Computers and Maths in Space - Coding the Final Frontier

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Computers and Maths in Space - Coding the Final Frontier Every space mission starts as a mathematical model, a way to mimic with maths the sorts of things that are likely to happen on the journey. Fly pasts of probes to Pluto or other planets, or driving a robotic rover on a distant planet surface, involves complex computer codes that calculate things like how the speed and direction of a probe change as it passes by the sun, or the gravity well of other celestial bodies, or how a rover should react if its wheel hits a rock. Because it takes too long for us to communicate with the probes and rovers to be able to drive them completely direct from the Earth, the artificial intelligence on board that often decides where to point the cameras, to fire the rockets or drive the rover is mathematic too. Human space flight also needs computers and maths, to be able to calculate where the rocket should fly to, how it should orbit, how it can miss space debris such as broken bits of old satellites, and how to dock safely with the ISS at the right time and place. Getting home is mathematics too, calculating the course to the landing sites, the angle through the atmosphere so as not to burn up the reentry capsule, when to deploy the parachutes and fire the retro rockets, and finally the search patterns used to cover the possible landing areas to ensure the crew are picked up quickly when they hit the ground. SUMMARY AND DESCRIPTION Mathematics plays a vital part in space flight, it gives us a way both to predict what should happen in the future and also ways to measure what s actually happening in the present, and adapt to it. In this lesson we look at a few places where maths helps in space flight. The maths is made simple here (it s far, far more complicated in reality), but the fun exercises will help students explore basic ideas and get a feel for the significance of maths in space. The lesson is structured in four main activity sections Maths tools - covers basic maths ideas in accelerometers and GPS Getting up a maths activity related to docking at the ISS Getting down a maths activity related to re-entry of the capsule Each activity uses simple maths ideas and hands on calculations but set in an engaging context of space exploration.

STATE OF THE ART RESEARCH The maths for both understanding the current problems, but also finding better ways to predict what might happen in the future with new ideas, is crucial to space exploration. All of these important current space events, movements of planets and moons, how they affect other space objects, planning flight paths, recording and tracking movements of space debris and many more are simulated first by loads of combined mathematical equations, using real experimental data, and run on super-fast computers as efficiently as possible. The mission planner should, even before the first rocket engine fires, have a good idea how the whole mission should go. Rocket motor design, capsule design, spacesuit design, rover design, satellite design, properties of new materials used in space flights, all of these are also created and tested on a computer before they are actually built as it makes things safer and cheaper. It s been said that today mathematics and computer programming are the most important things to get right in space missions. In fact you can buy the parts needed to build a space rocket on the Internet, but it s the computer software used to control it that makes the mission work! LEARNING OBJECTIVES Students will learn about the importance of maths in space exploration Students will undertake simple fun exercises, including a space related mathematical magic trick, which will set the calculations and mathematical principles in a wider context of actual issues in space flight Students will learn about generic maths techniques used in space specifically accelerometers and GPS Students will learn about mission phases in actual space flight, and the broader contexts of the politics of space and the importance of mathematics and computing in current research work on new methods to reach orbit cheaply and safely. 2 INVESTIGATIVE ACTIVITIES 1. Maths tools Am I moving? Where am I? How do you know if you re moving in space? There is no wind in your hair, or trees that pass you by, so how is it done? You have probably experienced the solution for yourself, if you have had to stand on a bus. When the bus starts off or comes to a stop you feel thrown around, and when it s running smoothly through the traffics, you re fine. The feeling of someone invisible pushing you when the bus starts and stops is due to forces caused by you and the bus undertaking acceleration, changes in speed, and when you are smoothly in the traffic, the speed is the same so there are no forces at play. An accelerometer works like this - it contains a small lump, normally metal, called the proof mass, and a device that changes the movement of this lump into an electronic signal is it moves. These handy motion-detecting devices are really accurate and can detect movements of the proof mass that are tiny, but important. Often they work by having the proof mass up against a slab of a piezoelectric materials, this is normally a crystal that, if its shape gets squeezed or pulled, generates an electrical signal. Clever electronics applied to the

