517 research outputs found

    Evaluation of a new body-sideslip-based driving simulator motion cueing algorithm

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    This paper describes a new motion cueing algorithm for motion-based driving simulators. The algorithm uses the simulated vehicle’s body sideslip angle as the demand for the motion platform’s yaw degree of freedom. The current state of the art for motion cueing algorithms involves some form of filter or controller that limits the bandwidth of the vehicle motion before using this as the motion platform demand; the algorithm is tuned such that the platform does not exceed its limits. However, this means that information about the vehicle state that is contained within the motion is removed indiscriminately. Since the body sideslip angle will fit within the platform yaw limit under normal conditions, it does not need to be filtered beforehand, and thus no information must be removed. The implementation of the body-sideslip-based algorithm is described, as is a set of tests using human participants wherein the body sideslip algorithm was compared against the three most popular existing algorithms (namely the classical, adaptive and linear quadratic regulator algorithms) for normal road driving. The results of these tests indicate that the body sideslip algorithm performs as well as, or marginally better than, the other algorithms; future work will test the algorithm under limit handling conditions, to see whether the approach of preserving vehicle state information improves the simulator driver’s perception

    Central Nervous System (CNS) Based Motion Control

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    Motion simulators are widely used in several applications ranging from research to commercial training and entertainment in order to replicate real movement situation. These motions can be sensed by human perception organ called Central Nervous System (CNS). This research presents a novel control algorithm called Central Nervous System (CNS) based control that aims to create realistic perception of vehicle simulation. CNS-based motion control was evaluated by computer simulation to classical, adaptive and optimal washout filter. In addition, comparisons of human motion perception are performed on Force Dynamics 301 simulator for longitudinal acceleration driving test of all four washout filters. The subjects were seated in the simulator. Their motion perceptions were measured through vestibulo-ocular reflex (VOR) using EyeSeeCam vHit camera and compared to the estimated VOR from CNS model. The results revealed that CNS-based motion control can crucially reduce the workspace and provide realistic motion sensation.   &nbsp

    Investigation of vibration’s effect on driver in optimal motion cueing algorithm

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    The increased sensation error between the surroundings and the driver is a major problem in driving simulators, resulting in unrealistic motion cues. Intelligent control schemes have to be developed to provide realistic motion cues to the driver. The driver’s body model incorporates the effects of vibrations on the driver’s health, comfort, perception, and motion sickness, and most of the current research on motion cueing has not considered these factors. This article proposes a novel optimal motion cueing algorithm that utilizes the driver’s body model in conjunction with the driver’s perception model to minimize the sensation error. Moreover, this article employs H1 control in place of the linear quadratic regulator to optimize the quadratic cost function of sensation error. As compared to state of the art, we achieve decreased sensation error in terms of small root-mean-square difference (70%, 61%, and 84% decrease in case of longitudinal acceleration, lateral acceleration, and yaw velocity, respectively) and improved coefficient of cross-correlation (3% and 1% increase in case of longitudinal and lateral acceleration, respectively)

    Interval Type 2 Fuzzy Adaptive Motion Drive Algorithm Design

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    Motion drive algorithms are a set of filters designed to simulate realistic motion and are an integral part of contemporary vehicle simulators. This paper presents the design of a novel intelligent interval type 2 fuzzy adaptive motion drive algorithm for an off-road uphill vehicle simulator. The off-road, uphill vehicle simulator is used to train and assess the driver’s behavior under varying operational and environmental conditions in mountainous terrain. The proposed algorithm is the first of its kind to be proposed for off-road uphill vehicle simulators, and it offers numerous benefits over other motion drive algorithms. The proposed algorithm enables the simulator to adapt to changes in the uphill road surface, vehicle weight distribution, and other factors that influence off-road driving in mountainous terrain. The proposed algorithm simulates driving on hilly terrain more realistically than existing algorithms, allowing drivers to learn and practice in a safe and controlled environment. Additionally, the proposed algorithm overcomes limitations present in existing algorithms. The performance of the proposed algorithm is evaluated via test drives and compared to the performance of the conventional motion drive algorithm. The results demonstrate that the proposed algorithm is more effective than the conventional motion drive algorithm for the ground vehicle simulator. The pitch and roll responses demonstrate that the proposed algorithm has enabled the driver to experience abrupt changes in terrain while maintaining the driver’s safety. The surge response demonstrated that the proposed MDA handled the acceleration and deceleration of the vehicle very effectively. In addition, the results demonstrated that the proposed algorithm resulted in a smoother drive, prevented false motion cues, and offered a more immersive and realistic driving experience.publishedVersio

    Research and Development on Noise, Vibration, and Harshness of Road Vehicles Using Driving Simulators - A Review

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    Noise, vibration, and harshness (NVH) is a key aspect in the vehicle development. Reducing noise and vibration to create a comfortable environment is one of the main objectives in vehicle design. In the literature, many theoretical and experimental methods have been presented for improving the NVH performances of vehicles. However, in the great majority of situations, physical prototypes are still required as NVH is highly dependent on subjective human perception and a pure computational approach often does not suffice. In this article, driving simulators are discussed as a tool to reduce the need of physical prototypes allowing a reduction in development time while providing a deep understanding of vehicle NVH characteristics. The present article provides a review of the current development of driving simulator focused on problems, challenges, and solutions for NVH applications. Starting from the definition of the human response to noise and vibration, this article describes the different driving simulator technologies to tackle all the involved perception aspects. The different available technologies are discussed and compared as to provide design engineers with a complete picture of the current possibilities and future trends

