Abstract-This paper presents a driving simulation which aim is twofold: (i) investigate the possibility to reduce motion clearance in order to achieve compact and low cost driving simulators, and (ii) evaluate multimodal and immersive virtual reality motion restitution in platooning driving. The choice has been made for a driving simulator having at least two degrees of freedom. These consist of the longitudinal displacement and seat rotations. The simulator is also equipped with force feedback steering wheel for virtual drive assistance. These components are gathered on a serial kinematics type platform in order to facilitate control scheme, and avoid the architecture complexity. A comparative study was made to devise a motion cueing strategy, taking into account both psychophysical and technological constraints. Experimentations were carried out for several cases combinations of longitudinal displacement and seat rotations.
Abstract-This paper deals with motion control problem for a 2 DOF small driving simulator. The main idea is to test and compare performances of different Washout Algorithms applied to such platform category. The experimentations allow us to have the best compromise between quality of the perception (sensation), implementation complexity and platform architecture.Implementation of different Washout Algorithms (optimal, adaptive and classical one) will be discussed. Only the longitudinal restitution will be studied. The results show that there is not significant differences between these approaches using with platform type. The lack of pitch DOF in our simulator does not allow a restitution of the sustained acceleration and no coordination between longitudinal and pitch channels may be done.
This paper deals with motion control problem for a 2 DOF small driving simulator. The main idea is to test and compare performances of different Washout algorithms applied to such platform category. The experimentations allow us to have the best compromise between quality of the human perception, implementation complexity and platform architecture type.Implementation of different Washout algorithms (optimal, adaptive and classical one) are discussed. For an objective comparison, the classic algorithm was synthetized so as to take into account the human perception thresholds and the platform workspace limitations. A modelling of a second DOF (seat tilting) is given and simulated to show the inertial effect of the seat movement. Finally, phsycophysics study, experimental results and conclusion are given.
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