signal can make it that doubling the acceleration doubles the signal. Below is a table for one such device, can you fill in the missing values? Acceleration Electronic signal 10 m/s 0.5 mv 20 m/s 1.0 mv 40 m/s? mv. What would the signal be for 0.5m/s? The accelerometer gives a signal of 1.5 mv, what s the acceleration? Solution Acceleration Electronic signal 10 m/s 0.5 mv 20 m/s 1.0 mv 40 m/s 2.0 mv What would the signal be for 0.5m/s? Answer - half of 10m/s signal ie 0.5x0.5 = o.25 mv The accelerometer gives a signal of 1.5 mv, what s the acceleration? Answer 30 m/s Teachers notes: This is an exercise in simple proportion as the accelerometer here is what we call linear e.g. twice the acceleration twice the signal. Students should also use correct units to answer, not just a number so millivolts or meters per second. You can use related examples to teach proportion but in a space context. Note also most real accelerometers are NOT linear; the signals have to be converted by a computer programme to recover the correct values. 2. Where am I? The power of GPS Satnav today is everywhere, but it works because there are a series of Global Positioning System (GPS) satellites in earth orbit that know exactly where they are at any time, in any weather, and can let the GPS device on earth have that information to calculate its own position. The satellite system that controls satnav relies on US military satellites, the US military make the data available, but there is a catch - in case of war they will deliberately introduce errors into the signal to confuse the enemy. How GPS works The GPS satellites carry very stable atomic clocks that are synchronized to each other and to clocks on the ground. It s this timing signal that GPS receivers on the ground pick up normally, combining the signal from four GPS satellites. From this information its possible, using some complicated maths that uses the time differences, to know exactly where you are as the time of flight of the satellite signals to the ground device can be calculated and, because the speed of the radio signals is the constant speed of light (c = speed of light 3 x 10 8 m/s), this time difference can be converted into actual geographical distances as we know the basic equation speed = distance/time (note the real GPS calculations need to consider corrections due to Einstein s theory of relativity, but let s ignore that for the time being!) 3

Find your way round a simple exercise In this exercise we make use of a simpler but related idea, how to find where you are if you know the distance from a set of other known positions (the GPS satellites). Imagine you first pick up a signal from one GPS satellite. The time taken for the signal to get to you from the satellite is in fact a measure of distance between you and the satellite. Why? Well the speed of the radio is always the same, it s the speed of light C, and as S=D/T means that SxT=D and as Speed S is always C, so T is in this case proportion to distance D with constant of proportionality C, ie TxC=D. Stage 1 - one is no fun You know you could be anywhere on the circle, the radius of which is the distance from the satellite S1, transmitting its radio signal from orbit down to Earth. You just know the distance not the position, this is sort of useful but won t find exactly where you are. We need to solve this problem, and the way to do it is to find and combine more sources of data, enough to unravel the problem of proper position exactly. Stage 2 - two is still too few Along with the signal from S1 you now usefully pick up the signal from another GPS satellite S2. The signal from S2 tells you how far you are from that S2 satellite, but again you could be anywhere on the circle with the radius that distance describes. But you also know how far you are from S1, so things are better, you can calculate where the two distances (circles) overlap, But this will still not be enough to be absolutely sure where you are, as the diagram shows that there are normally two points where the circles intersect. You need a bit more. 4 Stage 3 - three, yipee! Finally you pick up the signal for GPS satellite S3, which again will tell you were on a third circle with the radius fixed by the signal from S3. You can then calculate the point where the three signal circles from S1, S2 and S3 overlap, and that position will be unique, and will tell you exactly where you are. Job done. This clever geometrical technique is called triangulation, as it involves combining three separate measurements. In full GPS positioning, calculations normally use more than 3 signals combined mathematically to ensure an even more accurate location. Figures from http://www.cloudetal.com/triangulation-fun-time-with-maths

