

    New volumetric tools were developed for the design and fabrication of high quality cranial implants from patient CT data. These virtual tools replace time consuming physical sculpting, mold making and casting steps. The implant is designed by medical professionals in tele-immersive collaboration. Virtual clay is added in the virtual defect area on the CT data using the adding tool. With force feedback the modeler can feel the edge of the defect and fill only the space where no bone is present. A carving tool and a smoothing tool are then used to sculpt and refine the implant. To make a physical evaluation, the skull with simulated defect and the implant are fabricated via stereolithography to allow neurosurgeons to evaluate the quality of the implant. Initial tests demonstrate a very high quality fit. These new haptic volumetric sculpting tools are a critical component of a comprehensive tele-immersive system.

  13. 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.

  14. 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

  15. 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

  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-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

  17. 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

  18. 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

  19. The Effect of Furnishing on Perceived Spatial Dimensions and Spaciousness of Interior Space

    PubMed Central

    von Castell, Christoph; Oberfeld, Daniel; Hecht, Heiko

    2014-01-01

    Despite the ubiquity of interior space design, there is virtually no scientific research on the influence of furnishing on the perception of interior space. We conducted two experiments in which observers were asked to estimate the spatial dimensions (size of the room dimensions in meters and centimeters) and to judge subjective spaciousness of various rooms. Experiment 1 used true-to-scale model rooms with a square surface area. Furnishing affected both the perceived height and the spaciousness judgments. The furnished room was perceived as higher but less spacious. In Experiment 2, rooms with different square surface areas and constant physical height were presented in virtual reality. Furnishing affected neither the perceived spatial dimensions nor the perceived spaciousness. Possible reasons for this discrepancy, such as the influence of the presentation medium, are discussed. Moreover, our results suggest a compression of perceived height and depth with decreasing surface area of the room. PMID:25409456

  20. The effect of furnishing on perceived spatial dimensions and spaciousness of interior space.

    PubMed

    von Castell, Christoph; Oberfeld, Daniel; Hecht, Heiko

    2014-01-01

    Despite the ubiquity of interior space design, there is virtually no scientific research on the influence of furnishing on the perception of interior space. We conducted two experiments in which observers were asked to estimate the spatial dimensions (size of the room dimensions in meters and centimeters) and to judge subjective spaciousness of various rooms. Experiment 1 used true-to-scale model rooms with a square surface area. Furnishing affected both the perceived height and the spaciousness judgments. The furnished room was perceived as higher but less spacious. In Experiment 2, rooms with different square surface areas and constant physical height were presented in virtual reality. Furnishing affected neither the perceived spatial dimensions nor the perceived spaciousness. Possible reasons for this discrepancy, such as the influence of the presentation medium, are discussed. Moreover, our results suggest a compression of perceived height and depth with decreasing surface area of the room.

  1. Virtual auditorium concepts for exhibition halls

    NASA Astrophysics Data System (ADS)

    Evans, Jack; Himmel, Chad; Knight, Sarah

    2002-11-01

    Many communities lack good performance facilities for symphonic music, opera, dramatic and musical arts, but have basic convention, exhibition or assembly spaces. It should be possible to develop performance space environments within large multipurpose facilities that will accommodate production and presentation of dramatic arts. Concepts for moderate-cost, temporary enhancements that transform boxy spaces into more intimate, acoustically articulated venues will be presented. Acoustical criteria and design parameters will be discussed in the context of creating a virtual auditorium within the building envelope. Physical, economic, and logistical limitations affect implementation. Sound reinforcement system augmentation can supplement the room conversion. Acceptable control of reflection patterns, reverberation, and to some extent, ambient noise, may be achieved with an array of nonpermanent reflector and absorber elements. These elements can sculpture an enclosure to approach the shape and acoustic characteristics of an auditorium. Plan and section illustrations will be included.

  2. The Future of Additive Manufacturing in Air Force Acquisition

    DTIC Science & Technology

    2017-03-22

    manufacturing data - Designing and deploying a virtual aircraft fleet for future conflict - Space-based satellite production for defense capabilities via...changing system design via lower production costs, enhanced performance possibilities, and rapid replenishment. In the Technology Maturation and Risk... manufacturing as well as major cost savings via reduction of required materials, unique tooling, specialized production plans, and segments of the

  3. SoCRocket: A Virtual Platform for SoC Design

    NASA Astrophysics Data System (ADS)

    Fossati, Luca; Schuster, Thomas; Meyer, Rolf; Berekovic, Mladen

    2013-08-01

    Both in the commercial and in the aerospace domain, the continuous increase of transistor density on a single die is leading towards the production of more and more complex systems on a single chip, with an increasing number of components. This brought to the introduction of the System-On-Chip (SoC) architecture, that integrates on a single circuit all the elements of a full system. This strive for efficient utilization of the available silicon has triggered several paradigm shifts in system design. Similarly to what happened in the early 1990s, when VHDL and Verilog took over from schematic design, today SystemC and Transaction Level Modeling [1] are about to further raise the design abstraction level. Such descriptions have to be accurate enough to describe the entire system throughout the phases of its development, and has to provide enough flexibility to be refined iteratively up to the point where the actual device can be produced using current process technology. Besides requiring new languages and methodologies, the complexity of current and future SoCs (SCOC3 [16] and NGMP [5] are example in the space domain) forces the SoC design process to rely on pre-designed or third party components. Components obtained from different providers, and even those designed by different teams of the same company, may be heterogeneous on several aspects: design domains, interfaces, abstraction levels, granularity, etc. Therefore, component integration is required at system level. Only by applying design re-use it is possible to successfully and timely design such complex SoCs. This transition to new languages and design methods is also motivated by the implementation with software of an increasing amount of system functionalities. Hence the need for methodologies to enable early software development and which allow the analysis of the performance of the combined Hw/Sw system, as their design and configuration cannot be performed separately. Virtual Prototyping is a key approach in this sense, enabling embedded software developers to start development earlier in the system design cycle, and cutting the dependency on the physical system hardware. In order to successfully implement the described methodologies, it is requested to have access to the a wide selection of IP-Cores (and related SystemC/TLM models) and access to the latest Electronic Design Automation (EDA, [17]) tools. On the one hand, for what concerns the European Space landscape, such IP-Cores are provided by the European Space Agency [4] and a few other suppliers (e.g Aeroflex Gaisler with GRLIB [2]). On the other hand, for what concerns the related high abstraction models and related design methodologies (partly depicted in Figure 1), the European Space Agency, through the Braunschweig Technische Universitat, has started the development of the SoCRocket Virtual Platform [8]. Together with the Virtual Platform infrastructure SoCRocket contains a library of IP-Core models. The SoCRocket library has been built around the TrapGen LEON instruction set simulator [15]. The library contains a variety of SystemC simulation models such as caches, memory management unit, AMBA interconnect, memory controller, memories, interrupt controller, timer and more. All models are TLM2.0 compliant and come in both loosely-timed and approximately timed coding styles. As later-on presented more in detail, the runtime reconfiguration, the completeness of tools and models, as well as the fact that all simulation IPs have a freely available RTL counterpart differentiates SoCRocket from other commercially available Virtual Platforms. Moreover, due to their TLM2.0 compliance the provided models are not bound to the SoCRocket environment but they can be used with alternative tools, such as Cadence Virtual Platform [3] or Synopsys Platform Architect [10]. The paper is organized as follows: Section 2 presents the architecture of SoCRocket and the related library of SystemC models. Finally Section 3 shows how SoCRocket was used to optimize the design of a LEON3-based SoC targeted to the execution of an implementation of the CCSDS standard n.123 for the lossless compression of hyperspectral images.

  4. 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

  5. Internet-to-orbit gateway and virtual ground station: A tool for space research and scientific outreach

    NASA Astrophysics Data System (ADS)

    Jaffer, Ghulam; Nader, Ronnie; Koudelka, Otto

    2011-09-01

    Students in higher education, and scientific and technological researchers want to communicate with the International Space Station (ISS), download live satellite images, and receive telemetry, housekeeping and science/engineering data from nano-satellites and larger spacecrafts. To meet this need the Ecuadorian Civilian Space Agency (EXA) has recently provided the civilian world with an internet-to-orbit gateway (Hermes-A/Minotaur) Space Flight Control Center (SFCC) available for public use. The gateway has a maximum range of tracking and detection of 22,000 km and sensitivity such that it can receive and discriminate the signals from a satellite transmitter with power˜0.1 W. The capability is enough to receive the faintest low-earth-orbit (LEO) satellites. This gateway virtually connects participating internet clients around the world to a remote satellite ground station (GS), providing a broad community for multinational cooperation. The goal of the GS is to lower financial and engineering barriers that hinder access to science and engineering data from orbit. The basic design of the virtual GS on a user side is based on free software suites. Using these and other software tools the GS is able to provide access to orbit for a multitude of users without each having to go through the costly setups. We present the design and implementation of the virtual GS in a higher education and scientific outreach settings. We also discuss the basic architecture of the single existing system and the benefits of a proposed distributed system. Details of the software tools and their applicability to synchronous round-the-world tracking, monitoring and processing performed by students and teams at Graz University of Technology, Austria, EXA-Ecuador, University of Michigan, USA and JAXA who have participated in various mission operations and have investigated real-time satellite data download and image acquisition and processing. Students and other remote users at these institutions undergo training with in orbit satellites in preparation for their own use with future university-class nano-satellites' post launch space operations. The exclusive ability of Hermes-A/Minotaur to act as a gateway between remote users (internet) and satellites (in orbit) makes the virtual GS at user-end more feasible for the long-term real-time nano/cubesats space operations. The only requirement is to have a mutual agreement between EXA and participating university/research organization and broadband internet connection at user-end. With successful and remote satellite tracking and downloading of real-time data from many operational satellites, the Hermes has been found a reliable potential GS for current and future university missions and a training platform for individuals pursuing space operations.

  6. Assessment of the State-of-the-Art in the Design and Manufacturing of Large Composite Structure

    NASA Technical Reports Server (NTRS)

    Harris, C. E.

    2001-01-01

    This viewgraph presentation gives an assessment of the state-of-the-art in the design and manufacturing of large component structures, including details on the use of continuous fiber reinforced polymer matrix composites (CFRP) in commercial and military aircraft and in space launch vehicles. Project risk mitigation plans must include a building-block test approach to structural design development, manufacturing process scale-up development tests, and pre-flight ground tests to verify structural integrity. The potential benefits of composite structures justifies NASA's investment in developing the technology. Advanced composite structures technology is enabling to virtually every Aero-Space Technology Enterprise Goal.

  7. Planning, Implementation and Optimization of Future space Missions using an Immersive Visualization Environement (IVE) Machine

    NASA Astrophysics Data System (ADS)

    Harris, E.

    Planning, Implementation and Optimization of Future Space Missions using an Immersive Visualization Environment (IVE) Machine E. N. Harris, Lockheed Martin Space Systems, Denver, CO and George.W. Morgenthaler, U. of Colorado at Boulder History: A team of 3-D engineering visualization experts at the Lockheed Martin Space Systems Company have developed innovative virtual prototyping simulation solutions for ground processing and real-time visualization of design and planning of aerospace missions over the past 6 years. At the University of Colorado, a team of 3-D visualization experts are developing the science of 3-D visualization and immersive visualization at the newly founded BP Center for Visualization, which began operations in October, 2001. (See IAF/IAA-01-13.2.09, "The Use of 3-D Immersive Visualization Environments (IVEs) to Plan Space Missions," G. A. Dorn and G. W. Morgenthaler.) Progressing from Today's 3-D Engineering Simulations to Tomorrow's 3-D IVE Mission Planning, Simulation and Optimization Techniques: 3-D (IVEs) and visualization simulation tools can be combined for efficient planning and design engineering of future aerospace exploration and commercial missions. This technology is currently being developed and will be demonstrated by Lockheed Martin in the (IVE) at the BP Center using virtual simulation for clearance checks, collision detection, ergonomics and reach-ability analyses to develop fabrication and processing flows for spacecraft and launch vehicle ground support operations and to optimize mission architecture and vehicle design subject to realistic constraints. Demonstrations: Immediate aerospace applications to be demonstrated include developing streamlined processing flows for Reusable Space Transportation Systems and Atlas Launch Vehicle operations and Mars Polar Lander visual work instructions. Long-range goals include future international human and robotic space exploration missions such as the development of a Mars Reconnaissance Orbiter and Lunar Base construction scenarios. Innovative solutions utilizing Immersive Visualization provide the key to streamlining the mission planning and optimizing engineering design phases of future aerospace missions.

  8. Navigating Mythic Space in the Digital Age

    ERIC Educational Resources Information Center

    Foley, Drew Thomas

    2012-01-01

    In prior ages, alternate worlds are associated with symbolic expressions of storied space, here termed "mythic space." The digital age brings new forms of virtual space that are co-existent with physical space. These virtual spaces may be understood as a contemporary representation of mythic space. This dissertation explores the paths by…

  9. Automation and Robotics for Space-Based Systems, 1991

    NASA Technical Reports Server (NTRS)

    Williams, Robert L., II (Editor)

    1992-01-01

    The purpose of this in-house workshop was to assess the state-of-the-art of automation and robotics for space operations from an LaRC perspective and to identify areas of opportunity for future research. Over half of the presentations came from the Automation Technology Branch, covering telerobotic control, extravehicular activity (EVA) and intra-vehicular activity (IVA) robotics, hand controllers for teleoperation, sensors, neural networks, and automated structural assembly, all applied to space missions. Other talks covered the Remote Manipulator System (RMS) active damping augmentation, space crane work, modeling, simulation, and control of large, flexible space manipulators, and virtual passive controller designs for space robots.

  10. Space Science Cloud: a Virtual Space Science Research Platform Based on Cloud Model

    NASA Astrophysics Data System (ADS)

    Hu, Xiaoyan; Tong, Jizhou; Zou, Ziming

    Through independent and co-operational science missions, Strategic Pioneer Program (SPP) on Space Science, the new initiative of space science program in China which was approved by CAS and implemented by National Space Science Center (NSSC), dedicates to seek new discoveries and new breakthroughs in space science, thus deepen the understanding of universe and planet earth. In the framework of this program, in order to support the operations of space science missions and satisfy the demand of related research activities for e-Science, NSSC is developing a virtual space science research platform based on cloud model, namely the Space Science Cloud (SSC). In order to support mission demonstration, SSC integrates interactive satellite orbit design tool, satellite structure and payloads layout design tool, payload observation coverage analysis tool, etc., to help scientists analyze and verify space science mission designs. Another important function of SSC is supporting the mission operations, which runs through the space satellite data pipelines. Mission operators can acquire and process observation data, then distribute the data products to other systems or issue the data and archives with the services of SSC. In addition, SSC provides useful data, tools and models for space researchers. Several databases in the field of space science are integrated and an efficient retrieve system is developing. Common tools for data visualization, deep processing (e.g., smoothing and filtering tools), analysis (e.g., FFT analysis tool and minimum variance analysis tool) and mining (e.g., proton event correlation analysis tool) are also integrated to help the researchers to better utilize the data. The space weather models on SSC include magnetic storm forecast model, multi-station middle and upper atmospheric climate model, solar energetic particle propagation model and so on. All the services above-mentioned are based on the e-Science infrastructures of CAS e.g. cloud storage and cloud computing. SSC provides its users with self-service storage and computing resources at the same time.At present, the prototyping of SSC is underway and the platform is expected to be put into trial operation in August 2014. We hope that as SSC develops, our vision of Digital Space may come true someday.

  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-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

  12. Representative Model of the Learning Process in Virtual Spaces Supported by ICT

    ERIC Educational Resources Information Center

    Capacho, José

    2014-01-01

    This paper shows the results of research activities for building the representative model of the learning process in virtual spaces (e-Learning). The formal basis of the model are supported in the analysis of models of learning assessment in virtual spaces and specifically in Dembo´s teaching learning model, the systemic approach to evaluating…

  13. Virtual Glovebox (VGX) Aids Astronauts in Pre-Flight Training

    NASA Technical Reports Server (NTRS)

    2003-01-01

    NASA's Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.

  14. Can architectural design alter the physiological reaction to psychosocial stress? A virtual TSST experiment.

    PubMed

    Fich, Lars Brorson; Jönsson, Peter; Kirkegaard, Poul Henning; Wallergård, Mattias; Garde, Anne Helene; Hansen, Åse

    2014-08-01

    Is has long been established, that views to natural scenes can a have a dampening effect on physiological stress responses. However, as people in Europe, Canada and North America today spent 50-85% of their time indoors, attention might also be paid to how the artificial man-made indoor environment influences these mechanisms. The question that this study attempts to start addressing is therefore whether certain design, characteristics of indoor spaces can make a difference to the physiological stress response as well. Using a virtual version of the Trier Social Stress Test, in which the space is computer generated and properties of the space therefore can be systematically varied, we measured saliva cortisol and heart rate variability in participants in a closed room versus a room with openings. As shown by a significant linear contrast interaction between groups and TSST conditions, participants in the closed room responded with more pronounced cortisol reactivity to stress induction, and continued to show higher levels throughout recovery, compared to participants in the open room. No differences were found regarding any part of the autonomic nervous system. Copyright © 2014 Elsevier Inc. All rights reserved.

  15. 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.

  16. Finding One's Own Space in Cyberspace.

    ERIC Educational Resources Information Center

    Bruckman, Amy

    1996-01-01

    Discusses the availability of virtual communities on the Internet. Stresses that there are online environments for nearly everyone, and offers advice for those designing new communities by relating experiences from the development of the specialized MediaMOO, a multiuser dungeon. Discusses restricting access, shaping development of the community,…

  17. Using Virtual Worlds to Identify Multidimensional Student Engagement in High School Foreign Language Learning Classrooms

    ERIC Educational Resources Information Center

    Jacob, Laura Beth

    2012-01-01

    Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…

  18. Virtual arthroscopy of the visible human female temporomandibular joint.

    PubMed

    Ishimaru, T; Lew, D; Haller, J; Vannier, M W

    1999-07-01

    This study was designed to obtain views of the temporomandibular joint (TMJ) by means of computed arthroscopic simulation (virtual arthroscopy) using three-dimensional (3D) processing. Volume renderings of the TMJ from very thin cryosection slices of the Visible Human Female were taken off the Internet. Analyze(AVW) software (Biomedical Imaging Resource, Mayo Foundation, Rochester, MN) on a Silicon Graphics 02 workstation (Mountain View, CA) was then used to obtain 3D images and allow the navigation "fly-through" of the simulated joint. Good virtual arthroscopic views of the upper and lower joint spaces of both TMJs were obtained by fly-through simulation from the lateral and endaural sides. It was possible to observe the presence of a partial defect in the articular disc and an osteophyte on the condyle. Virtual arthroscopy provided visualization of regions not accessible to real arthroscopy. These results indicate that virtual arthroscopy will be a new technique to investigate the TMJ of the patient with TMJ disorders in the near future.

  19. Redefining the High-Technology Classroom.

    ERIC Educational Resources Information Center

    Dickson, Gary W.; Segars, Albert

    1999-01-01

    Defines the physical and virtual space of high-tech classrooms in terms of one-to-many, many-to-one, one-to-one, and many-to-many communications modes. Urges an active approach to using information technology that includes administrative and technical support, rewards for innovation, training, security, and good design. (SK)

  20. Designing Art Exhibitions in an Educational Virtual World

    ERIC Educational Resources Information Center

    Julian, June; Crooks, Julian

    2011-01-01

    Demonstrating the multiple features of the Cerulean Gallery in Second Life, this research report showcases several exemplar exhibits created by students, artists, and museums. Located in The Educational Media Center, a Second Life teaching and social space, the Cerulean Gallery exhibits functioned as case studies that tested its effectiveness as…

  1. A Rapid Python-Based Methodology for Target-Focused Combinatorial Library Design.

    PubMed

    Li, Shiliang; Song, Yuwei; Liu, Xiaofeng; Li, Honglin

    2016-01-01

    The chemical space is so vast that only a small portion of it has been examined. As a complementary approach to systematically probe the chemical space, virtual combinatorial library design has extended enormous impacts on generating novel and diverse structures for drug discovery. Despite the favorable contributions, high attrition rates in drug development that mainly resulted from lack of efficacy and side effects make it increasingly challenging to discover good chemical starting points. In most cases, focused libraries, which are restricted to particular regions of the chemical space, are deftly exploited to maximize hit rate and improve efficiency at the beginning of the drug discovery and drug development pipeline. This paper presented a valid methodology for fast target-focused combinatorial library design in both reaction-based and production-based ways with the library creating rates of approximately 70,000 molecules per second. Simple, quick and convenient operating procedures are the specific features of the method. SHAFTS, a hybrid 3D similarity calculation software, was embedded to help refine the size of the libraries and improve hit rates. Two target-focused (p38-focused and COX2-focused) libraries were constructed efficiently in this study. This rapid library enumeration method is portable and applicable to any other targets for good chemical starting points identification collaborated with either structure-based or ligand-based virtual screening.

  2. Space Science

    NASA Image and Video Library

    2003-06-01

    NASA’s Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.

  3. Open multi-agent control architecture to support virtual-reality-based man-machine interfaces

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Rossmann, Juergen; Brasch, Marcel

    2001-10-01

    Projective Virtual Reality is a new and promising approach to intuitively operable man machine interfaces for the commanding and supervision of complex automation systems. The user interface part of Projective Virtual Reality heavily builds on latest Virtual Reality techniques, a task deduction component and automatic action planning capabilities. In order to realize man machine interfaces for complex applications, not only the Virtual Reality part has to be considered but also the capabilities of the underlying robot and automation controller are of great importance. This paper presents a control architecture that has proved to be an ideal basis for the realization of complex robotic and automation systems that are controlled by Virtual Reality based man machine interfaces. The architecture does not just provide a well suited framework for the real-time control of a multi robot system but also supports Virtual Reality metaphors and augmentations which facilitate the user's job to command and supervise a complex system. The developed control architecture has already been used for a number of applications. Its capability to integrate sensor information from sensors of different levels of abstraction in real-time helps to make the realized automation system very responsive to real world changes. In this paper, the architecture will be described comprehensively, its main building blocks will be discussed and one realization that is built based on an open source real-time operating system will be presented. The software design and the features of the architecture which make it generally applicable to the distributed control of automation agents in real world applications will be explained. Furthermore its application to the commanding and control of experiments in the Columbus space laboratory, the European contribution to the International Space Station (ISS), is only one example which will be described.

  4. A Novel Approach for Efficient Pharmacophore-based Virtual Screening: Method and Applications

    PubMed Central

    Dror, Oranit; Schneidman-Duhovny, Dina; Inbar, Yuval; Nussinov, Ruth; Wolfson, Haim J.

    2009-01-01

    Virtual screening is emerging as a productive and cost-effective technology in rational drug design for the identification of novel lead compounds. An important model for virtual screening is the pharmacophore. Pharmacophore is the spatial configuration of essential features that enable a ligand molecule to interact with a specific target receptor. In the absence of a known receptor structure, a pharmacophore can be identified from a set of ligands that have been observed to interact with the target receptor. Here, we present a novel computational method for pharmacophore detection and virtual screening. The pharmacophore detection module is able to: (i) align multiple flexible ligands in a deterministic manner without exhaustive enumeration of the conformational space, (ii) detect subsets of input ligands that may bind to different binding sites or have different binding modes, (iii) address cases where the input ligands have different affinities by defining weighted pharmacophores based on the number of ligands that share them, and (iv) automatically select the most appropriate pharmacophore candidates for virtual screening. The algorithm is highly efficient, allowing a fast exploration of the chemical space by virtual screening of huge compound databases. The performance of PharmaGist was successfully evaluated on a commonly used dataset of G-Protein Coupled Receptor alpha1A. Additionally, a large-scale evaluation using the DUD (directory of useful decoys) dataset was performed. DUD contains 2950 active ligands for 40 different receptors, with 36 decoy compounds for each active ligand. PharmaGist enrichment rates are comparable with other state-of-the-art tools for virtual screening. Availability The software is available for download. A user-friendly web interface for pharmacophore detection is available at http://bioinfo3d.cs.tau.ac.il/PharmaGist. PMID:19803502

  5. Generating Contextual Descriptions of Virtual Reality (VR) Spaces

    NASA Astrophysics Data System (ADS)

    Olson, D. M.; Zaman, C. H.; Sutherland, A.

    2017-12-01

    Virtual reality holds great potential for science communication, education, and research. However, interfaces for manipulating data and environments in virtual worlds are limited and idiosyncratic. Furthermore, speech and vision are the primary modalities by which humans collect information about the world, but the linking of visual and natural language domains is a relatively new pursuit in computer vision. Machine learning techniques have been shown to be effective at image and speech classification, as well as at describing images with language (Karpathy 2016), but have not yet been used to describe potential actions. We propose a technique for creating a library of possible context-specific actions associated with 3D objects in immersive virtual worlds based on a novel dataset generated natively in virtual reality containing speech, image, gaze, and acceleration data. We will discuss the design and execution of a user study in virtual reality that enabled the collection and the development of this dataset. We will also discuss the development of a hybrid machine learning algorithm linking vision data with environmental affordances in natural language. Our findings demonstrate that it is possible to develop a model which can generate interpretable verbal descriptions of possible actions associated with recognized 3D objects within immersive VR environments. This suggests promising applications for more intuitive user interfaces through voice interaction within 3D environments. It also demonstrates the potential to apply vast bodies of embodied and semantic knowledge to enrich user interaction within VR environments. This technology would allow for applications such as expert knowledge annotation of 3D environments, complex verbal data querying and object manipulation in virtual spaces, and computer-generated, dynamic 3D object affordances and functionality during simulations.

  6. Seismic interferometry of the Bighorn Mountains: Using virtual source gathers to increase fold in sparse-source, dense-receiver data

    NASA Astrophysics Data System (ADS)

    Plescia, S. M.; Sheehan, A. F.; Haines, S. S.; Cook, S. W.; Worthington, L. L.

    2016-12-01

    The Bighorn Arch Seismic Experiment (BASE) was a combined active- and passive-source seismic experiment designed to image deep structures including the Moho beneath a basement-involved foreland arch. In summer 2010, over 1800 Texan receivers, with 4.5 Hz vertical component geophones, were deployed at 100-m to 1-km spacing in a region spanning the Bighorn Arch and the adjacent Bighorn and Powder River Basins. Twenty explosive sources were used to create seismic energy during a two-week acquisition period. Teleseismic earthquakes and mine blasts were also recorded during this time period. We utilize both virtual source interferometry and traditional reflection processing to better understand the deep crustal features of the region and the Moho. The large number of receivers, compared to the limited, widely spaced (10 - 30 km) active-source shots, makes the data an ideal candidate for virtual source seismic interferometry to increase fold. Virtual source interferometry results in data representing a geometry where receiver locations act as if they were seismic source positions. A virtual source gather, the product of virtual source interferometry, is produced by the cross correlation of one receiver's recording, the reference trace, with the recordings of all other receivers in a given shot gather. The cross correlation is repeated for all shot gathers and the resulting traces are stacked. This process is repeated until a virtual source gather has been determined for every real receiver location. Virtual source gathers can be processed with a standard reflection seismic processing flow to yield a reflection section. Improper static corrections can be detrimental to effective stacking, and determination of proper statics is often difficult in areas of significant contrast such as between basin and mountain areas. As such, a natural synergy exists between virtual source interferometry and modern industry reflection seismic processing, with its emphasis on detailed static correction and dense acquisition geometries.

  7. Transforming the Twenty-First-Century Campus to Enhance the Net-Generation Student Learning Experience: Using Evidence-Based Design to Determine What Works and Why in Virtual/Physical Teaching Spaces

    ERIC Educational Resources Information Center

    Fisher, Kenn; Newton, Clare

    2014-01-01

    The twenty-first century has seen the rapid emergence of wireless broadband and mobile communications devices which are inexorably changing the way people communicate, collaborate, create and transfer knowledge. Yet many higher education campus learning environments were designed and built in the nineteenth and twentieth centuries prior to…

  8. Making Information Overload Work: The Dragon Software System on a Virtual Reality Responsive Workbench

    DTIC Science & Technology

    1998-03-01

    Research Laboratory’s Virtual Reality Responsive Workbench (VRRWB) and Dragon software system which together address the problem of battle space...and describe the lessons which have been learned. Interactive graphics, workbench, battle space visualization, virtual reality , user interface.

  9. Impact of the digital revolution on the future of pharmaceutical formulation science.

    PubMed

    Leuenberger, Hans; Leuenberger, Michael N

    2016-05-25

    The ongoing digital revolution is no longer limited to the application of apps on the smart phone for daily needs but starts to affect also our professional life in formulation science. The software platform F-CAD (Formulation-Computer Aided Design) of CINCAP can be used to develop and test in silico capsule and tablet formulations. Such an approach allows the pharmaceutical industry to adopt the workflow of the automotive and aircraft industry. Thus, the first prototype of the drug delivery vehicle is prepared virtually by mimicking the composition (particle size distribution of the active drug substance and of the excipients within the tablet) and the process such as direct compression to obtain a defined porosity. The software is based on a cellular automaton (CA) process mimicking the dissolution profile of the capsule or tablet formulation. To take account of the type of dissolution equipment and all SOPs (Standard Operation Procedures) such as a single punch press to manufacture the tablet, a calibration of the F-CAD dissolution profile of the virtual tablet is needed. Thus, the virtual tablet becomes a copy of the real tablet. This statement is valid for all tablets manufactured within the same formulation design space. For this reason, it is important to define already for Clinical Phase I the formulation design space and to work only within this formulation design space consisting of the composition and the processes during all the Clinical Phases. Thus, it is not recommended to start with a simple capsule formulation as service dosage form and to change later to a market ready tablet formulation. The availability of F-CAD is a necessary, but not a sufficient condition to implement the workflow of the automotive and aircraft industry for developing and testing drug delivery vehicles. For a successful implementation of the new workflow, a harmonization of the equipment and the processes between the development and manufacturing departments is a must. In this context, the clinical samples for Clinical Phases I and II should be prepared with a mechanical simulator of the high-speed rotary press used for large batches for Clinical Phases III & IV. If not, the problem of working practically and virtually in different formulation design spaces will remain causing worldwide annually billion of $ losses according to the study of Benson and MacCabe. The harmonization of equipment and processes needs a close cooperation between the industrial pharmacist and the pharmaceutical engineer. In addition, Virtual Equipment Simulators (VESs) of small and large scale equipment for training and computer assisted scale-up would be desirable. A lean and intelligent management information and documentation system will improve the connectivity between the different work stations. Thus, in future, it may be possible to rent at low costs F-CAD as an IT (Information Technology) platform based on a cloud computing solution. By the adoption of the workflow of the automotive and aircraft industry significant savings, a reduced time to market, a lower attrition rate, and a much higher quality of the final marketed dosage form can be achieved. Copyright © 2016 Elsevier B.V. All rights reserved.

  10. Orion Spacecraft Parachute Test on This Week @NASA – March 10, 2017

    NASA Image and Video Library

    2017-03-10

    NASA conducted the latest successful test of the Orion spacecraft’s parachute system on March 8 in the skies above the U.S. Army’s Yuma Proving Ground in Arizona. The test was designed to evaluate the parachutes’ performance in an emergency abort situation that would require Orion to be jettisoned from the agency’s Space Launch System rocket during a launch. Even at this relatively low altitude, the parachutes are designed to fully deploy and safely return Orion and its crew to Earth. Also, Shin Honored by Aviation Week, Space Station Resupply Mission Targeted for March 19, Small Business Innovation Proposals Selected, Deep Space Atomic Clock, Modern Figures Virtual Tour, and NASA Aero “Night of Flight”!

  11. Molpher: a software framework for systematic chemical space exploration

    PubMed Central

    2014-01-01

    Background Chemical space is virtual space occupied by all chemically meaningful organic compounds. It is an important concept in contemporary chemoinformatics research, and its systematic exploration is vital to the discovery of either novel drugs or new tools for chemical biology. Results In this paper, we describe Molpher, an open-source framework for the systematic exploration of chemical space. Through a process we term ‘molecular morphing’, Molpher produces a path of structurally-related compounds. This path is generated by the iterative application of so-called ‘morphing operators’ that represent simple structural changes, such as the addition or removal of an atom or a bond. Molpher incorporates an optimized parallel exploration algorithm, compound logging and a two-dimensional visualization of the exploration process. Its feature set can be easily extended by implementing additional morphing operators, chemical fingerprints, similarity measures and visualization methods. Molpher not only offers an intuitive graphical user interface, but also can be run in batch mode. This enables users to easily incorporate molecular morphing into their existing drug discovery pipelines. Conclusions Molpher is an open-source software framework for the design of virtual chemical libraries focused on a particular mechanistic class of compounds. These libraries, represented by a morphing path and its surroundings, provide valuable starting data for future in silico and in vitro experiments. Molpher is highly extensible and can be easily incorporated into any existing computational drug design pipeline. PMID:24655571

  12. Molpher: a software framework for systematic chemical space exploration.

    PubMed

    Hoksza, David; Skoda, Petr; Voršilák, Milan; Svozil, Daniel

    2014-03-21

    Chemical space is virtual space occupied by all chemically meaningful organic compounds. It is an important concept in contemporary chemoinformatics research, and its systematic exploration is vital to the discovery of either novel drugs or new tools for chemical biology. In this paper, we describe Molpher, an open-source framework for the systematic exploration of chemical space. Through a process we term 'molecular morphing', Molpher produces a path of structurally-related compounds. This path is generated by the iterative application of so-called 'morphing operators' that represent simple structural changes, such as the addition or removal of an atom or a bond. Molpher incorporates an optimized parallel exploration algorithm, compound logging and a two-dimensional visualization of the exploration process. Its feature set can be easily extended by implementing additional morphing operators, chemical fingerprints, similarity measures and visualization methods. Molpher not only offers an intuitive graphical user interface, but also can be run in batch mode. This enables users to easily incorporate molecular morphing into their existing drug discovery pipelines. Molpher is an open-source software framework for the design of virtual chemical libraries focused on a particular mechanistic class of compounds. These libraries, represented by a morphing path and its surroundings, provide valuable starting data for future in silico and in vitro experiments. Molpher is highly extensible and can be easily incorporated into any existing computational drug design pipeline.

