Katana VentraIP

Motion simulator

A motion simulator or motion platform is a mechanism that creates the feelings of being in a real motion environment.[1] In a simulator, the movement is synchronised with a visual display of the outside world (OTW) scene. Motion platforms can provide movement in all of the six degrees of freedom (DOF) that can be experienced by an object that is free to move, such as an aircraft or spacecraft:.[1] These are the three rotational degrees of freedom (roll, pitch, yaw) and three translational or linear degrees of freedom (surge, heave, sway).

Examples of occupant-controlled motion simulators are , driving simulators, and hydraulic arcade cabinets for racing games and other arcade video games. Other occupant-controlled vehicle simulation games simulate the control of boats, motorcycles, rollercoasters, military vehicles, ATVs, or spacecraft, among other craft types.[3]

flight simulators

Examples of passive ride simulators are rides where an entire theater system, with a projection screen sit in front of riders. The motion simulator base can also be portable as with the enhanced motion vehicle. See Simulator ride and the Ride simulator section of this article for more details on passive motion simulators.

theme park

Motion simulators can be classified according to whether the occupant is controlling the vehicle(such as in a Flight Simulator for training pilots), or whether the occupant is a passive rider, such as in a simulator ride or motion theater.[2]


Motion platforms for aircraft simulators are at the high end, plus some of the more expensive amusement park rides that use a simulator-type motion base; arcade amusement devices are in the middle, and motion platforms for home use are low-cost but not as capable of the higher-level devices.


Many motion platforms are used in flight simulators used to train pilots.[4]

Common uses[edit]

Engineering analysis[edit]

Motion platforms are commonly used in the field of engineering for analysis and verification of vehicle performance and design. The ability to link a computer-based dynamic model of a particular system to physical motion gives the user the ability to feel how the vehicle would respond to control inputs without the need to construct expensive prototypes. For example, an engineer designing an external fuel tank for an aircraft could have a pilot determine the effect on flying qualities or a mechanical engineer could feel the effects of a new brake system without building any hardware, saving time and money.


Flight simulators are also used by aircraft manufacturers to test new hardware. By connecting a simulated cockpit with visual screen to a real flight control system in a laboratory, integrating the pilot with the electrical, mechanical, and hydraulic components that exist on the real aircraft, a complete system evaluation can be conducted prior to initial flight testing. This type of testing allows the simulation of "seeded faults" (i.e. an intentional hydraulic leak, software error, or computer shutdown) which serve to validate that an aircraft's redundant design features work as intended. A test pilot can also help identify system deficiencies such as inadequate or missing warning indicators, or even unintended control stick motion. This testing is necessary to simulate extremely high risk events that cannot be conducted in flight but nonetheless must be demonstrated. While 6 degree-of-freedom motion is not necessary for this type of testing, the visual screen allows the pilot to "fly" the aircraft while the faults are simultaneously triggered.

are receptors located in muscles, tendons, joints and the gut, which send signals to the brain regarding the body's position. Aircraft pilots sometimes refer to this type of sensory input as the “seat of the pants”, for instance increase pressure on the body felt in looping manoeuvres, pull-ups and in steep turns.

Proprioceptors

The consists of the left and right organs of the "inner ear", each of which has semicircular canals and otoliths. Rotational accelerations in pitch, roll and yaw are sensed through movement of fluid in the three semicircular canals. Linear accelerations in heave, sway and surge are sensed by the "otoliths" which are sensory hairs with a small mass of calcium carbonate on top, so that they bend under linear acceleration.

vestibular system

from the eye relays information to the brain about the craft's position, velocity, and altitude relative to objects in the outside-world (OTW) visual scene. The rate of change of perspective of a moving visual scene is a strong cue in the real world, and the visual system in a simulator uses computer graphics to model the real scene.

Visual input

Software or Hardware Limiting:When the simulator approaches a displacement limit, two methods of protection are provided: 1) software limiting and 2) hardware limiting. In either case the simulator is decelerated to prevent damage to the motion system. Large false cues are often associated with this deceleration.

