Sample records for virtual work space

  1. 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.

  2. 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.

  3. 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…

  4. 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.

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

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

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-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

  11. 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".

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

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-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

  13. 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

  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-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

  15. 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

  16. 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.

  17. 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.

  18. Handling knowledge via Concept Maps: a space weather use case

    NASA Astrophysics Data System (ADS)

    Messerotti, Mauro; Fox, Peter

    Concept Maps (Cmaps) are powerful means for knowledge coding in graphical form. As flexible software tools exist to manipulate the knowledge embedded in Cmaps in machine-readable form, such complex entities are suitable candidates not only for the representation of ontologies and semantics in Virtual Observatory (VO) architectures, but also for knowledge handling and knowledge discovery. In this work, we present a use case relevant to space weather applications and we elaborate on its possible implementation and adavanced use in Semantic Virtual Observatories dedicated to Sun-Earth Connections. This analysis was carried out in the framework of the Electronic Geophysical Year (eGY) and represents an achievement synergized by the eGY Virtual Observatories Working Group.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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…

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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

  19. VERS: a virtual environment for reconstructive surgery planning

    NASA Astrophysics Data System (ADS)

    Montgomery, Kevin N.

    1997-05-01

    The virtual environment for reconstructive surgery (VERS) project at the NASA Ames Biocomputation Center is applying virtual reality technology to aid surgeons in planning surgeries. We are working with a craniofacial surgeon at Stanford to assemble and visualize the bone structure of patients requiring reconstructive surgery either through developmental abnormalities or trauma. This project is an extension of our previous work in 3D reconstruction, mesh generation, and immersive visualization. The current VR system, consisting of an SGI Onyx RE2, FakeSpace BOOM and ImmersiveWorkbench, Virtual Technologies CyberGlove and Ascension Technologies tracker, is currently in development and has already been used to visualize defects preoperatively. In the near future it will be used to more fully plan the surgery and compute the projected result to soft tissue structure. This paper presents the work in progress and details the production of a high-performance, collaborative, and networked virtual environment.

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

    DTIC Science & Technology

    2015-03-01

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

  1. Virtually Unpacking Your Backpack: Educational Philosophy and Pedagogical Praxis

    ERIC Educational Resources Information Center

    Franklin, Yvette

    2014-01-01

    In this autoethnographic, conceptual philosophical reflection, the author inquires: "Can my students and I, in a technologically mediated virtual space, harness the work of philosophy of education scholars to engage in a shared experience of (re)considering paths to sensitivity to diversity for equity and equality?" The author engages…

  2. 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.

  3. 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.

  4. Meeting and Serving Users in Their New Work (and Play) Spaces

    ERIC Educational Resources Information Center

    Peters, Tom

    2008-01-01

    This article examines the public services component of digital and virtual libraries, focusing on the end-user experience. As the number and types of "places" where library users access library collections and services continue to expand (now including cell phones, iPods, and three-dimensional virtual reality environments populated by avatars),…

  5. 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.

  6. 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.

  7. 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.

  8. Recalibrating Reference within a Dual-Space Interaction Environment

    ERIC Educational Resources Information Center

    Zemel, Alan; Koschmann, Timothy

    2013-01-01

    In this paper we examine how two groups of middle school students arrive at shared understandings of and solutions to mathematical problems. Our data consists of logs of student participation in the Virtual Math Teams (VMT) system as they work on math problems. The project supports interaction both through chat and through a virtual whiteboard. We…

  9. 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.

  10. Virtual cathode formations in nested-well configurations

    NASA Astrophysics Data System (ADS)

    Stephens, K. F.; Ordonez, C. A.; Peterkin, R. E.

    1999-12-01

    Complete transmission of an electron beam through a cavity is not possible if the current exceeds the space-charge limited current. The formation of a virtual cathode reflects some of the beam electrons and reduces the current transmitted through the cavity. Transients in the injected current have been shown to lower the transmitted current below the value predicted by the electrostatic Child-Langmuir law. The present work considers the propagation of an electron beam through a nested-well configuration. Electrostatic particle-in-cell simulations are used to demonstrate that ions can be trapped in the electric potential depression of an electron beam. Furthermore, the trapped ions can prevent the formation of a virtual cathode for beam currents exceeding the space-charge limit.

  11. 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.

  12. [Applying a social network for the practice and learning of psychiatry].

    PubMed

    Mondin, Estefanía; Matusevich, Daniel

    2014-01-01

    Social networking is a virtual space in which people relate and build their identity, share information, publish content and intervene on the content posted by others. We will describe an experiment carried out in the psychiatry service of Italian Hospital in Buenos Aires, in which we use Whatsapp Social Network applied to the development of clinical work and teaching task. From these new ways of relating between professional, emerge a new way to work, participate in groups or try to evaluate various options for dealing with a patient. We analyze the usefulness of this virtual platform as a working tool.

  13. Advanced Learning Space as an Asset for Students with Disabilities

    ERIC Educational Resources Information Center

    Císarová, Klára; Lamr, Marián; Vitvarová, Jana

    2015-01-01

    The paper describes an e-learning system called Advanced Learning Space that was developed at the Technical University of Liberec. The system provides a personalized virtual work space and promotes communication among students and their teachers. The core of the system is a module that can be used to automatically record, store and playback…

  14. Virtual Machine Language Controls Remote Devices

    NASA Technical Reports Server (NTRS)

    2014-01-01

    Kennedy Space Center worked with Blue Sun Enterprises, based in Boulder, Colorado, to enhance the company's virtual machine language (VML) to control the instruments on the Regolith and Environment Science and Oxygen and Lunar Volatiles Extraction mission. Now the NASA-improved VML is available for crewed and uncrewed spacecraft, and has potential applications on remote systems such as weather balloons, unmanned aerial vehicles, and submarines.

  15. Two innovative healthcare technologies at the intersection of serious games, alternative realities, and play therapy.

    PubMed

    Brahnam, Sheryl; Brooks, Anthony L

    2014-01-01

    Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the authors describe their transdisciplinary work at this intersection: i) an integrative system of psychotherapy technologies called MyPsySpace currently being prototyped in Second Life with the aim of offering new and virtual translations of traditional expressive therapies (virtual sandplay, virtual drama therapy, digital expressive therapy, and virtual safe spaces) and ii) a mature body of research entitled SoundScapes that is exploring the use of interactive video games and abstract creative expression (making music, digital painting, and robotic device control) as a supplement to traditional physical rehabilitation intervention. Aside from introducing our work to a broader audience, our goal is to encourage peers to investigate ideas that reach across disciplines-to both risk and reap the benefits of combining technologies, theories, and methods stemming from multiple disciplines.

  16. Improvisation as a Curricular Metaphor: Imagining Education for a Rural Creative Class

    ERIC Educational Resources Information Center

    Corbett, Michael

    2013-01-01

    Rural communities contain a largely unacknowledged innovative capacity founded on improvisational traditions. These traditions may be rooted in work practices in agriculture and other rurally-based productive activities but today they have expanded into other lifeworld locations, particularly virtual spaces that accelerate time-space compression.…

  17. EVA: Collaborative Distributed Learning Environment Based in Agents.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Tellez, Rolando Quintero

    In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is presented. The environment is composed of knowledge, collaboration, consulting, experimentation, and personal spaces as a collection of agents and conventional software components working over the knowledge domains. All…

  18. EVA: An Interactive Web-Based Collaborative Learning Environment

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Arenas, Adolfo Guzman

    2002-01-01

    In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is described. The environment is composed of knowledge, collaboration, consulting and experimentation spaces as a collection of agents and conventional software components working over the knowledge domains. All user…

  19. 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,…

  20. 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.

  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. Toward an Affinity Space Methodology: Considerations for Literacy Research

    ERIC Educational Resources Information Center

    Lammers, Jayne C.; Curwood, Jen Scott; Magnifico, Alecia Marie

    2012-01-01

    As researchers seek to make sense of young people's online literacy practices and participation, questions of methodology are important to consider. In our work to understand the culture of physical, virtual and blended spheres that adolescents inhabit, we find it necessary to expand Gee's (2004) notion of affinity spaces. In this article, we draw…

  3. 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.

  4. Work Addiction and 21st Century Information Technologies in Traditional and Virtual Work Spaces in the United States

    ERIC Educational Resources Information Center

    Hunka, Patricia L.

    2014-01-01

    This study was completed to understand whether or not work addiction or work addiction intensity could be predicted from mobile technology use. The study further investigated whether or not gender, workspace, income, or education level would moderate the relationship. The sample used was drawn from service industry employees who are not in the…

  5. 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.

  6. 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.

  7. Proceedings of the Next Generation Exploration Conference

    NASA Technical Reports Server (NTRS)

    Schingler, Robbie (Editor); Lynch, Kennda

    2006-01-01

    The Next Generation Exploration Conference (NGEC) brought together the emerging next generation of space leaders over three intensive days of collaboration and planning. The participants extended the ongoing work of national space agencies to draft a common strategic framework for lunar exploration, to include other destinations in the solar system. NGEC is the first conference to bring together emerging leaders to comment on and contribute to these activities. The majority of the three-day conference looked beyond the moon and focused on the "next destination": Asteroids, Cis-Lunar, Earth 3.0, Mars Science and Exploration, Mars Settlement and Society, and Virtual Worlds and Virtual Exploration.

  8. You've Got Mail … ! Using Email Interviews to Gather Academics' Narratives of Their Working Lives

    ERIC Educational Resources Information Center

    James, Nalita

    2017-01-01

    The paper explores how computer-mediated communication offers space for academics to think and make sense of their experiences in the qualitative research encounter. It draws on a research study that used email interviewing to generate online narratives to understand academic lives and identities through research encounters in virtual space. The…

  9. Virtual Acoustics: Evaluation of Psychoacoustic Parameters

    NASA Technical Reports Server (NTRS)

    Begault, Durand R.; Null, Cynthia H. (Technical Monitor)

    1997-01-01

    Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

  10. The use of strain gauge platform and virtual reality tool for patient stability examination

    NASA Astrophysics Data System (ADS)

    Walendziuk, Wojciech; Wysk, Lukasz; Skoczylas, Marcin

    2016-09-01

    Virtual reality is one of the fastest growing information technologies. This paper is only a prelude to a larger study on the use of virtual reality tools in analysing bony labyrinth and sense of balance. Problems with the functioning of these areas of the body are a controversial topic in debate among specialists. The result of still unresolved imbalance treatments is a constant number of people reporting this type of ailment. Considering above, authors created a system and application that contains a model of virtual environment, and a tool for the modification of the obstacles in 3D space. Preliminary studies of patients from a test group aged 22-49 years were also carried out, in which behaviour and sense of balance in relation to the horizontal curvature of the virtual world around patient has been analysed. Experiments carried out on a test group showed that the shape of the curve and the virtual world space and age of patient has a major impact on a sense of balance. The data obtained can be linked with actual disorders of bony labyrinth and human behaviour at the time of their occurrence. Another important achievement that will be the subject of further work is possible use a modified version of the software for rehabilitation purposes.

  11. Virtual working systems to support R&D groups

    NASA Astrophysics Data System (ADS)

    Dew, Peter M.; Leigh, Christine; Drew, Richard S.; Morris, David; Curson, Jayne

    1995-03-01

    The paper reports on the progress at Leeds University to build a Virtual Science Park (VSP) to enhance the University's ability to interact with industry, grow its applied research and workplace learning activities. The VSP exploits the advances in real time collaborative computing and networking to provide an environment that meets the objectives of physically based science parks without the need for the organizations to relocate. It provides an integrated set of services (e.g. virtual consultancy, workbased learning) built around a structured person- centered information model. This model supports the integration of tools for: (a) navigating around the information space; (b) browsing information stored within the VSP database; (c) communicating through a variety of Person-to-Person collaborative tools; and (d) the ability to the information stored in the VSP including the relationships to other information that support the underlying model. The paper gives an overview of a generic virtual working system based on X.500 directory services and the World-Wide Web that can be used to support the Virtual Science Park. Finally the paper discusses some of the research issues that need to be addressed to fully realize a Virtual Science Park.

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

    NASA Technical Reports Server (NTRS)

    Young, Karen; Kim, Han; Bernal, Yaritza; Vu, Linh; Boppana, Adhi; Benson, Elizabeth; Jarvis, Sarah; Rajulu, Sudhakar

    2016-01-01

    Goal of space human factors analyses: Place the highly variable human body within these restrictive physical environments to ensure that the entire anticipated population can live, work, and interact. Space suits are a very restrictive space and if not properly sized can result in pain or injury. The highly dynamic motions performed while wearing a space suit often make it difficult to model. Limited human body models do not have much allowance for customization of anthropometry and representation of the population that may wear a space suit.

  13. There, yet Not There: Human Relationships with Technology

    ERIC Educational Resources Information Center

    Lloyd, Margaret

    2010-01-01

    There is a "reality" to being online which we know to be false. We are simultaneously "there" but "not there" as we talk, work and play with others in online spaces. We move between physical and virtual spaces in ways that realise the predictions made for computers in the mid-20th Century and enact scenarios from science fiction. We are left…

  14. Astronaut Prepares for Mission With Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2001-01-01

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

  15. 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.

  16. 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.

  17. Using Blackboard Wiki Pages as a Shared Space for Simulating the Professional Translation Work Environment

    ERIC Educational Resources Information Center

    Vine, Juliet

    2015-01-01

    The Work-Integrated Simulation for Translators module is part of a three year undergraduate degree in translation. The semester long module aims to simulate several aspects of the translation process using the Blackboard virtual learning environment's Wikis as the interface for completing translation tasks. For each translation task, one of the…

  18. 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.

  19. The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

    NASA Technical Reports Server (NTRS)

    Little, William

    2017-01-01

    The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

  20. How virtual reality works: illusions of vision in "real" and virtual environments

    NASA Astrophysics Data System (ADS)

    Stark, Lawrence W.

    1995-04-01

    Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.

  1. [Development of Engineering Systems for Space Station Freedom

    NASA Technical Reports Server (NTRS)

    1995-01-01

    From January, 1990 through September, 1995, Cleveland State University (CSU) and Lewis Research Center (LeRC) participated in a research cooperative agreement. Extensive study and experimentation were done by CSU on research technologies, methods, and techniques employed by the Space Station Freedom (SSF) project and, later, the Space Experiments Division (SED). In spite of many problems occasioned by the virtual cancellation of Space Station Freedom at LeRC, and organizational and financial problem at LeRC, CSU was able to do valuable work in the study and improvement of research operating methods there.

  2. 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.

  3. Reduced order modeling of head related transfer functions for virtual acoustic displays

    NASA Astrophysics Data System (ADS)

    Willhite, Joel A.; Frampton, Kenneth D.; Grantham, D. Wesley

    2003-04-01

    The purpose of this work is to improve the computational efficiency in acoustic virtual applications by creating and testing reduced order models of the head related transfer functions used in localizing sound sources. State space models of varying order were generated from zero-elevation Head Related Impulse Responses (HRIRs) using Kungs Single Value Decomposition (SVD) technique. The inputs to the models are the desired azimuths of the virtual sound sources (from minus 90 deg to plus 90 deg, in 10 deg increments) and the outputs are the left and right ear impulse responses. Trials were conducted in an anechoic chamber in which subjects were exposed to real sounds that were emitted by individual speakers across a numbered speaker array, phantom sources generated from the original HRIRs, and phantom sound sources generated with the different reduced order state space models. The error in the perceived direction of the phantom sources generated from the reduced order models was compared to errors in localization using the original HRIRs.

  4. 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.

  5. 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

  6. 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

  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-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

  8. 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

  9. 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

  10. Tele Hyper Virtuality

    NASA Technical Reports Server (NTRS)

    Terashima, Nobuyoshi

    1994-01-01

    In the future, remote images sent over communication lines will be reproduced in virtual reality (VR). This form of virtual telecommunications, which will allow observers to engage in an activity as though it were real, is the focus of considerable attention. Taken a step further, real and unreal objects will be placed in a single space to create an extremely realistic environment. Here, imaginary and other life forms as well as people and animals in remote locations will gather via telecommunication lines that create a common environment where life forms can work and interact together. Words, gestures, diagrams and other forms of communication will be used freely in performing work. Actual construction of a system based on this new concept will not only provide people with experiences that would have been impossible in the past, but will also inspire new applications in which people will function in environments where it would have been difficult if not impossible for them to function until now. This paper describes Tele Hyper Virtuality concept, its definition, applications, the key technologies to accomplish it and future prospects.

  11. Computer Based Training: Field Deployable Trainer and Shared Virtual Reality

    NASA Technical Reports Server (NTRS)

    Mullen, Terence J.

    1997-01-01

    Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share common virtual environments and, using telephone links, conduct interactive training from separate locations.

  12. Innovation Expo with Bob Cabana

    NASA Image and Video Library

    2016-11-02

    A visitor checks out a virtual reality device at a NASA booth in the Space Station Processing Facility conference center during NASA's Kennedy Space Center during the 2016 Innovation Expo. Now in its fifth year, the purpose of the Innovation Expo is to help foster innovation and creativity among Kennedy employees who are encouraged to look for ways to do their work better and to propose concepts for tackling future mission needs.

  13. The hybrid doctor-patient relationship in the age of technology - Telepsychiatry consultations and the use of virtual space.

    PubMed

    Yellowlees, Peter; Richard Chan, Steven; Burke Parish, Michelle

    2015-01-01

    The doctor-patient relationship is evolving and changing through the impact of many technological, social and environmental factors. These factors will be examined, especially the impact of changing attitudes among younger generations of physicians and patients who live in an information-driven networked world. Telepsychiatry is already over 50 years old and has a strong evidence base which suggests that it is a better form of practice compared with the traditional in-person consultation for certain patient groups. In particular, telepsychiatry encourages intimacy in relationships through the use of the 'virtual space' in the consultation, better collaboration between psychiatrists and primary care physicians, and improved patient satisfaction. The practice of psychiatry will change through the use of mobile devices, asynchronous consultations, and the opportunities that automated interpretation and translation bring to work across cultures. The future will likely bring many psychiatrists working increasingly in a hybrid model, both in-person, and online, using the strengths of both approaches to improve patient care.

  14. 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.

  15. 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…

  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-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

  17. A Virtual Laboratory for the 4 Bed Molecular Sieve of the Carbon Dioxide Removal Assembly

    NASA Technical Reports Server (NTRS)

    Coker, Robert; Knox, James; O'Connor, Brian

    2016-01-01

    Ongoing work to improve water and carbon dioxide separation systems to be used on crewed space vehicles combines sub-scale systems testing and multi-physics simulations. Thus, as part of NASA's Advanced Exploration Systems (AES) program and the Life Support Systems Project (LSSP), fully predictive COMSOL Multiphysics models of the Four Bed Molecular Sieve (4BMS) of the Carbon Dioxide Removal Assembly (CDRA) on the International Space Station (ISS) have been developed. This Virtual Laboratory is being used to help reduce mass, power, and volume requirements for exploration missions. In this paper we describe current and planned modeling developments in the area of carbon dioxide removal to support future missions as well as the resolution of anomalies observed in the ISS CDRA.

  18. 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…

  19. 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.

  20. Applications for Mission Operations Using Multi-agent Model-based Instructional Systems with Virtual Environments

    NASA Technical Reports Server (NTRS)

    Clancey, William J.

    2004-01-01

    This viewgraph presentation provides an overview of past and possible future applications for artifical intelligence (AI) in astronaut instruction and training. AI systems have been used in training simulation for the Hubble Space Telescope repair, the International Space Station, and operations simulation for the Mars Exploration Rovers. In the future, robots such as may work as partners with astronauts on missions such as planetary exploration and extravehicular activities.

  1. Virtual landmarks

    NASA Astrophysics Data System (ADS)

    Tong, Yubing; Udupa, Jayaram K.; Odhner, Dewey; Bai, Peirui; Torigian, Drew A.

    2017-03-01

    Much has been published on finding landmarks on object surfaces in the context of shape modeling. While this is still an open problem, many of the challenges of past approaches can be overcome by removing the restriction that landmarks must be on the object surface. The virtual landmarks we propose may reside inside, on the boundary of, or outside the object and are tethered to the object. Our solution is straightforward, simple, and recursive in nature, proceeding from global features initially to local features in later levels to detect landmarks. Principal component analysis (PCA) is used as an engine to recursively subdivide the object region. The object itself may be represented in binary or fuzzy form or with gray values. The method is illustrated in 3D space (although it generalizes readily to spaces of any dimensionality) on four objects (liver, trachea and bronchi, and outer boundaries of left and right lungs along pleura) derived from 5 patient computed tomography (CT) image data sets of the thorax and abdomen. The virtual landmark identification approach seems to work well on different structures in different subjects and seems to detect landmarks that are homologously located in different samples of the same object. The approach guarantees that virtual landmarks are invariant to translation, scaling, and rotation of the object/image. Landmarking techniques are fundamental for many computer vision and image processing applications, and we are currently exploring the use virtual landmarks in automatic anatomy recognition and object analytics.

  2. 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…

  3. Site-Specific: Virtual Refinishing in Contemporary Rhetorical Practice

    ERIC Educational Resources Information Center

    Janangelo, Joseph

    2009-01-01

    Visual rhetoric fuels composition as rhetors refinish filmed moments to show others what they "see" in them. My work examines projects that model strategic discourse in public spaces. It offers ideas for achieving full and guarded disclosure when clarity is but one of several communicative goals. (Contains 30 notes.)

  4. Virtual Distances Methodology as Verification Technique for AACMMs with a Capacitive Sensor Based Indexed Metrology Platform

    PubMed Central

    Acero, Raquel; Santolaria, Jorge; Brau, Agustin; Pueo, Marcos

    2016-01-01

    This paper presents a new verification procedure for articulated arm coordinate measuring machines (AACMMs) together with a capacitive sensor-based indexed metrology platform (IMP) based on the generation of virtual reference distances. The novelty of this procedure lays on the possibility of creating virtual points, virtual gauges and virtual distances through the indexed metrology platform’s mathematical model taking as a reference the measurements of a ball bar gauge located in a fixed position of the instrument’s working volume. The measurements are carried out with the AACMM assembled on the IMP from the six rotating positions of the platform. In this way, an unlimited number and types of reference distances could be created without the need of using a physical gauge, therefore optimizing the testing time, the number of gauge positions and the space needed in the calibration and verification procedures. Four evaluation methods are presented to assess the volumetric performance of the AACMM. The results obtained proved the suitability of the virtual distances methodology as an alternative procedure for verification of AACMMs using the indexed metrology platform. PMID:27869722

  5. Virtual Distances Methodology as Verification Technique for AACMMs with a Capacitive Sensor Based Indexed Metrology Platform.

    PubMed

    Acero, Raquel; Santolaria, Jorge; Brau, Agustin; Pueo, Marcos

    2016-11-18

    This paper presents a new verification procedure for articulated arm coordinate measuring machines (AACMMs) together with a capacitive sensor-based indexed metrology platform (IMP) based on the generation of virtual reference distances. The novelty of this procedure lays on the possibility of creating virtual points, virtual gauges and virtual distances through the indexed metrology platform's mathematical model taking as a reference the measurements of a ball bar gauge located in a fixed position of the instrument's working volume. The measurements are carried out with the AACMM assembled on the IMP from the six rotating positions of the platform. In this way, an unlimited number and types of reference distances could be created without the need of using a physical gauge, therefore optimizing the testing time, the number of gauge positions and the space needed in the calibration and verification procedures. Four evaluation methods are presented to assess the volumetric performance of the AACMM. The results obtained proved the suitability of the virtual distances methodology as an alternative procedure for verification of AACMMs using the indexed metrology platform.

  6. Things That Work: Roles and Services of SPDF

    NASA Technical Reports Server (NTRS)

    McGuire, R. E.; Bilitza, D.; Candey, R. M.; Chimiak, R. A.; Cooper, J. F.; Garcia, L. N.; Han, D. B.; Harris, B. T.; Johnson, R. C.; King, J. H.; hide

    2010-01-01

    The current Heliophysics Science Data Management Policy (HpSDMP) defines the roles of the Space Physics Data Facility (SPDF) project as a heliophysics active Final Archive (aFA), a focus for critical data infrastructure services and a center of excellence for data and ancillary information services. This presentation will highlight (1) select current SPDF activities, (2) the lessons we are continuing to learn in how to usefully serve the the heliophysics science community and (3)SPDF's programmatic emphasis in the coming year. In cooperation with the Heliophysics Virtual discipline Observatories (VxOs), we are working closely with current, and with upcoming missions such as RBSP and MMS, to define effective approaches to ensure the long-term availability and archiving of mission data, as well as how SPDF services can complement active mission capabilities. We are working to make the Virtual Space Physics Observatory (VSPO) service comprehensive in all significant and NASA relevant heliophysics data. We will highlight a new CDAWeb interface, a faster SSCWeb, availability of our data through VxO services such as Autoplot, a new capability to easily access our data from within IDL and continuing improvements to CDF including better handling of leap seconds.