  13. The future of the CAVE

    NASA Astrophysics Data System (ADS)

    Defanti, Thomas A.; Acevedo, Daniel; Ainsworth, Richard A.; Brown, Maxine D.; Cutchin, Steven; Dawe, Gregory; Doerr, Kai-Uwe; Johnson, Andrew; Knox, Chris; Kooima, Robert; Kuester, Falko; Leigh, Jason; Long, Lance; Otto, Peter; Petrovic, Vid; Ponto, Kevin; Prudhomme, Andrew; Rao, Ramesh; Renambot, Luc; Sandin, Daniel J.; Schulze, Jurgen P.; Smarr, Larry; Srinivasan, Madhu; Weber, Philip; Wickham, Gregory

    2011-03-01

    The CAVE, a walk-in virtual reality environment typically consisting of 4-6 3 m-by-3 m sides of a room made of rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically improved graphics performance. However, rear-projection-based CAVEs typically must be housed in a 10 m-by-10 m-by-10 m room (allowing space behind the screen walls for the projectors), which limits their deployment to large spaces. The CAVE of the future will be made of tessellated panel displays, eliminating the projection distance, but the implementation of such displays is challenging. Early multi-tile, panel-based, virtual-reality displays have been designed, prototyped, and built for the King Abdullah University of Science and Technology (KAUST) in Saudi Arabia by researchers at the University of California, San Diego, and the University of Illinois at Chicago. New means of image generation and control are considered key contributions to the future viability of the CAVE as a virtual-reality device.

  14. A spatially augmented reality sketching interface for architectural daylighting design.

    PubMed

    Sheng, Yu; Yapo, Theodore C; Young, Christopher; Cutler, Barbara

    2011-01-01

    We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the interreflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation. © 2011 IEEE Published by the IEEE Computer Society

  15. Chemical Space Expansion of Bromodomain Ligands Guided by in Silico Virtual Couplings (AutoCouple).

    PubMed

    Batiste, Laurent; Unzue, Andrea; Dolbois, Aymeric; Hassler, Fabrice; Wang, Xuan; Deerain, Nicholas; Zhu, Jian; Spiliotopoulos, Dimitrios; Nevado, Cristina; Caflisch, Amedeo

    2018-02-28

    Expanding the chemical space and simultaneously ensuring synthetic accessibility is of upmost importance, not only for the discovery of effective binders for novel protein classes but, more importantly, for the development of compounds against hard-to-drug proteins. Here, we present AutoCouple, a de novo approach to computational ligand design focused on the diversity-oriented generation of chemical entities via virtual couplings. In a benchmark application, chemically diverse compounds with low-nanomolar potency for the CBP bromodomain and high selectivity against the BRD4(1) bromodomain were achieved by the synthesis of about 50 derivatives of the original fragment. The binding mode was confirmed by X-ray crystallography, target engagement in cells was demonstrated, and antiproliferative activity was showcased in three cancer cell lines. These results reveal AutoCouple as a useful in silico coupling method to expand the chemical space in hit optimization campaigns resulting in potent, selective, and cell permeable bromodomain ligands.

  16. Automatic Assembly of Combined Checkingfixture for Auto-Body Components Based Onfixture Elements Libraries

    NASA Astrophysics Data System (ADS)

    Jiang, Jingtao; Sui, Rendong; Shi, Yan; Li, Furong; Hu, Caiqi

    In this paper 3-D models of combined fixture elements are designed, classified by their functions, and saved in computer as supporting elements library, jointing elements library, basic elements library, localization elements library, clamping elements library, and adjusting elements library etc. Then automatic assembly of 3-D combined checking fixture for auto-body part is presented based on modularization theory. And in virtual auto-body assembly space, Locating constraint mapping technique and assembly rule-based reasoning technique are used to calculate the position of modular elements according to localization points and clamp points of auto-body part. Auto-body part model is transformed from itself coordinate system space to virtual assembly space by homogeneous transformation matrix. Automatic assembly of different functional fixture elements and auto-body part is implemented with API function based on the second development of UG. It is proven in practice that the method in this paper is feasible and high efficiency.

  17. An omnidirectional retroreflector based on the transmutation of dielectric singularities.

    PubMed

    Ma, Yun Gui; Ong, C K; Tyc, Tomás; Leonhardt, Ulf

    2009-08-01

    Transformation optics is a concept used in some metamaterials to guide light on a predetermined path. In this approach, the materials implement coordinate transformations on electromagnetic waves to create the illusion that the waves are propagating through a virtual space. Transforming space by appropriately designed materials makes devices possible that have been deemed impossible. In particular, transformation optics has led to the demonstration of invisibility cloaking for microwaves, surface plasmons and infrared light. Here, on the basis of transformation optics, we implement a microwave device that would normally require a dielectric singularity, an infinity in the refractive index. To fabricate such a device, we transmute a dielectric singularity in virtual space into a mere topological defect in a real metamaterial. In particular, we demonstrate an omnidirectional retroreflector, a device for faithfully reflecting images and for creating high visibility from all directions. Our method is robust, potentially broadband and could also be applied to visible light using similar techniques.

  18. The core legion object model

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

    Lewis, M.; Grimshaw, A.

    1996-12-31

    The Legion project at the University of Virginia is an architecture for designing and building system services that provide the illusion of a single virtual machine to users, a virtual machine that provides secure shared object and shared name spaces, application adjustable fault-tolerance, improved response time, and greater throughput. Legion targets wide area assemblies of workstations, supercomputers, and parallel supercomputers, Legion tackles problems not solved by existing workstation based parallel processing tools; the system will enable fault-tolerance, wide area parallel processing, inter-operability, heterogeneity, a single global name space, protection, security, efficient scheduling, and comprehensive resource management. This paper describes themore » core Legion object model, which specifies the composition and functionality of Legion`s core objects-those objects that cooperate to create, locate, manage, and remove objects in the Legion system. The object model facilitates a flexible extensible implementation, provides a single global name space, grants site autonomy to participating organizations, and scales to millions of sites and trillions of objects.« less

  19. Data communications in a parallel active messaging interface of a parallel computer

    DOEpatents

    Blocksome, Michael A.; Ratterman, Joseph D.; Smith, Brian E.

    2014-09-02

    Eager send data communications in a parallel active messaging interface (`PAMI`) of a parallel computer, the PAMI composed of data communications endpoints that specify a client, a context, and a task, including receiving an eager send data communications instruction with transfer data disposed in a send buffer characterized by a read/write send buffer memory address in a read/write virtual address space of the origin endpoint; determining for the send buffer a read-only send buffer memory address in a read-only virtual address space, the read-only virtual address space shared by both the origin endpoint and the target endpoint, with all frames of physical memory mapped to pages of virtual memory in the read-only virtual address space; and communicating by the origin endpoint to the target endpoint an eager send message header that includes the read-only send buffer memory address.

  20. Data communications in a parallel active messaging interface of a parallel computer

    DOEpatents

    Blocksome, Michael A.; Ratterman, Joseph D.; Smith, Brian E.

    2014-09-16

    Eager send data communications in a parallel active messaging interface (`PAMI`) of a parallel computer, the PAMI composed of data communications endpoints that specify a client, a context, and a task, including receiving an eager send data communications instruction with transfer data disposed in a send buffer characterized by a read/write send buffer memory address in a read/write virtual address space of the origin endpoint; determining for the send buffer a read-only send buffer memory address in a read-only virtual address space, the read-only virtual address space shared by both the origin endpoint and the target endpoint, with all frames of physical memory mapped to pages of virtual memory in the read-only virtual address space; and communicating by the origin endpoint to the target endpoint an eager send message header that includes the read-only send buffer memory address.

  1. Virtual Reality in Psychology

    ERIC Educational Resources Information Center

    Foreman, Nigel

    2009-01-01

    The benefits of using virtual environments (VEs) in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include…

  2. The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope Control Center System

    NASA Technical Reports Server (NTRS)

    Lehtonen, Ken

    1999-01-01

    This is a report to the Third Annual International Virtual Company Conference, on The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope (HST) Control Center System. It begins with a HST Science "Commercial": Brief Tour of Our Universe showing various pictures taken from the Hubble Space Telescope. The presentation then reviews the project background and goals. Evolution of the Control Center System ("CCS Inc.") is then reviewed. Topics of Interest to "virtual companies" are reviewed: (1) "How To Choose A Team" (2) "Organizational Model" (3) "The Human Component" (4) "'Virtual Trust' Among Teaming Companies" (5) "Unique Challenges to Working Horizontally" (6) "The Cultural Impact" (7) "Lessons Learned".

  3. 76 FR 45334 - Innovative Techniques for Delivering ITS Learning; Request for Information

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-28

    ... training opportunities and the desire to use emerging social media tools to better engage and collaborate...; Collaborative--through the use of social media or other `virtual' meeting spaces; Designed for the adult learner... ITS deployers? 6. How might social media collaboration tools be used to engage audiences in ITS...

  4. Reforming the Environment: The Influence of the Roundtable Classroom Design on Interactive Learning

    ERIC Educational Resources Information Center

    Parsons, Caroline S.

    2017-01-01

    This study investigated the influence of physical and virtual learning spaces on interactive learning in a college and university setting. Qualitative analysis of an undergraduate liberal arts program that employs the use of roundtable classrooms was conducted. Interview and focus group data from students and faculty, along with classroom…

  5. Preparing Preservice Teachers in a Virtual Space: A Case Study of a Literacy Methods Course

    ERIC Educational Resources Information Center

    Fayne, Harriet R.

    2014-01-01

    This article describes a case study of an online literacy methods course offered at a small, midwestern university. Formal and informal instruments were used to assess students' backgrounds, interests, and dispositions. Archival course data were analyzed to examine interactions among content, course design, and student characteristics. Despite…

  6. Creating a Collaborative Learning Community in the CIS Sandbox

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2013-01-01

    Purpose: The purpose of this paper is to investigate the impact of transforming a traditional university computer lab to create a collaborative learning community known as the CIS Sandbox, by remodeling a physical space and supporting it with a virtual presence through the use of social media tools. The discussion applies Selander's "designs for…

  7. Adaptive space warping to enhance passive haptics in an arthroscopy surgical simulator.

    PubMed

    Spillmann, Jonas; Tuchschmid, Stefan; Harders, Matthias

    2013-04-01

    Passive haptics, also known as tactile augmentation, denotes the use of a physical counterpart to a virtual environment to provide tactile feedback. Employing passive haptics can result in more realistic touch sensations than those from active force feedback, especially for rigid contacts. However, changes in the virtual environment would necessitate modifications of the physical counterparts. In recent work space warping has been proposed as one solution to overcome this limitation. In this technique virtual space is distorted such that a variety of virtual models can be mapped onto one single physical object. In this paper, we propose as an extension adaptive space warping; we show how this technique can be employed in a mixed-reality surgical training simulator in order to map different virtual patients onto one physical anatomical model. We developed methods to warp different organ geometries onto one physical mock-up, to handle different mechanical behaviors of the virtual patients, and to allow interactive modifications of the virtual structures, while the physical counterparts remain unchanged. Various practical examples underline the wide applicability of our approach. To the best of our knowledge this is the first practical usage of such a technique in the specific context of interactive medical training.

  8. Design of a 4-DOF MR haptic master for application to robot surgery: virtual environment work

    NASA Astrophysics Data System (ADS)

    Oh, Jong-Seok; Choi, Seung-Hyun; Choi, Seung-Bok

    2014-09-01

    This paper presents the design and control performance of a novel type of 4-degrees-of-freedom (4-DOF) haptic master in cyberspace for a robot-assisted minimally invasive surgery (RMIS) application. By using a controllable magnetorheological (MR) fluid, the proposed haptic master can have a feedback function for a surgical robot. Due to the difficulty in utilizing real human organs in the experiment, the cyberspace that features the virtual object is constructed to evaluate the performance of the haptic master. In order to realize the cyberspace, a volumetric deformable object is represented by a shape-retaining chain-linked (S-chain) model, which is a fast volumetric model and is suitable for real-time applications. In the haptic architecture for an RMIS application, the desired torque and position induced from the virtual object of the cyberspace and the haptic master of real space are transferred to each other. In order to validate the superiority of the proposed master and volumetric model, a tracking control experiment is implemented with a nonhomogenous volumetric cubic object to demonstrate that the proposed model can be utilized in real-time haptic rendering architecture. A proportional-integral-derivative (PID) controller is then designed and empirically implemented to accomplish the desired torque trajectories. It has been verified from the experiment that tracking the control performance for torque trajectories from a virtual slave can be successfully achieved.

  9. Design of efficient molecular organic light-emitting diodes by a high-throughput virtual screening and experimental approach.

    PubMed

    Gómez-Bombarelli, Rafael; Aguilera-Iparraguirre, Jorge; Hirzel, Timothy D; Duvenaud, David; Maclaurin, Dougal; Blood-Forsythe, Martin A; Chae, Hyun Sik; Einzinger, Markus; Ha, Dong-Gwang; Wu, Tony; Markopoulos, Georgios; Jeon, Soonok; Kang, Hosuk; Miyazaki, Hiroshi; Numata, Masaki; Kim, Sunghan; Huang, Wenliang; Hong, Seong Ik; Baldo, Marc; Adams, Ryan P; Aspuru-Guzik, Alán

    2016-10-01

    Virtual screening is becoming a ground-breaking tool for molecular discovery due to the exponential growth of available computer time and constant improvement of simulation and machine learning techniques. We report an integrated organic functional material design process that incorporates theoretical insight, quantum chemistry, cheminformatics, machine learning, industrial expertise, organic synthesis, molecular characterization, device fabrication and optoelectronic testing. After exploring a search space of 1.6 million molecules and screening over 400,000 of them using time-dependent density functional theory, we identified thousands of promising novel organic light-emitting diode molecules across the visible spectrum. Our team collaboratively selected the best candidates from this set. The experimentally determined external quantum efficiencies for these synthesized candidates were as large as 22%.

  10. Design of efficient molecular organic light-emitting diodes by a high-throughput virtual screening and experimental approach

    NASA Astrophysics Data System (ADS)

    Gómez-Bombarelli, Rafael; Aguilera-Iparraguirre, Jorge; Hirzel, Timothy D.; Duvenaud, David; MacLaurin, Dougal; Blood-Forsythe, Martin A.; Chae, Hyun Sik; Einzinger, Markus; Ha, Dong-Gwang; Wu, Tony; Markopoulos, Georgios; Jeon, Soonok; Kang, Hosuk; Miyazaki, Hiroshi; Numata, Masaki; Kim, Sunghan; Huang, Wenliang; Hong, Seong Ik; Baldo, Marc; Adams, Ryan P.; Aspuru-Guzik, Alán

    2016-10-01

    Virtual screening is becoming a ground-breaking tool for molecular discovery due to the exponential growth of available computer time and constant improvement of simulation and machine learning techniques. We report an integrated organic functional material design process that incorporates theoretical insight, quantum chemistry, cheminformatics, machine learning, industrial expertise, organic synthesis, molecular characterization, device fabrication and optoelectronic testing. After exploring a search space of 1.6 million molecules and screening over 400,000 of them using time-dependent density functional theory, we identified thousands of promising novel organic light-emitting diode molecules across the visible spectrum. Our team collaboratively selected the best candidates from this set. The experimentally determined external quantum efficiencies for these synthesized candidates were as large as 22%.

  11. The Proximal Lilly Collection: Mapping, Exploring and Exploiting Feasible Chemical Space.

    PubMed

    Nicolaou, Christos A; Watson, Ian A; Hu, Hong; Wang, Jibo

    2016-07-25

    Venturing into the immensity of the small molecule universe to identify novel chemical structure is a much discussed objective of many methods proposed by the chemoinformatics community. To this end, numerous approaches using techniques from the fields of computational de novo design, virtual screening and reaction informatics, among others, have been proposed. Although in principle this objective is commendable, in practice there are several obstacles to useful exploitation of the chemical space. Prime among them are the sheer number of theoretically feasible compounds and the practical concern regarding the synthesizability of the chemical structures conceived using in silico methods. We present the Proximal Lilly Collection initiative implemented at Eli Lilly and Co. with the aims to (i) define the chemical space of small, drug-like compounds that could be synthesized using in-house resources and (ii) facilitate access to compounds in this large space for the purposes of ongoing drug discovery efforts. The implementation of PLC relies on coupling access to available synthetic knowledge and resources with chemo/reaction informatics techniques and tools developed for this purpose. We describe in detail the computational framework supporting this initiative and elaborate on the characteristics of the PLC virtual collection of compounds. As an example of the opportunities provided to drug discovery researchers by easy access to a large, realistically feasible virtual collection such as the PLC, we describe a recent application of the technology that led to the discovery of selective kinase inhibitors.

  12. Avatars Talking: The Use of Virtual Worlds within Communication Courses

    ERIC Educational Resources Information Center

    Sarachan, Jeremy; Burk, Nanci; Day, Kenneth; Trevett-Smith, Matthew

    2013-01-01

    Virtual worlds have become an invaluable space for online learning and the exploration of digital cultures. Communication departments can benefit from using these spaces to educate their students in the logistics of virtual worlds and as a way to better understand how the process of interpersonal and global communication functions in both online…

  13. Virtual Learning Spaces in the Web: An Agent-Based Architecture of Personalized Collaborative Learning Environment.

    ERIC Educational Resources Information Center

    Nunez Esquer, Gustavo; Sheremetov, Leonid

    This paper reports on the results and future research work within the paradigm of Configurable Collaborative Distance Learning, called Espacios Virtuales de Apredizaje (EVA). The paper focuses on: (1) description of the main concepts, including virtual learning spaces for knowledge, collaboration, consulting, and experimentation, a…

  14. Coming down to Earth: Helping Teachers Use 3D Virtual Worlds in Across-Spaces Learning Situations

    ERIC Educational Resources Information Center

    Muñoz-Cristóbal, Juan A.; Prieto, Luis P.; Asensio-Pérez, Juan I.; Martínez-Monés, Alejandra; Jorrín-Abellán, Iván M.; Dimitriadis, Yannis

    2015-01-01

    Different approaches have explored how to provide seamless learning across multiple ICT-enabled physical and virtual spaces, including three-dimensional virtual worlds (3DVW). However, these approaches present limitations that may reduce their acceptance in authentic educational practice: The difficulties of authoring and sharing teacher-created…

  15. The NonConforming Virtual Element Method for the Stokes Equations

    DOE PAGES

    Cangiani, Andrea; Gyrya, Vitaliy; Manzini, Gianmarco

    2016-01-01

    In this paper, we present the nonconforming virtual element method (VEM) for the numerical approximation of velocity and pressure in the steady Stokes problem. The pressure is approximated using discontinuous piecewise polynomials, while each component of the velocity is approximated using the nonconforming virtual element space. On each mesh element the local virtual space contains the space of polynomials of up to a given degree, plus suitable nonpolynomial functions. The virtual element functions are implicitly defined as the solution of local Poisson problems with polynomial Neumann boundary conditions. As typical in VEM approaches, the explicit evaluation of the non-polynomial functionsmore » is not required. This approach makes it possible to construct nonconforming (virtual) spaces for any polynomial degree regardless of the parity, for two- and three-dimensional problems, and for meshes with very general polygonal and polyhedral elements. We show that the nonconforming VEM is inf-sup stable and establish optimal a priori error estimates for the velocity and pressure approximations. Finally, numerical examples confirm the convergence analysis and the effectiveness of the method in providing high-order accurate approximations.« less

  16. Research on the Digital Communication and Development of Yunnan Bai Embroidery

    NASA Astrophysics Data System (ADS)

    Xu, Wu; Jin, Chunjie; Su, Ying; Wu, Lei; He, Jin

    2017-12-01

    Our country attaches great importance to the protection and development of intangible culture these days, but the shortcoming of discoloration, breakage and occupying too much space still exist in the traditional way of museum protection. This paper starts from the analysis of the above problems, and then cogitates why and how to use the virtual reality (VR) technology to better solve these problems and analyzes this specific object of the Yunnan Bai embroidery in order to achieve its full human value and economic value. Firstly, using 3D MAX to design and produce the three-dimensional model of the embroideries of Bai nationality. Secondly, using the large number of embroidery model data that we collect to construct the Yunnan Bai embroidery model database. Next, creating a digital display system of virtual embroidery and putting the digital display system to the PC client websites and mobile phone applications to achieve information sharing. Finally, through the use of virtual display technology for three-dimensional design of embroidery, the embroidery clothing, bedding and other works with modern style can be designed so as to continuously pursue and give full play to the charm and economic value of embroidery.

  17. Searching Fragment Spaces with feature trees.

    PubMed

    Lessel, Uta; Wellenzohn, Bernd; Lilienthal, Markus; Claussen, Holger

    2009-02-01

    Virtual combinatorial chemistry easily produces billions of compounds, for which conventional virtual screening cannot be performed even with the fastest methods available. An efficient solution for such a scenario is the generation of Fragment Spaces, which encode huge numbers of virtual compounds by their fragments/reagents and rules of how to combine them. Similarity-based searches can be performed in such spaces without ever fully enumerating all virtual products. Here we describe the generation of a huge Fragment Space encoding about 5 * 10(11) compounds based on established in-house synthesis protocols for combinatorial libraries, i.e., we encode practically evaluated combinatorial chemistry protocols in a machine readable form, rendering them accessible to in silico search methods. We show how such searches in this Fragment Space can be integrated as a first step in an overall workflow. It reduces the extremely huge number of virtual products by several orders of magnitude so that the resulting list of molecules becomes more manageable for further more elaborated and time-consuming analysis steps. Results of a case study are presented and discussed, which lead to some general conclusions for an efficient expansion of the chemical space to be screened in pharmaceutical companies.

  18. Development of a New De Novo Design Algorithm for Exploring Chemical Space.

    PubMed

    Mishima, Kazuaki; Kaneko, Hiromasa; Funatsu, Kimito

    2014-12-01

    In the first stage of development of new drugs, various lead compounds with high activity are required. To design such compounds, we focus on chemical space defined by structural descriptors. New compounds close to areas where highly active compounds exist will show the same degree of activity. We have developed a new de novo design system to search a target area in chemical space. First, highly active compounds are manually selected as initial seeds. Then, the seeds are entered into our system, and structures slightly different from the seeds are generated and pooled. Next, seeds are selected from the new structure pool based on the distance from target coordinates on the map. To test the algorithm, we used two datasets of ligand binding affinity and showed that the proposed generator could produce diverse virtual compounds that had high activity in docking simulations. © 2014 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  19. Generative Recurrent Networks for De Novo Drug Design.

    PubMed

    Gupta, Anvita; Müller, Alex T; Huisman, Berend J H; Fuchs, Jens A; Schneider, Petra; Schneider, Gisbert

    2018-01-01

    Generative artificial intelligence models present a fresh approach to chemogenomics and de novo drug design, as they provide researchers with the ability to narrow down their search of the chemical space and focus on regions of interest. We present a method for molecular de novo design that utilizes generative recurrent neural networks (RNN) containing long short-term memory (LSTM) cells. This computational model captured the syntax of molecular representation in terms of SMILES strings with close to perfect accuracy. The learned pattern probabilities can be used for de novo SMILES generation. This molecular design concept eliminates the need for virtual compound library enumeration. By employing transfer learning, we fine-tuned the RNN's predictions for specific molecular targets. This approach enables virtual compound design without requiring secondary or external activity prediction, which could introduce error or unwanted bias. The results obtained advocate this generative RNN-LSTM system for high-impact use cases, such as low-data drug discovery, fragment based molecular design, and hit-to-lead optimization for diverse drug targets. © 2017 The Authors. Published by Wiley-VCH Verlag GmbH & Co. KGaA.

  20. Centrally managed unified shared virtual address space

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

    Wilkes, John

    Systems, apparatuses, and methods for managing a unified shared virtual address space. A host may execute system software and manage a plurality of nodes coupled to the host. The host may send work tasks to the nodes, and for each node, the host may externally manage the node's view of the system's virtual address space. Each node may have a central processing unit (CPU) style memory management unit (MMU) with an internal translation lookaside buffer (TLB). In one embodiment, the host may be coupled to a given node via an input/output memory management unit (IOMMU) interface, where the IOMMU frontendmore » interface shares the TLB with the given node's MMU. In another embodiment, the host may control the given node's view of virtual address space via memory-mapped control registers.« less

  1. Expedition 15 Crew Members training in the Virtual Reality (VR) Laboratory

    NASA Image and Video Library

    2006-09-25

    JSC2006-E-41640 (25 Sept. 2006) --- Cosmonaut Fyodor N. Yurchikhin, Expedition 15 commander representing Russia's Federal Space Agency, participates in a camera review training session in the virtual reality lab in the Space Vehicle Mockup Facility at Johnson Space Center.

  2. Expedition 15 Crew Members training in the Virtual Reality (VR) Laboratory

    NASA Image and Video Library

    2006-09-25

    JSC2006-E-41641 (25 Sept. 2006) --- Cosmonaut Oleg V. Kotov, Expedition 15 flight engineer representing Russia's Federal Space Agency, participates in a camera review training session in the virtual reality lab in the Space Vehicle Mockup Facility at Johnson Space Center.

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. Navigation performance in virtual environments varies with fractal dimension of landscape.

    PubMed

    Juliani, Arthur W; Bies, Alexander J; Boydston, Cooper R; Taylor, Richard P; Sereno, Margaret E

    2016-09-01

    Fractal geometry has been used to describe natural and built environments, but has yet to be studied in navigational research. In order to establish a relationship between the fractal dimension (D) of a natural environment and humans' ability to navigate such spaces, we conducted two experiments using virtual environments that simulate the fractal properties of nature. In Experiment 1, participants completed a goal-driven search task either with or without a map in landscapes that varied in D. In Experiment 2, participants completed a map-reading and location-judgment task in separate sets of fractal landscapes. In both experiments, task performance was highest at the low-to-mid range of D, which was previously reported as most preferred and discriminable in studies of fractal aesthetics and discrimination, respectively, supporting a theory of visual fluency. The applicability of these findings to architecture, urban planning, and the general design of constructed spaces is discussed.

  10. 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.

  11. 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.

  12. Hypersonic MHD Propulsion System Integration for the Mercury Lightcraft

    NASA Astrophysics Data System (ADS)

    Myrabo, L. N.; Rosa, R. J.

    2004-03-01

    Introduced herein are the design, systems integration, and performance analysis of an exotic magnetohydrodynamic (MHD) slipstream accelerator engine for a single-occupant ``Mercury'' lightcraft. This ultra-energetic, laser-boosted vehicle is designed to ride a `tractor beam' into space, transmitted from a future orbital network of satellite solar power stations. The lightcraft's airbreathing combined-cycle engine employs a rotary pulsed detonation thruster mode for lift-off & landing, and an MHD slipstream accelerator mode at hypersonic speeds. The latter engine transforms the transatmospheric acceleration path into a virtual electromagnetic `mass-driver' channel; the hypersonic momentum exchange process (with the atmosphere) enables engine specific impulses in the range of 6000 to 16,000 seconds, and propellant mass fractions as low as 10%. The single-stage-to-orbit, highly reusable lightcraft can accelerate at 3 Gs into low Earth orbit with its throttle just barely beyond `idle' power, or virtually `disappear' at 30 G's and beyond. The objective of this advanced lightcraft design is to lay the technological foundations for a safe, very low cost (e.g., 1000X below chemical rockets) air and space transportation for human life in the mid-21st Century - a system that will be completely `green' and independent of Earth's limited fossil fuel reserves.

  13. Workshop Report on Virtual Worlds and Immersive Environments

    NASA Technical Reports Server (NTRS)

    Langhoff, Stephanie R.; Cowan-Sharp, Jessy; Dodson, Karen E.; Damer, Bruce; Ketner, Bob

    2009-01-01

    The workshop revolved around three framing ideas or scenarios about the evolution of virtual environments: 1. Remote exploration: The ability to create high fidelity environments rendered from external data or models such that exploration, design and analysis that is truly interoperable with the physical world can take place within them. 2. We all get to go: The ability to engage anyone in being a part of or contributing to an experience (such as a space mission), no matter their training or location. It is the creation of a new paradigm for education, outreach, and the conduct of science in society that is truly participatory. 3. Become the data: A vision of a future where boundaries between the physical and the virtual have ceased to be meaningful. What would this future look like? Is this plausible? Is it desirable? Why and why not?

  14. 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

  15. A Parametric Model of Shoulder Articulation for Virtual Assessment of Space Suit Fit

    NASA Technical Reports Server (NTRS)

    Kim, K. Han; Young, Karen S.; Bernal, Yaritza; Boppana, Abhishektha; Vu, Linh Q.; Benson, Elizabeth A.; Jarvis, Sarah; Rajulu, Sudhakar L.

    2016-01-01

    Suboptimal suit fit is a known risk factor for crewmember shoulder injury. Suit fit assessment is however prohibitively time consuming and cannot be generalized across wide variations of body shapes and poses. In this work, we have developed a new design tool based on the statistical analysis of body shape scans. This tool is aimed at predicting the skin deformation and shape variations for any body size and shoulder pose for a target population. This new process, when incorporated with CAD software, will enable virtual suit fit assessments, predictively quantifying the contact volume, and clearance between the suit and body surface at reduced time and cost.

  16. Virtual tour: INL's space battery facility

    ScienceCinema

    Johnson, Steve

    2018-05-07

    This virtual tour shows how INL fuels and tests nuclear power systems for deep space missions. To learn more about INL's contribution to the Mars Science Laboratory, visit http://www.inl.gov/marsrover.

  17. 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.

  18. The Design and Evaluation of a Large-Scale Real-Walking Locomotion Interface

    PubMed Central

    Peck, Tabitha C.; Fuchs, Henry; Whitton, Mary C.

    2014-01-01

    Redirected Free Exploration with Distractors (RFED) is a large-scale real-walking locomotion interface developed to enable people to walk freely in virtual environments that are larger than the tracked space in their facility. This paper describes the RFED system in detail and reports on a user study that evaluated RFED by comparing it to walking-in-place and joystick interfaces. The RFED system is composed of two major components, redirection and distractors. This paper discusses design challenges, implementation details, and lessons learned during the development of two working RFED systems. The evaluation study examined the effect of the locomotion interface on users’ cognitive performance on navigation and wayfinding measures. The results suggest that participants using RFED were significantly better at navigating and wayfinding through virtual mazes than participants using walking-in-place and joystick interfaces. Participants traveled shorter distances, made fewer wrong turns, pointed to hidden targets more accurately and more quickly, and were able to place and label targets on maps more accurately, and more accurately estimate the virtual environment size. PMID:22184262

  19. Ontological implications of being in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Morie, Jacquelyn F.

    2008-02-01

    The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.

  20. VERSE - Virtual Equivalent Real-time Simulation

    NASA Technical Reports Server (NTRS)

    Zheng, Yang; Martin, Bryan J.; Villaume, Nathaniel

    2005-01-01

    Distributed real-time simulations provide important timing validation and hardware in the- loop results for the spacecraft flight software development cycle. Occasionally, the need for higher fidelity modeling and more comprehensive debugging capabilities - combined with a limited amount of computational resources - calls for a non real-time simulation environment that mimics the real-time environment. By creating a non real-time environment that accommodates simulations and flight software designed for a multi-CPU real-time system, we can save development time, cut mission costs, and reduce the likelihood of errors. This paper presents such a solution: Virtual Equivalent Real-time Simulation Environment (VERSE). VERSE turns the real-time operating system RTAI (Real-time Application Interface) into an event driven simulator that runs in virtual real time. Designed to keep the original RTAI architecture as intact as possible, and therefore inheriting RTAI's many capabilities, VERSE was implemented with remarkably little change to the RTAI source code. This small footprint together with use of the same API allows users to easily run the same application in both real-time and virtual time environments. VERSE has been used to build a workstation testbed for NASA's Space Interferometry Mission (SIM PlanetQuest) instrument flight software. With its flexible simulation controls and inexpensive setup and replication costs, VERSE will become an invaluable tool in future mission development.

