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Special Demands for a Moving-base System for an OFF-Road Driving Simulator

机译:用于越野驾驶模拟器的移动基础系统的特殊要求

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In comparison with the real vehicle driving simulators offer the possibility to carry out most different driving situations with no outside influences under ecological and also economic conditions reproducibly at any time. The quality of the simulation is substantially determined by the used hard- and software. In the area of the visualization within the last few years great improvements have been realized due to the considerable increase of computer power, whereas the information provided by the motion system is discussed very controversially. Depending on the specific requirements the effort of building of a driving simulator is not always in a justifiable in relation to its intended use. Therefore basic investigations have to be done to define minimum requirements to an effective and also economic layout of a driving simulator subjected to its intended field of application. Especially in the area of off-road driving it is not always possible to simulate all vehicle movements true to scale. Therefore it has to be analysed, which movement information for the representation of a realistic driving impression is perceived by the driver of a vehicle and which can be reduced without cue conflict for the human being. This paper introduces extracts of an approach to evaluate the influence of the interaction of the vestibular and the visual information on the movement impression. Therefore tests with the driving simulator MARS have been carried out. The thresholds of perception for pitch and roll angles without sight and afterwards with different visual information have been analysed. Furthermore test subjects have driven on a predefined test course with different scaled haptic information. It has turned out that the visual information has a considerable influence on the motion perception. The influence raises with the complexity of the demands on the sense organs and on the concentration of the driver. This above all is reflected in visual informations, which does not fit to the actual haptic information with the consequence of a possible nausea. Especially in the area of simulating the off-road drive the haptic information can be reduced by about 30% without restrictions at the motion impression. Tests not presented within this paper show that superimposed oscillations, which occur typically at off-road driving, lower the required motion representation furthermore.
机译:与真正的车辆驾驶模拟器相比,可以在任何时候可重复地在生态和经济状况下没有外部影响的大多数不同的驾驶局。模拟的质量基本上由使用的硬软件决定。在过去几年内的可视化领域,由于计算机功率相当大的增加,已经实现了很大的改进,而动态系统提供的信息非常讨论。根据具体要求,建立驾驶模拟器的努力并不总是与其预期用途合理的。因此,必须进行基本的调查,以将最低要求定义为有效的和经济布局的驾驶模拟器经过其预期应用领域。特别是在越野驾驶领域,并不总是可以模拟所有车辆运动来规模。因此,必须进行分析,该移动信息由车辆的驾驶员感知到现实驾驶印象的表示,并且可以减少没有提示人类的提示冲突。本文介绍了评估前庭和视觉信息对运动印象的影响的方法的提取物。因此,已经进行了与驾驶模拟器火星的测试。已经分析了没有视觉和之后的间距和滚动角度的感知的阈值。此外,测试对象在预定义的测试过程中推动了具有不同缩放的触觉信息的预定测试课程。事实证明,视觉信息对运动感知具有相当大的影响。影响力提高了感觉器官对触发器官的需求的复杂性和驾驶员的浓度。以上所有这些都反映在视觉信息中,这与可能的恶心的后果不适合实际触觉信息。特别是在模拟越野驱动的区域中,触觉信息可以减少约30%而不会限制运动印象。本文未提出的测试表明,通常在越野行驶时发生的叠加振荡进一步降低所需的运动表示。

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