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Time-varying perceived motion mismatch due to motion scaling in curve driving simulation

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Abstract

In motion simulation, motion input scaling is often applied to deal with the limited motion envelopes of motion simulators. In this research, the time-varying effects of scaling the lateral specific force up or down during passive curve driving in a car driving simulation are investigated through a simulator experiment. It is concluded that lateral specific force scaling has a time-varying effect on the perceived fidelity of a curve-driving simulation. In particular, motion scaling during a curve entry is found to be less detrimental than motion scaling during a curve's sustained part and during the curve exit.

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... in the same direction as the vehicle (m v > p), but either weakened or too strong. Because humans can have a range of acceptable scaling factors that they still consider as coherent, the scaling errors are only defined if the simulator is moving at less than 70% or more than 130% of the vehicle motion (Van Leeuwen, et al., 2019). • Correct cue (0): If none of the other error types are detected, the cue is considered to be correct. ...
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BMW's new driving simulation center operates multiple motion-base simulators-each with a different kinematic configuration-to serve various experiment use-cases and requirements of simulator users. The selection of a simulator for each experiment should ideally be based on their relative strengths and weaknesses. To support this decision-making process, subjective and objective predictions of motion cueing quality can be used. This paper provides an example comparison of four motion-base driving simulators. The kinematic configurations of the simulators considered differed in the additional presence of a yaw-drive and/or a linear xy-drive. The comparison is made by calculating offline, optimization-based motion cueing with perfect prediction capabilities (the 'Oracle') for nine urban drives. A prediction of subjective motion incongruence ratings is made for each simulator. In addition, an error type identification method is used (identifying scaling, missing cue, false cue and false direction cue errors) and evaluated per simulator. As Oracle can fully utilize the available workspace, the employed evaluation methods provide an insight in the fundamental capabilities of each simulator. Both the modelled ratings and the error type analysis show the benefits of adding a xy-drive in urban use-cases: predicted ratings reduce by 19% (i.e., better), while scaling and missing cue errors in the yaw rate are reduced when adding a yaw-drive. The presence of both of these additional motion systems allow for practically one-to-one and therefore error-free motion cueing. The proposed methods provide a straightforward , yet insightful basis for simulator selection. The presented methods can be extended towards the analysis of multiple motion cueing algorithms and/or other use-cases for systematically selecting the best-suited motion cueing method.
... There is extensive literature on the subject [40][41][42][43], in which attempts have been made to increase the user's perception by applying scaling to the different channels that make up the washout filters. In general, it is concluded that the application of scaling to certain washout channels, always within certain limits, is usually positive [44] since it increases the user's perceptual level, but there is no consensus on how to apply them. ...
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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.
... Although efforts are made to improve upon this washout strategy (see e.g., work on Model Predictive Control [2][3][4][5][6]), the inherent limitations of a motion simulator's envelope cannot entirely prevent missing cues, false cues, and/or scaling errors. These limitations may in turn negatively affect the perceived realism and immersion in the simulation, and may even trigger motion sickness [1,[7][8][9]. ...
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In dynamic driving simulators, the experience of operating a vehicle is reproduced by combining visual stimuli generated by graphical rendering with inertial stimuli generated by platform motion. Due to inherent limitations of the platform workspace, inertial stimulation is subject to shortcomings in the form of missing cues, false cues, and/or scaling errors, which negatively affect simulation fidelity. In the present study, we aim at quantifying the relative contribution of an active somatosensory stimulation to the perceived intensity of self-motion, relative to other sensory systems. Participants judged the intensity of longitudinal and lateral driving maneuvers in a dynamic driving simulator in passive driving conditions, with and without additional active somatosensory stimulation, as provided by an Active Seat (AS) and Active Belts (AB) integrated system (ASB). The results show that ASB enhances the perceived intensity of sustained decelerations, and increases the precision of acceleration perception overall. Our findings are consistent with models of perception, and indicate that active somatosensory stimulation can indeed be used to improve simulation fidelity.
