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66 th International Astronautical Congress, Jerusalem, Israel. Copyright ©2015 by the International Astronautical Federation. All rights reserved. IAC-15-B3.9- YPVF.2 Page 1 of 11 IAC-15-B3.9- YPVF.2 ENHANCING THE HUMAN-MACHINE INTERFACE USING VISR- AN INTERACTIVE 3D VISUALIZATION/ DESENSITIZATION TRAINING TOOL IN A VARIABLE GRAVITY MODEL Poonampreet Kaur Josan, Department of Space Studies, University of North Dakota [email protected] Pablo de Leon, Associate Professor, University of North Dakota [email protected] Chrishma Singh-Derewa, Systems Engineering Division, NASA-JPL [email protected] Benjamin Inada, User Research & Interaction Design, NASA-JPL [email protected] Priyanka Srivastava, University of Michigan, Ann Arbor [email protected] ABSTRACT The human body is used to a 1-G environment and behaves differently in lower gravity. Mars gravity is about 1/3rd of Earth’s, and Extra Vehicular Activities (EVA) using rovers and spacesuits will be challenging. Lower gravity planetary environments with distinctive terrain require trained space explorers with interactive human- machine compatibility. Current available visualization methods, such as Virtual Reality (VR) goggles, can be adapted to display a generalized view of planetary surface featuring a visual 3-D interface, yet lacking an ‘actual’ immersive environment due to the lack of lower gravity conditions. In order to better understand human behavior in alternate environments, it is important to study the psycho-physiological components of a subject in a real-time immersive environment. With the potential to perfect planetary EVA procedures and address vital human factors associated with space planetary exploration, our team in partnership with the University of North Dakota (UND) present the concept of VISR (Visual Immersion for Simulated Robotics) system. VISR provides an immersive 3-D planetary Virtual Reality model utilizing high performance computing, image processing, and 3-D rendering. The software manipulates image processing speed with a variable gravity parameter as an input. VISR is compatible with multiple planetary bodies and asteroids whereas the current system applications are limited to the space station and Mars. The device assists in the study of psycho-physiological effects (human limbs eye coordination) associated with deep-space travel and low gravity environments. Mars has a vast, geologically complex terrain with existing environments models allowing topographical visualization. VISR users experience these features in an immersive and interactive environment enhancing human performance in real situations, and assisting scientists and mission planners in system and mission design. VISR integrates the UND developed planetary suit NDX-2, currently used as a simulation tool for ‘astronaut training’, human factors and related Psycho-physiological studies. The system design includes different phases such as development of terrain maps, and their integration with visual device sensor, development of a model which can locate and import physical planetary parameters from available databases, varying the speed of image output to the user by manipulating the gravity parameter, and integrating it with already developed terrain models. This device can be further used to feed real-time physiological performance data to a separate sensor based system, and study the related effects on human subjects. VISR will be an effective tool which would equip the researchers, mission planners and space travelers for a future planetary manned mission. I. INTRODUCTION Since the onset of human space exploration missions in outer space and the Moon, the psycho-physiological experiences of astronauts has directed researchers towards the understanding of interaction of human physiology and microgravity. As a result, there has been ground-breaking research in the field of space life sciences in microgravity. The findings of these studies have not only improved astronaut health, but has also contributed towards the betterment of life on earth. Various experiments involving rats were flown on space shuttle missions to study the effects of microgravity on physiological health [1, 2, 3]. One of the most interesting phenomenons was observed in the functioning of human and rats vestibular system. In

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66th International Astronautical Congress, Jerusalem, Israel. Copyright ©2015 by the International Astronautical Federation. All rights reserved.

IAC-15-B3.9- YPVF.2 Page 1 of 11

IAC-15-B3.9- YPVF.2

ENHANCING THE HUMAN-MACHINE INTERFACE USING VISR- AN INTERACTIVE 3D

VISUALIZATION/ DESENSITIZATION TRAINING TOOL IN A VARIABLE GRAVITY MODEL

Poonampreet Kaur Josan, Department of Space Studies, University of North Dakota

[email protected]

Pablo de Leon, Associate Professor, University of North Dakota

[email protected]

Chrishma Singh-Derewa, Systems Engineering Division, NASA-JPL

[email protected]

Benjamin Inada, User Research & Interaction Design, NASA-JPL

[email protected]

Priyanka Srivastava, University of Michigan, Ann Arbor

[email protected]

ABSTRACT

The human body is used to a 1-G environment and behaves differently in lower gravity. Mars gravity is about