  1. Networked Experiments and Scientific Resource Sharing in Cooperative Knowledge Spaces

    ERIC Educational Resources Information Center

    Cikic, Sabine; Jeschke, Sabina; Ludwig, Nadine; Sinha, Uwe; Thomsen, Christian

    2007-01-01

    Cooperative knowledge spaces create new potentials for the experimental fields in natural sciences and engineering because they enhance the accessibility of experimental setups through virtual laboratories and remote technology, opening them for collaborative and distributed usage. A concept for extending existing virtual knowledge spaces for the…

  2. Center for Space Telemetering and Telecommunications Systems, New Mexico State University

    NASA Technical Reports Server (NTRS)

    Horan, Stephen; DeLeon, Phillip; Borah, Deva; Lyman, Ray

    2002-01-01

    This viewgraph presentation gives an overview of the Center for Space Telemetering and Telecommunications Systems activities at New Mexico State University. Presentations cover the following topics: (1) small satellite communications, including nanosatellite radio and virtual satellite development; (2) modulation and detection studies, including details on smooth phase interpolated keying (SPIK) spectra and highlights of an adaptive turbo multiuser detector; (3) decoupled approaches to nonlinear ISI compensation; (4) space internet testing; (4) optical communication; (5) Linux-based receiver for lightweight optical communications without a laser in space, including software design, performance analysis, and the receiver algorithm; (6) carrier tracking hardware; and (7) subband transforms for adaptive direct sequence spread spectrum receivers.

  3. Virtual Planetary Space Weather Services offered by the Europlanet H2020 Research Infrastructure

    NASA Astrophysics Data System (ADS)

    André, N.; Grande, M.; Achilleos, N.; Barthélémy, M.; Bouchemit, M.; Benson, K.; Blelly, P.-L.; Budnik, E.; Caussarieu, S.; Cecconi, B.; Cook, T.; Génot, V.; Guio, P.; Goutenoir, A.; Grison, B.; Hueso, R.; Indurain, M.; Jones, G. H.; Lilensten, J.; Marchaudon, A.; Matthiä, D.; Opitz, A.; Rouillard, A.; Stanislawska, I.; Soucek, J.; Tao, C.; Tomasik, L.; Vaubaillon, J.

    2018-01-01

    Under Horizon 2020, the Europlanet 2020 Research Infrastructure (EPN2020-RI) will include an entirely new Virtual Access Service, "Planetary Space Weather Services" (PSWS) that will extend the concepts of space weather and space situational awareness to other planets in our Solar System and in particular to spacecraft that voyage through it. PSWS will make twelve new services accessible to the research community, space agencies, and industrial partners planning for space missions. These services will in particular be dedicated to the following key planetary environments: Mars (in support of the NASA MAVEN and European Space Agency (ESA) Mars Express and ExoMars missions), comets (building on the outstanding success of the ESA Rosetta mission), and outer planets (in preparation for the ESA JUpiter ICy moon Explorer mission), and one of these services will aim at predicting and detecting planetary events like meteor showers and impacts in the Solar System. This will give the European planetary science community new methods, interfaces, functionalities and/or plugins dedicated to planetary space weather as well as to space situational awareness in the tools and models available within the partner institutes. A variety of tools (in the form of web applications, standalone software, or numerical models in various degrees of implementation) are available for tracing propagation of planetary and/or solar events through the Solar System and modelling the response of the planetary environment (surfaces, atmospheres, ionospheres, and magnetospheres) to those events. But these tools were not originally designed for planetary event prediction and space weather applications. PSWS will provide the additional research and tailoring required to apply them for these purposes. PSWS will be to review, test, improve and adapt methods and tools available within the partner institutes in order to make prototype planetary event and space weather services operational in Europe at the end of 2017. To achieve its objectives PSWS will use a few tools and standards developed for the Astronomy Virtual Observatory (VO). This paper gives an overview of the project together with a few illustrations of prototype services based on VO standards and protocols.

  4. Design of a Channel Error Simulator using Virtual Instrument Techniques for the Initial Testing of TCP/IP and SCPS Protocols

    NASA Technical Reports Server (NTRS)

    Horan, Stephen; Wang, Ru-Hai

    1999-01-01

    There exists a need for designers and developers to have a method to conveniently test a variety of communications parameters for an overall system design. This is no different when testing network protocols as when testing modulation formats. In this report, we discuss a means of providing a networking test device specifically designed to be used for space communications. This test device is a PC-based Virtual Instrument (VI) programmed using the LabVIEW(TM) version 5 software suite developed by National Instruments(TM)TM. This instrument was designed to be portable and usable by others without special, additional equipment. The programming was designed to replicate a VME-based hardware module developed earlier at New Mexico State University (NMSU) and to provide expanded capabilities exceeding the baseline configuration existing in that module. This report describes the design goals for the VI module in the next section and follows that with a description of the design of the VI instrument. This is followed with a description of the validation tests run on the VI. An application of the error-generating VI to networking protocols is then given.

  5. 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.

  6. A conceptual design of an unmanned test vehicle using an airbreathing propulsion system

    NASA Technical Reports Server (NTRS)

    1992-01-01

    According to Aviation Week and Space Technology (Nov. 16, 1992), without a redefined approach to the problem of achieving single stage-to-orbit flight, the X-30 program is virtually assured of cancellation. One of the significant design goals of the X-30 program is to achieve single stage to low-earth orbit using airbreathing propulsion systems. In an attempt to avoid cancellation, the NASP Program has decided to design a test vehicle to achieve these goals. This report recommends a conceptual design of an unmanned test vehicle using an airbreathing propulsion system.

  7. 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

  8. 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

  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-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

  10. Human Activity Behavior and Gesture Generation in Virtual Worlds for Long- Duration Space Missions. Chapter 8

    NASA Technical Reports Server (NTRS)

    Sierhuis, Maarten; Clancey, William J.; Damer, Bruce; Brodsky, Boris; vanHoff, Ron

    2007-01-01

    A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.

  11. Computational fluid dynamic comparison between patch-based and primary closure techniques after carotid endarterectomy.

    PubMed

    Domanin, Maurizio; Bissacco, Daniele; Le Van, Davide; Vergara, Christian

    2018-03-01

    The aim of the study was to provide, by means of computational fluid dynamics, a comparative analysis after carotid endarterectomy (CEA) between patch graft (PG) and primary closure (PC) techniques performed in real carotid geometries to identify disturbed flow conditions potentially involved in the development of restenosis. Eight carotid geometries in seven asymptomatic patients who underwent CEA were analyzed. In six cases (A-F), CEA was performed using PG closure; in two cases (G and H), PC was performed. Three-dimensional carotid geometries, derived from postoperative magnetic resonance angiography, were reconstructed, and a computational fluid dynamics analysis was performed. A virtual scenario with PC closure was designed in patients in whom PG was originally inserted and vice versa. This allowed us to compare for each patient hemodynamic effects in the PG and PC scenarios in terms of oscillatory shear index (OSI) and relative residence time (RRT), considered indicators of disturbed flow. For the six original PG cases, the mean averaged-in-space OSI was 0.07 ± 0.01 for PG and 0.03 ± 0.02 for virtual-PC (difference, 0.04 ± 0.01; P = .0016). The mean of the percentage of area (%A) with OSI >0.2 resulted in 10.08% ± 3.38% for PG and 3.80% ± 3.22% for virtual-PC (difference, 6.28 ± 1.91; P = .008). For the same cases, the mean of the averaged-in-space RRT resulted in 5.48 ± 3.40 1/Pa for PG and 2.62 ± 1.12 1/Pa for virtual-PC (difference, 2.87 ± 1.46; P = .097). The mean of %A RRT >4.0 1/Pa resulted in 26.53% ± 12.98% for PG and 9.95% ± 6.53% for virtual-PC (difference, 16.58 ± 5.93; P = .025). For the two original PC cases, the averaged-in-space OSIs were 0.02 and 0.04 for PC and 0.03 and 0.02 for virtual-PG; the %A OSIs >0.2 were 0.9% and 7.6% for PC and 3.0% and 2.2% for virtual-PG; the averaged-in-space RRTs were 1.8 and 2.0 1/Pa for PC and 2.9 and 1.9 1/Pa for virtual-PG; the %A RRTs >4.0 1/Pa were 6.8% and 9.8% for PC and 9.4% and 6.2% for virtual-PG. These results revealed generally higher disturbed flows in the PG configurations with respect to the PC ones. OSI and RRT values were generally higher in PG cases with respect to PC, especially for high carotids or when the arteriotomy is mainly at the bulb region. Thus, an elective use of patch should be considered to prevent disturbed flows. Copyright © 2017 Society for Vascular Surgery. Published by Elsevier Inc. All rights reserved.

  12. 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.

  13. 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.

  14. 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.

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

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170877 (1 Oct. 2010) --- A large monitor is featured in this image during STS-133 crew members? training activities in the virtual reality laboratory in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center. Photo credit: NASA or National Aeronautics and Space Administration

  16. Release Fixed Heel Point (FHP) Accommodation Model Verification and Validation (V and V) Plan - Rev A

    DTIC Science & Technology

    2017-01-23

    5e. TASK NUMBER N/A 5f. WORK UNIT NUMBER N/A 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) AND ADDRESS(ES) RDECOM-TARDEC-ACT Attn...occupant work space, central 90% of the Soldier population, encumbrance, posture and position, verification and validation, computer aided design...factors engineers could benefit by working with vehicle designers to perform virtual assessments in CAD when there is not enough time and/or funding to

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. An IBEM solution to the scattering of plane SH-waves by a lined tunnel in elastic wedge space

    NASA Astrophysics Data System (ADS)

    Liu, Zhongxian; Liu, Lei

    2015-02-01

    The indirect boundary element method (IBEM) is developed to solve the scattering of plane SH-waves by a lined tunnel in elastic wedge space. According to the theory of single-layer potential, the scattered-wave field can be constructed by applying virtual uniform loads on the surface of lined tunnel and the nearby wedge surface. The densities of virtual loads can be solved by establishing equations through the continuity conditions on the interface and zero-traction conditions on free surfaces. The total wave field is obtained by the superposition of free field and scattered-wave field in elastic wedge space. Numerical results indicate that the IBEM can solve the diffraction of elastic wave in elastic wedge space accurately and efficiently. The wave motion feature strongly depends on the wedge angle, the angle of incidence, incident frequency, the location of lined tunnel, and material parameters. The waves interference and amplification effect around the tunnel in wedge space is more significant, causing the dynamic stress concentration factor on rigid tunnel and the displacement amplitude of flexible tunnel up to 50.0 and 17.0, respectively, more than double that of the case of half-space. Hence, considerable attention should be paid to seismic resistant or anti-explosion design of the tunnel built on a slope or hillside.

  2. 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

  3. Designing Digital Game-Based Learning Environments

    ERIC Educational Resources Information Center

    An, Yun-Jo; Bonk, Curtis J.

    2009-01-01

    With the emergence of the Web 2.0 and other technologies for learning, there are a variety of special places that did not exist previously in which to pursue learning. Not just a few dozen more but millions more. Many of these are not the physical learning spaces one might envision but entirely virtual or digital ones. As an example, the area of…

  4. The Library of Birmingham Project: Lifelong Learning for the Digital Age

    ERIC Educational Resources Information Center

    Blewitt, John; Gambles, Brian

    2010-01-01

    The Library of Birmingham (LoB) is a 193 million British pounds project designed to provide a new space for lifelong learning and knowledge growth, a physical and virtual portal for Birmingham's citizens to the wider world. In cooperation with a range of private, public, and third-sector bodies, as well as individual citizens, the library, due to…

  5. Real-time Scheduling for GPUS with Applications in Advanced Automotive Systems

    DTIC Science & Technology

    2015-01-01

    129 3.7 Architecture of GPU tasklet scheduling infrastructure ...throughput. This disparity is even greater when we consider mobile CPUs, such as those designed by ARM. For instance, the ARM Cortex-A15 series processor as...stub library that replaces the GPGPU runtime within each virtual machine. The stub library communicates API calls to a GPGPU backend user-space daemon

  6. "I Never Feel Alone in My Classroom": Teacher Professional Growth within a Blended Community of Practice

    ERIC Educational Resources Information Center

    Trust, Torrey; Horrocks, Brian

    2017-01-01

    Well-designed face-to-face and virtual communities of practice provide opportunities for teachers to learn, grow as professionals and make changes to their practice with the support of peers. However, as more K-12 teachers become Connected Educators and act as conduits between online spaces and communities in their schools, the boundaries between…

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

    Cangiani, Andrea; Gyrya, Vitaliy; Manzini, Gianmarco

    In this paper, we present the nonconforming virtual element method (VEM) for the numerical approximation of velocity and pressure in the steady Stokes problem. The pressure is approximated using discontinuous piecewise polynomials, while each component of the velocity is approximated using the nonconforming virtual element space. On each mesh element the local virtual space contains the space of polynomials of up to a given degree, plus suitable nonpolynomial functions. The virtual element functions are implicitly defined as the solution of local Poisson problems with polynomial Neumann boundary conditions. As typical in VEM approaches, the explicit evaluation of the non-polynomial functionsmore » is not required. This approach makes it possible to construct nonconforming (virtual) spaces for any polynomial degree regardless of the parity, for two- and three-dimensional problems, and for meshes with very general polygonal and polyhedral elements. We show that the nonconforming VEM is inf-sup stable and establish optimal a priori error estimates for the velocity and pressure approximations. Finally, numerical examples confirm the convergence analysis and the effectiveness of the method in providing high-order accurate approximations.« less

  8. Design method for multi-user workstations utilizing anthropometry and preference data.

    PubMed

    Mahoney, Joseph M; Kurczewski, Nicolas A; Froede, Erick W

    2015-01-01

    Past efforts have been made to design single-user workstations to accommodate users' anthropometric and preference distributions. However, there is a lack of methods for designing workstations for group interaction. This paper introduces a method for sizing workstations to allow for a personal work area for each user and a shared space for adjacent users. We first create a virtual population with the same anthropometric and preference distributions as an intended demographic of college-aged students. Members of the virtual population are randomly paired to test if their extended reaches overlap but their normal reaches do not. This process is repeated in a Monte Carlo simulation to estimate the total percentage of groups in the population that will be accommodated for a workstation size. We apply our method to two test cases: in the first, we size polygonal workstations for two populations and, in the second, we dimension circular workstations for different group sizes. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  9. 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.

  10. The Rocks From Space outreach initiative and The Space Safari: the development of virtual learning environments for planetary science outreach in the UK.

    NASA Astrophysics Data System (ADS)

    Pearson, V. K.; Greenwood, R. C.; Bridges, J.; Watson, J.; Brooks, V.

    The Rocks From Space outreach initiative and The Space Safari: the development of virtual learning environments for planetary science outreach in the UK. V.K. Pearson (1), R.C. Greenwood (1), J. Bridges (1), J. Watson (2) and V. Brooks (2) (1) Plantetary and Space Sciences Research Institute (PSSRI), The Open University, Milton Keynes, MK7 6AA. (2) Stockton-on-Tees City Learning Centre, Marsh House Avenue, Billingham, TS23 3QJ. (v.k.pearson@open.ac.uk Fax: +44 (0) 858022 Phone: +44 (0) 1908652814 The Rocks From Space (RFS) project is a PPARC and Open University supported planetary science outreach initiative. It capitalises on the successes of Open University involvement in recent space missions such as Genesis and Stardust which have brought planetary science to the forefront of public attention.Our traditional methods of planetary science outreach have focussed on activities such as informal school visits and public presentations. However, these traditional methods are often limited to a local area to fit within time and budget constraints and therefore RFS looks to new technologies to reach geographically dispersed audiences. In collaboration with Stockton-on-Tees City Learning Centre, we have conducted a pilot study into the use of Virtual Learning Environments (VLEs) for planetary science outreach. The pilot study was undertaken under the guise of a "Space Safari" in which pupils dispersed across the Teesside region of the UK could collaboratively explore the Solar System. Over 300 students took part in the pilot from 11 primary schools (ages 6-10). Resources for their exploration were provided by Open University scientists in Milton Keynes and hosted on the VLE. Students were encouraged to post their findings, ideas and questions via wikis and a VLE forum. This combination of contributions from students, teachers and scientists encouraged a collaborative learning environment. These asynchronous activities were complemented by synchronous virtual classroom activities using Elluminate Live! facilities where students could attend "drop-in" sessions with scientists to discuss their exploration. Following these activities, schools were asked to produce a collaborative piece of work about their exploration that could be hosted on the Rocks From Space website (www.rocksfromspace.open.ac.uk; designed by Milton Keynes HE college students) as a resource for future projects and wider public access. Submissions included powerpoint presentations, animations, poems and murals and illustrates the cross curriculum nature of this project. We present the outcomes and evaluation of this pilot study with recommendations for the future use of VLEs in planetary science outreach.

  11. Transduction between worlds: using virtual and mixed reality for earth and planetary science

    NASA Astrophysics Data System (ADS)

    Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.

    2017-12-01

    Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.

  12. Fat ViP MRI: Virtual Phantom Magnetic Resonance Imaging of water-fat systems.

    PubMed

    Salvati, Roberto; Hitti, Eric; Bellanger, Jean-Jacques; Saint-Jalmes, Hervé; Gambarota, Giulio

    2016-06-01

    Virtual Phantom Magnetic Resonance Imaging (ViP MRI) is a method to generate reference signals on MR images, using external radiofrequency (RF) signals. The aim of this study was to assess the feasibility of ViP MRI to generate complex-data images of phantoms mimicking water-fat systems. Various numerical phantoms with a given fat fraction, T2* and field map were designed. The k-space of numerical phantoms was converted into RF signals to generate virtual phantoms. MRI experiments were performed at 4.7T using a multi-gradient-echo sequence on virtual and physical phantoms. The data acquisition of virtual and physical phantoms was simultaneous. Decomposition of the water and fat signals was performed using a complex-based water-fat separation algorithm. Overall, a good agreement was observed between the fat fraction, T2* and phase map values of the virtual and numerical phantoms. In particular, fat fractions of 10.5±0.1 (vs 10% of the numerical phantom), 20.3±0.1 (vs 20%) and 30.4±0.1 (vs 30%) were obtained in virtual phantoms. The ViP MRI method allows for generating imaging phantoms that i) mimic water-fat systems and ii) can be analyzed with water-fat separation algorithms based on complex data. Copyright © 2016 Elsevier Inc. All rights reserved.

  13. Exercise/recreation facility for a lunar or Mars analog

    NASA Technical Reports Server (NTRS)

    1991-01-01

    The University of Idaho, NASA/USRA project for the 1990-91 school year is an exercise/recreation station for an Earth-based simulator of a lunar or martian habitat. Specifically, a stationary bicycle that will help people keep fit and prevent muscular atrophy while stationed in space was designed. To help with motivation and provide an element of recreation during the workout, the bicycle is to be enhanced by a virtual reality system. The system simulates various riding situations, including the choice of a mountain bike or a road bike. The bike employs a magnetic brake that provides continuously changing tension to simulate actual riding conditions. This braking system is interfaced directly with the virtual reality system. Also, integrated into the virtual reality display will be a monitoring system that regulates heart rate, work rate, and other functions during the course of the session.

  14. The Virtual Wave Observatory (VWO): A Portal to Heliophysics Wave Data

    NASA Technical Reports Server (NTRS)

    Fung, Shing F.

    2010-01-01

    The Virtual Wave Observatory (VWO) is one of the discipline-oriented virtual observatories that help form the nascent NASA Heliophysics Data environment to support heliophysics research. It focuses on supporting the searching and accessing of distributed heliophysics wave data and information that are available online. Since the occurrence of a natural wave phenomenon often depends on the underlying geophysical -- i.e., context -- conditions under which the waves are generated and propagate, and the observed wave characteristics can also depend on the location of observation, VWO will implement wave-data search-by-context conditions and location, in addition to searching by time and observing platforms (both space-based and ground-based). This paper describes the VWO goals, the basic design objectives, and the key VWO functionality to be expected. Members of the heliophysics community are invited to participate in VWO development in order to ensure its usefulness and success.

  15. 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.

  16. 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.

  17. 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.

  18. Habitability Concept Models for Living in Space

    NASA Astrophysics Data System (ADS)

    Ferrino, M.

    2002-01-01

    As growing trends show, living in "space" has acquired new meanings, especially considering the utilization of the International Space Station (ISS) with regard to group interaction as well as individual needs in terms of time, space and crew accommodations. In fact, for the crew, the Spaced Station is a combined Laboratory-Office/Home and embodies ethical, social, and cultural aspects as additional parameters to be assessed to achieve a user centered architectural design of crew workspace. Habitability Concept Models can improve the methods and techniques used to support the interior design and layout of space architectures and at the same time guarantee a human focused approach. This paper discusses and illustrates some of the results obtained for the interior design of a Habitation Module for the ISS. In this work, two different but complementary approaches are followed. The first is "object oriented" and based on Video Data (American and Russian) supported by Proxemic methods (Edward T. Hall, 1963 and Francesca Pregnolato, 1998). This approach offers flexible and adaptive design solutions. The second is "subject oriented" and based on a Virtual Reality environment. With this approach human perception and cognitive aspects related to a specific crew task are considered. Data obtained from these two approaches are used to verify requirements and advance the design of the Habitation Module for aspects related to man machine interfaces (MMI), ergonomics, work and free-time. It is expected that the results achieved can be applied to future space related projects.

  19. The Virtual Space Telescope: A New Class of Science Missions

    NASA Technical Reports Server (NTRS)

    Shah, Neerav; Calhoun, Philip

    2016-01-01

    Many science investigations proposed by GSFC require two spacecraft alignment across a long distance to form a virtual space telescope. Forming a Virtual Space telescope requires advances in Guidance, Navigation, and Control (GNC) enabling the distribution of monolithic telescopes across multiple space platforms. The capability to align multiple spacecraft to an intertial target is at a low maturity state and we present a roadmap to advance the system-level capability to be flight ready in preparation of various science applications. An engineering proof of concept, called the CANYVAL-X CubeSat MIssion is presented. CANYVAL-X's advancement will decrease risk for a potential starshade mission that would fly with WFIRST.

  20. Embodied collaboration support system for 3D shape evaluation in virtual space

    NASA Astrophysics Data System (ADS)

    Okubo, Masashi; Watanabe, Tomio

    2005-12-01

    Collaboration mainly consists of two tasks; one is each partner's task that is performed by the individual, the other is communication with each other. Both of them are very important objectives for all the collaboration support system. In this paper, a collaboration support system for 3D shape evaluation in virtual space is proposed on the basis of both studies in 3D shape evaluation and communication support in virtual space. The proposed system provides the two viewpoints for each task. One is the viewpoint of back side of user's own avatar for the smooth communication. The other is that of avatar's eye for 3D shape evaluation. Switching the viewpoints satisfies the task conditions for 3D shape evaluation and communication. The system basically consists of PC, HMD and magnetic sensors, and users can share the embodied interaction by observing interaction between their avatars in virtual space. However, the HMD and magnetic sensors, which are put on the users, would restrict the nonverbal communication. Then, we have tried to compensate the loss of nodding of partner's avatar by introducing the speech-driven embodied interactive actor InterActor. Sensory evaluation by paired comparison of 3D shapes in the collaborative situation in virtual space and in real space and the questionnaire are performed. The result demonstrates the effectiveness of InterActor's nodding in the collaborative situation.

  1. 75 FR 71075 - Action Affecting Export Privileges; Anvik Technologies Sdn. Bhd., a/k/a Anvik Technologies; Babak...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-22

    ... office space'' leased by Respondents from a company called Servcorp. See note 4. infra. It is BIS's understanding that other persons also rent ``virtual office space'' at this address. The only current users at... ship those items to Iran through third countries. Respondents use the leased virtual office space in...

  2. Peripersonal space as the space of the bodily self.

    PubMed

    Noel, Jean-Paul; Pfeiffer, Christian; Blanke, Olaf; Serino, Andrea

    2015-11-01

    Bodily self-consciousness (BSC) refers to experience of one's self as located within an owned body (self-identification) and as occupying a specific location in space (self-location). BSC can be altered through multisensory stimulation, as in the Full Body Illusion (FBI). If participants view a virtual body from a distance being stroked, while receiving synchronous tactile stroking on their physical body, they feel as if the virtual body were their own and they experience, subjectively, to drift toward the virtual body. Here we hypothesized that--while normally the experience of the body in space depends on the integration of multisensory body-related signals within a limited space surrounding the body (i.e. peripersonal space, PPS)--during the FBI the boundaries of PPS would shift toward the virtual body, that is, toward the position of experienced self-location. To test this hypothesis, we used synchronous visuo-tactile stroking to induce the FBI, as contrasted with a control condition of asynchronous stroking. Concurrently, we applied an audio-tactile interaction paradigm to estimate the boundaries of PPS. PPS was measured in front of and behind the participants' body as the distance where tactile information interacted with auditory stimuli looming in space toward the participant's physical body. We found that during synchronous stroking, i.e. when participants experienced the FBI, PPS boundaries extended in the front-space, toward the avatar, and concurrently shrunk in the back-space, as compared to the asynchronous stroking control condition, when FBI was induced. These findings support the view that during the FBI, PPS boundaries translate toward the virtual body, such that the PPS representation shifts from being centered at the location of the physical body to being now centered at the subjectively experienced location of the self. Copyright © 2015 Elsevier B.V. All rights reserved.

  3. Peripersonal Space as the space of the Bodily Self

    PubMed Central

    Noel, Jean-Paul; Pfeiffer, Christian; Blanke, Olaf; Serino, Andrea

    2016-01-01

    Bodily self-consciousness (BSC) refers to experience of our self as located within an owned body (self-identification) and as occupying a specific location in space (self-location). BSC can be altered through multisensory stimulation, as in the Full Body Illusion (FBI). If participants view a virtual body from a distance being stroked, while receiving synchronous tactile stroking on their physical body, they feel such as the virtual body were their own and they experience, subjectively, to drift toward the virtual body. Here we hypothesized that - while normally the experience of the body in space depends on the integration of multisensory body-related signals within a limited space surrounding the body (i.e. peripersonal space, PPS) - during the FBI the boundaries of PPS would shift toward the virtual body, that is toward the position of self-location. To test this hypothesis, we used synchronous visuo-tactile stroking to induce the FBI, as contrasted with a control condition of asynchronous stroking. Concurrently, we applied an audio-tactile interaction paradigm to estimate the boundaries of PPS. PPS was measured in front of and behind the participants' body as the distance where tactile information interacted with auditory stimuli looming in space toward the participant's physical body. We found that during synchronous stroking, i.e. when participants experienced the FBI, PPS boundaries extended in the front-space, toward the avatar, and concurrently shrunk in the back-space, as compared to the asynchronous stroking control condition, where no FBI was induced. These findings support the view that during the FBI, PPS boundaries translate toward the virtual body, such that the PPS representation shifts from being centered at the location of the physical body to being now centered at the subjectively experienced location of the self. PMID:26231086

  4. Space Shuttle Projects

    NASA Image and Video Library

    2004-04-15

    The Apollo program demonstrated that men could travel into space, perform useful tasks there, and return safely to Earth. But space had to be more accessible. This led to the development of the Space Shuttle. The Shuttle's major components are the orbiter spacecraft; the three main engines, with a combined thrust of more than 1.2 million pounds; the huge external tank (ET) that feeds the liquid hydrogen fuel and liquid oxygen oxidizer to the three main engines; and the two solid rocket boosters (SRBs), with their combined thrust of some 5.8 million pounds, that provide most of the power for the first two minutes of flight. Crucially involved with the Space Shuttle program virtually from its inception, the Marshall Space Flight Center (MSFC) played a leading role in the design, development, testing, and fabrication of many major Shuttle propulsion components.

  5. Space Shuttle Drawing

    NASA Technical Reports Server (NTRS)

    2004-01-01

    The Apollo program demonstrated that men could travel into space, perform useful tasks there, and return safely to Earth. But space had to be more accessible. This led to the development of the Space Shuttle. The Shuttle's major components are the orbiter spacecraft; the three main engines, with a combined thrust of more than 1.2 million pounds; the huge external tank (ET) that feeds the liquid hydrogen fuel and liquid oxygen oxidizer to the three main engines; and the two solid rocket boosters (SRBs), with their combined thrust of some 5.8 million pounds, that provide most of the power for the first two minutes of flight. Crucially involved with the Space Shuttle program virtually from its inception, the Marshall Space Flight Center (MSFC) played a leading role in the design, development, testing, and fabrication of many major Shuttle propulsion components.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. Similarities and differences between eating disorders and obese patients in a virtual environment for normalizing eating patterns.

    PubMed

    Perpiñá, Conxa; Roncero, María

    2016-05-01

    Virtual reality has demonstrated promising results in the treatment of eating disorders (ED); however, few studies have examined its usefulness in treating obesity. The aim of this study was to compare ED and obese patients on their reality judgment of a virtual environment (VE) designed to normalize their eating pattern. A second objective was to study which variables predicted the reality of the experience of eating a virtual forbidden-fattening food. ED patients, obese patients, and a non-clinical group (N=62) experienced a non-immersive VE, and then completed reality judgment and presence measures. All participants rated the VE with similar scores for quality, interaction, engagement, and ecological validity; however, ED patients obtained the highest scores on emotional involvement, attention, reality judgment/presence, and negative effects. The obese group gave the lowest scores to reality judgment/presence, satisfaction and sense of physical space, and they held an intermediate position in the attribution of reality to virtually eating a "fattening" food. The palatability of a virtual food was predicted by attention capturing and belonging to the obese group, while the attribution of reality to the virtual eating was predicted by engagement and belonging to the ED group. This study offers preliminary results about the differential impact on ED and obese patients of the exposure to virtual food, and about the need to implement a VE that can be useful as a virtual lab for studying eating behavior and treating obesity. Copyright © 2016 Elsevier Inc. All rights reserved.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. Level of Abstraction and Feelings of Presence in Virtual Space: Business English Negotiation in Open Wonderland

    ERIC Educational Resources Information Center

    Chen, Judy F.; Warden, Clyde A.; Tai, David Wen-Shung; Chen, Farn-Shing; Chao, Chich-Yang

    2011-01-01

    Virtual spaces allow abstract representations of reality that not only encourage student self-directed learning but also reinforce core content of the learning objective through visual metaphors not reproducible in the physical world. One of the advantages of such a space is the ability to escape the restrictions of the physical classroom, yet…

  3. Role of Open Source Tools and Resources in Virtual Screening for Drug Discovery.

    PubMed

    Karthikeyan, Muthukumarasamy; Vyas, Renu

    2015-01-01

    Advancement in chemoinformatics research in parallel with availability of high performance computing platform has made handling of large scale multi-dimensional scientific data for high throughput drug discovery easier. In this study we have explored publicly available molecular databases with the help of open-source based integrated in-house molecular informatics tools for virtual screening. The virtual screening literature for past decade has been extensively investigated and thoroughly analyzed to reveal interesting patterns with respect to the drug, target, scaffold and disease space. The review also focuses on the integrated chemoinformatics tools that are capable of harvesting chemical data from textual literature information and transform them into truly computable chemical structures, identification of unique fragments and scaffolds from a class of compounds, automatic generation of focused virtual libraries, computation of molecular descriptors for structure-activity relationship studies, application of conventional filters used in lead discovery along with in-house developed exhaustive PTC (Pharmacophore, Toxicophores and Chemophores) filters and machine learning tools for the design of potential disease specific inhibitors. A case study on kinase inhibitors is provided as an example.

  4. Open Innovation Drug Discovery (OIDD): a potential path to novel therapeutic chemical space.

    PubMed

    Alvim-Gaston, Maria; Grese, Timothy; Mahoui, Abdelaziz; Palkowitz, Alan D; Pineiro-Nunez, Marta; Watson, Ian

    2014-01-01

    The continued development of computational and synthetic methods has enabled the enumeration or preparation of a nearly endless universe of chemical structures. Nevertheless, the ability of this chemical universe to deliver small molecules that can both modulate biological targets and have drug-like physicochemical properties continues to be a topic of interest to the pharmaceutical industry and academic researchers alike. The chemical space described by public, commercial, in-house and virtual compound collections has been interrogated by multiple approaches including biochemical, cellular and virtual screening, diversity analysis, and in-silico profiling. However, current drugs and known chemical probes derived from these efforts are contained within a remarkably small volume of the predicted chemical space. Access to more diverse classes of chemical scaffolds that maintain the properties relevant for drug discovery is certainly needed to meet the increasing demands for pharmaceutical innovation. The Lilly Open Innovation Drug Discovery platform (OIDD) was designed to tackle barriers to innovation through the identification of novel molecules active in relevant disease biology models. In this article we will discuss several computational approaches towards describing novel, biologically active, drug-like chemical space and illustrate how the OIDD program may facilitate access to previously untapped molecules that may aid in the search for innovative pharmaceuticals.

  5. Virtual community centre for power wheelchair training: Experience of children and clinicians.

    PubMed

    Torkia, Caryne; Ryan, Stephen E; Reid, Denise; Boissy, Patrick; Lemay, Martin; Routhier, François; Contardo, Resi; Woodhouse, Janet; Archambault, Phillipe S

    2017-11-02

    To: 1) characterize the overall experience in using the McGill immersive wheelchair - community centre (miWe-CC) simulator; and 2) investigate the experience of presence (i.e., sense of being in the virtual rather than in the real, physical environment) while driving a PW in the miWe-CC. A qualitative research design with structured interviews was used. Fifteen clinicians and 11 children were interviewed after driving a power wheelchair (PW) in the miWe-CC simulator. Data were analyzed using the conventional and directed content analysis approaches. Overall, participants enjoyed using the simulator and experienced a sense of presence in the virtual space. They felt a sense of being in the virtual environment, involved and focused on driving the virtual PW rather than on the surroundings of the actual room where they were. Participants reported several similarities between the virtual community centre layout and activities of the miWe-CC and the day-to-day reality of paediatric PW users. The simulator replicated participants' expectations of real-life PW use and promises to have an effect on improving the driving skills of new PW users. Implications for rehabilitation Among young users, the McGill immersive wheelchair (miWe) simulator provides an experience of presence within the virtual environment. This experience of presence is generated by a sense of being in the virtual scene, a sense of being involved, engaged, and focused on interacting within the virtual environment, and by the perception that the virtual environment is consistent with the real world. The miWe is a relevant and accessible approach, complementary to real world power wheelchair training for young users.

