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Virtual Reality in Aero

Joseph P. Hale, II, M.S., CHFP


Crew Systems Tea m/E 066
NASNMarshall Space Flight Center
MSFC, AL 35812

INTRODUCTION Sense8, Inc. WorldJoolKit has replaced the VPL


Application of Virtual Reality (VR) technology software. It runs on an SGI Indigo2 High Impact
offers much promise to enhance and accelerate (250MHz, 128MB mem, 4MB Texture mem, 4GB
the development of space systems infrastructure disk, Impact Chaninel Option (ICO)). Other
and operations while simultaneously reducing additions include Kaiser Electro-Optics VIM
developmental and operational costs. From 1OOOHRpv and VIM 5OOpv Head-Mounted
control center design analyses to Extravehicular Displays (HMDs), the StereoGraphics Corp.
Activity (EVA) operations development to CrystalEyes2 3D stereo eyeware (2 pair of
mission and science training for crew and glasses), the Asclension Technology Corp.
ground controllers, VR can provide cost effective “Bird” spatial tracking systems (2) and the
methods to prepare for and conduct space flight Crystal River Engineering, Inc. Acoustetron II 3D
operations. Sound Server. EXOS, Inc., under a Small
Business Innovative Research (SBIR) Phase II
A VR applications program has been under contract developed and delivered a Sensing
development at the National Aeronautics and And Force-Reflecting Exoskeleton (SAFiRE) for
Space Administration (NASA)/Marshall Space the hand. This device provides force-reflecting
Flight Center (MSFC) since 1989. The feedback to the fingers and hand as the user
objectives of the MSFC VR Applications touches and grabs virtual objects. Other CAVE
Program are to develop, assess, validate, and Lab equipment includes SUN Microsystems,
utilize VR in hardware development, operations Inc. SUNSparc 210 and SUNSparc 10, a
development and support, mission operations Panasonic AG-196O VCR, and the Videonics
training and science training (Hale, 1993a). One MX-1 NTSC Digital Video Mixer.
of the goals of this technology program is to
enable specialized Human Factors analyses COMPUTATIONAL. HUMAN FACTORS
earlier in the hardware and operations Human Factors issues and considerations in
development process and develop more hardware and operations development present
effective training and mission support systems a large class of potential VR applications. VR
(Hale, 199313). technologies and techniques currently provide
The MSFC VR systems reside in the some limited ergoinomic analytical tools for
consideration of operational, viewing, and reach
Computer Applications and Virtual
Environments (CAVE) Lab. Until recently, the envelope requirements in both one-gravity and
CAVE Lab VR system (the “Legacy VR System”) micro-gravity environments. Combined with
scaleable user anthropometry, micro-
consisted of VPL Research, Inc. Eyephones
(Models 1 and LX), DataGloves, and VPL ergonomics analyses for workstation spatial
software (Swivel 3D, Body Electric, and ISAAC), layout enables the consideration of fields-of-
Polhemus lsotrak and Fastrak spatial tracking view from a variety of eye reference points and
systems, two Macintosh llfx computers and two reach envelopes from a variety of shoulder and
Silicon Graphics Inc. (SGI) graphics computers seat reference points and/or foot restraint
(4D/31OVGX and 4D/320VGXB). The CAVE Lab locations, using a range of virtual
VR capabilities have now been upgraded. anthropometric sizes. With an incorporated
anthropometric modlel, dynamic work envelope
ISBN# 0-7803-3274-1 547
analyses can also be achieved. Although much several activities. One class of VR applications
of this can be done in an engineering mock-up, is as a Human Factors design analysis tool for
VR offers several unique capabilities. work areas and other architectural spaces.
First, VR could provide a timely and safe Examples of "spaces" include control rooms,
space stations, and orbiting telescopes (Null
method to enable the various advantages and
disadvantages of reaching and maneuvering in and Jenkins, 1993). The first two described
a micro-gravity environment, including body below primarily involved immersive
attitudes and positions difficult to recreate in a visualization of architectural spaces. One
one-G environment. This would be superior to supported the move of the CAVE Lab into its
new quarters, the other supported the 30%
existing methods for simulating micro-gravity
design review of the late Space Station
because existing methods can not be used in a
Freedom Payload Control Area (PCA).
timely manner and are of limited duration (KC-
Empirical studies to help "validate" the use of
135, provides approximately 30 seconds of
VR as an architectural analysis tool (i.e. assess
weightlessness during each cycle of parabolic
the precision and reliability with which it maps
flight), or require ancillary equipment (Neutral
onto real world settings and scenarios) have
Buoyancy Simulator (NBS) an underwater
also been performed (Hale and Dittmar, 1994;
facility for simulating weightlessness), that can
interfere with operations in restricted volumes. Dittmar and Hale, 1994).
Second, VR would permit anthropometric sizing CAVE Lab relocation. Two different lab
to reflect the dimensions of the on-board crew - floor plans were developed and modeled in VR.
