Low-Latency Wind Generation for Vehicle Simulator Acceleration Cues
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Solution Overview
Problem
Conventional simulation systems have limited ranges of travel, restricting them to simulating bumps, vibrations, and tilting, and cannot accurately emulate the acceleration forces of a real vehicle, leading to an opposite sensation when the platform reaches its travel limit.
Innovation Solution
A wind generation system integrated into a vehicle simulator that dynamically generates wind using low-latency fan assemblies to simulate changes in wind magnitude and direction in response to the movement of a simulated vehicle, controlled by a simulation controller that determines wind control instructions based on telemetry data.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a motion simulator platform is used to simulate vehicle movement, then bumps, vibrations, and tilting can be simulated, but the range of travel is limited and acceleration forces can only be approximated for very short durations
Solution Approach 1:
The system segments the simulation experience into multiple independent components: the motion simulator platform handles bumps, vibrations, and tilting, while the wind generation system separately handles acceleration forces. This segmentation allows each subsystem to operate within its optimal range without being constrained by the other's limitations.
Solution Approach 2:
The wind generation system acts as an intermediary that compensates for the motion platform's limitations. By introducing wind as a mediating element, the system can simulate acceleration forces continuously without being constrained by the platform's travel range, effectively extending the duration of realistic acceleration simulation.
2Ease of operation
If the motion simulator platform reaches the end of its travel limit, then it begins decelerating, but this creates a sensation that is opposite of the desired acceleration effect
Solution Approach 1:
The wind generation system applies preliminary anti-action by generating wind that counteracts the deceleration sensation when the platform reaches its travel limit. The wind continues to push the user forward, opposing the platform's deceleration and maintaining the illusion of continuous acceleration, thereby preventing the opposite sensation from occurring.
Solution Approach 2:
The system converts the harmful effect of platform deceleration into a benefit by using the wind generation to mask or counteract it. The platform's mechanical limitation, which would normally create a false deceleration sensation, is transformed into an opportunity for the wind system to demonstrate its capability to maintain realistic acceleration cues independently of platform constraints.
3Device complexity
If conventional simulation systems are used, then the structure is relatively simple, but they cannot accurately emulate the sensory feeling of acceleration forces in a real vehicle
Solution Approach 1:
The system merges two distinct subsystems: the conventional motion simulator platform and the wind generation system. This combination allows the platform to handle low-frequency movements (bumps, tilts) while the wind system handles high-frequency acceleration forces, achieving comprehensive and accurate vehicle motion emulation that neither system could achieve alone.
Solution Approach 2:
The wind generation system serves multiple functions: it simulates acceleration forces, compensates for platform limitations, and provides continuous sensory feedback throughout the simulation. This multi-functionality allows a single added component to address multiple simulation deficiencies, making the overall system more capable without proportionally increasing complexity.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Provides accurate motion cues to users by simulating the sensory feeling of acceleration forces in a vehicle, enhancing the realism of simulation experiences.
Implementation Method 1
A wind generation system is configured to dynamically generate wind via one or more wind generators (e.g., fan assemblies)
Data Source
AI summary
Embodiments for generating motion cues via low latency wind generation are described. A wind generation system is configured to dynamically generate wind in accordance with instructions for incidence in a target area. The wind is generated in response to movement of a simulated vehicle in a simulation. The target area is a region that is occupied by a user operating the simulated vehicle. A controller may determine a wind velocity vector based in part on telemetry data describing the movement of the simulated vehicle for a new time interval. The controller determines, based in part on the wind velocity vector, a wind velocity set point for at least one wind generator of the wind generation system. The controller determines the instructions based in part on the wind velocity set point, and provides the instructions for the new time interval to the wind generation system.


