7,552 research outputs found

    Applications of computer-graphics animation for motion-perception research

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    The advantages and limitations of using computer animated stimuli in studying motion perception are presented and discussed. Most current programs of motion perception research could not be pursued without the use of computer graphics animation. Computer generated displays afford latitudes of freedom and control that are almost impossible to attain through conventional methods. There are, however, limitations to this presentational medium. At present, computer generated displays present simplified approximations of the dynamics in natural events. Very little is known about how the differences between natural events and computer simulations influence perceptual processing. In practice, the differences are assumed to be irrelevant to the questions under study, and that findings with computer generated stimuli will generalize to natural events

    A simple 5-DOF walking robot for space station application

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    Robots on the NASA space station have a potential range of applications from assisting astronauts during EVA (extravehicular activity), to replacing astronauts in the performance of simple, dangerous, and tedious tasks; and to performing routine tasks such as inspections of structures and utilities. To provide a vehicle for demonstrating the pertinent technologies, a simple robot is being developed for locomotion and basic manipulation on the proposed space station. In addition to the robot, an experimental testbed was developed, including a 1/3 scale (1.67 meter modules) truss and a gravity compensation system to simulate a zero-gravity environment. The robot comprises two flexible links connected by a rotary joint, with a 2 degree of freedom wrist joints and grippers at each end. The grippers screw into threaded holes in the nodes of the space station truss, and enable it to walk by alternately shifting the base of support from one foot (gripper) to the other. Present efforts are focused on mechanical design, application of sensors, and development of control algorithms for lightweight, flexible structures. Long-range research will emphasize development of human interfaces to permit a range of control modes from teleoperated to semiautonomous, and coordination of robot/astronaut and multiple-robot teams

    Normal and abnormal human vestibular ocular function

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    The major motivation of this research is to understand the role the vestibular system plays in sensorimotor interactions which result in spatial disorientation and motion sickness. A second goal was to explore the range of abnormality as it is reflected in quantitative measures of vestibular reflex responses. The results of a study of vestibular reflex measurements in normal subjects and preliminary results in abnormal subjects are presented in this report. Statistical methods were used to define the range of normal responses, and determine age related changes in function

    Human operator performance of remotely controlled tasks: Teleoperator research conducted at NASA's George C. Marshal Space Flight Center

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    The capabilities within the teleoperator laboratories to perform remote and teleoperated investigations for a wide variety of applications are described. Three major teleoperator issues are addressed: the human operator, the remote control and effecting subsystems, and the human/machine system performance results for specific teleoperated tasks

    Aerospace Medicine and Biology: A continuing bibliography with indexes, supplement 192

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    This bibliography lists 247 reports, articles, and other documents introduced into the NASA scientific and technical information system in March 1979

    Anthropomorphic Robot Design and User Interaction Associated with Motion

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    Though in its original concept a robot was conceived to have some human-like shape, most robots now in use have specific industrial purposes and do not closely resemble humans. Nevertheless, robots that resemble human form in some way have continued to be introduced. They are called anthropomorphic robots. The fact that the user interface to all robots is now highly mediated means that the form of the user interface is not necessarily connected to the robots form, human or otherwise. Consequently, the unique way the design of anthropomorphic robots affects their user interaction is through their general appearance and the way they move. These robots human-like appearance acts as a kind of generalized predictor that gives its operators, and those with whom they may directly work, the expectation that they will behave to some extent like a human. This expectation is especially prominent for interactions with social robots, which are built to enhance it. Often interaction with them may be mainly cognitive because they are not necessarily kinematically intricate enough for complex physical interaction. Their body movement, for example, may be limited to simple wheeled locomotion. An anthropomorphic robot with human form, however, can be kinematically complex and designed, for example, to reproduce the details of human limb, torso, and head movement. Because of the mediated nature of robot control, there remains in general no necessary connection between the specific form of user interface and the anthropomorphic form of the robot. But their anthropomorphic kinematics and dynamics imply that the impact of their design shows up in the way the robot moves. The central finding of this report is that the control of this motion is a basic design element through which the anthropomorphic form can affect user interaction. In particular, designers of anthropomorphic robots can take advantage of the inherent human-like movement to 1) improve the users direct manual control over robot limbs and body positions, 2) improve users ability to detect anomalous robot behavior which could signal malfunction, and 3) enable users to be better able to infer the intent of robot movement. These three benefits of anthropomorphic design are inherent implications of the anthropomorphic form but they need to be recognized by designers as part of anthropomorphic design and explicitly enhanced to maximize their beneficial impact. Examples of such enhancements are provided in this report. If implemented, these benefits of anthropomorphic design can help reduce the risk of Inadequate Design of Human and Automation Robotic Integration (HARI) associated with the HARI-01 gap by providing efficient and dexterous operator control over robots and by improving operator ability to detect malfunctions and understand the intention of robot movement