1/3rd of Earth’s, and Extra Vehicular Activities (EVA) using rovers and spacesuits will be challenging. Lower

gravity planetary environments with distinctive terrain require trained space explorers with interactive human-

machine compatibility. Current available visualization methods, such as Virtual Reality (VR) goggles, can be

adapted to display a generalized view of planetary surface featuring a visual 3-D interface, yet lacking an ‘actual’

immersive environment due to the lack of lower gravity conditions. In order to better understand human behavior in

alternate environments, it is important to study the psycho-physiological components of a subject in a real-time

immersive environment. With the potential to perfect planetary EVA procedures and address vital human factors

associated with space planetary exploration, our team in partnership with the University of North Dakota (UND)

present the concept of VISR (Visual Immersion for Simulated Robotics) system.

VISR provides an immersive 3-D planetary Virtual Reality model utilizing high performance computing, image

processing, and 3-D rendering. The software manipulates image processing speed with a variable gravity parameter

as an input. VISR is compatible with multiple planetary bodies and asteroids whereas the current system applications

are limited to the space station and Mars. The device assists in the study of psycho-physiological effects (human

limbs – eye coordination) associated with deep-space travel and low gravity environments. Mars has a vast,

geologically complex terrain with existing environments models allowing topographical visualization. VISR users

experience these features in an immersive and interactive environment enhancing human performance in real

situations, and assisting scientists and mission planners in system and mission design. VISR integrates the UND

developed planetary suit NDX-2, currently used as a simulation tool for ‘astronaut training’, human factors and

related Psycho-physiological studies.

The system design includes different phases such as development of terrain maps, and their integration with

visual device sensor, development of a model which can locate and import physical planetary parameters from

available databases, varying the speed of image output to the user by manipulating the gravity parameter, and

integrating it with already developed terrain models. This device can be further used to feed real-time physiological

performance data to a separate sensor based system, and study the related effects on human subjects. VISR will be an

effective tool which would equip the researchers, mission planners and space travelers for a future planetary manned

mission.

I. INTRODUCTION

Since the onset of human space exploration missions

in outer space and the Moon, the psycho-physiological

experiences of astronauts has directed researchers

towards the understanding of interaction of human

physiology and microgravity. As a result, there has been

ground-breaking research in the field of space life

sciences in microgravity. The findings of these studies

have not only improved astronaut health, but has also

contributed towards the betterment of life on earth.

Various experiments involving rats were flown on

space shuttle missions to study the effects of

microgravity on physiological health [1, 2, 3]. One of

the most interesting phenomenons was observed in the

functioning of human and rats vestibular system. In

66th International Astronautical Congress, Jerusalem, Israel. Copyright ©2015 by the International Astronautical Federation. All rights reserved.

IAC-15-B3.9- YPVF.2 Page 2 of 11

microgravity, both subjects have had trouble with the

sense of direction. Previously, Apollo astronauts at the

wheel of NASA's moon rovers, and during EVAs

reported that they had a hard time estimating the incline

of the lunar terrain.

Recent studies have found that humans need at least

15 percent of the level of gravity found on Earth to

orient themselves [4]. Another experiment conducted in

European Space Agency's (ESA) Short Arm Centrifuge

Facility (SAHC) in Cologne showed that gravity only

starts influencing a person's sense of up and down once

it hits about 0.15g. Lunar gravity is 17 percent of Earth's

gravity, and is just barely strong enough to provide

adequate cues for astronauts to know which way is up.

In case of asteroid missions, relatively gravity-less

environment requires the probes, vehicles, and the

astronauts to be tethered to the surface. The issues

related to vestibular system will increase manifold in

such extreme environments. Human Mars missions are

the primary focus for next decade, and it is essential to

train the explorers before sending them in such hostile

environment. Although Mars gravity is within safe

approach (30 percent of Earth’s gravity) as per the

gravity limits imposed by studies for vestibular systems,

it is recommended to train astronauts to ensure overall

mission success, as well as crew and system safety.

Figure: Apollo 16 and Apollo 17 Astronauts losing

balance and control during a lunar EVA. Credits: NASA

Virtual Reality is a system where a user is

interactively interfaced to a computer and engaged in

a three-dimensional (3D) visual task. The computer

provides a ‘virtual domain’ for supporting the 3D

models or complete environment and, given suitable

transducers, the user can interact with the system

in ‘real time’. VR devices in space is not a new concept,

and there have been various dedicated systems designed

for space related applications. Two of the most common

types of VR devices are data glove, and head mounted

display (HMD). A HMD device cuts off visual and

audio sensations from the surrounding world and

replaces them with computer generated three-

dimensional images. VISR will be a new-generation

HMD device with user-controlled planetary parameter,

e.g. gravitational value, as an input.