  6. Study on Global GIS architecture and its key technologies

    NASA Astrophysics Data System (ADS)

    Cheng, Chengqi; Guan, Li; Lv, Xuefeng

    2009-09-01

    Global GIS (G2IS) is a system, which supports the huge data process and the global direct manipulation on global grid based on spheroid or ellipsoid surface. Based on global subdivision grid (GSG), Global GIS architecture is presented in this paper, taking advantage of computer cluster theory, the space-time integration technology and the virtual reality technology. Global GIS system architecture is composed of five layers, including data storage layer, data representation layer, network and cluster layer, data management layer and data application layer. Thereinto, it is designed that functions of four-level protocol framework and three-layer data management pattern of Global GIS based on organization, management and publication of spatial information in this architecture. Three kinds of core supportive technologies, which are computer cluster theory, the space-time integration technology and the virtual reality technology, and its application pattern in the Global GIS are introduced in detail. The primary ideas of Global GIS in this paper will be an important development tendency of GIS.

  7. Study on Global GIS architecture and its key technologies

    NASA Astrophysics Data System (ADS)

    Cheng, Chengqi; Guan, Li; Lv, Xuefeng

    2010-11-01

    Global GIS (G2IS) is a system, which supports the huge data process and the global direct manipulation on global grid based on spheroid or ellipsoid surface. Based on global subdivision grid (GSG), Global GIS architecture is presented in this paper, taking advantage of computer cluster theory, the space-time integration technology and the virtual reality technology. Global GIS system architecture is composed of five layers, including data storage layer, data representation layer, network and cluster layer, data management layer and data application layer. Thereinto, it is designed that functions of four-level protocol framework and three-layer data management pattern of Global GIS based on organization, management and publication of spatial information in this architecture. Three kinds of core supportive technologies, which are computer cluster theory, the space-time integration technology and the virtual reality technology, and its application pattern in the Global GIS are introduced in detail. The primary ideas of Global GIS in this paper will be an important development tendency of GIS.

  8. Information Systems for NASA's Aeronautics and Space Enterprises

    NASA Technical Reports Server (NTRS)

    Kutler, Paul

    1998-01-01

    The aerospace industry is being challenged to reduce costs and development time as well as utilize new technologies to improve product performance. Information technology (IT) is the key to providing revolutionary solutions to the challenges posed by the increasing complexity of NASA's aeronautics and space missions and the sophisticated nature of the systems that enable them. The NASA Ames vision is to develop technologies enabling the information age, expanding the frontiers of knowledge for aeronautics and space, improving America's competitive position, and inspiring future generations. Ames' missions to accomplish that vision include: 1) performing research to support the American aviation community through the unique integration of computation, experimentation, simulation and flight testing, 2) studying the health of our planet, understanding living systems in space and the origins of the universe, developing technologies for space flight, and 3) to research, develop and deliver information technologies and applications. Information technology may be defined as the use of advance computing systems to generate data, analyze data, transform data into knowledge and to use as an aid in the decision-making process. The knowledge from transformed data can be displayed in visual, virtual and multimedia environments. The decision-making process can be fully autonomous or aided by a cognitive processes, i.e., computational aids designed to leverage human capacities. IT Systems can learn as they go, developing the capability to make decisions or aid the decision making process on the basis of experiences gained using limited data inputs. In the future, information systems will be used to aid space mission synthesis, virtual aerospace system design, aid damaged aircraft during landing, perform robotic surgery, and monitor the health and status of spacecraft and planetary probes. NASA Ames through the Center of Excellence for Information Technology Office is leading the effort in pursuit of revolutionary, IT-based approaches to satisfying NASA's aeronautics and space requirements. The objective of the effort is to incorporate information technologies within each of the Agency's four Enterprises, i.e., Aeronautics and Space Transportation Technology, Earth, Science, Human Exploration and Development of Space and Space Sciences. The end results of these efforts for Enterprise programs and projects should be reduced cost, enhanced mission capability and expedited mission completion.

  9. A methodology to emulate and evaluate a productive virtual workstation

    NASA Technical Reports Server (NTRS)

    Krubsack, David; Haberman, David

    1992-01-01

    The Advanced Display and Computer Augmented Control (ADCACS) Program at ACT is sponsored by NASA Ames to investigate the broad field of technologies which must be combined to design a 'virtual' workstation for the Space Station Freedom. This program is progressing in several areas and resulted in the definition of requirements for a workstation. A unique combination of technologies at the ACT Laboratory have been networked to effectively create an experimental environment. This experimental environment allows the integration of nonconventional input devices with a high power graphics engine within the framework of an expert system shell which coordinates the heterogeneous inputs with the 'virtual' presentation. The flexibility of the workstation is evolved as experiments are designed and conducted to evaluate the condition descriptions and rule sets of the expert system shell and its effectiveness in driving the graphics engine. Workstation productivity has been defined by the achievable performance in the emulator of the calibrated 'sensitivity' of input devices, the graphics presentation, the possible optical enhancements to achieve a wide field of view color image and the flexibility of conditional descriptions in the expert system shell in adapting to prototype problems.

  10. A dose assessment method for arbitrary geometries with virtual reality in the nuclear facilities decommissioning

    NASA Astrophysics Data System (ADS)

    Chao, Nan; Liu, Yong-kuo; Xia, Hong; Ayodeji, Abiodun; Bai, Lu

    2018-03-01

    During the decommissioning of nuclear facilities, a large number of cutting and demolition activities are performed, which results in a frequent change in the structure and produce many irregular objects. In order to assess dose rates during the cutting and demolition process, a flexible dose assessment method for arbitrary geometries and radiation sources was proposed based on virtual reality technology and Point-Kernel method. The initial geometry is designed with the three-dimensional computer-aided design tools. An approximate model is built automatically in the process of geometric modeling via three procedures namely: space division, rough modeling of the body and fine modeling of the surface, all in combination with collision detection of virtual reality technology. Then point kernels are generated by sampling within the approximate model, and when the material and radiometric attributes are inputted, dose rates can be calculated with the Point-Kernel method. To account for radiation scattering effects, buildup factors are calculated with the Geometric-Progression formula in the fitting function. The effectiveness and accuracy of the proposed method was verified by means of simulations using different geometries and the dose rate results were compared with that derived from CIDEC code, MCNP code and experimental measurements.

  11. Chemical-Space-Based de Novo Design Method To Generate Drug-Like Molecules.

    PubMed

    Takeda, Shunichi; Kaneko, Hiromasa; Funatsu, Kimito

    2016-10-24

    To discover drug compounds in chemical space containing an enormous number of compounds, a structure generator is required to produce virtual drug-like chemical structures. The de novo design algorithm for exploring chemical space (DAECS) visualizes the activity distribution on a two-dimensional plane corresponding to chemical space and generates structures in a target area on a plane selected by the user. In this study, we modify the DAECS to enable the user to select a target area to consider properties other than activity and improve the diversity of the generated structures by visualizing the drug-likeness distribution and the activity distribution, generating structures by substructure-based structural changes, including addition, deletion, and substitution of substructures, as well as the slight structural changes used in the DAECS. Through case studies using ligand data for the human adrenergic alpha2A receptor and the human histamine H1 receptor, the modified DAECS can generate high diversity drug-like structures, and the usefulness of the modification of the DAECS is verified.

  12. Preliminary Results Obtained in Integrated Safety Analysis of NASA Aviation Safety Program Technologies

    NASA Technical Reports Server (NTRS)

    2001-01-01

    This is a listing of recent unclassified RTO technical publications processed by the NASA Center for AeroSpace Information from January 1, 2001 through March 31, 2001 available on the NASA Aeronautics and Space Database. Contents include 1) Cognitive Task Analysis; 2) RTO Educational Notes; 3) The Capability of Virtual Reality to Meet Military Requirements; 4) Aging Engines, Avionics, Subsystems and Helicopters; 5) RTO Meeting Proceedings; 6) RTO Technical Reports; 7) Low Grazing Angle Clutter...; 8) Verification and Validation Data for Computational Unsteady Aerodynamics; 9) Space Observation Technology; 10) The Human Factor in System Reliability...; 11) Flight Control Design...; 12) Commercial Off-the-Shelf Products in Defense Applications.

  13. Inertial-Electrostatic Confinement (IEC) Fusion for Space Propulsion

    NASA Technical Reports Server (NTRS)

    Nadler, Jon

    1999-01-01

    An Inertial-Electrostatic Confinement (IEC) device was assembled at the Marshall Space Flight Center (MSFC) Propulsion Research Center (PRC) to study the possibility of using EEC technology for deep space propulsion and power. Inertial-Electrostatic Confinement is capable of containing a nuclear fusion plasma in a series of virtual potential wells. These wells would substantially increase plasma confinement, possibly leading towards a high-gain, breakthrough fusion device. A one-foot in diameter IEC vessel was borrowed from the Fusion Studies Laboratory at the University of Illinois@Urbana-Champaign for the summer. This device was used in initial parameterization studies in order to design a larger, actively cooled device for permanent use at the PRC.

  14. Inertial-Electrostatic Confinement (IEC) Fusion For Space Propulsion

    NASA Technical Reports Server (NTRS)

    Nadler, Jon

    1999-01-01

    An Inertial-Electrostatic Confinement (IEC) device was assembled at the Marshall Space Flight Center (MSFC) Propulsion Research Center (PRC) to study the possibility of using IEC technology for deep space propulsion and power. Inertial-Electrostatic Confinement is capable of containing a nuclear fusion plasma in a series of virtual potential wells. These wells would substantially increase plasma confinement, possibly leading towards a high-gain, breakthrough fusion device. A one-foot in diameter IEC vessel was borrowed from the Fusion Studies Laboratory at the University of Illinois @ Urbana-Champaign for the summer. This device was used in initial parameterization studies in order to design a larger, actively cooled device for permanent use at the PRC.

  15. Asymmetrical booster guidance and control system design study. Volume 3: Space shuttle vehicle SRB actuator failure study. [space shuttle development

    NASA Technical Reports Server (NTRS)

    Williams, F. E.; Lemon, R. S.

    1974-01-01

    The investigation of single actuator failures on the space shuttle solid rocket booster required the analysis of both square pattern and diamond pattern actuator configurations. It was determined that for failures occuring near or prior to the region of maximum dynamic pressure, control gain adjustments can be used to achieve virtually nominal mid-boost vehicle behavior. A distinct worst case failure condition was established near staging that could significantly delay staging. It is recommended that the square pattern be retained as a viable alternative to the baseline diamond pattern because the staging transient is better controlled resulting in earlier staging.

  16. NASA's Space Launch Initiative Targets Toxic Propellants

    NASA Technical Reports Server (NTRS)

    Hurlbert, Eric; McNeal, Curtis; Davis, Daniel J. (Technical Monitor)

    2001-01-01

    When manned and unmanned space flight first began, the clear and overriding design consideration was performance. Consequently, propellant combinations of all kinds were considered, tested, and, when they lifted the payload a kilometer higher, or an extra kilogram to the same altitude, they became part of our operational inventory. Cost was not considered. And with virtually all of the early work being performed by the military, safety was hardly a consideration. After all, fighting wars has always been dangerous. Those days are past now. With space flight, and the products of space flight, a regular part of our lives today, safety and cost are being reexamined. NASA's focus turns naturally to its Shuttle Space Transportation System. Designed, built, and flown for the first time in the 1970s, this system remains today America's workhorse for manned space flight. Without its tremendous lift capability and mission flexibility, the International Space Station would not exist. And the Hubble telescope would be a monument to shortsighted management, rather than the clear penetrating eye on the stars it is today. But the Shuttle system fully represents the design philosophy of its period: it is too costly to operate, and not safe enough for regular long term access to space. And one of the key reasons is the utilization of toxic propellants. This paper will present an overview of the utilization of toxic propellants on the current Shuttle system.

  17. ChemHTPS - A virtual high-throughput screening program suite for the chemical and materials sciences

    NASA Astrophysics Data System (ADS)

    Afzal, Mohammad Atif Faiz; Evangelista, William; Hachmann, Johannes

    The discovery of new compounds, materials, and chemical reactions with exceptional properties is the key for the grand challenges in innovation, energy and sustainability. This process can be dramatically accelerated by means of the virtual high-throughput screening (HTPS) of large-scale candidate libraries. The resulting data can further be used to study the underlying structure-property relationships and thus facilitate rational design capability. This approach has been extensively used for many years in the drug discovery community. However, the lack of openly available virtual HTPS tools is limiting the use of these techniques in various other applications such as photovoltaics, optoelectronics, and catalysis. Thus, we developed ChemHTPS, a general-purpose, comprehensive and user-friendly suite, that will allow users to efficiently perform large in silico modeling studies and high-throughput analyses in these applications. ChemHTPS also includes a massively parallel molecular library generator which offers a multitude of options to customize and restrict the scope of the enumerated chemical space and thus tailor it for the demands of specific applications. To streamline the non-combinatorial exploration of chemical space, we incorporate genetic algorithms into the framework. In addition to implementing smarter algorithms, we also focus on the ease of use, workflow, and code integration to make this technology more accessible to the community.

  18. Use of Virtual Reality for Space Flight

    NASA Technical Reports Server (NTRS)

    Harm, Deborah; Taylor, L. C.; Reschke, M. F.

    2011-01-01

    Virtual environments offer unique training opportunities, particularly for training astronauts and preadapting them to the novel sensory conditions of microgravity. Two unresolved human factors issues in virtual reality (VR) systems are: 1) potential "cybersickness", and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Active exploratory behavior in a new environment, with resulting feedback and the formation of new associations between sensory inputs and response outputs, promotes appropriate perception and motor control in the new environment. Thus, people adapt to consistent, sustained alterations of sensory input such as those produced by microgravity. Our research examining the effects of repeated exposures to a full field of view dome VR system showed that motion sickness and initial decrements in eye movement and postural control were greatly diminished following three exposures. These results suggest that repeated transitions between VR and the normal environment preflight might be a useful countermeasure for neurosensory and sensorimotor effects of space flight. The range of VR applications is enormous, extending from ground-based VR training for extravehicular activities at NASA, to medical and educational uses. It seems reasonable to suggest that other space related uses of VR should be investigated. For example, 1) use of head-mounted VR on orbit to rehearse/practice upcoming operational activities, and 2) ground-based VR training for emergency egress procedures. We propose that by combining VR designed for operational activities preflight, along with an appropriate schedule to facilitate sensorimotor adaptation and improve spatial orientation would potentially accomplish two important goals for astronauts and cosmonauts, preflight sensorimotor adaption and enhanced operational training at the same time. Such efforts could support both improved health and performance on orbit and improved operational training in the most efficient manner.

  19. Flatness-based control in successive loops for stabilization of heart's electrical activity

    NASA Astrophysics Data System (ADS)

    Rigatos, Gerasimos; Melkikh, Alexey

    2016-12-01

    The article proposes a new flatness-based control method implemented in successive loops which allows for stabilization of the heart's electrical activity. Heart's pacemaking function is modeled as a set of coupled oscillators which potentially can exhibit chaotic behavior. It is shown that this model satisfies differential flatness properties. Next, the control and stabilization of this model is performed with the use of flatness-based control implemented in cascading loops. By applying a per-row decomposition of the state-space model of the coupled oscillators a set of nonlinear differential equations is obtained. Differential flatness properties are shown to hold for the subsystems associated with the each one of the aforementioned differential equations and next a local flatness-based controller is designed for each subsystem. For the i-th subsystem, state variable xi is chosen to be the flat output and state variable xi+1 is taken to be a virtual control input. Then the value of the virtual control input which eliminates the output tracking error for the i-th subsystem becomes reference setpoint for the i + 1-th subsystem. In this manner the control of the entire state-space model is performed by successive flatness-based control loops. By arriving at the n-th row of the state-space model one computes the control input that can be actually exerted on the aforementioned biosystem. This real control input of the coupled oscillators' system, contains recursively all virtual control inputs associated with the previous n - 1 rows of the state-space model. This control approach achieves asymptotically the elimination of the chaotic oscillation effects and the stabilization of the heart's pulsation rhythm. The stability of the proposed control scheme is proven with the use of Lyapunov analysis.

  20. An Onboard ISS Virtual Reality Trainer

    NASA Technical Reports Server (NTRS)

    Miralles, Evelyn

    2013-01-01

    Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the station to perform these repairs. After the retirement of the shuttle, this is no longer an available option. As such, the need for the ISS crew members to review scenarios while on flight, either for tasks they already trained or for contingency operations has become a very critical subject. In many situations, the time between the last session of Neutral Buoyancy Laboratory (NBL) training and an Extravehicular Activity (EVA) task might be 6 to 8 months. In order to help with training for contingency repairs and to maintain EVA proficiency while on flight, the Johnson Space Center Virtual Reality Lab (VRLab) designed an onboard immersive ISS Virtual Reality Trainer (VRT), incorporating a unique optical system and making use of the already successful Dynamic Onboard Ubiquitous Graphical (DOUG) graphics software, to assist crew members with current procedures and contingency EVAs while on flight. The VRT provides an immersive environment similar to the one experienced at the VRLab crew training facility at NASA Johnson Space Center. EVA tasks are critical for a mission since as time passes the crew members may lose proficiency on previously trained tasks. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the ISS ages. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before.

  1. A Diverging DOS Strategy Using an Allene-Containing Tryptophan Scaffold and a Library Design that Maximizes Biologically Relevant Chemical Space While Minimizing the Number of Compounds

    PubMed Central

    Painter, Thomas O.; Wang, Lirong; Majumder, Supriyo; Xie, Xiang-Qun; Brummond, Kay M.

    2011-01-01

    A diverging diversity-oriented synthesis (DOS) strategy using an allene-containing tryptophan as a key starting material was investigated. An allene-yne substituted derivative of tryptophan 12 gave indolylmethylazabicyclooctadiene 17 when subjected to a microwave-assisted allenic [2 + 2] cycloaddition reaction. This same tryptophan-derived precursor afforded an indolylmethyldihydrocyclopentapyridinone 14 when subjected to a rhodium(I)-catalyzed cyclocarbonylation reaction and an indolylmethylpyrrolidinocyclopentenones 16 when reacted with molybdenum hexacarbonyl. Construction of allenic tetrahydro-β-carboline scaffolds via a Pictet-Spengler reaction and subsequent silver(I)-catalyzed cycloisomerization afforded tetrahydroindolizinoindoles (21). Attachment of allene and alkyne groups to the tetrahydro-β-carboline followed by a microwave-assisted allenic [2 + 2] cycloaddition reaction provided tetrahydrocyclobutaindoloquinolizinones 24 and the tetrahydrocyclopentenone indolizinoindolone 26 when reacted with molybdenum hexacarbonyl. These six scaffolds were used as a template for the construction of a virtual library of 11,748 compounds employing 44 indoles, 12 aldehydes, and 51 alkynes. Diversity analyses using a combination of cell-based chemistry space computations using BCUT (Burden (B) CAS (C) Pearlman at the University of Texas (UT)) metrics and Tanimoto coefficient (Tc) similarity calculations using two-dimensional (2D) fingerprints showed that the compounds in the virtual library occupied new chemical space when compared to the 327,000 compounds in the molecular libraries small molecule repository (MLSMR). A subset of fifty-three compounds was identified from the virtual library using the DVS package of Sybyl 8.0; this subset represents the most diverse compounds within the chemical space defined by these compounds and will be synthesized and screened for biological activity. PMID:21332123

  2. Synchronous Learning Best Practices: An Action Research Study

    ERIC Educational Resources Information Center

    Warden, Clyde A.; Stanworth, James O.; Ren, Jian Biao; Warden, Antony R.

    2013-01-01

    Low cost and significant advances in technology now allow instructors to create their own virtual learning environments. Creating social interactions within a virtual space that emulates the physical classroom remains challenging. While students are familiar with virtual worlds and video meetings, they are inexperienced as virtual learners. Over a…

  3. 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.

  4. 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.

  5. Comprehension and Memory of Spatial and Temporal Event Components

    DTIC Science & Technology

    2008-01-01

    sitting in the leather chair listening to some music . [PROBE LAMP (filler)] He had headphones on, but Mary Agnes could still make out the lyrics. She...representation and processing of virtual spaces results in performance that is essentially identical to real spaces (e.g., Sun, Chan, & Campos , 2004) or with...that people treat virtual spaces in a manner very similar to real spaces (e.g., Sun, Chan, & Campos , 2004; Waller, Loomis, & Haun, 2004). The aim of

  6. Virtual Environment User Interfaces to Support RLV and Space Station Simulations in the ANVIL Virtual Reality Lab

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    1998-01-01

    Several virtual reality I/O peripherals were successfully configured and integrated as part of the author's 1997 Summer Faculty Fellowship work. These devices, which were not supported by the developers of VR software packages, use new software drivers and configuration files developed by the author to allow them to be used with simulations developed using those software packages. The successful integration of these devices has added significant capability to the ANVIL lab at MSFC. In addition, the author was able to complete the integration of a networked virtual reality simulation of the Space Shuttle Remote Manipulator System docking Space Station modules which was begun as part of his 1996 Fellowship. The successful integration of this simulation demonstrates the feasibility of using VR technology for ground-based training as well as on-orbit operations.

  7. An Optimized Trajectory Planning for Welding Robot

    NASA Astrophysics Data System (ADS)

    Chen, Zhilong; Wang, Jun; Li, Shuting; Ren, Jun; Wang, Quan; Cheng, Qunchao; Li, Wentao

    2018-03-01

    In order to improve the welding efficiency and quality, this paper studies the combined planning between welding parameters and space trajectory for welding robot and proposes a trajectory planning method with high real-time performance, strong controllability and small welding error. By adding the virtual joint at the end-effector, the appropriate virtual joint model is established and the welding process parameters are represented by the virtual joint variables. The trajectory planning is carried out in the robot joint space, which makes the control of the welding process parameters more intuitive and convenient. By using the virtual joint model combined with the B-spline curve affine invariant, the welding process parameters are indirectly controlled by controlling the motion curve of the real joint. To solve the optimal time solution as the goal, the welding process parameters and joint space trajectory joint planning are optimized.

  8. Body Space in Social Interactions: A Comparison of Reaching and Comfort Distance in Immersive Virtual Reality

    PubMed Central

    Iachini, Tina; Coello, Yann; Frassinetti, Francesca; Ruggiero, Gennaro

    2014-01-01

    Background Do peripersonal space for acting on objects and interpersonal space for interacting with con-specifics share common mechanisms and reflect the social valence of stimuli? To answer this question, we investigated whether these spaces refer to a similar or different physical distance. Methodology Participants provided reachability-distance (for potential action) and comfort-distance (for social processing) judgments towards human and non-human virtual stimuli while standing still (passive) or walking toward stimuli (active). Principal Findings Comfort-distance was larger than other conditions when participants were passive, but reachability and comfort distances were similar when participants were active. Both spaces were modulated by the social valence of stimuli (reduction with virtual females vs males, expansion with cylinder vs robot) and the gender of participants. Conclusions These findings reveal that peripersonal reaching and interpersonal comfort spaces share a common motor nature and are sensitive, at different degrees, to social modulation. Therefore, social processing seems embodied and grounded in the body acting in space. PMID:25405344

  9. Designing Teaching--Teaching Designing: Teacher's Guidance in a Virtual Design Studio

    ERIC Educational Resources Information Center

    Lahti, Henna; Seitamaa-Hakkarainen, Pirita

    2014-01-01

    This study examined pedagogical aspects of virtual designing. It focused on how an industrial design teacher organised a university course in plastic product design and how the teacher guided student teams' design processes in a virtual design studio. The model of Learning by Collaborative Design was used as a pedagogical and analytical framework.…

  10. Course Crash in Hybrid Space: An Exploration and Recommendations for Virtual Course Space

    ERIC Educational Resources Information Center

    Gerard, Joseph G.; Gerard, Reena Lederman; Casile, Maureen

    2010-01-01

    Understanding what hybrid space is, much less understanding what happens in that virtual realm, can raise difficult questions. For example, our campus's question "How do we define hybrid?" has kept us busy and guessing for over a year now. In this article, we offer a few suggestions on how to proceed with hybrid issues, including how to deal with…

  11. A Lightweight Loudspeaker for Aircraft Communications and Active Noise Control

    NASA Technical Reports Server (NTRS)

    Warnaka, Glenn E.; Kleinle, Mark; Tsangaris, Parry; Oslac, Michael J.; Moskow, Harry J.

    1992-01-01

    A series of new, lightweight loudspeakers for use on commercial aircraft has been developed. The loudspeakers use NdFeB magnets and aluminum alloy frames to reduce the weight. The NdFeB magnet is virtually encapsulated by steel in the new speaker designs. Active noise reduction using internal loudspeakers was demonstrated to be effective in 1983. A weight, space, and cost efficient method for creating the active sound attenuating fields is to use the existing cabin loudspeakers for both communication and sound attenuation. This will require some additional loudspeaker design considerations.

  12. Students' Experience of Problem-Based Learning in Virtual Space

    ERIC Educational Resources Information Center

    Gibbings, Peter; Lidstone, John; Bruce, Christine

    2015-01-01

    This paper reports outcomes of a study focused on discovering qualitatively different ways students experience problem-based learning in virtual space. A well-accepted and documented qualitative research method was adopted for this study. Five qualitatively different conceptions are described, each revealing characteristics of increasingly complex…

  13. EXPLORING ENVIRONMENTAL DATA IN A HIGHLY IMMERSIVE VIRTUAL REALITY ENVIRONMENT

    EPA Science Inventory

    Geography inherently fills a 3D space and yet we struggle with displaying geography using, primaarily, 2D display devices. Virtual environments offer a more realistically-dimensioned display space and this is being realized in the expanding area of research on 3D Geographic Infor...

  14. Embodiment, Virtual Space, Temporality and Interpersonal Relations in Online Writing

    ERIC Educational Resources Information Center

    Adams, Catherine; van Manen, Max

    2006-01-01

    In this paper we discuss how online seminar participants experience dimensions of embodiment, virtual space, interpersonal relations, and temporality; and how interacting through reading-writing, by means of online technologies, creates conditions, situations, and actions of pedagogical influence and relational affectivities. We investigate what…

  15. Space Shuttle Projects

    NASA Image and Video Library

    2001-01-01

    The Space Shuttle represented an entirely new generation of space vehicles, the world's first reusable spacecraft. Unlike earlier expendable rockets, the Shuttle was designed to be launched over and over again and would serve as a system for ferrying payloads and persornel to and from Earth orbit. The Shuttle's major components are the orbiter spacecraft; the three main engines, with a combined thrust of more than 1.2 million pounds; the huge external tank (ET) that feeds the liquid hydrogen fuel and liquid oxygen oxidizer to the three main engines; and the two solid rocket boosters (SRB's), with their combined thrust of some 5.8 million pounds, that provide most of the power for the first two minutes of flight. Crucially involved with the Space Shuttle program virtually from its inception, the Marshall Space Flight Center (MSFC) played a leading role in the design, development, testing, and fabrication of many major Shuttle propulsion components. The MSFC was assigned responsibility for developing the Shuttle orbiter's high-performance main engines, the most complex rocket engines ever built. The MSFC was also responsible for developing the Shuttle's massive ET and the solid rocket motors and boosters.

  16. Space Shuttle Projects

    NASA Image and Video Library

    1975-01-01

    The Space Shuttle represented an entirely new generation of space vehicle, the world's first reusable spacecraft. Unlike earlier expendable rockets, the Shuttle was designed to be launched over and over again and would serve as a system for ferrying payloads and persornel to and from Earth orbit. The Shuttle's major components are the orbiter spacecraft; the three main engines, with a combined thrust of more than 1.2 million pounds; the huge external tank (ET) that feeds the liquid hydrogen fuel and liquid oxygen oxidizer to the three main engines; and the two solid rocket boosters (SRB's), with their combined thrust of some 5.8 million pounds. The SRB's provide most of the power for the first two minutes of flight. Crucially involved with the Space Shuttle program virtually from its inception, the Marshall Space Flight Center (MSFC) played a leading role in the design, development, testing, and fabrication of many major Shuttle propulsion components. The MSFC was assigned responsibility for developing the Shuttle orbiter's high-performance main engines, the most complex rocket engines ever built. The MSFC was also responsible for developing the Shuttle's massive ET and the solid rocket motors and boosters.

  17. Evaluation of the performance of 3D virtual screening protocols: RMSD comparisons, enrichment assessments, and decoy selection--what can we learn from earlier mistakes?

    PubMed

    Kirchmair, Johannes; Markt, Patrick; Distinto, Simona; Wolber, Gerhard; Langer, Thierry

    2008-01-01

    Within the last few years a considerable amount of evaluative studies has been published that investigate the performance of 3D virtual screening approaches. Thereby, in particular assessments of protein-ligand docking are facing remarkable interest in the scientific community. However, comparing virtual screening approaches is a non-trivial task. Several publications, especially in the field of molecular docking, suffer from shortcomings that are likely to affect the significance of the results considerably. These quality issues often arise from poor study design, biasing, by using improper or inexpressive enrichment descriptors, and from errors in interpretation of the data output. In this review we analyze recent literature evaluating 3D virtual screening methods, with focus on molecular docking. We highlight problematic issues and provide guidelines on how to improve the quality of computational studies. Since 3D virtual screening protocols are in general assessed by their ability to discriminate between active and inactive compounds, we summarize the impact of the composition and preparation of test sets on the outcome of evaluations. Moreover, we investigate the significance of both classic enrichment parameters and advanced descriptors for the performance of 3D virtual screening methods. Furthermore, we review the significance and suitability of RMSD as a measure for the accuracy of protein-ligand docking algorithms and of conformational space sub sampling algorithms.

  18. Three dimensional tracking with misalignment between display and control axes

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.; Tyler, Mitchell; Kim, Won S.; Stark, Lawrence

    1992-01-01

    Human operators confronted with misaligned display and control frames of reference performed three dimensional, pursuit tracking in virtual environment and virtual space simulations. Analysis of the components of the tracking errors in the perspective displays presenting virtual space showed that components of the error due to visual motor misalignment may be linearly separated from those associated with the mismatch between display and control coordinate systems. Tracking performance improved with several hours practice despite previous reports that such improvement did not take place.

  19. Virtual Reality Training Environments: Contexts and Concerns.

    ERIC Educational Resources Information Center

    Harmon, Stephen W.; Kenney, Patrick J.

    1994-01-01

    Discusses the contexts where virtual reality (VR) training environments might be appropriate; examines the advantages and disadvantages of VR as a training technology; and presents a case study of a VR training environment used at the NASA Johnson Space Center in preparation for the repair of the Hubble Space Telescope. (AEF)

  20. Claiming Unclaimed Spaces: Virtual Spaces for Learning

    ERIC Educational Resources Information Center

    Miller, Nicole C.

    2016-01-01

    The purpose of this study was to describe and examine the environments used by teacher candidates in multi-user virtual environments. Secondary data analysis of a case study methodology was employed. Multiple data sources including interviews, surveys, observations, snapshots, course artifacts, and the researcher's journal were used in the initial…

  1. 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.

  2. 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.

  3. 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.

  4. Human Factors in Virtual Reality Development

    NASA Technical Reports Server (NTRS)

    Kaiser, Mary K.; Proffitt, Dennis R.; Null, Cynthia H. (Technical Monitor)

    1995-01-01

    This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.

  5. Magical Stories: Blending Virtual Reality and Artificial Intelligence.

    ERIC Educational Resources Information Center

    McLellan, Hilary

    Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…

  6. Experiments in teleoperator and autonomous control of space robotic vehicles

    NASA Technical Reports Server (NTRS)

    Alexander, Harold L.

    1991-01-01

    A program of research embracing teleoperator and automatic navigational control of freely flying satellite robots is presented. Current research goals include: (1) developing visual operator interfaces for improved vehicle teleoperation; (2) determining the effects of different visual interface system designs on operator performance; and (3) achieving autonomous vision-based vehicle navigation and control. This research program combines virtual-environment teleoperation studies and neutral-buoyancy experiments using a space-robot simulator vehicle currently under development. Visual-interface design options under investigation include monoscopic versus stereoscopic displays and cameras, helmet-mounted versus panel-mounted display monitors, head-tracking versus fixed or manually steerable remote cameras, and the provision of vehicle-fixed visual cues, or markers, in the remote scene for improved sensing of vehicle position, orientation, and motion.

  7. Virtual environment navigation with look-around mode to explore new real spaces by people who are blind.

    PubMed

    Lahav, Orly; Gedalevitz, Hadas; Battersby, Steven; Brown, David; Evett, Lindsay; Merritt, Patrick

    2018-05-01

    This paper examines the ability of people who are blind to construct a mental map and perform orientation tasks in real space by using Nintendo Wii technologies to explore virtual environments. The participant explores new spaces through haptic and auditory feedback triggered by pointing or walking in the virtual environments and later constructs a mental map, which can be used to navigate in real space. The study included 10 participants who were congenitally or adventitiously blind, divided into experimental and control groups. The research was implemented by using virtual environments exploration and orientation tasks in real spaces, using both qualitative and quantitative methods in its methodology. The results show that the mode of exploration afforded to the experimental group is radically new in orientation and mobility training; as a result 60% of the experimental participants constructed mental maps that were based on map model, compared with only 30% of the control group participants. Using technology that enabled them to explore and to collect spatial information in a way that does not exist in real space influenced the ability of the experimental group to construct a mental map based on the map model. Implications for rehabilitation The virtual cane system for the first time enables people who are blind to explore and collect spatial information via the look-around mode in addition to the walk-around mode. People who are blind prefer to use look-around mode to explore new spaces, as opposed to the walking mode. Although the look-around mode requires users to establish a complex collecting and processing procedure for the spatial data, people who are blind using this mode are able to construct a mental map as a map model. For people who are blind (as for the sighted) construction of a mental map based on map model offers more flexibility in choosing a walking path in a real space, accounting for changes that occur in the space.

