Journal articles on the topic 'Motion washout filter'

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1

Inayat, Irum, Rooh ul Amin, and Malik Mazhar Ali. "Hardware-in-the-loop flight motion simulation of flexible variable sweep aircraft." Aircraft Engineering and Aerospace Technology 90, no. 9 (November 14, 2018): 1428–37. http://dx.doi.org/10.1108/aeat-08-2017-0180.

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Purpose This paper aims to propose an improved and computationally efficient motion simulation of a flexible variable sweep aircraft. Design/methodology/approach The motion simulation is performed on hardware-in-the-loop simulation setup using 6 degree-of-freedom motion platform. The dynamic model of a flexible variable sweep aircraft, Rockwell B-1 Lancer is presented using equations of motions for combined rigid and flexible motions. The peak filter is introduced as a new method to separate flexible motion from aircraft motion data. Standard adaptive washout filter is modified and redesigned for an accurate flexible aircraft flight simulation. The flight data are generated using FlightGear software. Another motion profile with significant oscillations is also tested. The peak filter and the modified adaptive washout filter both are used to process the data according to the motion envelop of motion platform. Findings The performance of the modified adaptive washout filter is evaluated using hardware-in-the-loop simulation setup and results are compared with the standard adaptive washout filter. Results exhibit that the proposed method is computationally cost-effective and improves the motion simulation of flexible aircraft with close to realistic motion cues. Originality/value The proposed work presents motion simulation of a flexible aircraft by introducing a peak filter to extract flexible motion in contrast to the traditional motion separation methods. Also, a modified adaptive washout filter is designed and implemented in place of the traditional washout filters for improved flexible aircraft flight motion simulation.
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2

Gharib, Alireza, Masoud Goharimanesh, Ali Koochi, and Mohammad Reza Gharib. "DESIGNING AN EVOLUTIONARY OPTIMAL WASHOUT FILTER BASED ON GENETIC ALGORITHM." Aviation 26, no. 1 (March 31, 2022): 54–63. http://dx.doi.org/10.3846/aviation.2022.16570.

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This paper aims to design a reliable filter that can transform the actual motion of a flight simulator maneuver into a logical and understandable movement for its workspace. Motion cueing algorithms are used in scaling maneuvers to improve the user’s perception of real-world motion. As a unique algorithm, the washout-filter algorithm reduces the real motions where the user cannot understand the difference between the actual and simulated maneuvers. To design a proper washout filter, first, apply the inner ear model where humans can feel the motion to design a proper filter. The Otolith and semicircular systems were represented by two parts in this model. Second, an evolutionary theory based on a genetic algorithm is used to design a structure that minimizes human perception error and workspace boundaries. The issue is determining the coefficients in the model in order to create a high-performance flight simulator. The filtering algorithm, based upon the human vestibular model, compares human perception with flight simulator motion knowledge. The findings demonstrate an objective function that minimizes user perception error, and the flight simulator motion range can prepare a reliable washout filter for motion cueing.
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3

Grant, Peter R., and Lloyd D. Reid. "Motion Washout Filter Tuning: Rules and Requirements." Journal of Aircraft 34, no. 2 (March 1997): 145–51. http://dx.doi.org/10.2514/2.2158.

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4

Lemes, R. C., M. Moreira Souza, E. M. Belo, and J. H. Bidinotto. "Latency on a Stewart platform using washout filter." Aeronautical Journal 122, no. 1252 (March 27, 2018): 1003–19. http://dx.doi.org/10.1017/aer.2018.35.