Return to Neutral: This false cue is attributed to the overshoot of the high-pass filters to step-type inputs. This type of response only occurs if second- or third-order high-pass filters are used.

G-Tilt

Tilt-Coordination Angular Rate

Tilt-Coordination Remnant: For sustained specific force input in sway or surge, the simulator will achieve a steady-state pitch or roll angle because of tilt-coordination. If the input ends abruptly, then the highpass specific force response will initially cancel out the specific force associated with the tilt, but only for a brief time before the restricted simulator displacement prohibits translational acceleration of the simulator. If the tilt is removed quickly, then a tilt-coordination angular rate false cue will occur; if not, the remaining tilt will create a sensation of acceleration, called a tilt-coordination remnant false cue.

Tilt Coordination Angular Acceleration: This false cue is caused by the angular acceleration generated by the tilt-coordination occurring about a point other than the pilot's head. The angular acceleration combined with the moment arm from the center of rotation to the pilot's head results in the specific force false cue at the pilot's head. The point about which angular rotations are simulated (the so-called reference point) is typically at the centroid of the upper bearing block frame for hexapod motion systems.

Impact[edit]

Impact of motion in simulation and gaming[2][13][edit]

The use of physical motion applied in flight simulators has been a debated and researched topic. The engineering department at the University of Victoria conducted a series of tests in the 1980s, to quantify the perceptions of airline pilots in flight simulation and the impact of motion on the simulation environment. In the end, it was found that there was a definite positive effect on how the pilots perceived the simulation environment when motion was present, and there was almost unanimous dislike for the simulation environment that lacked motion.[27] A conclusion that could be drawn on the findings of the Response of Airline Pilots study is that the realism of the simulation is in direct relationship to the accuracy of the simulation on the pilot. When applied to video gaming and evaluated within gaming experiences, realism can be directly related to the enjoyment of a game by the game player. In other words, motion-enabled gaming is more realistic, thus more iterative and more stimulating. However, there are adverse effects to the use of motion in simulation that can take away from the primary purpose of using the simulator in the first place such as motion sickness. For instance, there have been reports of military pilots throwing off their vestibular system because of moving their heads around in the simulator similar to how they would in an actual aircraft to maintain their sensitivity to accelerations. However, due to the limits on simulator acceleration, this effect becomes detrimental when transitioning back to a real aircraft.

Adverse effects (simulator sickness)[edit]

Motion or simulator sickness: Simulators work by “tricking” the mind into believing that the inputs it is receiving from visual, vestibular and proprioceptive inputs are a specific type of desired motion. When any of the cues received by the brain do not correlate with the others, motion sickness can occur. In principle, simulator sickness is simply a form of motion sickness that can result from discrepancies between the cues from the three physical source inputs. For example, riding on a ship with no windows sends a cue that the body is accelerating and rotating in various directions from the vestibular system, but the visual system sees no motion since the room is moving in the same manner as the occupant. In this situation, many would feel motion sickness.


Along with simulator sickness, additional symptoms have been observed after exposure to motion simulation. These symptoms include feelings of warmth, pallor and sweating, depression and apathy, headache and fullness of head, drowsiness and fatigue, difficulty focusing eyes, eye strain, blurred vision, burping, difficulty concentrating, and visual flashbacks. Lingering effects of these symptoms were observed to sometimes last up to a day or two after exposure to the motion simulator.

Simulators provide a safe means of training in the operation of potentially dangerous craft (e.g., aircraft).

The expense of training on real equipment can sometimes exceed the expense of a simulator.

Time between training sessions may be reduced since it may be as simple as resetting the motion system to initial conditions.

Degrees of freedom (mechanics)

Driving simulator

Full motion racing simulator

Flight simulator

Kinematics

Simulator sickness

Stewart platform

Vestibular system