  8. The effects of viewpoint on the virtual space of pictures

    NASA Technical Reports Server (NTRS)

    Sedgwick, H. A.

    1989-01-01

    Pictorial displays whose primary purpose is to convey accurate information about the 3-D spatial layout of an environment are discussed. How and how well, pictures can convey such information is discussed. It is suggested that picture perception is not best approached as a unitary, indivisible process. Rather, it is a complex process depending on multiple, partially redundant, interacting sources of visual information for both the real surface of the picture and the virtual space beyond. Each picture must be assessed for the particular information that it makes available. This will determine how accurately the virtual space represented by the picture is seen, as well as how it is distorted when seen from the wrong viewpoint.

  9. In Silico Identification of a Novel Hinge-Binding Scaffold for Kinase Inhibitor Discovery.

    PubMed

    Wang, Yanli; Sun, Yuze; Cao, Ran; Liu, Dan; Xie, Yuting; Li, Li; Qi, Xiangbing; Huang, Niu

    2017-10-26

    To explore novel kinase hinge-binding scaffolds, we carried out structure-based virtual screening against p38α MAPK as a model system. With the assistance of developed kinase-specific structural filters, we identify a novel lead compound that selectively inhibits a panel of kinases with threonine as the gatekeeper residue, including BTK and LCK. These kinases play important roles in lymphocyte activation, which encouraged us to design novel kinase inhibitors as drug candidates for ameliorating inflammatory diseases and cancers. Therefore, we chemically modified our substituted triazole-class lead compound to improve the binding affinity and selectivity via a "minimal decoration" strategy, which resulted in potent and selective kinase inhibitors against LCK (18 nM) and BTK (8 nM). Subsequent crystallographic experiments validated our design. These rationally designed compounds exhibit potent on-target inhibition against BTK in B cells or LCK in T cells, respectively. Our work demonstrates that structure-based virtual screening can be applied to facilitate the development of novel chemical entities in crowded chemical space in the field of kinase inhibitor discovery.

  10. One-way acoustic mirror based on anisotropic zero-index media

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

    Gu, Zhong-ming; Liang, Bin, E-mail: liangbin@nju.edu.cn, E-mail: jccheng@nju.edu.cn; Yang, Jing

    2015-11-23

    We have designed a one-way acoustic mirror comprising anisotropic zero-index media. For acoustic beam incident at a particular angle, the designed structure behaves like a high-efficient mirror that redirects almost all the incident energy into another direction predicted by the Snell's law, while becoming virtually transparent to beams propagating reversely along this output path. Furthermore, the mirror can be tailored to work at arbitrary incident angle by simply adjusting its geometry. Our design, with undirectional reflection functionality and flexible working angle, may offer possibilities in space isolations and have deep implication in various scenarios like ultrasound imaging or noise control.

  11. Virtual Auditory Space Training-Induced Changes of Auditory Spatial Processing in Listeners with Normal Hearing.

    PubMed

    Nisha, Kavassery Venkateswaran; Kumar, Ajith Uppunda

    2017-04-01

    Localization involves processing of subtle yet highly enriched monaural and binaural spatial cues. Remediation programs aimed at resolving spatial deficits are surprisingly scanty in literature. The present study is designed to explore the changes that occur in the spatial performance of normal-hearing listeners before and after subjecting them to virtual acoustic space (VAS) training paradigm using behavioral and electrophysiological measures. Ten normal-hearing listeners participated in the study, which was conducted in three phases, including a pre-training, training, and post-training phase. At the pre- and post-training phases both behavioral measures of spatial acuity and electrophysiological P300 were administered. The spatial acuity of the participants in the free field and closed field were measured apart from quantifying their binaural processing abilities. The training phase consisted of 5-8 sessions (20 min each) carried out using a hierarchy of graded VAS stimuli. The results obtained from descriptive statistics were indicative of an improvement in all the spatial acuity measures in the post-training phase. Statistically, significant changes were noted in interaural time difference (ITD) and virtual acoustic space identification scores measured in the post-training phase. Effect sizes (r) for all of these measures were substantially large, indicating the clinical relevance of these measures in documenting the impact of training. However, the same was not reflected in P300. The training protocol used in the present study on a preliminary basis proves to be effective in normal-hearing listeners, and its implications can be extended to other clinical population as well.

  12. VBOT: Motivating computational and complex systems fluencies with constructionist virtual/physical robotics

    NASA Astrophysics Data System (ADS)

    Berland, Matthew W.

    As scientists use the tools of computational and complex systems theory to broaden science perspectives (e.g., Bar-Yam, 1997; Holland, 1995; Wolfram, 2002), so can middle-school students broaden their perspectives using appropriate tools. The goals of this dissertation project are to build, study, evaluate, and compare activities designed to foster both computational and complex systems fluencies through collaborative constructionist virtual and physical robotics. In these activities, each student builds an agent (e.g., a robot-bird) that must interact with fellow students' agents to generate a complex aggregate (e.g., a flock of robot-birds) in a participatory simulation environment (Wilensky & Stroup, 1999a). In a participatory simulation, students collaborate by acting in a common space, teaching each other, and discussing content with one another. As a result, the students improve both their computational fluency and their complex systems fluency, where fluency is defined as the ability to both consume and produce relevant content (DiSessa, 2000). To date, several systems have been designed to foster computational and complex systems fluencies through computer programming and collaborative play (e.g., Hancock, 2003; Wilensky & Stroup, 1999b); this study suggests that, by supporting the relevant fluencies through collaborative play, they become mutually reinforcing. In this work, I will present both the design of the VBOT virtual/physical constructionist robotics learning environment and a comparative study of student interaction with the virtual and physical environments across four middle-school classrooms, focusing on the contrast in systems perspectives differently afforded by the two environments. In particular, I found that while performance gains were similar overall, the physical environment supported agent perspectives on aggregate behavior, and the virtual environment supported aggregate perspectives on agent behavior. The primary research questions are: (1) What are the relative affordances of virtual and physical constructionist robotics systems towards computational and complex systems fluencies? (2) What can middle school students learn using computational/complex systems learning environments in a collaborative setting? (3) In what ways are these environments and activities effective in teaching students computational and complex systems fluencies?

  13. Dynamic Learning in Virtual Spaces: Producers and Consumers of Meaning

    ERIC Educational Resources Information Center

    Abrams, Sandra Schamroth; Rowsell, Jennifer

    2011-01-01

    Twenty-first century education includes dynamic learning that is complicated by interactions in both fixed and protean virtual spaces, and it is important to consider the degree of power, agency, and awareness students have as producers and consumers of interactive technology. Outside of school, students engage in meaning making practices, and…

  14. Prospects for Digital Campus with Extensive Applications of Virtual Collaborative Space

    ERIC Educational Resources Information Center

    Nishide, Ryo

    2011-01-01

    This paper proposes extensive applications of virtual collaborative space in order to enhance the efficiency and capability of Digital Campus. The usability of Digital Campus has been experimented in different learning environments and evaluated by questionnaire as that the presence technology and a sense of solidarity influence the participants'…

  15. Educational Community: Among the Real and Virtual Civic Initiative

    ERIC Educational Resources Information Center

    Arsenijevic, Jasmina; Andevski, Milica

    2016-01-01

    The new media enable numerous advantages in the strengthening of civic engagement, through removing barriers in space and time and through networking of individuals of the same social, civic or political interests at the global level. Different forms of civic engagement and civic responsibility in the virtual space are ever more present, and…

  16. Preserving the Finger Lakes for the Future: A Prototype Decision Support System for Water Resource Management, Open Space, and Agricultural Protection

    NASA Technical Reports Server (NTRS)

    Brower, Robert

    2003-01-01

    As described herein, this project has progressed well, with the initiation or completion of a number of program facets at programmatic, technical, and inter-agency levels. The concept of the Virtual Management Operations Center has taken shape, grown, and has been well received by parties from a wide variety of agencies and organizations in the Finger Lakes region and beyond. As it has evolved in design and functionality, and to better illustrate its current focus for this project, it has been given the expanded name of Watershed Virtual Management Operations Center (W-VMOC). It offers the advanced, compelling functionality of interactive 3D visualization interfaced with 2D mapping, all accessed via Internet or virtually any kind of distributed computer network. This strong foundation will allow the development of a Decision Support System (DSS) with anticipated enhanced functionality to be applied to the myriad issues involved in the wise management of the Finger Lakes region.

  17. Evaluation of Sensor Configurations for Robotic Surgical Instruments

    PubMed Central

    Gómez-de-Gabriel, Jesús M.; Harwin, William

    2015-01-01

    Designing surgical instruments for robotic-assisted minimally-invasive surgery (RAMIS) is challenging due to constraints on the number and type of sensors imposed by considerations such as space or the need for sterilization. A new method for evaluating the usability of virtual teleoperated surgical instruments based on virtual sensors is presented. This method uses virtual prototyping of the surgical instrument with a dual physical interaction, which allows testing of different sensor configurations in a real environment. Moreover, the proposed approach has been applied to the evaluation of prototypes of a two-finger grasper for lump detection by remote pinching. In this example, the usability of a set of five different sensor configurations, with a different number of force sensors, is evaluated in terms of quantitative and qualitative measures in clinical experiments with 23 volunteers. As a result, the smallest number of force sensors needed in the surgical instrument that ensures the usability of the device can be determined. The details of the experimental setup are also included. PMID:26516863

  18. Evaluation of Sensor Configurations for Robotic Surgical Instruments.

    PubMed

    Gómez-de-Gabriel, Jesús M; Harwin, William

    2015-10-27

    Designing surgical instruments for robotic-assisted minimally-invasive surgery (RAMIS) is challenging due to constraints on the number and type of sensors imposed by considerations such as space or the need for sterilization. A new method for evaluating the usability of virtual teleoperated surgical instruments based on virtual sensors is presented. This method uses virtual prototyping of the surgical instrument with a dual physical interaction, which allows testing of different sensor configurations in a real environment. Moreover, the proposed approach has been applied to the evaluation of prototypes of a two-finger grasper for lump detection by remote pinching. In this example, the usability of a set of five different sensor configurations, with a different number of force sensors, is evaluated in terms of quantitative and qualitative measures in clinical experiments with 23 volunteers. As a result, the smallest number of force sensors needed in the surgical instrument that ensures the usability of the device can be determined. The details of the experimental setup are also included.

  19. Natural product-like virtual libraries: recursive atom-based enumeration.

    PubMed

    Yu, Melvin J

    2011-03-28

    A new molecular enumerator is described that allows chemically and architecturally diverse sets of natural product-like and drug-like structures to be generated from a core structure as simple as a single carbon atom or as complex as a polycyclic ring system. Integrated with a rudimentary machine-learning algorithm, the enumerator has the ability to assemble biased virtual libraries enriched in compounds predicted to meet target criteria. The ability to dynamically generate relatively small focused libraries in a recursive manner could reduce the computational time and infrastructure necessary to construct and manage extremely large static libraries. Depending on enumeration conditions, natural product-like structures can be produced with a wide range of heterocyclic and alicyclic ring assemblies. Because natural products represent a proven source of validated structures for identifying and designing new drug candidates, mimicking the structural and topological diversity found in nature with a dynamic set of virtual natural product-like compounds may facilitate the creation of new ideas for novel, biologically relevant lead structures in areas of uncharted chemical space.

  20. Virtual Tools to Broaden Participation in the Earth and Space Sciences through Geolead (Geoscience Learning, Engagement And Development)

    NASA Astrophysics Data System (ADS)

    Asher, P. M.; Holm Adamec, B.; Furukawa, H.; Morris, A. R.; Haacker, R.; Kaplan, M.; Lewis, G. B.; Velasco, E.; Brey, J. A.

    2014-12-01

    Professional societies, along with federal agencies, national research centers and laboratories, academic institutions, and private industry, all play a key role in educating the next generation of Earth, ocean, atmospheric, and space scientists by offering programs and opportunities that attract students to the field, engage and retain them by supporting them through their formal education, and provide training for a career in this field. Research indicates that multiple engagement opportunities, such as mentoring, internships, participation in research, and learning communities, among other interventions, increase student success. This is particularly true for first-generation students and those who are members of underrepresented minority populations. However, it is often difficult to provide such a variety of programs at a significant scale, especially for geographically isolated students and those whose schools have fewer resources. To enable this, the American Geophysical Union (AGU) is convening a coalition of organizations to co-design and implement a concept called Geoscience Learning, Engagement And Development (GeoLEAD). GeoLEAD will provide a virtual platform as well as a collaborative infrastructure to help engage, retain, and prepare two- and four-year-college undergraduate Earth, ocean, atmospheric, and space science students (including those students who are interested in becoming majors) for the workforce. It will centralize access to the vast array of already existing programs and services that are currently scattered across multiple organizations, support the development of new services and programs, and simplify the search process by recommending bundles of programs and services based on the students' profiles and interests. This presentation will highlight the research that led to the development of the GeoLEAD concept, including studies of the ways in which undergraduates use online resources for their education. Additionally, other virtual resources for students that are in the development or implementation stage, such as an online poster competition and a virtual student conference, will be discussed.

  1. Vroom: designing an augmented environment for remote collaboration in digital cinema production

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy

    2013-03-01

    As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.

  2. Earthspace: A National Clearinghouse For Higher Education In Space And Earth Sciences

    NASA Astrophysics Data System (ADS)

    CoBabe-Ammann, Emily; Shipp, S.; Dalton, H.

    2012-10-01

    The EarthSpace is a searchable database of undergraduate classroom materials for undergraduate faculty teaching earth and space sciences at both the introductory and upper division levels. Modeled after the highly successful SERC clearinghouse for geosciences assets, EarthSpace was designed for easy submission of classroom assets - from homeworks and computerinteractives to laboratories and demonstrations. All materials are reviewedbefore posting, and authors adhere to the Creative Commons Non-Commercial Attribution (CC-BY NC 3.0). If authors wish, their EarthSpace materials are automatically cross-posted to other digital libraries (e.g., ComPADRE) and virtual higher education communities(e.g., Connexions). As new electronic repositories come online, EarthSpace materials will automatically be sent. So faculty submit their materials only once and EarthSpace ensures continual distribution as time goes on and new opportunities arise. In addition to classroom materials, EarthSpace provides news and information about educational research and best practices, funding opportunities, and ongoing efforts and collaborations for undergraduate education. http://www.lpi.usra.edu/earthspace

  3. Reduction of the virtual space for coupled-cluster excitation energies of large molecules and embedded systems

    PubMed Central

    Send, Robert; Kaila, Ville R. I.; Sundholm, Dage

    2011-01-01

    We investigate how the reduction of the virtual space affects coupled-cluster excitation energies at the approximate singles and doubles coupled-cluster level (CC2). In this reduced-virtual-space (RVS) approach, all virtual orbitals above a certain energy threshold are omitted in the correlation calculation. The effects of the RVS approach are assessed by calculations on the two lowest excitation energies of 11 biochromophores using different sizes of the virtual space. Our set of biochromophores consists of common model systems for the chromophores of the photoactive yellow protein, the green fluorescent protein, and rhodopsin. The RVS calculations show that most of the high-lying virtual orbitals can be neglected without significantly affecting the accuracy of the obtained excitation energies. Omitting all virtual orbitals above 50 eV in the correlation calculation introduces errors in the excitation energies that are smaller than 0.1 eV . By using a RVS energy threshold of 50 eV , the CC2 calculations using triple-ζ basis sets (TZVP) on protonated Schiff base retinal are accelerated by a factor of 6. We demonstrate the applicability of the RVS approach by performing CC2∕TZVP calculations on the lowest singlet excitation energy of a rhodopsin model consisting of 165 atoms using RVS thresholds between 20 eV and 120 eV. The calculations on the rhodopsin model show that the RVS errors determined in the gas-phase are a very good approximation to the RVS errors in the protein environment. The RVS approach thus renders purely quantum mechanical treatments of chromophores in protein environments feasible and offers an ab initio alternative to quantum mechanics∕molecular mechanics separation schemes. PMID:21663351

  4. Reduction of the virtual space for coupled-cluster excitation energies of large molecules and embedded systems.

    PubMed

    Send, Robert; Kaila, Ville R I; Sundholm, Dage

    2011-06-07

    We investigate how the reduction of the virtual space affects coupled-cluster excitation energies at the approximate singles and doubles coupled-cluster level (CC2). In this reduced-virtual-space (RVS) approach, all virtual orbitals above a certain energy threshold are omitted in the correlation calculation. The effects of the RVS approach are assessed by calculations on the two lowest excitation energies of 11 biochromophores using different sizes of the virtual space. Our set of biochromophores consists of common model systems for the chromophores of the photoactive yellow protein, the green fluorescent protein, and rhodopsin. The RVS calculations show that most of the high-lying virtual orbitals can be neglected without significantly affecting the accuracy of the obtained excitation energies. Omitting all virtual orbitals above 50 eV in the correlation calculation introduces errors in the excitation energies that are smaller than 0.1 eV. By using a RVS energy threshold of 50 eV, the CC2 calculations using triple-ζ basis sets (TZVP) on protonated Schiff base retinal are accelerated by a factor of 6. We demonstrate the applicability of the RVS approach by performing CC2/TZVP calculations on the lowest singlet excitation energy of a rhodopsin model consisting of 165 atoms using RVS thresholds between 20 eV and 120 eV. The calculations on the rhodopsin model show that the RVS errors determined in the gas-phase are a very good approximation to the RVS errors in the protein environment. The RVS approach thus renders purely quantum mechanical treatments of chromophores in protein environments feasible and offers an ab initio alternative to quantum mechanics/molecular mechanics separation schemes. © 2011 American Institute of Physics

  5. Small satellite multi mission C2 for maximum effect

    USGS Publications Warehouse

    Miller, E.; Medina, O.; Lane, C.R.; Kirkham, A.; Ivancic, W.; Jones, B.; Risty, R.

    2006-01-01

    This paper discusses US Air Force, US Army, US Navy, and NASA demonstrations based around the Virtual Mission Operations Center (VMOC) and its application in fielding a Multi Mission Satellite Operations Center (MMSOC) designed to integrate small satellites into the inherently tiered system environment of operations. The intent is to begin standardizing the spacecraft to ground interfaces needed to reduce costs, maximize space effects to the user, and allow the generation of Tactics, Techniques and Procedures (TTPs) that lead to Responsive Space employment. Combining the US Air Force/Army focus of theater command and control of payloads with the US Navy's user collaboration and FORCEnet consistent approach lays the groundwork for the fundamental change needed to maximize responsive space effects.

  6. HAL/SM language specification. [programming languages and computer programming for space shuttles

    NASA Technical Reports Server (NTRS)

    Williams, G. P. W., Jr.; Ross, C.

    1975-01-01

    A programming language is presented for the flight software of the NASA Space Shuttle program. It is intended to satisfy virtually all of the flight software requirements of the space shuttle. To achieve this, it incorporates a wide range of features, including applications-oriented data types and organizations, real time control mechanisms, and constructs for systems programming tasks. It is a higher order language designed to allow programmers, analysts, and engineers to communicate with the computer in a form approximating natural mathematical expression. Parts of the English language are combined with standard notation to provide a tool that readily encourages programming without demanding computer hardware expertise. Block diagrams and flow charts are included. The semantics of the language is discussed.

  7. Shared protection based virtual network mapping in space division multiplexing optical networks

    NASA Astrophysics Data System (ADS)

    Zhang, Huibin; Wang, Wei; Zhao, Yongli; Zhang, Jie

    2018-05-01

    Space Division Multiplexing (SDM) has been introduced to improve the capacity of optical networks. In SDM optical networks, there are multiple cores/modes in each fiber link, and spectrum resources are multiplexed in both frequency and core/modes dimensions. Enabled by network virtualization technology, one SDM optical network substrate can be shared by several virtual networks operators. Similar with point-to-point connection services, virtual networks (VN) also need certain survivability to guard against network failures. Based on customers' heterogeneous requirements on the survivability of their virtual networks, this paper studies the shared protection based VN mapping problem and proposes a Minimum Free Frequency Slots (MFFS) mapping algorithm to improve spectrum efficiency. Simulation results show that the proposed algorithm can optimize SDM optical networks significantly in terms of blocking probability and spectrum utilization.

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

    Ragan, Eric D; Bowman, Doug A; Scerbo, Siroberto

    Virtual reality (VR) systems have been proposed for use in numerous training scenarios, such as room clearing, which require the trainee to maintain spatial awareness. But many VR training systems lack a fully surrounding display, requiring trainees to use a combination of physical and virtual turns to view the environment, thus decreasing spatial awareness. One solution to this problem is to amplify head rotations, such that smaller physical turns are mapped to larger virtual turns, allowing trainees to view the surrounding environment with head movements alone. For example, in a multi-monitor system covering only a 90-degree field of regard, headmore » rotations could be amplified four times to allow the user to see the entire 360-degree surrounding environment. This solution is attractive because it can be used with lower-cost VR systems and does not require virtual turning. However, the effects of amplified head rotations on spatial awareness and training transfer are not well understood. We hypothesized that small amounts of amplification might be tolerable, but that larger amplifications might cause trainees to become disoriented and to have decreased task performance and training transfer. In this paper, we will present our findings from an experiment designed to investigate these hypotheses. The experiment placed users in a virtual warehouse and asked them to move from room to room, counting objects placed around them in space. We varied the amount of amplification applied during these trials, and also varied the type of display used (head-mounted display or CAVE). We measured task performance and spatial awareness. We then assessed training transfer in an assessment environment with a fully surrounding display and no amplification. The results of this study will inform VR training system developers about the potential negative effects of using head rotation amplification and contribute to more effective VR training system design.« less

  9. Sounds of silence: How to animate virtual worlds with sound

    NASA Technical Reports Server (NTRS)

    Astheimer, Peter

    1993-01-01

    Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.

  10. 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.

  11. 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.

  12. 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.

  13. Using a Virtual Class to Demonstrate Computer-Mediated Group Dynamics Concepts

    ERIC Educational Resources Information Center

    Franz, Timothy M.; Vicker, Lauren A.

    2010-01-01

    We report about an active learning demonstration designed to use a virtual class to present computer-mediated group communication course concepts to show that students can learn about these concepts in a virtual class. We designated 1 class period as a virtual rather than face-to-face class, when class members "attended" virtually using…

  14. Robust holographic storage system design.

    PubMed

    Watanabe, Takahiro; Watanabe, Minoru

    2011-11-21

    Demand is increasing daily for large data storage systems that are useful for applications in spacecraft, space satellites, and space robots, which are all exposed to radiation-rich space environment. As candidates for use in space embedded systems, holographic storage systems are promising because they can easily provided the demanded large-storage capability. Particularly, holographic storage systems, which have no rotation mechanism, are demanded because they are virtually maintenance-free. Although a holographic memory itself is an extremely robust device even in a space radiation environment, its associated lasers and drive circuit devices are vulnerable. Such vulnerabilities sometimes engendered severe problems that prevent reading of all contents of the holographic memory, which is a turn-off failure mode of a laser array. This paper therefore presents a proposal for a recovery method for the turn-off failure mode of a laser array on a holographic storage system, and describes results of an experimental demonstration. © 2011 Optical Society of America

  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. Development of an audio-based virtual gaming environment to assist with navigation skills in the blind.

    PubMed

    Connors, Erin C; Yazzolino, Lindsay A; Sánchez, Jaime; Merabet, Lotfi B

    2013-03-27

    Audio-based Environment Simulator (AbES) is virtual environment software designed to improve real world navigation skills in the blind. Using only audio based cues and set within the context of a video game metaphor, users gather relevant spatial information regarding a building's layout. This allows the user to develop an accurate spatial cognitive map of a large-scale three-dimensional space that can be manipulated for the purposes of a real indoor navigation task. After game play, participants are then assessed on their ability to navigate within the target physical building represented in the game. Preliminary results suggest that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building as indexed by their performance on a series of navigation tasks. These tasks included path finding through the virtual and physical building, as well as a series of drop off tasks. We find that the immersive and highly interactive nature of the AbES software appears to greatly engage the blind user to actively explore the virtual environment. Applications of this approach may extend to larger populations of visually impaired individuals.

  18. Visualization of spatial-temporal data based on 3D virtual scene

    NASA Astrophysics Data System (ADS)

    Wang, Xianghong; Liu, Jiping; Wang, Yong; Bi, Junfang

    2009-10-01

    The main purpose of this paper is to realize the expression of the three-dimensional dynamic visualization of spatialtemporal data based on three-dimensional virtual scene, using three-dimensional visualization technology, and combining with GIS so that the people's abilities of cognizing time and space are enhanced and improved by designing dynamic symbol and interactive expression. Using particle systems, three-dimensional simulation, virtual reality and other visual means, we can simulate the situations produced by changing the spatial location and property information of geographical entities over time, then explore and analyze its movement and transformation rules by changing the interactive manner, and also replay history and forecast of future. In this paper, the main research object is the vehicle track and the typhoon path and spatial-temporal data, through three-dimensional dynamic simulation of its track, and realize its timely monitoring its trends and historical track replaying; according to visualization techniques of spatialtemporal data in Three-dimensional virtual scene, providing us with excellent spatial-temporal information cognitive instrument not only can add clarity to show spatial-temporal information of the changes and developments in the situation, but also be used for future development and changes in the prediction and deduction.

  19. Virtual Teams and Human Work Interaction Design - Learning to Work in and Designing for Virtual Teams

    NASA Astrophysics Data System (ADS)

    Orngreen, Rikke; Clemmensen, Torkil; Pejtersen, Annelise Mark

    The boundaries and work processes for how virtual teams interact are undergoing changes, from a tool and stand-alone application orientation, to the use of multiple generic platforms chosen and redesigned to the specific context. These are often at the same time designed both by professional software developers and the individual members of the virtual teams, rather than determined on a single organizational level. There may be no impact of the technology per se on individuals, groups or organizations, as the technology for virtual teams rather enhance situation ambiguity and disrupt existing task-artifact cycles. This ambiguous situation calls for new methods for empirical work analysis and interaction design that can help us understand how organizations, teams and individuals learn to organize, design and work in virtual teams in various networked contexts.

  20. Virtual Exploration of the Ring Systems Chemical Universe.

    PubMed

    Visini, Ricardo; Arús-Pous, Josep; Awale, Mahendra; Reymond, Jean-Louis

    2017-11-27

    Here, we explore the chemical space of all virtually possible organic molecules focusing on ring systems, which represent the cyclic cores of organic molecules obtained by removing all acyclic bonds and converting all remaining atoms to carbon. This approach circumvents the combinatorial explosion encountered when enumerating the molecules themselves. We report the chemical universe database GDB4c containing 916 130 ring systems up to four saturated or aromatic rings and maximum ring size of 14 atoms and GDB4c3D containing the corresponding 6 555 929 stereoisomers. Almost all (98.6%) of these ring systems are unknown and represent chiral 3D-shaped macrocycles containing small rings and quaternary centers reminiscent of polycyclic natural products. We envision that GDB4c can serve to select new ring systems from which to design analogs of such natural products. The database is available for download at www.gdb.unibe.ch together with interactive visualization and search tools as a resource for molecular design.

  1. Cloud Computing for Mission Design and Operations

    NASA Technical Reports Server (NTRS)

    Arrieta, Juan; Attiyah, Amy; Beswick, Robert; Gerasimantos, Dimitrios

    2012-01-01

    The space mission design and operations community already recognizes the value of cloud computing and virtualization. However, natural and valid concerns, like security, privacy, up-time, and vendor lock-in, have prevented a more widespread and expedited adoption into official workflows. In the interest of alleviating these concerns, we propose a series of guidelines for internally deploying a resource-oriented hub of data and algorithms. These guidelines provide a roadmap for implementing an architecture inspired in the cloud computing model: associative, elastic, semantical, interconnected, and adaptive. The architecture can be summarized as exposing data and algorithms as resource-oriented Web services, coordinated via messaging, and running on virtual machines; it is simple, and based on widely adopted standards, protocols, and tools. The architecture may help reduce common sources of complexity intrinsic to data-driven, collaborative interactions and, most importantly, it may provide the means for teams and agencies to evaluate the cloud computing model in their specific context, with minimal infrastructure changes, and before committing to a specific cloud services provider.

  2. Geometric dimension model of virtual astronaut body for ergonomic analysis of man-machine space system

    NASA Astrophysics Data System (ADS)

    Qianxiang, Zhou

    2012-07-01

    It is very important to clarify the geometric characteristic of human body segment and constitute analysis model for ergonomic design and the application of ergonomic virtual human. The typical anthropometric data of 1122 Chinese men aged 20-35 years were collected using three-dimensional laser scanner for human body. According to the correlation between different parameters, curve fitting were made between seven trunk parameters and ten body parameters with the SPSS 16.0 software. It can be concluded that hip circumference and shoulder breadth are the most important parameters in the models and the two parameters have high correlation with the others parameters of human body. By comparison with the conventional regressive curves, the present regression equation with the seven trunk parameters is more accurate to forecast the geometric dimensions of head, neck, height and the four limbs with high precision. Therefore, it is greatly valuable for ergonomic design and analysis of man-machine system.This result will be very useful to astronaut body model analysis and application.

  3. STS-61 crew utilizing Virtual Reality in training for HST repair mission

    NASA Technical Reports Server (NTRS)

    1993-01-01

    Astronaut Jeffrey A. Hoffman, one of four crewmembers for STS-61 that will conduct scheduled spacewalks during the flight, wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm. Crewmembers are utilizing a new virtual reality training aid which assists in refining positioning patterns for Space Shuttle Endeavour's Remote Manipulator System (RMS) (36890); Astronaut Claude Nicollier looks at a computer display of the Shuttle's robot arm movements as Thomas D. Akers and Kathryn C. Thornton, mission specialists look on. Nicollier will be responsible for maneuvering the astronauts while they stand in a foot restraint on the end of the RMS arm (36891,36894); Hoffman wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm (35892); Nicollier looks at a computer display of the Shuttle's robot arm movements as Akers looks on (36893); While (l-r) Astron

  4. 3D Image Display Courses for Information Media Students.

    PubMed

    Yanaka, Kazuhisa; Yamanouchi, Toshiaki

    2016-01-01

    Three-dimensional displays are used extensively in movies and games. These displays are also essential in mixed reality, where virtual and real spaces overlap. Therefore, engineers and creators should be trained to master 3D display technologies. For this reason, the Department of Information Media at the Kanagawa Institute of Technology has launched two 3D image display courses specifically designed for students who aim to become information media engineers and creators.

  5. 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,

  6. Strategies Used by Professors through Virtual Educational Platforms in Face-to-Face Classes: A View from the Chamilo Platform

    ERIC Educational Resources Information Center

    Valencia, Heriberto Gonzalez; Villota Enriquez, Jackeline Amparo; Agredo, Patricia Medina

    2017-01-01

    This study consisted in characterizing the strategies used by professors; implemented through virtual educational platforms. The context of this research were the classrooms of the Santiago de Cali University and the virtual space of the Chamilo virtual platform, where two professors from the Faculty of Education of the same university…

  7. A Study of Multi-Representation of Geometry Problem Solving with Virtual Manipulatives and Whiteboard System

    ERIC Educational Resources Information Center

    Hwang, Wu-Yuin; Su, Jia-Han; Huang, Yueh-Min; Dong, Jian-Jie

    2009-01-01

    In this paper, the development of an innovative Virtual Manipulatives and Whiteboard (VMW) system is described. The VMW system allowed users to manipulate virtual objects in 3D space and find clues to solve geometry problems. To assist with multi-representation transformation, translucent multimedia whiteboards were used to provide a virtual 3D…

  8. The Use of Virtual Ethnography in Distance Education Research

    ERIC Educational Resources Information Center

    Uzun, Kadriye; Aydin, Cengiz Hakan

    2012-01-01

    3D virtual worlds can and have been used as a meeting place for distance education courses. Virtual worlds allow for group learning of the kind enjoyed by students gathered in a virtual classroom, where they know they are in a communal space, they are aware of the social process of learning and are affected by the presence and behaviour of their…

  9. Virtual Black Spaces: An Anthropological Exploration of African American Online Communities' Racial and Political Agency amid Virtual Universalism

    ERIC Educational Resources Information Center

    Heyward, Kamela S.

