SimCraft Education and Research

PC Gamer Review of SimCraft - August 2010
Posted by smacdon

Andy Mahood of PC Gamer reviewed SimCraft in the Simulation column of PC Gamer magazine, August 2010 edition.

"Whether you fancy the DIY option or SimCraft's pricier APEX turnkey system, true full motion simulation has just moved one step closer to univeral accessibility."

-PC Gamer, August 2010

"I recently came across a product that had me salivating and murmuring to myself in tongues (and it does take some effort to make that happen)..."

-PC Gamer, August 2010

Why Simulation? (for motorsport)
Posted by smacdon

Many decades ago, the aviation industry learned that teaching was expensive, dangerous, and time consuming. These unmanageable factors forced the industry to consider alternatives and professional simulation was never the same. Motorsport is facing similar obstacles as aviators did back then although the training of drivers is only a small part of the problem. In fact, driver development types got a bit of a head start on the rest of the industry and turned to simulation based training several years ago. Some veterans here in the US took notice, and so did all of F1 which is now replete with various simulation technologies designed to augment seat time, and more importantly, testing time.

Response of Pilots to Flight Simulator Motion Algorithms
Posted by webmaster

There are some who still question that motion cues enhance simulation. While we will concede that no motion is better than bad motion, this paper investigates three widely used motion algorithms vs. simming static; with no motion.

Motion Algorithms vs. Simming Static

The coordinated adaptive motion control algorithm was perceived as the most immerse for professional pilots with almost complete dislike of the simulation without motion cues; a static cockpit.

The study was conducted on a state-of-the-art six-degrees-of-freedom Stewart platform[1]. This same platform has been found, by one of the authors, to be adequately replaced by a 3 DOF rotational sim[2]; like the SimCraft sc830.

The State of Simulation in Motorsport
Posted by smacdon

by Greg Pachman; Sean MacDonald; Sean Yoder

Training with simulation is growing into an accepted, and in some cases required, addition to both driver and team testing regimen. This being the case, why isn't simulation a more widely accepted form of motorsport training?

Motion Simulation Capabilities of Three-Degree-of_Freedom Simulators
Posted by webmaster

The authors Nicolas A Pouliot; Clément M Gosselin; and Meyer A Nahon have conducted extensive research and published prolifically in the fields of Robotics and Mechanical Engineering.

If the six-degree-of-freedom Stewart platform is the gold standard; in both performance, complexity and cost; for simulating vehicle movement, then how close can other systems come to this performance level while reducing complexity and cost and still maintain good quality motion simulation?

Motion Platforms or Motion Seats?
Posted by webmaster

The author, Phillip Denne, is a very authoritative source for vehicle Simulation research.

Given that good motion cues are essential for reinforcing the link between the occupant and vehicle dynamics, Denne explains what comprises a good motion simulation and reinforces the position that no motion is better than bad motion.

So how do you ensure a motion architecture will provide the correct experience? Denne states that just moving the CAB (seat w/ occupant and controls) about a stationary screen is effective for small movements of ground vehicles only, but large motion requires the screen to be displaced as well. However, he goes on later to state that just moving the seat (without controls moving) "breaks the most fundamental rule of motion simulation".

Glossary of Simulation Terms
Posted by webmaster

Glossary of terms used throught the research and educational articles describing SimCraft full motion simulators and Flight Simulators and SimRacing in general.

How Human Physiology Processes & Responds to Motion
Posted by smacdon

The way we perceive our body and our surroundings is a function of the way our brain interprets signals from our various sensory systems, such as sight, sound, and touch. Special sensory pick-up units (or sensory "pads") called receptors,translate stimuli into sensory signals. External receptors (exteroceptors) respond to stimuli that arise outside the body, such as the light that stimulates the eyes, sound pressure that stimulates the ear, pressure and temperature that stimulates the skin and chemical substances that stimulate the nose and mouth. Internal receptors (enteroceptors) respond to stimuli that arise from within blood vessels.