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Simulating believable forward accelerations on a stewart motion platform

Published: 18 January 2010 Publication History

Abstract

It is still an unsolved problem how to optimally simulate self-motion using motion simulators. We investigated how a forward acceleration can be simulated as believably as possible on a hexapod motion platform equipped with a projection screen.
Human participants rated the believability of brief forward accelerations. These were simulated as visual forward accelerations over a ground plane with people as size cues, presented together with brief forward surge translations and backward pitches of the platform, and synchronous random up--down movements of the camera in the visual scene and the platform. The magnitudes of all of the parameters were varied independently across trials.
Even though variability between participants was high, the most believable simulation occurred when visual accelerations were combined with backward pitches of the platform, which changed the gravitoinertial vector direction approximately consistent with the visual acceleration. However, a wide range of platform pitches was accepted as believable. With high visual acceleration cues most participants reported trials as realistic even when the platform tilt rate was above vestibular canal thresholds reported in other works. Other manipulated parameters had only a mild influence on the responses. These results can be used to optimize motion-cueing algorithms for simulating linear accelerations in motion simulators.

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Published In

cover image ACM Transactions on Applied Perception
ACM Transactions on Applied Perception  Volume 7, Issue 1
January 2010
154 pages
ISSN:1544-3558
EISSN:1544-3965
DOI:10.1145/1658349
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

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Publication History

Published: 18 January 2010
Accepted: 01 December 2008
Revised: 01 September 2008
Received: 01 September 2008
Published in TAP Volume 7, Issue 1

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Author Tags

  1. Linear vection
  2. multisensory integration
  3. self-motion perception
  4. simulator design
  5. vestibular
  6. virtual reality

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  • (2023)You spin me right round, baby, right round: Examining the Impact of Multi-Sensory Self-Motion Cues on Motion Sickness During a VR Reading TaskProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580966(1-16)Online publication date: 19-Apr-2023
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