Realization of a Desktop Flight Simulation System for Motion-Cueing Studies

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 manipulat...

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Bibliographic Details
Published inInternational journal of advanced robotic systems Vol. 13; no. 3; p. 85
Main Authors Volkaner, Berkay, Sozen, S. Numan, Omurlu, V. Emre
Format Journal Article
LanguageEnglish
Published London, England SAGE Publications 11.05.2016
Sage Publications Ltd
SAGE Publishing
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Summary: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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ISSN:1729-8806
1729-8814
1729-8814
DOI:10.5772/63239