  7. Virtual reality for intelligent and interactive operating, training, and visualization systems

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Rossmann, Juergen; Schluse, Michael

    2000-10-01

    Virtual Reality Methods allow a new and intuitive way of communication between man and machine. The basic idea of Virtual Reality (VR) is the generation of artificial computer simulated worlds, which the user not only can look at but also can interact with actively using data glove and data helmet. The main emphasis for the use of such techniques at the IRF is the development of a new generation of operator interfaces for the control of robots and other automation components and for intelligent training systems for complex tasks. The basic idea of the methods developed at the IRF for the realization of Projective Virtual Reality is to let the user work in the virtual world as he would act in reality. The user actions are recognized by the Virtual reality System and by means of new and intelligent control software projected onto the automation components like robots which afterwards perform the necessary actions in reality to execute the users task. In this operation mode the user no longer has to be a robot expert to generate tasks for robots or to program them, because intelligent control software recognizes the users intention and generated automatically the commands for nearly every automation component. Now, Virtual Reality Methods are ideally suited for universal man-machine-interfaces for the control and supervision of a big class of automation components, interactive training and visualization systems. The Virtual Reality System of the IRF-COSIMIR/VR- forms the basis for different projects starting with the control of space automation systems in the projects CIROS, VITAL and GETEX, the realization of a comprehensive development tool for the International Space Station and last but not least with the realistic simulation fire extinguishing, forest machines and excavators which will be presented in the final paper in addition to the key ideas of this Virtual Reality System.

  8. 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.

  9. 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

  10. NASA Virtual Institutes: International Bridges for Space Exploration

    NASA Technical Reports Server (NTRS)

    Schmidt, Gregory K.

    2016-01-01

    NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.

  11. 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.

  12. Awareware: Narrowcasting Attributes for Selective Attention, Privacy, and Multipresence

    NASA Astrophysics Data System (ADS)

    Cohen, Michael; Newton Fernando, Owen Noel

    The domain of cscw, computer-supported collaborative work, and DSC, distributed synchronous collaboration, spans real-time interactive multiuser systems, shared information spaces, and applications for teleexistence and artificial reality, including collaborative virtual environments ( cves) (Benford et al., 2001). As presence awareness systems emerge, it is important to develop appropriate interfaces and architectures for managing multimodal multiuser systems. Especially in consideration of the persistent connectivity enabled by affordable networked communication, shared distributed environments require generalized control of media streams, techniques to control source → sink transmissions in synchronous groupware, including teleconferences and chatspaces, online role-playing games, and virtual concerts.

  13. Tuning self-motion perception in virtual reality with visual illusions.

    PubMed

    Bruder, Gerd; Steinicke, Frank; Wieland, Phil; Lappe, Markus

    2012-07-01

    Motion perception in immersive virtual environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in virtual environments (VEs). As a solution to this problem, researchers proposed to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion are perceived as equal, i.e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. However, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper, we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. In particular, we consider to which regions of the virtual view these apparent self-motion illusions can be applied, i.e., the ground plane or peripheral vision. Therefore, we introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulations of optic flow fields the underestimation of travel distances can be compensated.

  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. 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.

  16. 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

  17. 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.

  18. Connecting Music Education and Virtual Performance Practices from YouTube

    ERIC Educational Resources Information Center

    Cayari, Christopher

    2018-01-01

    The Internet has inspired musicians to explore technologies to produce recorded music performances. Social media sites like YouTube provide spaces for musicians to share their works, and the advances of technologies that afford venues and opportunities for performers to share their crafts. As amateur Internet musicians develop practices to create…

  19. Engineering Internship Program Report

    NASA Technical Reports Server (NTRS)

    Bosch, Brian Y.

    1994-01-01

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

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

    DOEpatents

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

    2014-09-02

    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.

  1. 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.

  2. 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…

  3. Secure, Autonomous, Intelligent Controller for Integrating Distributed Sensor Webs

    NASA Technical Reports Server (NTRS)

    Ivancic, William D.

    2007-01-01

    This paper describes the infrastructure and protocols necessary to enable near-real-time commanding, access to space-based assets, and the secure interoperation between sensor webs owned and controlled by various entities. Select terrestrial and aeronautics-base sensor webs will be used to demonstrate time-critical interoperability between integrated, intelligent sensor webs both terrestrial and between terrestrial and space-based assets. For this work, a Secure, Autonomous, Intelligent Controller and knowledge generation unit is implemented using Virtual Mission Operation Center technology.

  4. Lessons Learned to Date in Developing the Virtual Space Physics Observatory

    NASA Astrophysics Data System (ADS)

    Cornwell, C.; Roberts, D. A.; King, J.; Smith, A.

    2005-12-01

    We now have an operational Virtual Space Physics Observatory that provides users the ability to search for and retrieve data from hundreds of space and solar physics data products based on specific terms or a Google-like interface. Lessons learned in building VSPO include: (a) A very close and highly interactive collaboration between scientists and information technologists in the definition and development of services is essential. (b) Constructing a Data Model acceptable to a broad community is very important but very difficult. Variations in usage are inevitable and must be dealt with through translations; this is especially true for the description of variables within data products. (c) Higher-order queries (searches based on events, positions, comparisons of measurements, etc.) are possible, and have been implemented in various systems; currently we see these as being separate from the basic data finding and retrieval services. (d) Building a Virtual Observatory is often more a matter of the tedious details of product descriptions than an exercise in implementing fancy middleware. Paying a knowledgeable third party to build registries can be more efficient than working directly with providers, and automated tools can help but do not solve all the problems. (e) The success of the VO effort in space and solar physics, as elsewhere, will depend on whether the scientific communities involved use and critique the services so that they will come to meet a real need for the integration of resources to solve new scientific problems of perceived importance.

  5. Autonomous Satellite Operations Via Secure Virtual Mission Operations Center

    NASA Technical Reports Server (NTRS)

    Miller, Eric; Paulsen, Phillip E.; Pasciuto, Michael

    2011-01-01

    The science community is interested in improving their ability to respond to rapidly evolving, transient phenomena via autonomous rapid reconfiguration, which derives from the ability to assemble separate but collaborating sensors and data forecasting systems to meet a broad range of research and application needs. Current satellite systems typically require human intervention to respond to triggers from dissimilar sensor systems. Additionally, satellite ground services often need to be coordinated days or weeks in advance. Finally, the boundaries between the various sensor systems that make up such a Sensor Web are defined by such things as link delay and connectivity, data and error rate asymmetry, data reliability, quality of service provisions, and trust, complicating autonomous operations. Over the past ten years, researchers from the NASA Glenn Research Center (GRC), General Dynamics, Surrey Satellite Technology Limited (SSTL), Cisco, Universal Space Networks (USN), the U.S. Geological Survey (USGS), the Naval Research Laboratory, the DoD Operationally Responsive Space (ORS) Office, and others have worked collaboratively to develop a virtual mission operations capability. Called VMOC (Virtual Mission Operations Center), this new capability allows cross-system queuing of dissimilar mission unique systems through the use of a common security scheme and published application programming interfaces (APIs). Collaborative VMOC demonstrations over the last several years have supported the standardization of spacecraft to ground interfaces needed to reduce costs, maximize space effects to the user, and allow the generation of new tactics, techniques and procedures that lead to responsive space employment.

  6. 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).

  7. 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.

  8. 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.

  9. 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…

  10. 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…

  11. 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

  12. 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.

  13. 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.

  14. New Tools to Search for Data in the European Space Agency's Planetary Science Archive

    NASA Astrophysics Data System (ADS)

    Grotheer, E.; Macfarlane, A. J.; Rios, C.; Arviset, C.; Heather, D.; Fraga, D.; Vallejo, F.; De Marchi, G.; Barbarisi, I.; Saiz, J.; Barthelemy, M.; Docasal, R.; Martinez, S.; Besse, S.; Lim, T.

    2016-12-01

    The European Space Agency's (ESA) Planetary Science Archive (PSA), which can be accessed at http://archives.esac.esa.int/psa, provides public access to the archived data of Europe's missions to our neighboring planets. These datasets are compliant with the Planetary Data System (PDS) standards. Recently, a new interface has been released, which includes upgrades to make PDS4 data available from newer missions such as ExoMars and BepiColombo. Additionally, the PSA development team has been working to ensure that the legacy PDS3 data will be more easily accessible via the new interface as well. In addition to a new querying interface, the new PSA also allows access via the EPN-TAP and PDAP protocols. This makes the PSA data sets compatible with other archive-related tools and projects, such as the Virtual European Solar and Planetary Access (VESPA) project for creating a virtual observatory.

  15. 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.

  16. The Virtual Aura--Is There Space for Enchantment in a Technological World?

    ERIC Educational Resources Information Center

    Hazan, Susan

    As Walter Benjamin described in his famous essay, "The Work of Art in the Age of Mechanical Reproduction", the role of art in society and the notion that art has become modified through mechanical reproduction has engaged not only artists, but also curators and the museum public. Benjamin embraced the severing of the quasi-mystical…

  17. Internet Co-Governance: Towards a Multilayer Multiplayer Mechanism of Consultation, Coordination and Cooperation (M3C3)

    ERIC Educational Resources Information Center

    Kleinwachter, Wolfgang

    2006-01-01

    This article addresses issues central to the task of Internet governance and, especially, to the management of the Internet's core resources. Early conceptions of the Internet as a virtual space that required no regulation resisted initial governance activity. More recently, work by people like Lawrence Lessig has clarified the complex…

  18. 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.

  19. 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.

  20. 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.

  1. 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).

  2. A 3D visualization and simulation of the individual human jaw.

    PubMed

    Muftić, Osman; Keros, Jadranka; Baksa, Sarajko; Carek, Vlado; Matković, Ivo

    2003-01-01

    A new biomechanical three-dimensional (3D) model for the human mandible based on computer-generated virtual model is proposed. Using maps obtained from the special kinds of photos of the face of the real subject, it is possible to attribute personality to the virtual character, while computer animation offers movements and characteristics within the confines of space and time of the virtual world. A simple two-dimensional model of the jaw cannot explain the biomechanics, where the muscular forces through occlusion and condylar surfaces are in the state of 3D equilibrium. In the model all forces are resolved into components according to a selected coordinate system. The muscular forces act on the jaw, along with the necessary force level for chewing as some kind of mandible balance, preventing dislocation and loading of nonarticular tissues. In the work is used new approach to computer-generated animation of virtual 3D characters (called "Body SABA"), using in one object package of minimal costs and easy for operation.

  3. The Virtual Test Bed Project

    NASA Technical Reports Server (NTRS)

    Rabelo, Luis C.

    2002-01-01

    This is a report of my activities as a NASA Fellow during the summer of 2002 at the NASA Kennedy Space Center (KSC). The core of these activities is the assigned project: the Virtual Test Bed (VTB) from the Spaceport Engineering and Technology Directorate. The VTB Project has its foundations in the NASA Ames Research Center (ARC) Intelligent Launch & Range Operations program. The objective of the VTB project is to develop a new and unique collaborative computing environment where simulation models can be hosted and integrated in a seamless fashion. This collaborative computing environment will be used to build a Virtual Range as well as a Virtual Spaceport. This project will work as a technology pipeline to research, develop, test and validate R&D efforts against real time operations without interfering with the actual operations or consuming the operational personnel s time. This report will also focus on the systems issues required to conceptualize and provide form to a systems architecture capable of handling the different demands.

  4. 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.

  5. 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.

  6. To Meet or Not To Meet Physical vs. Virtual Configuration Control Board

    NASA Technical Reports Server (NTRS)

    Rice, Shelley

    2017-01-01

    This presentation will define the CCB, discuss its functions and members. We will look into traditional processes of managing change control via the CCB meeting and advanced practices utilizing enhanced product tools and technologies. Well step through a summary of the feedback from the community of CM professionals at NASA Goddard Space Flight Center of best practices as well as pros and cons for facilitating both a physical CCB and managing stakeholder approvals in a virtual environment. Attendees will come away with current industry strategies to determine if process for managing change control and approvals can be streamlined within their local work environments.

  7. 3D Flow visualization in virtual reality

    NASA Astrophysics Data System (ADS)

    Pietraszewski, Noah; Dhillon, Ranbir; Green, Melissa

    2017-11-01

    By viewing fluid dynamic isosurfaces in virtual reality (VR), many of the issues associated with the rendering of three-dimensional objects on a two-dimensional screen can be addressed. In addition, viewing a variety of unsteady 3D data sets in VR opens up novel opportunities for education and community outreach. In this work, the vortex wake of a bio-inspired pitching panel was visualized using a three-dimensional structural model of Q-criterion isosurfaces rendered in virtual reality using the HTC Vive. Utilizing the Unity cross-platform gaming engine, a program was developed to allow the user to control and change this model's position and orientation in three-dimensional space. In addition to controlling the model's position and orientation, the user can ``scroll'' forward and backward in time to analyze the formation and shedding of vortices in the wake. Finally, the user can toggle between different quantities, while keeping the time step constant, to analyze flow parameter relationships at specific times during flow development. The information, data, or work presented herein was funded in part by an award from NYS Department of Economic Development (DED) through the Syracuse Center of Excellence.

  8. Application of virtual reality for crew mental health in extended-duration space missions

    NASA Astrophysics Data System (ADS)

    Salamon, Nick; Grimm, Jonathan M.; Horack, John M.; Newton, Elizabeth K.

    2018-05-01

    Human exploration of the solar system brings a host of environmental and engineering challenges. Among the most important factors in crew health and human performance is the preservation of mental health. The mental well-being of astronaut crews is a significant issue affecting the success of long-duration space missions, such as habitation on or around the Moon, Mars exploration, and eventual colonization of the solar system. If mental health is not properly addressed, these missions will be at risk. Upkeep of mental health will be especially difficult on long duration missions because many of the support systems available to crews on shorter missions will not be available. In this paper, we examine the use of immersive virtual reality (VR) simulations to maintain healthy mental states in astronaut crews who are removed from the essential comforts typically associated with terrestrial life. Various methods of simulations and their administration are analyzed in the context of current research and knowledge in the fields of psychology, medicine, and space sciences, with a specific focus on the environment faced by astronauts on long-term missions. The results of this investigation show that virtual reality should be considered a plausible measure in preventing mental state deterioration in astronauts, though more work is needed to provide a comprehensive view of the effectiveness and administration of VR methods.

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

    NASA Technical Reports Server (NTRS)

    Knox, James C.; Stanley, Christine M.

    2015-01-01

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

  10. Use of Statistical Estimators as Virtual Observatory Search ParametersEnabling Access to Solar and Planetary Resources through the Virtual Observatory

    NASA Astrophysics Data System (ADS)

    Merka, J.; Dolan, C. F.

    2015-12-01

    Finding and retrieving space physics data is often a complicated taskeven for publicly available data sets: Thousands of relativelysmall and many large data sets are stored in various formats and, inthe better case, accompanied by at least some documentation. VirtualHeliospheric and Magnetospheric Observatories (VHO and VMO) help researches by creating a single point of uniformdiscovery, access, and use of heliospheric (VHO) and magnetospheric(VMO) data.The VMO and VHO functionality relies on metadata expressed using theSPASE data model. This data model is developed by the SPASE WorkingGroup which is currently the only international group supporting globaldata management for Solar and Space Physics. The two Virtual Observatories(VxOs) have initiated and lead a development of a SPASE-related standardnamed SPASE Query Language for provided a standard way of submittingqueries and receiving results.The VMO and VHO use SPASE and SPASEQL for searches based on various criteria such as, for example, spatial location, time of observation, measurement type, parameter values, etc. The parameter values are represented by their statisticalestimators calculated typically over 10-minute intervals: mean, median, standard deviation, minimum, and maximum. The use of statistical estimatorsenables science driven data queries that simplify and shorten the effort tofind where and/or how often the sought phenomenon is observed, as we will present.

  11. Integration of the Shuttle RMS/CBM Positioning Virtual Environment Simulation

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D.

    1996-01-01

    Constructing the International Space Station, or other structures, in space presents a number of problems. In particular, payload restrictions for the Space Shuttle and other launch mechanisms prohibit assembly of large space-based structures on Earth. Instead, a number of smaller modules must be boosted into orbit separately and then assembled to form the final structure. The assembly process is difficult, as docking interfaces such as Common Berthing Mechanisms (CBMS) must be precisely positioned relative to each other to be within the "capture envelope" (approximately +/- 1 inch and +/- 0.3 degrees from the nominal position) and attach properly. In the case of the Space Station, the docking mechanisms are to be positioned robotically by an astronaut using the 55-foot-long Remote Manipulator System (RMS) robot arm. Unfortunately, direct visual or video observation of the placement process is difficult or impossible in many scenarios. One method that has been tested for aligning the CBMs uses a boresighted camera mounted on one CBM to view a standard target on the opposing CBM. While this method might be sufficient to achieve proper positioning with considerable effort, it does not provide a high level of confidence that the mechanisms have been placed within capture range of each other. It also does nothing to address the risk of inadvertent contact between the CBMS, which could result in RMS control software errors. In general, constraining the operator to a single viewpoint with few, if any, depth cues makes the task much more difficult than it would be if the target could be viewed in three-dimensional space from various viewpoints. The actual work area could be viewed by an astronaut during EVA; however, it would be extremely impractical to have an astronaut control the RMS while spacewalking. On the other hand, a view of the RMS and CBMs to be positioned in a virtual environment aboard the Space Shuttle orbiter or Space Station could provide similar benefits more safely and conveniently with little additional cost. In order to render and view the RMS and CBMs in a virtual world, the position and orientation of the end effector in three-dimensional space must be known with a high degree of accuracy. A precision video alignment sensor has been developed which can determine the position and orientation of the controlled element relative to the target CBM within approximately one-sixteenth inch and 0.07 angular degrees. Such a sensor could replace or augment the boresighted camera mentioned above. The computer system used to render the virtual world and the position tracking systems which might be used to monitor the user's movements (in order to adjust the viewpoint in virtual space) are small enough to carry to orbit. Thus, such a system would be feasible for use in constructing structures in space.

  12. Tools for Teaching Virtual Teams: A Comparative Resource Review

    ERIC Educational Resources Information Center

    Larson, Barbara; Leung, Opal; Mullane, Kenneth

    2017-01-01

    As the ubiquity of virtual work--and particularly virtual project teams--increases in the professional environment, management and other professional programs are increasingly teaching students skills related to virtual work. One of the most common forms of teaching virtual work skills is a virtual team project, in which students collaborate with…

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

    NASA Astrophysics Data System (ADS)

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

    2012-09-01

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

  14. EEG Control of a Virtual Helicopter in 3-Dimensional Space Using Intelligent Control Strategies

    PubMed Central

    Royer, Audrey S.; Doud, Alexander J.; Rose, Minn L.

    2011-01-01

    Films like Firefox, Surrogates, and Avatar have explored the possibilities of using brain-computer interfaces (BCIs) to control machines and replacement bodies with only thought. Real world BCIs have made great progress toward that end. Invasive BCIs have enabled monkeys to fully explore 3-dimensional (3D) space using neuroprosthetics. However, non-invasive BCIs have not been able to demonstrate such mastery of 3D space. Here, we report our work, which demonstrates that human subjects can use a non-invasive BCI to fly a virtual helicopter to any point in a 3D world. Through use of intelligent control strategies, we have facilitated the realization of controlled flight in 3D space. We accomplished this through a reductionist approach that assigns subject-specific control signals to the crucial components of 3D flight. Subject control of the helicopter was comparable when using either the BCI or a keyboard. By using intelligent control strategies, the strengths of both the user and the BCI system were leveraged and accentuated. Intelligent control strategies in BCI systems such as those presented here may prove to be the foundation for complex BCIs capable of doing more than we ever imagined. PMID:20876032

  15. EEG control of a virtual helicopter in 3-dimensional space using intelligent control strategies.

    PubMed

    Royer, Audrey S; Doud, Alexander J; Rose, Minn L; He, Bin

    2010-12-01

    Films like Firefox, Surrogates, and Avatar have explored the possibilities of using brain-computer interfaces (BCIs) to control machines and replacement bodies with only thought. Real world BCIs have made great progress toward that end. Invasive BCIs have enabled monkeys to fully explore 3-D space using neuroprosthetics. However, noninvasive BCIs have not been able to demonstrate such mastery of 3-D space. Here, we report our work, which demonstrates that human subjects can use a noninvasive BCI to fly a virtual helicopter to any point in a 3-D world. Through use of intelligent control strategies, we have facilitated the realization of controlled flight in 3-D space. We accomplished this through a reductionist approach that assigns subject-specific control signals to the crucial components of 3-D flight. Subject control of the helicopter was comparable when using either the BCI or a keyboard. By using intelligent control strategies, the strengths of both the user and the BCI system were leveraged and accentuated. Intelligent control strategies in BCI systems such as those presented here may prove to be the foundation for complex BCIs capable of doing more than we ever imagined.

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

    NASA Image and Video Library

    1998-04-08

    S98-05074 (8 Apr. 1998) --- Astronaut Jerry L. Ross, assigned as a mission specialist for the mission, uses special gear and software to train for his duties aboard the Space Shuttle Endeavour. This type virtual reality training supplements practice for each of the assigned space-walking astronauts -- Ross and James H. Newman -- during which they wear a helmet and special gloves to look at computer displays simulating actual movements around the various locations on the early International Space Station (ISS) hardware with which they'll be working. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, astronaut Nancy J. Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Shuttle's cargo bay. In ensuing days, three space walks by Ross and Newman will be performed to make power, data and utility connections between the two modules. Currie also uses this same lab to train for her RMS controlling duties.

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

    NASA Image and Video Library

    1998-04-08

    S98-05076 (8 Apr. 1998) --- Astronaut Jerry L. Ross, assigned as a mission specialist for the mission, uses special gear and software to train for his duties aboard the Space Shuttle Endeavour. This type virtual reality training supplements practice for each of the assigned space-walking astronauts -- Ross and James H. Newman -- during which they wear a helmet and special gloves to look at computer displays simulating actual movements around the various locations on the early International Space Station (ISS) hardware with which they'll be working. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, astronaut Nancy J. Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Shuttle's cargo bay. In ensuing days, three space walks by Ross and Newman will be performed to make power, data and utility connections between the two modules. Currie also uses this same lab to train for her RMS controlling duties.

  18. 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.

  19. Coil Compression for Accelerated Imaging with Cartesian Sampling

    PubMed Central

    Zhang, Tao; Pauly, John M.; Vasanawala, Shreyas S.; Lustig, Michael

    2012-01-01

    MRI using receiver arrays with many coil elements can provide high signal-to-noise ratio and increase parallel imaging acceleration. At the same time, the growing number of elements results in larger datasets and more computation in the reconstruction. This is of particular concern in 3D acquisitions and in iterative reconstructions. Coil compression algorithms are effective in mitigating this problem by compressing data from many channels into fewer virtual coils. In Cartesian sampling there often are fully sampled k-space dimensions. In this work, a new coil compression technique for Cartesian sampling is presented that exploits the spatially varying coil sensitivities in these non-subsampled dimensions for better compression and computation reduction. Instead of directly compressing in k-space, coil compression is performed separately for each spatial location along the fully-sampled directions, followed by an additional alignment process that guarantees the smoothness of the virtual coil sensitivities. This important step provides compatibility with autocalibrating parallel imaging techniques. Its performance is not susceptible to artifacts caused by a tight imaging fieldof-view. High quality compression of in-vivo 3D data from a 32 channel pediatric coil into 6 virtual coils is demonstrated. PMID:22488589

  20. 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).

  1. 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.

  2. 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…

  3. Evaluation of historical museum interior lighting system using fully immersive virtual luminous environment

    NASA Astrophysics Data System (ADS)

    Navvab, Mojtaba; Bisegna, Fabio; Gugliermetti, Franco

    2013-05-01

    Saint Rocco Museum, a historical building in Venice, Italy is used as a case study to explore the performance of its' lighting system and visible light impact on viewing the large size art works. The transition from threedimensional architectural rendering to the three-dimensional virtual luminance mapping and visualization within a virtual environment is described as an integrated optical method for its application toward preservation of the cultural heritage of the space. Lighting simulation programs represent color as RGB triplets in a devicedependent color space such as ITU-R BT709. Prerequisite for this is a 3D-model which can be created within this computer aided virtual environment. The onsite measured surface luminance, chromaticity and spectral data were used as input to an established real-time indirect illumination and a physically based algorithms to produce the best approximation for RGB to be used as an input to generate the image of the objects. Conversion of RGB to and from spectra has been a major undertaking in order to match the infinite number of spectra to create the same colors that were defined by RGB in the program. The ability to simulate light intensity, candle power and spectral power distributions provide opportunity to examine the impact of color inter-reflections on historical paintings. VR offers an effective technique to quantify the visible light impact on human visual performance under precisely controlled representation of light spectrum that could be experienced in 3D format in a virtual environment as well as historical visual archives. The system can easily be expanded to include other measurements and stimuli.

