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Abstract
Real-time simulation of any dynamic system is made possible today as there are many high speed computers with
high accuracies are available. Computer based simulation, also called digital simulation or numerical simulation, is
widely used in many applications for safety and economical reason. Digital simulation is also used for scientific
reason, i.e. solving complex mathematical model, which usually do not have analytical solution yet, by numerical
methods. Other advantage of using computer simulation is its capabilities to visualize the numerical results in a
graphical representation. The higher level of graphical visualization is called virtual reality. Virtual Reality (VR) has
advantage for visualizing the real motion of dynamic system. This paper discusses the real time simulation of a
dynamic system using virtual reality visualization. Some examples of the simulation that will be visualized in the VR
environment are given in this paper.
h
where CVR is the transformation matrix from local
horizon axes system to VR axes system, having the
following value
⎡1 0 0 ⎤
h
CVR = ⎢⎢0 0 −1⎥⎥ (2)
⎢⎣0 1 0 ⎥⎦
Figure 2 The VRML (VR) coordinate axes definition Figure 3 shows the Simulink library browser of Virtual
Reality toolbox. It can be seen in this figure that the
toolbox contains six blocks: Joystick input, Magellan
The VRML coordinate system is differing from the space mouse, VR placeholder, VR signal expander,
MATLAB and Aerospace Blockset coordinate systems. VR sink and VR Source.
VRML uses the world coordinate system in which the y-
axis points upward and the z-axis places objects nearer
or farther from the front of the screen, see Figure 2. It is
important to realize this fact in situations involving the
interaction of these different coordinate systems.
Rotation angles -- In VRML, rotation angles are defined
using the right-handed rule. It can be explained as
follows: hold the right hand while the thumb points in the
direction of the axis toward its positive end. The four
remaining fingers point in a counterclockwise direction.
This counterclockwise direction is the positive rotation
angle of an object moving around that axis.
Child objects -- In the hierarchical structure of a VRML
file, the position and orientation of child objects are
specified relative to the parent object. The parent object
has its local coordinate space defined by its own
position and orientation. Moving the parent object also
moves the child objects relative to the parent object.
Measurement units -- All lengths and distances are
measured in meters, and all angles are measured in
radians.
LH to VR matrix
[3x3] Matrix
1
Multiply
<signal2> X Y Z [m] (0 1 0)
1 200 5
Motion Bus atan2 Angle A [rad]
<signal3> Xo [m]
25
(1 0 0) Zo [m]
2
roll angle [rad] (0 1 0)
600 6
atan2 Angle B [rad]
Xo [m]1
(0 0 1) 25
3 Zo [m]1
pitch angle [rad]
(0 1 0)
[0 -1 0] 1100 7
4 atan2 Angle C [rad]
Xo [m]2
yaw angle [rad]
25
Zo [m]2 Figure 9 Hardware platform for simulation with
Joystick Device
Figure 7 The VR Transform subsystem
3.2.1 Simulink Model of Robot-arm Motion
Avionic signal conditioning subsystem provides data Robot-arm Simulink model as presented in Figure 6
that is needed by avionic instruments. The inputs for consists of four subsystems. The subsystems are (1)
Joystick Input, (2) Equation of Motion, (3) VR
this block are translational velocity Vb , angular velocity
Transformer, (4) VR Sink. The virtual world for robot-
ωb , Euler angles ( ϕ , θ , ψ ), altitude H and vertical arm is shown in Figure 11.
velocity Vz . The outputs of the subsystem are airspeed
in knots, roll and flight path angles, sideslip angle and HArm_VPos (m)
?
Arm_Pos (m) Arm_Trans (m)
HArm_Rots (rad)
?
?
3
Hig_Arm_Trans.translation
Hig_Arm_Rots.rotation
HArm_Rot (rad) Hig_Arm_Rot (rad) 4
yaw rate, heading, altitude in meter, and vertical velocity Axes Axes_Input (norm)
Joint_Rot (rad)
?
?
Joint_Rot (rad)
Joint_Rots (rad)
LArm_Rots (rad)
?
?