... Some of the works reviewed in this paper fulfill most of the requirements but none is able to provide all of them. For instance, the method proposed in [91] accomplishes all these goals, except for the second goal, which is not completely fulfilled, and the first one, which is only partially accomplished; OMCT lacks these two features, lacks ease of interpretation and also lacks universality since it is designed for washout-based MCA and aircraft; MPT [99] does not comply with the last requirement and possibly with the second one since not everybody perceives motion in the same way; the Hess criterion [95] lacks, at least, applicability and acceptability; the methods proposed in [65], [88], [110] do not comply with the sortability requirement and are not used for tuning the MCA; the assessment method used in the tuning procedure utilized by Roza and de Ridder [104], [112] lacks completeness because they use a kinematic model of the motion platform and do not evaluate its dynamics (they do that to "assess only the MDA part of the FSTD"), but provide sortability upon OMCT, a remarkable contribution because OMCT does not originally provide a single value; the works of Asadi and Mohammadi [101], [102], [115] lack complete applicability since the evaluation function has many parameters that should be tuned first; the methods proposed by Cleij and van Leeuwen [55], [58], [66], [67] lack repeatability and no interference, among other problems, because they interfere in the normal use of the vehicle simulator and are, thus, only applicable for passive simulation (when the user does not operate the vehicle); the methods that use simulated motion platforms [73], [87], [88], [91], [112] provide complete availability. On the contrary, those methods using the real hardware may not be always available. ...
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Chapter
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Motion cueing algorithms (MCA) are used in motion simulation to map the inertial vehicle motions onto the simulator motion space. To increase fidelity of the motion simulation, these MCAs are tuned to minimize the perceived incoherence between the visual and inertial motion cues. Despite time-invariant MCA dynamics the incoherence is not constant, but changes over time. Currently used methods to measure the quality of an MCA focus on the overall differences between MCAs, but lack the ability to detect how quality varies over time and how this influences the overall quality judgement. This paper describes a continuous subjective rating method with which perceived motion incoherence can be detected over time. An experiment was performed to show the suitability of this method for measuring motion incoherence. The experiment results were used to validate the continuous rating method and showed it provides important additional information on the perceived motion incoherence during a simulation compared to an offline rating method.
Conference Paper
Generally, motion simulators present motion and visual cues different from each other due to the physical limitations of the motion platform. Nonetheless, high fidelity motion platforms are capable of simulating some maneuvers one-to-one, i.e., motion cues equal to visual cues. However, one-to-one simulation is normally not preferred by subjects and the simulator motion is reported as too strong. In this study we investigated whether this overestimation depends on the frequency and amplitude of inertial motion. The stimuli in this study consisted of translations in the lateral direction. The Desdemona research simulator was used to generate the motion profiles. Six sinusoidal profiles with different combinations of amplitude and frequency were used as reference stimuli. For every experimental condition, the visual and inertial information had equal frequency but different amplitude. Subjects had to change the inertial motion amplitude until they obtained the best relation between the two sources of motion information. Our results showed that stimuli with high amplitude were associated with smaller motion gains than stimuli with lower amplitude. The same occurred for stimuli with higher frequency when compared to stimuli with lower frequency. The findings in this study suggest that a dynamic scaling algorithm for inertial motion could improve the perceived realism of motion simulation.
Conference Paper
A new actuator state based adaptive motion drive algorithm that takes into account the parallel architecture of the traditional Stewart platform was developed. As opposed to traditional inertial cartesian adaptive algorithms, the proposed actuator state based adaptive algorithm cost function directly employs the simulator actuator states and therefore it implicitly accounts for the coupling between degrees-of-freedom in the workspace that exist when the motion is expressed in Cartesian coordinates. The use of the actuator states in the cost function, leads to a more robust algorithm that requires less tuning than the current UTIAS adaptive algorithm. The new algorithm also has the potential to improve the motion cues when the flight maneuvers excite multiple degrees-of-freedom unexpectedly. The new adaptive algorithm also employs a variable step size gain in the steepest descent algorithm. Adaptation is based on the position, velocity and acceleration of the simulator motion system. This adaptive gain prevents previously documented oscillations in the response of the simulator.
