Study on Watercraft Driving Simulator

2013 ◽  
Vol 658 ◽  
pp. 395-398
Author(s):  
Ding Jun Hu ◽  
Ming Liu ◽  
Lin Gong

This article describes the overall structure of the watercraft simulator. The simulator simulates the battle positions of a certain type of landing craft equipment operation, using state-of-the-art visual display and stereoscopic projection technology. Communicate with the computer simulation device through the data acquisition card (AM9110), visual 3D modeling software (3D MAX / Studio, MultiGen, etc.) to complete, three-dimensional projection system to the edge of fusion technology, and edge blending processor and projector with used to form the big-resolution three-dimensional visual field. The results show that the 225° annular three-dimensional visual field and visual field 135 ° 360 ° visual field watercrafts realistic driving simulator training and good features.

2005 ◽  
Vol 16 (06) ◽  
pp. 909-920 ◽  
Author(s):  
T. JANSE VAN RENSBURG ◽  
M. A. VAN WYK ◽  
W.-H. STEEB

Three-dimensional coordinate transformations are an essential part of the realistic visual display within a driving simulator. They are also used in other simulators such as flight simulators and for robotics. In this paper, the mathematical framework for implementing three-dimensional coordinate transformations is presented, provided with more detail for implementing it in a programming language such as C++. The realistic positioning of an observer for the "behind and above" view in a driving simulator will be discussed as an application of coordinate system transformations.


2017 ◽  
Vol 49 (6) ◽  
pp. 723
Author(s):  
Aijun WANG ◽  
Xiaole LIU ◽  
Xiaoyu TANG ◽  
Ming ZHANG

Complexity ◽  
2020 ◽  
Vol 2020 ◽  
pp. 1-13
Author(s):  
Xiao Liang ◽  
Honglun Wang ◽  
Haitao Luo

The UAV/UGV heterogeneous system combines the air superiority of UAV (unmanned aerial vehicle) and the ground superiority of UGV (unmanned ground vehicle). The system can complete a series of complex tasks and one of them is pursuit-evasion decision, so a collaborative strategy of UAV/UGV heterogeneous system is proposed to derive a pursuit-evasion game in complex three-dimensional (3D) polygonal environment, which is large enough but with boundary. Firstly, the system and task hypothesis are introduced. Then, an improved boundary value problem (BVP) is used to unify the terrain data of decision and path planning. Under the condition that the evader knows the position of collaborative pursuers at any time but pursuers just have a line-of-sight view, a worst case is analyzed and the strategy between the evader and pursuers is studied. According to the state of evader, the strategy of collaborative pursuers is discussed in three situations: evader is in the visual field of pursuers, evader just disappears from the visual field of pursuers, and the position of evader is completely unknown to pursuers. The simulation results show that the strategy does not guarantee that the pursuers will win the game in complex 3D polygonal environment, but it is optimal in the worst case.


2009 ◽  
Vol 23 (7) ◽  
pp. 699-705 ◽  
Author(s):  
Hannes Devos ◽  
Abiodun Emmanuel Akinwuntan ◽  
Alice Nieuwboer ◽  
Mark Tant ◽  
Steven Truijen ◽  
...  

Background. Several driving retraining programs have been developed to improve driving skills after stroke. Those programs rely on different rehabilitation concepts. Objectives. The current study sought to examine the specific carryover effect of driving skills of a comprehensive training program in a driving simulator when compared with a cognitive training program. Methods. Further analysis from a previous randomized controlled trial that investigated the effect of simulator training on driving after stroke. Forty-two participants received simulator-based driving training, whereas 41 participants received cognitive training for 15 hours. Overall performance in the on-road test and each of its 13 items were compared between groups immediately posttraining and at 6 months poststroke. Results. Generalized estimating equation analysis showed that the total score on the on-road test and each item score improved significantly over time for both groups. Those who received driving simulator training achieved better results when compared with the cognitive training group in the overall on-road score and the items of anticipation and perception of signs, visual behavior and communication, quality of traffic participation, and turning left. Most of the differences in improvement between the 2 interventions were observed at 6 months poststroke. Conclusions . Contextual training in a driving simulator appeared to be superior to cognitive training to treat impaired on-road driving skills after stroke. The effects were primarily seen in visuointegrative driving skills. Our results favor the implementation of driving simulator therapy in the conventional rehabilitation program of subacute stroke patients with mild deficits.