particularly useful for operations being planned Several of the lab staff then "entered" the virtual
in relatively tight spaces. lab designs and evaluated the configurations as
VR can also enhance and enable more both users and visitors. Due to the extensive
effective utilization of standard simulations and CAVE Lab communications and computer
mock-up analyses. By preceding these networking requirements, it was very important
analyses with preliminary VR analyses, both the to settle on a layout before the move started. All
hardware and operations can be refined so that of the cabling and ports had to be in place
the return from the standard analyses is before the move, to minimize downtime.
increased. This is accomplished by either Similarly, to reconfigure the Lab after the move
reducing the magnitude or number of standard would require extensive re-cabling and further
analyses and/or improving the fidelity of those downtime. During these evaluations, potential
analyses with a more mature design. For design problems that were not apparent on the
example, the first NBS dive of a four-dive series floor plans became evident. The layouts were
could be replaced by a VR simulation to then modified near real-time and re-evaluated.
checkout and refine preliminary procedures, Based upon these evaluations, one of the
modified layouts was chosen and implemented.
verify locations of foot restraints and translation
aids, and modify worksite configurations. It The assessment of the design of the
could even be used to brief the dive support late Space Station F r e e d o m Payload
cadre and pre-determine desirable swim Control Area (PCA). The PCA was the
camera (video) and still photography views. control room from which onboard Space Station
In some instances, VR might be considered Freedom payload operations were to be
for use in an analysis that would have othetwise managed. Several configurations of the console
not be undertaken. Resources (time, people, floor plan layout, large video screens, and
Public Viewing Area were modeled in VR.
materials, etc.) required for a "standard"
Engineers, management, and the Public Affairs
simulation or mock-up analysis may be greater
than the expected return. In this case, VR, due to Office (PAO) utilized the system to immersively
visualize the options. Engineers and
its relatively low utilization costs, would surpass management were able to focus on the
the cosvbenefit ratio threshold and enable an
operationally-driven design features, such as
analysis that would have otherwise been
the team-based grouping and layout of the
forgone.
consoles. PA0 evaluated the view from the
PRIOR VR APPLICATIONS Public Viewing Area, considering what a range
The MSFC VR capability has been utilized in of visitor sizes (e.g., 3.5 ft six year olds, 6.5 ft
adults) might be able to see from a range of
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viewing area floor heights. PA0 was also able users could enter and interact within the same
to perform a preliminary camera viewing VSLM at the same time, even though they are
analysis, "flying" to various possible camera physically located in different states. This would
locations to inspect the composition of the permit, for example, a Mission Specialist at JSC
possible camera fields-of-view. The ability to to be accompanied by the stowage manager or
pan and tilt and change "lens" (i.e., narrow to a Payload Specialist at MSFC for the stowage
wide angle fields-of-view) in real-time was "walk-thru."
especially useful.
The pathfinder Spacelab for this VR
0 Viewing analysis of the Tethered application is the Second International
Satellite System's (TSS) "end-of-reel" Microgravity Lab (IML-2). 14 VSLM with two
tether marking options. The issue was "stocked" lockers hlas been developed along
whether or not the crew, from various viewing with application-unique kinematic and object
vantage points, could discern various marking behavior attributes.
codes near the end of the tether as it deployed
Modeling and functional evaluation on the
at any plausible rate. A virtual Shuttle cargo bay
Legacy VR System is complete. Porting to the
and TSS support structure was created with a
new VR system and further enhancements
tether deployment simulator. TSS engineers
(including expanded functionality, texture
utilized the system to assess the tether marking
mapped photos from the PCTC mock-ups, etc.)
visibility from the Aft Flight Deck windows, as
are planned. Analog empirical studies as well
well as the various cargo bay and TSS
as crew and Payload Operations Control Center
cameras. This assessment cogently
(POCC) cadre assessments are proposed.
demonstrated to the TSS personnel, and
Evolution to the International Space Station
confirmed, the previously conducted Human
Factors analyses.
(ISS)U.S. Lab element is proposed.
. V R Human Anatomy Teaching: The
CURRENT VR APPLICATIONS
objectives of this project are to develop,
The development of several VR applications evaluate, and utilize a VR application of a
are currently underway. These include: human cadaver for use in the classroom. The
Spacelab Stowage Reconfiguaation expectation is that this immersive learning
Training: The essential feature of this environment af f rds q u ic ke r an atomic
01