  4. 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

  5. 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.

  6. A dataset of stereoscopic images and ground-truth disparity mimicking human fixations in peripersonal space

    PubMed Central

    Canessa, Andrea; Gibaldi, Agostino; Chessa, Manuela; Fato, Marco; Solari, Fabio; Sabatini, Silvio P.

    2017-01-01

    Binocular stereopsis is the ability of a visual system, belonging to a live being or a machine, to interpret the different visual information deriving from two eyes/cameras for depth perception. From this perspective, the ground-truth information about three-dimensional visual space, which is hardly available, is an ideal tool both for evaluating human performance and for benchmarking machine vision algorithms. In the present work, we implemented a rendering methodology in which the camera pose mimics realistic eye pose for a fixating observer, thus including convergent eye geometry and cyclotorsion. The virtual environment we developed relies on highly accurate 3D virtual models, and its full controllability allows us to obtain the stereoscopic pairs together with the ground-truth depth and camera pose information. We thus created a stereoscopic dataset: GENUA PESTO—GENoa hUman Active fixation database: PEripersonal space STereoscopic images and grOund truth disparity. The dataset aims to provide a unified framework useful for a number of problems relevant to human and computer vision, from scene exploration and eye movement studies to 3D scene reconstruction. PMID:28350382

  7. 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.

  8. 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…

  9. Study of the acceleration, focussing and bunching of ions by electronic space charge for pellet fusion. Technical progress report

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

    Verdeyen, J.T.; Cherrington, B.E.

    1977-01-01

    Three areas of work during this contract period are discussed: (1) a low energy (1 to 10 keV) experiment to demonstrate focusing and to clarify the physics of bunching, (2) an experiment at high energy (100 to 500 keV) to scale prior results, and (3) a theoretical effort to formulate a self-consistent transient analysis of the virtual cathode--plasma interaction. Some results of this work are discussed. (MOW)

  10. 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.

  11. Equations of motion of a space station with emphasis on the effects of the gravity gradient

    NASA Technical Reports Server (NTRS)

    Tuell, L. P.

    1987-01-01

    The derivation of the equations of motion is based upon the principle of virtual work. As developed, these equations apply only to a space vehicle whose physical model consists of a rigid central carrier supporting several flexible appendages (not interconnected), smaller rigid bodies, and point masses. Clearly evident in the equations is the respect paid to the influence of the Earth's gravity field, considerably more than has been the custom in simulating vehicle motion. The effect of unpredictable crew motion is ignored.

  12. Perspectives future space on robotics

    NASA Technical Reports Server (NTRS)

    Lavery, Dave

    1994-01-01

    Last year's flight of the German ROTEX robot flight experiment heralded the start of a new era for space robotics. ROTEX is the first of at least 10 new robotic systems and experiments that will fly before 2000. These robots will augment astronaut on-orbit capabilities and extend virtual human presence to lunar and planetary surfaces. The robotic systems to be flown in the next five years fall into three categories: extravehicular robotic (EVR) servicers, science payload servicers, and planetary surface rovers. A description of the work on these systems is presented.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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

  6. Different Operating Modes of the Rosetta's Ion Composition Analyzer and Its Virtual Counterpart

    NASA Astrophysics Data System (ADS)

    Pospieszyński, R.

    2009-12-01

    The Ion Composition Analyzer (ICA) is a part of the Rosetta Plasma Consortium (RPC) which is on board the Rosetta space probe heading for the comet 67/P Churyumov-Gerasimenko. It is scheduled to reach the comet in year 2014. In order to reduce telemetry the ICA instrument has a number of data reduction modes (sampling modes). The effects of these different modes are investigated and a plan on how to best operate the instrument when in orbit around the comet will be prepared. In order to investigate all of the cases a virtual instrument is being prepared. The virtual instrument can be operated in different modes just as the ``real'' one. The work with sampling will be to calculate what particles are coming from each direction we are looking in, based on the ISSI Comet Model, and then see how much information we loose by too sparse sampling and incomplete spatial coverage.

  7. 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.

  8. 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.

  9. 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

  10. Master-slave system with force feedback based on dynamics of virtual model

    NASA Technical Reports Server (NTRS)

    Nojima, Shuji; Hashimoto, Hideki

    1994-01-01

    A master-slave system can extend manipulating and sensing capabilities of a human operator to a remote environment. But the master-slave system has two serious problems: one is the mechanically large impedance of the system; the other is the mechanical complexity of the slave for complex remote tasks. These two problems reduce the efficiency of the system. If the slave has local intelligence, it can help the human operator by using its good points like fast calculation and large memory. The authors suggest that the slave is a dextrous hand with many degrees of freedom able to manipulate an object of known shape. It is further suggested that the dimensions of the remote work space be shared by the human operator and the slave. The effect of the large impedance of the system can be reduced in a virtual model, a physical model constructed in a computer with physical parameters as if it were in the real world. A method to determine the damping parameter dynamically for the virtual model is proposed. Experimental results show that this virtual model is better than the virtual model with fixed damping.

  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. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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...

  18. A mobile work station concept for mechanically aided astronaut assembly of large space trusses

    NASA Technical Reports Server (NTRS)

    Heard, W. L., Jr.; Bush, H. G.; Wallson, R. E.; Jensen, J. K.

    1983-01-01

    This report presents results of a series of truss assembly tests conducted to evaluate a mobile work station concept intended to mechanically assist astronaut manual assembly of erectable space trusses. The tests involved assembly of a tetrahedral truss beam by a pair of test subjects with and without pressure (space) suits, both in Earth gravity and in simulated zero gravity (neutral buoyancy in water). The beam was assembled from 38 identical graphite-epoxy nestable struts, 5.4 m in length with aluminum quick-attachment structural joints. Struts and joints were designed to closely simulate flight hardware. The assembled beam was approximately 16.5 m long and 4.5 m on each of the four sides of its diamond-shaped cross section. The results show that average in-space assembly rates of approximately 38 seconds per strut can be expected for struts of comparable size. This result is virtually independent of the overall size of the structure being assembled. The mobile work station concept would improve astronaut efficiency for on-orbit manual assembly of truss structures, and also this assembly-line method is highly competitive with other construction methods being considered for large space structures.

  19. D Virtual Reconstruction of AN Urban Historical Space: a Consideration on the Method

    NASA Astrophysics Data System (ADS)

    Galizia, M.; Santagati, C.

    2011-09-01

    Urban historical spaces are often characterized by a variety of shapes, geometries, volumes, materials. Their virtual reconstruction requires a critical approach in terms of acquired data's density, timing optimization, final product's quality and slimness. The research team has focused its attention on the study on Francesco Neglia square (previously named Saint Thomas square) in Enna. This square is an urban space fronted by architectures which present historical and stylistic differences. For example you can find the Saint Thomas'church belfry (in aragounese-catalan stile dated XIV century) and the porch, the Anime Sante baroque's church (XVII century), Saint Mary of the Grace's nunnery (XVIII century) and as well as some civil buildings of minor importance built in the mid twentieth century. The research has compared two different modeling tools approaches: the first one is based on the construction of triangulated surfaces which are segmented and simplified; the second one is based on the detection of surfaces geometrical features, the extraction of the more significant profiles by using a software dedicated to the elaboration of cloud points and the subsequent mathematical reconstruction by using a 3d modelling software. The following step was aimed to process the virtual reconstruction of urban scene by assembling the single optimized models. This work highlighted the importance of the image of the operator and of its cultural contribution, essential to recognize geometries which generates surfaces in order to create high quality semantic models.

  20. Along the Virtuality Continuum - Two Showcases on how xR Technologies Transform Geoscience Research and Education

    NASA Astrophysics Data System (ADS)

    Klippel, A.; Zhao, J.; Masrur, A.; Wallgruen, J. O.; La Femina, P. C.

    2017-12-01

    We present work along the virtuality continuum showcasing both AR and VR environments for geoscience applications and research. The AR/VR project focusses on one of the most prominent landmarks on the Penn State campus which, at the same time, is a representation of the geology of Pennsylvania. The Penn State Obelisk is a 32" high, 51 ton monument composed of 281 rocks collected from across Pennsylvania. While information about its origins and composition are scattered in articles and some web databases, we compiled all the available data from the web and archives and curated them as a basis for an immersive xR experience. Tabular data was amended by xR data such as 360° photos, videos, and 3D models (e.g., the Obelisk). Our xR (both AR and VR) prototype provides an immersive analytical environment that supports interactive data visualization and virtual navigation in a natural environment (a campus model of today and of 1896, the year of the Obelisk's installation). This work-in-progress project can provide an interactive immersive learning platform (specifically, for K-12 and introductory level geosciences students) where learning process is enhanced through seamless navigation between 3D data space and physical space. The, second, VR focused application is creating and empirically evaluating virtual reality (VR) experiences for geosciences research, specifically, an interactive volcano experience based on LiDAR and image data of Iceland's Thrihnukar volcano. The prototype addresses the lack of content and tools for immersive virtual reality (iVR) in geoscientific education and research and how to make it easier to integrate iVR into research and classroom experiences. It makes use of environmentally sensed data such that interaction and linked content can be integrated into a single experience. We discuss our workflows as well as methods and authoring tools for iVR analysis and creation of virtual experiences. These methods and tools aim to enhance the utility of geospatial data from repositories such as OpenTopography.org through unlocking treasure-troves of geospatial data for VR applications. Their enhanced accessibility in education and research for the geosciences and beyond will benefit geoscientists and educators who cannot be expected to be VR and 3D application experts.

  1. 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.

  2. The Internet and Political Involvement in Russia (Based on the Data of Mass Surveys)

    ERIC Educational Resources Information Center

    Volkov, Denis

    2012-01-01

    Attention to virtual space is growing in Russia. Russian politicians have an interest in the Internet: the president has his own blog and reads Twitter, and the United Russia Party is starting to work with the iPad on a mass scale. Opposition leaders and movements are not lagging behind either. Online surveys of various Internet resources are…

  3. 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.

  4. 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

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. Modeling of the ground-to-SSFMB link networking features using SPW

    NASA Technical Reports Server (NTRS)

    Watson, John C.

    1993-01-01

    This report describes the modeling and simulation of the networking features of the ground-to-Space Station Freedom manned base (SSFMB) link using COMDISCO signal processing work-system (SPW). The networking features modeled include the implementation of Consultative Committee for Space Data Systems (CCSDS) protocols in the multiplexing of digitized audio and core data into virtual channel data units (VCDU's) in the control center complex and the demultiplexing of VCDU's in the onboard baseband signal processor. The emphasis of this work has been placed on techniques for modeling the CCSDS networking features using SPW. The objectives for developing the SPW models are to test the suitability of SPW for modeling networking features and to develop SPW simulation models of the control center complex and space station baseband signal processor for use in end-to-end testing of the ground-to-SSFMB S-band single access forward (SSAF) link.

  16. The Virtual Tablet: Virtual Reality as a Control System

    NASA Technical Reports Server (NTRS)

    Chronister, Andrew

    2016-01-01

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

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

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

  2. STS-115 Vitual Lab Training

    NASA Image and Video Library

    2005-06-07

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

  3. 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…

  4. 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.

  5. A Situation Awareness Assistant for Human Deep Space Exploration

    NASA Technical Reports Server (NTRS)

    Boy, Guy A.; Platt, Donald

    2013-01-01

    This paper presents the development and testing of a Virtual Camera (VC) system to improve astronaut and mission operations situation awareness while exploring other planetary bodies. In this embodiment, the VC is implemented using a tablet-based computer system to navigate through inter active database application. It is claimed that the advanced interaction media capability of the VC can improve situation awareness as the distribution of hu man space exploration roles change in deep space exploration. The VC is being developed and tested for usability and capability to improve situation awareness. Work completed thus far as well as what is needed to complete the project will be described. Planned testing will also be described.

  6. 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.

  7. A white paper: NASA virtual environment research, applications, and technology

    NASA Technical Reports Server (NTRS)

    Null, Cynthia H. (Editor); Jenkins, James P. (Editor)

    1993-01-01

    Research support for Virtual Environment technology development has been a part of NASA's human factors research program since 1985. Under the auspices of the Office of Aeronautics and Space Technology (OAST), initial funding was provided to the Aerospace Human Factors Research Division, Ames Research Center, which resulted in the origination of this technology. Since 1985, other Centers have begun using and developing this technology. At each research and space flight center, NASA missions have been major drivers of the technology. This White Paper was the joint effort of all the Centers which have been involved in the development of technology and its applications to their unique missions. Appendix A is the list of those who have worked to prepare the document, directed by Dr. Cynthia H. Null, Ames Research Center, and Dr. James P. Jenkins, NASA Headquarters. This White Paper describes the technology and its applications in NASA Centers (Chapters 1, 2 and 3), the potential roles it can take in NASA (Chapters 4 and 5), and a roadmap of the next 5 years (FY 1994-1998). The audience for this White Paper consists of managers, engineers, scientists and the general public with an interest in Virtual Environment technology. Those who read the paper will determine whether this roadmap, or others, are to be followed.

  8. Voxel inversion of airborne electromagnetic data

    NASA Astrophysics Data System (ADS)

    Auken, E.; Fiandaca, G.; Kirkegaard, C.; Vest Christiansen, A.

    2013-12-01

    Inversion of electromagnetic data usually refers to a model space being linked to the actual observation points, and for airborne surveys the spatial discretization of the model space reflects the flight lines. On the contrary, geological and groundwater models most often refer to a regular voxel grid, not correlated to the geophysical model space. This means that incorporating the geophysical data into the geological and/or hydrological modelling grids involves a spatial relocation of the models, which in itself is a subtle process where valuable information is easily lost. Also the integration of prior information, e.g. from boreholes, is difficult when the observation points do not coincide with the position of the prior information, as well as the joint inversion of airborne and ground-based surveys. We developed a geophysical inversion algorithm working directly in a voxel grid disconnected from the actual measuring points, which then allows for informing directly geological/hydrogeological models, for easier incorporation of prior information and for straightforward integration of different data types in joint inversion. The new voxel model space defines the soil properties (like resistivity) on a set of nodes, and the distribution of the properties is computed everywhere by means of an interpolation function f (e.g. inverse distance or kriging). The position of the nodes is fixed during the inversion and is chosen to sample the soil taking into account topography and inversion resolution. Given this definition of the voxel model space, both 1D and 2D/3D forward responses can be computed. The 1D forward responses are computed as follows: A) a 1D model subdivision, in terms of model thicknesses and direction of the "virtual" horizontal stratification, is defined for each 1D data set. For EM soundings the "virtual" horizontal stratification is set up parallel to the topography at the sounding position. B) the "virtual" 1D models are constructed by interpolating the soil properties in the medium point of the "virtual" layers. For 2D/3D forward responses the algorithm operates similarly, simply filling the 2D/3D meshes of the forward responses by computing the interpolation values in the centres of the mesh cells. The new definition of the voxel model space allows for incorporating straightforwardly the geophysical information into geological and/or hydrological models, just by using for defining the geophysical model space a voxel (hydro)geological grid. This simplify also the propagation of the uncertainty of geophysical parameters into the (hydro)geological models. Furthermore, prior information from boreholes, like resistivity logs, can be applied directly to the voxel model space, even if the borehole positions do not coincide with the actual observation points. In fact, the prior information is constrained to the model parameters through the interpolation function at the borehole locations. The presented algorithm is a further development of the AarhusInv program package developed at Aarhus University (formerly em1dinv), which manages both large scale AEM surveys and ground-based data. This work has been carried out as part of the HyGEM project, supported by the Danish Council of Strategic Research under grant number DSF 11-116763.

  9. 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…

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

    NASA Image and Video Library

    1998-04-08

    S98-05079 (8 Apr. 1998) --- Astronaut Jerry L. Ross, assigned as a mission specialist for the mission, uses specialized gear to train for his duties aboard the Space Shuttle Endeavour. This type virtual reality training allows each of the assigned Extravehicular Activity (EVA) astronauts -- Ross and James H. Newman -- to wear a helmet and special gloves to look at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they'll be working. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, astronaut Nancy J. Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Shuttle's cargo bay. In ensuing days, three EVA space walks by Ross and Newman will be performed to make power, data and utility connections between the two modules. Currie also uses this same lab to train for her RMS controlling duties.

  11. 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.

  12. 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

  13. 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.

  14. 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

  15. 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…

  16. 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…

  17. 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...

  18. 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…

  19. 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…

  20. Educational Software for Interference and Optical Diffraction Analysis in Fresnel and Fraunhofer Regions Based on MATLAB GUIs and the FDTD Method

    ERIC Educational Resources Information Center

    Frances, J.; Perez-Molina, M.; Bleda, S.; Fernandez, E.; Neipp, C.; Belendez, A.

    2012-01-01

    Interference and diffraction of light are elementary topics in optics. The aim of the work presented here is to develop an accurate and cheap optical-system simulation software that provides a virtual laboratory for studying the effects of propagation in both time and space for the near- and far-field regions. In laboratory sessions, this software…

  1. Using Virtual and In-Person Engagement Opportunities to Connect K-12 Students, Teachers, and the Public With NASA Astromaterials Research and Exploration Science Assets

    NASA Technical Reports Server (NTRS)

    Graff, P.; Foxworth, S.; Luckey, M. K.; McInturff, B.; Mosie, A.; Runco, S.; Todd, N.; Willis, K. J.; Zeigler, R.

    2017-01-01

    Engaging K-12 students, teachers, and the public with NASA Astromaterials Research and Exploration Science (ARES) assets provides an extraordinary opportunity to connect audiences with authentic aspects unique to our nation's space program. NASA ARES has effectively engaged audiences with 1) Science, Technology, Engineering and Mathematics (STEM) experts, 2) NASA specialized facilities, and 3) NASA astromaterial samples through both virtual and in-person engagement opportunities. These engagement opportunities help connect local and national audiences with STEM role models, promote the exciting work being facilitated through NASA's Science Mission Directorate, and expose our next generation of scientific explorers to science they may be inspired to pursue as a future STEM career.

  2. 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.

  3. 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.

  4. Teaching Basic Field Skills Using Screen-Based Virtual Reality Landscapes

    NASA Astrophysics Data System (ADS)

    Houghton, J.; Robinson, A.; Gordon, C.; Lloyd, G. E. E.; Morgan, D. J.

    2016-12-01

    We are using screen-based virtual reality landscapes, created using the Unity 3D game engine, to augment the training geoscience students receive in preparing for fieldwork. Students explore these landscapes as they would real ones, interacting with virtual outcrops to collect data, determine location, and map the geology. Skills for conducting field geological surveys - collecting, plotting and interpreting data; time management and decision making - are introduced interactively and intuitively. As with real landscapes, the virtual landscapes are open-ended terrains with embedded data. This means the game does not structure student interaction with the information as it is through experience the student learns the best methods to work successfully and efficiently. These virtual landscapes are not replacements for geological fieldwork rather virtual spaces between classroom and field in which to train and reinforcement essential skills. Importantly, these virtual landscapes offer accessible parallel provision for students unable to visit, or fully partake in visiting, the field. The project has received positive feedback from both staff and students. Results show students find it easier to focus on learning these basic field skills in a classroom, rather than field setting, and make the same mistakes as when learning in the field, validating the realistic nature of the virtual experience and providing opportunity to learn from these mistakes. The approach also saves time, and therefore resources, in the field as basic skills are already embedded. 70% of students report increased confidence with how to map boundaries and 80% have found the virtual training a useful experience. We are also developing landscapes based on real places with 3D photogrammetric outcrops, and a virtual urban landscape in which Engineering Geology students can conduct a site investigation. This project is a collaboration between the University of Leeds and Leeds College of Art, UK, and all our virtual landscapes are freely available online at www.see.leeds.ac.uk/virtual-landscapes/.

  5. 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).

  6. 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.

  7. 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)

  8. 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…

  9. 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.

  10. 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.

  11. Open web system of Virtual labs for nuclear and applied physics

    NASA Astrophysics Data System (ADS)

    Saldikov, I. S.; Afanasyev, V. V.; Petrov, V. I.; Ternovykh, M. Yu

    2017-01-01

    An example of virtual lab work on unique experimental equipment is presented. The virtual lab work is software based on a model of real equipment. Virtual labs can be used for educational process in nuclear safety and analysis field. As an example it includes the virtual lab called “Experimental determination of the material parameter depending on the pitch of a uranium-water lattice”. This paper included general description of this lab. A description of a database on the support of laboratory work on unique experimental equipment which is included this work, its concept development are also presented.

  12. Integrating a Data Center and Resident Archive into the Emerging Virtual Observatiry System: Practical experience and perspectives

    NASA Astrophysics Data System (ADS)

    Davis, A. J.; Kanekal, S. G.; Looper, M. D.; Mason, G. M.; Mewaldt, R. A.

    2006-12-01

    The SAMPEX Resident Archive is currently under construction, and will be co-hosted at Caltech with the ACE Science Center. With SAMPEX in low earth orbit, and ACE at L1, and a suite of instruments on each spacecraft, the combined data cover a very broad range in species, energy, location, and time. The data include solar wind, solar energetic particle, and galactic cosmic ray intensity and composition data, as well as solar wind and magnetic field parameters on a variety of time scales. We describe our recent efforts to provide enhanced access to these data via the emerging virtual observatory system, including work with the Space Physics Archive Search and Extract (SPASE) Consortium to ensure that the ACE and SAMPEX data can be adequately described using the SPASE data model, development of a SOAP web services interface between the ACE Science Center and the virtual observatories, and ideas for combining the ACE and SAMPEx data in useful ways.

  13. 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.

  14. 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.

  15. 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.

  16. The spatiotemporal variation analysis of virtual water for agriculture and livestock husbandry: A study for Jilin Province in China.

    PubMed

    Ma, Xiaolei; Ma, Yanji

    2017-05-15

    With the rapid development of economic, water crisis is becoming more and more serious and would be an important obstacle to the sustainable development of society. Virtual water theory and its applications in agriculture can provide important strategies for realizing the reasonable utilization and sustainable development of water resources. Using the Penman-Monteith model and Theil index combining the CROPWAT software, this work takes Jilin Province as study area quantifying the virtual water content of agriculture and livestock husbandry and giving a comprehensive evaluation of their spatiotemporal structure evolution. This study aims to help make clear the water consumption of agriculture and livestock husbandry, and offer advice on rational water utilization and agricultural structure adjustment. The results show that the total virtual water (TVW) proportion of agriculture presents a gradual growth trend while that of livestock husbandry reduces during the study period. In space, central Jilin shows the highest virtual water content of agriculture as well as livestock husbandry, the TVW in central Jilin is about 35.8billionm 3 . The TVW of maize is highest among six studied crops, and the cattle shows the highest TVW in the four kinds of animals. The distribution of TVW calculated by us and the distribution of actual water resources have remarkable difference, which leads to the increase of water consumption and cost of agricultural production. Finally, we discuss the driving force of the spatiotemporal variation of the TVW for agriculture and livestock husbandry, and also give some advises for the planting structural adjustment. This work is helpful for the sustainable development of agricultural and livestock husbandry and realizing efficient utilization of water resources. Copyright © 2017 Elsevier B.V. All rights reserved.

  17. 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.

  18. 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…

  19. 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'…

  20. 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…

  1. 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…

  2. 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

  3. 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

  4. 3D models as a platform for urban analysis and studies on human perception of space

    NASA Astrophysics Data System (ADS)

    Fisher-Gewirtzman, D.

    2012-10-01

    The objective of this work is to develop an integrated visual analysis and modelling for environmental and urban systems in respect to interior space layout and functionality. This work involves interdisciplinary research efforts that focus primarily on architecture design discipline, yet incorporates experts from other and different disciplines, such as Geoinformatics, computer sciences and environment-behavior studies. This work integrates an advanced Spatial Openness Index (SOI) model within realistic geovisualized Geographical Information System (GIS) environment and assessment using subjective residents' evaluation. The advanced SOI model measures the volume of visible space at any required view point practically, for every room or function. This model enables accurate 3D simulation of the built environment regarding built structure and surrounding vegetation. This paper demonstrates the work on a case study. A 3D model of Neve-Shaanan neighbourhood in Haifa was developed. Students that live in this neighbourhood had participated in this research. Their apartments were modelled in details and inserted into a general model, representing topography and the volumes of buildings. The visual space for each room in every apartment was documented and measured and at the same time the students were asked to answer questions regarding their perception of space and view from their residence. The results of this research work had shown potential contribution to professional users, such as researchers, designers and city planners. This model can be easily used by professionals and by non-professionals such as city dwellers, contractors and developers. This work continues with additional case studies having different building typologies and functions variety, using virtual reality tools.

  5. 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).

  6. 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.

  7. 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

  8. Working Virtually: Transforming the Mobile Workplace. 2nd Edition

    ERIC Educational Resources Information Center

    Hoefling, Trina

    2017-01-01

    Remote working is the new reality, and transactional work--provided by freelancers, contract employees or consultants--has increased exponentially. It is forecast that as much as half the labor force will be working independently and virtually by 2020. Most organizations are still grappling with how to effectively manage their virtual staff and…

  9. 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.

