71 research outputs found
Designing the STS-134 Re-Rendezvous: A Preparation for Future Crewed Rendezvous Missions
In preparation to provide the capability for the Orion spacecraft, also known as the Multi-Purpose Crew Vehicle (MPCV), to rendezvous with the International Space Station (ISS) and future spacecraft, a new suite of relative navigation sensors are in development and were tested on one of the final Space Shuttle missions to ISS. The National Aeronautics and Space Administration (NASA) commissioned a flight test of prototypes of the Orion relative navigation sensors on STS-134, in order to test their performance in the space environment during the nominal rendezvous and docking, as well as a re-rendezvous dedicated to testing the prototype sensors following the undocking of the Space Shuttle orbiter at the end of the mission. Unlike the rendezvous and docking at the beginning of the mission, the re-rendezvous profile replicates the newly designed Orion coelliptic approach trajectory, something never before attempted with the shuttle orbiter. Therefore, there were a number of new parameters that needed to be conceived of, designed, and tested for this rerendezvous to make the flight test successful. Additionally, all of this work had to be integrated with the normal operations of the ISS and shuttle and had to conform to the constraints of the mission and vehicles. The result of this work is a separation and rerendezvous trajectory design that would not only prove the design of the relative navigation sensors for the Orion vehicle, but also would serve as a proof of concept for the Orion rendezvous trajectory itself. This document presents the analysis and decision making process involved in attaining the final STS-134 re-rendezvous design
STS-134 Re-Rendezvous Design History
In preparation to provide the capability for the Orion spacecraft to rendezvous with the International Space Station (ISS), a new suite of relative navigation sensors are in development and will be tested on one of the final Space Shuttle missions to ISS. The National Aeronautics and Space Administration (NASA) commissioned a flight test of prototypes of the instruments on STS-134, in order to test their performance in the space environment during the nominal rendezvous and docking, as well as a re-rendezvous dedicated to testing the prototype sensors following the undocking of the Space Shuttle Orbiter at the end of the mission. Unlike the initial rendezvous and docking, the re-rendezvous profile would replicate the newly designed Orion coelliptic approach trajectory, something never before attempted with the Shuttle Orbiter. Therefore, there were a number of new parameters that needed to be conceived of, designed, and tested for this re-rendezvous to make the flight test successful. And all of this work had to be integrated with the normal operations of the ISS and Shuttle and had to conform to the constraints of the mission and vehicles. The result of this work is a separation and re-rendezvous trajectory design that will prove not only the design of the relative navigation sensors for the Orion vehicle, but also will serve as a proof of concept for the Orion rendezvous trajectory itself. This document presents the analysis and decision making process involved in attaining the final STS-134 re-rendezvous design
Levelt’s laws do not predict perception when luminance- and contrast-modulated stimuli compete during binocular rivalry
Incompatible patterns viewed by each of the two eyes can provoke binocular rivalry, a competition of perception. Levelt’s first law predicts that a highly visible stimulus will predominate over a less visible stimulus during binocular rivalry. In a behavioural study, we made a counterintuitive observation: low visibility patterns can predominate over high visibility patterns. Our results show that none of Levelt’s binocular rivalry laws hold when luminance-modulated (LM) patterns compete with contrast-modulated (CM) patterns. We discuss visual saliency, asymmetric feedback, and a combination of both as potential mechanisms to explain the CM versus LM findings. Competing orthogonal LM stimuli do follow Levelt’s laws, whereas only the first two laws hold for competing CM stimuli. The current results provide strong psychophysical evidence for the existence of separate processing stages for LM and CM stimuli
Perceptual Rivalry: Reflexes Reveal the Gradual Nature of Visual Awareness
Rivalry is a common tool to probe visual awareness: a constant physical stimulus evokes multiple, distinct perceptual interpretations (“percepts”) that alternate over time. Percepts are typically described as mutually exclusive, suggesting that a discrete (all-or-none) process underlies changes in visual awareness. Here we follow two strategies to address whether rivalry is an all-or-none process: first, we introduce two reflexes as objective measures of rivalry, pupil dilation and optokinetic nystagmus (OKN); second, we use a continuous input device (analog joystick) to allow observers a gradual subjective report. We find that the “reflexes” reflect the percept rather than the physical stimulus. Both reflexes show a gradual dependence on the time relative to perceptual transitions. Similarly, observers' joystick deflections, which are highly correlated with the reflex measures, indicate gradual transitions. Physically simulating wave-like transitions between percepts suggest piece-meal rivalry (i.e., different regions of space belonging to distinct percepts) as one possible explanation for the gradual transitions. Furthermore, the reflexes show that dominance durations depend on whether or not the percept is actively reported. In addition, reflexes respond to transitions with shorter latencies than the subjective report and show an abundance of short dominance durations. This failure to report fast changes in dominance may result from limited access of introspection to rivalry dynamics. In sum, reflexes reveal that rivalry is a gradual process, rivalry's dynamics is modulated by the required action (response mode), and that rapid transitions in perceptual dominance can slip away from awareness
Pre-concentration and separation of thorium, uranium, plutonium and americium in human soft tissues by extraction chromatography
Preconcentration of plutonium and americium using the Actinide-CUTM Resin for human tissue analysis
Use of combined alpha-spectrometry and fission track analysis for the determination of240Pu/239Pu ratios in human tissue
The Prison as Playground: Global Scripts and Heterotopic Vertigo in Prison Escape
Located in the disused penitentiary in Breda, the Netherlands, the real life game Prison Escape offers a playground through which players can get close to incarceration without actually being locked up. The power of the space as a former penitentiary, the imagination of the players, and the script of the game all rub against each other to create what I call heterotopic vertigo. This experience of the simultaneity of layers of meaning at work in the space pushes to the fore one’s own position as player in connecting heterotopias of deviation, exotic heterotopias of the imaginary prison and the temporarily transgressive heterotopia of play. In order to analyse how this works in Prison Escape, I will focus on the mugshots made of players during the game and on my own experience of the interactive game script. I argue that the heterotopic vertigo caused a “bleed” from the game world to my own that triggered awareness of the erasing work done by my own phantasmagoric interpretations of globalised and stereotypical imaginaries surrounding the prison. In this way, heterotopic vertigo’s sensations of estrangement productively break down the naturalised conception of the prison as an outside to society
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