Kennedy Space Center Modeling and Simulation

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CfLCD – Center for Life Cycle Design Kennedy Space Center Modeling and Simulation How We Play Nice Across Time and Space Mike Conroy [email protected]

description

Kennedy Space Center Modeling and Simulation. How We Play Nice Across Time and Space Mike Conroy [email protected]. What Do We Play?. The Game is: Multi-Decade, Massive, Complex System Conception, Design, Development and Operations Targeted towards a hostile and unforgiving environment - PowerPoint PPT Presentation

Transcript of Kennedy Space Center Modeling and Simulation

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Kennedy Space Center Modeling and Simulation

How We Play Nice Across Time and Space

Mike [email protected]

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nWhat Do We Play?

• The Game is:– Multi-Decade, Massive, Complex System Conception, Design,

Development and Operations– Targeted towards a hostile and unforgiving environment– With a gifted, diverse and distributed group of friends

• Some of which are not our traditional friends– With the goal of getting as far off the planet as possible

• The Rules are:– Physics / Teams / Process / Science / Story– Time / Distance / Culture / Goals

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nWho Plays, What They Do

• Players:– Government

• Needs – Large, Complex, Multi-Decadal Systems

– Industry• Design – A lot of simulation based cooperation• Development – A lot of simulation based cooperation• Manufacturing – We have not done well here to date

– Academia• Research – Create Trans-Domain Design and Development Processes• Education – Create Trans-Domain People• Exemplar – Demonstrate the New Paradigm(s)

• The Overall Goal is better and more sustainable systems

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Things We Do

• We Model– We represent the thing we want to study– With as much detail as is necessary for that study

• We Simulate– We represent behavior of the thing(s) we want to study– With as much detail as is necessary for that study

• We Decide– We look at the things, and how they behave– We determine the next step(s) – We communicate the results with as much detail as necessary

• To a wider and wider community of interest and influence.

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GOALS! OR, THINGS WE ALL WANT!

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Things We Want

We All Want:1. System Knowledge

Sooner

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Things We Want

We All Want:1. System Knowledge

Sooner2. Design Flexibility

Preserved

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Things We Want

We All Want:1. System Knowledge

Sooner2. Design Flexibility

Preserved3. Resource Commitments

Delayed

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Simulation Based Designs

Pre A B C D EA

Simulation Helps

Simulation Based Concepts

Simulation Based Products

Sustainable Systems

NASA / INCOSE System Engineering Phases

And, along the way we create artifacts that we can share, that increase understanding and allow us to access additional expertise

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Multi-Decadal & Interdependent is Hard

Time (50 years)Us Our

KidsOur

Grandkids

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We Have Done Complex and Integrated

Distributed HLA Simulations

With the data put into a Game

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We Have Done Rapid

Habitat Demonstration Unit• Vision

– Develop, integrate, test, and evaluate a Habitation prototype to better understand mission architectures, requirements and operational concepts

• Timeline– Project Kick-off: June 2009– Shell: October 2009 – April 2010– Systems Integration: April – August 2010

• 10 Month Build, 4 Month Integration – Field Test at Desert RATS September 2010

• Participation- Jointly managed and built across 3 Time Zones

with subsystems from 7 Centers- Teams brought what they had available for

outfitting

Lunar Reference Concept (PEM)

HDU Concept

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Concept Realization (15 Months to Field)

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Concurrent Design Lessons

• CAD integration rapidly grew to system simulation, then concurrent development– Concepts were matured in design sessions

• Concept developed, “model” updated, package base lined • Design completed, “model” updated, systems built• Multiple Centers, Teams, Projects, Time Zones and Budgets

• Success not just because of Simulation– Leadership prioritized decisions such that time critical elements

were decided on first, even if only allocations– Simulation Screen Shots became a key communication path

• Timely, Enhanced Understanding, Converged Ideas

• Was this supplier based design?

DesignDevelopment

Concept

Done

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We Share Information & More People Play

From:

To:

To:

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nAnd, More Than People Play

• The Game is a Spring Board into Human and Machine Cooperation and Discovery– Game Engines allow Humans and Intelligent Agents to share a

common space and time– A link from this shared space and time to advanced analysis tools

allows humans to collaborate with increasingly sophisticated information and agents

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nOpportunities

• Game Development• Intelligent Agents• Design Processes• Design Automation• Interface Standards• Machine Cognition• Human Cognition• Information Lifecycles• Centennial Data / Information

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Thank you

[email protected]