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

    NASA Astrophysics Data System (ADS)

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

    2013-05-01

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

  11. Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!

    NASA Astrophysics Data System (ADS)

    Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.

    2015-04-01

    Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.

  12. The use of virtual fiducials in image-guided kidney surgery

    NASA Astrophysics Data System (ADS)

    Glisson, Courtenay; Ong, Rowena; Simpson, Amber; Clark, Peter; Herrell, S. D.; Galloway, Robert

    2011-03-01

    The alignment of image-space to physical-space lies at the heart of all image-guided procedures. In intracranial surgery, point-based registrations can be used with either skin-affixed or bone-implanted extrinsic objects called fiducial markers. The advantages of point-based registration techniques are that they are robust, fast, and have a well developed mathematical foundation for the assessment of registration quality. In abdominal image-guided procedures such techniques have not been successful. It is difficult to accurately locate sufficient homologous intrinsic points in imagespace and physical-space, and the implantation of extrinsic fiducial markers would constitute "surgery before the surgery." Image-space to physical-space registration for abdominal organs has therefore been dominated by surfacebased registration techniques which are iterative, prone to local minima, sensitive to initial pose, and sensitive to percentage coverage of the physical surface. In our work in image-guided kidney surgery we have developed a composite approach using "virtual fiducials." In an open kidney surgery, the perirenal fat is removed and the surface of the kidney is dotted using a surgical marker. A laser range scanner (LRS) is used to obtain a surface representation and matching high definition photograph. A surface to surface registration is performed using a modified iterative closest point (ICP) algorithm. The dots are extracted from the high definition image and assigned the three dimensional values from the LRS pixels over which they lie. As the surgery proceeds, we can then use point-based registrations to re-register the spaces and track deformations due to vascular clamping and surgical tractions.

  13. Virtual Tour Environment of Cuba's National School of Art

    NASA Astrophysics Data System (ADS)

    Napolitano, R. K.; Douglas, I. P.; Garlock, M. E.; Glisic, B.

    2017-08-01

    Innovative technologies have enabled new opportunities for collecting, analyzing, and sharing information about cultural heritage sites. Through a combination of two of these technologies, spherical imaging and virtual tour environment, we preliminarily documented one of Cuba's National Schools of Art, the National Ballet School.The Ballet School is one of the five National Art Schools built in Havana, Cuba after the revolution. Due to changes in the political climate, construction was halted on the schools before completion. The Ballet School in particular was partially completed but never used for the intended purpose. Over the years, the surrounding vegetation and environment have started to overtake the buildings; damages such as missing bricks, corroded rebar, and broken tie bars can be seen. We created a virtual tour through the Ballet School which highlights key satellite classrooms and the main domed performance spaces. Scenes of the virtual tour were captured utilizing the Ricoh Theta S spherical imaging camera and processed with Kolor Panotour virtual environment software. Different forms of data can be included in this environment in order to provide a user with pertinent information. Image galleries, hyperlinks to websites, videos, PDFs, and links to databases can be embedded within the scene and interacted with by a user. By including this information within the virtual tour, a user can better understand how the site was constructed as well as the existing types of damage. The results of this work are recommendations for how a site can be preliminarily documented and information can be initially organized and shared.

  14. Emerging technologies in education and training: applications for the laboratory animal science community.

    PubMed

    Ketelhut, Diane Jass; Niemi, Steven M

    2007-01-01

    This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.

  15. 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.

  16. 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…

  17. 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…

  18. 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…

  19. 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…

  20. Geometry Processing of Conventionally Produced Mouse Brain Slice Images.

    PubMed

    Agarwal, Nitin; Xu, Xiangmin; Gopi, M

    2018-04-21

    Brain mapping research in most neuroanatomical laboratories relies on conventional processing techniques, which often introduce histological artifacts such as tissue tears and tissue loss. In this paper we present techniques and algorithms for automatic registration and 3D reconstruction of conventionally produced mouse brain slices in a standardized atlas space. This is achieved first by constructing a virtual 3D mouse brain model from annotated slices of Allen Reference Atlas (ARA). Virtual re-slicing of the reconstructed model generates ARA-based slice images corresponding to the microscopic images of histological brain sections. These image pairs are aligned using a geometric approach through contour images. Histological artifacts in the microscopic images are detected and removed using Constrained Delaunay Triangulation before performing global alignment. Finally, non-linear registration is performed by solving Laplace's equation with Dirichlet boundary conditions. Our methods provide significant improvements over previously reported registration techniques for the tested slices in 3D space, especially on slices with significant histological artifacts. Further, as one of the application we count the number of neurons in various anatomical regions using a dataset of 51 microscopic slices from a single mouse brain. To the best of our knowledge the presented work is the first that automatically registers both clean as well as highly damaged high-resolutions histological slices of mouse brain to a 3D annotated reference atlas space. This work represents a significant contribution to this subfield of neuroscience as it provides tools to neuroanatomist for analyzing and processing histological data. Copyright © 2018 Elsevier B.V. All rights reserved.

  1. 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.

  2. 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.

  3. Space Environment Stability and Physical Properties of New Materials for Space Power and Commercial Applications

    NASA Technical Reports Server (NTRS)

    Hambourger, Paul D.

    1997-01-01

    Useful and informative results were obtained on virtually all materials investigated. For example, the stability of ITO-based arc-proof transparent coatings was greatly improved by substitution of silicon oxide for magnesium fluoride as a dopant. Research on 'air-doped' ITO films has yielded new insight into their conduction mechanism which will help in further development of these coatings. Some air-doped films were found to be extremely pressure sensitive. This work may lead to improved, low-cost gas sensors and vacuum gauges. Work on another promising transparent arc-proof coating (titanium oxide) was initiated in collaboration with industry. Graphite oxide-like materials were synthesized and tested for possible use in high energy-density batteries and other applications. We also started a high-priority project to find the cause of unexpected environmental damage to the exterior of the Hubble Space Telescope (HST) discovered on a recent Shuttle mission. Materials were characterized before and after exposure to soft x-rays and other threats in ground-based simulators.

  4. 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.

  5. Astroinformatics as a New Research Field. UkrVO Astroinformation Resources: Tasks and Prospective

    NASA Astrophysics Data System (ADS)

    Vavilova, I. B.

    The data-oriented astronomy has allowed classifying the Astroinformatics as a new academic research field, which covers various multi-disciplinary applications of the e-Astronomy. Among them are the data modeling, data mining, metadata standards development, data access, digital astronomical databases, image archives and visualization, machine learning, statistics and other computational methods and software for work with astronomical survey and catalogues with their teta- topeta-scale astroinformation resource. In this review we describe briefly the astroinformatics applications and software/services performed for different astronomical tasks in frame of the VIrtual Roentgen and Gamma Observatory (VIRGO) and Ukrainian VirtualObservatory (UkrVO). Among them there are projects based on the archival space-born data of X-ray and gamma space observatories and on the Joint Digitized Archive (JDA) database of astroplate network collections. The UkrVO JDA DR1 deals with the star catalogues (FON, Polar zone, open clusters, GRB star fields) as well as the UkrVO JDA DR2 deals with the Solar System bodies (giant and small planets, satellites, astronomical heritage images).

  6. 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…

  7. 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…

  8. 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…

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. Integration of the virtual 3D model of a control system with the virtual controller

    NASA Astrophysics Data System (ADS)

    Herbuś, K.; Ociepka, P.

    2015-11-01

    Nowadays the design process includes simulation analysis of different components of a constructed object. It involves the need for integration of different virtual object to simulate the whole investigated technical system. The paper presents the issues related to the integration of a virtual 3D model of a chosen control system of with a virtual controller. The goal of integration is to verify the operation of an adopted object of in accordance with the established control program. The object of the simulation work is the drive system of a tunneling machine for trenchless work. In the first stage of work was created an interactive visualization of functioning of the 3D virtual model of a tunneling machine. For this purpose, the software of the VR (Virtual Reality) class was applied. In the elaborated interactive application were created adequate procedures allowing controlling the drive system of a translatory motion, a rotary motion and the drive system of a manipulator. Additionally was created the procedure of turning on and off the output crushing head, mounted on the last element of the manipulator. In the elaborated interactive application have been established procedures for receiving input data from external software, on the basis of the dynamic data exchange (DDE), which allow controlling actuators of particular control systems of the considered machine. In the next stage of work, the program on a virtual driver, in the ladder diagram (LD) language, was created. The control program was developed on the basis of the adopted work cycle of the tunneling machine. The element integrating the virtual model of the tunneling machine for trenchless work with the virtual controller is the application written in a high level language (Visual Basic). In the developed application was created procedures responsible for collecting data from the running, in a simulation mode, virtual controller and transferring them to the interactive application, in which is verified the operation of the adopted research object. The carried out work allowed foot the integration of the virtual model of the control system of the tunneling machine with the virtual controller, enabling the verification of its operation.

  14. 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.

  15. [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.

  16. 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.

  17. 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.

  18. 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

  19. Validity of a heart rate monitor during work in the laboratory and on the Space Shuttle

    NASA Technical Reports Server (NTRS)

    Moore, A. D. Jr; Lee, S. M.; Greenisen, M. C.; Bishop, P.

    1997-01-01

    Accurate heart rate measurement during work is required for many industrial hygiene and ergonomics situations. The purpose of this investigation was to determine the validity of heart rate measurements obtained by a simple, lightweight, commercially available wrist-worn heart rate monitor (HRM) during work (cycle exercise) sessions conducted in the laboratory and also during the particularly challenging work environment of space flight. Three different comparisons were made. The first compared HRM data to simultaneous electrocardiogram (ECG) recordings of varying heart rates that were generated by an ECG simulator. The second compared HRM data to ECG recordings collected during work sessions of 14 subjects in the laboratory. Finally, ECG downlink and HRM data were compared in four astronauts who performed cycle exercise during space flight. The data were analyzed using regression techniques. The results were that the HRM recorded virtually identical heart rates compared with ECG recordings for the data set generated by an ECG simulator. The regression equation for the relationship between ECG versus HRM heart rate data during work in the laboratory was: ECG HR = 0.99 x (HRM) + 0.82 (r2 = 0.99). Finally, the agreement between ECG downlink data and HRM data during space flight was also very high, with the regression equation being: Downlink ECG HR = 1.05 x (HRM) -5.71 (r2 = 0.99). The results of this study indicate that the HRM provides accurate data and may be used to reliably obtain valid data regarding heart rate responses during work.

  20. 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…

  1. 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);…

  2. 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…

  3. 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.

  4. 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…

  5. 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…

  6. 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,…

  7. 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.

  8. 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

  9. 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.

  10. Models and algorithm of optimization launch and deployment of virtual network functions in the virtual data center

    NASA Astrophysics Data System (ADS)

    Bolodurina, I. P.; Parfenov, D. I.

    2017-10-01

    The goal of our investigation is optimization of network work in virtual data center. The advantage of modern infrastructure virtualization lies in the possibility to use software-defined networks. However, the existing optimization of algorithmic solutions does not take into account specific features working with multiple classes of virtual network functions. The current paper describes models characterizing the basic structures of object of virtual data center. They including: a level distribution model of software-defined infrastructure virtual data center, a generalized model of a virtual network function, a neural network model of the identification of virtual network functions. We also developed an efficient algorithm for the optimization technology of containerization of virtual network functions in virtual data center. We propose an efficient algorithm for placing virtual network functions. In our investigation we also generalize the well renowned heuristic and deterministic algorithms of Karmakar-Karp.

  11. Impact of Virtual Work Environment on Traditional Team Domains.

    ERIC Educational Resources Information Center

    Geroy, Gary D.; Olson, Joel; Hartman, Jackie

    2002-01-01

    Examines a virtual work team to determine the domains of the team and the effect the virtual work environment had on the domains. Discusses results of a literature review and a phenomenological heuristic case study, including the effects of post-modern philosophy and postindustrial society on changes in the marketplace. (Contains 79 references.)…

  12. Does It Matter Where You Work? A Comparison of How Three Work Venues (Traditional Office, Virtual Office, and Home Office) Influence Aspects of Work and Personal/Family Life.

    ERIC Educational Resources Information Center

    Hill, E. Jeffrey; Ferris, Maria; Martinson, Vjollca

    2003-01-01

    A comparison was made of IBM employees in traditional offices (n=4,316), virtual offices (n=767), and home offices (n=441). Home office teleworking helped balance work and family and enhanced business performance with cost savings. Virtual office teleworking was associated with less work-family balance and less successful personal/family life.…

  13. Factors and Traits Attributed to the Success of Virtual Managers: A Delphi Study

    ERIC Educational Resources Information Center

    Garrett, Leslie A.

    2012-01-01

    This study explored the factors and traits impacting the success of virtual managers. It can be argued that given technology's role in working virtually, one would deem technology as the most important factor impacting one's work in a virtual environment, however, there are other factors "including support from the organization and one's personal…

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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…

  19. 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…

  20. 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…

  1. 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,…

  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. 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.

  5. Heliophysics Data and Modeling Research Using VSPO

    NASA Technical Reports Server (NTRS)

    Roberts, D. Aaron; Hesse, Michael; Cornwell, Carl

    2007-01-01

    The primary advantage of Virtual Observatories in scientific research is efficiency: rapid searches for and access to data in convenient forms makes it possible to explore scientific questions without spending days or weeks on ancilary tasks. The Virtual Space Physics Observatory provides a general portal to Heliophysics data for this task. Here we will illustrate the advantages of the VO approach by examining specific geomagnetically active times and tracing the activity through the Sun-Earth system. In addition to previous and additional data sources, we will demonstrate an extension of the capabilities to allow searching for model run results from the range of CCMC models. This approach allows the user to quickly compare models and observations at a qualitative level; considerably more work will be needed to develop more seamless connections to data streams and the equivalent numerical output from simulations.

  6. Leadership toward Creativity in Virtual Work in a Start-Up Context

    ERIC Educational Resources Information Center

    Humala, Iris Annukka

    2015-01-01

    Purpose: This paper aims to better understand how to lead toward creativity in virtual work in a start-up context. Design/methodology/approach: The study investigates the participants' experiences about the learning challenges in leadership toward creativity in virtual work in a start-up company and the meanings attributed to their experiences,…

  7. 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.

  8. 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

  9. Application of a Virtual Reactivity Feedback Control Loop in Non-Nuclear Testing of a Fast Spectrum Reactor

    NASA Technical Reports Server (NTRS)

    Bragg-Sitton, Shannon M.; Forsbacka, Matthew

    2004-01-01

    For a compact, fast-spectrum reactor, reactivity feedback is dominated by core deformation at elevated temperature. Given the use of accurate deformation measurement techniques, it is possible to simulate nuclear feedback in non-nuclear electrically heated reactor tests. Implementation of simulated reactivity feedback in response to measured deflection is being tested at the NASA Marshall Space Flight Center Early Flight Fission Test Facility (EFF-TF). During tests of the SAFE-100 reactor prototype, core deflection was monitored using a high resolution camera. "virtual" reactivity feedback was accomplished by applying the results of Monte Carlo calculations (MCNPX) to core deflection measurements; the computational analysis was used to establish the reactivity worth of van'ous core deformations. The power delivered to the SAFE-100 prototype was then dusted accordingly via kinetics calculations, The work presented in this paper will demonstrate virtual reactivity feedback as core power was increased from 1 kilowatt(sub t), to 10 kilowatts(sub t), held approximately constant at 10 kilowatts (sub t), and then allowed to decrease based on the negative thermal reactivity coefficient.

  10. Virtual reality or real virtuality: the space of flows and nursing practice.

    PubMed

    Barnes, Lynne; Rudge, Trudy

    2005-12-01

    The use of virtual environments for the provision of health-care is on the increase, and with each new development brings debates about their impact on care, nursing and nursing practice. Such environments offer opportunities for extending care and improvements in communication. Others believe these developments threaten aspects of nursing they hold sacrosanct. This paper explores the development of an assemblage of computer networks, databases, information systems, software programs and management systems that together work to manage health-care in Australia, namely casemix. We contend that spatial theories on network society show how this assemblage co-ordinates and operates to manage care. We discuss how this assemblage affects care and suggest that changes in organisation may be a part of the shift in how bodily organisation occurs more generally, but more specifically in health-care. We also suggest how nurses are enrolled in and by such networks, leading to transformation in nurses' practices. Finally, we argue that using spatial forms of analysis allows an interpretation of such assemblages that may account for their strengths and their shortcomings.

  11. 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.

  12. Mobile Applications and Multi-User Virtual Reality Simulations

    NASA Technical Reports Server (NTRS)

    Gordillo, Orlando Enrique

    2016-01-01

    This is my third internship with NASA and my second one at the Johnson Space Center. I work within the engineering directorate in ER7 (Software Robotics and Simulations Division) at a graphics lab called IGOAL. We are a very well-rounded lab because we have dedicated software developers and dedicated 3D artist, and when you combine the two, what you get is the ability to create many different things such as interactive simulations, 3D models, animations, and mobile applications.

  13. Self Managing the Consequences of Major Limb Trauma

    DTIC Science & Technology

    2011-08-01

    Nathan M. Parmer, Psy.D. 5e. TASK NUMBER E -Mail: emackenz@jhsph.edu 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES...individual’s lesson activity. This area includes the ‘Member Lounge ’, which is an open virtual chat space where all users from any cohort or class can...current lesson, and allows the program administrator to send e -mail reminders when users fall behind on the sessions. The LMS is integrated to the

  14. NASA Team Collaboration Pilot: Enabling NASA's Virtual Teams

    NASA Technical Reports Server (NTRS)

    Prahst, Steve

    2003-01-01

    Most NASA projects and work activities are accomplished by teams of people. These teams are often geographically distributed - across NASA centers and NASA external partners, both domestic and international. NASA "virtual" teams are stressed by the challenge of getting team work done - across geographic boundaries and time zones. To get distributed work done, teams rely on established methods - travel, telephones, Video Teleconferencing (NASA VITS), and email. Time is our most critical resource - and team members are hindered by the overhead of travel and the difficulties of coordinating work across their virtual teams. Modern, Internet based team collaboration tools offer the potential to dramatically improve the ability of virtual teams to get distributed work done.

  15. Role of Chemical Reactivity and Transition State Modeling for Virtual Screening.

    PubMed

    Karthikeyan, Muthukumarasamy; Vyas, Renu; Tambe, Sanjeev S; Radhamohan, Deepthi; Kulkarni, Bhaskar D

    2015-01-01

    Every drug discovery research program involves synthesis of a novel and potential drug molecule utilizing atom efficient, economical and environment friendly synthetic strategies. The current work focuses on the role of the reactivity based fingerprints of compounds as filters for virtual screening using a tool ChemScore. A reactant-like (RLS) and a product- like (PLS) score can be predicted for a given compound using the binary fingerprints derived from the numerous known organic reactions which capture the molecule-molecule interactions in the form of addition, substitution, rearrangement, elimination and isomerization reactions. The reaction fingerprints were applied to large databases in biology and chemistry, namely ChEMBL, KEGG, HMDB, DSSTox, and the Drug Bank database. A large network of 1113 synthetic reactions was constructed to visualize and ascertain the reactant product mappings in the chemical reaction space. The cumulative reaction fingerprints were computed for 4000 molecules belonging to 29 therapeutic classes of compounds, and these were found capable of discriminating between the cognition disorder related and anti-allergy compounds with reasonable accuracy of 75% and AUC 0.8. In this study, the transition state based fingerprints were also developed and used effectively for virtual screening in drug related databases. The methodology presented here provides an efficient handle for the rapid scoring of molecular libraries for virtual screening.

  16. 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.

  17. 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.

  18. 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.

  19. iRODS: A Distributed Data Management Cyberinfrastructure for Observatories

    NASA Astrophysics Data System (ADS)

    Rajasekar, A.; Moore, R.; Vernon, F.

    2007-12-01

    Large-scale and long-term preservation of both observational and synthesized data requires a system that virtualizes data management concepts. A methodology is needed that can work across long distances in space (distribution) and long-periods in time (preservation). The system needs to manage data stored on multiple types of storage systems including new systems that become available in the future. This concept is called infrastructure independence, and is typically implemented through virtualization mechanisms. Data grids are built upon concepts of data and trust virtualization. These concepts enable the management of collections of data that are distributed across multiple institutions, stored on multiple types of storage systems, and accessed by multiple types of clients. Data virtualization ensures that the name spaces used to identify files, users, and storage systems are persistent, even when files are migrated onto future technology. This is required to preserve authenticity, the link between the record and descriptive and provenance metadata. Trust virtualization ensures that access controls remain invariant as files are moved within the data grid. This is required to track the chain of custody of records over time. The Storage Resource Broker (http://www.sdsc.edu/srb) is one such data grid used in a wide variety of applications in earth and space sciences such as ROADNet (roadnet.ucsd.edu), SEEK (seek.ecoinformatics.org), GEON (www.geongrid.org) and NOAO (www.noao.edu). Recent extensions to data grids provide one more level of virtualization - policy or management virtualization. Management virtualization ensures that execution of management policies can be automated, and that rules can be created that verify assertions about the shared collections of data. When dealing with distributed large-scale data over long periods of time, the policies used to manage the data and provide assurances about the authenticity of the data become paramount. The integrated Rule-Oriented Data System (iRODS) (http://irods.sdsc.edu) provides the mechanisms needed to describe not only management policies, but also to track how the policies are applied and their execution results. The iRODS data grid maps management policies to rules that control the execution of the remote micro-services. As an example, a rule can be created that automatically creates a replica whenever a file is added to a specific collection, or extracts its metadata automatically and registers it in a searchable catalog. For the replication operation, the persistent state information consists of the replica location, the creation date, the owner, the replica size, etc. The mechanism used by iRODS for providing policy virtualization is based on well-defined functions, called micro-services, which are chained into alternative workflows using rules. A rule engine, based on the event-condition-action paradigm executes the rule-based workflows after an event. Rules can be deferred to a pre-determined time or executed on a periodic basis. As the data management policies evolve, the iRODS system can implement new rules, new micro-services, and new state information (metadata content) needed to manage the new policies. Each sub- collection can be managed using a different set of policies. The discussion of the concepts in rule-based policy virtualization and its application to long-term and large-scale data management for observatories such as ORION and NEON will be the basis of the paper.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. The Ecology of Collaborative Work. Workscape 21: The Ecology of New Ways of Working.

    ERIC Educational Resources Information Center

    Becker, Franklin; Quinn, Kristen L.; Tennessen, Carolyn M.

    A study examined Chiat/Day inc. Advertising's team-based virtual office in which work could occur at any location inside or outside the office at any time. Three sites used three workplace strategies: full virtual (FV), modified virtual (MV), and conventional (C). Interviews, observations, and archival data were used to assess project teams doing…

  6. 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.

  7. 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.

  8. 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.

  9. 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…

  10. 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…

  11. 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.

  12. Macular Bioaccelerometers on Earth and in Space

    NASA Technical Reports Server (NTRS)

    Ross, M. D.; Cutler, L.; Meyer, G.; Vazin, P.; Lam, T.

    1991-01-01

    Space flight offers the opportunity to study linear bioaccelerometers (vestibular maculas) in the virtual absence of a primary stimulus, gravitational acceleration. Macular research in space is particularly important to NASA because the bioaccelerometers are proving to be weighted neural networks in which information is distributed for parallel processing. Neural networks are plastic and highly adaptive to new environments. Combined morphological-physiological studies of maculas fixed in space and following flight should reveal macular adaptive responses to microgravity, and their time-course. Ground-based research, already begun, using computer-assisted, 3-dimensional reconstruction of macular terminal fields will lead to development of computer models of functioning maculas. This research should continue in conjunction with physiological studies, including work with multichannel electrodes. The results of such a combined effort could usher in a new era in understanding vestibular function on Earth and in space. They can also provide a rational basis for counter-measures to space motion sickness, which may prove troublesome as space voyager encounter new gravitational fields on planets, or must re-adapt to 1 g upon return to earth.

  13. History of Virtual Water , International Trade and Economic Metabolism at the Time Colonialism and a First Attempt to Assess Their Impact on Hydrologic Changes

    NASA Astrophysics Data System (ADS)

    Greco, F.