4
Joints_Rots.rotation
Low_Arm_Rots.rotation
(rate of climb) in feet per minute. Figure 8 shows the LArm_Rot (rad)
?
Low_Arm_Rot (rad)
LFinger_Rots (rad)
?
?
4
4
Finger_Rots_L.rotation
Buttons
joyinput Buttons_Input (logic) Finger_Rot (rad) Finger_Rot (rad) RFinger_Rots (rad) Finger_Rots_R.rotation
content of avionic signal conditioning subsystem. VArm_Scale
?
VArm_Scale
VArm_Scale (norm)
3
4
Ver_Arm.scale
Point of View
m/s to kts
1.943844
Airspeed_kts Joystick Input
α
asin
gamma
Mux 57.3
Roll_Fltpath_deg Figure 10 The Simulink model of Robot-arm Motion
rad to deg1
1 V
b β Combined with Joystick Input
u,v,w Mux -K-
V Sideslip_Y awrate_deg
2
rad to deg
5 -1 p,q,r 1
Vz Avionics
57.3 Bus
Heading
rad to deg2
3
phi, theta, psi
4 1000
Altitude
H
m to mm
1.9685
Vertical_Rate_f pm
m/s to 100ft/min
10
α,θ (deg)
0
Axes
-5
-10
-15
joyinput Buttons
-20
0 1 2 3 4 5 6 7 8 9 10 11
Time (s)
10
Motion Path
6
5
4
H (m)
3
2
1
0
-1
0 25 50 75 100 125 150 175 200 225
X (m)
Horizontal Path History
250
200
X (m)
150
100
50
0
0 1 2 3 4 5 6 7 8 9 10 11 12
Time (s)
Vertical Path History
6
5
4
H (m)
3
2
1
0
-1
0 1 2 3 4 5 6 7 8 9 10 11 12
Time (s)
Figure 16 VR visualization of WiSE motion, viewed
Figure 13 Motion path history [2] from right observer
-20
0 2 4 6 8 10 12 14 16 18 20
time (s)
1
0
0 2 4 6 8 10 12 14 16 18 20
time (s)
0
0 2 4 6 8 10 12 14 16 18 20
time (s)
Figure 17 VR visualization of WiSE motion, viewed Figure 20 Time history of Low-arm and Finger rotation
from pilot observer
0.5
Harm Vpos (m)
-0.5
0 2 4 6 8 10 12 14 16 18 20
time (s)
4
Harm Rot (rad)
0
0 2 4 6 8 10
time (s)
12 14 16 18 20
Figure 22 Robot-arm during simulation process,
2 action two
Joint Rot (rad)
-2
From above examples, it can be seen that visualization
-4
using VR give better understanding of motion. One
0 2 4 6 8 10 12 14 16 18 20
time (s) may not able to imagine the motion using parameter
plot, for example is Figure 19, but using VR the motion
Figure 19 Time history of High-arm and Joint rotation can be seen directly and can be easily understood.
The real-tim
me virtual rea ality simulatio
on is presentted. Two
examples have
h been shown in thiss paper. The e results
give the advantage of using virtual rea ality for
visualization
n purpose, i.e. giving real sense e of the
motion thatt help the user undersstanding the e motion
easily. Thiss kind of visualization
v can be used
u for
educational purpose an nd design forr any dynam mic plant,
such as airccraft, roboticss and land veehicles.
References
s
[1] S. S. Wibowo,
W Virrtual Reality of Wing in Surface
Effect Craft, Masster Thesiss, Aeronautiics and
Astronautics Depa artment, Ba andung Insttitute of
Technoology, 2004.
[2] S. S. Wibowo,
W Haari Muhamma ad and S. D.D Jenie,
Simula
ation with Virt
rtual Reality Visualization
V n of Wing
in Surf
rface Effect Craft during g Takeoff Ma aneuver,
Asian Control
C Confference-2006 6, 2006.
[3] The MathWorks Inc, MA
ATLAB 7.0
0 Help
mentation, 20
Docum 004.
Real-Time Simulation
S w
with Virtual Re
eality Visualiization 7/7