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ABSTRACTThe aim of this work is to investigate and quantify the latency on a Stewart Platform caused exclusively by a Classic washout filter. This washout filter is intended to recreate the sensations of motion caused by changes of translational and rotational acceleration that an aircraft can provide, due to changes in attitudes caused by external factors, and those caused by the pilot’s command. The input signal was generated by a FlightGear Simulator in order to obtain the specific forces and angular velocities of a Boeing 747 during a take-off procedure. These signals are then filtered by a washout filter and sent to the inverse kinematics of the movable platform, which will transform the aircraft motion sensations in platforms actuator position, thereby causing a certain signal delay. Experiments were performed in a Stewart Platform to obtain the latency caused by the mathematical modelling of the entire washout filter system. This latency are then compared to the latency caused by the control and dynamics of the platform’s actuators. Results indicate that the washout filter is the most responsible for the latency of the specific force signals to be reproduced by the platform in this experiment, and that the natural frequency and damping coefficient values must be properly estimated in order to optimise the total latency.
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Asadi, Houshyar, Chee Peng Lim, Arash Mohammadi, Shady Mohamed, Saeid Nahavandi, and Lakshmanan Shanmugam. "A genetic algorithm–based nonlinear scaling method for optimal motion cueing algorithm in driving simulator." Proceedings of the Institution of Mechanical Engineers, Part I: Journal of Systems and Control Engineering 232, no. 8 (May 21, 2018): 1025–38. http://dx.doi.org/10.1177/0959651818772940.

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A motion cueing algorithm plays an important role in generating motion cues in driving simulators. The motion cueing algorithm is used to transform the linear acceleration and angular velocity of a vehicle into the translational and rotational motions of a simulator within its physical limitation through washout filters. Indeed, scaling and limiting should be used along within the washout filter to decrease the amplitude of the translational and rotational motion signals uniformly across all frequencies through the motion cueing algorithm. This is to decrease the effects of the workspace limitations in the simulator motion reproduction and improve the realism of movement sensation. A nonlinear scaling method based on the genetic algorithm for the motion cueing algorithm is developed in this study. The aim is to accurately produce motions with a high degree of fidelity and use the platform more efficiently without violating its physical limitations. To successfully achieve this aim, a third-order polynomial scaling method based on the genetic algorithm is formulated, tuned, and implemented for the linear quadratic regulator–based optimal motion cueing algorithm. A number of factors, which include the sensation error between the real and simulator drivers, the simulator’s physical limitations, and the sensation signal shape-following criteria, are considered in optimizing the proposed nonlinear scaling method. The results show that the proposed method not only is able to overcome problems pertaining to selecting nonlinear scaling parameters based on trial-and-error and inefficient usage of the platform workspace, but also to reduce the sensation error between the simulator and real drivers, while satisfying the constraints imposed by the platform boundaries.
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6

Huang, Chin-I., and Li-Chen Fu. "Human Vestibular System Based Optimal Washout Filter Design on Motion Platform Constraint." IFAC Proceedings Volumes 39, no. 15 (2006): 394–99. http://dx.doi.org/10.3182/20060906-3-it-2910.00067.

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7

Asadi, Houshyar, Shady Mohamed, and Saeid Nahavandi. "Incorporating Human Perception With the Motion Washout Filter Using Fuzzy Logic Control." IEEE/ASME Transactions on Mechatronics 20, no. 6 (December 2015): 3276–84. http://dx.doi.org/10.1109/tmech.2015.2405934.

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8

Chen, Sung-Hua, and Li-Chen Fu. "An Optimal Washout Filter Design with Fuzzy Compensation for a Motion Platform." IFAC Proceedings Volumes 44, no. 1 (January 2011): 8433–38. http://dx.doi.org/10.3182/20110828-6-it-1002.03176.

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9

Asadi, Houshyar, Chee Peng Lim, Shady Mohamed, Darius Nahavandi, and Saeid Nahavandi. "Increasing Motion Fidelity in Driving Simulators Using a Fuzzy-Based Washout Filter." IEEE Transactions on Intelligent Vehicles 4, no. 2 (June 2019): 298–308. http://dx.doi.org/10.1109/tiv.2019.2904388.