    2008-12-01

    This research considers the historical impact of virtual water into the geophysical arena by considering it as a human-led phenomenon that impacts the hydrologic system and, consequently, the environment as a whole. This paper is in line with the idea of including the humans into the water-balance model, and it is deepening the idea that this has to be done not only at the light of each watershed, but globally, looking at the role of water-trade embedded in food and tradable goods. Starting from a definition of what virtual water is, this research explores the role of crops export in the early U.S. Colonial time. As early as 1630 a huge biomass from here was already exported to the UK (the fur trade). In 1700 the tobacco export started, along with cereals exports and timber. An entire ecosystem has been "exported" in terms of water-embedded-in-goods. This was the beginning of a massive depletion of bio-mass stocks and flows, a raise in nitrogen discharge into the environment and its impact on the hydrological systems ( CUAHSI Summer Institute findings). Immigration and its effects on the water balance is also considered in this work. The experiment of interdisciplinary work of CUAHSI Summer Institute 2008 has proven that there is space for a historical reconstruction of evidence of human-led changes to the hydrological systems. This has been possible through the analysis of material stocks and flows, water-balance analysis of these stocks and flows, including human-led changes like international trade and population growth. This proposal will argue that these changes can also be identified by the term of 'socio- economic metabolism', in which societies are trading their goods internationally but taking the primary resources, including water, locally. This work will put the basis for the history of virtual water and its implications on both socio-economic metabolism and local geophysical changes.

  14. AstroGrid: the UK's Virtual Observatory Initiative

    NASA Astrophysics Data System (ADS)

    Mann, Robert G.; Astrogrid Consortium; Lawrence, Andy; Davenhall, Clive; Mann, Bob; McMahon, Richard; Irwin, Mike; Walton, Nic; Rixon, Guy; Watson, Mike; Osborne, Julian; Page, Clive; Allan, Peter; Giaretta, David; Perry, Chris; Pike, Dave; Sherman, John; Murtagh, Fionn; Harra, Louise; Bentley, Bob; Mason, Keith; Garrington, Simon

    AstroGrid is the UK's Virtual Observatory (VO) initiative. It brings together the principal astronomical data centres in the UK, and has been funded to the tune of ˜pounds 5M over the next three years, via PPARC, as part of the UK e--science programme. Its twin goals are the provision of the infrastructure and tools for the federation and exploitation of large astronomical (X-ray to radio), solar and space plasma physics datasets, and the delivery of federations of current datasets for its user communities to exploit using those tools. Whilst AstroGrid's work will be centred on existing and future (e.g. VISTA) UK datasets, it will seek solutions to generic VO problems and will contribute to the developing international virtual observatory framework: AstroGrid is a member of the EU-funded Astrophysical Virtual Observatory project, has close links to a second EU Grid initiative, the European Grid of Solar Observations (EGSO), and will seek an active role in the development of the common standards on which the international virtual observatory will rely. In this paper we shall primarily describe the concrete plans for AstroGrid's one-year Phase A study, which will centre on: (i) the definition of detailed science requirements through community consultation; (ii) the undertaking of a ``functionality market survey" to test the utility of existing technologies for the VO; and (iii) a pilot programme of database federations, each addressing different aspects of the general database federation problem. Further information on AstroGrid can be found at AstroGrid .

  15. Voxel inversion of airborne electromagnetic data for improved model integration

    NASA Astrophysics Data System (ADS)

    Fiandaca, Gianluca; Auken, Esben; Kirkegaard, Casper; Vest Christiansen, Anders

    2014-05-01

    Inversion of electromagnetic data has migrated from single site interpretations to inversions including entire surveys using spatial constraints to obtain geologically reasonable results. Though, the model space is usually linked to the actual observation points. For airborne electromagnetic (AEM) surveys the spatial discretization of the model space reflects the flight lines. On the contrary, geological and groundwater models most often refer to a regular voxel grid, not correlated to the geophysical model space, and the geophysical information has to be relocated for integration in (hydro)geological models. We have developed a new geophysical inversion algorithm working directly in a voxel grid disconnected from the actual measuring points, which then allows for informing directly geological/hydrogeological models. The new voxel model space defines the soil properties (like resistivity) on a set of nodes, and the distribution of the soil properties is computed everywhere by means of an interpolation function (e.g. inverse distance or kriging). Given this definition of the voxel model space, the 1D forward responses of the AEM data are computed as follows: 1) a 1D model subdivision, in terms of model thicknesses, is defined for each 1D data set, creating "virtual" layers. 2) the "virtual" 1D models at the sounding positions are finalized by interpolating the soil properties (the resistivity) in the center of the "virtual" layers. 3) the forward response is computed in 1D for each "virtual" model. We tested the new inversion scheme on an AEM survey carried out with the SkyTEM system close to Odder, in Denmark. The survey comprises 106054 dual mode AEM soundings, and covers an area of approximately 13 km X 16 km. The voxel inversion was carried out on a structured grid of 260 X 325 X 29 xyz nodes (50 m xy spacing), for a total of 2450500 inversion parameters. A classical spatially constrained inversion (SCI) was carried out on the same data set, using 106054 spatially constrained 1D models with 29 layers. For comparison, the SCI inversion models have been gridded on the same grid of the voxel inversion. The new voxel inversion and the classic SCI give similar data fit and inversion models. The voxel inversion decouples the geophysical model from the position of acquired data, and at the same time fits the data as well as the classic SCI inversion. Compared to the classic approach, the voxel inversion is better suited for informing directly (hydro)geological models and for sequential/Joint/Coupled (hydro)geological inversion. We believe that this new approach will facilitate the integration of geophysics, geology and hydrology for improved groundwater and environmental management.

  16. 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.

  17. Dr. Robert H. Goddard

    NASA Image and Video Library

    2010-01-04

    Dr. Robert Hutchings Goddard (1882-1945). Dr. Goddard has been recognized as the father of American rocketry and as one of the pioneers in the theoretical exploration of space. Robert Hutchings Goddard, born in Worcester, Massachusetts, on October 5, 1882, was theoretical scientist as well as a practical engineer. His dream was the conquest of the upper atmosphere and ultimately space through the use of rocket propulsion. Dr. Goddard, died in 1945, but was probably as responsible for the dawning of the Space Age as the Wrights were for the beginning of the Air Age. Yet his work attracted little serious attention during his lifetime. However, when the United States began to prepare for the conquest of space in the 1950's, American rocket scientists began to recognize the debt owed to the New England professor. They discovered that it was virtually impossible to construct a rocket or launch a satellite without acknowledging the work of Dr. Goddard. More than 200 patents, many of which were issued after his death, covered this great legacy. NASA Goddard Space Flight Center enables NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s accomplishments by contributing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Join us on Facebook

  18. Dr. Robert Goddard

    NASA Image and Video Library

    2010-01-04

    Dr. Robert Hutchings Goddard (1882-1945). Dr. Goddard has been recognized as the father of American rocketry and as one of the pioneers in the theoretical exploration of space. Robert Hutchings Goddard, born in Worcester, Massachusetts, on October 5, 1882, was theoretical scientist as well as a practical engineer. His dream was the conquest of the upper atmosphere and ultimately space through the use of rocket propulsion. Dr. Goddard, died in 1945, but was probably as responsible for the dawning of the Space Age as the Wrights were for the beginning of the Air Age. Yet his work attracted little serious attention during his lifetime. However, when the United States began to prepare for the conquest of space in the 1950's, American rocket scientists began to recognize the debt owed to the New England professor. They discovered that it was virtually impossible to construct a rocket or launch a satellite without acknowledging the work of Dr. Goddard. More than 200 patents, many of which were issued after his death, covered this great legacy. NASA Goddard Space Flight Center enables NASA’s mission through four scientific endeavors: Earth Science, Heliophysics, Solar System Exploration, and Astrophysics. Goddard plays a leading role in NASA’s accomplishments by contributing compelling scientific knowledge to advance the Agency’s mission. Follow us on Twitter Join us on Facebook

  19. 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.

  20. Fifty years of Cosmic Era: Real and Virtual Studies of the Sky

    NASA Astrophysics Data System (ADS)

    Mickaelian, A. M.; Malkov, O. Yu.; Samus, N. N.

    2012-05-01

    The book presents the Proceedings of the Conference of Young Scientists of CIS countries held on 21-25 November 2011 at the Armenian National Academy of Sciences in Yerevan and dedicated to the 50th anniversary of Yuri Gagarin's flight into Space. The main goal of the Conference was to gather young scientists from CIS countries to familiarize them with the latest developments of Astrophysics and Space Physics, including the use of the latest technology and techniques. Among the participants of the conference there were 47 young scientists and researchers from Armenia, Latvia, Lithuania, Russia, Tajikistan and Ukraine, as well as 5 invited lecturers from Armenia, France and Russia, who gave 5 lectures and 2 different practical exercises (tutorials). The young scientists presented 38 talks on various topics of astrophysics related to their research work or PhD/MSc studies. The book is divided into 5 parts, Invited Lectures and 4 sections by subjects: Solar System and Exoplanets, Stars and Nebulae, Galaxies and Cosmology, Real and Virtual Observatories. It also includes a preface by the editors, the list of participants of the conference, and author index at the end.

  1. The Value of Biomedical Simulation Environments to Future Human Space Flight Missions

    NASA Technical Reports Server (NTRS)

    Mulugeta, Lealem; Myers, Jerry G.; Skytland, Nicholas G.; Platts, Steven H.

    2010-01-01

    With the ambitious goals to send manned missions to asteroids and onto Mars, substantial work will be required to ensure the well being of the men and women who will undertake these difficult missions. Unlike current International Space Station or Shuttle missions, astronauts will be required to endure long-term exposure to higher levels of radiation, isolation and reduced gravity. These new operation conditions will pose health risks that are currently not well understood and perhaps unanticipated. Therefore, it is essential to develop and apply advanced tools to predict, assess and mitigate potential hazards to astronaut health. NASA s Digital Astronaut Project (DAP) is working to develop and apply computational models of physiologic response to space flight operation conditions over various time periods and environmental circumstances. The collective application and integration of well vetted models assessing the physiology, biomechanics and anatomy is referred to as the Digital Astronaut. The Digital Astronaut simulation environment will serve as a practical working tool for use by NASA in operational activities such as the prediction of biomedical risks and functional capabilities of astronauts. In additional to space flight operation conditions, DAP s work has direct applicability to terrestrial biomedical research by providing virtual environments for hypothesis testing, experiment design, and to reduce animal/human testing. A practical application of the DA to assess pre and post flight responses to exercise is illustrated and the difficulty in matching true physiological responses is discussed.

  2. CAVE2: a hybrid reality environment for immersive simulation and information analysis

    NASA Astrophysics Data System (ADS)

    Febretti, Alessandro; Nishimoto, Arthur; Thigpen, Terrance; Talandis, Jonas; Long, Lance; Pirtle, J. D.; Peterka, Tom; Verlo, Alan; Brown, Maxine; Plepys, Dana; Sandin, Dan; Renambot, Luc; Johnson, Andrew; Leigh, Jason

    2013-03-01

    Hybrid Reality Environments represent a new kind of visualization spaces that blur the line between virtual environments and high resolution tiled display walls. This paper outlines the design and implementation of the CAVE2TM Hybrid Reality Environment. CAVE2 is the world's first near-seamless flat-panel-based, surround-screen immersive system. Unique to CAVE2 is that it will enable users to simultaneously view both 2D and 3D information, providing more flexibility for mixed media applications. CAVE2 is a cylindrical system of 24 feet in diameter and 8 feet tall, and consists of 72 near-seamless, off-axisoptimized passive stereo LCD panels, creating an approximately 320 degree panoramic environment for displaying information at 37 Megapixels (in stereoscopic 3D) or 74 Megapixels in 2D and at a horizontal visual acuity of 20/20. Custom LCD panels with shifted polarizers were built so the images in the top and bottom rows of LCDs are optimized for vertical off-center viewing- allowing viewers to come closer to the displays while minimizing ghosting. CAVE2 is designed to support multiple operating modes. In the Fully Immersive mode, the entire room can be dedicated to one virtual simulation. In 2D model, the room can operate like a traditional tiled display wall enabling users to work with large numbers of documents at the same time. In the Hybrid mode, a mixture of both 2D and 3D applications can be simultaneously supported. The ability to treat immersive work spaces in this Hybrid way has never been achieved before, and leverages the special abilities of CAVE2 to enable researchers to seamlessly interact with large collections of 2D and 3D data. To realize this hybrid ability, we merged the Scalable Adaptive Graphics Environment (SAGE) - a system for supporting 2D tiled displays, with Omegalib - a virtual reality middleware supporting OpenGL, OpenSceneGraph and Vtk applications.

  3. 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.

  4. Distributed computing environments for future space control systems

    NASA Technical Reports Server (NTRS)

    Viallefont, Pierre

    1993-01-01

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

  5. 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…

  6. 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…

  7. 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.

  8. 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.

  9. 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

  10. Asymptotic behavior and interpretation of virtual states: The effects of confinement and of basis sets

    NASA Astrophysics Data System (ADS)

    Boffi, Nicholas M.; Jain, Manish; Natan, Amir

    2016-02-01

    A real-space high order finite difference method is used to analyze the effect of spherical domain size on the Hartree-Fock (and density functional theory) virtual eigenstates. We show the domain size dependence of both positive and negative virtual eigenvalues of the Hartree-Fock equations for small molecules. We demonstrate that positive states behave like a particle in spherical well and show how they approach zero. For the negative eigenstates, we show that large domains are needed to get the correct eigenvalues. We compare our results to those of Gaussian basis sets and draw some conclusions for real-space, basis-sets, and plane-waves calculations.

  11. 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.

  12. Poor Man's Virtual Camera: Real-Time Simultaneous Matting and Camera Pose Estimation.

    PubMed

    Szentandrasi, Istvan; Dubska, Marketa; Zacharias, Michal; Herout, Adam

    2016-03-18

    Today's film and advertisement production heavily uses computer graphics combined with living actors by chromakeying. The matchmoving process typically takes a considerable manual effort. Semi-automatic matchmoving tools exist as well, but they still work offline and require manual check-up and correction. In this article, we propose an instant matchmoving solution for green screen. It uses a recent technique of planar uniform marker fields. Our technique can be used in indie and professional filmmaking as a cheap and ultramobile virtual camera, and for shot prototyping and storyboard creation. The matchmoving technique based on marker fields of shades of green is very computationally efficient: we developed and present in the article a mobile application running at 33 FPS. Our technique is thus available to anyone with a smartphone at low cost and with easy setup, opening space for new levels of filmmakers' creative expression.

  13. Virtual Presence: One Step Beyond Reality

    NASA Technical Reports Server (NTRS)

    Budden, Nancy Ann

    1997-01-01

    Our primary objective was to team up a group consisting of scientists and engineers from two different NASA cultures, and simulate an interactive teleoperated robot conducting geologic field work on the Moon or Mars. The information derived from the experiment will benefit both the robotics team and the planetary exploration team in the areas of robot design and development, and mission planning and analysis. The Earth Sciences and Space and Life Sciences Division combines the past with the future contributing experience from Apollo crews exploring the lunar surface, knowledge of reduced gravity environments, the performance limits of EVA suits, and future goals for human exploration beyond low Earth orbit. The Automation, Robotics. and Simulation Division brings to the table the technical expertise of robotic systems, the future goals of highly interactive robotic capabilities, treading on the edge of technology by joining for the first time a unique combination of telepresence with virtual reality.

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

    NASA Image and Video Library

    1999-05-24

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

  15. Perfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment

    NASA Astrophysics Data System (ADS)

    Jabro, A.; Jabro, J.

    2012-04-01

    PPerfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-located research partners and diverse funding sources, dynamic economic and political environments, and a changing workforce. Today's scientists must be prepared to not only perform work in the virtual team environment, but to work effectively and efficiently despite physical and cultural barriers. Research supports that students who have been exposed to virtual team experiences are desirable in the professional and academic arenas. Research supports establishing and maintaining established protocols for communication behavior prior to task discussion provides for successful team outcomes. Research conducted on graduate and undergraduate virtual teams' behaviors led to the development of successful pedagogic practices and assessment strategies.

  16. 3-D Sound for Virtual Reality and Multimedia

    NASA Technical Reports Server (NTRS)

    Begault, Durand R.; Trejo, Leonard J. (Technical Monitor)

    2000-01-01

    Technology and applications for the rendering of virtual acoustic spaces are reviewed. Chapter 1 deals with acoustics and psychoacoustics. Chapters 2 and 3 cover cues to spatial hearing and review psychoacoustic literature. Chapter 4 covers signal processing and systems overviews of 3-D sound systems. Chapter 5 covers applications to computer workstations, communication systems, aeronautics and space, and sonic arts. Chapter 6 lists resources. This TM is a reprint of the 1994 book from Academic Press.

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

    NASA Image and Video Library

    1999-05-24

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

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

    NASA Image and Video Library

    2001-10-18

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

  19. 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.

  20. Sound-localization experiments with barn owls in virtual space: influence of broadband interaural level different on head-turning behavior.

    PubMed

    Poganiatz, I; Wagner, H

    2001-04-01

    Interaural level differences play an important role for elevational sound localization in barn owls. The changes of this cue with sound location are complex and frequency dependent. We exploited the opportunities offered by the virtual space technique to investigate the behavioral relevance of the overall interaural level difference by fixing this parameter in virtual stimuli to a constant value or introducing additional broadband level differences to normal virtual stimuli. Frequency-specific monaural cues in the stimuli were not manipulated. We observed an influence of the broadband interaural level differences on elevational, but not on azimuthal sound localization. Since results obtained with our manipulations explained only part of the variance in elevational turning angle, we conclude that frequency-specific cues are also important. The behavioral consequences of changes of the overall interaural level difference in a virtual sound depended on the combined interaural time difference contained in the stimulus, indicating an indirect influence of temporal cues on elevational sound localization as well. Thus, elevational sound localization is influenced by a combination of many spatial cues including frequency-dependent and temporal features.

  1. Virtualizing Resources for the Application Services and Framework Team

    NASA Technical Reports Server (NTRS)

    Varner, Justin T.; Crawford, Linda K.

    2010-01-01

    Virtualization is an emerging technology that will undoubtedly have a major impact on the future of Information Technology. It allows for the centralization of resources in an enterprise system without the need to make any changes to the host operating system, file system, or registry. In turn, this significantly reduces cost and administration, and provides a much greater level of security, compatibility, and efficiency. This experiment examined the practicality, methodology, challenges, and benefits of implementing the technology for the Launch Control System (LCS), and more specifically the Application Services (AS) group of the National Aeronautics and Space Administration (NASA) at the Kennedy Space Center (KSC). In order to carry out this experiment, I used several tools from the virtualization company known as VMWare; these programs included VMWare ThinApp, VMWare Workstation, and VMWare ACE. Used in conjunction, these utilities provided the engine necessary to virtualize and deploy applications in a desktop environment on any Windows platform available. The results clearly show that virtualization is a viable technology that can, when implemented properly, dramatically cut costs, enhance stability and security, and provide easier management for administrators.

  2. A discrete mechanics framework for real time virtual surgical simulations with application to virtual laparoscopic nephrectomy.

    PubMed

    Zhou, Xiangmin; Zhang, Nan; Sha, Desong; Shen, Yunhe; Tamma, Kumar K; Sweet, Robert

    2009-01-01

    The inability to render realistic soft-tissue behavior in real time has remained a barrier to face and content aspects of validity for many virtual reality surgical training systems. Biophysically based models are not only suitable for training purposes but also for patient-specific clinical applications, physiological modeling and surgical planning. When considering the existing approaches for modeling soft tissue for virtual reality surgical simulation, the computer graphics-based approach lacks predictive capability; the mass-spring model (MSM) based approach lacks biophysically realistic soft-tissue dynamic behavior; and the finite element method (FEM) approaches fail to meet the real-time requirement. The present development stems from physics fundamental thermodynamic first law; for a space discrete dynamic system directly formulates the space discrete but time continuous governing equation with embedded material constitutive relation and results in a discrete mechanics framework which possesses a unique balance between the computational efforts and the physically realistic soft-tissue dynamic behavior. We describe the development of the discrete mechanics framework with focused attention towards a virtual laparoscopic nephrectomy application.

  3. Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices

    NASA Astrophysics Data System (ADS)

    Sheehy, Kieron

    This chapter argues that virtual environments offer new research areas for those concerned with inclusive education. Further, it proposes that they also present opportunities for developing increasingly inclusive research processes. This chapter considers how researchers might approach researching some of these affordances. It discusses the relationship between specific features of inclusive pedagogy, derived from an international systematic literature review, and the affordances of different forms of virtual characters and environments. Examples are drawn from research in Second LifeTM (SL), virtual tutors and augmented reality. In doing this, the chapter challenges a simplistic notion of isolated physical and virtual worlds and, in the context of inclusion, between the practice of research and the research topic itself. There are a growing number of virtual worlds in which identified educational activities are taking place, or whose activities are being noted for their educational merit. These encompasses non-themed worlds such as SL and Active Worlds, game based worlds such as World of Warcraft and Runescape, and even Club Penguin, a themed virtual where younger players interact through a variety of Penguin themed environments and activities. It has been argued that these spaces, outside traditional education, are able to offer pedagogical insights (Twining 2009) i.e. that these global virtual communities have been identified as being useful as creative educational environments (Delwiche 2006; Sheehy 2009). This chapter will explore how researchers might use these spaces to investigative and create inclusive educational experiences for learners. In order to do this the chapter considers three interrelated issues: What is inclusive education?; How might inclusive education influence virtual world research? And, what might inclusive education look like in virtual worlds?

  4. 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.

  5. Business Case Analysis of the Marine Corps Base Pendleton Virtual Smart Grid

    DTIC Science & Technology

    2017-06-01

    Metering Infrastructure on DOD installations. An examination of five case studies highlights the costs and benefits of the Virtual Smart Grid (VSG...studies highlights the costs and benefits of the Virtual Smart Grid (VSG) developed by Space and Naval Warfare Systems Command for use at Marine Corps...41 A. SMART GRID BENEFITS .....................................................................41 B. SUMMARY OF VSG ESTIMATED COSTS AND BENEFITS

  6. 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…

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

    NASA Image and Video Library

    1998-04-08

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

  8. Angle-Dependent Distortions in the Perceptual Topology of Acoustic Space

    PubMed Central

    2018-01-01

    By moving sounds around the head and asking listeners to report which ones moved more, it was found that sound sources at the side of a listener must move at least twice as much as ones in front to be judged as moving the same amount. A relative expansion of space in the front and compression at the side has consequences for spatial perception of moving sounds by both static and moving listeners. An accompanying prediction that the apparent location of static sound sources ought to also be distorted agrees with previous work and suggests that this is a general perceptual phenomenon that is not limited to moving signals. A mathematical model that mimics the measured expansion of space can be used to successfully capture several previous findings in spatial auditory perception. The inverse of this function could be used alongside individualized head-related transfer functions and motion tracking to produce hyperstable virtual acoustic environments. PMID:29764312

  9. IT Challenges for Space Medicine or How do We Protect Medical Information and Still Get Useful Work Done?

    NASA Technical Reports Server (NTRS)

    Johnson-Throop, Kathy A.

    2010-01-01

    Space Medicine provides healthcare services of various types for astronauts throughout their lifetime starting from the time they are selected as astronauts. IT challenges include: protection of private medical information, access from locations both inside and outside NASA, nearly 24x7 access, access during disasters, international partner access, data archiving, off-region backup, secure communication of medical data to people outside the NASA system (e.g. expert consultants), efficient movement of medical record information between locations, search and retrieval of relevant information, and providing all of these services/capabilities within a limited budget. In Space Medicine, we have provided for these in various ways: limit the amount of private medical information stored locally, utilize encryption mechanisms that the international partners can also use, utilize 2-factor authentication, virtualize servers, employ concept-based search, and use of standardized terminologies (SNOMED) and messaging (HL7).

  10. 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.

  11. Human-rated Safety Certification of a High Voltage Robonaut Lithium-ion Battery

    NASA Technical Reports Server (NTRS)

    Jeevarajan, Judith; Yayathi, S.; Johnson, M.; Waligora, T.; Verdeyen, W.

    2013-01-01

    NASA's rigorous certification process is being followed for the R2 high voltage battery program for use of R2 on International Space Station (ISS). Rigorous development testing at appropriate levels to credible off-nominal conditions and review of test data led to design improvements for safety at the virtual cell, cartridge and battery levels. Tests were carried out at all levels to confirm that both hardware and software controls work. Stringent flight acceptance testing of the flight battery will be completed before launch for mission use on ISS.

  12. Virtual Cultural Landscape Laboratory Based on Internet GIS Technology

    NASA Astrophysics Data System (ADS)

    Bill, R.

    2012-07-01

    In recent years the transfer of old documents (books, paintings, maps etc.) from analogue to digital form has gained enormous importance. Numerous interventions are concentrated in the digitalisation of library collections, but also commercial companies like Microsoft or Google try to convert large analogue stocks such as books, paintings, etc. in digital form. Data in digital form can be much easier made accessible to a large user community, especially to the interested scientific community. The aim of the described research project is to set up a virtual research environment for interdisciplinary research focusing on the landscape of the historical Mecklenburg in the north-east of Germany. Georeferenced old maps from 1786 and 1890 covering complete Mecklenburg should be combined with current geo-information, satellite and aerial imagery to support spatio-temporal research aspects in different scales in space (regional 1:200,000 to local 1:25.000) and time (nearly 250 years in three time steps, the last 30 years also in three time slices). The Virtual Laboratory for Cultural Landscape Research (VKLandLab) is designed and developed by the Chair of Geodesy and Geoinformatics, hosted at the Computing Centre (ITMZ) and linked to the Digital Library (UB) at Rostock University. VKLandLab includes new developments such as wikis, blogs, data tagging, etc. and proven components already integrated in various data-related infrastructures such as InternetGIS, data repositories and authentication structures. The focus is to build a data-related infrastructure and a work platform that supports students as well as researchers from different disciplines in their research in space and time.