II. SCOPE

After millennia of evolution the human brain has

evolved optimal information processing techniques.

Almost 60% of all brain activity is devoted to the

processing of visual images. Mental state modelling

occurs via instinct faster than the cognoscente mind can

process scenarios. While the brains active processes are

dedicated to optical data collection, it is movement of

these images that truly engages the brain. Neurologists

also find that the emergence of a form towards the

observer creates powerful stimulate. VISR enables the

explorer to know before they go and pre-provides them

with these trigger mechanisms ultimately enhancing

mission communication and performance.

VISR combines the engineering capabilities of

perceiving detailed mission terrain with the

augmentation of environment manipulation. The human

brain operates based on its ability to combine resources,

perception and understanding and consequently

communication is created. Altering the image projection

speed of the simulation with the gravitational

parameters of the setting increases the fidelity of the

experience. Coupling detailed terrain imagery with the

planetary parameter knowledge of the JPL databases

will further enhances the VISR algorithms.

In the subsequent images VISR illustrates the

avatars ability to interact with its surroundings and

manipulate them. The linked SYSML (System

Modelling Language) model allows each object to be

connected with real time physical parameters in addition

to numerous other characteristics enabling rapid design

and collaboration within the workspace not possible in

real life settings. In this sense interactions in the VISR

environment can meet and even exceed the potential of

real working spaces.

Reality augmentation using avatars may avoid some of

the limitations of VR simulations to be explained later

while maintaining the immersive experience for the

astronaut. VISR utilizes a schema that enables the

mission environment to incorporate additional aspects

of systems engineering design, test and simulation

allowing developers to interact directly with one another

and visualize the explorer’s interactions with their

environments. Electrical, mechanical, thermal and

software models are alive within the VISR model and

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IAC-15-B3.9- YPVF.2 Page 3 of 11

Image 2: SYSML model depicting Avatar capability of VR environment. (Credits: NASA/JPL)

their behaviours represented in the real-time

environment. Additionally, VISR is able to interact with

software packages directly and represent their outputs

within the environment. Engineers and scientists can

observe one another’s work as they would normally in

two dimensions or interact with the results three

dimensionally as rendered elements.

III. VESTIBULAR SYSTEMS IN

MICROGRAVITY

The human ear is made up of several smaller

structures that can be organized into three distinct

anatomical regions. The content of this study is

foucused on the inner ear, which is composed of the

cochlea and the vestibular system. The peripheral

vestibular apparatus in the inner ear consists of two

kinds of sensory receptors (1) the semicircular canals

signalling rotatory head movements, and (2) the otolith

organs that sense linear forces, including gravity, acting

on the head. The activity of the otolith organs is altered

in microgravity (because stimulation from gravity is

absent during space flight, interpretation of the

gravireceptor signals as tilt is meaningless; therefore,

during adaptation to weightlessness, the brain

reinterprets all gravireceptor outputs). The activity of

the semicircular canals is not affected.

In microgravity, human senses react differently. The

sense of direction is often conflicted, as there is no ‘up’

or ‘down’ in microgravity. However, during long

duration stays in microgravity, astronauts often develop

their own sense of direction, which is not essentially

universal. Crewmembers also experience a disruption in

their proprioceptive system, which tells where arms,

legs and other parts of the body are oriented relative to

each other. This disorientation is the main cause of so-

called Space Motion Syndrome (SMS). Most of the

space travellers suffer from space sickness, which

brings with it headaches, poor concentration, nausea and

vomiting. Usually, though, the problems disappear

within a few days as astronauts adapt.

Image 3: Inner Ear- The Vestibular System [5]

Exposure to microgravity rearranges the

relationships among signals from vestibular,visual, skin,

joint and muscle receptors. Until some level of

adaptation to the novel sensory conditions encountered

in the weightlessness environment of space flight is

achieved, astronauts and cosmonauts often experience

the following:

1) Illusory self and/or surround motions;

2) Space motion sickness (SMS);

3) Eye-head coordination impairment; and

4) Equilibrium control disturbance.

Many of the same types of disturbances are observed

during a re-adaptation period following return to Earth.