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10

Qazani, Mohammad Reza Chalak, Houshyar Asadi, Shady Mohamed, Chee Peng Lim, and Saeid Nahavandi. "An optimal washout filter for motion platform using neural network and fuzzy logic." Engineering Applications of Artificial Intelligence 108 (February 2022): 104564. http://dx.doi.org/10.1016/j.engappai.2021.104564.

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11

LIAO, Chung-Shu, Chih-Fang HUANG, and Wei-Hua CHIENG. "A Novel Washout Filter Design for a Six Degree-of-Freedom Motion Simulator." JSME International Journal Series C 47, no. 2 (2004): 626–36. http://dx.doi.org/10.1299/jsmec.47.626.

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12

Hwang, Thong-Shing, Ming-Sung Kuo, and Sheng-Ping Hsieh. "Optimal genetic and adaptive fuzzy washout filter design in the motion-cueing simulator." Asian Journal of Control 10, no. 1 (January 2008): 88–95. http://dx.doi.org/10.1002/asjc.9.

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13

Springer, Klemens, Hubert Gattringer, and Hartmut Bremer. "Towards Washout Filter Concepts for Motion Simulators on the Base of a Stewart Platform." PAMM 11, no. 1 (December 2011): 955–56. http://dx.doi.org/10.1002/pamm.201110448.

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14

ZHU, Daoyang, Jun YAN, and Shaoli DUAN. "A Design of Nonlinear Scaling and Nonlinear Optimal Motion Cueing Algorithm for Pilot’s Station." Wuhan University Journal of Natural Sciences 26, no. 6 (December 2021): 513–20. http://dx.doi.org/10.1051/wujns/2021266513.

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Motion cueing algorithms (MCA) are often applied in the motion simulators. In this paper, a nonlinear optimal MCA, taking into account translational and rotational motions of a simulator within its physical limitation, is designed for the motion platform aiming to minimize human’s perception error in order to provide a high degree of fidelity. Indeed, the movement sensation center of most MCA is placed at the center of the upper platform, which may cause a certain error. Pilot’s station should be paid full attention to in the MCA. Apart from this, the scaling and limiting module plays an important role in optimizing the motion platform workspace and reducing false cues during motion reproduction. It should be used along within the washout filter to decrease the amplitude of the translational and rotational motion signals uniformly across all frequencies through the MCA. A nonlinear scaling method is designed to accurately duplicate motions with high realistic behavior and use the platform more efficiently without violating its physical limitations. The simulation experiment is verified in the longitudinal/pitch direction for motion simulator. The result implies that the proposed method can not only overcome the problem of the workspace limitations in the simulator motion reproduction and improve the realism of movement sensation, but also reduce the false cues to improve dynamic fidelity during the motion simulation process.
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15

Huang, Chin-I., and Li-Chen Fu. "Senseless Maneuver Optimal Washout Filter Design with Human Vestibular Based (HVB) for VR-based Motion Simulator." IFAC Proceedings Volumes 41, no. 2 (2008): 14755–60. http://dx.doi.org/10.3182/20080706-5-kr-1001.02498.

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16

Lim, Mee Seub, Hyung Bae Park, and Joon Hong Lim. "Development of Riding Robot System for Entertainment and Healthcare Service." Solid State Phenomena 166-167 (September 2010): 253–58. http://dx.doi.org/10.4028/www.scientific.net/ssp.166-167.253.

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This paper describes the riding robot system named by "RideBot" which is a riding robot like as a horse. In order to simulate the riding motions, we developed the saddle mechanism which can generate 3 DOF motions including pitch, roll, and bounce movement, and also we controlled the riding motions and the intention of horseman. To generate the riding motions with the bodily sensation, we developed Novel Washout Filter and the algorithms for motion control. And also, we developed some health care service for the health care of horseman. A body state index was proposed that evaluates the personal health state from both the measured physiological variables and the surveyed questions. The physiological variables such as weight, blood pressure, heart rate variability (HRV), accelerated state photoplethysmograph(APG), body fat, and happiness index were measured by the specially designed bio-handle system and survey questions. The efficiency of the proposed ride robot is evaluated in the experiments
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17

Hosman, R., S. Advani, and N. Haeck. "Integrated design of flight simulator motion cueing systems." Aeronautical Journal 109, no. 1091 (January 2005): 1–12. http://dx.doi.org/10.1017/s000192400000049x.