  13. The Virtual World Presence of the International Year of Astronomy 2009

    NASA Astrophysics Data System (ADS)

    Gauthier, Adrienne J.; Huber, D.; Gay, P. L.; New Media Task Group IYA2009

    2010-01-01

    From January 2009 to January 2010, the virtual celebration of the International Year of Astronomy 2009 has come full circle side-by-side with the real world celebrations. Throughout the year, the 'Astronomy 2009' island promoted the IYA2009 within the virtual world of Second Life(R) with the goal to engage and inspire the general public in astronomy. This island is situated in the group area called SciLands, a science and technology focused mini-continent of over 60 islands. We are host to immersive exhibits for the real life projects: From Earth to the Universe, The World at Night, Dark Skies Awareness, Let There Be Night, IAAA The Artists' Universe, 365 Days of Astronomy podcast, Spitzer's MIPSGAL/GLIMPSE walkable image, and Adler Planetarium's Far Out Fridays lecture series. Spitzer Space Telescope, Chandra X-ray Observatory, and the Hubble Heritage project provided over 300 free textures in a gift pack to visitors. Other exhibits include a replica of the Lord Rosse Leviathan telescope, an astrophotography grotto featuring Adam Block, David Malin, and John Gleason's work, a functional planetarium donated by Rob Knop, and live star party events from Chico Observatory. We'll review the exhibits and live events presented throughout the past year and speak towards the plans for the future. Formative evaluation strategies and first impressions of the summative evaluation of the first year of the project will be presented. Special thanks to our sponsors: Interstellar Studios/400 Years of the Telescope, Department of Astronomy University of Arizona, Spitzer Space Telescope, Chandra X-Ray Observatory, and Helio Huet.

  14. 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.

  15. Coil compression in simultaneous multislice functional MRI with concentric ring slice-GRAPPA and SENSE.

    PubMed

    Chu, Alan; Noll, Douglas C

    2016-10-01

    Simultaneous multislice (SMS) imaging is a useful way to accelerate functional magnetic resonance imaging (fMRI). As acceleration becomes more aggressive, an increasingly larger number of receive coils are required to separate the slices, which significantly increases the computational burden. We propose a coil compression method that works with concentric ring non-Cartesian SMS imaging and should work with Cartesian SMS as well. We evaluate the method on fMRI scans of several subjects and compare it to standard coil compression methods. The proposed method uses a slice-separation k-space kernel to simultaneously compress coil data into a set of virtual coils. Five subjects were scanned using both non-SMS fMRI and SMS fMRI with three simultaneous slices. The SMS fMRI scans were processed using the proposed method, along with other conventional methods. Code is available at https://github.com/alcu/sms. The proposed method maintained functional activation with a fewer number of virtual coils than standard SMS coil compression methods. Compression of non-SMS fMRI maintained activation with a slightly lower number of virtual coils than the proposed method, but does not have the acceleration advantages of SMS fMRI. The proposed method is a practical way to compress and reconstruct concentric ring SMS data and improves the preservation of functional activation over standard coil compression methods in fMRI. Magn Reson Med 76:1196-1209, 2016. © 2015 Wiley Periodicals, Inc. © 2015 Wiley Periodicals, Inc.

  16. The Space Station Module Power Management and Distribution automation test bed

    NASA Technical Reports Server (NTRS)

    Lollar, Louis F.

    1991-01-01

    The Space Station Module Power Management And Distribution (SSM/PMAD) automation test bed project was begun at NASA/Marshall Space Flight Center (MSFC) in the mid-1980s to develop an autonomous, user-supportive power management and distribution test bed simulating the Space Station Freedom Hab/Lab modules. As the test bed has matured, many new technologies and projects have been added. The author focuses on three primary areas. The first area is the overall accomplishments of the test bed itself. These include a much-improved user interface, a more efficient expert system scheduler, improved communication among the three expert systems, and initial work on adding intermediate levels of autonomy. The second area is the addition of a more realistic power source to the SSM/PMAD test bed; this project is called the Large Autonomous Spacecraft Electrical Power System (LASEPS). The third area is the completion of a virtual link between the SSM/PMAD test bed at MSFC and the Autonomous Power Expert at Lewis Research Center.

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

    NASA Technical Reports Server (NTRS)

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

    1999-01-01

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

  18. Virtual Libraries: Meeting the Corporate Challenge.

    ERIC Educational Resources Information Center

    DiMattia, Susan S.; Blumenstein, Lynn C.

    1999-01-01

    Discusses virtual libraries in corporate settings from the viewpoint of five special librarians. Highlights include competitive advantage, space and related collection issues, the use of technology, corporate culture, information overload, library vulnerability and downsizing, and the importance of service over format. (LRW)

  19. 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.

  20. Bridging the Gap Between Scientists and Classrooms: Scientist Engagement in the Expedition Earth and Beyond Program

    NASA Technical Reports Server (NTRS)

    Graff, P. V.; Stefanov, W. L.; Willis, K. J.; Runco, S.

    2012-01-01

    Teachers in today s classrooms need to find creative ways to connect students with science, technology, engineering, mathematics (STEM) experts. These STEM experts can serve as role models and help students think about potential future STEM careers. They can also help reinforce academic knowledge and skills. The cost of transportation restricts teachers ability to take students on field trips exposing them to outside experts and unique learning environments. Additionally, arranging to bring in guest speakers to the classroom seems to happen infrequently, especially in schools in rural areas. The Expedition Earth and Beyond (EEAB) Program [1], facilitated by the Astromaterials Research and Exploration Science (ARES) Directorate Education Program at the NASA Johnson Space Center has created a way to enable teachers to connect their students with STEM experts virtually. These virtual connections not only help engage students with role models, but are also designed to help teachers address concepts and content standards they are required to teach. Through EEAB, scientists are able to actively engage with students across the nation in multiple ways. They can work with student teams as mentors, participate in virtual student team science presentations, or connect with students through Classroom Connection Distance Learning (DL) Events.

  1. Augmented reality for breast imaging.

    PubMed

    Rancati, Alberto; Angrigiani, Claudio; Nava, Maurizio B; Catanuto, Giuseppe; Rocco, Nicola; Ventrice, Fernando; Dorr, Julio

    2018-06-01

    Augmented reality (AR) enables the superimposition of virtual reality reconstructions onto clinical images of a real patient, in real time. This allows visualization of internal structures through overlying tissues, thereby providing a virtual transparency vision of surgical anatomy. AR has been applied to neurosurgery, which utilizes a relatively fixed space, frames, and bony references; the application of AR facilitates the relationship between virtual and real data. Augmented breast imaging (ABI) is described. Breast MRI studies for breast implant patients with seroma were performed using a Siemens 3T system with a body coil and a four-channel bilateral phased-array breast coil as the transmitter and receiver, respectively. Gadolinium was injected as a contrast agent (0.1 mmol/kg at 2 mL/s) using a programmable power injector. Dicom formatted images data from 10 MRI cases of breast implant seroma and 10 MRI cases with T1-2 N0 M0 breast cancer, were imported and transformed into augmented reality images. ABI demonstrated stereoscopic depth perception, focal point convergence, 3D cursor use, and joystick fly-through. ABI can improve clinical outcomes, providing an enhanced view of the structures to work on. It should be further studied to determine its utility in clinical practice.

  2. Entanglement entropy between real and virtual particles in ϕ4 quantum field theory

    NASA Astrophysics Data System (ADS)

    Ardenghi, Juan Sebastián

    2015-04-01

    The aim of this work is to compute the entanglement entropy of real and virtual particles by rewriting the generating functional of ϕ4 theory as a mean value between states and observables defined through the correlation functions. Then the von Neumann definition of entropy can be applied to these quantum states and in particular, for the partial traces taken over the internal or external degrees of freedom. This procedure can be done for each order in the perturbation expansion showing that the entanglement entropy for real and virtual particles behaves as ln (m0). In particular, entanglement entropy is computed at first order for the correlation function of two external points showing that mutual information is identical to the external entropy and that conditional entropies are negative for all the domain of m0. In turn, from the definition of the quantum states, it is possible to obtain general relations between total traces between different quantum states of a ϕr theory. Finally, discussion about the possibility of taking partial traces over external degrees of freedom is considered, which implies the introduction of some observables that measure space-time points where an interaction occurs.

  3. Stennis Space Center Virtual Tour

    NASA Technical Reports Server (NTRS)

    2009-01-01

    Have you ever wanted to visit Stennis Space Center? Or perhaps you have and you're ready to come back. Either way, you can visit Stennis Space Center from anywhere in world! Click on the video to begin your tour.

  4. Virtual Mission Operations of Remote Sensors With Rapid Access To and From Space

    NASA Technical Reports Server (NTRS)

    Ivancic, William D.; Stewart, Dave; Walke, Jon; Dikeman, Larry; Sage, Steven; Miller, Eric; Northam, James; Jackson, Chris; Taylor, John; Lynch, Scott; hide

    2010-01-01

    This paper describes network-centric operations, where a virtual mission operations center autonomously receives sensor triggers, and schedules space and ground assets using Internet-based technologies and service-oriented architectures. For proof-of-concept purposes, sensor triggers are received from the United States Geological Survey (USGS) to determine targets for space-based sensors. The Surrey Satellite Technology Limited (SSTL) Disaster Monitoring Constellation satellite, the United Kingdom Disaster Monitoring Constellation (UK-DMC), is used as the space-based sensor. The UK-DMC s availability is determined via machine-to-machine communications using SSTL s mission planning system. Access to/from the UK-DMC for tasking and sensor data is via SSTL s and Universal Space Network s (USN) ground assets. The availability and scheduling of USN s assets can also be performed autonomously via machine-to-machine communications. All communication, both on the ground and between ground and space, uses open Internet standards.

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

    NASA Image and Video Library

    2001-10-18

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

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

    NASA Image and Video Library

    2002-08-21

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

  7. Cybersickness and Anxiety During Simulated Motion: Implications for VRET.

    PubMed

    Bruck, Susan; Watters, Paul

    2009-01-01

    Some clinicians have suggested using virtual reality environments to deliver psychological interventions to treat anxiety disorders. However, given a significant body of work on cybersickness symptoms which may arise in virtual environments - especially those involving simulated motion - we tested (a) whether being exposed to a virtual reality environment alone causes anxiety to increase, and (b) whether exposure to simulated motion in a virtual reality environment increases anxiety. Using a repeated measures design, we used Kim's Anxiety Scale questionnaire to compare baseline anxiety, anxiety after virtual environment exposure, and anxiety after simulated motion. While there was no significant effect on anxiety for being in a virtual environment with no simulated motion, the introduction of simulated motion caused anxiety to significantly increase, but not to a severe or extreme level. The implications of this work for virtual reality exposure therapy (VRET) are discussed.

  8. Headphone and Head-Mounted Visual Displays for Virtual Environments

    NASA Technical Reports Server (NTRS)

    Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)

    1998-01-01

    A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.

  9. Second Life in Higher Education: Assessing the Potential for and the Barriers to Deploying Virtual Worlds in Learning and Teaching

    ERIC Educational Resources Information Center

    Warburton, Steven

    2009-01-01

    "Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…

  10. A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

    ERIC Educational Resources Information Center

    Kongmee, Isara; Strachan, Rebecca; Pickard, Alison; Montgomery, Catherine

    2012-01-01

    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their…

  11. Virtual Libraries and Education in Virtual Worlds: Twenty-First Century Library Services

    ERIC Educational Resources Information Center

    Bell, Lori; Lindbloom, Mary-Carol; Peters, Tom; Pope, Kitty

    2008-01-01

    As the use of the Internet and time spent on the Internet by individuals grows, and the use of virtual worlds like Active Worlds and Second Life increases, the library needs to have an interactive place and role in these worlds as well as a bricks and mortar space. This article provides an overview of what some libraries are doing in these worlds,…

  12. The Effect of Perspective on Presence and Space Perception

    PubMed Central

    Ling, Yun; Nefs, Harold T.; Brinkman, Willem-Paul; Qu, Chao; Heynderickx, Ingrid

    2013-01-01

    In this paper we report two experiments in which the effect of perspective projection on presence and space perception was investigated. In Experiment 1, participants were asked to score a presence questionnaire when looking at a virtual classroom. We manipulated the vantage point, the viewing mode (binocular versus monocular viewing), the display device/screen size (projector versus TV) and the center of projection. At the end of each session of Experiment 1, participants were asked to set their preferred center of projection such that the image seemed most natural to them. In Experiment 2, participants were asked to draw a floor plan of the virtual classroom. The results show that field of view, viewing mode, the center of projection and display all significantly affect presence and the perceived layout of the virtual environment. We found a significant linear relationship between presence and perceived layout of the virtual classroom, and between the preferred center of projection and perceived layout. The results indicate that the way in which virtual worlds are presented is critical for the level of experienced presence. The results also suggest that people ignore veridicality and they experience a higher level of presence while viewing elongated virtual environments compared to viewing the original intended shape. PMID:24223156

  13. Using artificial intelligence for automating testing of a resident space object collision avoidance system on an orbital spacecraft

    NASA Astrophysics Data System (ADS)

    Straub, Jeremy

    2014-06-01

    Resident space objects (RSOs) pose a significant threat to orbital assets. Due to high relative velocities, even a small RSO can cause significant damage to an object that it strikes. Worse, in many cases a collision may create numerous additional RSOs, if the impacted object shatters apart. These new RSOs will have heterogeneous mass, size and orbital characteristics. Collision avoidance systems (CASs) are used to maneuver spacecraft out of the path of RSOs to prevent these impacts. A RSO CAS must be validated to ensure that it is able to perform effectively given a virtually unlimited number of strike scenarios. This paper presents work on the creation of a testing environment and AI testing routine that can be utilized to perform verification and validation activities for cyber-physical systems. It reviews prior work on automated and autonomous testing. Comparative performance (relative to the performance of a human tester) is discussed.

  14. Use of Parallel Micro-Platform for the Simulation the Space Exploration

    NASA Astrophysics Data System (ADS)

    Velasco Herrera, Victor Manuel; Velasco Herrera, Graciela; Rosano, Felipe Lara; Rodriguez Lozano, Salvador; Lucero Roldan Serrato, Karen

    The purpose of this work is to create a parallel micro-platform, that simulates the virtual movements of a space exploration in 3D. One of the innovations presented in this design consists of the application of a lever mechanism for the transmission of the movement. The development of such a robot is a challenging task very different of the industrial manipulators due to a totally different target system of requirements. This work presents the study and simulation, aided by computer, of the movement of this parallel manipulator. The development of this model has been developed using the platform of computer aided design Unigraphics, in which it was done the geometric modeled of each one of the components and end assembly (CAD), the generation of files for the computer aided manufacture (CAM) of each one of the pieces and the kinematics simulation of the system evaluating different driving schemes. We used the toolbox (MATLAB) of aerospace and create an adaptive control module to simulate the system.

  15. Generic precise augmented reality guiding system and its calibration method based on 3D virtual model.

    PubMed

    Liu, Miao; Yang, Shourui; Wang, Zhangying; Huang, Shujun; Liu, Yue; Niu, Zhenqi; Zhang, Xiaoxuan; Zhu, Jigui; Zhang, Zonghua

    2016-05-30

    Augmented reality system can be applied to provide precise guidance for various kinds of manual works. The adaptability and guiding accuracy of such systems are decided by the computational model and the corresponding calibration method. In this paper, a novel type of augmented reality guiding system and the corresponding designing scheme are proposed. Guided by external positioning equipment, the proposed system can achieve high relative indication accuracy in a large working space. Meanwhile, the proposed system is realized with a digital projector and the general back projection model is derived with geometry relationship between digitized 3D model and the projector in free space. The corresponding calibration method is also designed for the proposed system to obtain the parameters of projector. To validate the proposed back projection model, the coordinate data collected by a 3D positioning equipment is used to calculate and optimize the extrinsic parameters. The final projecting indication accuracy of the system is verified with subpixel pattern projecting technique.

  16. Using Model-Based Reasoning for Autonomous Instrument Operation - Lessons Learned From IMAGE/LENA

    NASA Technical Reports Server (NTRS)

    Johnson, Michael A.; Rilee, Michael L.; Truszkowski, Walt; Bailin, Sidney C.

    2001-01-01

    Model-based reasoning has been applied as an autonomous control strategy on the Low Energy Neutral Atom (LENA) instrument currently flying on board the Imager for Magnetosphere-to-Aurora Global Exploration (IMAGE) spacecraft. Explicit models of instrument subsystem responses have been constructed and are used to dynamically adapt the instrument to the spacecraft's environment. These functions are cast as part of a Virtual Principal Investigator (VPI) that autonomously monitors and controls the instrument. In the VPI's current implementation, LENA's command uplink volume has been decreased significantly from its previous volume; typically, no uplinks are required for operations. This work demonstrates that a model-based approach can be used to enhance science instrument effectiveness. The components of LENA are common in space science instrumentation, and lessons learned by modeling this system may be applied to other instruments. Future work involves the extension of these methods to cover more aspects of LENA operation and the generalization to other space science instrumentation.

  17. Implementation of a virtual link between power system testbeds at Marshall Spaceflight Center and Lewis Research Center

    NASA Technical Reports Server (NTRS)

    Doreswamy, Rajiv

    1990-01-01

    The Marshall Space Flight Center (MSFC) owns and operates a space station module power management and distribution (SSM-PMAD) testbed. This system, managed by expert systems, is used to analyze and develop power system automation techniques for Space Station Freedom. The Lewis Research Center (LeRC), Cleveland, Ohio, has developed and implemented a space station electrical power system (EPS) testbed. This system and its power management controller are representative of the overall Space Station Freedom power system. A virtual link is being implemented between the testbeds at MSFC and LeRC. This link would enable configuration of SSM-PMAD as a load center for the EPS testbed at LeRC. This connection will add to the versatility of both systems, and provide an environment of enhanced realism for operation of both testbeds.

  18. CSP: A Multifaceted Hybrid Architecture for Space Computing

    NASA Technical Reports Server (NTRS)

    Rudolph, Dylan; Wilson, Christopher; Stewart, Jacob; Gauvin, Patrick; George, Alan; Lam, Herman; Crum, Gary Alex; Wirthlin, Mike; Wilson, Alex; Stoddard, Aaron

    2014-01-01

    Research on the CHREC Space Processor (CSP) takes a multifaceted hybrid approach to embedded space computing. Working closely with the NASA Goddard SpaceCube team, researchers at the National Science Foundation (NSF) Center for High-Performance Reconfigurable Computing (CHREC) at the University of Florida and Brigham Young University are developing hybrid space computers that feature an innovative combination of three technologies: commercial-off-the-shelf (COTS) devices, radiation-hardened (RadHard) devices, and fault-tolerant computing. Modern COTS processors provide the utmost in performance and energy-efficiency but are susceptible to ionizing radiation in space, whereas RadHard processors are virtually immune to this radiation but are more expensive, larger, less energy-efficient, and generations behind in speed and functionality. By featuring COTS devices to perform the critical data processing, supported by simpler RadHard devices that monitor and manage the COTS devices, and augmented with novel uses of fault-tolerant hardware, software, information, and networking within and between COTS devices, the resulting system can maximize performance and reliability while minimizing energy consumption and cost. NASA Goddard has adopted the CSP concept and technology with plans underway to feature flight-ready CSP boards on two upcoming space missions.

  19. 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.

  20. Interactive Immersive Virtualmuseum: Digital Documentation for Virtual Interaction

    NASA Astrophysics Data System (ADS)

    Clini, P.; Ruggeri, L.; Angeloni, R.; Sasso, M.

    2018-05-01

    Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums. This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces. Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one. In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience. The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors' experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.

  1. CasCADe: A Novel 4D Visualization System for Virtual Construction Planning.

    PubMed

    Ivson, Paulo; Nascimento, Daniel; Celes, Waldemar; Barbosa, Simone Dj

    2018-01-01

    Building Information Modeling (BIM) provides an integrated 3D environment to manage large-scale engineering projects. The Architecture, Engineering and Construction (AEC) industry explores 4D visualizations over these datasets for virtual construction planning. However, existing solutions lack adequate visual mechanisms to inspect the underlying schedule and make inconsistencies readily apparent. The goal of this paper is to apply best practices of information visualization to improve 4D analysis of construction plans. We first present a review of previous work that identifies common use cases and limitations. We then consulted with AEC professionals to specify the main design requirements for such applications. These guided the development of CasCADe, a novel 4D visualization system where task sequencing and spatio-temporal simultaneity are immediately apparent. This unique framework enables the combination of diverse analytical features to create an information-rich analysis environment. We also describe how engineering collaborators used CasCADe to review the real-world construction plans of an Oil & Gas process plant. The system made evident schedule uncertainties, identified work-space conflicts and helped analyze other constructability issues. The results and contributions of this paper suggest new avenues for future research in information visualization for the AEC industry.

  2. 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.

  3. 10 Management Controller for Time and Space Partitioning Architectures

    NASA Astrophysics Data System (ADS)

    Lachaize, Jerome; Deredempt, Marie-Helene; Galizzi, Julien

    2015-09-01

    The Integrated Modular Avionics (IMA) has been industrialized in aeronautical domain to enable the independent qualification of different application softwares from different suppliers on the same generic computer, this latter computer being a single terminal in a deterministic network. This concept allowed to distribute efficiently and transparently the different applications across the network, sizing accurately the HW equipments to embed on the aircraft, through the configuration of the virtual computers and the virtual network. , This concept has been studied for space domain and requirements issued [D04],[D05]. Experiments in the space domain have been done, for the computer level, through ESA and CNES initiatives [D02] [D03]. One possible IMA implementation may use Time and Space Partitioning (TSP) technology. Studies on Time and Space Partitioning [D02] for controlling resources access such as CPU and memories and studies on hardware/software interface standardization [D01] showed that for space domain technologies where I/O components (or IP) do not cover advanced features such as buffering, descriptors or virtualization, CPU overhead in terms of performances is mainly due to shared interface management in the execution platform, and to the high frequency of I/O accesses, these latter leading to an important number of context switches. This paper will present a solution to reduce this execution overhead with an open, modular and configurable controller.

  4. Earth and Space Science Informatics: Raising Awareness of the Scientists and the Public

    NASA Astrophysics Data System (ADS)

    Messerotti, M.; Cobabe-Ammann, E.

    2009-04-01

    The recent developments in Earth and Space Science Informatics led to the availability of advanced tools for data search, visualization and analysis through e.g. the Virtual Observatories or distributed data handling infrastructures. Such facilities are accessible via web interfaces and allow refined data handling to be carried out. Notwithstanding, to date their use is not exploited by the scientific community for a variety of reasons that we will analyze in this work by considering viable strategies to overcome the issue. Similarly, such facilities are powerful tools for teaching and for popularization provided that e-learning programs involving the teachers and respectively the communicators are made available. In this context we will consider the present activities and projects by stressing the role and the legacy of the Electronic Geophysical Year.

  5. Multi-Agent Framework for Virtual Learning Spaces.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

    Discussion of computer-supported collaborative learning, distributed artificial intelligence, and intelligent tutoring systems focuses on the concept of agents, and describes a virtual learning environment that has a multi-agent system. Describes a model of interactions in collaborative learning and discusses agents for Web-based virtual…

  6. Photographer: Digital Telepresence: Dr Murial Ross's Virtual Reality Application for Neuroscience

    NASA Technical Reports Server (NTRS)

    1995-01-01

    Photographer: Digital Telepresence: Dr Murial Ross's Virtual Reality Application for Neuroscience Research Biocomputation. To study human disorders of balance and space motion sickness. Shown here is a 3D reconstruction of a nerve ending in inner ear, nature's wiring of balance organs.

  7. 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.

  8. 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.

  9. Case-Based Learning in Virtual Groups--Collaborative Problem Solving Activities and Learning Outcomes in a Virtual Professional Training Course

    ERIC Educational Resources Information Center

    Kopp, Birgitta; Hasenbein, Melanie; Mandl, Heinz

    2014-01-01

    This article analyzes the collaborative problem solving activities and learning outcomes of five groups that worked on two different complex cases in a virtual professional training course. In this asynchronous virtual learning environment, all knowledge management content was delivered virtually and collaboration took place through forums. To…

  10. There's Enough Space for Everyone

    NASA Technical Reports Server (NTRS)

    Schumacher, Daniel M.