The magnitude and recovery-time-course of these

66th International Astronautical Congress, Jerusalem, Israel. Copyright ©2015 by the International Astronautical Federation. All rights reserved.

IAC-15-B3.9- YPVF.2 Page 4 of 11

neuro-sensory, sensory-motor and perceptual

disturbances tend to vary as a function of mission

duration.

Image 4: Schematic representation of multisensory

interactions in control of eye movements, posture,

perception of orientation and motion. These interactions

provide the basis for sensory reweighting or substitution

that underlies vestibular adaptation to altered gravity.

[6]

In weightlessness, the otolith organs can no longer

serve their usual graviceptive role of indicating static

head position to gravity [7]. As a result, visual

information on the direction of the vertical or

horizontal, which normally interacts with graviceptive

information on Earth, becomes increasingly dominant in

establishing spatial orientation in weightlessness.

Tactile information such as pressure on the soles of the

feet (when strapped to the floor) continues to promote a

sense of the vertical.

There have been several experiments conducted on

rats in microgravity to understand the effects on

vestibular system. The effects have been apparent to the

human vestibular system and the results confide in the

effects observed as SMS or SAS (Space Adaptation

Syndrome).

1V. 3-D IMMERSION TECHNOLOGY

The Oculus Rift is a HMD for virtual reality

applications and gaming developed by Oculus VR. It is

the device we present primary interest in for VISR

design and implementation. We list pros and cons for

the Oculus Rift per its usefulness for our use cases.

Pros Cons

Largest current active

development

community

Required umbilical

connection

Integrated control with

Oculus Touch

The following technologies may prove useful to

explore as alternatives to the Oculus Rift [8, 9, 10, 11,

12]. The pros and cons of these technologies are listed

below:

HTC Vive

Pros Cons

Custom controllers

trackable in space

Still in development

In development with

VR sickness in mind,

first & foremost

PlayStation VR (Sony Morpheus)

Pros Cons

High refresh rate Large display may not

fit well in NDX-2

helmet

Low latency (<18ms)

Vrvana Totem

Pros Cons

On board cameras will

eventually enable user

to see the real world

while in use (AR -

augmented reality)

Still in development

Design compensates

for glasses

V. INTERACTIVE INTERFACES FOR SPACE

EXPLORATION

The technological interfaces in the posterity are

expected to develop direct human interaction and fortify

possible simulations essential to predict survival in

outer space land. An evolution in the designs of human

interactive technologies is required in terms of

adaptability and ability to perform human subjective

evaluation. NASA as well as several private companies

have been working on VR themed after space

exploration, with some of them having direct

application such as training astronauts for EVA on ISS,

flight simulator, robotic arm simulator etc. (NASA

virtual Reality Lab).

To facilitate the subjective evaluation between the

spacecraft system and humans, the immersion-type

simulation environments are used extensively.

Immersion type experimental platforms integrate

relatively inexpensive PC-based 3D VR technology to

actively perform bio-mimetic study on human

interactive systems. Technically, these platforms can be

grouped in two categories. The first category platforms

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IAC-15-B3.9- YPVF.2 Page 5 of 11

integrate PC-based immersion-type display with a 3D

dynamic simulator along with motion detectors. The

motion detectors help in capturing motion and the 3D

simulator facilitates the human subject to feel as if he

were immersed within the same environment as the

robot or system. Hence, the user participating in such

interaction is not at all affected physically. The second

category platforms are equipped with real and virtual

dual-arm robot with vision and force sensors. The force

and human motion displays, the user can feel as if he is

immersed as a robot body in the system and that

facilitates him to perform tele-manipulation based on a

unilateral control approach [13].

NASA JPL, in its quest to explore natural ways to

operate robots and spacecraft in space, has exemplified

the usage of immersion technology. The organization

used Leap Motion Controller to remotely maneuver a

Mars rover and Oculus Rift and a Virtuix Omni to take

a virtual tour of it. The plans are in place to use this

immersion platform with a combination of a HMD and

the Kinect motion sensor to control and monitor the

orientation and rotation of the robotic limb. Hence, this

technology will be deployed to enable a full stereo

vision from a human-based perspective, wherein the

visual input is properly mapped to the limbs of the user

in reality [14].

Several Virtual reality companies such as Sensics,

Worldviz, Mechdyne, Quantum 3D, Motek medical,

Atlantis Cyberspace, Vicon are rushing forward in this

domain of space exploration. SpaceVR designed a

virtual reality platform that uses 3D, 360-degrees

camera that has the capability to livestream footage

from International Space Station’s Cupola observatory

module to Earth. This footage then enables customers to

envision space travel while immersed in 3D virtual

reality.