Teachers Notes - Human Context and Space politics Because accurate navigation has become so important these days other systems in addition to GPS are in use or under development. The Russian Global Navigation Satellite System (GLONASS) was developed at the same time as GPS. There are also the planned European Union Galileo positioning system, India's Indian Regional Navigation Satellite System, China's BeiDou Navigation Satellite System, and the Japanese Quasi-Zenith Satellite System. 3. Getting up the magic of Lost in Space! Finding your way round in space is a challenge, and it s also filled with debris from old rocket motors to meteors. But being in space can be magical too, and with that in mind this exercise is in the form of a mysterious lost (and found) in space magic trick, the solution to which uncovers some fundamental mathematics needed in space flight. The Trick You present to your spectator a gridded space map showing a scattering of space debris, satellites, old rocket motors, bits of rock, wherever you fancy drawing, with the word 'Launch' on a central square. Place a counter on the start to represent their space craft, a penny will do. Explain to the spectator that they are about to take a random exploration around the space map to see where they will end up. Exploring the space map Show there is more than one direction by giving them a stack of cards with a variety of directions on them (North, South East, West etc.). Cut the pack a few times and then ask the spectator to cut the cards anywhere so they can start with a completely random first move. Let them take the top card and move the counter in the direction given, for example one grid step north. Mention it would have been impossible to predict what that first step would be. Deal them eight more cards from the top and have them mix them up these cards to provide a random flight path. One by one they pick a direction card at random from their mixed set that leads to the counter, their spacecraft, moving in a random path around the map. Landing site? Once they have finished using all their cards take off the counter and stab a pencil through the final square they landed on, this is where their flight has ended up. Hold the pencil with the map skewered on it and show them the map from the other side, all empty space apart from a picture of the International space station at one position, and the pencil has skewered this position exactly. They have wandered around lost in space, but have somehow finally found the only safe place to dock. Magic or Mathematics what do you think? 5

The Method Step 1 - Making the map. Once you know the secret you can create your own custom space maps, but here we give a simple example. On your gridded space map, drawn on squared paper, first draw a compass with NSEW on it so everyone knows which way is which. Choose a start square somewhere near the middle, then find the square that is 1 square south and 3 squares east of the start. This location is where you should draw your space station on the opposite side of the paper. Step 2 You next create the mathematical process that moves the magic - write a set of cards with compass directions on them. The stack of cards should be a multiple of 9. The cards should cycle through this set of 9 however many times you like: E. E. N. NE. SE. W. S. W. SE. The trick is now entirely self-working! The first useful fact is that cutting the deck will not change which cards are in each counted off stack of 9. The second and most important mathematical fact is that vector addition is commutative. What does this mean? Vectors are just a mathematical way to represent movement; they have a start point an end point and a direction. Going my way with vectors Here vectors are described by the cards, e.g. move 1 square east, so the distance and direction is given, but more often they are described in other ways, for example (3,5) (in this example it means the vector instruction is to move 3 units in the x (horizontal direction), and 5 in the y (vertical direction). Commutative is just a mathematical way to say it doesn t matter what order the vectors are combined in, they all add up to get you to the same place. It s like normal addition where 4+2 =2+4, the order doesn t matter. Addition commutes! So for the example set of directions we used here- E. E. N. NE. SE. W. S. W. SE. These vectors combine to give a resulting vector displacement of 1 square south and 3 squares east of the start, as required to locate the position of the space station drawing on the back, and the mathematical principle of commutativity means it doesn't matter what order these 9 instructions are taken in, so long as all 9 are used. You can of course create an alternative set of cards and a different end point space station location to experiment with this useful mathematical property yourself Mathematical Truth tables and mathematical proofs often require that a substitution is made and that substitution is only possible because the things commute, so it s a useful mathematical trick Teachers note This original trick was created by Jason Davison. Jason is a maths teacher and professional magician and has been featured on the YouTube channel Numberphile and has filmed videos for the Manual of Mathematical Magic, and has worked on the Math Made Magic book and CS4FN magic activities. See the free maths teaching resources at- www.mathematicalmagic.com/ www.cs4fn.org/magic www.qmul.ac.uk/mathsmagic/ 6

