This research investigated the perception of self-motion in driving simulation, focussing on the dynamic cues produced by a motion platform. The study was undertaken in three stages, evaluating various motion cueing techniques based on both subjective ratings of realism and objective measures of driver performance. Using a Just Noticeable Difference methodology, Stage 1 determined the maximum perceptible motion scaling for platform movement in both translation and tilt. Motion cues scaled by 90% or more could not be perceptibly differentiated from unscaled motion. This result was used in Stage 2‟s examination of the most appropriate point in space at which the platform translations and rotations should be centred (Motion Reference Poi...
Advanced driving simulators aim at rendering the motion of a vehicle with maximum fidelity, which re...
This paper describes a perception-based motion cueing (PBMC) algorithm, which aims to bridge the gap...
Multi sensorial cues (visual, auditory, haptic, inertial, vestibular, neuromuscular) [Ang2] play imp...
The overall aim of this thesis was to study the effects of a simulator’s motion system on vestibular...
Abstract: Due to limited operational space, in dynamic driving simulators it is common practice to i...
This paper presents the results of a study to evaluate the suitability of two new driving simulator ...
Faithful motion restitution in driving simulators normally focuses on track monitoring and maximizin...
Motion based driving simulators have a limited physical workspace. One method to perceptually expand...
IEEE Virtual Reality Conference (VR), Singapore, SINGAPORE, MAR 19-23, 2011International audienceWhi...
Tilt coordination technique is used for reproducing a sustained linear acceleration in driving simul...
Motion cueing algorithms can improve the perceived realism of a driving simulator, however, data on ...
A study took place at the DLR Institute of Transportation Systems’ dynamic simulator SimCar with the...
To test hypothesised mechanisms behind driver response to down-scaled motion cues in simulators, a d...
The goal of the presented study was to explore how simulator motion cueing affects the driver’s cont...
Driving simulator provides a safe environment to measure driving behaviour by using several sensory ...
Advanced driving simulators aim at rendering the motion of a vehicle with maximum fidelity, which re...
This paper describes a perception-based motion cueing (PBMC) algorithm, which aims to bridge the gap...
Multi sensorial cues (visual, auditory, haptic, inertial, vestibular, neuromuscular) [Ang2] play imp...
The overall aim of this thesis was to study the effects of a simulator’s motion system on vestibular...
Abstract: Due to limited operational space, in dynamic driving simulators it is common practice to i...
This paper presents the results of a study to evaluate the suitability of two new driving simulator ...
Faithful motion restitution in driving simulators normally focuses on track monitoring and maximizin...
Motion based driving simulators have a limited physical workspace. One method to perceptually expand...
IEEE Virtual Reality Conference (VR), Singapore, SINGAPORE, MAR 19-23, 2011International audienceWhi...
Tilt coordination technique is used for reproducing a sustained linear acceleration in driving simul...
Motion cueing algorithms can improve the perceived realism of a driving simulator, however, data on ...
A study took place at the DLR Institute of Transportation Systems’ dynamic simulator SimCar with the...
To test hypothesised mechanisms behind driver response to down-scaled motion cues in simulators, a d...
The goal of the presented study was to explore how simulator motion cueing affects the driver’s cont...
Driving simulator provides a safe environment to measure driving behaviour by using several sensory ...
Advanced driving simulators aim at rendering the motion of a vehicle with maximum fidelity, which re...
This paper describes a perception-based motion cueing (PBMC) algorithm, which aims to bridge the gap...
Multi sensorial cues (visual, auditory, haptic, inertial, vestibular, neuromuscular) [Ang2] play imp...