The classical washout algorithm had fixed gains and manually constructed filters, so that it led to poor adaptability. Furthermore, it lost the sustained acceleration cues of high-and mid-frequency in cross-over(tilt-...The classical washout algorithm had fixed gains and manually constructed filters, so that it led to poor adaptability. Furthermore, it lost the sustained acceleration cues of high-and mid-frequency in cross-over(tilt-coordination) channel, and the acceleration of cross-over frequency was also limited by angular velocity limiter, so the false cues in flight simulation process were clearly perceived by pilots. The paper studied the characteristics of the classical washout algorithm and flight simulator motion platform, tried to redesign the source of cross-over acceleration channel and translation acceleration channel, and transferred the part of cross-over acceleration that was unsimulated sustained acceleration to translation acceleration channel. Comparisons were mainly made between classical washout algorithm and revised algorithm in a longitudinal/pitch direction. The evaluation was based on the implementation of human vestibular perception system. The results demonstrated that the revised algorithm could significantly reduce the phase lag, and improved the spikes tracking performance. Furthermore, sensory angular velocity and the error of sensory acceleration were strictly controlled within the threshold of human perception system, and the displacement was a little broader than the classical washout algorithm. Therefore, it was proved that the new algorithm could diminish the filters parameters and heighten the self-adaptability for the washout algorithm. In addition, the magnitude of false cues was remarkably reduced during flight simulator, and the workspace utilization of the motion platform was developed by "closed-loop" control system.展开更多
Motion cueing algorithm plays a key role in simulator motion reproduction and improves the realism of movement sensation by combining with the human vestibular system.It is well established that scaling&limiting s...Motion cueing algorithm plays a key role in simulator motion reproduction and improves the realism of movement sensation by combining with the human vestibular system.It is well established that scaling&limiting should be used to decrease the amplitude of the acceleration and angular velocity signals for making full use of limited workspace of motion platform.A novel nonlinear scaling method based on a third-order polynomial and back propagation(BP)neural networks for the motion cueing algorithm is proposed in this paper.The third-order polynomial method is applied to the low amplitude segment of the input signal to minimize the trigger delay of the sensation acceleration;in the high amplitude segment,the BP neural network is used to adaptively adjust the scaling factor of the input signal,to avoid washout displacement and angular displacement beyond the boundary of the workspace.The simulation experiment is verified in the longitudinal/pitch direction for flight simulator,and the result implies that the proposed method not only can overcome the problem of constant scaling parameter and improve motion platform workspace utilization,but also reduce the false cues during the motion simulation process.展开更多
基金Supported by Wuhan Technical College of Communications Fund(Q2018001)China Institute of Communications Education Fund(1602-248)Wuhan Technical College of Communications Innovation Team(CX2018A07)
文摘The classical washout algorithm had fixed gains and manually constructed filters, so that it led to poor adaptability. Furthermore, it lost the sustained acceleration cues of high-and mid-frequency in cross-over(tilt-coordination) channel, and the acceleration of cross-over frequency was also limited by angular velocity limiter, so the false cues in flight simulation process were clearly perceived by pilots. The paper studied the characteristics of the classical washout algorithm and flight simulator motion platform, tried to redesign the source of cross-over acceleration channel and translation acceleration channel, and transferred the part of cross-over acceleration that was unsimulated sustained acceleration to translation acceleration channel. Comparisons were mainly made between classical washout algorithm and revised algorithm in a longitudinal/pitch direction. The evaluation was based on the implementation of human vestibular perception system. The results demonstrated that the revised algorithm could significantly reduce the phase lag, and improved the spikes tracking performance. Furthermore, sensory angular velocity and the error of sensory acceleration were strictly controlled within the threshold of human perception system, and the displacement was a little broader than the classical washout algorithm. Therefore, it was proved that the new algorithm could diminish the filters parameters and heighten the self-adaptability for the washout algorithm. In addition, the magnitude of false cues was remarkably reduced during flight simulator, and the workspace utilization of the motion platform was developed by "closed-loop" control system.
基金Wuhan Technical College of Communications Fund(Y2019006)Wuhan Technical College of Communications Innovation Team(CX2018A07)。
文摘Motion cueing algorithm plays a key role in simulator motion reproduction and improves the realism of movement sensation by combining with the human vestibular system.It is well established that scaling&limiting should be used to decrease the amplitude of the acceleration and angular velocity signals for making full use of limited workspace of motion platform.A novel nonlinear scaling method based on a third-order polynomial and back propagation(BP)neural networks for the motion cueing algorithm is proposed in this paper.The third-order polynomial method is applied to the low amplitude segment of the input signal to minimize the trigger delay of the sensation acceleration;in the high amplitude segment,the BP neural network is used to adaptively adjust the scaling factor of the input signal,to avoid washout displacement and angular displacement beyond the boundary of the workspace.The simulation experiment is verified in the longitudinal/pitch direction for flight simulator,and the result implies that the proposed method not only can overcome the problem of constant scaling parameter and improve motion platform workspace utilization,but also reduce the false cues during the motion simulation process.