Immersion products like WorldViz’s Vizard

supports HMD, LCD shutter glasses and display

technologies such as autostereoscopes and dome

projectors. It also features haptic displays, force-

feedback systems, built-in high quality 3D sound and

multi-user networking. Such kinds of platforms also

have high-level morph controllers that help transitioning

virtual humans into existing environments. They can

blend thousands of their designed humans, avatar

meshes and animation suits to the environment as

desired [15].

VI. SYSTEM REQUIREMENTS

VR technology has been tested in various analogue

environments such as Neutral Buoyancy Lab (NBL) and

NASA Extreme Environment Mission Operations

(NEEMO) as a tool for training astronauts. Microsoft’s

HoloLens was also a part of the cargo flown on SpaceX

Dragon ISS resupply mission in June, 2015, but was lost

in the launch failure. However, the participants often

need to use underwater facilities and be subjected to

different amount of physical loading to simulate

microgravity equivalent to Moon, Mars, or an asteroid.

These analogue missions are costly and time

consuming.

The VISR concept synthesized from the idea of

arming the NDX-2 planetary EVA spacesuit at the

Human Spaceflight Laboratory of University of North

Dakota, with Virtual Reality (VR) devices, and studying

human performance. The primary requirement of the

system is its ability to alter image projection speed with

a change in gravitational parameter value. Current VR

devices and applications themed after planetary or space

exploration process the graphical image based on 1-g

perception of our vestibular systems. As discussed

earlier, the actual sense of confusion in low gravity

environment comes from the way our vestibular system

interprets its environment. The proposed system shall

also be able to take other planetary features in account,

such as albedo, surface inclinations for certain regions,

and human and mechanical system interfaces. Data

gloves can be used to incorporate interface interaction in

the training regime.

Image 5: UND developed NDX-2 advanced lunar

spacesuit. Credits: Human Spaceflight Lab, UND.

The system needs to be integrated with the spacesuit

helmet without interfering or obstructing its field of

view. For this purpose, the device needs to be

miniaturized. Considering most of the previous HMD

VR devices, the size has been rather bulky, and they are

difficult to integrate with spacesuit.

The system shall be able to connect to JPL’s

planetary database to use a user defined environment

specific data as input. The device will operate on a

secure and hi speed wireless network, and need to have

a continuous access to the database during its operation

time. Specific applications can be designed separately to

expand VISR’s usability to other sectors.

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IAC-15-B3.9- YPVF.2 Page 6 of 11

VISR will not only be used as a training tool, but

will also act as an important research testbed for psych-

physiological performance in altered environments. The

system can be integrated with body mounted biomedical

sensors, and motion tracking devices to get reaction

feedback of limbs in a specific user-defined

environment. The system shall be able to take VISR

output, and feed it to a sensor-based system for

collecting real-time data. This data can be recorded,

processed, and analysed further to study reaction of

vestibular system. The output can be plotted as a

function of time, gravity value, as well as other user

defined inputs. The findings of these studies can help

establish an understanding of working of human

vestibular system, or particular limbs in relation to

different environmental approaches.

VII. SYSTEM ARCHITECTURE

VISR system comprises of NDX-2 spacesuit

integrated with a HMD VR device as shown in image 6.

Computer 1 (C1) will be used to establish a wireless

connection with the JPL planetary, and small-body

database, which will enable a controller to select an

input parameter from the vast database of planetary

parameters in the database, and feed it to the VISR

system. VISR will also be integrated with separately

developed terrain maps, specific to a certain planetary

body (Moon, Mars, or asteroid). These terrain maps will

form the graphic user interface (GUI), or in other words,

the immersive environment of the system. The input,

e.g. gravitational parameter, will be integrated in several

steps with respect to time in a Gravitational Control

Algorithm (GCA). This algorithm will alter the image

projection rate, and the user in immersive environment

can relate to the new microgravity environment not just

on visual basis, but on sensory (vestibular) level.

The users will experience VR sickness in these

environments, which will be discussed later in this

paper. To avoid any injury, user can be strapped with

harnesses to account for loss in the sense of direction.

The reactions to the vestibular system’s perception can

be recorded by placing biomedical sensors on an

Astronaut’s body. The output of these sensors will

appear on a second computer (C2). This biomedical data

can be processed and analysed for better understanding

of vestibular behaviour in microgravity, and for

developing human eye-limb coordination profiles in

varied environments.