Article
In January 2014, the new ITU-T P.913 recommendation for measuring subjective video, audio and multimedia quality in any environment has been published. This document does not contain any time-continuous subjective method. However, environmental parameter values are changing continuously in a majority of outdoor and also most indoor environments. To be aware of their impact on the perceived quality, a time-continuous quality assessment methodology is necessary. In previous standards, targeting laboratory-based test settings, a desk-mounted slider of substantial size is recommended. Unfortunately, there are many environments where such a device cannot be used. In this paper, new feedback tools for mobile time-continuous rating are presented and analysed. We developed several alternatives to the generally adopted desk-mounted slider as a rating device. In order to compare the tools, we defined a number of performance measures than can be used in further studies. The suitability and efficacy of the rating scheme based on measurable parameters as well as user opinions is compared. One method, the finger count, seems to outperform the others from all points of view. It was been judged to be easy to use with low potential for distractions. Furthermore, it reaches a similar precision level as the slider, while requiring lower user reaction and scoring times. Low reaction times are particularly important for time-continuous quality assessment, where the reliability of a mapping between impairments and user ratings plays an essential role.
Conference Paper
This paper describes an effort to objectively evaluate the effects of variations in simulator motion cueing fidelity on pilot manual control behavior. An experiment is described in which pilot roll attitude tracking behavior is measured both in real flight and, for varying motion cueing settings, in a moving-base flight simulator. Four different roll motion cueing conditions are considered in the simulator part of the experiment: no roll motion feedback, 1-to-1 roll motion feedback, and simulator roll motion resulting from the use of two different settings of a first-order high-pass roll motion filter. By fitting a multimodal pilot model that explicitly accounts for pilot's responses to visual and (simulator) motion cues to these collected measurements of pilot roll tracking behavior, the changes in pilots' control dynamics that are induced by these different simulator motion cueing settings can be quantified and compared to real flight data. In line with the results of previous investigations, clear differences in pilot control behavior were observed over the different roll motion cueing settings evaluated in the simulator part of the experiment. With increasing roll motion fidelity, pilots' were seen to increasingly rely on the presented physical motion feedback. The most notable variations in pilot control dynamics were a decrease in the visual lead time constant and an increase in the pilot visual response gain with increasing fidelity of the presented roll motion cues. Even though extreme care was taken to minimize differences in the experimental setups used for collecting the measurements in the aircraft and the simulator, consistent discrepancies in pilot tracking behavior between the collected in-flight and simulator measurements were still observed, which could not be attributed to differences in the supplied physical motion cues.
Conference Paper
Pure feedback and pure open-loop feedforward helicopter pilot models are currently applied for predicting the performance of pilot-helicopter systems. We argue that feedback models are likely to underestimate performance in many realistic helicopter maneuvers, whereas inverse simulation models, which have an open-loop feedforward structure, are likely to overestimate performance as they neglect typical human-in-the-loop characteristics. True verification of feedback and feedforward elements in helicopter pilot control behavior was never performed, however. This paper proposes a pilot model containing a feedback and feedforward controller acting simultaneously and presents a method to identify the hypothesized feedforward action from human-in-the-loop data collected in a simulator experiment. The results of the human-in-the-loop experiment show that actual human performance is better than predicted by a pure feedback model and worse than predicted by an (inverse dynamics) feedforward model. The identification results suggest that the human pilot indeed utilizes feedforward strategies, but it was not possible to either confirm or refute the model by means of the collected data and the developed analysis method. © 2013 by the American Helicopter Society International, Inc. All rights reserved.