    2010-01-01

    Only a few fortunate people have the opportunity to go into space and experience the wonders of our universe first-hand. But thanks to social media and virtual worlds, many unique opportunities exist for us to learn, explore and experience what s out there from wherever we are. NASA and Marshall Space Flight Center (MSFC) are making this even easier to do. From blogs to Twitter messages, from Facebook pages to Flickr Photo sites, NASA is leveraging social media to share never-before-seen footage and inside information on spaceflight, scientific discoveries and other space activities. Over the last year, Marshall has reached more than half-a-million viewers through its high-profile, real-time blogs. Through its Watching a Launch blog, visitors were invited to take the "virtual" rides of their lives as they received a first-hand account of seeing a powerful shuttle launch - up close and personal. Through the Shuttle Ferry Flight blog, they got to experience the Shuttle Atlantis journey home to Kennedy Space Center as it rode "piggyback" on a modified Boeing 747 airplane. This year, Marshall s Flickr photo galleries have been visited over 700,000 times, Ares rocket videos have been viewed on iTunes, YouTube, TeacherTube and NASA Web sites more than 1.2 million times, and Marshall s Facebook Page has over 2,800 "friends" who regularly follow NASA. Social media tools have been a powerful way to reach and inspire the public, but NASA has also used these tools effectively to promote education and outreach. From events such as the Great Moonbuggy Race to the Student Launch Initiative, Marshall has used social networks to interest, excite and engage students. This presentation shares some of NASA s experiences on what has worked . . . and what hasn't . . . and seeks to spread the message that through social media "there's enough space for everyone."

  11. Virtual Worlds for Virtual Organizing

    NASA Astrophysics Data System (ADS)

    Rhoten, Diana; Lutters, Wayne

    The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.

  12. 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.

  13. A space for mothers: grief as identity construction on memorial websites created by SIDS parents.

    PubMed

    Finlay, Christopher J; Krueger, Guenther

    2011-01-01

    In this article we conduct a textual analysis of memorial websites created by mothers who have experienced a loss due to sudden infant death syndrome (SIDS). Using an online Internet ethnographic approach, we reviewed a series of 20 sites in an attempt to analyze the motivations of the site creators as manifested in their online projects. We spent time on the sites, moving through all facets of them, following links, and experiencing them the way a visitor would encounter them. In this virtual exploration we uncovered personal narratives, community building, religious imagery, and numerous examples of social networking. We also analyzed guest books in order to understand who visits these sites and their reasons for doing so. We conclude that development of these sites are a process that helps some mothers in their grief and gives them a focus and activity that is helpful and perhaps healing. More importantly perhaps is the potential for community building and networking that this type of activity allows. As an extension of a real-world memorial such as a gravesite, a virtual mourning space provides more in the way of these types of communications. Our work suggests that memorial websites constructed by SIDS parents help in meaning and identity reconstruction after loss.

  14. Interactive floating windows: a new technique for stereoscopic video games

    NASA Astrophysics Data System (ADS)

    Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

  15. [The use of virtual learning environment in teaching basic and advanced life support].

    PubMed

    Cogo, Ana Luísa Petersen; Silveira, Denise Tolfo; Lírio, Aline de Morais; Severo, Carolina Lopes

    2003-12-01

    The present paper is the result of an experiment conducted as part of the Nursing: basic and advanced life support course, which was offered as a semi-online course using the virtual learning environment called Learning Space. The virtual learning environment optimizes classroom dynamics, since in the classroom setting, practical activities may be privileged; besides, learning is customized as students may access the environment whenever and wherever they wish.

  16. Virtual Heritage Tours: Developing Interactive Narrative-Based Environments for Historical Sites

    NASA Astrophysics Data System (ADS)

    Tuck, Deborah; Kuksa, Iryna

    In the last decade there has been a noticeable growth in the use of virtual reality (VR) technologies for reconstructing cultural heritage sites. However, many of these virtual reconstructions evidence little of sites' social histories. Narrating the Past is a research project that aims to re-address this issue by investigating methods for embedding social histories within cultural heritage sites and by creating narrative based virtual environments (VEs) within them. The project aims to enhance the visitor's knowledge and understanding by developing a navigable 3D story space, in which participants are immersed. This has the potential to create a malleable virtual environment allowing the visitor to configure their own narrative paths.

  17. 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.

  18. An exploratory fNIRS study with immersive virtual reality: a new method for technical implementation.

    PubMed

    Seraglia, Bruno; Gamberini, Luciano; Priftis, Konstantinos; Scatturin, Pietro; Martinelli, Massimiliano; Cutini, Simone

    2011-01-01

    For over two decades Virtual Reality (VR) has been used as a useful tool in several fields, from medical and psychological treatments, to industrial and military applications. Only in recent years researchers have begun to study the neural correlates that subtend VR experiences. Even if the functional Magnetic Resonance Imaging (fMRI) is the most common and used technique, it suffers several limitations and problems. Here we present a methodology that involves the use of a new and growing brain imaging technique, functional Near-infrared Spectroscopy (fNIRS), while participants experience immersive VR. In order to allow a proper fNIRS probe application, a custom-made VR helmet was created. To test the adapted helmet, a virtual version of the line bisection task was used. Participants could bisect the lines in a virtual peripersonal or extrapersonal space, through the manipulation of a Nintendo Wiimote ® controller in order for the participants to move a virtual laser pointer. Although no neural correlates of the dissociation between peripersonal and extrapersonal space were found, a significant hemodynamic activity with respect to the baseline was present in the right parietal and occipital areas. Both advantages and disadvantages of the presented methodology are discussed.

  19. Virtual reality applied to teletesting

    NASA Astrophysics Data System (ADS)

    van den Berg, Thomas J.; Smeenk, Roland J. M.; Mazy, Alain; Jacques, Patrick; Arguello, Luis; Mills, Simon

    2003-05-01

    The activity "Virtual Reality applied to Teletesting" is related to a wider European Space Agency (ESA) initiative of cost reduction, in particular the reduction of test costs. Reduction of costs of space related projects have to be performed on test centre operating costs and customer company costs. This can accomplished by increasing the automation and remote testing ("teletesting") capabilities of the test centre. Main problems related to teletesting are a lack of situational awareness and the separation of control over the test environment. The objective of the activity is to evaluate the use of distributed computing and Virtual Reality technology to support the teletesting of a payload under vacuum conditions, and to provide a unified man-machine interface for the monitoring and control of payload, vacuum chamber and robotics equipment. The activity includes the development and testing of a "Virtual Reality Teletesting System" (VRTS). The VRTS is deployed at one of the ESA certified test centres to perform an evaluation and test campaign using a real payload. The VRTS is entirely written in the Java programming language, using the J2EE application model. The Graphical User Interface runs as an applet in a Web browser, enabling easy access from virtually any place.

  20. Virtual collaboration in the online educational setting: a concept analysis.

    PubMed

    Breen, Henny

    2013-01-01

    This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers' method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning, and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support, and web-based technology is required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others. A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogical tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice. © 2013 Wiley Periodicals, Inc.

  1. Virtual Environments in Scientific Visualization

    NASA Technical Reports Server (NTRS)

    Bryson, Steve; Lisinski, T. A. (Technical Monitor)

    1994-01-01

    Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

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

    NASA Image and Video Library

    1998-04-08

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

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

    NASA Image and Video Library

    1998-04-08

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

  4. Special issue on enabling open and interoperable access to Planetary Science and Heliophysics databases and tools

    NASA Astrophysics Data System (ADS)

    2018-01-01

    The large amount of data generated by modern space missions calls for a change of organization of data distribution and access procedures. Although long term archives exist for telescopic and space-borne observations, high-level functions need to be developed on top of these repositories to make Planetary Science and Heliophysics data more accessible and to favor interoperability. Results of simulations and reference laboratory data also need to be integrated to support and interpret the observations. Interoperable software and interfaces have recently been developed in many scientific domains. The Virtual Observatory (VO) interoperable standards developed for Astronomy by the International Virtual Observatory Alliance (IVOA) can be adapted to Planetary Sciences, as demonstrated by the VESPA (Virtual European Solar and Planetary Access) team within the Europlanet-H2020-RI project. Other communities have developed their own standards: GIS (Geographic Information System) for Earth and planetary surfaces tools, SPASE (Space Physics Archive Search and Extract) for space plasma, PDS4 (NASA Planetary Data System, version 4) and IPDA (International Planetary Data Alliance) for planetary mission archives, etc, and an effort to make them interoperable altogether is starting, including automated workflows to process related data from different sources.

  5. Using Auditory Cues to Perceptually Extract Visual Data in Collaborative, Immersive Big-Data Display Systems

    NASA Astrophysics Data System (ADS)

    Lee, Wendy

    The advent of multisensory display systems, such as virtual and augmented reality, has fostered a new relationship between humans and space. Not only can these systems mimic real-world environments, they have the ability to create a new space typology made solely of data. In these spaces, two-dimensional information is displayed in three dimensions, requiring human senses to be used to understand virtual, attention-based elements. Studies in the field of big data have predominately focused on visual representations and extractions of information with little focus on sounds. The goal of this research is to evaluate the most efficient methods of perceptually extracting visual data using auditory stimuli in immersive environments. Using Rensselaer's CRAIVE-Lab, a virtual reality space with 360-degree panorama visuals and an array of 128 loudspeakers, participants were asked questions based on complex visual displays using a variety of auditory cues ranging from sine tones to camera shutter sounds. Analysis of the speed and accuracy of participant responses revealed that auditory cues that were more favorable for localization and were positively perceived were best for data extraction and could help create more user-friendly systems in the future.

  6. SHARED VIRTUAL ENVIRONMENTS FOR COLLECTIVE TRAINING

    NASA Technical Reports Server (NTRS)

    Loftin, R. Bowen

    2000-01-01

    Historically NASA has trained teams of astronauts by bringing them to the Johnson Space Center in Houston to undergo generic training, followed by mission-specific training. This latter training begins after a crew has been selected for a mission (perhaps two years before the launch of that mission). While some Space Shuttle flights have included an astronaut from a foreign country, the International Space Station will be consistently crewed by teams comprised of astronauts from two or more of the partner nations. The cost of training these international teams continues to grow in both monetary and personal terms. Thus, NASA has been seeking alternative training approaches for the International Space Station program. Since 1994 we have been developing, testing, and refining shared virtual environments for astronaut team training, including the use of virtual environments for use while in or in transit to the task location. In parallel with this effort, we have also been preparing applications for training teams of military personnel engaged in peacekeeping missions. This paper will describe the applications developed to date, some of the technological challenges that have been overcome in their development, and the research performed to guide the development and to measure the efficacy of these shared environments as training tools.

  7. Virtual Teaming: Faculty Collaboration in Online Spaces

    ERIC Educational Resources Information Center

    Almjeld, Jen; Rybas, Natalia; Rybas, Sergey

    2013-01-01

    This collaborative article chronicles the experiences of three faculty at three universities utilizing wiki technology to transform themselves and their students into a virtual team. Rooted in workplace approaches to distributed teaming, the project expands notions of classroom collaboration to include planning, administration, and assessment of a…

  8. Multi-objective evolutionary optimization for constructing neural networks for virtual reality visual data mining: application to geophysical prospecting.

    PubMed

    Valdés, Julio J; Barton, Alan J

    2007-05-01

    A method for the construction of virtual reality spaces for visual data mining using multi-objective optimization with genetic algorithms on nonlinear discriminant (NDA) neural networks is presented. Two neural network layers (the output and the last hidden) are used for the construction of simultaneous solutions for: (i) a supervised classification of data patterns and (ii) an unsupervised similarity structure preservation between the original data matrix and its image in the new space. A set of spaces are constructed from selected solutions along the Pareto front. This strategy represents a conceptual improvement over spaces computed by single-objective optimization. In addition, genetic programming (in particular gene expression programming) is used for finding analytic representations of the complex mappings generating the spaces (a composition of NDA and orthogonal principal components). The presented approach is domain independent and is illustrated via application to the geophysical prospecting of caves.

  9. Automatic maintenance payload on board of a Mexican LEO microsatellite

    NASA Astrophysics Data System (ADS)

    Vicente-Vivas, Esaú; García-Nocetti, Fabián; Mendieta-Jiménez, Francisco

    2006-02-01

    Few research institutions from Mexico work together to finalize the integration of a technological demonstration microsatellite called Satex, aiming the launching of the first ever fully designed and manufactured domestic space vehicle. The project is based on technical knowledge gained in previous space experiences, particularly in developing GASCAN automatic experiments for NASA's space shuttle, and in some support obtained from the local team which assembled the México-OSCAR-30 microsatellites. Satex includes three autonomous payloads and a power subsystem, each one with a local microcomputer to provide intelligent and dedicated control. It also contains a flight computer (FC) with a pair of full redundancies. This enables the remote maintenance of processing boards from the ground station. A fourth communications payload depends on the flight computer for control purposes. A fifth payload was decided to be developed for the satellite. It adds value to the available on-board computers and extends the opportunity for a developing country to learn and to generate domestic space technology. Its aim is to provide automatic maintenance capabilities for the most critical on-board computer in order to achieve continuous satellite operations. This paper presents the virtual computer architecture specially developed to provide maintenance capabilities to the flight computer. The architecture is periodically implemented by software with a small amount of physical processors (FC processors) and virtual redundancies (payload processors) to emulate a hybrid redundancy computer. Communications among processors are accomplished over a fault-tolerant LAN. This allows a versatile operating behavior in terms of data communication as well as in terms of distributed fault tolerance. Obtained results, payload validation and reliability results are also presented.

  10. Virtual Reality and Computer-Enhanced Training Applied to Wheeled Mobility: An Overview of Work in Pittsburgh

    ERIC Educational Resources Information Center

    Cooper, Rory A.; Ding, Dan; Simpson, Richard; Fitzgerald, Shirley G.; Spaeth, Donald M.; Guo, Songfeng; Koontz, Alicia M.; Cooper, Rosemarie; Kim, Jongbae; Boninger, Michael L.

    2005-01-01

    Some aspects of assistive technology can be enhanced by the application of virtual reality. Although virtual simulation offers a range of new possibilities, learning to navigate in a virtual environment is not equivalent to learning to navigate in the real world. Therefore, virtual reality simulation is advocated as a useful preparation for…

  11. A virtual tour of virtual reality

    NASA Astrophysics Data System (ADS)

    Harris, Margaret

    2018-03-01

    Virtual-reality glasses might still be on the starting blocks, but plenty of companies are working on the technology. Margaret Harris tries on some examples at the Photonics West show in San Francisco

  12. [Virtual reality in neurosurgery].

    PubMed

    Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S

    2000-03-01

    Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.

  13. A virtual reality browser for Space Station models

    NASA Technical Reports Server (NTRS)

    Goldsby, Michael; Pandya, Abhilash; Aldridge, Ann; Maida, James

    1993-01-01

    The Graphics Analysis Facility at NASA/JSC has created a visualization and learning tool by merging its database of detailed geometric models with a virtual reality system. The system allows an interactive walk-through of models of the Space Station and other structures, providing detailed realistic stereo images. The user can activate audio messages describing the function and connectivity of selected components within his field of view. This paper presents the issues and trade-offs involved in the implementation of the VR system and discusses its suitability for its intended purposes.

  14. 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.

  15. NREL, EPRI Validate Advanced Microgrid Controller with ESIF's Virtual

    Science.gov Websites

    Microgrid Controller with ESIF's Virtual Microgrid Model NREL, EPRI Validate Advanced Microgrid Controller with ESIF's Virtual Microgrid Model NREL is working with the Electric Power Research Institute (EPRI Energy Systems Integration Facility, by connecting it to a virtual model of a microgrid. NREL researchers

  16. WE-AB-BRA-12: Virtual Endoscope Tracking for Endoscopy-CT Image Registration

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

    Ingram, W; Rao, A; Wendt, R

    Purpose: The use of endoscopy in radiotherapy will remain limited until we can register endoscopic video to CT using standard clinical equipment. In this phantom study we tested a registration method using virtual endoscopy to measure CT-space positions from endoscopic video. Methods: Our phantom is a contorted clay cylinder with 2-mm-diameter markers in the luminal surface. These markers are visible on both CT and endoscopic video. Virtual endoscope images were rendered from a polygonal mesh created by segmenting the phantom’s luminal surface on CT. We tested registration accuracy by tracking the endoscope’s 6-degree-of-freedom coordinates frame-to-frame in a video recorded asmore » it moved through the phantom, and using these coordinates to measure CT-space positions of markers visible in the final frame. To track the endoscope we used the Nelder-Mead method to search for coordinates that render the virtual frame most similar to the next recorded frame. We measured the endoscope’s initial-frame coordinates using a set of visible markers, and for image similarity we used a combination of mutual information and gradient alignment. CT-space marker positions were measured by projecting their final-frame pixel addresses through the virtual endoscope to intersect with the mesh. Registration error was quantified as the distance between this intersection and the marker’s manually-selected CT-space position. Results: Tracking succeeded for 6 of 8 videos, for which the mean registration error was 4.8±3.5mm (24 measurements total). The mean error in the axial direction (3.1±3.3mm) was larger than in the sagittal or coronal directions (2.0±2.3mm, 1.7±1.6mm). In the other 2 videos, the virtual endoscope got stuck in a false minimum. Conclusion: Our method can successfully track the position and orientation of an endoscope, and it provides accurate spatial mapping from endoscopic video to CT. This method will serve as a foundation for an endoscopy-CT registration framework that is clinically valuable and requires no specialized equipment.« less

  17. Visualization of N-body Simulations in Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Knop, Robert A.; Ames, J.; Djorgovski, G.; Farr, W.; Hut, P.; Johnson, A.; McMillan, S.; Nakasone, A.; Vesperini, E.

    2010-01-01

    We report on work to use virtual worlds for visualizing the results of N-body calculations, on three levels. First, we have written a demonstration 3-body solver entirely in the scripting language of the popularly used virtual world Second Life. Second, we have written a physics module for the open source virtual world OpenSim that performs N-body calculations as the physics engine for the server, allowing natural 3-d visualization of the solution as the solution is being performed. Finally, we give an initial report on the potential use of virtual worlds to visualize calculations which have previously been performed, or which are being performed in other processes and reported to the virtual world server. This work has been performed as part of the Meta-Institute of Computational Astrophysics (MICA). http://www.mica-vw.org

  18. Cloud Computing Applications in Support of Earth Science Activities at Marshall Space Flight Center

    NASA Technical Reports Server (NTRS)

    Molthan, Andrew L.; Limaye, Ashutosh S.; Srikishen, Jayanthi

    2011-01-01

    Currently, the NASA Nebula Cloud Computing Platform is available to Agency personnel in a pre-release status as the system undergoes a formal operational readiness review. Over the past year, two projects within the Earth Science Office at NASA Marshall Space Flight Center have been investigating the performance and value of Nebula s "Infrastructure as a Service", or "IaaS" concept and applying cloud computing concepts to advance their respective mission goals. The Short-term Prediction Research and Transition (SPoRT) Center focuses on the transition of unique NASA satellite observations and weather forecasting capabilities for use within the operational forecasting community through partnerships with NOAA s National Weather Service (NWS). SPoRT has evaluated the performance of the Weather Research and Forecasting (WRF) model on virtual machines deployed within Nebula and used Nebula instances to simulate local forecasts in support of regional forecast studies of interest to select NWS forecast offices. In addition to weather forecasting applications, rapidly deployable Nebula virtual machines have supported the processing of high resolution NASA satellite imagery to support disaster assessment following the historic severe weather and tornado outbreak of April 27, 2011. Other modeling and satellite analysis activities are underway in support of NASA s SERVIR program, which integrates satellite observations, ground-based data and forecast models to monitor environmental change and improve disaster response in Central America, the Caribbean, Africa, and the Himalayas. Leveraging SPoRT s experience, SERVIR is working to establish a real-time weather forecasting model for Central America. Other modeling efforts include hydrologic forecasts for Kenya, driven by NASA satellite observations and reanalysis data sets provided by the broader meteorological community. Forecast modeling efforts are supplemented by short-term forecasts of convective initiation, determined by geostationary satellite observations processed on virtual machines powered by Nebula.

  19. Mixed reality temporal bone surgical dissector: mechanical design.

    PubMed

    Hochman, Jordan Brent; Sepehri, Nariman; Rampersad, Vivek; Kraut, Jay; Khazraee, Milad; Pisa, Justyn; Unger, Bertram

    2014-08-08

    The Development of a Novel Mixed Reality (MR) Simulation. An evolving training environment emphasizes the importance of simulation. Current haptic temporal bone simulators have difficulty representing realistic contact forces and while 3D printed models convincingly represent vibrational properties of bone, they cannot reproduce soft tissue. This paper introduces a mixed reality model, where the effective elements of both simulations are combined; haptic rendering of soft tissue directly interacts with a printed bone model. This paper addresses one aspect in a series of challenges, specifically the mechanical merger of a haptic device with an otic drill. This further necessitates gravity cancelation of the work assembly gripper mechanism. In this system, the haptic end-effector is replaced by a high-speed drill and the virtual contact forces need to be repositioned to the drill tip from the mid wand. Previous publications detail generation of both the requisite printed and haptic simulations. Custom software was developed to reposition the haptic interaction point to the drill tip. A custom fitting, to hold the otic drill, was developed and its weight was offset using the haptic device. The robustness of the system to disturbances and its stable performance during drilling were tested. The experiments were performed on a mixed reality model consisting of two drillable rapid-prototyped layers separated by a free-space. Within the free-space, a linear virtual force model is applied to simulate drill contact with soft tissue. Testing illustrated the effectiveness of gravity cancellation. Additionally, the system exhibited excellent performance given random inputs and during the drill's passage between real and virtual components of the model. No issues with registration at model boundaries were encountered. These tests provide a proof of concept for the initial stages in the development of a novel mixed-reality temporal bone simulator.

  20. 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.

  1. Virtual Energetic Particle Observatory for the Heliospheric Data Environment

    NASA Technical Reports Server (NTRS)

    Cooper, J. F.; Armstrong, T. P.; Hill, M. E.; Lal, N.; McGuire, R. E.; McKibben, R. B.; Narock, T. W.; Szabo, A.; Tranquille, C.

    2007-01-01

    The heliosphere is pervaded by interplanetary energetic particles, traditionally also called cosmic rays, from solar, internal heliospheric, and galactic sources. The particles species of interest to heliophysics extend from plasma energies to the GeV energies of galactic cosmic rays still measurably affected by heliospheric modulation and the still higher energies contributing to atmospheric ionization. The NASA and international Heliospheric Network of operational and legacy spacecraft measures interplanetary fluxes of these particles. Spatial coverage extends from the inner heliosphere and geospace to the heliosheath boundary region now being traversed by Voyager 1 and soon by Voyager 2. Science objectives include investigation of solar flare and coronal mass ejection events, acceleration and transport of interplanetary particles within the inner heliosphere, cosmic ray interactions with planetary surfaces and atmospheres, sources of suprathermal and anomalous cosmic ray ions in the outer heliosphere, and solar cycle modulation of galactic cosmic rays. The Virtual Energetic Particle Observatory (VEPO) will improve access and usability of selected spacecraft and sub-orbital NASA heliospheric energetic particle data sets as a newly approved effort within the evolving heliophysics virtual observatory environment. In this presentation, we will describe current VEPO science requirements, our initial priorities and an overview of our strategy to implement VEPO rapidly and at minimal cost by working within the high-level framework of the Virtual Heliospheric Observatory (VHO). VEPO will also leverage existing data services of NASA's Space Physics Data Facility and other existing capabilities of the U.S. and international heliospheric research communities.

  2. Virtual pools for interactive analysis and software development through an integrated Cloud environment

    NASA Astrophysics Data System (ADS)

    Grandi, C.; Italiano, A.; Salomoni, D.; Calabrese Melcarne, A. K.

    2011-12-01

    WNoDeS, an acronym for Worker Nodes on Demand Service, is software developed at CNAF-Tier1, the National Computing Centre of the Italian Institute for Nuclear Physics (INFN) located in Bologna. WNoDeS provides on demand, integrated access to both Grid and Cloud resources through virtualization technologies. Besides the traditional use of computing resources in batch mode, users need to have interactive and local access to a number of systems. WNoDeS can dynamically select these computers instantiating Virtual Machines, according to the requirements (computing, storage and network resources) of users through either the Open Cloud Computing Interface API, or through a web console. An interactive use is usually limited to activities in user space, i.e. where the machine configuration is not modified. In some other instances the activity concerns development and testing of services and thus implies the modification of the system configuration (and, therefore, root-access to the resource). The former use case is a simple extension of the WNoDeS approach, where the resource is provided in interactive mode. The latter implies saving the virtual image at the end of each user session so that it can be presented to the user at subsequent requests. This work describes how the LHC experiments at INFN-Bologna are testing and making use of these dynamically created ad-hoc machines via WNoDeS to support flexible, interactive analysis and software development at the INFN Tier-1 Computing Centre.