Image 6: VISR System Architecture for varying gravity parameter.

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VIII. METHODOLOGY

VIII.I Integration of NDX-2 and VR device sensor

The Human spaceflight Lab at University of North

Dakota has been involved in developing several

technology testbeds for furthering manned spaceflight

program in accordance to the objectives of NASA’s

global exploration map [16]. The NDX-2 advanced

lunar spacesuit was initially developed for the lunar

Constellation program which was later cancelled [17].

However the spacesuit has been tested regularly, and

has proved to be a good testbed for expanding,

integrating, and testing spacesuit related systems. This

led to selecting NDX-2 as a primary system to be

integrated with VR HMD for EVA training purposes.

The proposed system architecture involves

integrating the spacesuit helmet with HMD goggles, and

a head tracker. The VR display device will allow users

to see graphics superimposed on their view of the real

world. Data glove or other haptic interface devices will

be integrated in the system, to allow a user to interact

with the 3D models in the virtual world.

A human's two eyes have overlapping 140 degree

Field of View (FOV), binocular or total FOV is roughly

180 degrees in most people. A feeling of immersion

arises when the FOV is greater than roughly 60 to 90

degrees. Hence, the HMD will be positioned and

integrated in a manner that it does not obstruct user’s 3-

D field of view, and it has sufficient clearance relative

to the eye, and the visor of the spacesuit helmet. This

configuration will ensure a sharp frustum of vision.

VIII. II Importing physical planetary parameters from

the database

JPL’s Solar Systems Dynamics Lab has an extensive

database of physical parameters of different planets,

planetary satellites, asteroids, and comets. Planetary

parameters, which are of particular interest to VISR,

include geometric albedo, surface gravity, mean density,

and escape velocity to simulate EVAs, and EDL (Entry,

Descent, and Landing) forces. Due to their small size,

physical parameter of comets and certain asteroids are

not known. However, physical parameters for well-

known Asteroids are readily available, and can be found

in JPL’s small body database.

The system will enable the operator- called Author-

to establish a wireless connection to the database via a

secured portal, select an input using C1’s graphic user

interface (GUI), and feeding it to the VISR. This input

will be processed by GCA to alter the image projection

speed. Interactivity between the author and the user is

required to successfully execute the derivation and

feeding of required inputs to VISR.

VIII.III Importing Terrain Maps

Three dimensional terrain maps of relevant regions

of different planets and asteroids can be developed

using commercially available software, and the global

data collected by several fly-by missions. The computer

graphics will consist of high level of detail to realize

photo realism. Use of shading, texture, color,

interposition, or other visual characteristics will provide

depth cue to estimate the distance of an object from the

observer in the immersive environment. Teleos (TM)

tool will be used to create Silicon Graphics computer-

based real-time interactive environments with "life-like"

deformable objects. A bitmap pattern is added to an

object to increase realism through texture mapping.

Image 7: 3D terrain maps for Mars and Asteroid Vesta

visualized using NVIDIA Quadro® graphics solutions.

Image courtesy: NASA/JPL, created using NVIDIA

graphics

VIII.1V Varying image processing speed

As discussed earlier, the main objective of VISR is

to alter the image projection rate, and make it equivalent

to how human eyes will perceive in that certain

environment. A control algorithm will perform

corrective transformations to alter the rate of image

processing by VR software. For example, GCA will

take value of gravity parameter of a specific planetary

body as an input, and will correspondingly change the

output to the user of VISR. However, the system needs

to be tolerant of metallic distortions which causes noise

interference or degraded performance in

electromagnetic trackers when used near large metallic

objects. High resolution terrain maps with enhanced

refresh rate will provide desired output to the user. As

shown in Image 6, the force feed from biomedical

sensors and C2 to the control algorithm unit will

account for delayed response time, and automatically

improve latency tolerance of the system.

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IAC-15-B3.9- YPVF.2 Page 8 of 11

VIII.V Integration with Biomedical Sensors

Biomedical sensors will be placed on VISR user,

and will provide information about spatial orientation of

the body during the VR simulation. The data obtained

will be fed to C2, where it can be processed and

analysed as a function of time. This output is further

used as a force feedback to GCA to improve system

latency. Force feedback transmits pressure, force or

vibrations to provide the VR participant with the sense

of resisting force, typically to weight or inertia. This

should not be confused with tactile feedback, which

simulates sensation applied to the skin.