    2012-01-01

    This dissertation examines the strategic practice of virtual racial embodiment, as a case study of African Americans attempting to complicate current constructions of race and social justice in new media. I suggest that dominant racial constructions online teeter between racial stereotypes and the absence of race. Virtual racial classification and…

  10. Grasping trajectories in a virtual environment adhere to Weber's law.

    PubMed

    Ozana, Aviad; Berman, Sigal; Ganel, Tzvi

    2018-06-01

    Virtual-reality and telerobotic devices simulate local motor control of virtual objects within computerized environments. Here, we explored grasping kinematics within a virtual environment and tested whether, as in normal 3D grasping, trajectories in the virtual environment are performed analytically, violating Weber's law with respect to object's size. Participants were asked to grasp a series of 2D objects using a haptic system, which projected their movements to a virtual space presented on a computer screen. The apparatus also provided object-specific haptic information upon "touching" the edges of the virtual targets. The results showed that grasping movements performed within the virtual environment did not produce the typical analytical trajectory pattern obtained during 3D grasping. Unlike as in 3D grasping, grasping trajectories in the virtual environment adhered to Weber's law, which indicates relative resolution in size processing. In addition, the trajectory patterns differed from typical trajectories obtained during 3D grasping, with longer times to complete the movement, and with maximum grip apertures appearing relatively early in the movement. The results suggest that grasping movements within a virtual environment could differ from those performed in real space, and are subjected to irrelevant effects of perceptual information. Such atypical pattern of visuomotor control may be mediated by the lack of complete transparency between the interface and the virtual environment in terms of the provided visual and haptic feedback. Possible implications of the findings to movement control within robotic and virtual environments are further discussed.

  11. Data Transport Subsystem - The SFOC glue

    NASA Technical Reports Server (NTRS)

    Parr, Stephen J.

    1988-01-01

    The design and operation of the Data Transport Subsystem (DTS) for the JPL Space Flight Operation Center (SFOC) are described. The SFOC is the ground data system under development to serve interplanetary space probes; in addition to the DTS, it comprises a ground interface facility, a telemetry-input subsystem, data monitor and display facilities, and a digital TV system. DTS links the other subsystems via an ISO OSI presentation layer and an LAN. Here, particular attention is given to the DTS services and service modes (virtual circuit, datagram, and broadcast), the DTS software architecture, the logical-name server, the role of the integrated AI library, and SFOC as a distributed system.

  12. Virtual egocenters as a function of display geometric field of view and eye station point

    NASA Technical Reports Server (NTRS)

    Psotka, Joseph

    1993-01-01

    The accurate location of one's virtual egocenter in a geometric space is of critical importance for immersion technologies. This experiment was conducted to investigate the role of field of view (FOV) and observer station points in the perception of the location of one's egocenter (the personal viewpoint) in virtual space. Rivalrous cues to the accurate location of one's egocenter may be one factor involved in simulator sickness. Fourteen subjects viewed an animated 3D model, of the room in which they sat, binocularly, from Eye Station Points (ESP) of either 300 or 800 millimeters. The display was on a 190 by 245 mm monitor, at a resolution of 320 by 200 pixels with 256 colors. They saw four models of the room designed with four geometric field of view (FOVg) conditions of 18, 48, 86, and 140 degrees. They drew the apparent paths of the camera in the room on a bitmap of the room as seen from infinity above. Large differences in the paths of the camera were seen as a function of both FOVg and ESP. Ten of the subjects were then asked to find the position for each display that minimized camera motion. The results fit well with predictions from an equation that took the ratio of human FOV (roughly 180 degrees) to FOVg times the Geometric Eye Point (GEP) of the imager: Zero Station Point = (180/FOVg)*GEP

  13. Integrated Access to Heliospheric and Magnetospheric Data

    NASA Astrophysics Data System (ADS)

    Merka, J.; Szabo, A.; Narock, T. W.

    2007-05-01

    Heliospheric and magnetospheric data are provided by a variety of diverse sources. For space physics scientists, knowing that such data sources exist and where they are located are only the first hurdles to overcome before they can utilize the data for research. As a solution, the NASA Heliophysics Division has established a group of virtual observatories (VOs) to provide the scientific community with integrated access to well documented data and related services. The VOs are organized by scientific discipline and yet their essential characteristic is cross-discipline data discovery and exchange. In this talk, we will demonstrate the architecture and features of two distributed data systems, the Virtual Heliospheric Observatory (VHO) and the Virtual Magnetospheric Observatory at NASA Goddard Space Flight Center (VMO/G). The VHO and VMO/G are designed to share most of the components to facilitate faster development and to ease communication between the two VxOs. Since different communities are served by the two observatories, slightly, and sometimes even significantly, different terms and expectations must be accommodated and correctly processed. In our approach the interfaces are tuned for a particular community while the standard SPASE data model is employed internally. Together with other VxOs, we are also developing a standard query language for metadata exchange among the VxOs, data providers, and VxO-related services. Specific examples will be given. http:vho.nasa.gov

  14. 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.

  15. 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.

  16. Stroking the Net Whale: A Constructivist Grounded Theory of Self-Regulated Learning in Virtual Social Spaces

    ERIC Educational Resources Information Center

    Kasperiuniene, Judita; Zydziunaite, Vilma; Eriksson, Malin

    2017-01-01

    This qualitative study explored the self-regulated learning (SRL) of teachers and their students in virtual social spaces. The processes of SRL were analyzed from 24 semi-structured individual interviews with professors, instructors and their students from five Lithuanian universities. A core category stroking the net whale showed the process of…

  17. Hiding and Searching Strategies of Adult Humans in a Virtual and a Real-Space Room

    ERIC Educational Resources Information Center

    Talbot, Katherine J.; Legge, Eric L. G.; Bulitko, Vadim; Spetch, Marcia L.

    2009-01-01

    Adults searched for or cached three objects in nine hiding locations in a virtual room or a real-space room. In both rooms, the locations selected by participants differed systematically between searching and hiding. Specifically, participants moved farther from origin and dispersed their choices more when hiding objects than when searching for…

  18. Human factors issues for interstellar spacecraft

    NASA Technical Reports Server (NTRS)

    Cohen, Marc M.; Brody, Adam R.

    1991-01-01

    Developments in research on space human factors are reviewed in the context of a self-sustaining interstellar spacecraft based on the notion of traveling space settlements. Assumptions about interstellar travel are set forth addressing costs, mission durations, and the need for multigenerational space colonies. The model of human motivation by Maslow (1970) is examined and directly related to the design of space habitat architecture. Human-factors technology issues encompass the human-machine interface, crew selection and training, and the development of spaceship infrastructure during transtellar flight. A scenario for feasible instellar travel is based on a speed of 0.5c, a timeframe of about 100 yr, and an expandable multigenerational crew of about 100 members. Crew training is identified as a critical human-factors issue requiring the development of perceptual and cognitive aids such as expert systems and virtual reality.

  19. Designing communication and remote controlling of virtual instrument network system

    NASA Astrophysics Data System (ADS)

    Lei, Lin; Wang, Houjun; Zhou, Xue; Zhou, Wenjian

    2005-01-01

    In this paper, a virtual instrument network through the LAN and finally remote control of virtual instruments is realized based on virtual instrument and LabWindows/CVI software platform. The virtual instrument network system is made up of three subsystems. There are server subsystem, telnet client subsystem and local instrument control subsystem. This paper introduced virtual instrument network structure in detail based on LabWindows. Application procedure design of virtual instrument network communication, the Client/the programming mode of the server, remote PC and server communication far realizing, the control power of the workstation is transmitted, server program and so on essential technical were introduced. And virtual instruments network may connect to entire Internet on. Above-mentioned technology, through measuring the application in the electronic measurement virtual instrument network that is already built up, has verified the actual using value of the technology. Experiment and application validate that this design is resultful.

  20. DHM simulation in virtual environments: a case-study on control room design.

    PubMed

    Zamberlan, M; Santos, V; Streit, P; Oliveira, J; Cury, R; Negri, T; Pastura, F; Guimarães, C; Cid, G

    2012-01-01

    This paper will present the workflow developed for the application of serious games in the design of complex cooperative work settings. The project was based on ergonomic studies and development of a control room among participative design process. Our main concerns were the 3D human virtual representation acquired from 3D scanning, human interaction, workspace layout and equipment designed considering ergonomics standards. Using Unity3D platform to design the virtual environment, the virtual human model can be controlled by users on dynamic scenario in order to evaluate the new work settings and simulate work activities. The results obtained showed that this virtual technology can drastically change the design process by improving the level of interaction between final users and, managers and human factors team.

  1. [Crystal structure of SMU.2055 protein from Streptococcus mutans and its small molecule inhibitors design and selection].

    PubMed

    Xiaodan, Chen; Xiurong, Zhan; Xinyu, Wu; Chunyan, Zhao; Wanghong, Zhao

    2015-04-01

    The aim of this study is to analyze the three-dimensional crystal structure of SMU.2055 protein, a putative acetyltransferase from the major caries pathogen Streptococcus mutans (S. mutans). The design and selection of the structure-based small molecule inhibitors are also studied. The three-dimensional crystal structure of SMU.2055 protein was obtained by structural genomics research methods of gene cloning and expression, protein purification with Ni²⁺-chelating affinity chromatography, crystal screening, and X-ray diffraction data collection. An inhibitor virtual model matching with its target protein structure was set up using computer-aided drug design methods, virtual screening and fine docking, and Libdock and Autodock procedures. The crystal of SMU.2055 protein was obtained, and its three-dimensional crystal structure was analyzed. This crystal was diffracted to a resolution of 0.23 nm. It belongs to orthorhombic space group C222(1), with unit cell parameters of a = 9.20 nm, b = 9.46 nm, and c = 19.39 nm. The asymmetric unit contained four molecules, with a solvent content of 56.7%. Moreover, five small molecule compounds, whose structure matched with that of the target protein in high degree, were designed and selected. Protein crystallography research of S. mutans SMU.2055 helps to understand the structures and functions of proteins from S. mutans at the atomic level. These five compounds may be considered as effective inhibitors to SMU.2055. The virtual model of small molecule inhibitors we built will lay a foundation to the anticaries research based on the crystal structure of proteins.

  2. Robust kernel collaborative representation for face recognition

    NASA Astrophysics Data System (ADS)

    Huang, Wei; Wang, Xiaohui; Ma, Yanbo; Jiang, Yuzheng; Zhu, Yinghui; Jin, Zhong

    2015-05-01

    One of the greatest challenges of representation-based face recognition is that the training samples are usually insufficient. In other words, the training set usually does not include enough samples to show varieties of high-dimensional face images caused by illuminations, facial expressions, and postures. When the test sample is significantly different from the training samples of the same subject, the recognition performance will be sharply reduced. We propose a robust kernel collaborative representation based on virtual samples for face recognition. We think that the virtual training set conveys some reasonable and possible variations of the original training samples. Hence, we design a new object function to more closely match the representation coefficients generated from the original and virtual training sets. In order to further improve the robustness, we implement the corresponding representation-based face recognition in kernel space. It is noteworthy that any kind of virtual training samples can be used in our method. We use noised face images to obtain virtual face samples. The noise can be approximately viewed as a reflection of the varieties of illuminations, facial expressions, and postures. Our work is a simple and feasible way to obtain virtual face samples to impose Gaussian noise (and other types of noise) specifically to the original training samples to obtain possible variations of the original samples. Experimental results on the FERET, Georgia Tech, and ORL face databases show that the proposed method is more robust than two state-of-the-art face recognition methods, such as CRC and Kernel CRC.

  3. Future Directions: Advances and Implications of Virtual Environments Designed for Pain Management

    PubMed Central

    Soomro, Ahmad; Riva, Giuseppe; Wiederhold, Mark D.

    2014-01-01

    Abstract Pain symptoms have been addressed with a variety of therapeutic measures in the past, but as we look to the future, we begin encountering new options for patient care and individual health and well-being. Recent studies indicate that computer-generated graphic environments—virtual reality (VR)—can offer effective cognitive distractions for individuals suffering from pain arising from a variety of physical and psychological illnesses. Studies also indicate the effectiveness of VR for both chronic and acute pain conditions. Future possibilities for VR to address pain-related concerns include such diverse groups as military personnel, space exploration teams, the general labor force, and our ever increasing elderly population. VR also shows promise to help in such areas as drug abuse, at-home treatments, and athletic injuries. PMID:24892206

  4. Advanced helmet mounted display (AHMD)

    NASA Astrophysics Data System (ADS)

    Sisodia, Ashok; Bayer, Michael; Townley-Smith, Paul; Nash, Brian; Little, Jay; Cassarly, William; Gupta, Anurag

    2007-04-01

    Due to significantly increased U.S. military involvement in deterrent, observer, security, peacekeeping and combat roles around the world, the military expects significant future growth in the demand for deployable virtual reality trainers with networked simulation capability of the battle space visualization process. The use of HMD technology in simulated virtual environments has been initiated by the demand for more effective training tools. The AHMD overlays computer-generated data (symbology, synthetic imagery, enhanced imagery) augmented with actual and simulated visible environment. The AHMD can be used to support deployable reconfigurable training solutions as well as traditional simulation requirements, UAV augmented reality, air traffic control and Command, Control, Communications, Computers, Intelligence, Surveillance, and Reconnaissance (C4ISR) applications. This paper will describe the design improvements implemented for production of the AHMD System.

  5. Future directions: advances and implications of virtual environments designed for pain management.

    PubMed

    Wiederhold, Brenda K; Soomro, Ahmad; Riva, Giuseppe; Wiederhold, Mark D

    2014-06-01

    Pain symptoms have been addressed with a variety of therapeutic measures in the past, but as we look to the future, we begin encountering new options for patient care and individual health and well-being. Recent studies indicate that computer-generated graphic environments--virtual reality (VR)--can offer effective cognitive distractions for individuals suffering from pain arising from a variety of physical and psychological illnesses. Studies also indicate the effectiveness of VR for both chronic and acute pain conditions. Future possibilities for VR to address pain-related concerns include such diverse groups as military personnel, space exploration teams, the general labor force, and our ever increasing elderly population. VR also shows promise to help in such areas as drug abuse, at-home treatments, and athletic injuries.

  6. Aural localization of silent objects by active human biosonar: neural representations of virtual echo-acoustic space.

    PubMed

    Wallmeier, Ludwig; Kish, Daniel; Wiegrebe, Lutz; Flanagin, Virginia L

    2015-03-01

    Some blind humans have developed the remarkable ability to detect and localize objects through the auditory analysis of self-generated tongue clicks. These echolocation experts show a corresponding increase in 'visual' cortex activity when listening to echo-acoustic sounds. Echolocation in real-life settings involves multiple reflections as well as active sound production, neither of which has been systematically addressed. We developed a virtualization technique that allows participants to actively perform such biosonar tasks in virtual echo-acoustic space during magnetic resonance imaging (MRI). Tongue clicks, emitted in the MRI scanner, are picked up by a microphone, convolved in real time with the binaural impulse responses of a virtual space, and presented via headphones as virtual echoes. In this manner, we investigated the brain activity during active echo-acoustic localization tasks. Our data show that, in blind echolocation experts, activations in the calcarine cortex are dramatically enhanced when a single reflector is introduced into otherwise anechoic virtual space. A pattern-classification analysis revealed that, in the blind, calcarine cortex activation patterns could discriminate left-side from right-side reflectors. This was found in both blind experts, but the effect was significant for only one of them. In sighted controls, 'visual' cortex activations were insignificant, but activation patterns in the planum temporale were sufficient to discriminate left-side from right-side reflectors. Our data suggest that blind and echolocation-trained, sighted subjects may recruit different neural substrates for the same active-echolocation task. © 2015 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.

  7. CROSS DRIVE: A Collaborative and Distributed Virtual Environment for Exploitation of Atmospherical and Geological Datasets of Mars

    NASA Astrophysics Data System (ADS)

    Cencetti, Michele

    2016-07-01

    European space exploration missions have produced huge data sets of potentially immense value for research as well as for planning and operating future missions. For instance, Mars Exploration programs comprise a series of missions with launches ranging from the past to beyond present, which are anticipated to produce exceptional volumes of data which provide prospects for research breakthroughs and advancing further activities in space. These collected data include a variety of information, such as imagery, topography, atmospheric, geochemical datasets and more, which has resulted in and still demands, databases, versatile visualisation tools and data reduction methods. Such rate of valuable data acquisition requires the scientists, researchers and computer scientists to coordinate their storage, processing and relevant tools to enable efficient data analysis. However, the current position is that expert teams from various disciplines, the databases and tools are fragmented, leaving little scope for unlocking its value through collaborative activities. The benefits of collaborative virtual environments have been implemented in various industrial fields allowing real-time multi-user collaborative work among people from different disciplines. Exploiting the benefits of advanced immersive virtual environments (IVE) has been recognized as an important interaction paradigm to facilitate future space exploration. The current work is mainly aimed towards the presentation of the preliminary results coming from the CROSS DRIVE project. This research received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 607177 and is mainly aimed towards the implementation of a distributed virtual workspace for collaborative scientific discovery, mission planning and operations. The purpose of the CROSS DRIVE project is to lay foundations of collaborative European workspaces for space science. It will demonstrate the feasibility and begin to standardize the integration of space datasets, simulators, analytical modules, remote scientific centers and experts to work together to conduct space science activities as well as support the planning and operations of space missions. The development of this collaborative workspace infrastructure will be focused through preparation of the ExoMars 2016 TGO and 2018 rover missions. Three use case scenarios with increasing levels of complexities has been considered to exercise the remote and Collaborative Workspace as it would happen during science mission design or real-time operations: rover landing site characterization; Mars atmospheric data analysis and comparison among datasets; rover target selection and motion planning during real-time operations. A brief overview of the traditional approaches used in the operations domains is provided in the first part of the paper, mainly focusing on the main drawbacks that arise during actual missions. Examples of design, execution and management of the operational activities are introduced in this section, highlighting the main issues and tools that are currently used. The current needs and the possible solutions are introduced in the following section, providing details on how CROSS DRIVE environment can be used to improve space operations. The developed prototype and the related approach are assessed to show the improvements that can be achieved with respect to data exchange and users' interactions. The project results are also intended to show how the same operational philosophy can be extended from robotic exploration to human-rated ones missions.

  8. Content Sharing Based on Personal Information in Virtually Secured Space

    NASA Astrophysics Data System (ADS)

    Sohn, Hosik; Ro, Yong Man; Plataniotis, Kostantinos N.

    User generated contents (UGC) are shared in an open space like social media where users can upload and consume contents freely. Since the access of contents is not restricted, the contents could be delivered to unwanted users or misused sometimes. In this paper, we propose a method for sharing UGCs securely based on the personal information of users. With the proposed method, virtual secure space is created for contents delivery. The virtual secure space allows UGC creator to deliver contents to users who have similar personal information and they can consume the contents without any leakage of personal information. In order to verify the usefulness of the proposed method, the experiment was performed where the content was encrypted with personal information of creator, and users with similar personal information have decrypted and consumed the contents. The results showed that UGCs were securely shared among users who have similar personal information.

  9. Robot Teleoperation and Perception Assistance with a Virtual Holographic Display

    NASA Technical Reports Server (NTRS)

    Goddard, Charles O.

    2012-01-01

    Teleoperation of robots in space from Earth has historically been dfficult. Speed of light delays make direct joystick-type control infeasible, so it is desirable to command a robot in a very high-level fashion. However, in order to provide such an interface, knowledge of what objects are in the robot's environment and how they can be interacted with is required. In addition, many tasks that would be desirable to perform are highly spatial, requiring some form of six degree of freedom input. These two issues can be combined, allowing the user to assist the robot's perception by identifying the locations of objects in the scene. The zSpace system, a virtual holographic environment, provides a virtual three-dimensional space superimposed over real space and a stylus tracking position and rotation inside of it. Using this system, a possible interface for this sort of robot control is proposed.

  10. DEEP SPACE: High Resolution VR Platform for Multi-user Interactive Narratives

    NASA Astrophysics Data System (ADS)

    Kuka, Daniela; Elias, Oliver; Martins, Ronald; Lindinger, Christopher; Pramböck, Andreas; Jalsovec, Andreas; Maresch, Pascal; Hörtner, Horst; Brandl, Peter

    DEEP SPACE is a large-scale platform for interactive, stereoscopic and high resolution content. The spatial and the system design of DEEP SPACE are facing constraints of CAVETM-like systems in respect to multi-user interactive storytelling. To be used as research platform and as public exhibition space for many people, DEEP SPACE is capable to process interactive, stereoscopic applications on two projection walls with a size of 16 by 9 meters and a resolution of four times 1080p (4K) each. The processed applications are ranging from Virtual Reality (VR)-environments to 3D-movies to computationally intensive 2D-productions. In this paper, we are describing DEEP SPACE as an experimental VR platform for multi-user interactive storytelling. We are focusing on the system design relevant for the platform, including the integration of the Apple iPod Touch technology as VR control, and a special case study that is demonstrating the research efforts in the field of multi-user interactive storytelling. The described case study, entitled "Papyrate's Island", provides a prototypical scenario of how physical drawings may impact on digital narratives. In this special case, DEEP SPACE helps us to explore the hypothesis that drawing, a primordial human creative skill, gives us access to entirely new creative possibilities in the domain of interactive storytelling.

  11. The road to virtual: the Sauls Memorial Virtual Library journey.

    PubMed

    Waddell, Stacie; Harkness, Amy; Cohen, Mark L

    2014-01-01

    The Sauls Memorial Virtual Library closed its physical space in 2012. This article outlines the reasons for this change and how the library staff and hospital leadership planned and executed the enormous undertaking. Outcomes of the change and lessons learned from the process are discussed.

  12. [The Museu da Saúde in Portugal: a physical space, a virtual space].

    PubMed

    Oliveira, Inês Cavadas de; Andrade, Helena Rebelo de; Miguel, José Pereira

    2015-12-01

    Museu da Saúde (Museum of Health) in Portugal, based on the dual concept of a multifaceted physical space and a virtual space, is preparing an inventory of its archive. So far, it has studied five of its collections in greater depth: tuberculosis, urology, psychology, medicine, and malaria. In this article, these collections are presented, and the specificities of developing museological activities within a national laboratory, Instituto Nacional de Saúde Doutor Ricardo Jorge, are also discussed, highlighting the issues of the store rooms and exhibition spaces, the inventory process, and the communication activities, with a view to overcoming the challenges inherent to operating in a non-museological space.

  13. Work/control stations in Space Station weightlessness

    NASA Technical Reports Server (NTRS)

    Willits, Charles

    1990-01-01

    An ergonomic integration of controls, displays, and associated interfaces with an operator, whose body geometry and dynamics may be altered by the state of weightlessness, is noted to rank in importance with the optimal positioning of controls relative to the layout and architecture of 'body-ported' work/control stations applicable to the NASA Space Station Freedom. A long-term solution to this complex design problem is envisioned to encompass the following features: multiple imaging, virtual optics, screen displays controlled by a keyboard ergonomically designed for weightlessness, cursor control, a CCTV camera, and a hand-controller featuring 'no-grip' vernier/tactile positioning. This controller frees all fingers for multiple-switch actuations, while retaining index/register determination with the hand controller. A single architectural point attachment/restraint may be used which requires no residual muscle tension in either brief or prolonged operation.

  14. Modeling, simulation, and concept design for hybrid-electric medium-size military trucks

    NASA Astrophysics Data System (ADS)

    Rizzoni, Giorgio; Josephson, John R.; Soliman, Ahmed; Hubert, Christopher; Cantemir, Codrin-Gruie; Dembski, Nicholas; Pisu, Pierluigi; Mikesell, David; Serrao, Lorenzo; Russell, James; Carroll, Mark

    2005-05-01

    A large scale design space exploration can provide valuable insight into vehicle design tradeoffs being considered for the U.S. Army"s FMTV (Family of Medium Tactical Vehicles). Through a grant from TACOM (Tank-automotive and Armaments Command), researchers have generated detailed road, surface, and grade conditions representative of the performance criteria of this medium-sized truck and constructed a virtual powertrain simulator for both conventional and hybrid variants. The simulator incorporates the latest technology among vehicle design options, including scalable ultracapacitor and NiMH battery packs as well as a variety of generator and traction motor configurations. An energy management control strategy has also been developed to provide efficiency and performance. A design space exploration for the family of vehicles involves running a large number of simulations with systematically varied vehicle design parameters, where each variant is paced through several different mission profiles and multiple attributes of performance are measured. The resulting designs are filtered to remove dominated designs, exposing the multi-criterial surface of optimality (Pareto optimal designs), and revealing the design tradeoffs as they impact vehicle performance and economy. The results are not yet definitive because ride and drivability measures were not included, and work is not finished on fine-tuning the modeled dynamics of some powertrain components. However, the work so far completed demonstrates the effectiveness of the approach to design space exploration, and the results to date suggest the powertrain configuration best suited to the FMTV mission.

  15. A Network Enabled Platform for Canadian Space Science Data

    NASA Astrophysics Data System (ADS)

    Rankin, R.; Boteler, D. R.; Jayachandran, T. P.; Mann, I. R.; Sofko, G.; Yau, A. W.

    2008-12-01

    The internet is an example of a pervasive disruptive technology that has transformed society on a global scale. The term "cyberinfrastructure" refers to technology underpinning the collaborative aspect of large science projects and is synonymous with terms such as e-Science, intelligent infrastructure, and/or e- infrastructure. In the context of space science, a significant challenge is to exploit the internet and cyberinfrastructure to form effective virtual organizations (VOs) of scientists that have common or agreed- upon objectives. A typical VO is likely to include universities and government agencies specializing in types of instrumentation (ground and/or space based), which in deployment produce large quantities of space data. Such data is most effectively described by metadata, which if defined in a standard way, facilitates discovery and retrieval of data over the internet by intelligent interfaces and cyberinfrastructure. One recent and significant approach is SPASE, which is being developed by NASA as a data-standard for its Virtual Observatories (VxOs) programs. The space science community in Canada has recently formed a VO designed to complement the e-POP microsatellite mission, and new ground-based observatories (GBOs) that collect data over a large fraction of the Canadian land-mass. The VO includes members of the CGSM community (www.cgsm.ca), which is funded operationally by the Canadian Space Agency. It also includes the UCLA VMO team, and scientists in the NASA THEMIS mission. CANARIE (www.canarie.ca), the federal agency responsible for management, design and operation of Canada's research internet, has recently recognized the value of cyberinfrastucture through the creation of a Network-Enabled-Platforms (NEPs) program. An NEP for space science was funded by CANARIE in its first competition. When fully implemented, the Space Science NEP will consist of a front-end portal providing access to CGSM data. It will utilize an adaptation of the SPASE-based registry developed by Ray Walker et. al at UCLA, along with a common set of services and federation of CGSM data. An important aspect of the space science NEP is the development of scientific workflows that allow users to more easily develop data analysis tools that can be stored on their desktop for re-use. The presentation will include a high-level view of the methodology and software architecture to be implemented through the development of the CANARIE NEP for space science.

  16. 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

  17. The Virtual Glovebox (VGX): An Immersive Simulation System for Training Astronauts to Perform Glovebox Experiments in Space

    NASA Technical Reports Server (NTRS)

    Smith, Jeffrey D.; Dalton, Bonnie (Technical Monitor)

    2002-01-01

    The era of the International Space Station (ISS) has finally arrived, providing researchers on Earth a unique opportunity to study long-term effects of weightlessness and the space environment on structures, materials and living systems. Many of the physical, biological and material science experiments planned for ISS will require significant input and expertise from astronauts who must conduct the research, follow complicated assay procedures and collect data and samples in space. Containment is essential for Much of this work, both to protect astronauts from potentially harmful biological, chemical or material elements in the experiments as well as to protect the experiments from contamination by air-born particles In the Space Station environment. When astronauts must open the hardware containing such experiments, glovebox facilities provide the necessary barrier between astronaut and experiment. On Earth, astronauts are laced with the demanding task of preparing for the many glovebox experiments they will perform in space. Only a short time can be devoted to training for each experimental task and gl ovebox research only accounts for a small portion of overall training and mission objectives on any particular ISS mission. The quality of the research also must remain very high, requiring very detailed experience and knowledge of instrumentation, anatomy and specific scientific objectives for those who will conduct the research. This unique set of needs faced by NASA has stemmed the development of a new computer simulation tool, the Virtual Glovebox (VGB), which is designed to provide astronaut crews and support personnel with a means to quickly and accurately prepare and train for glovebox experiments in space.

  18. Load Balancing in Structured P2P Networks

    NASA Astrophysics Data System (ADS)

    Zhu, Yingwu

    In this chapter we start by addressing the importance and necessity of load balancing in structured P2P networks, due to three main reasons. First, structured P2P networks assume uniform peer capacities while peer capacities are heterogeneous in deployed P2P networks. Second, resorting to pseudo-uniformity of the hash function used to generate node IDs and data item keys leads to imbalanced overlay address space and item distribution. Lastly, placement of data items cannot be randomized in some applications (e.g., range searching). We then present an overview of load aggregation and dissemination techniques that are required by many load balancing algorithms. Two techniques are discussed including tree structure-based approach and gossip-based approach. They make different tradeoffs between estimate/aggregate accuracy and failure resilience. To address the issue of load imbalance, three main solutions are described: virtual server-based approach, power of two choices, and address-space and item balancing. While different in their designs, they all aim to improve balance on the address space and data item distribution. As a case study, the chapter discusses a virtual server-based load balancing algorithm that strives to ensure fair load distribution among nodes and minimize load balancing cost in bandwidth. Finally, the chapter concludes with future research and a summary.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Designing and Developing Game-Like Learning Experience in Virtual Worlds: Challenges and Design Decisions of Novice Instructional Designers

    ERIC Educational Resources Information Center

    Yilmaz, Turkan Karakus; Cagiltay, Kursat

    2016-01-01

    Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…

  6. Advancing Virtual Patient Simulations through Design Research and Inter"PLAY": Part II--Integration and Field Test

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Johnson, Teresa; Reyes, Ramsamooj Javier; Lok, Benjamin; Johnsen, Kyle; Rivera-Gutierrez, Diego J.; Bogert, Kenneth; Kubovec, Stacey; Eakins, Michael; Kleinsmith, Andrea; Bellew, Michael; Cendan, Juan

    2016-01-01

    In Part I of this two-part series, we examined the design and development of NERVE: A virtual patient simulation created to give medical students standardized experiences in interviewing, examining, and diagnosing virtual patients with cranial nerve disorders. We illustrated key design features and discussed how design-based research studies…

  7. Virtualization - A Key Cost Saver in NASA Multi-Mission Ground System Architecture

    NASA Technical Reports Server (NTRS)

    Swenson, Paul; Kreisler, Stephen; Sager, Jennifer A.; Smith, Dan

    2014-01-01

    With science team budgets being slashed, and a lack of adequate facilities for science payload teams to operate their instruments, there is a strong need for innovative new ground systems that are able to provide necessary levels of capability processing power, system availability and redundancy while maintaining a small footprint in terms of physical space, power utilization and cooling.The ground system architecture being presented is based off of heritage from several other projects currently in development or operations at Goddard, but was designed and built specifically to meet the needs of the Science and Planetary Operations Control Center (SPOCC) as a low-cost payload command, control, planning and analysis operations center. However, this SPOCC architecture was designed to be generic enough to be re-used partially or in whole by other labs and missions (since its inception that has already happened in several cases!)The SPOCC architecture leverages a highly available VMware-based virtualization cluster with shared SAS Direct-Attached Storage (DAS) to provide an extremely high-performing, low-power-utilization and small-footprint compute environment that provides Virtual Machine resources shared among the various tenant missions in the SPOCC. The storage is also expandable, allowing future missions to chain up to 7 additional 2U chassis of storage at an extremely competitive cost if they require additional archive or virtual machine storage space.The software architecture provides a fully-redundant GMSEC-based message bus architecture based on the ActiveMQ middleware to track all health and safety status within the SPOCC ground system. All virtual machines utilize the GMSEC system agents to report system host health over the GMSEC bus, and spacecraft payload health is monitored using the Hammers Integrated Test and Operations System (ITOS) Galaxy Telemetry and Command (TC) system, which performs near-real-time limit checking and data processing on the downlinked data stream and injects messages into the GMSEC bus that are monitored to automatically page the on-call operator or Systems Administrator (SA) when an off-nominal condition is detected. This architecture, like the LTSP thin clients, are shared across all tenant missions.Other required IT security controls are implemented at the ground system level, including physical access controls, logical system-level authentication authorization management, auditing and reporting, network management and a NIST 800-53 FISMA-Moderate IT Security plan Risk Assessment Contingency Plan, helping multiple missions share the cost of compliance with agency-mandated directives.The SPOCC architecture provides science payload control centers and backup mission operations centers with a cost-effective, standardized approach to virtualizing and monitoring resources that were traditionally multiple racks full of physical machines. The increased agility in deploying new virtual systems and thin client workstations can provide significant savings in personnel costs for maintaining the ground system. The cost savings in procurement, power, rack footprint and cooling as well as the shared multi-mission design greatly reduces upfront cost for missions moving into the facility. Overall, the authors hope that this architecture will become a model for how future NASA operations centers are constructed!

  8. 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.

  9. Integrating an Awareness of Selfhood and Society into Virtual Learning

    ERIC Educational Resources Information Center

    Stricker, Andrew, Ed.; Calongne, Cynthia, Ed.; Truman, Barbara, Ed.; Arenas, Fil, Ed.

    2017-01-01

    Recent technological advances have opened new platforms for learning and teaching. By utilizing virtual spaces, more educational opportunities are created for students who cannot attend a physical classroom environment. "Integrating an Awareness of Selfhood and Society into Virtual Learning" is a pivotal reference source that discusses…

  10. Virtual Instruction: Issues and Insights from an International Perspective.

    ERIC Educational Resources Information Center

    Feyten, Carine M., Ed.; Nutta, Joyce W., Ed.

