Realization of a Desktop Flight Simulation System for Motion-Cueing Studies
Author(s) -
Berkay Volkaner,
S. Numan Sozen,
Vasfi Emre Ömürlü
Publication year - 2016
Publication title -
international journal of advanced robotic systems
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.394
H-Index - 46
eISSN - 1729-8814
pISSN - 1729-8806
DOI - 10.5772/63239
Subject(s) - computer science , workspace , simulation , motion (physics) , filter (signal processing) , stewart platform , parallel manipulator , flight simulator , realization (probability) , motion simulator , control theory (sociology) , computer vision , kinematics , robot , artificial intelligence , control (management) , statistics , mathematics , physics , classical mechanics
Parallel robotic mechanisms are generally used in flight simulators with a motion-cueing algorithm to create an unlimited motion feeling of a simulated medium in a bounded workspace of the simulator. A major problem in flight simulators is that the simulation has an unbounded space and the manipulator has a limited one. Using a washout filter in the motion-cueing algorithm overcomes this. In this study, a low-cost six degrees of freedom (DoF) desktop parallel manipulator is used to test a classical motion-cueing algorithm; the algorithm's functionality is confirmed with a Simulink real-time environment. Translational accelerations and angular velocities of the simulated medium obtained from FlightGear flight simulation software are processed through a generated washout filter algorithm and the simulated medium's motion information is transmitted to the desktop parallel robotic mechanism as a set point for each leg. The major issues of this paper are designing a desktop simulation system, controlling the parallel manipulator, communicating between the flight simulation and the platform, designing a motion-cueing algorithm and determining the parameters of the washout filters
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