  3. Online Behavior in Virtual Space: An Empirical Study on Helping

    ERIC Educational Resources Information Center

    Hsu, Jung-Lung; Hwang, Wu-Yuin; Huang, Yueh-Min; Liu, Jui-Jung

    2011-01-01

    Although previous studies have acknowledged that helping behavior has many potential benefits, little research has aimed at understanding which factors would possibly enhance helping behaviors among team members in CSCL environment. Accordingly, this study was intended to identify underlying factors leading learners to collaborate in virtual CSCL…

  4. 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.…

  5. Flows of Literacy across Corporate and User-Produced Virtual Worlds

    ERIC Educational Resources Information Center

    Black, Rebecca W.; Alexander, Jonathan; Korobkova, Ksenia

    2017-01-01

    Background/Context: Sociocultural research on young people's literate practices with digital media has generally focused on literacy events and practices that are grounded in distinct online locations, such as affinity spaces, specific websites, particular videogames, or virtual worlds. Purpose/Objective/Research Question/Focus of Study:…

  6. The Virtual Library

    ERIC Educational Resources Information Center

    Valenza, Joyce Kasman

    2006-01-01

    Today's school libraries must meet student needs as both a physical and virtual space. Existing both offline and online, they must offer around-the-clock access as well as instruction and guidance that support the face-to-face interactions of students with librarians and classroom teachers. Although students are often technologically proficient,…

  7. Can Virtual Environments Enhance the Learning of Historical Chronology?

    ERIC Educational Resources Information Center

    Foreman, Nigel; Boyd-Davis, Stephen; Moar, Magnus; Korallo, Liliya; Chappell, Emma

    2008-01-01

    Historical time and chronological sequence are usually conveyed to pupils via the presentation of semantic information on printed worksheets, events being rote-memorised according to date. We explored the use of virtual environments in which successive historical events were depicted as "places" in time-space, encountered sequentially in…

  8. Virtualization of System of Systems Test and Evaluation

    DTIC Science & Technology

    2012-06-04

    computers and is the primary enabler for virtualization. 2. Virtualization System Elements Parmalee, Peterson , Tillman, & Hatfield (1972) outlined the...The work of Abu-Taieh and El Sheikh, based on the work of Balci (1994, 1995), and Balci et al. ( 1996 ), seeks to organize types of tests and to...and testing. In A. Dasso & A. Funes (Eds.), Verification, validation, and testing in software engineering (pp. 155–184). Hershey , PA: Idea Group

  9. Asteroid orbital inversion using uniform phase-space sampling

    NASA Astrophysics Data System (ADS)

    Muinonen, K.; Pentikäinen, H.; Granvik, M.; Oszkiewicz, D.; Virtanen, J.

    2014-07-01

    We review statistical inverse methods for asteroid orbit computation from a small number of astrometric observations and short time intervals of observations. With the help of Markov-chain Monte Carlo methods (MCMC), we present a novel inverse method that utilizes uniform sampling of the phase space for the orbital elements. The statistical orbital ranging method (Virtanen et al. 2001, Muinonen et al. 2001) was set out to resolve the long-lasting challenges in the initial computation of orbits for asteroids. The ranging method starts from the selection of a pair of astrometric observations. Thereafter, the topocentric ranges and angular deviations in R.A. and Decl. are randomly sampled. The two Cartesian positions allow for the computation of orbital elements and, subsequently, the computation of ephemerides for the observation dates. Candidate orbital elements are included in the sample of accepted elements if the χ^2-value between the observed and computed observations is within a pre-defined threshold. The sample orbital elements obtain weights based on a certain debiasing procedure. When the weights are available, the full sample of orbital elements allows the probabilistic assessments for, e.g., object classification and ephemeris computation as well as the computation of collision probabilities. The MCMC ranging method (Oszkiewicz et al. 2009; see also Granvik et al. 2009) replaces the original sampling algorithm described above with a proposal probability density function (p.d.f.), and a chain of sample orbital elements results in the phase space. MCMC ranging is based on a bivariate Gaussian p.d.f. for the topocentric ranges, and allows for the sampling to focus on the phase-space domain with most of the probability mass. In the virtual-observation MCMC method (Muinonen et al. 2012), the proposal p.d.f. for the orbital elements is chosen to mimic the a posteriori p.d.f. for the elements: first, random errors are simulated for each observation, resulting in a set of virtual observations; second, corresponding virtual least-squares orbital elements are derived using the Nelder-Mead downhill simplex method; third, repeating the procedure two times allows for a computation of a difference for two sets of virtual orbital elements; and, fourth, this orbital-element difference constitutes a symmetric proposal in a random-walk Metropolis-Hastings algorithm, avoiding the explicit computation of the proposal p.d.f. In a discrete approximation, the allowed proposals coincide with the differences that are based on a large number of pre-computed sets of virtual least-squares orbital elements. The virtual-observation MCMC method is thus based on the characterization of the relevant volume in the orbital-element phase space. Here we utilize MCMC to map the phase-space domain of acceptable solutions. We can make use of the proposal p.d.f.s from the MCMC ranging and virtual-observation methods. The present phase-space mapping produces, upon convergence, a uniform sampling of the solution space within a pre-defined χ^2-value. The weights of the sampled orbital elements are then computed on the basis of the corresponding χ^2-values. The present method resembles the original ranging method. On one hand, MCMC mapping is insensitive to local extrema in the phase space and efficiently maps the solution space. This is somewhat contrary to the MCMC methods described above. On the other hand, MCMC mapping can suffer from producing a small number of sample elements with small χ^2-values, in resemblance to the original ranging method. We apply the methods to example near-Earth, main-belt, and transneptunian objects, and highlight the utilization of the methods in the data processing and analysis pipeline of the ESA Gaia space mission.

  10. The effect of facial expressions on peripersonal and interpersonal spaces.

    PubMed

    Ruggiero, Gennaro; Frassinetti, Francesca; Coello, Yann; Rapuano, Mariachiara; di Cola, Armando Schiano; Iachini, Tina

    2017-11-01

    Identifying individuals' intent through the emotional valence conveyed by their facial expression influences our capacity to approach-avoid these individuals during social interactions. Here, we explore if and how the emotional valence of others' facial expressiveness modulates peripersonal-action and interpersonal-social spaces. Through Immersive Virtual Reality, participants determined reachability-distance (for peripersonal space) and comfort-distance (for interpersonal space) from male/female virtual confederates exhibiting happy, angry and neutral facial expressions while being approached by (passive-approach) or walking toward (active-approach) them. Results showed an increase of distance when seeing angry rather than happy confederates in both approach conditions of comfort-distance. The effect also appeared in reachability-distance, but only in the passive-approach. Anger prompts avoidant behaviors, and thus an expansion of distance, particularly with a potential violation of near body space by an intruder. Overall, the findings suggest that peripersonal-action space, in comparison with interpersonal-social space, is similarly sensitive to the emotional valence of stimuli. We propose that this similarity could reflect a common adaptive mechanism shared by these spaces, presumably at different degrees, for ensuring self-protection functions.

  11. Virtual classroom

    NASA Astrophysics Data System (ADS)

    Carlowicz, Michael

    After four decades of perfecting techniques for communication with spacecraft on the way to other worlds, space scientists are now working on new ways to reach students in this one. In a partnership between NASA and the University of North Dakota (UND), scientists and engineers from both institutions will soon lead an experiment in Internet learning.Starting January 22, UND will offer a threemonth computerized course in telerobotics. Using RealAudio and CU-SeeMe channels of the Internet to allow real-time transmission of video and audio, instructors will teach college-and graduate-level students the fundamentals of the remote operation and control of a robot.

  12. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    NASA Astrophysics Data System (ADS)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  13. Virtual reality training improves balance function.

    PubMed

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-09-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  14. Virtual reality training improves balance function

    PubMed Central

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651

  15. Shared virtual environments for aerospace training

    NASA Technical Reports Server (NTRS)

    Loftin, R. Bowen; Voss, Mark

    1994-01-01

    Virtual environments have the potential to significantly enhance the training of NASA astronauts and ground-based personnel for a variety of activities. A critical requirement is the need to share virtual environments, in real or near real time, between remote sites. It has been hypothesized that the training of international astronaut crews could be done more cheaply and effectively by utilizing such shared virtual environments in the early stages of mission preparation. The Software Technology Branch at NASA's Johnson Space Center has developed the capability for multiple users to simultaneously share the same virtual environment. Each user generates the graphics needed to create the virtual environment. All changes of object position and state are communicated to all users so that each virtual environment maintains its 'currency.' Examples of these shared environments will be discussed and plans for the utilization of the Department of Defense's Distributed Interactive Simulation (DIS) protocols for shared virtual environments will be presented. Finally, the impact of this technology on training and education in general will be explored.

  16. Distance Psychology Help: Fantastic, Reality or Unavoidable addition to Healthcare

    NASA Astrophysics Data System (ADS)

    Jordanova, M.; Dachev, T.; Vasileva, L.; Rasheva, M.

    The convergence of electronic equipment and therapeutic communication is termed tele-psychology Its applications have the potential to advance the fields of psychology in a multitude of ways as they are used when face-to-face contact with licensed psychologist is impossible Securing psychological consultations and help during long lasting flights such as human missions to Mars is unavoidable task The aim of our paper is to reveal the pros cons and overall effectiveness of tele-psychology as well as the potential expectations of those who are looking for and receive psychological help in virtual space The stress is on off-line psychological help that will be the only solution during long lasting flights The paper is based on ongoing project OHN 1514 2005 funded by National Science Fund Bulgaria The project has to illuminate the potential for virtual psychological work and to share our evolving understanding of what is truly possible despite the prevalent myths which shape our thinking

  17. The Virtual Solar Observatory: What Are We Up To Now?

    NASA Technical Reports Server (NTRS)

    Gurman, J. B.; Hill, F.; Suarez-Sola, F.; Bogart, R.; Amezcua, A.; Martens, P.; Hourcle, J.; Hughitt, K.; Davey, A.

    2012-01-01

    In the nearly ten years of a functional Virtual Solar Observatory (VSO), http://virtualsolar.org/ we have made it possible to query and access sixty-seven distinct solar data products and several event lists from nine spacecraft and fifteen observatories or observing networks. We have used existing VSO technology, and developed new software, for a distributed network of sites caching and serving SDO HMI and/ or AlA data. We have also developed an application programming interface (API) that has enabled VSO search and data access capabilities in IDL, Python, and Java. We also have quite a bit of work yet to do, including completion of the implementation of access to SDO EVE data, and access to some nineteen other data sets from space- and ground-based observatories. In addition, we have been developing a new graphic user interface that will enable the saving of user interface and search preferences. We solicit advice from the community input prioritizing our task list, and adding to it

  18. 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.

  19. Choice-specific sequences in parietal cortex during a virtual-navigation decision task

    PubMed Central

    Harvey, Christopher D.; Coen, Philip; Tank, David W.

    2012-01-01

    The posterior parietal cortex (PPC) plays an important role in many cognitive behaviors; however, the neural circuit dynamics underlying PPC function are not well understood. Here we optically imaged the spatial and temporal activity patterns of neuronal populations in mice performing a PPC-dependent task that combined a perceptual decision and memory-guided navigation in a virtual environment. Individual neurons had transient activation staggered relative to one another in time, forming a sequence of neuronal activation spanning the entire length of a task trial. Distinct sequences of neurons were triggered on trials with opposite behavioral choices and defined divergent, choice-specific trajectories through a state space of neuronal population activity. Cells participating in the different sequences and at distinct time points in the task were anatomically intermixed over microcircuit length scales (< 100 micrometers). During working memory decision tasks the PPC may therefore perform computations through sequence-based circuit dynamics, rather than long-lived stable states, implemented using anatomically intermingled microcircuits. PMID:22419153

  20. Indexing data cubes for content-based searches in radio astronomy

    NASA Astrophysics Data System (ADS)

    Araya, M.; Candia, G.; Gregorio, R.; Mendoza, M.; Solar, M.

    2016-01-01

    Methods for observing space have changed profoundly in the past few decades. The methods needed to detect and record astronomical objects have shifted from conventional observations in the optical range to more sophisticated methods which permit the detection of not only the shape of an object but also the velocity and frequency of emissions in the millimeter-scale wavelength range and the chemical substances from which they originate. The consolidation of radio astronomy through a range of global-scale projects such as the Very Long Baseline Array (VLBA) and the Atacama Large Millimeter/submillimeter Array (ALMA) reinforces the need to develop better methods of data processing that can automatically detect regions of interest (ROIs) within data cubes (position-position-velocity), index them and facilitate subsequent searches via methods based on queries using spatial coordinates and/or velocity ranges. In this article, we present the development of an automatic system for indexing ROIs in data cubes that is capable of automatically detecting and recording ROIs while reducing the necessary storage space. The system is able to process data cubes containing megabytes of data in fractions of a second without human supervision, thus allowing it to be incorporated into a production line for displaying objects in a virtual observatory. We conducted a set of comprehensive experiments to illustrate how our system works. As a result, an index of 3% of the input size was stored in a spatial database, representing a compression ratio equal to 33:1 over an input of 20.875 GB, achieving an index of 773 MB approximately. On the other hand, a single query can be evaluated over our system in a fraction of second, showing that the indexing step works as a shock-absorber of the computational time involved in data cube processing. The system forms part of the Chilean Virtual Observatory (ChiVO), an initiative which belongs to the International Virtual Observatory Alliance (IVOA) that seeks to provide the capability of content-based searches on data cubes to the astronomical community.

  1. 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.

  2. Astronauts in Outer Space Teaching Students Science: Comparing Chinese and American Implementations of Space-to-Earth Virtual Classrooms

    ERIC Educational Resources Information Center

    An, Song A.; Zhang, Meilan; Tillman, Daniel A.; Robertson, William; Siemssen, Annette; Paez, Carlos R.

    2016-01-01

    The purpose of this study was to investigate differences between science lessons taught by Chinese astronauts in a space shuttle and those taught by American astronauts in a space shuttle, both of whom conducted experiments and demonstrations of science activities in a microgravity space environment. The study examined the instructional structure…

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. The Bridge: Experiments in Science and Art, Experiences from the 2017 SciArt Center Cross-Disciplinary Residency Program

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Chalmers, R.; Buntaine, J.

    2017-12-01

    Cross-disciplinary programs create the opportunity to explore new realms for scientists and artists alike. Through the collaborative process, artistic insights enable innovative approaches to emotionally connect to and visualize the world around us. Likewise, engagement across the art-science spectrum can lead to shifts in scientific thinking that create new connections in data and drive discoveries in research. The SciArt Center "The Bridge Residency Program" is a four-month long virtual residency open internationally for professionals in the arts and sciences to facilitate cross-disciplinary work and to bring together like-minded participants. The SciArt Center provides a virtual space to record and showcase the process and products of each collaboration. The work is facilitated with biweekly Skype calls and documented with weekly blog posts. Residents create either digital or physical products and share via video, images, or direct mailing with their collaborators. Past projects have produced call and response discussion, websites, skills and conference presentations, science-art studies, virtual exhibits, art shows, dance performances, and research exchange. Here we present the creative process and outcomes of one of the four collaborative teams selected for the 2017 residency. Jill Shipman, a Ph.D. Candidate in Volcanology who is also active in filmmaking and theatrical productions and Rosemary Chalmers, a UK-based lecturer, concept artist, and illustrator with a specialty in creature design. They were paired together for their shared interest in storytelling, illustration, and unique geological and environmental habitats and the life that occupies them. We will discuss the collaborative project developed by this team during their recent residency and illustrate how a virtual program can bridge the distance between geographical location to foster science and art collaboration. To follow the progress of the residency please visit: http://www.sciartcenter.org/the-bridge.html

  8. 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.

  9. How Do Virtual World Experiences Bring about Learning? A Critical Review of Theories

    ERIC Educational Resources Information Center

    Loke, Swee-Kin

    2015-01-01

    While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…

  10. Managing Global Virtual Teams across Classrooms, Students and Faculty

    ERIC Educational Resources Information Center

    Shea, Timothy P.; Sherer, Pamela D.; Quilling, Rosemary D.; Blewett, Craig N.

    2011-01-01

    Virtual teams are becoming commonplace in business today so our business school students should have experience in effectively working in virtual teams. Based on a month-long virtual team project conducted by the authors between classes in South Africa and the United States, this paper discusses the opportunities and challenges of using global…

  11. Energy Consumption Management of Virtual Cloud Computing Platform

    NASA Astrophysics Data System (ADS)

    Li, Lin

    2017-11-01

    For energy consumption management research on virtual cloud computing platforms, energy consumption management of virtual computers and cloud computing platform should be understood deeper. Only in this way can problems faced by energy consumption management be solved. In solving problems, the key to solutions points to data centers with high energy consumption, so people are in great need to use a new scientific technique. Virtualization technology and cloud computing have become powerful tools in people’s real life, work and production because they have strong strength and many advantages. Virtualization technology and cloud computing now is in a rapid developing trend. It has very high resource utilization rate. In this way, the presence of virtualization and cloud computing technologies is very necessary in the constantly developing information age. This paper has summarized, explained and further analyzed energy consumption management questions of the virtual cloud computing platform. It eventually gives people a clearer understanding of energy consumption management of virtual cloud computing platform and brings more help to various aspects of people’s live, work and son on.

  12. Virtual reality 3D echocardiography in the assessment of tricuspid valve function after surgical closure of ventricular septal defect.

    PubMed

    Bol Raap, Goris; Koning, Anton H J; Scohy, Thierry V; ten Harkel, A Derk-Jan; Meijboom, Folkert J; Kappetein, A Pieter; van der Spek, Peter J; Bogers, Ad J J C

    2007-02-16

    This study was done to investigate the potential additional role of virtual reality, using three-dimensional (3D) echocardiographic holograms, in the postoperative assessment of tricuspid valve function after surgical closure of ventricular septal defect (VSD). 12 data sets from intraoperative epicardial echocardiographic studies in 5 operations (patient age at operation 3 weeks to 4 years and bodyweight at operation 3.8 to 17.2 kg) after surgical closure of VSD were included in the study. The data sets were analysed as two-dimensional (2D) images on the screen of the ultrasound system as well as holograms in an I-space virtual reality (VR) system. The 2D images were assessed for tricuspid valve function. In the I-Space, a 6 degrees-of-freedom controller was used to create the necessary projectory positions and cutting planes in the hologram. The holograms were used for additional assessment of tricuspid valve leaflet mobility. All data sets could be used for 2D as well as holographic analysis. In all data sets the area of interest could be identified. The 2D analysis showed no tricuspid valve stenosis or regurgitation. Leaflet mobility was considered normal. In the virtual reality of the I-Space, all data sets allowed to assess the tricuspid leaflet level in a single holographic representation. In 3 holograms the septal leaflet showed restricted mobility that was not appreciated in the 2D echocardiogram. In 4 data sets the posterior leaflet and the tricuspid papillary apparatus were not completely included. This report shows that dynamic holographic imaging of intraoperative postoperative echocardiographic data regarding tricuspid valve function after VSD closure is feasible. Holographic analysis allows for additional tricuspid valve leaflet mobility analysis. The large size of the probe, in relation to small size of the patient, may preclude a complete data set. At the moment the requirement of an I-Space VR system limits the applicability in virtual reality 3D echocardiography in clinical practice.

  13. Coordination and Cooperation to Achieve the GEOSS Space Segment: A Systems Approach

    NASA Technical Reports Server (NTRS)

    Killough, Brian D., Jr.

    2007-01-01

    Established in April 2007, the SEO has made significant accomplishments in the support of CEOS and the virtual constellations. These accomplishments include (1) constellation trade studies for Atmospheric Composition and Land Surface Imaging, (2) a new engineering framework for requirements definition, assessment and architecture planning, (3) completion of a draft requirements document and gap analysis for the Atmospheric Composition Virtual Constellation, and (4) the development of a DVD video highlighting CEOS and the Virtual Constellation concept.

  14. Memory access in shared virtual memory

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

    Berrendorf, R.

    1992-01-01

    Shared virtual memory (SVM) is a virtual memory layer with a single address space on top of a distributed real memory on parallel computers. We examine the behavior and performance of SVM running a parallel program with medium-grained, loop-level parallelism on top of it. A simulator for the underlying parallel architecture can be used to examine the behavior of SVM more deeply. The influence of several parameters, such as the number of processors, page size, cold or warm start, and restricted page replication, is studied.

  15. Memory access in shared virtual memory

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

    Berrendorf, R.

    1992-09-01

    Shared virtual memory (SVM) is a virtual memory layer with a single address space on top of a distributed real memory on parallel computers. We examine the behavior and performance of SVM running a parallel program with medium-grained, loop-level parallelism on top of it. A simulator for the underlying parallel architecture can be used to examine the behavior of SVM more deeply. The influence of several parameters, such as the number of processors, page size, cold or warm start, and restricted page replication, is studied.

  16. Virtual Enterprises and Vocational Training.

    ERIC Educational Resources Information Center

    Kreber, Stefan

    2001-01-01

    Characteristics of virtual enterprises (client oriented, temporary working organizations that dissolve after solving specific problems, extensive technological applications) can be applied to vocational training. Virtual learning centers can provide web-based training intraorganizationally and interorganizationally via intranets and extranets. (SK)

  17. Coercive Narratives, Motivation and Role Playing in Virtual Worlds

    DTIC Science & Technology

    2002-01-01

    resource for making immersive virtual environments highly engaging. Interaction also appeals to our natural desire to discover. Reading a book contains...participation in an open-ended Virtual Environment (VE). I intend to take advantage of a participants’ natural tendency to prefer interaction when possible...I hope this work will expand the potential of experience within virtual worlds. K e y w o r d s : Immersive Environments , Virtual Environments

  18. Virtual Observatories for Space Physics Observations and Simulations: New Routes to Efficient Access and Visualization

    NASA Technical Reports Server (NTRS)

    Roberts, Aaron

    2005-01-01

    New tools for data access and visualization promise to make the analysis of space plasma data both more efficient and more powerful, especially for answering questions about the global structure and dynamics of the Sun-Earth system. We will show how new existing tools (particularly the Virtual Space Physics Observatory-VSPO-and the Visual System for Browsing, Analysis and Retrieval of Data-ViSBARD; look for the acronyms in Google) already provide rapid access to such information as spacecraft orbits, browse plots, and detailed data, as well as visualizations that can quickly unite our view of multispacecraft observations. We will show movies illustrating multispacecraft observations of the solar wind and magnetosphere during a magnetic storm, and of simulations of 3 0-spacecraft observations derived from MHD simulations of the magnetosphere sampled along likely trajectories of the spacecraft for the MagCon mission. An important issue remaining to be solved is how best to integrate simulation data and services into the Virtual Observatory environment, and this talk will hopefully stimulate further discussion along these lines.

  19. Virtual k -Space Modulation Optical Microscopy

    NASA Astrophysics Data System (ADS)

    Kuang, Cuifang; Ma, Ye; Zhou, Renjie; Zheng, Guoan; Fang, Yue; Xu, Yingke; Liu, Xu; So, Peter T. C.

    2016-07-01

    We report a novel superresolution microscopy approach for imaging fluorescence samples. The reported approach, termed virtual k -space modulation optical microscopy (VIKMOM), is able to improve the lateral resolution by a factor of 2, reduce the background level, improve the optical sectioning effect and correct for unknown optical aberrations. In the acquisition process of VIKMOM, we used a scanning confocal microscope setup with a 2D detector array to capture sample information at each scanned x -y position. In the recovery process of VIKMOM, we first modulated the captured data by virtual k -space coding and then employed a ptychography-inspired procedure to recover the sample information and correct for unknown optical aberrations. We demonstrated the performance of the reported approach by imaging fluorescent beads, fixed bovine pulmonary artery endothelial (BPAE) cells, and living human astrocytes (HA). As the VIKMOM approach is fully compatible with conventional confocal microscope setups, it may provide a turn-key solution for imaging biological samples with ˜100 nm lateral resolution, in two or three dimensions, with improved optical sectioning capabilities and aberration correcting.

  20. Middle school students' learning of mechanics concepts through engagement in different sequences of physical and virtual experiments

    NASA Astrophysics Data System (ADS)

    Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon

    2017-08-01

    Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may impact students' learning and for which contexts and content areas they may be most effective. Using a quasi-experimental design, we examined eighth grade students' (N = 100) learning of physics concepts related to pulleys depending on the sequence of physical and virtual labs they engaged in. Five classes of students were assigned to either the: physical first condition (PF) (n = 55), where students performed a physical pulley experiment and then performed the same experiment virtually, or virtual first condition (VF) (n = 45), with the opposite sequence. Repeated measures ANOVA's were conducted to examine how physical and virtual labs impacted students' learning of specific physics concepts. While we did not find clear-cut support that one sequence was better, we did find evidence that participating in virtual experiments may be more beneficial for learning certain physics concepts, such as work and mechanical advantage. Our findings support the idea that if time or physical materials are limited, using virtual experiments may help students understand work and mechanical advantage.

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