1997 ◽  
Vol 40 (5) ◽  
pp. 1118-1121 ◽  
Author(s):  
Thierry Guiard-Marigny ◽  
David J. Ostry

With the development of precise three-dimensional motion measurement systems and powerful computers for three-dimensional graphical visualization, it is possible to record and fully reconstruct human jaw motion. In this paper, we describe a visualization system for displaying three-dimensional jaw movements in speech. The system is designed to take as input jaw motion data obtained from one or multi-dimensional recording systems. In the present application, kinematic records of jaw motion were recorded using an optoelectronic measurement system (Optotrak). The corresponding speech signal was recorded using an analog input channel. The three orientation angles and three positions that describe the motion of the jaw as a rigid skeletal structure were derived from the empirical measurements. These six kinematic variables, which in mechanical terms account fully for jaw motion kinematics, act as inputs that drive a real-time three-dimensional animation of a skeletal jaw and upper skull. The visualization software enables the user to view jaw motion from any orientation and to change the viewpoint during the course of an utterance. Selected portions of an utterance may be replayed and the speed of the visual display may be varied. The user may also display, along with the audio track, individual kinematic degrees of freedom or several degrees of freedom in combination. The system is presently being used as an educational tool and for research into audio-visual speech recognition. Interested researchers may obtain the software and source code free of charge from the authors.


Author(s):  
Christopher Kim ◽  
Dustin Baker ◽  
Brian Albers ◽  
Scott G. Kaar

Abstract Introduction It is hypothesized that anatomic tunnel placement will create tunnels with violation of the posterior cortex and subsequently an oblique aperture that is not circumferentially surrounded by bone. In this article, we aimed to characterize posterior cruciate ligament (PCL) tibial tunnel using a three-dimensional (3D) computed tomography (CT) model. Methods Ten normal knee CTs with the patella, femur, and fibula removed were used. Simulated 11 mm PCL tibial tunnels were created at 55, 50, 45, and 40 degrees. The morphology of the posterior proximal tibial exit was examined with 3D modeling software. The length of tunnel not circumferentially covered (cortex violation) was measured to where the tibial tunnel became circumferential. The surface area and volume of the cylinder both in contact with the tibial bone and that not in contact with the tibia were determined. The percentages of the stick-out length surface area and volume not in contact with bone were calculated. Results The mean stick-out length of uncovered graft at 55, 50, 45, and 40 degrees were 26.3, 20.5, 17.3, and 12.7 mm, respectively. The mean volume of exposed graft at 55, 50, 45, and 40 degrees were 840.8, 596.2, 425.6, and 302.9 mm3, respectively. The mean percent of volume of exposed graft at 55, 50, 45, and 40 degrees were 32, 29, 25, and 24%, respectively. The mean surface of exposed graft at 55, 50, 45, and 40 degrees were 372.2, 280.4, 208.8, and 153.3 mm2, respectively. The mean percent of surface area of exposed graft at 55, 50, 45, and 40 degrees were 40, 39, 34, and 34%, respectively. Conclusion Anatomic tibial tunnel creation using standard transtibial PCL reconstruction techniques consistently risks posterior tibial cortex violation and creation of an oblique aperture posteriorly. This risk is decreased with decreasing the angle of the tibial tunnel, though the posterior cortex is still compromised with angles as low as 40 degrees. With posterior cortex violation, a surgeon should be aware that a graft within the tunnel or socket posteriorly may not be fully in contact with bone. This is especially relevant with inlay and socket techniques.


1987 ◽  
Vol 31 (5) ◽  
pp. 492-496 ◽  
Author(s):  
Lawrence H. Frank ◽  
John G. Casali ◽  
Walter W. Wierwille

The role of visual-motion coupling delays and cueing order on operator performance and uneasiness was assessed in a driving simulator by means of a response surface methodology central-composite design. The most salient finding of the study was that visual delay appears to be more disruptive to an individual's control performance and well-being than motion delay. Empirical multiple regression models were derived to predict 10 reliable measures of simulator operator driving performance and comfort. Principal components analysis on these 10 models decomposed the dependent measures into two significant models which were labeled vestibular disruption and degraded performance. Examination of the empirical models revealed that, for asynchronous delay conditions, better performance and well-being were achieved when the visual system led the motion system. A secondary analysis of the role of subject gender and perceptual style on susceptibility to simulator sickness revealed that neither of these independent variables was a significant source of variance.


2007 ◽  
Author(s):  
Lawrence Bogaert ◽  
Youri Meuret ◽  
Bart Van Giel ◽  
Hugo Thienpont

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