TL;DR: In this paper, a haptic feedback steering wheel is implemented to enhance the drive immersion in the virtual world, and a 2DOF low cost motion platform allowing the restitution of the longitudinal and yaw movements.
Abstract: In order to be an effective tool for driver evaluation and education, driving simulators need to be better designed to reduce simulator sickness. In this paper, we expose platform design, description and the modeling aspects of a 2 DOF low cost motion platform allowing the restitution of the longitudinal and yaw movements. To enhance the drive immersion in the virtual world, a haptic feedback steering wheel will be implemented.
The whole system is considered as a two coupled systems and linked mechanically.
First conclusion and future works are established.
The use of driving simulators is increasingly widespread and adopted by various public and private institutions.
This work was supported by French National Agency of Research (ANR) in the Framework of VIGISIM Project.
In the rest of this paper the authors present the design, description and modeling aspects of the platform, followed by the experiments that were carried to characterize frequentially the motions.
II. CHOICES’ MOTIVATION OF THE PLATFORM ARCHITECTURE
The simulator structure and motions based choices are motivated by the necessary needs to have a sufficient perception while riding under financial constraint to make easy the duplication in favor of driving schools and other institutions.
These inertial effects are to be perceived by the human user for the expected applications which aims to study the effect of yaw component on simulator sickness.
Because of the importance of accelerating transition motion in vehicle dynamics, the authors also emphasize the longitudinal movement.
The modeling part of this last point is not addressed in the present paper.
Figure (1) presents the experimented architecture platform which will be described in the next section.
A. Simulator Architecture
The authors present in this paper a mini driving simulator with an acceptable compromise between the quality of restitution, compactness and under cost constraints.
The cabin is equipped with acceleration and braking pedals, steering wheel, gearbox lever and other classical car implements which are having appropriate sensors that allow the acquisition of the driver desired input commands .
After updating the vehicle’s state, resulting information on the engine are sent to the cabin’s dashboard and to the traffic model server.
The platform is embedded with power, sensors and control modules to have information feedback on the control system states.
B. Mechanical Description
The platform is composed of two metallic parts linked mechanically.
Cabin, driver and the sliding plate have an average weight of 380 kg, also known as Overall upper system.
Through two sliders, assembled under the two edges of the cabin’s base, the platform is able to move on a rail of 1.2 m length.
At peak current, acceleration and speed of ±1.224g and ±2.45 m/sec respectively are reached.
On the yaw motion, it is directly controlled by placing a rotation system under the vertical structure and driven by a circular ball-screw drive actuated system (the same actuator, SMB 80, used for the longitudinal motion) operated by a brushless servomotor and reduction red of 139.2 see figure 4.
IV. PLATFORM MODELING AND IDENTIFICATION
Mainly, control of robotic mechanisms is based on the knowledge of an accurate behavioral model that governs their motions.
Indeed, the accuracy of the model depends essentially on the quantification of the phenomena that acts on it, and on the precision of its parameters.
A. Platform Kinematic Modeling
The effect of the front wheel dynamics on that of the whole system is neglected.
Hence, by removing the wheel and replace it with a resistive torque, resulting from the friction forces of the wheel/ground interaction, and acting on the yaw motion, the system treated in this paper can be seen as a serial multi body system with three bodies linked by two degrees of freedom, RP manipulator.
Three orthonormal frames are used to describe the motion of the platform, see figure 5.
Body B0 and body B1 are linked with a revolute joint parametrized by the variable q1.
Hence, the configuration of the platform can be easily described by the vector q = (q1, q2).
B. Platform Dynamics
Modeling mechanical mechanisms have attracted a great attention for a long time and have attained a great maturity.
In fact, these development have led to a very efficient algorithms which are accurate and rapid in order to fulfilling requirements for robotic applications or computer animation for example and for a large degrees of freedom [21].
The authors have used the Lagrange’s formalism for its simplicity.
In next section, the authors will discuss the all parameters identification of the developed dynamic model and the used approach.
V. EXPERIMENTAL RESULTS
In this section the authors present the results of tests made on the simulator for its frequency characterization.
For the purpose of experiments, a PID controllers are used to control each of platform articulations (q1, q2)T .
Firstly, the authors are looking for frequency characteristics of longitudinal and yaw motions.
It is clear that proceeding by this way can give just an initial overview of the platform frequency capabilities.
These values are sufficient to reproduce acceleration/deceleration transitions and also steering maneuvres in normal driving situations.
