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Pitch motion cueing in driving simulators: Effects of head stabilisation on vestibular and visual responses
KTH, School of Engineering Sciences (SCI), Centres, VinnExcellence Center for ECO2 Vehicle design. KTH, School of Engineering Sciences (SCI), Engineering Mechanics, Vehicle engineering and technical acoustics.ORCID iD: 0000-0002-9259-6432
KTH, School of Engineering Sciences (SCI), Centres, VinnExcellence Center for ECO2 Vehicle design. KTH, School of Engineering Sciences (SCI), Engineering Mechanics, Vehicle engineering and technical acoustics.ORCID iD: 0000-0002-1426-1936
KTH, School of Engineering Sciences (SCI), Centres, VinnExcellence Center for ECO2 Vehicle design. KTH, School of Engineering Sciences (SCI), Engineering Mechanics, Vehicle engineering and technical acoustics.ORCID iD: 0000-0001-8928-0368
(English)Manuscript (preprint) (Other academic)
Abstract [en]

Driving simulators depend on motion-cueing algorithms (MCAs) to recreate the motion cues a driver would experience in a real vehicle. Many modern MCAs, especially MPC-based approaches, incorporate simplified vestibular models and assume the driver’s head is rigidly fixed to the simulator cabin. This assumption contradicts known head-neck dynamics: the vestibulo-collic reflex (VCR) and vestibulo-ocular reflex (VOR) stabilise the head and gaze relative to the external world across a broad frequency range, meaning the actual vestibular input during driving can differ significantly from that predicted by a fixed-head model.This work investigates how accounting for basic VCR-like behaviour changes the pre-dicted semicircular canal (SCC) response, and how different cueing strategies influence gaze behaviour and retinal slip. Three strategies are compared: a classical washout filter, a model predictive control (MPC) approach using a fixed vestibular model, and a state-partitioned method that isolates global terrain-induced motion from vehicle-body-related pitch. A full vehicle model, a simple head-neck model for the VCR, and a standard SCC model are used to simulate a crest-and-brake manoeuvre representative of typical pitch dynamics. The results show that while MPC performs well for low-frequency terrain tran-sitions, it introduces a notable phase delay during braking due to filtering and the structure of the vestibular reference. This delay produces higher retinal slip during pitch onset. The classical washout algorithm provides consistently poor correlation with the vehicle motion. The state-partitioned approach tracks the vehicle most accurately, preserves the intended relationship between platform pitch and gaze, and maintains the lowest retinal slip across the manoeuvre. The comparison between fixed and dynamic SCC predictions further high-lights that fixed-head vestibular assumptions underestimate true vestibular input when lon-gitudinal acceleration induces head pitch. The findings indicate that improving simulator-vehicle motion correlation is more beneficial than relying on fixed vestibular models within the MCA.

Keywords [en]
Motion cueing, driving simulator, head stabilisation, semi-circular canal, pitch cueing.
National Category
Mechanical Engineering
Identifiers
URN: urn:nbn:se:kth:diva-386618OAI: oai:DiVA.org:kth-386618DiVA, id: diva2:2090361
Funder
Vinnova, 2016-05195
Note

QC 20260806

Available from: 2026-08-06 Created: 2026-08-06 Last updated: 2026-08-10Bibliographically approved
In thesis
1. Towards objective motion cueing tuning in driving simulators for vehicle dynamics evaluation
Open this publication in new window or tab >>Towards objective motion cueing tuning in driving simulators for vehicle dynamics evaluation
2026 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Vehicle manufacturers face increasing pressure to reduce development time and costs while maintaining vehicle performance. Although computer-aided engineering has enabled a largely virtual development process, a key limitation remains: the integration of human subjective assessment. Ride and handling characteristics are inherently perceptual and still rely on physical testing, thus delaying feedback to later development stages.

Moving-base driving simulators offer a way to introduce the human into the virtual loop and enable early subjective evaluation of vehicle models. However, their effectiveness depends on the motion cueing,which maps vehicle motion to the limited workspace of the simulator. These algorithms are still largely tuned subjectively, which requires physical reference data and offers limited assurance of fidelity. This restricts their usefulness in early-phase development, particularly during winter testing when conditions are difficult and testing opportunities are limited.

The goal of this work is to establish an objective approach to motion cueing evaluation and development based on physically interpretable models combining vehicle dynamics, simulator motion and human perception. This leads to a shift in perspective, wherein motion cueing is treated as a vehicle dynamics representation problem rather than a simulator control problem.

The thesis demonstrates that objective evaluation is possible using simple linear models, which are applied to analyse cueing fidelity and to determine the positioning of the longitudinal axis of rotation, showing good agreement with both optimisation-based and subjective methods. The results show that the motion reference point has a first-order influence on perceived motion and can introduce systematic distortions.

Similarly, tilt coordination is shown to improve immersion while altering perceived vehicle characteristics. Moreover, conventional vestibular models are extended with head-neck dynamics and gaze stabilisation to better capture perception. This highlights that motion cueing is constrained by visualinertial coupling and that cabin-fixed vestibular models alone are insufficient.

The work further shows that vehicle motion should be partitioned into path-related and vehicle-relative path components. Path-related motion is unbounded and must be limited by simulator constraints, while vehicle-relative path motion is bounded and can be reproduced more accurately. This enables selective filtering that preserves key motion components, in contrast with conventional approaches wherein all states are treated uniformly. Using this framework, separating slip angle feedback from high-pass filtered cues improves yaw representation, and separating vehicle roll and pitch from road-induced motion enables more consistent cueing compared to classical and model predictive approaches. It is also shown that motion scaling inherently distorts vehicle dynamics and that meaningful scaling needs to preserve key state relationships, thus leading to constraints on how lateral acceleration and yaw rate should be scaled.