    Motion Generation and Planning System for a Virtual Reality Motion Simulator: Development, Integration, and Analysis

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    In the past five years, the advent of virtual reality devices has significantly influenced research in the field of immersion in a virtual world. In addition to the visual input, the motion cues play a vital role in the sense of presence and the factor of engagement in a virtual environment. This thesis aims to develop a motion generation and planning system for the SP7 motion simulator. SP7 is a parallel robotic manipulator in a 6RSS-R configuration. The motion generation system must be able to produce accurate motion data that matches the visual and audio signals. In this research, two different system workflows have been developed, the first for creating custom visual, audio, and motion cues, while the second for extracting the required motion data from an existing game or simulation. Motion data from the motion generation system are not bounded, while motion simulator movements are limited. The motion planning system commonly known as the motion cueing algorithm is used to create an effective illusion within the limited capabilities of the motion platform. Appropriate and effective motion cues could be achieved by a proper understanding of the perception of human motion, in particular the functioning of the vestibular system. A classical motion cueing has been developed using the model of the semi-circular canal and otoliths. A procedural implementation of the motion cueing algorithm has been described in this thesis. We have integrated all components together to make this robotic mechanism into a VR motion simulator. In general, the performance of the motion simulator is measured by the quality of the motion perceived on the platform by the user. As a result, a novel methodology for the systematic subjective evaluation of the SP7 with a pool of juries was developed to check the quality of motion perception. Based on the results of the evaluation, key issues related to the current configuration of the SP7 have been identified. Minor issues were rectified on the flow, so they were not extensively reported in this thesis. Two major issues have been addressed extensively, namely the parameter tuning of the motion cueing algorithm and the motion compensation of the visual signal in virtual reality devices. The first issue was resolved by developing a tuning strategy with an abstraction layer concept derived from the outcome of the novel technique for the objective assessment of the motion cueing algorithm. The origin of the second problem was found to be a calibration problem of the Vive lighthouse tracking system. So, a thorough experimental study was performed to obtain the optimal calibrated environment. This was achieved by benchmarking the dynamic position tracking performance of the Vive lighthouse tracking system using an industrial serial robot as a ground truth system. With the resolution of the identified issues, a general-purpose virtual reality motion simulator has been developed that is capable of creating custom visual, audio, and motion cues and of executing motion planning for a robotic manipulator with a human motion perception constraint

    Development of a real-time Motion Cueing Algorithm based on Nonlinear Model Predictive Control techniques

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    The goal of this work is to develop a Motion Cueing Algorithm based on Model Predictive Control, which generate a trajectory that minimize a cost function, while not exceeding the simulator limits, exploiting the prediction of the future linear accelerations and angular velocities on the driver's head. In the last part of this thesis a proof of how the prediction window length affect the algorithm performances is given.openEmbargo temporaneo per motivi di segretezza e/o di proprietà dei risultati e/o informazioni sensibil

    Motion Cueing Algorithm Development: Piloted Performance Testing of the Cueing Algorithms

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    The relative effectiveness in simulating aircraft maneuvers with both current and newly developed motion cueing algorithms was assessed with an eleven-subject piloted performance evaluation conducted on the NASA Langley Visual Motion Simulator (VMS). In addition to the current NASA adaptive algorithm, two new cueing algorithms were evaluated: the optimal algorithm and the nonlinear algorithm. The test maneuvers included a straight-in approach with a rotating wind vector, an offset approach with severe turbulence and an on/off lateral gust that occurs as the aircraft approaches the runway threshold, and a takeoff both with and without engine failure after liftoff. The maneuvers were executed with each cueing algorithm with added visual display delay conditions ranging from zero to 200 msec. Two methods, the quasi-objective NASA Task Load Index (TLX), and power spectral density analysis of pilot control, were used to assess pilot workload. Piloted performance parameters for the approach maneuvers, the vertical velocity upon touchdown and the runway touchdown position, were also analyzed but did not show any noticeable difference among the cueing algorithms. TLX analysis reveals, in most cases, less workload and variation among pilots with the nonlinear algorithm. Control input analysis shows pilot-induced oscillations on a straight-in approach were less prevalent compared to the optimal algorithm. The augmented turbulence cues increased workload on an offset approach that the pilots deemed more realistic compared to the NASA adaptive algorithm. The takeoff with engine failure showed the least roll activity for the nonlinear algorithm, with the least rudder pedal activity for the optimal algorithm

    Motion Cueing Algorithm Development: New Motion Cueing Program Implementation and Tuning

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    A computer program has been developed for the purpose of driving the NASA Langley Research Center Visual Motion Simulator (VMS). This program includes two new motion cueing algorithms, the optimal algorithm and the nonlinear algorithm. A general description of the program is given along with a description and flowcharts for each cueing algorithm, and also descriptions and flowcharts for subroutines used with the algorithms. Common block variable listings and a program listing are also provided. The new cueing algorithms have a nonlinear gain algorithm implemented that scales each aircraft degree-of-freedom input with a third-order polynomial. A description of the nonlinear gain algorithm is given along with past tuning experience and procedures for tuning the gain coefficient sets for each degree-of-freedom to produce the desired piloted performance. This algorithm tuning will be needed when the nonlinear motion cueing algorithm is implemented on a new motion system in the Cockpit Motion Facility (CMF) at the NASA Langley Research Center
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