    The essays in this book, by contributors from around the world, clarify predominant theoretical issues that pertain to virtual instruction, and offer practical suggestions for implementing these programs in any setting. Chapters include: "Mapping Space and Time: Virtual Instruction as Global Ritual" (Joyce W. Nutta and Carine M. Feyten);…

  11. 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.

  12. Control of repulsive force in a virtual environment using an electrorheological haptic master for a surgical robot application

    NASA Astrophysics Data System (ADS)

    Oh, Jong-Seok; Choi, Seung-Hyun; Choi, Seung-Bok

    2014-01-01

    This paper presents control performances of a new type of four-degrees-of-freedom (4-DOF) haptic master that can be used for robot-assisted minimally invasive surgery (RMIS). By adopting a controllable electrorheological (ER) fluid, the function of the proposed master is realized as a haptic feedback as well as remote manipulation. In order to verify the efficacy of the proposed master and method, an experiment is conducted with deformable objects featuring human organs. Since the use of real human organs is difficult for control due to high cost and moral hazard, an excellent alternative method, the virtual reality environment, is used for control in this work. In order to embody a human organ in the virtual space, the experiment adopts a volumetric deformable object represented by a shape-retaining chain linked (S-chain) model which has salient properties such as fast and realistic deformation of elastic objects. In haptic architecture for RMIS, the desired torque/force and desired position originating from the object of the virtual slave and operator of the haptic master are transferred to each other. In order to achieve the desired torque/force trajectories, a sliding mode controller (SMC) which is known to be robust to uncertainties is designed and empirically implemented. Tracking control performances for various torque/force trajectories from the virtual slave are evaluated and presented in the time domain.

  13. A Virtual Map to Support People Who Are Blind in Navigation through Real Spaces

    ERIC Educational Resources Information Center

    Lahav, Orly; Schloerb, David W.; Kumar, Siddarth; Srinivasan, Mandayam A.

    2011-01-01

    Most of the spatial information needed by sighted people to construct cognitive maps of spaces is gathered through the visual channel. Unfortunately, people who are blind lack the ability to collect the required spatial information in advance. The use of virtual reality as a learning and rehabilitation tool for people with disabilities has been on…

  14. 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.

  15. Assessment of Student Learning in Virtual Spaces, Using Orders of Complexity in Levels of Thinking

    ERIC Educational Resources Information Center

    Capacho, Jose

    2017-01-01

    This paper aims at showing a new methodology to assess student learning in virtual spaces supported by Information and Communications Technology-ICT. The methodology is based on the Conceptual Pedagogy Theory, and is supported both on knowledge instruments (KI) and intelectual operations (IO). KI are made up of teaching materials embedded in the…

  16. 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.

  17. The Architectonic Experience of Body and Space in Augmented Interiors

    PubMed Central

    Pasqualini, Isabella; Blefari, Maria Laura; Tadi, Tej; Serino, Andrea; Blanke, Olaf

    2018-01-01

    The environment shapes our experience of space in constant interaction with the body. Architectonic interiors amplify the perception of space through the bodily senses; an effect also known as embodiment. The interaction of the bodily senses with the space surrounding the body can be tested experimentally through the manipulation of multisensory stimulation and measured via a range of behaviors related to bodily self-consciousness. Many studies have used Virtual Reality to show that visuotactile conflicts mediated via a virtual body or avatar can disrupt the unified subjective experience of the body and self. In the full-body illusion paradigm, participants feel as if the avatar was their body (ownership, self-identification) and they shift their center of awareness toward the position of the avatar (self-location). However, the influence of non-bodily spatial cues around the body on embodiment remains unclear, and data about the impact of architectonic space on human perception and self-conscious states are sparse. We placed participants into a Virtual Reality arena, where large and narrow virtual interiors were displayed with and without an avatar. We then applied synchronous or asynchronous visuotactile strokes to the back of the participants and avatar, or, to the front wall of the void interiors. During conditions of illusory self-identification with the avatar, participants reported sensations of containment, drift, and touch with the architectonic environment. The absence of the avatar suppressed such feelings, yet, in the large space, we found an effect of continuity between the physical and the virtual interior depending on the full-body illusion. We discuss subjective feelings evoked by architecture and compare the full-body illusion in augmented interiors to architectonic embodiment. A relevant outcome of this study is the potential to dissociate the egocentric, first-person view from the physical point of view through augmented architectonic space. PMID:29755378

  18. The Architectonic Experience of Body and Space in Augmented Interiors.

    PubMed

    Pasqualini, Isabella; Blefari, Maria Laura; Tadi, Tej; Serino, Andrea; Blanke, Olaf

    2018-01-01

    The environment shapes our experience of space in constant interaction with the body. Architectonic interiors amplify the perception of space through the bodily senses; an effect also known as embodiment. The interaction of the bodily senses with the space surrounding the body can be tested experimentally through the manipulation of multisensory stimulation and measured via a range of behaviors related to bodily self-consciousness. Many studies have used Virtual Reality to show that visuotactile conflicts mediated via a virtual body or avatar can disrupt the unified subjective experience of the body and self. In the full-body illusion paradigm, participants feel as if the avatar was their body (ownership, self-identification) and they shift their center of awareness toward the position of the avatar (self-location). However, the influence of non-bodily spatial cues around the body on embodiment remains unclear, and data about the impact of architectonic space on human perception and self-conscious states are sparse. We placed participants into a Virtual Reality arena, where large and narrow virtual interiors were displayed with and without an avatar. We then applied synchronous or asynchronous visuotactile strokes to the back of the participants and avatar, or, to the front wall of the void interiors. During conditions of illusory self-identification with the avatar, participants reported sensations of containment, drift, and touch with the architectonic environment. The absence of the avatar suppressed such feelings, yet, in the large space, we found an effect of continuity between the physical and the virtual interior depending on the full-body illusion. We discuss subjective feelings evoked by architecture and compare the full-body illusion in augmented interiors to architectonic embodiment. A relevant outcome of this study is the potential to dissociate the egocentric, first-person view from the physical point of view through augmented architectonic space.

  19. A Survey of Middleware for Sensor and Network Virtualization

    PubMed Central

    Khalid, Zubair; Fisal, Norsheila; Rozaini, Mohd.

    2014-01-01

    Wireless Sensor Network (WSN) is leading to a new paradigm of Internet of Everything (IoE). WSNs have a wide range of applications but are usually deployed in a particular application. However, the future of WSNs lies in the aggregation and allocation of resources, serving diverse applications. WSN virtualization by the middleware is an emerging concept that enables aggregation of multiple independent heterogeneous devices, networks, radios and software platforms; and enhancing application development. WSN virtualization, middleware can further be categorized into sensor virtualization and network virtualization. Middleware for WSN virtualization poses several challenges like efficient decoupling of networks, devices and software. In this paper efforts have been put forward to bring an overview of the previous and current middleware designs for WSN virtualization, the design goals, software architectures, abstracted services, testbeds and programming techniques. Furthermore, the paper also presents the proposed model, challenges and future opportunities for further research in the middleware designs for WSN virtualization. PMID:25615737

  20. A survey of middleware for sensor and network virtualization.

    PubMed

    Khalid, Zubair; Fisal, Norsheila; Rozaini, Mohd

    2014-12-12

    Wireless Sensor Network (WSN) is leading to a new paradigm of Internet of Everything (IoE). WSNs have a wide range of applications but are usually deployed in a particular application. However, the future of WSNs lies in the aggregation and allocation of resources, serving diverse applications. WSN virtualization by the middleware is an emerging concept that enables aggregation of multiple independent heterogeneous devices, networks, radios and software platforms; and enhancing application development. WSN virtualization, middleware can further be categorized into sensor virtualization and network virtualization. Middleware for WSN virtualization poses several challenges like efficient decoupling of networks, devices and software. In this paper efforts have been put forward to bring an overview of the previous and current middleware designs for WSN virtualization, the design goals, software architectures, abstracted services, testbeds and programming techniques. Furthermore, the paper also presents the proposed model, challenges and future opportunities for further research in the middleware designs for WSN virtualization.

  1. 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.

  2. Developing a Hybrid Virtualization Platform Design for Cyber Warfare Training and Education

    DTIC Science & Technology

    2010-06-01

    CYBER WARFARE TRAINING AND EDUCATION THESIS Kyle E. Stewart 2nd...Government. AFIT/GCE/ENG/10-06 DEVELOPING A HYBRID VIRTUALIZATION PLATFORM DESIGN FOR CYBER WARFARE TRAINING...APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. AFIT/GCE/ENG/10-06 DEVELOPING A HYBRID VIRTUALIZATION PLATFORM DESIGN FOR CYBER WARFARE

  3. Classrooms Matter: The Design of Virtual Classrooms Influences Gender Disparities in Computer Science Classes

    ERIC Educational Resources Information Center

    Cheryan, Sapna; Meltzoff, Andrew N.; Kim, Saenam

    2011-01-01

    Three experiments examined whether the design of virtual learning environments influences undergraduates' enrollment intentions and anticipated success in introductory computer science courses. Changing the design of a virtual classroom--from one that conveys current computer science stereotypes to one that does not--significantly increased…

  4. Virtual sensors for active noise control in acoustic-structural coupled enclosures using structural sensing: robust virtual sensor design.

    PubMed

    Halim, Dunant; Cheng, Li; Su, Zhongqing

    2011-03-01

    The work was aimed to develop a robust virtual sensing design methodology for sensing and active control applications of vibro-acoustic systems. The proposed virtual sensor was designed to estimate a broadband acoustic interior sound pressure using structural sensors, with robustness against certain dynamic uncertainties occurring in an acoustic-structural coupled enclosure. A convex combination of Kalman sub-filters was used during the design, accommodating different sets of perturbed dynamic model of the vibro-acoustic enclosure. A minimax optimization problem was set up to determine an optimal convex combination of Kalman sub-filters, ensuring an optimal worst-case virtual sensing performance. The virtual sensing and active noise control performance was numerically investigated on a rectangular panel-cavity system. It was demonstrated that the proposed virtual sensor could accurately estimate the interior sound pressure, particularly the one dominated by cavity-controlled modes, by using a structural sensor. With such a virtual sensing technique, effective active noise control performance was also obtained even for the worst-case dynamics. © 2011 Acoustical Society of America

  5. Research on The Construction of Flexible Multi-body Dynamics Model based on Virtual Components

    NASA Astrophysics Data System (ADS)

    Dong, Z. H.; Ye, X.; Yang, F.

    2018-05-01

    Focus on the harsh operation condition of space manipulator, which cannot afford relative large collision momentum, this paper proposes a new concept and technology, called soft-contact technology. In order to solve the problem of collision dynamics of flexible multi-body system caused by this technology, this paper also proposes the concepts of virtual components and virtual hinges, and constructs flexible dynamic model based on virtual components, and also studies on its solutions. On this basis, this paper uses NX to carry out model and comparison simulation for space manipulator in 3 different modes. The results show that using the model of multi-rigid body + flexible body hinge + controllable damping can make effective control on amplitude for the force and torque caused by target satellite collision.

  6. STS-61 crew utilizing Virtual Reality in training for HST repair mission

    NASA Image and Video Library

    1993-06-11

    Astronaut Jeffrey A. Hoffman, one of four crewmembers for STS-61 that will conduct scheduled spacewalks during the flight, wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm. Crewmembers are utilizing a new virtual reality training aid which assists in refining positioning patterns for Space Shuttle Endeavour's Remote Manipulator System (RMS) (36890); Astronaut Claude Nicollier looks at a computer display of the Shuttle's robot arm movements as Thomas D. Akers and Kathryn C. Thornton, mission specialists look on. Nicollier will be responsible for maneuvering the astronauts while they stand in a foot restraint on the end of the RMS arm (36891,36894); Hoffman wears a special helmet and gloves designed to assist in proper positioning near the telescope while on the end of the robot arm (35892); Nicollier looks at a computer display of the Shuttle's robot arm movements as Akers looks on (36893); While (l-r) Astronauts Kenneth Bowersox, Kathryn Thornton, Richard O. Covey and Thomas D. Akers watch, Nicollier moves the Robot arm to desired locations in the Shuttle's payload bay using the Virtual Reality program (36895); Bowersox takes his turn maneuvering the RMS while mission specialist Hoffman, wearing the Virtual Reality helmet, follows his own progress on the end of the robot arm. Crewmembers participating during the training session are (l-r) Astronauts Akers, Hoffman, Bowersox, Nicollier, Covey, and Thornton. In the background, David Homan, an engineer in the JSC Engineering Directorate's Automation and Robotics Division, looks on (36896).

  7. Virtual environment display for a 3D audio room simulation

    NASA Astrophysics Data System (ADS)

    Chapin, William L.; Foster, Scott

    1992-06-01

    Recent developments in virtual 3D audio and synthetic aural environments have produced a complex acoustical room simulation. The acoustical simulation models a room with walls, ceiling, and floor of selected sound reflecting/absorbing characteristics and unlimited independent localizable sound sources. This non-visual acoustic simulation, implemented with 4 audio ConvolvotronsTM by Crystal River Engineering and coupled to the listener with a Poihemus IsotrakTM, tracking the listener's head position and orientation, and stereo headphones returning binaural sound, is quite compelling to most listeners with eyes closed. This immersive effect should be reinforced when properly integrated into a full, multi-sensory virtual environment presentation. This paper discusses the design of an interactive, visual virtual environment, complementing the acoustic model and specified to: 1) allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; 2) reinforce the listener's feeling of telepresence into the acoustical environment with visual and proprioceptive sensations; 3) enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and 4) 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. The installed system implements a head-coupled, wide-angle, stereo-optic tracker/viewer and multi-computer simulation control. The portable demonstration system implements a head-mounted wide-angle, stereo-optic display, separate head and pointer electro-magnetic position trackers, a heterogeneous parallel graphics processing system, and object oriented C++ program code.

  8. Distracting people from sources of discomfort in a simulated aircraft environment.

    PubMed

    Lewis, Laura; Patel, Harshada; Cobb, Sue; D'Cruz, Mirabelle; Bues, Matthias; Stefani, Oliver; Grobler, Tredeaux

    2016-07-19

    Comfort is an important factor in the acceptance of transport systems. In 2010 and 2011, the European Commission (EC) put forward its vision for air travel in the year 2050 which envisaged the use of in-flight virtual reality. This paper addressed the EC vision by investigating the effect of virtual environments on comfort. Research has shown that virtual environments can provide entertaining experiences and can be effective distracters from painful experiences. To determine the extent to which a virtual environment could distract people from sources of discomfort. Experiments which involved inducing discomfort commonly experienced in-flight (e.g. limited space, noise) in order to determine the extent to which viewing a virtual environment could distract people from discomfort. Virtual environments can fully or partially distract people from sources of discomfort, becoming more effective when they are interesting. They are also more effective at distracting people from discomfort caused by restricted space than noise disturbances. Virtual environments have the potential to enhance passenger comfort by providing positive distractions from sources of discomfort. Further research is required to understand more fully the reasons why the effect was stronger for one source of discomfort than the other.

  9. Integrating a facial scan, virtual smile design, and 3D virtual patient for treatment with CAD-CAM ceramic veneers: A clinical report.

    PubMed

    Lin, Wei-Shao; Harris, Bryan T; Phasuk, Kamolphob; Llop, Daniel R; Morton, Dean

    2018-02-01

    This clinical report describes a digital workflow using the virtual smile design approach augmented with a static 3-dimensional (3D) virtual patient with photorealistic appearance to restore maxillary central incisors by using computer-aided design and computer-aided manufacturing (CAD-CAM) monolithic lithium disilicate ceramic veneers. Copyright © 2017 Editorial Council for the Journal of Prosthetic Dentistry. Published by Elsevier Inc. All rights reserved.

  10. Working Group Reports and Presentations: Virtual Worlds and Virtual Exploration

    NASA Technical Reports Server (NTRS)

    LAmoreaux, Claudia

    2006-01-01

    Scientists and engineers are continually developing innovative methods to capitalize on recent developments in computational power. Virtual worlds and virtual exploration present a new toolset for project design, implementation, and resolution. Replication of the physical world in the virtual domain provides stimulating displays to augment current data analysis techniques and to encourage public participation. In addition, the virtual domain provides stakeholders with a low cost, low risk design and test environment. The following document defines a virtual world and virtual exploration, categorizes the chief motivations for virtual exploration, elaborates upon specific objectives, identifies roadblocks and enablers for realizing the benefits, and highlights the more immediate areas of implementation (i.e. the action items). While the document attempts a comprehensive evaluation of virtual worlds and virtual exploration, the innovative nature of the opportunities presented precludes completeness. The authors strongly encourage readers to derive additional means of utilizing the virtual exploration toolset.

  11. Single-Step Fabrication of Computationally Designed Microneedles by Continuous Liquid Interface Production

    PubMed Central

    Johnson, Ashley R.; Caudill, Cassie L.; Tumbleston, John R.; Bloomquist, Cameron J.; Moga, Katherine A.; Ermoshkin, Alexander; Shirvanyants, David; Mecham, Sue J.; Luft, J. Christopher; DeSimone, Joseph M.

    2016-01-01

    Microneedles, arrays of micron-sized needles that painlessly puncture the skin, enable transdermal delivery of medications that are difficult to deliver using more traditional routes. Many important design parameters, such as microneedle size, shape, spacing, and composition, are known to influence efficacy, but are notoriously difficult to alter due to the complex nature of microfabrication techniques. Herein, we utilize a novel additive manufacturing (“3D printing”) technique called Continuous Liquid Interface Production (CLIP) to rapidly prototype sharp microneedles with tuneable geometries (size, shape, aspect ratio, spacing). This technology allows for mold-independent, one-step manufacturing of microneedle arrays of virtually any design in less than 10 minutes per patch. Square pyramidal CLIP microneedles composed of trimethylolpropane triacrylate, polyacrylic acid and photopolymerizable derivatives of polyethylene glycol and polycaprolactone were fabricated to demonstrate the range of materials that can be utilized within this platform for encapsulating and controlling the release of therapeutics. These CLIP microneedles effectively pierced murine skin ex vivo and released the fluorescent drug surrogate rhodamine. PMID:27607247

  12. The microbiome: the forgotten organ of the astronaut's body--probiotics beyond terrestrial limits.

    PubMed

    Saei, Amir Ata; Barzegari, Abolfazl

    2012-09-01

    Space medicine research has drawn immense attention toward provision of efficient life support systems during long-term missions into space. However, in extended missions, a wide range of diseases may affect astronauts. In space medicine research, the gastrointestinal microbiome and its role in maintaining astronauts' health has received little attention. We would like to draw researchers' attention to the significant role of microbiota. Because of the high number of microorganisms in the human body, man has been called a 'supra-organism' and gastrointestinal flora has been referred to as 'a virtual organ of the human body'. In space, the lifestyle, sterility of spaceship and environmental stresses can result in alterations in intestinal microbiota, which can lead to an impaired immunity and predispose astronauts to illness. This concern is heightened by increase in virulence of pathogens in microgravity. Thus, design of a personal probiotic kit is recommended to improve the health status of astronauts.

  13. KSC-2014-3534

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, executive director of the Center for the Advancement of Science in Space, talks to Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  14. KSC-2014-3539

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, executive director of the Center for the Advancement of Science in Space, talks to Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  15. KSC-2014-3538

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, executive director of the Center for the Advancement of Science in Space, talks to Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  16. KSC-2014-3541

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Florida middle school students and their teachers watch the Zero Robotics finals competition broadcast live via webex from the International Space Station. The Florida teams are at the Space Station Processing Facility at NASA's Kennedy Space Center in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  17. Secure, Network-Centric Operations of a Space-Based Asset: Cisco Router in Low Earth Orbit (CLEO) and Virtual Mission Operations Center (VMOC)

    NASA Technical Reports Server (NTRS)

    Ivancic, William; Stewart, Dave; Shell, Dan; Wood, Lloyd; Paulsen, Phil; Jackson, Chris; Hodgson, Dave; Notham, James; Bean, Neville; Miller, Eric

    2005-01-01

    This report documents the design of network infrastructure to support operations demonstrating the concept of network-centric operations and command and control of space-based assets. These demonstrations showcase major elements of the Transformal Communication Architecture (TCA), using Internet Protocol (IP) technology. These demonstrations also rely on IP technology to perform the functions outlined in the Consultative Committee for Space Data Systems (CCSDS) Space Link Extension (SLE) document. A key element of these demonstrations was the ability to securely use networks and infrastructure owned and/or controlled by various parties. This is a sanitized technical report for public release. There is a companion report available to a limited audience. The companion report contains detailed networking addresses and other sensitive material and is available directly from William Ivancic at Glenn Research Center.

  18. 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.

  19. Personalised Virtual Learning Spaces to Support Undergraduates in Producing Research Reports: Two Case Studies

    ERIC Educational Resources Information Center

    Kallkvist, Marie; Gomez, Stephen; Andersson, Holger; Lush, David

    2009-01-01

    The purpose of this study was to create and evaluate personalised virtual learning spaces (PVLSs) in a course that was previously delivered face-to-face only. The study addressed three related questions: (1) Can a PVLS successfully be introduced into a course where IT has not previously featured? (2) Can the PVLSs be used to enhance the assessment…

  20. The Commercial Side of Virtual Play Worlds

    ERIC Educational Resources Information Center

    Kargin, Tolga

    2018-01-01

    In recent years, virtual play spaces have become enormously popular among young children around the world. As yet, though, there has been relatively little research into the ways in which children interact on such sites and what they learn in the process. This article describes a study of kids' experiences with one such virtual world, Club…

  1. Virtual Worlds, Virtual Literacy: An Educational Exploration

    ERIC Educational Resources Information Center

    Stoerger, Sharon

    2008-01-01

    Virtual worlds enable students to learn through seeing, knowing, and doing within visually rich and mentally engaging spaces. Rather than reading about events, students become part of the events through the adoption of a pre-set persona. Along with visual feedback that guides the players' activities and the development of visual skills, visual…

  2. Using EMG to anticipate head motion for virtual-environment applications

    NASA Technical Reports Server (NTRS)

    Barniv, Yair; Aguilar, Mario; Hasanbelliu, Erion

    2005-01-01

    In virtual environment (VE) applications, where virtual objects are presented in a see-through head-mounted display, virtual images must be continuously stabilized in space in response to user's head motion. Time delays in head-motion compensation cause virtual objects to "swim" around instead of being stable in space which results in misalignment errors when overlaying virtual and real objects. Visual update delays are a critical technical obstacle for implementing head-mounted displays in applications such as battlefield simulation/training, telerobotics, and telemedicine. Head motion is currently measurable by a head-mounted 6-degrees-of-freedom inertial measurement unit. However, even given this information, overall VE-system latencies cannot be reduced under about 25 ms. We present a novel approach to eliminating latencies, which is premised on the fact that myoelectric signals from a muscle precede its exertion of force, thereby limb or head acceleration. We thus suggest utilizing neck-muscles' myoelectric signals to anticipate head motion. We trained a neural network to map such signals onto equivalent time-advanced inertial outputs. The resulting network can achieve time advances of up to 70 ms.

  3. Using EMG to anticipate head motion for virtual-environment applications.

    PubMed

    Barniv, Yair; Aguilar, Mario; Hasanbelliu, Erion

    2005-06-01

    In virtual environment (VE) applications, where virtual objects are presented in a see-through head-mounted display, virtual images must be continuously stabilized in space in response to user's head motion. Time delays in head-motion compensation cause virtual objects to "swim" around instead of being stable in space which results in misalignment errors when overlaying virtual and real objects. Visual update delays are a critical technical obstacle for implementing head-mounted displays in applications such as battlefield simulation/training, telerobotics, and telemedicine. Head motion is currently measurable by a head-mounted 6-degrees-of-freedom inertial measurement unit. However, even given this information, overall VE-system latencies cannot be reduced under about 25 ms. We present a novel approach to eliminating latencies, which is premised on the fact that myoelectric signals from a muscle precede its exertion of force, thereby limb or head acceleration. We thus suggest utilizing neck-muscles' myoelectric signals to anticipate head motion. We trained a neural network to map such signals onto equivalent time-advanced inertial outputs. The resulting network can achieve time advances of up to 70 ms.

  4. NASA Design Projects at UC Berkeley for NASA's HEDS-UP Program

    NASA Astrophysics Data System (ADS)

    Kuznetz, Lawrence

    1998-01-01

    Missions to Mars have been a topic for study since the advent of the space age. But funding has been largely reserved for the unmanned probes such as Viking, Pathfinder and Global Surveyer. Financial and political constraints have relegated human missions, on the other hand, to backroom efforts such as the Space Exploration Initiative (SEI) of 1989-1990. With the new found enthusiasm from Pathfinder and the meteorite ALH84001, however, there is renewed interest in human exploration of Mars. This is manifest in the new Human Exploration and Development of Space (HEDS) program that NASA has recently initiated. This program, through its University Projects (HEDS-UP) office has taken the unusual step of soliciting creative solutions from universities. For its part in the HEDS-UP program, the University of California at Berkeley was asked to study the issues of Habitat design, Space Suits for Mars, Environmental Control and Life Support Systems, Countermeasures to Hypogravity and Crew Size/Mix. These topics were investigated as design projects in "Mars by 2012", an on-going class for undergraduates and graduate students. The methodology of study was deemed to be as important as the design projects themselves and for that we were asked to create an Interactive Design Environment. The Interactive Design Environment (IDE) is an electronic "office" that allows scientists and engineers, as well as other interested parties, to interact with and critique engineering designs as they progress. It usually takes the form of a website that creates a "virtual office" environment. That environment is a place where NASA and others can interact with and critique the university designs for potential inclusion in the Mars Design Reference Mission.

  5. Altering User Movement Behaviour in Virtual Environments.

    PubMed

    Simeone, Adalberto L; Mavridou, Ifigeneia; Powell, Wendy

    2017-04-01

    In immersive Virtual Reality systems, users tend to move in a Virtual Environment as they would in an analogous physical environment. In this work, we investigated how user behaviour is affected when the Virtual Environment differs from the physical space. We created two sets of four environments each, plus a virtual replica of the physical environment as a baseline. The first focused on aesthetic discrepancies, such as a water surface in place of solid ground. The second focused on mixing immaterial objects together with those paired to tangible objects. For example, barring an area with walls or obstacles. We designed a study where participants had to reach three waypoints laid out in such a way to prompt a decision on which path to follow based on the conflict between the mismatching visual stimuli and their awareness of the real layout of the room. We analysed their performances to determine whether their trajectories were altered significantly from the shortest route. Our results indicate that participants altered their trajectories in presence of surfaces representing higher walking difficulty (for example, water instead of grass). However, when the graphical appearance was found to be ambiguous, there was no significant trajectory alteration. The environments mixing immaterial with physical objects had the most impact on trajectories with a mean deviation from the shortest route of 60 cm against the 37 cm of environments with aesthetic alterations. The co-existance of paired and unpaired virtual objects was reported to support the idea that all objects participants saw were backed by physical props. From these results and our observations, we derive guidelines on how to alter user movement behaviour in Virtual Environments.

  6. Virtual Boutique: a 3D modeling and content-based management approach to e-commerce

    NASA Astrophysics Data System (ADS)

    Paquet, Eric; El-Hakim, Sabry F.

    2000-12-01

    The Virtual Boutique is made out of three modules: the decor, the market and the search engine. The decor is the physical space occupied by the Virtual Boutique. It can reproduce any existing boutique. For this purpose, photogrammetry is used. A set of pictures of a real boutique or space is taken and a virtual 3D representation of this space is calculated from them. Calculations are performed with software developed at NRC. This representation consists of meshes and texture maps. The camera used in the acquisition process determines the resolution of the texture maps. Decorative elements are added like painting, computer generated objects and scanned objects. The objects are scanned with laser scanner developed at NRC. This scanner allows simultaneous acquisition of range and color information based on white laser beam triangulation. The second module, the market, is made out of all the merchandises and the manipulators, which are used to manipulate and compare the objects. The third module, the search engine, can search the inventory based on an object shown by the customer in order to retrieve similar objects base don shape and color. The items of interest are displayed in the boutique by reconfiguring the market space, which mean that the boutique can be continuously customized according to the customer's needs. The Virtual Boutique is entirely written in Java 3D and can run in mono and stereo mode and has been optimized in order to allow high quality rendering.

  7. Near or far? It depends on my impression: moral information and spatial behavior in virtual interactions.

    PubMed

    Iachini, Tina; Pagliaro, Stefano; Ruggiero, Gennaro

    2015-10-01

    Near body distance is a key component of action and social interaction. Recent research has shown that peripersonal space (reachability-distance for acting with objects) and interpersonal space (comfort-distance for interacting with people) share common mechanisms and reflect the social valence of stimuli. The social psychological literature has demonstrated that information about morality is crucial because it affects impression formation and the intention to approach-avoid others. Here we explore whether peripersonal/interpersonal spaces are modulated by moral information. Thirty-six participants interacted with male/female virtual confederates described by moral/immoral/neutral sentences. The modulation of body space was measured by reachability-distance and comfort-distance while participants stood still or walked toward virtual confederates. Results showed that distance expanded with immorally described confederates and contracted with morally described confederates. This pattern was present in both spaces, although it was stronger in comfort-distance. Consistent with an embodied cognition approach, the findings suggest that high-level socio-cognitive processes are linked to sensorimotor-spatial processes. Copyright © 2015. Published by Elsevier B.V.

  8. The Benefits of Virtual Presence in Space (VPS) to Deep Space Missions

    NASA Technical Reports Server (NTRS)

    De Jong, Eric M.; McGuffie, Barbara A; Levoe, Steven R.; Suzuki, Shigeru; Gorjian, Zareh; Leung, Chris; Cordell, Christopher; Loaiza, Frank; Baldwin, Robert; Craig, Jason; hide

    2006-01-01

    Understanding our place in the Universe is one of mankind's greatest scientific and technological challenges and achievements. The invention of the telescope, the Copernican Revolution, the development of Newtonian mechanics, and the Space Age exploration of our solar system; provided us with a deeper understanding of our place in the Universe; based on better observations and models. As we approach the end of the first decade of the new millennium, the same quest, to understand our place in the Universe, remains a great challenge. New technologies will enable us to construct and interact with a "Virtual Universe" based on remote and in situ observations of other worlds. As we continue the exploration that began in the last century, we will experience a "Virtual Presence in Space (VPS)" in this century. This paper describes VPS technology, the mechanisms for VPS product distribution and display, the benefits of this technology, and future plans. Deep space mission stereo observations and frames from stereo High Definition Television (HDTV) mission animations are used to illustrate the effectiveness of VPS technology.

  9. Real-time, interactive, visually updated simulator system for telepresence

    NASA Technical Reports Server (NTRS)

    Schebor, Frederick S.; Turney, Jerry L.; Marzwell, Neville I.

    1991-01-01

    Time delays and limited sensory feedback of remote telerobotic systems tend to disorient teleoperators and dramatically decrease the operator's performance. To remove the effects of time delays, key components were designed and developed of a prototype forward simulation subsystem, the Global-Local Environment Telerobotic Simulator (GLETS) that buffers the operator from the remote task. GLETS totally immerses an operator in a real-time, interactive, simulated, visually updated artificial environment of the remote telerobotic site. Using GLETS, the operator will, in effect, enter into a telerobotic virtual reality and can easily form a gestalt of the virtual 'local site' that matches the operator's normal interactions with the remote site. In addition to use in space based telerobotics, GLETS, due to its extendable architecture, can also be used in other teleoperational environments such as toxic material handling, construction, and undersea exploration.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. The virtual terrorism response academy: training for high-risk, low-frequency threats.

    PubMed

    Henderson, Joseph V

    2005-01-01

    The Virtual Terrorism Response Academy is a reusable virtual learning environment to prepare emergency responders to deal with high-risk, low-frequency events in general, terrorist attacks in particular. The principal learning strategy is a traditional one: apprenticeship. Trainees enter the Academy and travel through its halls, selecting different learning experiences under the guidance of instructors who are simultaneously master practitioners and master trainers. The mentors are real individuals who have been videotaped according to courseware designs; they are subsequently available at any time or location via broadband Internet or CD-ROM. The Academy features a Simulation Area where trainees are briefed on a given scenario, select appropriate resources (e.g., protective equipment and hazmat instruments), then enter a 3-dimensional space where they must deal with various situations. Simulations are done under the guidance of a master trainer who functions as a coach, asking questions, pointing out things, explaining his reasoning at various points in the simulation. This is followed by a debriefing and discussion of lessons that could be learned from the simulation and the trainee's decisions.

  15. The New Realm of 3-D Vision

    NASA Technical Reports Server (NTRS)

    2002-01-01

    Dimension Technologies Inc., developed a line of 2-D/3-D Liquid Crystal Display (LCD) screens, including a 15-inch model priced at consumer levels. DTI's family of flat panel LCD displays, called the Virtual Window(TM), provide real-time 3-D images without the use of glasses, head trackers, helmets, or other viewing aids. Most of the company initial 3-D display research was funded through NASA's Small Business Innovation Research (SBIR) program. The images on DTI's displays appear to leap off the screen and hang in space. The display accepts input from computers or stereo video sources, and can be switched from 3-D to full-resolution 2-D viewing with the push of a button. The Virtual Window displays have applications in data visualization, medicine, architecture, business, real estate, entertainment, and other research, design, military, and consumer applications. Displays are currently used for computer games, protein analysis, and surgical imaging. The technology greatly benefits the medical field, as surgical simulators are helping to increase the skills of surgical residents. Virtual Window(TM) is a trademark of Dimension Technologies Inc.

