A Case Study on Vestibular Sensations in Driving Simulators

Motion platforms have been used in simulators of all types for several decades. Since it is impossible to reproduce the accelerations of a vehicle without limitations through a physically limited system (platform), it is common to use washout filters and motion cueing algorithms (MCA) to select whic...

Full description

Bibliographic Details
Main Authors: Jose V. Riera, Sergio Casas, Francisco Alonso, Marcos Fernández
Format: Article
Language:English
Published: MDPI AG 2022-08-01
Series:Sensors
Subjects:
Online Access:https://www.mdpi.com/1424-8220/22/15/5837
_version_ 1827624491362025472
author Jose V. Riera
Sergio Casas
Francisco Alonso
Marcos Fernández
author_facet Jose V. Riera
Sergio Casas
Francisco Alonso
Marcos Fernández
author_sort Jose V. Riera
collection DOAJ
description Motion platforms have been used in simulators of all types for several decades. Since it is impossible to reproduce the accelerations of a vehicle without limitations through a physically limited system (platform), it is common to use washout filters and motion cueing algorithms (MCA) to select which accelerations are reproduced and which are not. Despite the time that has passed since their development, most of these algorithms still use the classical washout algorithm. In the use of these MCAs, there is always information that is lost and, if that information is important for the purpose of the simulator (the training simulators), the result obtained by the users of that simulator will not be satisfactory. This paper shows a case study where a BMW 325Xi AUT fitted with a sensor, recorded the accelerations produced in all degrees of freedom (DOF) during several runs, and data have been introduced in mathematical simulation software (washout + kinematics + actuator simulation) of a 6DOF motion platform. The input to the system has been qualitatively compared with the output, observing that most of the simulation adequately reflects the input to the system. Still, there are three events where the accelerations are lost. These events are considered by experts to be of vital importance for the outcome of a learning process in the simulator to be adequate.
first_indexed 2024-03-09T12:10:19Z
format Article
id doaj.art-17eee78776714584ace9ab2cac56970e
institution Directory Open Access Journal
issn 1424-8220
language English
last_indexed 2024-03-09T12:10:19Z
publishDate 2022-08-01
publisher MDPI AG
record_format Article
series Sensors
spelling doaj.art-17eee78776714584ace9ab2cac56970e2023-11-30T22:52:12ZengMDPI AGSensors1424-82202022-08-012215583710.3390/s22155837A Case Study on Vestibular Sensations in Driving SimulatorsJose V. Riera0Sergio Casas1Francisco Alonso2Marcos Fernández3Computer Science Department, Higher Technical School of Engineering, University of Valencia, 46010 Valencia, SpainComputer Science Department, Higher Technical School of Engineering, University of Valencia, 46010 Valencia, SpainFaculty of Psychology, University of Valencia, 46010 Valencia, SpainComputer Science Department, Higher Technical School of Engineering, University of Valencia, 46010 Valencia, SpainMotion platforms have been used in simulators of all types for several decades. Since it is impossible to reproduce the accelerations of a vehicle without limitations through a physically limited system (platform), it is common to use washout filters and motion cueing algorithms (MCA) to select which accelerations are reproduced and which are not. Despite the time that has passed since their development, most of these algorithms still use the classical washout algorithm. In the use of these MCAs, there is always information that is lost and, if that information is important for the purpose of the simulator (the training simulators), the result obtained by the users of that simulator will not be satisfactory. This paper shows a case study where a BMW 325Xi AUT fitted with a sensor, recorded the accelerations produced in all degrees of freedom (DOF) during several runs, and data have been introduced in mathematical simulation software (washout + kinematics + actuator simulation) of a 6DOF motion platform. The input to the system has been qualitatively compared with the output, observing that most of the simulation adequately reflects the input to the system. Still, there are three events where the accelerations are lost. These events are considered by experts to be of vital importance for the outcome of a learning process in the simulator to be adequate.https://www.mdpi.com/1424-8220/22/15/5837driving simulatormotion platformmotion cueing algorithmwashout filtercar characterizationvestibular perception
spellingShingle Jose V. Riera
Sergio Casas
Francisco Alonso
Marcos Fernández
A Case Study on Vestibular Sensations in Driving Simulators
Sensors
driving simulator
motion platform
motion cueing algorithm
washout filter
car characterization
vestibular perception
title A Case Study on Vestibular Sensations in Driving Simulators
title_full A Case Study on Vestibular Sensations in Driving Simulators
title_fullStr A Case Study on Vestibular Sensations in Driving Simulators
title_full_unstemmed A Case Study on Vestibular Sensations in Driving Simulators
title_short A Case Study on Vestibular Sensations in Driving Simulators
title_sort case study on vestibular sensations in driving simulators
topic driving simulator
motion platform
motion cueing algorithm
washout filter
car characterization
vestibular perception
url https://www.mdpi.com/1424-8220/22/15/5837
work_keys_str_mv AT josevriera acasestudyonvestibularsensationsindrivingsimulators
AT sergiocasas acasestudyonvestibularsensationsindrivingsimulators
AT franciscoalonso acasestudyonvestibularsensationsindrivingsimulators
AT marcosfernandez acasestudyonvestibularsensationsindrivingsimulators
AT josevriera casestudyonvestibularsensationsindrivingsimulators
AT sergiocasas casestudyonvestibularsensationsindrivingsimulators
AT franciscoalonso casestudyonvestibularsensationsindrivingsimulators
AT marcosfernandez casestudyonvestibularsensationsindrivingsimulators