Article
In a flight simulator, the calculated aircraft motions are scaled down and filtered to fit within the envelope of the simulator motion system. A number of recent flight and ground simulation studies have reported that the simulator motion was too strong, when in fact, the motion was scaled down and filtered. This paper puts forth the hypothesis that this could be due in part to the motion drive algorithm and vehicle model exaggerating the jerk. To test the plausibility of this hypothesis a paired-comparison experiment was run to determine if the subjective impression of motion strength is a function of both the acceleration and jerk of the motion. The experiment found that the level of jerk and acceleration contributed to the perceived strength of motion, with larger jerks and accelerations leading to increased motion strength. In addition, the duration of the acceleration had a significant effect on the perceived motion strength, with longer durations leading to increased motion strength. Although the relationship between jerk and motion strength suggests that exaggerated jerk in the simulator could lead to the preference for scale factors less than one, the strength of the relationship strongly suggests that it does not entirely account for the preference.
Article
The range of motion stimuli that produce realistic sensations of longitudinal acceleration during a simulated takeoff run in a research simulator are presented. In all conditions, the visually simulated motion profile consisted of a step acceleration of 0.35 g. The gain of the translational (surge) and tilt-coordination channel (pitch) were systematically varied. The linear travel of the motion platform was kept constant by covarying the bandwidth with the gain of the high-pass surge filter. Rate and acceleration limit of tilt coordination were fixed at 0.052 rad/s and 0.052 rad/s2, respectively. Using a two-alternative-forced-choice paradigm, seven experienced pilots judged their motion perception as pilots non-flying. Based on their subjective response, psychometric curves were constructed. Pilots' judgments were negatively influenced by any perceived discontinuity between the initial surge stimulus and the sustained pitch stimulus. The range of realistic motion parameters was centered around a gain of 0.2 and natural frequency of 0.73 rad/s for the surge filter and a gain of 0.6 for the low-pass pitch filter. Remarkably, unity gains were rejected as too powerful. Therefore it is concluded that, for the typical hexapod platform, the takeoff maneuver can be more effectively simulated by providing less than the full mathematical model acceleration.
Article
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.
Article
Digitally coded television pictures exhibit transient picture impairments that can vary in intensity and duration. It is an important practical question to determine the extent to which these transient impairments affect the overall quality of a television sequence, as a function of their location within the sequence, their duration and their magnitude. Five experiments are reported. It is shown that retrospective quality ratings are poorer when the worst-quality video occurs at the end compared to the beginning of a 30 s video sequence. This recency effect was eliminated when subjects were asked to continuously evaluate picture quality. The duration of an impairment was found to have little impact on quality ratings. A regression analysis found that quality ratings were best predicted by the peak impairment intensity. The results were interpreted in terms of Hogarth and Einhorn's (1992) belief-adjustment model. The implications for television picture quality evaluation are discussed. Copyright © 2001 John Wiley & Sons, Ltd.
Article
To gain knowledge on how visual discomfort is built up while watching stereoscopic content an experiment was designed with two objectives: (1) to compare the continuous evaluation method with other assessment methods that potentially can substitute the continuous evaluation for the assessment of visual discomfort of e.g., feature-length movies, and (2) to relate the impact of time-variant content characteristics, such as motion and disparity, to the assessment of visual discomfort. In an experiment a 24 min 3D movie 'Spy Kids 3-D: game over' converted from 2D to 3D was displayed on a 9-view autostereoscopic lenticular LCD, and continuously assessed in terms of visual comfort by 24 participants. Additional assessment methods included the assessment of six 10 s sequences captured from the 3D movie and a single retrospective assessment of the entire 3D movie. Time-variant content characteristics, such as derivatives of motion and screen disparity values, were extracted from the 3D movie with motion and depth estimation algorithms. The moment-to-moment values of these characteristics were correlated to the continuous assessment scores of visual discomfort. With respect to the first objective, results reveal that the correlation between the assessment of the 10 s sequences captured from the 3D movie and their corresponding part within the continuous assessment is low, whereas the correlation between the retrospective assessment and the mean of the continuous assessment score over scene parts with a high screen disparity is higher. With respect to the second objective, for static scenes the visual comfort can be largely described by the screen disparity offset and range. For dynamic scenes the visual comfort is largely related to the screen disparity range, lateral motion and to the change in screen disparity.
