The robot simulator looks like it's using the same winches Kirby's AFX uses for theatrical work. That's not surprising; few companies make high speed precision-controllable winches rated for human safety.
Cable Robot Simulator [video]
61–70 of 73 posts
Re: Cable Robot Simulator [video]
#62Earlier quoted context omitted.
Let's say I want to simulate acceleration going forward. First, there's the burst of forward motion provided by the cable rig, and that can be > 1G. By also gradually flipping the person onto their back you can simulate continued acceleration of 1G because lying on your back feels the same as 1G of acceleration forward. The VR rig would still show you accelerating forward. I am guessing that if the rig also slowly mo…
Thanks for explaining, I kind of understand it now, but what if the acceleration is > 2G, then gravity won't be enough to simulate it, and I'm still a little skeptical that the user won't feel the rotating and "slowly move back" to original position, but I've never used a VR headset so I might be completely wrong here
Re: Cable Robot Simulator [video]
#63Earlier quoted context omitted.
I've been working with full motion simulators for the past two years (I even rode that simulator last week at MPI) and I must say that this is plain wrong. This is actually a great fit for VR simulation (see below): > Actual linear acceleration is of limited value in simulation because... Linear acceleration is immensely useful for sudden accelerations. Image a sudden linear acceleration (e.g. a racing car accelerati…
> Rather, you make a linear movement, and THEN you rotate the simulator (if you need to sustain the acceleration). Am I understanding this wrong or are you saying long accelerations can be achieved by accelerating, turn, accelerating, .... etc? Wouldn't the person wearing VR headset feel the turn?
Someone published a similar hack for full-room VR, showing you can 'bend' someone's trajectory, to create the false sense that they're walking straight when in fact they're curving. In a large enough space you could simulate an infinite hallway (by having the user walk in a circle).
Sorry, I tried but can't dig up the link right now... but it's out there somewhere.
Re: Cable Robot Simulator [video]
#64The concern I have is that failures in the control software or mechanical failure would have grave consequences. Maybe that's a solved problem and the cable capstans have mechanical arrestors that kick in, etc but the setup looks inherently unstable unless under active computer control (due largely to the crossed cable attach points). This is quite a bit different than a more typical hydraulic setup where an unpowere…
Re: Cable Robot Simulator [video]
#65Does it support it? Is it not necessary for the motions they're trying to induce? Would you have to make the seat rotate on the platform?
Re: Cable Robot Simulator [video]
#66I didn't see any Yaw motion in this video. (Rotation about the Y axis.) Does it support it? Is it not necessary for the motions they're trying to induce? Would you have to make the seat rotate on the platform?
For your last question, I do think that's the way they would need to add Yaw if desired. Otherwise more cables and/or a different configuration would be needed.
As an example, check out the robocrane design from NIST: http://www.nist.gov/el/isd/gantry-2.cfm
Re: Cable Robot Simulator [video]
#67I didn't see any Yaw motion in this video. (Rotation about the Y axis.) Does it support it? Is it not necessary for the motions they're trying to induce? Would you have to make the seat rotate on the platform?
Re: Cable Robot Simulator [video]
#68If you like this, lookup "6DOF platform" - there's an active scene of people who tinker with home-made motion platforms, primarily for simulator games. Some very impressive stuff there, e.g. http://motionsim.blogspot.ch
Re: Cable Robot Simulator [video]
#69I didn't see any Yaw motion in this video. (Rotation about the Y axis.) Does it support it? Is it not necessary for the motions they're trying to induce? Would you have to make the seat rotate on the platform?
Re: Cable Robot Simulator [video]
#70Earlier quoted context omitted.
> Rather, you make a linear movement, and THEN you rotate the simulator (if you need to sustain the acceleration). Am I understanding this wrong or are you saying long accelerations can be achieved by accelerating, turn, accelerating, .... etc? Wouldn't the person wearing VR headset feel the turn?
Another way of saying this: we're good at sensing the delta of acceleration, not the absolute acceleration. Also, we tend not to notice small DC values of either acceleration or rotation, so you can manipulate the user's perception. Someone published a similar hack for full-room VR, showing you can 'bend' someone's trajectory, to create the false sense that they're walking straight when in fact they're curving. In a…
I think you were searching for that. It seems it also comes from the Max Plank institute.