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Abstract An advanced design process applicable to the specification of flight simulator cueing systems is presented in this paper. This process is based on the analysis of the pilot-vehicle control loop by using a pilot model incorporating both visual and vestibular feedback, and the aircraft dynamics. After substituting the model for the simulated aircraft, the analysis tools are used to adjust the washout filter parameters with the goal of restoring pilot control behaviour. This process allows the specification of the motion cueing algorithm. Then, based on flight files representative of the operational flight envelope, the required motion system space is determined. The motion-base geometry is established based on practical limitations, as well as criteria for the stability of the platform with respect to singular conditions. With this process the characteristics of the aircraft, the tasks to be simulated, and the missions themselves are taken into account in defining the simulator motion cueing system.
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18

Chalak Qazani, Mohammad Reza, Houshyar Asadi, Tobias Bellmann, Shady Mohamed, Chee Peng Lim, and Saeid Nahavandi. "Adaptive Washout Filter Based on Fuzzy Logic for a Motion Simulation Platform With Consideration of Joints’ Limitations." IEEE Transactions on Vehicular Technology 69, no. 11 (November 2020): 12547–58. http://dx.doi.org/10.1109/tvt.2020.3023478.

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19

Khusro, Yash Raj, Yanggu Zheng, Marco Grottoli, and Barys Shyrokau. "MPC-Based Motion-Cueing Algorithm for a 6-DOF Driving Simulator with Actuator Constraints." Vehicles 2, no. 4 (December 2, 2020): 625–47. http://dx.doi.org/10.3390/vehicles2040036.

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Driving simulators are widely used for understanding human–machine interaction, driver behavior and in driver training. The effectiveness of simulators in this process depends largely on their ability to generate realistic motion cues. Though the conventional filter-based motion-cueing strategies have provided reasonable results, these methods suffer from poor workspace management. To address this issue, linear MPC-based strategies have been applied in the past. However, since the kinematics of the motion platform itself is nonlinear and the required motion varies with the driving conditions, this approach tends to produce sub-optimal results. This paper presents a nonlinear MPC-based algorithm which incorporates the nonlinear kinematics of the Stewart platform within the MPC algorithm in order to increase the cueing fidelity and use maximum workspace. Furthermore, adaptive weights-based tuning is used to smooth the movement of the platform towards its physical limits. Full-track simulations were carried out and performance indicators were defined to objectively compare the response of the proposed algorithm with classical washout filter and linear MPC-based algorithms. The results indicate a better reference tracking with lower root mean square error and higher shape correlation for the proposed algorithm. Lastly, the effect of the adaptive weights-based tuning was also observed in the form of smoother actuator movements and better workspace use.
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20

McEwan, Pauline E., Lynn Bailey, David Trost, Christopher Scull, John H. Keating, Misty Williams, and Robert J. Guttendorf. "Percutaneous Hepatic Perfusion With Filtered Melphalan for Localized Treatment of Metastatic Hepatic Disease: A Risk Assessment." International Journal of Toxicology 37, no. 6 (November 2018): 434–47. http://dx.doi.org/10.1177/1091581818811306.

