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               depending on the direction  of the tilt (Reid & Grant  (1991)). To reproduce transient accelerations, the
               platform  is linearly  moved  in the  same  acceleration  direction  and  come back  when  the  acceleration  is
               continuous  or vanishes (Seigler & Kemeny  (2001)). The implementation  of this technique  depends  on
               the  mechatronics  and  the  architecture  of the  motion  platform  (Kheddar  &  Garrec  (2002)).  However,
               designers  proposed  architectures  by seeking  as often  as possible to  supply the  driver with  stimuli  that
               are  as close to those  existing  in  actual  situations.  The  most  sophisticated  ones bring  into play  hybrid
               architectures  (X-Y,  6  axis  + yaw)  and  their  costs  reach  up to  100M$  (e.g. the  NADS,  USA).  These
               simulators  seek  to  simulate  all  possible  driving  situations.  They  are,  however,  not  always  able  to
               accurately reproduce braking manoeuvres.

               Another  approach  is possible; it is founded  on the  design  of part-tasks  simulators,  intended  for  certain
               studies  or  applications  (e.g.  a  particular  driving  task  study)  (Seigler  &  Kemeny  (2001)).  For  these
               simulators, and concerning movement restitution, the goal  is to produce a "sufficient  illusion" in order
               to make possible the achievement of the task. By "sufficient  illusion", we mean an illusion that  allows
               the driver to carry out the task by using the same strategies as those he/she would have employed  in an
               actual  situation.  This  is essential  to guarantee  transferability  of results  acquired  on a simulator  to real
               situations. We designed  a driving simulator whose objective  is the study of "normal" driving  situations
               (e.g.  outside  of  sliding  or  harsh  braking  situations).  We  will  focus  on  the  most  common  driving
               situation:  car  following  or  queuing  driving.  Our  objective  is  not  to  render  acceleration  in  a  realistic
               physical  way,  but  rather  to  study  the  minimal  inertial  effect  from  which  the  subject  extracts  the
               necessary  information  to  carry out the driving task  in a manner  comparable to a real  driving  situation.
               To do this, we have designed  a motion platform  equipped with two degrees of freedom.  This makes it
               possible  to  animate  the  simulator's  cab with  a  longitudinal  movement,  on  the  one  hand,  and  with  a
               weak pitch movement  from  the driver's seat or a weak tilt of the back of this seat, on the other hand.


               PLATFORM   DESCRIPTION

















                Figure  1: The driving simulator: CAD model of the motion platform  and seat (left),  overview (right)

               The overall  system  is considered  as two independent mechanically  linked  systems: the rotating  driving
               seat  and  the  longitudinal  motion  platform  (fig  1). Each  of  them  is  driven  by  a  single  actuator.  The
               motion  platform  undergoes  translation  motions  according  to  one  direction  (front  and  back)  which
               correspond  to  driver's  acceleration  and  deceleration.  The  overall  system's  design  allows  having  a
               simple  linear  model  of  the  motion.  The  motion  base  supports  the  cabin  consisting  of  the  seat,  the
               vehicle board and the driver. Because the rotations  of the  seat are low in amplitude, its induced  inertia
               is negligible comparing to the total mass of the cabin's set. The linear motion of the cabin's  set is made
               thanks to a ball  screw/nut transmission  mechanism  driven  by a DC actuator.  The technological  design
               was  made  in  order  to  reduce,  even  eliminate,  mechanical  flaws  such  as  backlash,  mechanical  play,
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