Motion simulator is a mechanism that creates the feelings of being to occupants in a moving vehicle. Many types of motion simulators or platforms have been developed in the area of aerospace or automobile. A single-seated motion simulator was developed according to the extension of amusement market. The personal simulator that is interactive with a personal computer can move with rolling or pitching motion by the control of a racing wheel or joystick. The dynamic behavior of the motion simulator was obtained by kinematic and multi-body dynamic analysis. Reaction forces and moments from the analysis were used to calculate the stress distribution of the base frame that is one of major structural parts of the simulator. The stress result represented that high stresses were concentrated on the connected parts with ribs.
This work shows how to create an algorithm and implementation for motion and image matching between a vehicle simulator and Unity 3D based virtual object. The motion information of the virtual vehicle is transmitted to the real simulator via a RS232 communication protocol, and the motion is controlled based on the inverse kinematics solution of the platform adopting rotary-type six actuators driving system. Wash-out filters to implement the effective motion of the motion platform are adopted, and thereby reduce the dizziness and increase the realistic sense of motion. Furthermore, the simulator system is successfully designed aiming to reducing size and cost with adaptation of rotary-type six actuators, real driving environment via VR (Virtual Reality), and control schemes which employ a synchronization between 6 motors and 3rd order motion profiles. By providing relatively big sense of motion particularly in impact and straight motions mainly causing simulator sickness, dizziness is remarkably reduced, thereby enhancing the sense of realistic motion.