Article
A general formula (α) of which a special case is the Kuder-Richardson coefficient of equivalence is shown to be the mean of all split-half coefficients resulting from different splittings of a test. α is therefore an estimate of the correlation between two random samples of items from a universe of items like those in the test. α is found to be an appropriate index of equivalence and, except for very short tests, of the first-factor concentration in the test. Tests divisible into distinct subtests should be so divided before using the formula. The index [`(r)]ij\bar r_{ij} , derived from α, is shown to be an index of inter-item homogeneity. Comparison is made to the Guttman and Loevinger approaches. Parallel split coefficients are shown to be unnecessary for tests of common types. In designing tests, maximum interpretability of scores is obtained by increasing the first-factor concentration in any separately-scored subtest and avoiding substantial group-factor clusters within a subtest. Scalability is not a requisite.
Article
This study presents a novel motion-cueing strategy, which is applied to a motion simulator with three rotational degrees of freedom (DOF) to perform the roll, pitch, yaw, surge, and sway motions by using an online optimization algorithm. The weighting functions are adaptively tuned in each step, and the optimal Euler angles are obtained analytically. This motion-cueing algorithm is efficient since it requires no recursive search on the optimal solution. Experiments demonstrating the validity of the 5-DOF motion simulation are also included.
Article
Motion-based driving simulators are designed to render accelerations perceived as realistic, while keeping the motion system within its physical limits. These objectives are generally contradictory, and consequently motion control strategies are difficult to customize for different simulator configurations. In this paper, a novel approach is presented for the design of motion rendering strategies, using the model-based predictive control theory. Compared to traditional cueing techniques, actuator constraints are always respected, and the use of motion workspace is maximized during simulations. Models of human motion perception can be integrated to reduce sensory conflicts. A practical implementation on a high-performance automotive driving simulator is presented.
Article
( This reprinted article originally appeared in Psychological Review, 1927, Vol 34, 273–286. The following is a modified version of the original abstract which appeared in PA, Vol 2:527. ) Presents a new psychological law, the law of comparative judgment, along with some of its special applications in the measurement of psychological values. This law is applicable not only to the comparison of physical stimulus intensities but also to qualitative judgments, such as those of excellence of specimens in an educational scale. The law is basic for work on Weber's and Fechner's laws, applies to the judgments of a single observer who compares a series of stimuli by the method of paired comparisons when no "equal" judgments are allowed, and is a rational equation for the method of constant stimuli.
Tests consisting of one- and two-axis closed-loop tracking tasks, with and without motion, have been made to define some areas where motion cues are beneficial. Tests were made with reduced scaling on the motion input to investigate the minimum requirements of motion cues in those tests where motion was found to be of assistance. For the set of conditions tested, little or no difference in the measurement criteria was observed in the single-axis motion/no motion runs. Similar results were obtained when comparing two single-axis tests with different pitch orientation. The two-axis tests, which consisted of pitch and yaw and pitch and roll, did, however, produce a difference in the error measurements in the motion/no motion comparison. A decrease in normalized tracking error and an increase in closed-loop system frequency were observed when motion was added. Tests were also run, in pitch and yaw only, in which the scale of the motion input was reduced. These tests were performed by the subject in sequence starting with no motion all the way to full motion and back down to no motion. Each motion scale condition (none, 1/16, ¿, ¼, ½, and full) constituted a test. The normalized tracking error remained constant for full, ½, and ¼ motion scaling, but increased with a further reduction in motion scaling.
Need-Based evaluation of simulator force and motion cuing devices
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P. M. T. Zaal and D. M. Pool, "Multimodal pilot behavior in multi-axis tracking tasks with time-varying motion cueing gains," in Proc. AIAA Model. Simul. Technol. Conf. Exhib. National Harbor, MD, USA: Amer. Inst. Aeronaut. Astronaut., Jan. 2014, pp. 174-190.
Methodology for the subjective assessment of the quality of television pictures
ITU, "Methodology for the subjective assessment of the quality of television pictures," Int. Telecommun. Union, Geneva, Switzerland, Tech. Rep., ITU-R Recommendation BT.500-13, 2012.