In a VR environment, human body operates in six

Degree of Freedom (6DOF) environment, which include

three translational DOFs and three rotational DOFs. The

corresponding coordinates track spatial navigation of

the subject. The results derived from the data obtained

from these simulations will benefit kinematics and

kinesthesis studies in microgravity.

Egocenter is the sense of one's own location in a

virtual environment. VR environment may cause users

to experience a vection, i.e. a sensation of egocenter

caused by motion of the visual environment. The most

active parts of brain during a VR simulation are

occipital cortex, and parietal cortex. Occipital cortex is

the back of the brain receiving retinotopic projections of

visual displays, whereas Parietal cortex is an area of the

brain adjacent and above the occipital cortex, which

process spatial location and direction information.

These parts of the brain can be mapped during a VR

EVA simulation in microgravity to establish required

relationships.

IX. VR SICKNESS

VISR’s limitations lie primarily in the realm of VR

sickness. Past research in simulation and virtual reality

shows that many humans are prone to nausea and

instability after periods of VR simulator usage. How

might we deal with such factors in the design of VISR?

First, we attempt to define VR sickness in terms of three

main categories: subject, simulator, and task. We

explain each category and its attributes in depth below.

For the sake of listing attributes without bias, we list in

alphabetic order.

XIII. I Subject

Age

Age is a primary factor in VR and motion sickness.

In 1975, Reason and Brand found that motion sickness

susceptibility is nearly non-existent after around the age

of 50. Conversely, it is greatest between the ages of 2

and 12 years, decreasing from around 12 to 21 years

[18].

Ethnicity

Studies conducted by Stern, Hu, LeBlanc, and Kock

in 1993 show that ethnicity plays a role in the likelihood

of motion sickness. Subjects of Chinese descent

reported significantly more sickness than European-

American and African-American subjects [19].

Experience with real-world task

Kennedy et al. found that, in flight simulation, pilots

with more flight experience are more likely to

experience sickness than those with less flight

experience [20]. Other studies have attempted to derive

a reason for the finding’s figures inconsistently. One

concept is that a sensitivity to differences between

actual and simulated flight is related to a pilot’s

experience with the sensory aspects of actual flight.

However, another study presented that degree of control

is a larger factor in sickness occurring in the context of

experience. For example, student pilots tend to handle

the controls more than instructor pilots, which decreases

the likelihood of sickness because they exhibit more

control over the system. Degree of control in relation to

sickness is described in more detail in the below Task

section. Ancillary to this concept is the fact that optimal

viewing region is often placed at the student pilot’s

perspective, which decreases the likelihood of sickness.

Experience with simulator (adaptation)

Pilots who experience sickness with simulators

initially are, in most cases, able to quickly adapt over

time. Hence, incremental adaptation has a positive

correlation with incidence of sickness. Although this

sounds all well and good, this reduction of sickness over

time may be due to building a tolerance to sickness-

inducing stimuli and learning adaptive behaviours to

avoid sickness. This may negatively influence

performance in a real-world environment, where such

behaviours may be inappropriate.

Flicker fusion frequency threshold

Flicker is discussed in the next section as a property

of the simulator. However, the property of flicker is

dependent on the point at which the individual visually

perceives flicker, the flicker fusion frequency threshold.

This measure changes among individuals according to

gender, age, and intelligence but is always related to a

circadian bodily function which causes the measure to

increase by day a decrease by night.

Mental rotation ability

Mental rotation is a means for a human to recognize

an object when it is not in its usual orientation. Stimulus

rearrangement is an alteration of normal spatial

relationships among stimuli that are associated with

orientation. For example, a subject may walk forward in

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IAC-15-B3.9- YPVF.2 Page 9 of 11

a virtual environment yet remain still in reality; this

incurs a stimulus rearrangement. One study involving

Soviet cosmonauts showed that mental rotation training

prior and during flight significantly improved

performance on procedures in actual microgravity

environments. A virtual environment system could be

adapted for training purposes — specifically where

users could practice mental rotations via stimulus

rearrangements.

XIII.II Simulator

Flicker

Flicker is the perception of fading between cycles

displayed on headsets and other displays. Research

shows that flicker is one key cause of simulator

sickness, overall distraction, and eye fatigue. Flicker

must be suppressed by increasing refresh rate as

luminance and field-of-view levels increase in order to

avoid the perception of flicker. [21]

Field of View

Wide field-of-view of simulators generally exhibit

higher incidences of sickness than narrow field-of-view

simulators. Wide field-of-view also increases the

likelihood that flicker will be perceived because the

peripheral visual system is more sensitive to flicker than

the fovea, which is located in the center of the eye.