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Regional therapies for metastatic liver disease have garnered interest in recent years due to technological advances in drug delivery. A percutaneous hepatic perfusion (PHP) using a newly developed generation 2 (GEN2) filtration system was designed to mitigate systemic toxicity and cardiovascular risk associated with hepatic blood filtration during hepatic artery infusion of the chemotherapy drug melphalan. The GEN2 system was evaluated in healthy swine, and plasma samples were assessed for clinical chemistry, melphalan toxicokinetics (TK), inflammatory cytokines, catecholamines, hematological, and cardiac biomarkers. Cardiovascular safety was assessed by echocardiography, electrocardiogram, and telemetry. Toxicology parameters included clinical signs, body weight, gross pathology, and histopathology. There were no treatment-related deaths associated with the PHP procedure with GEN2 filtration, and all animals survived to scheduled necropsy. Assessment of the pharmacokinetic/TK plasma concentrations of melphalan demonstrated that the GEN2 filter was able to extract melphalan from blood with high efficiency and reduce melphalan exposure in the systemic circulation. The hemodynamic, immunosuppressive, immunotoxic, cardiotoxic, and histopathologic effects of melphalan were limited. The significant hemodynamic challenge imposed by filtration resulted in a compensatory tachycardia with supranormal left ventricular function, although no wall motion abnormalities were detected and left ventricular function remained normal. Catecholamines decreased and then quickly rebounded during washout. Transient and reversible effects of treatment on cardiac enzymes, catecholamines, and cytokines and reversible hemodynamic effects without cardiac damage indicated that PHP with melphalan was not cardiotoxic or immunotoxic under the conditions tested, due to high efficiency of the filtration system limiting exposure of melphalan to the systemic circulation.
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21

Kwon, Seong-Jin, and Moon-Sik Kim. "A Study on Improvement of Motion Sensation for a Vehicle Driving Simulator Based on Specific Force Gain and Tilt Angle Scale Method." Applied Sciences 12, no. 19 (September 21, 2022): 9473. http://dx.doi.org/10.3390/app12199473.

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The vehicle driving simulator (VDS) is a virtual reality-based system that provides drivers and passengers with a driving feeling similar to the actual vehicle. However, the motion system of the VDS has limitations in providing the same driving feeling as the actual driving due to its limited kinematics and dynamic characteristics. In order to solve these problems and limit the motion of the VDS to the kinematic workspace, a washout algorithm is needed. However, since the classical washout algorithm causes simulator sickness due to time delay and signal distortion caused by using the signal filters, various washout algorithms have been proposed, such as a new tilt coordination algorithm and method of directly reflecting subregions of vehicle tilt angle. However, the new tilt coordination washout algorithm has the disadvantage of extremely degrading the rotational motion sensation, and the subregions scale method has the disadvantage of ambiguous criteria for selecting scale parameters. In this paper, we propose a novel washout algorithm that improves the motion sensation of the driver and passengers by an enhanced tilt coordination and subregion scale washout algorithm and evaluate it through a simulation based on the human sensation model. The proposed washout algorithm has the advantage of maintaining enhanced translational motion sensation by the new tilt coordination algorithm while complementing deteriorated rotational motion sensation. In addition, the structure of the algorithm is simple and gain tunning is intuitive, making it easy for the user to apply to the motion system of the VDS.
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22

Riera, Jose V., Sergio Casas, Francisco Alonso, and Marcos Fernández. "A Case Study on Vestibular Sensations in Driving Simulators." Sensors 22, no. 15 (August 4, 2022): 5837. http://dx.doi.org/10.3390/s22155837.

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Motion platforms have been used in simulators of all types for several decades. Since it is impossible to reproduce the accelerations of a vehicle without limitations through a physically limited system (platform), it is common to use washout filters and motion cueing algorithms (MCA) to select which accelerations are reproduced and which are not. Despite the time that has passed since their development, most of these algorithms still use the classical washout algorithm. In the use of these MCAs, there is always information that is lost and, if that information is important for the purpose of the simulator (the training simulators), the result obtained by the users of that simulator will not be satisfactory. This paper shows a case study where a BMW 325Xi AUT fitted with a sensor, recorded the accelerations produced in all degrees of freedom (DOF) during several runs, and data have been introduced in mathematical simulation software (washout + kinematics + actuator simulation) of a 6DOF motion platform. The input to the system has been qualitatively compared with the output, observing that most of the simulation adequately reflects the input to the system. Still, there are three events where the accelerations are lost. These events are considered by experts to be of vital importance for the outcome of a learning process in the simulator to be adequate.
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23