Finally, simulator limitations are addressed explicitly by using reachability-based methods that enable objective offline tuning of motion cueing within the available workspace to maximise the simulator usage for a given motion cueing and manoeuvre.

Overall, the thesis establishes a perception-aware and vehicle-centric framework for motion cueing. By exploring how cueing alters perceived vehicle characteristics and providing objective methods for evaluation and design, the work supports the use of driving simulators for reliable vehicle dynamics assessment in early-phase development.

Abstract [sv]

Fordonstillverkare står inför ett ökande behov av att utveckla fordon snabbare och mer resurseffektivt. Trots att datorstödd teknik har möjliggjort en virtuell utvecklingsprocess kvarstår en utmaning i att integrera människans subjektiva bedömning. Bedömning av köregenskaper och åkkomfort är i grunden subjektiv vilket innebär att fysisk provning ofta krävs.

Körsimulatorer med rörelseplattformar möjliggör att människan kan integreras i den virtuella utvecklingscykeln och att fordonsmodeller kan utvärderas subjektivt i ett tidigt skede. Detta kan öka utvecklingstakten och minska behovet av resurskrävande fysisk provning. Effektiviteten är dock beroende av rörelseåterkopplingen (motion cueing), där fordonets rörelse måste anpassas till simulatorns begränsade arbetsutrymme. Dessa algoritmer utvecklas och utvärderas i dagsläget huvudsakligen subjektivt, vilket kräver fysiska referensdata och reducerar precisionen. Detta begränsar användbarheten i tidiga utvecklingsfaser.

Målet med detta arbete är att etablera ett objektivt angreppssätt för utvärdering och utveckling av rörelseåterkoppling via fysikaliskt tolkningsbara modeller som kombinerar fordonsdynamik, simulatordynamik och mänsklig perception. Detta innebär ett perspektivskifte där rörelseåterkopplingen blir ett representationsproblem av fordonsdynamik snarare än ett reglerproblem av simulatorn.

Avhandlingen demonstrerar att objektiv utvärdering är möjlig med hjälp av enkla linjära modeller, vilka används för att analysera rörelseåterkopplingens kvalitet samt för att bestämma placeringen av simulatorplattformens longitudinella rotationsaxel. Resultaten visar god överensstämmelse med såväl optimeringsbaserade metoder som subjektiv bedömning. Vidare visas att valet av referenspunkt för rörelsen har en första ordningens effekt på rörelseåterkopplingen och kan introducera systematiska förvrängningar. Dessutom påvisas att koordinerad lutning kan förbättra upplevelsen, samtidigt som det förändrar de upplevda fordonsegenskaperna, vilket kan orsaka problem under utvärderingar. För att bättre beskriva den mänskliga perceptionen utvidgas konventionella vestibulära modeller med huvudnackdynamik och blickstabilisering. Detta visar att rörelseåterkopplingen begränsas av kopplingen mellan visuella och inertiala signaler, och att modeller baserade enbart på vestibulär respons i ett kabinfixerat referenssystem inte är tillräckliga.

Arbetet visar vidare att fordonsrörelser kan delas upp i vägrelaterade och fordon-relativt-väg komponenter. Den vägrelaterade rörelsen är obunden och måste filtreras för att få plats i simulatorns arbetsutrymme, medan fordon-relativt-väg rörelsen i allmänhet är begränsad av fordonsdynamiken och därmed kan återges med högre noggrannhet. Detta möjliggör selektiv filtrering av rörelseåterkopplingen, till skillnad från konventionella metoder där samtliga tillstånd filtreras tillsammans. Med detta ramverk visas att en separation av avdriftsvinkelrespons från högpassfiltrerade signaler kan förbättra återgivningen av girrörelsen, samt att en separation av krängnings- och nickrörelser från väginducerad rörelse ger fördelar jämfört med både klassiska och modellprediktiva metoder. Det visas också att skalning av rörelser i sig innebär en förvrängning av fordonsdynamiken, och att en meningsfull skalning behöver bevara centrala samband mellan tillstånd, vilket leder till begränsningar för hur lateralacceleration och girhastighet bör skalas. Slutligen behandlas simulatorns begränsningar av arbetsutrymme explicit genom nåbarhetsbaserade metoder, vilket möjliggör objektiv offlineanpassning av rörelseåterkopping inom det tillgängliga arbetsutrymmet.

Genom att analysera hur rörelseåterkopplingen påverkar upplevda fordonsegenskaper och föreslå förbättringar i både utvärdering och utveckling av motion cueing-strategier bidrar detta arbete till möjligheten att använda körsimulatorer för tillförlitlig utvärdering av fordonsdynamik i tidiga utvecklingsfaser

Place, publisher, year, edition, pages
Stockholm: Kungliga Tekniska högskolan, 2026. p. xiii, 111
Series
TRITA-SCI-FOU ; 2026:19
Keywords
Motion cueing, objective methods, driving simulator, subjective assessment, motion perception, Motion cueing, rörelseåterkoppling, objektiva metoder, körsimulator, subjektiv utvärdering, rörelseuppfattning
National Category
Vehicle and Aerospace Engineering
Research subject
Vehicle and Maritime Engineering
Identifiers
urn:nbn:se:kth:diva-386620 (URN)978-91-8106-671-5 (ISBN)
Public defence
2026-09-03, F3, Lindstedtvägen 26 & 28, Stockholm, 09:00 (English)
Opponent
Supervisors
Funder
Vinnova, 2016-05195TrenOp, Transport Research Environment with Novel Perspectives
Note

QC 2026-08-12

Available from: 2026-08-12 Created: 2026-08-10 Last updated: 2026-08-19Bibliographically approved

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Hvitfeldt, HenrikJerrelind, JennyDrugge, Lars

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