4. Getting down stepping back to Earth Mathematical logic is the way we can show what needs to happen to make something else happen. As the Soyuz capsule returns to earth it has to activate various devices at specific heights above the ground to be able to land safely. Soyuz lands on the ground rather that the water, so it can be a bit bumpy. Below is an actual Soyuz TMA 13 return profile it shows what happens and when it should happen. UTC is Coordinated Universal Time (UTC) it s the basis for time today. This 24-hour time standard is kept using highly precise atomic clocks UTC Undock +/- Landing +/- Event Soyuz Loading Complete Communication Reconfig for Undock Comm Checks Soyuz Activation 21:00:00-03:31:30 Hatch Closure 00:29:00-00:02:30 ISS Control to Free Drift Mode 00:30:00-00:01:30 Command Undocking Sequence 00:31:30 00:00:00 Physical Separation 00:33:10 +00:01:40 LVLH Snap&Hold 00:34:30 +00:03:00 Range: 20 Meters; Sep. Burn #1 00:35:50 +00:04:20 Separation Burn #2 01:30:00 +00:58:30 ISS to USOS Control 02:39:00 +02:07:30 Sunrise at Landing Site 03:05:08 +02:33:38-0:53:25 Deorbit Burn Duration: 4:41, dv: 128.0m/s 03:09:49 +02:38:19-0:48:44 End Deorbit Burn (422.9km, 7.23km/s) 03:21:32 +02:50:02-0:37:01 Equator Crossing (413.3km) 03:31:00 +02:59:30-0:27:33 Entering Daylight 03:32:48 +03:01:18-0:25:45 Module Separation (139.8km, 7.58km/s) 03:35:33 +03:04:03-0:23:00 Entry Interface (102.0km, 7.62km/s) 03:37:17 +03:05:47-0:21:16 Entry Guidance enabled (79.9km, 7.63km/s) 03:42:15 +03:10:45-0:16:18 Peak G Load - 4.09G (34.0km, 2.28km/s) 03:44:16 +03:12:46-0:14:17 Parachute Opening Command (10.7km, 214m/s) 03:58:31 +03:27:01-0:00:02 Soft Landing Engine Ignition 03:58:33 +03:27:03 00:00:00 TOUCHDOWN 05:58 ~+05:27 ~+02:00 Crew departs Landing Site 7

From http://www.spaceflight101.com/soyuz-tma-13m-mission-updates.html Exercise Your task is to write a simple computer program in mathematical logic. First extract what you think are the most important parts for the on-board computer to process correctly. We do this by using conditional statements. You will have used these before while you were making decisions, but you may never have written them down. For example if someone knocks on the door then you open the door, we can write this mathematically as IF (Knock at door) THEN (open door) The condition here is that the door is only opened if there is a knock, and if there is a knock then you open the door, rather than take a bath. A list of these sorts of orders run one after the other are the basis of an algorithm, a mathematical recipe for performing a task, and the basis we use to write code in a computer program. As you select what you think are the most important elements you are doing something called abstraction - turning a complicated task into a much simpler one you can work on. So for example you may decide that your program needs to have IF (time = 03:44) THEN (deploy parachute) Once you have your program, say 5 steps, compare it with a friend, did they choose the same important elements? There are often many different ways to design a program, what s important is that when its run it manages to do the really important things in the right order at the right time. Teachers notes. There can be many possible solutions to this, what s is important is that the students are able to justify their choices and the order of the steps with respect to the actual real world re-entry schedule information, and that the IF THEN statements are clearly worded and concise as to what the condition and the outcome are. Notes on Soyuz landing, The capsule deploys parachutes in the same way as an American capsule, but as its landing on the ground it fires rockets just above the landing site to slow it down ever more. 8 Space flight mathematical futures Mathematics will play an even more critical role as new methods of getting to space develop. Space flight by standard rocket is expensive and wasteful. In a traditional rocket tons of fuel are packed into the rocket body,

so the rocket motors need to lift these fuel tanks as well as the rocket payload. Once the fuel is used up traditional rockets drop the used fuel tank, which is both expensive and needs to be done over the open sea to prevent accidents. A new generation of rockets are being developed which allow these empty fuel tanks to fly away under computer control and land safely back at the launch site to be reused, so massively reducing the cost and waste. There is research work in progress on using computer systems controlling ground based high power microwave generators and high-speed high accuracy phased arrays of tracking antennas, that could soon allow a new cheaper way to fly to space by doing away with fuel tanks almost entirely. Using a powerful set of microwave projectors on the ground it could be possible to beam this energy direct to a rocket where it can heat a small store of onboard propellant to provide the rocket motor thrust needed. The microwave system needs to track the rocket at high speed keeping the microwave link on target, switching it off momentarily should, say, a flock of birds pass by. This method could significantly reduce the cost of flight to low earth orbit, by allowing single stage to orbit, fully reusable space-planes to operate more like conventional planes than traditional chemical rockets. PROJECT PARTNERS Venture Thinking/UK Space Agency, Richard Garriott and QMUL Centre for Public Engagement 9