    INERTIAL MOTION CAPTURE SYSTEM FOR BIOMECHANICAL ANALYSIS IN PRESSURE SUITS

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    A non-invasive system has been developed at the University of Maryland Space System Laboratory with the goal of providing a new capability for quantifying the motion of the human inside a space suit. Based on an array of six microprocessors and eighteen microelectromechanical (MEMS) inertial measurement units (IMUs), the Body Pose Measurement System (BPMS) allows the monitoring of the kinematics of the suit occupant in an unobtrusive, self-contained, lightweight and compact fashion, without requiring any external equipment such as those necessary with modern optical motion capture systems. BPMS measures and stores the accelerations, angular rates and magnetic fields acting upon each IMU, which are mounted on the head, torso, and each segment of each limb. In order to convert the raw data into a more useful form, such as a set of body segment angles quantifying pose and motion, a series of geometrical models and a non-linear complimentary filter were implemented. The first portion of this works focuses on assessing system performance, which was measured by comparing the BPMS filtered data against rigid body angles measured through an external VICON optical motion capture system. This type of system is the industry standard, and is used here for independent measurement of body pose angles. By comparing the two sets of data, performance metrics such as BPMS system operational conditions, accuracy, and drift were evaluated and correlated against VICON data. After the system and models were verified and their capabilities and limitations assessed, a series of pressure suit evaluations were conducted. Three different pressure suits were used to identify the relationship between usable range of motion and internal suit pressure. In addition to addressing range of motion, a series of exploration tasks were also performed, recorded, and analysed in order to identify different motion patterns and trajectories as suit pressure is increased and overall suit mobility is reduced. The focus of these evaluations was to quantify the reduction in mobility when operating in any of the evaluated pressure suits. This data should be of value in defining new low cost alternatives for pressure suit performance verification and evaluation. This work demonstrates that the BPMS technology is a viable alternative or companion to optical motion capture; while BPMS is the first motion capture system that has been designed specifically to measure the kinematics of a human in a pressure suit, its capabilities are not constrained to just being a measurement tool. The last section of the manuscript is devoted to future possible uses for the system, with a specific focus on pressure suit applications such in the use of BPMS as a master control interface for robot teleoperation, as well as an input interface for future robotically augmented pressure suits

    Engineering data compendium. Human perception and performance. User's guide

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    The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design and military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from the existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by systems designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is the first volume, the User's Guide, containing a description of the program and instructions for its use

    Aerospace medicine and biology: A continuing bibliography with indexes, supplement 203

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    This bibliography lists 150 reports, articles, and other documents introduced into the NASA scientific and technical information system in January 1980

    Object Manipulation in Virtual Reality Under Increasing Levels of Translational Gain

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    Room-scale Virtual Reality (VR) has become an affordable consumer reality, with applications ranging from entertainment to productivity. However, the limited physical space available for room-scale VR in the typical home or office environment poses a significant problem. To solve this, physical spaces can be extended by amplifying the mapping of physical to virtual movement (translational gain). Although amplified movement has been used since the earliest days of VR, little is known about how it influences reach-based interactions with virtual objects, now a standard feature of consumer VR. Consequently, this paper explores the picking and placing of virtual objects in VR for the first time, with translational gains of between 1x (a one-to-one mapping of a 3.5m*3.5m virtual space to the same sized physical space) and 3x (10.5m*10.5m virtual mapped to 3.5m*3.5m physical). Results show that reaching accuracy is maintained for up to 2x gain, however going beyond this diminishes accuracy and increases simulator sickness and perceived workload. We suggest gain levels of 1.5x to 1.75x can be utilized without compromising the usability of a VR task, significantly expanding the bounds of interactive room-scale VR
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