A. Conclusions
Based on perceptual issues in driving a vehicle, the authors proposed a 2 DOF low cost platform for driving simulator which kept acceptable driving behavior and realism.
The designed platform has two degrees of freedom.
The second makes possible to produce yaw rotations.
The parameters identification is not discussed in this paper.
These findings are validated by real drivers completely satisfied with the motions fed back (longitudinal and yaw) quite acceptable.
TL;DR: In this article, the authors review existing road vehicle motion simulators and discuss each of the major subsystems related to the research and development of vehicle dynamics and explore the possibility of using motion simulator to conduct ride and handling test scenarios.
Abstract: Real road vehicle tests are time consuming, laborious, and costly, and involve several safety concerns Road vehicle motion simulators (RVMS) could assist with vehicle testing, and eliminate or reduce the difficulties traditionally associated with conducting vehicle tests However, such simulators must exhibit a high level of fidelity and accuracy in order to provide realistic and reliable outcomes In this paper, we review existing RVMS and discuss each of the major RVMS subsystems related to the research and development of vehicle dynamics The possibility of utilising motion simulators to conduct ride and handling test scenarios is also investigated
39 citations
Cites background from "2 DOF low cost platform for driving..."
...Low-level RVMS are low-cost compared with the others and usually consist of a PC, projection screen/monitor(s) coupled with a simple cabin, and seat with limited motion capabilities.[57] Obviously, the level of realistic immersion in these simulators is the least among different levels of RVMS....
TL;DR: OpenEnergySim is presented, a virtual world based visualization application that integrates traffic simulation and immersive multi-user driving and allows to develop integrated simulation applications that are conveniently accessible by Internet.
Abstract: In recent years, the use of computer-based simulations in the transportation domain has become increasingly important to analyze and test measures for Intelligent Transport System (ITS) policies. Simulators were built to address several aspects of transport, including traffic, driving experience, and pedestrian behavior. However, as the majority of available simulators are single-user stand-alone systems, traffic engineers cannot easily analyze more complex phenomena, such as the interaction between multiple human drivers or pedestrians. Furthermore, this limitation makes it difficult to collect large-scale behavioral data, which is necessary to draw valid conclusions on driving behavior. Emerging virtual world technology offers a convenient alternative. As a networked multi-user framework that allows users to immerse in the virtual world via a graphical self-representation (an 'avatar'), it allows to develop integrated simulation applications that are conveniently accessible by Internet. In this paper, we present OpenEnergySim, a virtual world based visualization application that integrates traffic simulation and immersive multi-user driving.
TL;DR: OpenEnergySim as discussed by the authors is a virtual world based visualization application that integrates traffic simulation and immersive multi-user driving, which allows users to immerse in the virtual world via a graphical self-representation (an 'avatar'), allowing to develop integrated simulation applications that are conveniently accessible by Internet.
Abstract: In recent years, the use of computer-based simulations in the transportation domain has become increasingly important to analyze and test measures for Intelligent Transport System (ITS) policies. Simulators were built to address several aspects of transport, including traffic, driving experience, and pedestrian behavior. However, as the majority of available simulators are single-user stand-alone systems, traffic engineers cannot easily analyze more complex phenomena, such as the interaction between multiple human drivers or pedestrians. Furthermore, this limitation makes it difficult to collect large-scale behavioral data, which is necessary to draw valid conclusions on driving behavior. Emerging virtual world technology offers a convenient alternative. As a networked multi-user framework that allows users to immerse in the virtual world via a graphical self-representation (an 'avatar'), it allows to develop integrated simulation applications that are conveniently accessible by Internet. In this paper, we present OpenEnergySim, a virtual world based visualization application that integrates traffic simulation and immersive multi-user driving.
TL;DR: This paper deals with the analysis of the Inverse Kinematics and the reachable workspace of a three-degrees-of-freedom (3-DOF) parallel manipulator, proposing different transformations and optimizations in order to simplify its use with Motion Cueing Algorithms (MCA) for self-motion generation in VR simulators.