application is a Virtual Spacelab Module recognition and orientation and a greater level
(VSLM). It involves using this VSLM during the of retention in human anatomy instruction. This
last nine-to-six months before launch. There is a pathfinder for developing and assessing VR
are always late changes to on-board stowage. applications to be used for science training. A
unique feature of this project is that the target
As changes are made, the MSFC Payload Crew
Training Complex (PCTC) Training mock-up is platform must be iinexpensive enough to be
updated. It is desirable to allow the crew the affordably placed in the classroom (currently a
Pentium-based PC). A "virtual cadaver" with
opportunity to tour the mock-up to "see" the
latest stowage configuration. This helps to abdomino-pelvic org,ans is being developed.
"internalize" the location of items within the Modeling and functional evaluation on the
Spacelab module. Unfortunately, as the launch Legacy VR System is complete. Portage to
date approaches, access to the crew becomes WorldToolKit for Wiindows and Pentium PC is
more and more limited, particularly during the complete. In the coming year, more organs and
last three months when the crew is dedicated a skeleton will be added to the model. Three-D
primarily to the Johnson Space Center (JSC). sound will be added to the major organs. An
empirical study comparing the learning of gross
A VSLM with the updated stowage
anatomy in the VR lhuman cadaver versus the
configuration would enable a more convenient,
current method of instruction will also occur
even remote, method to "visualize" changes in during the coming year. Assessments will
stowage locations. Updated VSLM files could
include whether the students learned faster,
even be electronically transmitted to JSC for the
crew to "tour" on the JSC VR system. To further gained a deeper level of understanding, and/or
enhance this training application, using both the had longer retention. In subsequent years, more
detail (sub-divided organs, texture mapping,
MSFC and JSC VR systems simultaneously, the etc.) and networking will be added. Teaching
549
efficacy will continue to be empirically design analyses and operations development;
assessed. and 3) further development and assessment of
the use of immersive VR for ISS payload
International Space Welding
training for the flight crew and POlC cadre. Of
Experiment (ISWE) Analytical Tool And
particular interest is the capability of remote,
Trainer: The objectives of this project are to
multi-person, interactive simulations and the
develop, evaluate, and utilize a VR application
ease with which training simulators can be
of the International Space Welding Experiment
reconfigured to support increment-specific
(ISWE) for use in support of upcoming NBS
integrated training. This activity plans to make
tests and in training the flight crew and POCC
advances in four classes of payload training for
cadre in general orientation, procedures, and
the flight crew and POlC cadre. These classes
location, orientation, and sequencing of the
welding samples and tools. Since some of the are: Payload Systems, Facility Systems,
Element Spatial Orientation and Stowage
hardware and operational analyses have
already occurred in the NBS, ISWE will serve as Configuration, and Science Education.
a test case for this technology. Analytical results SUMMARY
from the NBS and VR can be compared. The This paper has described the VR
ISWE is a cooperative venture between the Applications Program at MSFC. Past, current,
Paton Welding Institute of the Ukraine and and planned applications were presented. VR
MSFC. It will involve the use of an existing technologies and techniques currently provide
Ukrainian electron beam welder to be located in some limited ergonomic analytical tools for
the cargo bay of the orbiter. The ISWE is planed
consideration of operational, viewing, and reach
for flight as an element of the Fourth United envelope requirements in both one-gravity and
States Microgravity Payload mission (USMP-4), micro-gravity environments. VR can provide a
currently scheduled for October 1997. timely and safe method to enable the various
FUTURE VR APPLICATIONS advantages and disadvantages of reaching and
Several future VR applications are being maneuvering in a micro-gravity environment.
planned. These include: 1) the design and Prior utilization of virtual mockups can result in
assessment of the ISS Payload Operations more efficient use of micro-gravity simulators
Integration Center's (POIC) spatial layout, a (e.g., .KC-135, NBS) Hardware and operations
more in-depth analysis similar to the PCA design can be more mature, resulting in fewer
above; 2) a Micro-gravity Science Glovebox and/or more productive simulator sessions.
(MSG) Analytical Tool for use in training the Finally, VR offers a promising medium for
flight crew and POCC cadre in general training ISS payload training for the flight crew
orientation and procedures, as well as for use in and POIC cadre.

REFERENCES

Dittmar, M. L., and Hate, J. P. (1 994). Virtual reality as a human factors design analysis tool for architectural spaces - control
rooms to space stations II: Subjective measures. In Proceedinas of the Human Factors Society 36th Annual Meeting,
Santa Monica, CA: Human Factors Society. (in press)

Hale, J. P., and Dittmar, M. L. (1994). Virtual reality as a human factors design analysis tool for architectural spaces - control
rooms to space stations II: Objective measures. In Proceedinas of the Human Factors Societv 36th Annual Meeting,
Santa Monica, CA: Human Factors Society. (in press)

Hale, J. P. (1993a) Marshall Space Flight Center's virtual reality applications program In Proceedinas of the 1993
Conference on lntelliaent Computer-Aided Training and Virtual Environment Technoloav, (pp. 271-276). National
Aeronautics and Space Administration, Lyndon B. Johnson Space Center .

Hale, J. P. (1993b) Virtual reality as a human factors design analysis tool. In Proceedinas of the Southeastern Simulation
Conference, (pp. 140-144). Huntsville, AL.

Null, C. H. and Jenkins, J. P. (Eds.) (1993) NASA virtual environment research, apDlications. and technoloav. National
Aeronautics and Space Administration

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