  16. Launch vehicles of the future - Earth to near-earth space

    NASA Astrophysics Data System (ADS)

    Keyworth, G. A., II

    Attention is given to criteria for launch vehicles of the future, namely, cost, flexibility of payload size, and routine access to space. The National Aerospace Plane (NASP), an airplane designed to achieve hypersonic speeds using a sophisticated air-breathing engine, is argued to meet these criteria. Little additional oxygen is needed to enter low-earth orbit, and it will return to an airport runway under powered flight. Cost estimates for a NASP-derived vehicle are two to five million dollars for a payload of 20,000 to 30,000 pounds to orbit. For the Shuttle, a comparable payload is nominally about 150 million dollars. NASP estimates for the new single-stage-to-orbit designs are substantially lower than existing launch costs. The NASP also offers fast turnaround and minimal logistics. Access to virtually all near-earth orbits will be provided as well.

  17. An Onboard ISS Virtual Reality Trainer

    NASA Technical Reports Server (NTRS)

    Miralles, Evelyn

    2013-01-01

    Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT) provides an immersive 3D environment similar to the one experienced at the VRLab crew training facility at the NASA Johnson Space Center. VRT bridges the gap by allowing crew members to experience an interactive, 3D environment to reinforce skills already learned and to explore new work sites and repair procedures outside the Station.

  18. Evaluating optimal therapy robustness by virtual expansion of a sample population, with a case study in cancer immunotherapy

    PubMed Central

    Barish, Syndi; Ochs, Michael F.; Sontag, Eduardo D.; Gevertz, Jana L.

    2017-01-01

    Cancer is a highly heterogeneous disease, exhibiting spatial and temporal variations that pose challenges for designing robust therapies. Here, we propose the VEPART (Virtual Expansion of Populations for Analyzing Robustness of Therapies) technique as a platform that integrates experimental data, mathematical modeling, and statistical analyses for identifying robust optimal treatment protocols. VEPART begins with time course experimental data for a sample population, and a mathematical model fit to aggregate data from that sample population. Using nonparametric statistics, the sample population is amplified and used to create a large number of virtual populations. At the final step of VEPART, robustness is assessed by identifying and analyzing the optimal therapy (perhaps restricted to a set of clinically realizable protocols) across each virtual population. As proof of concept, we have applied the VEPART method to study the robustness of treatment response in a mouse model of melanoma subject to treatment with immunostimulatory oncolytic viruses and dendritic cell vaccines. Our analysis (i) showed that every scheduling variant of the experimentally used treatment protocol is fragile (nonrobust) and (ii) discovered an alternative region of dosing space (lower oncolytic virus dose, higher dendritic cell dose) for which a robust optimal protocol exists. PMID:28716945

  19. Neuro-parity pattern recognition system and method

    DOEpatents

    Gross, Kenneth C.; Singer, Ralph M.; Van Alstine, Rollin G.; Wegerich, Stephan W.; Yue, Yong

    2000-01-01

    A method and system for monitoring a process and determining its condition. Initial data is sensed, a first set of virtual data is produced by applying a system state analyzation to the initial data, a second set of virtual data is produced by applying a neural network analyzation to the initial data and a parity space analyzation is applied to the first and second set of virtual data and also to the initial data to provide a parity space decision about the condition of the process. A logic test can further be applied to produce a further system decision about the state of the process.

  20. Direct access inter-process shared memory

    DOEpatents

    Brightwell, Ronald B; Pedretti, Kevin; Hudson, Trammell B

    2013-10-22

    A technique for directly sharing physical memory between processes executing on processor cores is described. The technique includes loading a plurality of processes into the physical memory for execution on a corresponding plurality of processor cores sharing the physical memory. An address space is mapped to each of the processes by populating a first entry in a top level virtual address table for each of the processes. The address space of each of the processes is cross-mapped into each of the processes by populating one or more subsequent entries of the top level virtual address table with the first entry in the top level virtual address table from other processes.

  1. 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.

  2. High Frontier - The Journal for Space and Cyberspace Professionals. Volume 6, Number 3, May 2010.

    DTIC Science & Technology

    2010-05-01

    possible to use automated design flows, not just confined to a static system, but distributed and virtually through a web connection. This idea is...Imagine testing a thermometer using a blow dryer . Simple, but effective, except we have doz- ens of thermometers, some embedded deeply in a nearly...publications, four receiving best paper awards, and has been awarded 11 US patents. S&T. Yet we must adapt, or be left behind. Can we find a

  3. Rambrain - a library for virtually extending physical memory

    NASA Astrophysics Data System (ADS)

    Imgrund, Maximilian; Arth, Alexander

    2017-08-01

    We introduce Rambrain, a user space library that manages memory consumption of your code. Using Rambrain you can overcommit memory over the size of physical memory present in the system. Rambrain takes care of temporarily swapping out data to disk and can handle multiples of the physical memory size present. Rambrain is thread-safe, OpenMP and MPI compatible and supports Asynchronous IO. The library was designed to require minimal changes to existing programs and to be easy to use.

  4. 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.

  5. A review of predictive nonlinear theories for multiscale modeling of heterogeneous materials

    NASA Astrophysics Data System (ADS)

    Matouš, Karel; Geers, Marc G. D.; Kouznetsova, Varvara G.; Gillman, Andrew

    2017-02-01

    Since the beginning of the industrial age, material performance and design have been in the midst of innovation of many disruptive technologies. Today's electronics, space, medical, transportation, and other industries are enriched by development, design and deployment of composite, heterogeneous and multifunctional materials. As a result, materials innovation is now considerably outpaced by other aspects from component design to product cycle. In this article, we review predictive nonlinear theories for multiscale modeling of heterogeneous materials. Deeper attention is given to multiscale modeling in space and to computational homogenization in addressing challenging materials science questions. Moreover, we discuss a state-of-the-art platform in predictive image-based, multiscale modeling with co-designed simulations and experiments that executes on the world's largest supercomputers. Such a modeling framework consists of experimental tools, computational methods, and digital data strategies. Once fully completed, this collaborative and interdisciplinary framework can be the basis of Virtual Materials Testing standards and aids in the development of new material formulations. Moreover, it will decrease the time to market of innovative products.

  6. A review of predictive nonlinear theories for multiscale modeling of heterogeneous materials

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

    Matouš, Karel, E-mail: kmatous@nd.edu; Geers, Marc G.D.; Kouznetsova, Varvara G.

    2017-02-01

    Since the beginning of the industrial age, material performance and design have been in the midst of innovation of many disruptive technologies. Today's electronics, space, medical, transportation, and other industries are enriched by development, design and deployment of composite, heterogeneous and multifunctional materials. As a result, materials innovation is now considerably outpaced by other aspects from component design to product cycle. In this article, we review predictive nonlinear theories for multiscale modeling of heterogeneous materials. Deeper attention is given to multiscale modeling in space and to computational homogenization in addressing challenging materials science questions. Moreover, we discuss a state-of-the-art platformmore » in predictive image-based, multiscale modeling with co-designed simulations and experiments that executes on the world's largest supercomputers. Such a modeling framework consists of experimental tools, computational methods, and digital data strategies. Once fully completed, this collaborative and interdisciplinary framework can be the basis of Virtual Materials Testing standards and aids in the development of new material formulations. Moreover, it will decrease the time to market of innovative products.« less

  7. Deficient gaze pattern during virtual multiparty conversation in patients with schizophrenia.

    PubMed

    Han, Kiwan; Shin, Jungeun; Yoon, Sang Young; Jang, Dong-Pyo; Kim, Jae-Jin

    2014-06-01

    Virtual reality has been used to measure abnormal social characteristics, particularly in one-to-one situations. In real life, however, conversations with multiple companions are common and more complicated than two-party conversations. In this study, we explored the features of social behaviors in patients with schizophrenia during virtual multiparty conversations. Twenty-three patients with schizophrenia and 22 healthy controls performed the virtual three-party conversation task, which included leading and aiding avatars, positive- and negative-emotion-laden situations, and listening and speaking phases. Patients showed a significant negative correlation in the listening phase between the amount of gaze on the between-avatar space and reasoning ability, and demonstrated increased gaze on the between-avatar space in the speaking phase that was uncorrelated with attentional ability. These results suggest that patients with schizophrenia have active avoidance of eye contact during three-party conversations. Virtual reality may provide a useful way to measure abnormal social characteristics during multiparty conversations in schizophrenia. Copyright © 2014 Elsevier Ltd. All rights reserved.

  8. Demonstration of NICT Space Weather Cloud --Integration of Supercomputer into Analysis and Visualization Environment--

    NASA Astrophysics Data System (ADS)

    Watari, S.; Morikawa, Y.; Yamamoto, K.; Inoue, S.; Tsubouchi, K.; Fukazawa, K.; Kimura, E.; Tatebe, O.; Kato, H.; Shimojo, S.; Murata, K. T.

    2010-12-01

    In the Solar-Terrestrial Physics (STP) field, spatio-temporal resolution of computer simulations is getting higher and higher because of tremendous advancement of supercomputers. A more advanced technology is Grid Computing that integrates distributed computational resources to provide scalable computing resources. In the simulation research, it is effective that a researcher oneself designs his physical model, performs calculations with a supercomputer, and analyzes and visualizes for consideration by a familiar method. A supercomputer is far from an analysis and visualization environment. In general, a researcher analyzes and visualizes in the workstation (WS) managed at hand because the installation and the operation of software in the WS are easy. Therefore, it is necessary to copy the data from the supercomputer to WS manually. Time necessary for the data transfer through long delay network disturbs high-accuracy simulations actually. In terms of usefulness, integrating a supercomputer and an analysis and visualization environment seamlessly with a researcher's familiar method is important. NICT has been developing a cloud computing environment (NICT Space Weather Cloud). In the NICT Space Weather Cloud, disk servers are located near its supercomputer and WSs for data analysis and visualization. They are connected to JGN2plus that is high-speed network for research and development. Distributed virtual high-capacity storage is also constructed by Grid Datafarm (Gfarm v2). Huge-size data output from the supercomputer is transferred to the virtual storage through JGN2plus. A researcher can concentrate on the research by a familiar method without regard to distance between a supercomputer and an analysis and visualization environment. Now, total 16 disk servers are setup in NICT headquarters (at Koganei, Tokyo), JGN2plus NOC (at Otemachi, Tokyo), Okinawa Subtropical Environment Remote-Sensing Center, and Cybermedia Center, Osaka University. They are connected on JGN2plus, and they constitute 1PB (physical size) virtual storage by Gfarm v2. These disk servers are connected with supercomputers of NICT and Osaka University. A system that data output from the supercomputers are automatically transferred to the virtual storage had been built up. Transfer rate is about 50 GB/hrs by actual measurement. It is estimated that the performance is reasonable for a certain simulation and analysis for reconstruction of coronal magnetic field. This research is assumed an experiment of the system, and the verification of practicality is advanced at the same time. Herein we introduce an overview of the space weather cloud system so far we have developed. We also demonstrate several scientific results using the space weather cloud system. We also introduce several web applications of the cloud as a service of the space weather cloud, which is named as "e-SpaceWeather" (e-SW). The e-SW provides with a variety of space weather online services from many aspects.

  9. Technology and Career Preparation: Using Virtual Interview Recordings (VIRs) in an Apparel, Design, and Textiles (ADT) Professional Seminar Course

    ERIC Educational Resources Information Center

    Eike, Rachel J.; Rowell, Amy; Mihuta, Tiffani

    2016-01-01

    The purpose of this study was to identify key virtual-recorded interview (VIR) skills that are essential to Apparel, Design, and Textile (ADT) student performance. The virtual, computer-recording interview platform, InterviewStream, was used as the data collection instrument in this qualitative, exploratory case study. Virtual interviews have been…

  10. Photorealistic virtual anatomy based on Chinese Visible Human data.

    PubMed

    Heng, P A; Zhang, S X; Xie, Y M; Wong, T T; Chui, Y P; Cheng, C Y

    2006-04-01

    Virtual reality based learning of human anatomy is feasible when a database of 3D organ models is available for the learner to explore, visualize, and dissect in virtual space interactively. In this article, we present our latest work on photorealistic virtual anatomy applications based on the Chinese Visible Human (CVH) data. We have focused on the development of state-of-the-art virtual environments that feature interactive photo-realistic visualization and dissection of virtual anatomical models constructed from ultra-high resolution CVH datasets. We also outline our latest progress in applying these highly accurate virtual and functional organ models to generate realistic look and feel to advanced surgical simulators. (c) 2006 Wiley-Liss, Inc.

  11. A 360° Vision for Virtual Organizations Characterization and Modelling: Two Intentional Level Aspects

    NASA Astrophysics Data System (ADS)

    Priego-Roche, Luz-María; Rieu, Dominique; Front, Agnès

    Nowadays, organizations aiming to be successful in an increasingly competitive market tend to group together into virtual organizations. Designing the information system (IS) of such virtual organizations on the basis of the IS of those participating is a real challenge. The IS of a virtual organization plays an important role in the collaboration and cooperation of the participants organizations and in reaching the common goal. This article proposes criteria allowing virtual organizations to be identified and classified at an intentional level, as well as the information necessary for designing the organizations’ IS. Instantiation of criteria for a specific virtual organization and its participants, will allow simple graphical models to be generated in a modelling tool. The models will be used as bases for the IS design at organizational and operational levels. The approach is illustrated by the example of the virtual organization UGRT (a regional stockbreeders union in Tabasco, Mexico).

  12. A Stochastic Model of Plausibility in Live Virtual Constructive Environments

    DTIC Science & Technology

    2017-09-14

    objective in virtual environment research and design is the maintenance of adequate consistency levels in the face of limited system resources such as...provides some commentary with regard to system design considerations and future research directions. II. SYSTEM MODEL DVEs are often designed as a...exceed the system’s requirements. Research into predictive models of virtual environment consistency is needed to provide designers the tools to

  13. Expedition 11 Training with Krikalev/Henderson

    NASA Image and Video Library

    2004-08-12

    Expedition 11 Training with Krikalev/Henderson as their continued their training in the Virtual Reality Laboratory in building 9. View includes: Sergei Krikalev and Henderson using the virtual optics to view the International Space Station.

  14. Medicine in long duration space exploration: the role of virtual reality and broad bandwidth telecommunications networks

    NASA Technical Reports Server (NTRS)

    Ross, M. D.

    2001-01-01

    Safety of astronauts during long-term space exploration is a priority for NASA. This paper describes efforts to produce Earth-based models for providing expert medical advice when unforeseen medical emergencies occur on spacecraft. These models are Virtual Collaborative Clinics that reach into remote sites using telecommunications and emerging stereo-imaging and sensor technologies. c 2001. Elsevier Science Ltd. All rights reserved.

  15. Soft Where? Licensing Struggles in a Virtual World

    ERIC Educational Resources Information Center

    Ramaswami, Rama

    2011-01-01

    As virtualization becomes commonplace in higher education, it is clear that the traditional licensing options for software are woefully inadequate. The definitions of who is licensed to use what--and where--are blurring, as users move from physical to virtual spaces and can access software from a variety of devices. In discussing the need for new…

  16. Attitude and Self-Efficacy Change: English Language Learning in Virtual Worlds

    ERIC Educational Resources Information Center

    Zheng, Dongping; Young, Michael F.; Brewer, Robert A.; Wagner, Manuela

    2009-01-01

    This study explored affective factors in learning English as a foreign language in a 3D game-like virtual world, Quest Atlantis (QA). Through the use of communication tools (e.g., chat, bulletin board, telegrams, and email), 3D avatars, and 2D webpage navigation tools in virtual space, nonnative English speakers (NNES) co-solved online…

  17. Virtual Team Governance: Addressing the Governance Mechanisms and Virtual Team Performance

    NASA Astrophysics Data System (ADS)

    Zhan, Yihong; Bai, Yu; Liu, Ziheng

    As technology has improved and collaborative software has been developed, virtual teams with geographically dispersed members spread across diverse physical locations have become increasingly prominent. Virtual team is supported by advancing communication technologies, which makes virtual teams able to largely transcend time and space. Virtual teams have changed the corporate landscape, which are more complex and dynamic than traditional teams since the members of virtual teams are spread on diverse geographical locations and their roles in the virtual team are different. Therefore, how to realize good governance of virtual team and arrive at good virtual team performance is becoming critical and challenging. Good virtual team governance is essential for a high-performance virtual team. This paper explores the performance and the governance mechanism of virtual team. It establishes a model to explain the relationship between the performance and the governance mechanisms in virtual teams. This paper is focusing on managing virtual teams. It aims to find the strategies to help business organizations to improve the performance of their virtual teams and arrive at the objectives of good virtual team management.

  18. Encompassing receptor flexibility in virtual screening using ensemble docking-based hybrid QSAR: discovery of novel phytochemicals for BACE1 inhibition.

    PubMed

    Chakraborty, Sandipan; Ramachandran, Balaji; Basu, Soumalee

    2014-10-01

    Mimicking receptor flexibility during receptor-ligand binding is a challenging task in computational drug design since it is associated with a large increase in the conformational search space. In the present study, we have devised an in silico design strategy incorporating receptor flexibility in virtual screening to identify potential lead compounds as inhibitors for flexible proteins. We have considered BACE1 (β-secretase), a key target protease from a therapeutic perspective for Alzheimer's disease, as the highly flexible receptor. The protein undergoes significant conformational transitions from open to closed form upon ligand binding, which makes it a difficult target for inhibitor design. We have designed a hybrid structure-activity model containing both ligand based descriptors and energetic descriptors obtained from molecular docking based on a dataset of structurally diverse BACE1 inhibitors. An ensemble of receptor conformations have been used in the docking study, further improving the prediction ability of the model. The designed model that shows significant prediction ability judged by several statistical parameters has been used to screen an in house developed 3-D structural library of 731 phytochemicals. 24 highly potent, novel BACE1 inhibitors with predicted activity (Ki) ≤ 50 nM have been identified. Detailed analysis reveals pharmacophoric features of these novel inhibitors required to inhibit BACE1.

  19. KSC-2014-3542

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, at left, executive director of the Center for the Advancement of Science in Space, and NASA Kennedy Space Center Director Bob Cabana, visit with Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  20. 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.

  1. Virtual Images: Going Through the Looking Glass

    NASA Astrophysics Data System (ADS)

    Mota, Ana Rita; dos Santos, João Lopes

    2017-01-01

    Virtual images are often introduced through a "geometric" perspective, with little conceptual or qualitative illustrations, hindering a deeper understanding of this physical concept. In this paper, we present two rather simple observations that force a critical reflection on the optical nature of a virtual image. This approach is supported by the reflect-view, a useful device in geometrical optics classes because it allows a visual confrontation between virtual images and real objects that seemingly occupy the same region of space.

  2. Virtual Reality Robotic Operation Simulations Using MEMICA Haptic System

    NASA Technical Reports Server (NTRS)

    Bar-Cohen, Y.; Mavroidis, C.; Bouzit, M.; Dolgin, B.; Harm, D. L.; Kopchok, G. E.; White, R.

    2000-01-01

    There is an increasing realization that some tasks can be performed significantly better by humans than robots but, due to associated hazards, distance, etc., only a robot can be employed. Telemedicine is one area where remotely controlled robots can have a major impact by providing urgent care at remote sites. In recent years, remotely controlled robotics has been greatly advanced. The robotic astronaut, "Robonaut," at NASA Johnson Space Center is one such example. Unfortunately, due to the unavailability of force and tactile feedback capability the operator must determine the required action using only visual feedback from the remote site, which limits the tasks that Robonaut can perform. There is a great need for dexterous, fast, accurate teleoperated robots with the operator?s ability to "feel" the environment at the robot's field. Recently, we conceived a haptic mechanism called MEMICA (Remote MEchanical MIrroring using Controlled stiffness and Actuators) that can enable the design of high dexterity, rapid response, and large workspace system. Our team is developing novel MEMICA gloves and virtual reality models to allow the simulation of telesurgery and other applications. The MEMICA gloves are designed to have a high dexterity, rapid response, and large workspace and intuitively mirror the conditions at a virtual site where a robot is simulating the presence of the human operator. The key components of MEMICA are miniature electrically controlled stiffness (ECS) elements and Electrically Controlled Force and Stiffness (ECFS) actuators that are based on the sue of Electro-Rheological Fluids (ERF). In this paper the design of the MEMICA system and initial experimental results are presented.

  3. Multiprocessor architectural study

    NASA Technical Reports Server (NTRS)

    Kosmala, A. L.; Stanten, S. F.; Vandever, W. H.

    1972-01-01

    An architectural design study was made of a multiprocessor computing system intended to meet functional and performance specifications appropriate to a manned space station application. Intermetrics, previous experience, and accumulated knowledge of the multiprocessor field is used to generate a baseline philosophy for the design of a future SUMC* multiprocessor. Interrupts are defined and the crucial questions of interrupt structure, such as processor selection and response time, are discussed. Memory hierarchy and performance is discussed extensively with particular attention to the design approach which utilizes a cache memory associated with each processor. The ability of an individual processor to approach its theoretical maximum performance is then analyzed in terms of a hit ratio. Memory management is envisioned as a virtual memory system implemented either through segmentation or paging. Addressing is discussed in terms of various register design adopted by current computers and those of advanced design.

  4. Space Fission Propulsion System Development Status

    NASA Technical Reports Server (NTRS)

    Houts, Mike; VanDyke, Melissa; Godfroy, Tom; Pedersen, Kevin; Martin, James; Dickens, Ricky; Williams, Eric; Harper, Roger; Salvail, Pat; Hrbud, Ivana; hide

    2001-01-01

    The world's first man-made self-sustaining fission reaction was achieved in 1942. Since then fission has been used to propel submarines, generate tremendous amounts of electricity, produce medical isotopes, and provide numerous other benefits to society. Fission systems operate independently of solar proximity or orientation, and are thus well suited for deep spare or planetary surface missions. In addition, the fuel for fission systems (enriched uranium) is virtually non-radioactive. The primary safety issue with fission systems is avoiding inadvertent system start - addressing this issue through proper system design is straightforward. Despite the relative simplicity and tremendous potential of space fission systems, the development and utilization of these systems has proven elusive. The first use of fission technology in space occurred 3 April 1965 with the US launch of the SNAP-10A reactor. There have been no additional US uses of space fission system. While space fission system were used extensively by the former Soviet Union, their application was limited to earth-orbital missions. Early space fission systems must be safely and affordably utilized if Ae are to reap the benefits of advanced space fission systems.

  5. KSC-2014-3536

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Kennedy Space Center Director and former astronaut Bob Cabana, talks to Florida middle school students and their teachers during the Zero Robotics finals competition at the center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  6. KSC-2014-3535

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Kennedy Space Center Director and former astronaut Bob Cabana, talks to Florida middle school students and their teachers during the Zero Robotics finals competition at the center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  7. KSC-2014-3537

    NASA Image and Video Library

    2014-08-15

    CAPE CANAVERAL, Fla. – Kennedy Space Center Director and former astronaut Bob Cabana, talks to Florida middle school students and their teachers during the Zero Robotics finals competition at the center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper

  8. Doing Textiles Experiments in Game-Based Virtual Reality: A Design of the Stereoscopic Chemical Laboratory (SCL) for Textiles Education

    ERIC Educational Resources Information Center

    Lau, Kung Wong; Kan, Chi Wai; Lee, Pui Yuen

    2017-01-01

    Purpose: The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced. Design/methodology/approach: To implement the suggested…

  9. Robust controller designs for second-order dynamic system: A virtual passive approach

    NASA Technical Reports Server (NTRS)

    Juang, Jer-Nan; Phan, Minh

    1990-01-01

    A robust controller design is presented for second-order dynamic systems. The controller is model-independent and itself is a virtual second-order dynamic system. Conditions on actuator and sensor placements are identified for controller designs that guarantee overall closed-loop stability. The dynamic controller can be viewed as a virtual passive damping system that serves to stabilize the actual dynamic system. The control gains are interpreted as virtual mass, spring, and dashpot elements that play the same roles as actual physical elements in stability analysis. Position, velocity, and acceleration feedback are considered. Simple examples are provided to illustrate the physical meaning of this controller design.

  10. Usability Studies In Virtual And Traditional Computer Aided Design Environments For Spatial Awareness

    DTIC Science & Technology

    2017-08-08

    Usability Studies In Virtual And Traditional Computer Aided Design Environments For Spatial Awareness Dr. Syed Adeel Ahmed, Xavier University of...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...navigate through a virtual environment. The wand interface provides a significantly improved means of interaction. This study quantitatively measures the

  11. Mash-up of techniques between data crawling/transfer, data preservation/stewardship and data processing/visualization technologies on a science cloud system designed for Earth and space science: a report of successful operation and science projects of the NICT Science Cloud

    NASA Astrophysics Data System (ADS)

    Murata, K. T.

    2014-12-01

    Data-intensive or data-centric science is 4th paradigm after observational and/or experimental science (1st paradigm), theoretical science (2nd paradigm) and numerical science (3rd paradigm). Science cloud is an infrastructure for 4th science methodology. The NICT science cloud is designed for big data sciences of Earth, space and other sciences based on modern informatics and information technologies [1]. Data flow on the cloud is through the following three techniques; (1) data crawling and transfer, (2) data preservation and stewardship, and (3) data processing and visualization. Original tools and applications of these techniques have been designed and implemented. We mash up these tools and applications on the NICT Science Cloud to build up customized systems for each project. In this paper, we discuss science data processing through these three steps. For big data science, data file deployment on a distributed storage system should be well designed in order to save storage cost and transfer time. We developed a high-bandwidth virtual remote storage system (HbVRS) and data crawling tool, NICTY/DLA and Wide-area Observation Network Monitoring (WONM) system, respectively. Data files are saved on the cloud storage system according to both data preservation policy and data processing plan. The storage system is developed via distributed file system middle-ware (Gfarm: GRID datafarm). It is effective since disaster recovery (DR) and parallel data processing are carried out simultaneously without moving these big data from storage to storage. Data files are managed on our Web application, WSDBank (World Science Data Bank). The big-data on the cloud are processed via Pwrake, which is a workflow tool with high-bandwidth of I/O. There are several visualization tools on the cloud; VirtualAurora for magnetosphere and ionosphere, VDVGE for google Earth, STICKER for urban environment data and STARStouch for multi-disciplinary data. There are 30 projects running on the NICT Science Cloud for Earth and space science. In 2003 56 refereed papers were published. At the end, we introduce a couple of successful results of Earth and space sciences using these three techniques carried out on the NICT Sciences Cloud. [1] http://sc-web.nict.go.jp

  12. Integrated Data Visualization and Virtual Reality Tool

    NASA Technical Reports Server (NTRS)

    Dryer, David A.

    1998-01-01

    The Integrated Data Visualization and Virtual Reality Tool (IDVVRT) Phase II effort was for the design and development of an innovative Data Visualization Environment Tool (DVET) for NASA engineers and scientists, enabling them to visualize complex multidimensional and multivariate data in a virtual environment. The objectives of the project were to: (1) demonstrate the transfer and manipulation of standard engineering data in a virtual world; (2) demonstrate the effects of design and changes using finite element analysis tools; and (3) determine the training and engineering design and analysis effectiveness of the visualization system.

  13. Reconfigurable routing protocol for free space optical sensor networks.

    PubMed

    Xie, Rong; Yang, Won-Hyuk; Kim, Young-Chon

    2012-01-01

    Recently, free space optical sensor networks (FSOSNs), which are based on free space optics (FSO) instead of radio frequency (RF), have gained increasing visibility over traditional wireless sensor networks (WSNs) due to their advantages such as larger capacity, higher security, and lower cost. However, the performance of FSOSNs is restricted to the requirement of a direct line-of-sight (LOS) path between a sender and a receiver pair. Once a node dies of energy depletion, the network would probably suffer from a dramatic decrease of connectivity, resulting in a huge loss of data packets. Thus, this paper proposes a reconfigurable routing protocol (RRP) to overcome this problem by dynamically reconfiguring the network virtual topology. The RRP works in three phases: (1) virtual topology construction, (2) routing establishment, and (3) reconfigurable routing. When data transmission begins, the data packets are first routed through the shortest hop paths. Then a reconfiguration is initiated by the node whose residual energy falls below a threshold. Nodes affected by this dying node are classified into two types, namely maintenance nodes and adjustment nodes, and they are reconfigured according to the types. An energy model is designed to evaluate the performance of RRP through OPNET simulation. Our simulation results indicate that the RRP achieves better performance compared with the simple-link protocol and a direct reconfiguration scheme in terms of connectivity, network lifetime, packet delivery ratio and the number of living nodes.

  14. Knowledge Acquisition and Job Training for Advanced Technical Skills Using Immersive Virtual Environment

    NASA Astrophysics Data System (ADS)

    Watanuki, Keiichi; Kojima, Kazuyuki

    The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.

  15. Operator vision aids for space teleoperation assembly and servicing

    NASA Technical Reports Server (NTRS)

    Brooks, Thurston L.; Ince, Ilhan; Lee, Greg

    1992-01-01

    This paper investigates concepts for visual operator aids required for effective telerobotic control. Operator visual aids, as defined here, mean any operational enhancement that improves man-machine control through the visual system. These concepts were derived as part of a study of vision issues for space teleoperation. Extensive literature on teleoperation, robotics, and human factors was surveyed to definitively specify appropriate requirements. This paper presents these visual aids in three general categories of camera/lighting functions, display enhancements, and operator cues. In the area of camera/lighting functions concepts are discussed for: (1) automatic end effector or task tracking; (2) novel camera designs; (3) computer-generated virtual camera views; (4) computer assisted camera/lighting placement; and (5) voice control. In the technology area of display aids, concepts are presented for: (1) zone displays, such as imminent collision or indexing limits; (2) predictive displays for temporal and spatial location; (3) stimulus-response reconciliation displays; (4) graphical display of depth cues such as 2-D symbolic depth, virtual views, and perspective depth; and (5) view enhancements through image processing and symbolic representations. Finally, operator visual cues (e.g., targets) that help identify size, distance, shape, orientation and location are discussed.

  16. Learning Behaviors and Interaction Patterns among Students in Virtual Learning Worlds

    ERIC Educational Resources Information Center

    Lin, Chi-Syan; Ma, Jung Tsan; Chen, Yi-Lung; Kuo, Ming-Shiou

    2010-01-01

    The goal of this study is to investigate how students behave themselves in the virtual learning worlds. The study creates a 3D virtual learning world, entitled the Best Digital Village, and implements a learning program on it. The learning program, the Expo, takes place at the Exhibition Center in the Best Digital Village. The space in the Expo is…

  17. White Paper for Virtual Control Room

    NASA Technical Reports Server (NTRS)

    Little, William; Tully-Hanson, Benjamin

    2015-01-01

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

  18. Academic Instruction at a Distance: An Examination of Holistic Teacher Perceptions in a Virtual High School

    ERIC Educational Resources Information Center

    Flores, Serena; Walters, Nicole McZeal; Kiekel, Jean

    2018-01-01

    The purpose of this qualitative study was to examine holistic perceptions of teachers in a virtual high school who deliver secondary instruction using an online format. The demand for equitable learning spaces to support both teachers and students have led to the increased demand of virtual schools. The questionnaire administered to eight online…

  19. Varieties of virtualization

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.

    1991-01-01

    Natural environments have a content, i.e., the objects in them; a geometry, i.e., a pattern of rules for positioning and displacing the objects; and a dynamics, i.e., a system of rules describing the effects of forces acting on the objects. Human interaction with most common natural environments has been optimized by centuries of evolution. Virtual environments created through the human-computer interface similarly have a content, geometry, and dynamics, but the arbitrary character of the computer simulation creating them does not insure that human interaction with these virtual environments will be natural. The interaction, indeed, could be supernatural but it also could be impossible. An important determinant of the comprehensibility of a virtual environment is the correspondence between the environmental frames of reference and those associated with the control of environmental objects. The effects of rotation and displacement of control frames of reference with respect to corresponding environmental references differ depending upon whether perceptual judgement or manual tracking performance is measured. The perceptual effects of frame of reference displacement may be analyzed in terms of distortions in the process of virtualizing the synthetic environment space. The effects of frame of reference displacement and rotation have been studied by asking subjects to estimate exocentric direction in a virtual space.

  20. Rehabilitation Program Integrating Virtual Environment to Improve Orientation and Mobility Skills for People Who Are Blind

    PubMed Central

    Lahav, Orly; Schloerb, David W.; Srinivasan, Mandayam A.

    2014-01-01

    This paper presents the integration of a virtual environment (BlindAid) in an orientation and mobility rehabilitation program as a training aid for people who are blind. BlindAid allows the users to interact with different virtual structures and objects through auditory and haptic feedback. This research explores if and how use of the BlindAid in conjunction with a rehabilitation program can help people who are blind train themselves in familiar and unfamiliar spaces. The study, focused on nine participants who were congenitally, adventitiously, and newly blind, during their orientation and mobility rehabilitation program at the Carroll Center for the Blind (Newton, Massachusetts, USA). The research was implemented using virtual environment (VE) exploration tasks and orientation tasks in virtual environments and real spaces. The methodology encompassed both qualitative and quantitative methods, including interviews, a questionnaire, videotape recording, and user computer logs. The results demonstrated that the BlindAid training gave participants additional time to explore the virtual environment systematically. Secondly, it helped elucidate several issues concerning the potential strengths of the BlindAid system as a training aid for orientation and mobility for both adults and teenagers who are congenitally, adventitiously, and newly blind. PMID:25284952

Top