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Journal ArticleDOI

Motion cueing in the renault driving simulator

Gilles Reymond, +1 more
- 01 Oct 2000 - 
- Vol. 34, Iss: 4, pp 249-259
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TLDR
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.

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Citations
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Journal ArticleDOI

Evaluating perception in driving simulation experiments.

TL;DR: Recent psychophysical studies have revealed an unexpectedly important contribution of vestibular cues in distance perception and steering, prompting a re-evaluation of the role of visuo-vestibular interaction in driving simulation studies.
Journal ArticleDOI

A Bayesian model of the disambiguation of gravitoinertial force by visual cues

TL;DR: A Bayesian model of the statistically optimal combination of noisy vestibular and visual signals is presented and can explain some well-known phenomena including the perception of upright in zero gravity, the Aubert effect, and the somatogravic illusion.
Journal ArticleDOI

Model-based predictive motion cueing strategy for vehicle driving simulators

TL;DR: In this paper, a model-based predictive control theory is used for the design of motion rendering strategies in a high-performance automotive driving simulator, where actuator constraints are always respected, and the use of motion workspace is maximized during simulations.

Sensorimotor integration in a driving simulator: contributions of motion cueing in elementary driving tasks

TL;DR: In this article, the authors assess the contribution of kinesthetic cues provided by the motion platform when executing elementary driving tasks, such as braking and cornering at intersections, and show that motion restitution prevents subjects from reaching too high and unrealistic decelerations.
Journal ArticleDOI

Design and Control of a Small-Clearance Driving Simulator

TL;DR: This paper presents a driving simulation to investigate the possibility of reducing motion clearance to achieve compact and low-cost driving simulators and to evaluate multimodal and immersive virtual reality motion restitution in platooning driving.
References
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Book ChapterDOI

Psychophysics of Vestibular Sensation

TL;DR: To appreciate this material in relation to daily experiences, it is necessary to consider why vestibular sensations do not typically achieve conscious awareness during natural voluntary head and body movement.
Journal ArticleDOI

Simulator motion-drive algorithms - A designer's perspective

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.

Contribution of a motion platform to kinesthetic restitution in a driving simulator

TL;DR: In this article, le simulationur de conduite de Renault this article was used to evaluate l'acceleration laterale and the vitesse of a vehicle in the presence of a plate-forme mobile.
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