Riera, Jose V., Sergio Casas, Marcos Fernández, Francisco Alonso, and Sergio A. Useche. "Development of a Hybrid Method to Generate Gravito-Inertial Cues for Motion Platforms in Highly Immersive Environments." Sensors 21, no. 23 (December 2, 2021): 8079. http://dx.doi.org/10.3390/s21238079.

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Motion platforms have been widely used in Virtual Reality (VR) systems for decades to simulate motion in virtual environments, and they have several applications in emerging fields such as driving assistance systems, vehicle automation and road risk management. Currently, the development of new VR immersive systems faces unique challenges to respond to the user’s requirements, such as introducing high-resolution 360° panoramic images and videos. With this type of visual information, it is much more complicated to apply the traditional methods of generating motion cues, since it is generally not possible to calculate the necessary corresponding motion properties that are needed to feed the motion cueing algorithms. For this reason, this paper aims to present a new method for generating non-real-time gravito-inertial cues with motion platforms using a system fed both with computer-generated—simulation-based—images and video imagery. It is a hybrid method where part of the gravito-inertial cues—those with acceleration information—are generated using a classical approach through the application of physical modeling in a VR scene utilizing washout filters, and part of the gravito-inertial cues—the ones coming from recorded images and video, without acceleration information—were generated ad hoc in a semi-manual way. The resulting motion cues generated were further modified according to the contributions of different experts based on a successive approximation—Wideband Delphi-inspired—method. The subjective evaluation of the proposed method showed that the motion signals refined with this method were significantly better than the original non-refined ones in terms of user perception. The final system, developed as part of an international road safety education campaign, could be useful for developing further VR-based applications for key fields such as driving assistance, vehicle automation and road crash prevention.
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24

Fischer, Martin, Håkan Sehammar, and Göran Palmkvist. "Applied Motion Cueing Strategies for Three Different Types of Motion Systems." Journal of Computing and Information Science in Engineering 11, no. 4 (December 1, 2011). http://dx.doi.org/10.1115/1.4005454.

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Simulators with motion systems are used to give the driver a motion feedback. The type of the motion system and its related motion envelope is a major factor for the ability to present certain motion cues. This paper describes algorithms for three types of motion systems with the focus on a new algorithm for 8-degree-of-freedom systems. As new features compared to other algorithms for this type of motion system consequent complementary splitting into low-, mid-, and high-frequent signals and cross-system washout compensation are introduced. Parameter tuning effects according to washout and signal splitting filter frequency variations are shown and analyzed.
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25

Houda, Taha, Lotfi Beji, Ali Amouri, and Malik Mallem. "Handiski simulator performance under PSO-based washout and control parameters optimization." Nonlinear Dynamics, June 30, 2022. http://dx.doi.org/10.1007/s11071-022-07626-w.

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AbstractThe transfer of advanced technology to the person with a disability who wishes to practice a sporting activity is gaining momentum in the science/engineering world. This paper seeks to approve more comfort and sensations for people with paraplegia on a motion simulation platform during a ski operation. The Motion Cueing Algorithm (MCA) has proven itself for sensation reproduction, which we propose to improve by integrating the physical limits of our 8-DoF mechatronics platform. An extended classical MCA is proposed to respond to the significant lack of restored sensation in the intermediate frequency range. A Particle Swarm Optimization (PSO) is constructed to perform optimal washout filter parameters and control law parameters. Consequently, the reproduced skier trajectory stability is obtained. The results show that the proposed algorithm will overcome the physical limitation problem in the Handiski simulator, improve the realism of movement sensation, and reduce the false cues to enhance dynamic fidelity.
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