properties of driving simulators
safety
reproducibility
reduction of economic costs
reduction of time costs
use cases driving simulators
driver training
driver assessment
entertainment
research
classification driving simulator
static
dynamic
high-dynamic
high-fidelity
motion perception human body
acceleration sensed by mechanoreceptors
inner ears, skin, muscles
translational velocity is not sensed directly
only visual, vibrations, wind
acceleration perception has thresholds
tilting creates feeling of acceleration
Simulator adaption syndrome
motion sickness through simulated environment
difference between motion and perception
motion cueing elements
motion scaling
low-pass filter
extract low frequency accelerations, compute tilt angle
rate-limiter
limit rate of change of signal
washout filter
moves simulator back to origin below perception threshold
tilt coordination
visual scene
movement of driver seat
motion cueing algorithms
classical washout filter
adaptive washout filter
optimal motion cueing algorithm
combined with model predictive control
difference WMDS to SotA
larger area needed
WMDS is mobile, limitation is free space
cheaper
motion cue errors
false cues
scaling/missing cue
phase error
motion controls WMDS
hexapod
inverse kinematics
omnidirectional motion platform
platform kinematics
driving unit dynamics
tire force estimation
motor control
Last changeda year ago