Refresh Rate

Refresh rate is directly correlated with flicker.

Refresh rate must increase with field-of-view and

luminance to avoid flicker. However, the requirement of

high refresh rate implies a requirement for higher CPU

processing rates, which in turn increases cost.

Update Rate (Frame Rate)

Update rate is defined by the number of visual

frames that are displayed by the simulator per time unit.

Low update rate contributes to visual lag, which may

cause sickness. Update rate is determined by the

complexity of the scene being displayed along with the

computing power provided by the simulator. This is in

contrast to Refresh Rate, which is determined by the

hardware characteristics of the simulator.

It seems that the images projected from virtual

reality have a major impact on sickness. The refresh rate

of on-screen images is often not high enough when VR

sickness occurs. Because the refresh rate is slower than

what the brain processes, it causes a discord between the

processing rate and the refresh rate, which causes the

user to perceive “glitches” on the screen. When these

two components do match up, it can cause the user to

experience the same feelings as simulator and motion

sickness which is mentioned below.

The resolution on animation can also cause users to

experience this phenomenon. When animations are

poor, it causes another type of discord between what is

expected and what is actually happening on the screen.

When onscreen graphics do not keep the pace with the

users’ head movements, it can trigger a form of motion

sickness.

XIII.III Task

Degree of Control

Pausch et al. showed that subjects who themselves

generate input to the virtual environment are less

susceptible to motion sickness than “passengers” or “co-

pilots” who do not generate input [22]. Cue conflict

increases the anticipation and awareness of movement,

which in turn, reduces the likelihood of sickness.

Duration

Longer exposure times result in higher incidence of

sickness and require longer adaptation periods. Ataxia

may also incur with increasing intensity and duration

with increased simulator exposure as shown by a study

conducted by Fowlkes et al. in 1987 [23].

Global Visual Flow

Global Visual Flow is the rate at which objects flow

through the visual scene, directly related to velocity and

inversely related to altitude and visual range. Kennedy,

Berbaum, and Smith found that altitude is one of the

most influential contributors to sickness [24]. Sickness

will often occur with self-movement at low altitudes on

terrain at high speeds. This is because visual flow cues

are high at low altitudes, and exponentially lower at

high altitudes.

Rate of Linear or Rotational Acceleration

Without full initial adaptation, increased

manoeuvring aggressiveness may result in increased

incidence of sickness.

Type of Application

McCauley and Sharkey predict that sickness occurs

primarily in applications involving distant objects, self-

motion through environment, and vection (illusory self-

motion) [25].

Unusual Manoeuvres

Task with high rates of linear or rotation

acceleration including extraordinary situations have

been found to be unsettling. McCauley and Sharkey use

abruptly freezing the simulation and flying backwards

as two examples [25]. Situational reset, where the scene

is rapidly reset forward or backward in time may also

cause nausea.

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IAC-15-B3.9- YPVF.2 Page 10 of 11

Implications

Some of the more severe problems with virtual reality

sickness has little to do with the induced sickness at all.

In 1987, Crowley showed that sickness among pilots in

flight simulators reduced the efficacy of training

through distraction and the encouragement of adaptive

behaviours that are unfavourable for performance,

ground safety, and flight safety when pilots leave the

simulated training environment [26].

XV. SUMMARY

For centuries the distant red hue of Mars has

captured the imagination of humanity. Now mankind is

ready to embrace whatever lies beneath the rough

surface. Water rich asteroids harbour resources essential

for the extension and betterment of humanity. VISR is

an innovative tool in suite of exploration techniques and

devices designed to explore the Martian environment

and beyond. To preserve and disseminate this valuable

knowledge, a virtual space is being forged which will

facilitate the development and utilization of these

unique competencies. VISR offers an ideal

manifestation for this intelligent data repository. The

system allows astronauts to collaborate with scientists

and engineers around the world in a seamless and better

than reality space. Altering the simulation to reflect

changes in gravity fields allows the explorer to interact

with their environment and mission hardware in a high

fidelity simulation. The environment is based on the

extensive SYSML terrain database at JPL and an

advanced behavioural workspace with responsive

connectivity capable of high fidelity simulation and test

capabilities. Visual, intuitive and synchronized, VISR

will become an essential tool for the future of

exploration on Mars and beyond.

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