Refine Your Search

Search Results

Viewing 1 to 2 of 2
Technical Paper

Motion Cueing Evaluation of Off-Road Heavy Vehicle Handling

2016-09-27
2016-01-8041
Motion cueing algorithms can improve the perceived realism of a driving simulator, however, data on the effects on driver performance and simulator sickness remain scarce. Two novel motion cueing algorithms varying in concept and complexity were developed for a limited maneuvering workspace, hexapod/Stuart type motion platform. The RideCue algorithm uses a simple swing motion concept while OverTilt Track algorithm uses optimal pre-positioning to account for maneuver characteristics for coordinating tilt adjustments. An experiment was conducted on the US Army Tank Automotive Research, Development and Engineering Center (TARDEC) Ride Motion Simulator (RMS) platform comparing the two novel motion cueing algorithms to a pre-existing algorithm and a no-motion condition.
Technical Paper

High-Frequency Terrain Content and Surface Interactions for Off-Road Simulations

2004-10-26
2004-01-2641
Standard visual database modeling practices in driving simulation reduce geometric complexity of terrain surfaces by using texture maps to simulate high frequency detail. Typically the vehicle dynamics model queries a correlated database that contains the polygons from the high level of detail of the visual database. However the vehicle dynamics database does not contain any of the high frequency information included in the texture maps. To overcome this issue and enhance both the visual and vehicle dynamics databases, a mathematical model of the high frequency content of the ground surface is developed using a set of Non-Uniform Rational B-Splines (NURBS) patches. The patches are combined in the terrain query by superimposing them over the low-frequency polygonal terrain, reintroducing the missing content. The patches are also used to generate Bump Map textures for the image generator so that the visual representation matches the terrain query.
X