Motion simulator usually appears the phenomenon of false cues and the workspace is limited in the process of washout. The proposed washout algorithm combines fuzzy logic control with the vestibular system to design th...Motion simulator usually appears the phenomenon of false cues and the workspace is limited in the process of washout. The proposed washout algorithm combines fuzzy logic control with the vestibular system to design the tilt coordination fuzzy adaptive filter, in order to minimize the vestibular sensory error below the human perception threshold. Owing to tilt coordination angular velocity limiter, the loss of low-pass acceleration must be compensated by the acceleration transform model. The translational channel decreases the possibility of the workspace beyond limitation and expands the scope of motion platform simulating input acceleration by using third-order filter. The simulation results show that the proposed algorithm can effectively overcome the phase retardation of classical washout algorithm, and then prevent the produce of false cues, decrease the displacement of motion platform simultaneously; in addition, white Gaussian noise simulates large variations in acceleration. The proposed washout algorithm can have maximal extreme value of acceleration and accurate simulating performance in general. It also proves that the proposed washout algorithm has a strong adaptability and reliability, which can effectively improve the dynamic fidelity for motion simulator.展开更多
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
基金Funded by the National Natural Science Foundation of China(U1233107)Civil Aviation Science and Technology Innovation Project of China(MHRD20140210)
文摘Motion simulator usually appears the phenomenon of false cues and the workspace is limited in the process of washout. The proposed washout algorithm combines fuzzy logic control with the vestibular system to design the tilt coordination fuzzy adaptive filter, in order to minimize the vestibular sensory error below the human perception threshold. Owing to tilt coordination angular velocity limiter, the loss of low-pass acceleration must be compensated by the acceleration transform model. The translational channel decreases the possibility of the workspace beyond limitation and expands the scope of motion platform simulating input acceleration by using third-order filter. The simulation results show that the proposed algorithm can effectively overcome the phase retardation of classical washout algorithm, and then prevent the produce of false cues, decrease the displacement of motion platform simultaneously; in addition, white Gaussian noise simulates large variations in acceleration. The proposed washout algorithm can have maximal extreme value of acceleration and accurate simulating performance in general. It also proves that the proposed washout algorithm has a strong adaptability and reliability, which can effectively improve the dynamic fidelity for motion simulator.
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.