Abstract: Motion generation systems are becoming increasingly important in certain Virtual Reality (VR) applications, such as vehicle simulators. This paper deals with the analysis of the Inverse Kinematics (IK) and the reachable workspace of a three-degrees-of-freedom (3-DOF) parallel manipulator, proposing different transformations and optimizations in order to simplify its use with Motion Cueing Algorithms (MCA) for self-motion generation in VR simulators. The proposed analysis and improvements are performed on a 3-DOF heave-pitch-roll manipulator with rotational motors, commonly used for low-cost motion-based commercial simulators. The analysis has been empirically validated against a real 3-DOF parallel manipulator in our labs using an optical tracking system. The described approach can be applied to any kind of 3-DOF parallel manipulator, or even to 6-DOF parallel manipulators. Moreover, the analysis includes objective measures (safe zones) on the workspace volume that can provide a simple but efficient way of comparing the kinematic capabilities of different kinds of motion platforms for this particular application.
8 citations
Cites background from "2 DOF low cost platform for driving..."
...In fact, recent approaches (Arioui et al., 2009; Dingxuan et al., 2001; Nehaoua et al., 2008) focus on radically different strategies based on the use of limited-DOF mechanisms that both maintain the inherent advantages of PM while providing other advantages in terms of cost reduction in…...
[...]
...In fact, recent approaches (Arioui et al., 2009; Dingxuan et al., 2001; Nehaoua et al., 2008) focus on radically different strategies based on the use of limited-DOF mechanisms that both maintain the inherent advantages of PM while providing other advantages in terms of cost reduction in manufacturing and simpler mechanical design....
TL;DR: A turning cabin driving simulator, whose cabin rotates around the yaw axis was built, and algorithms were implemented to calibrate both geometric distortions and photometric distortions via software to produce a seamless high-resolution display on a cylindrical screen to reduce simulator sickness.
Abstract: A long time problem associated with driving simulators is simulator sickness. A possible cause of simulator sickness is
that the optical flow experienced in driving simulators is much different from that experienced in real world driving.
With the potential to reduce simulator sickness, a turning cabin driving simulator, whose cabin rotates around the yaw
axis was built. In the multi-projector display system, algorithms were implemented to calibrate both geometric
distortions and photometric distortions via software to produce a seamless high-resolution display on a cylindrical
screen. An automotive seat was mounted on an AC servo actuator at the center of the cylindrical screen. The force
feedback steering wheel, and gas and brake pedals, were connected to the simulator's computer. Experiments were
conducted to study the effect of optical flow patterns on simulator sickness. Results suggested that the optical flow
perceived by drivers in the fixed base simulator was greater than that in the turning cabin simulator. Also, drivers
reported a higher degree of simulator sickness in the fixed base simulator. The lower amount of optical flow perceived in
the turning cabin simulator is believed to be a positive factor in reducing simulator sickness.
7 citations
Cites background from "2 DOF low cost platform for driving..."
...A great number of driving simulators fall somewhere between these two extremes to provide drivers adequate immersive and realistic driving experiences with affordable expenses [1][2][9]....
TL;DR: Rigid Body Dynamics Algorithms presents the subject of computational rigid-body dynamics through the medium of spatial 6D vector notation to facilitate the implementation of dynamics algorithms on a computer: shorter, simpler code that is easier to write, understand and debug, with no loss of efficiency.
Abstract: Rigid Body Dynamics Algorithms presents the subject of computational rigid-body dynamics through the medium of spatial 6D vector notation. It explains how to model a rigid-body system and how to analyze it, and it presents the most comprehensive collection of the best rigid-bodydynamics algorithms to be found in a single source. The use of spatial vector notation greatly reduces the volume of algebra which allows systems to be described using fewer equations and fewer quantities. It also allows problems to be solved in fewer steps, and solutions to be expressed more succinctly. In addition algorithms are explained simply and clearly, and are expressed in a compact form. The use of spatial vector notation facilitates the implementation of dynamics algorithms on a computer: shorter, simpler code that is easier to write, understand and debug, with no loss of efficiency.
1,057 citations
"2 DOF low cost platform for driving..." refers background in this paper
...Overall upper system: cabin, driver and the sliding plate have an average weight of 380 kg....
TL;DR: It is contended that, with enough effort, most algorithms can be massaged to perform reasonably well, and that a more important consideration is the ease with which a given algorithm can be brought to high performance levels.
Abstract: Changes in the design of software algorithms for generating physical motion in flight simulators have typically been put forward on the grounds of improved motion cueing. Little attention has been paid to more practical criteria such as computational cost, ease of adjustment, or evaluation by experienced pilots in a realistic simulation environment. A comparison of three of the algorithms most commonly found in the literature has been performed: classical washout, optimal control, and coordinated adaptive. This consisted of pilot evaluations of these algorithms implemented on a six-degree-of-freedom flight simulator simulating a large transport aircraft during low-altitude flight and ground maneuvering. This paper presents the results of that study from the designer's viewpoint. In it, we contend that, with enough effort, most algorithms can be massaged to perform reasonably well, and that a more important consideration is the ease with which a given algorithm can be brought to high performance levels. If this criterion is used, it appears that the classical algorithm is a good starting point, and that the benefits of an adaptive algorithm can be added gradually to obtain the advantages conferred by nonlinear filtering and "intelligent" cost functions.
