Computer Graphics World

July / August 2017

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24 cgw j u ly . a u g u s t 2 0 1 7 directly inside the 3D-printed models using the Steamworks hardware development kit. "Producing these 3D replicas is very inex- pensive and quick. Once it is inside the VR environment, it costs about $300 to make. This allows us to carry out tests without the use of 'space hardware' or 'engineering replicas' that are expensive, in short supply, and incur the risk of being damaged during testing. If we damage one of our hybrid- reality tools, we could have another one fabricated in a day," says Noyes. HYBRID-REALITY ADVANTAGES As Noyes explains, within a pure VR environment, users learn how to use a tool but develop no muscle memory from using it. "We want them to use the tools without looking at their hands. We want it to become second nature," he adds. "Using gloves or exoskeletons to simulate that sense of touch is making significant prog- ress, but is just not there yet with current technology. So one of the best ways to do this is through 3D printing the objects." Moreover, the 3D printing produces a lightweight object, ideal for mimicking the altered weight of the object in space. A 10-pound object on Earth would weigh 3.75 pounds on Mars. While a physical object cannot be made weightless for training, what it can do is fatigue the user's arm over a certain period. "And that is important with hybrid reality," says Noyes. In addition to the virtual replica of the ISS, there is also an external physical mock- up with handrails that align with the CG handrails within the virtual environment, for learning to maneuver around the outside and inside of the space station. Also, there are some situations that are difficult to simulate on Earth. For instance, fire behaves differently in space, but within a virtual setting, the lab can reproduce the effects more accurately. By adding a physical element, astronauts can learn to feel their way while navigating to an exit. "Hybrid reality is the only way to accom- plish certain types of training like that," Noyes says. Another important advantage to using a hybrid-reality environment is the increased sense of presence. "In the future when we teach astronauts how to perform tasks in space, we just don't want to give them an idea of the gener- al layout of the environment; we want to make them feel like they are actually in that environment, the goal being to produce a strong fight or flight response in the event of a life-threatening situation. By elevating their stress response, we can better approximate how they will react in that environment. And the environments we created would allow us to meet many training goals. The more realistic your training feels, the faster you can respond in critical, real-world situations, which ultimately can save your life." Practicing what seems like mundane tasks, such as planning routes for un- loading cargo, can be very time intensive and expensive. "Astronauts' time is very valuable, so anything that can reduce learning effects prior to launch is going to save a lot of time while they are in orbit," Noyes notes. So while many gamers out there are using Unreal Engine and other tools for out-of- this-world experiences, for those at NASA, the implementation goes far beyond fun and games, giving new meaning to the term "mission critical." Karen Moltenbrey is the chief editor of CGW. NASA'S HYPER-REALITY ENVIRONMENT TRANSPORTS USERS TO A VR REPLICA OF THE ISS.

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