227 citations
"2 DOF low cost platform for driving..." refers background in this paper
...Indeed, this clearly means that as the complexity of such experiments is lies in the fact that the simulation is composed of interconnected subsystems of different nature (biological, mechatronics, control laws, computer, etc.) and should be studied in its entirety....
TL;DR: This paper presents the development of a tuning paradigm and the capturing of such within an expert system using the University of Toronto classical algorithm, and results are relevant to alternative classical and similarly structured adaptive algorithms.
Abstract: Current motion-drive algorithms have a number of coefficients that are selected to tune the motion of the simulator. Little attention has been given to the process of selecting the most appropriate coefficient values. Final tuning is best accomplished using experienced evaluation pilots to provide feedback to a washout filter expert who adjusts the coefficients in an attempt to satisfy the pilot. This paper presents the development of a tuning paradigm and the capturing of such within an expert system. The focus of this development is the University of Toronto classical algorithm, but the results are relevant to alternative classical and similarly structured adaptive algorithms. This paper provides the groundwork required to develop the tuning paradigm. The necessity of this subjective tuning process is defended. Motion cueing error sources within the classical algorithm are revealed, and coefficient adjustments that reduce the errors are presented.
TL;DR: In this paper, a non-linear motion cueing algorithm was developed to anticipate and reduce these false motion cues in the Renault Dynamic Simulator, which is capable of directly rendering transient vehicle accelerations and sustained linear acceleration cues.
Abstract: Motion cueing in a driving simulator is necessary for advanced studies requiring drivers to accurately perceive and control the motion of their vehicle. The Renault Dynamic Simulator uses a 6-axes electro-mechanical mobile platform with an adequate motion control software. The physical and perceptual validity of the motion cueing is analyzed with respect to actual vehicle acceleration data and human self-motion per-ception criteria. Within the actuator displacement limits, it is capable of directly rendering transient vehicle accelerations whereas sustained linear acceleration cues are simulated by a coordinated platform tilt. Accel-eration transients are extracted by high-pass filtering, but a classical implementation based on linear filters may produce artifacts in some key driving situations. A non-linear motion cueing algorithm was developed to anticipate and reduce these false motion cues.
146 citations
Additional excerpts
...Index Terms—Driving Simulator design, Dynamics and Modeling....
TL;DR: In this paper, the authors investigated the use of physical motion in flight simulation in commercial jet transport simulators and found that although there was little impact of algorithm type on performance arid control activity, there was a definite effect on how the pilots perceived the simulation environment.
Abstract: The use of physical motion in flight simulation is still a much debated topic. This paper investigates the more narrow issue of its application in commercial jet transport simulators. We have attempted to quantify the perceptions of airline pilots about the quality of motion possible when a number of different motion-drive algorithms are tested on a simulator employing a state-of-the-art six-degrees-of-freedom motion-base. Four broad categories of algorithms were tested: classical washout, optimal control, coordinated adaptive, and no-motion. It was found that although there was little impact of algorithm type on performance arid control activity, there was a definite effect on how the pilots perceived the simulation environment. Based on these findings, it appears that the coordinated adaptive algorithm is generally preferred by the pilots over the other algorithms tested, there was almost unanimous dislike of the no-motion case.
93 citations
"2 DOF low cost platform for driving..." refers background in this paper
...Indeed, this clearly means that as the complexity of such experiments is lies in the fact that the simulation is composed of interconnected subsystems of different nature (biological, mechatronics, control laws, computer, etc.) and should be studied in its entirety....
Q1. What have the authors contributed in "2 dof low cost platform for driving simulator: design and modeling" ?
In this paper, the authors expose platform design, description and the modeling aspects of a 2 DOF low cost motion platform allowing the restitution of the longitudinal and yaw movements.
Q2. What are the future works mentioned in the paper "2 dof low cost platform for driving simulator: design and modeling" ?
Also, the authors plan to make tests in closed loop way using the steer wheel force feedback system. These future works will enable us to conclude on the impact of yaw movement over simulator sickness.