Electronics 11 02690 v2
Electronics 11 02690 v2
Article
Rider in the Loop Dynamic Motorcycle Simulator: An
Instrumentation Strategy Focused on Human Acceptability
Pauline Michel 1 , Samir Bouaziz 1, * , Flavien Delgehier 1 and Stéphane Espié 2
Abstract: Human-in-the-loop driving simulation aims to create the illusion of driving by stimulating
the driver’s sensory systems in as realistic conditions as possible. However, driving simulators
can only produce a subset of the sensory stimuli that would be available in a real driving situation,
depending on the degree of refinement of their design. This subset must be carefully chosen because
it is crucial for human acceptability. Our focus is the design of a physical dynamic (i.e., motion-based)
motorcycle-riding simulator. For its instrumentation, we focused on the rider acceptability of all sub-
systems and the simulator as a whole. The significance of our work lies in this particular approach;
the acceptability of the riding illusion for the rider is critical for the validity of any results acquired
using a simulator. In this article, we detail the design of the hardware/software architecture of our
simulator under this constraint; sensors, actuators, and dataflows allow us to (1) capture the rider’s
actions in real-time; (2) render the motorcycle’s behavior to the rider; and (3) measure and study
rider/simulated motorcycle interactions. We believe our methodology could be adopted by future
designers of motorcycle-riding simulators and other human-in-the-loop simulators to improve their
rendering (including motion) quality and acceptability.
Driving simulation is mainly used in the following three areas, with different objectives
and means: research and development in the automotive industry; studies and research
on driving behavior; and (re-)training. Driving simulators consist of the following two
parts: (1) the simulated vehicle; and (2) the simulation environment, i.e., the road network
and the various actors of the situation. The driver in the loop operates the virtual vehicle
composed of a vehicle mock-up and a vehicle model. Both the mock-up and the model
can vary in their degree of complexity. In particular, the vehicle cabin can be fixed-based
or motion-based, with various possible movements and a varying number of sensors and
actuators. A simulator with a motion-based vehicle cabin is called a dynamic simulator.
It is possible to design simulators of different vehicles; however, rendering the vehicle
dynamics at scale one is particularly difficult or costly. Car manufacturers currently use
high-end simulators able to approach scale one for lane-change maneuvers (i.e., for lateral
dynamics). However, they are still limited by the simulators’ size for longitudinal dynamics.
The question is much more complex for motorcycles. A critical issue (among others) for
the design of motorcycle simulators is the impossibility of rendering the centrifugal and
centripetal forces for both right-hand and left-hand bends.
A system with a human being in the loop is defined in opposition to a system designed
to work “next to” the human user. The operator must be identified and integrated as
part of the loop for the whole system to be acceptable from the human’s point of view.
The acronym HUIL (human-in-the-loop) simulation, which can be found in the literature,
describes this type of system. This abbreviation should, in our opinion, be employed rather
than HIL or HITL, which can also describe hardware-in-the-loop simulation (i.e., testing
real hardware in a simulation loop, whereas in our case, we are testing a human being in a
simulation loop).
2. Research Questions
For all HUIL simulators, it is necessary to instrument the system for the following
two purposes: (1) to capture the operator’s actions; and (2) to provide them with sensory
feedback. Figure 2 illustrates the general structure of a HUIL driving simulation. The
driver remotely operates a vehicle model via a mock-up, which is fundamentally different
from driving a vehicle. The more closely the driver interacts with their vehicle to control
its trajectory, the more difficult the driving is to simulate. For cars, the interactions are
mainly through the steering wheel, while for two-wheeled vehicles, the interactions are
much more complex, due to the constraint of maintaining the vehicle’s equilibrium.
Figure 2. The general structure of a human-in-the-loop driving simulation (adapted from [1]). In
blue: driver’s actions; in orange: inputs and outputs of the vehicle model; in green: sensory feedback.
From the simulated vehicle’s point of view, the driver’s actions, i.e., the model’s
inputs, are perceived using sensors. The vehicle’s reactions to these stimuli, i.e., the model’s
outputs, are rendered using actuators. The driver perceives these reactions in terms of
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sensory feedback, including visual, kinesthetic, haptic, and auditory feedback. From the
driver’s point of view, sensory feedback is sensor data.
A first challenge for designing a HUIL driving simulator is its instrumentation, as the
human driver is both the initiator of the physics (kinematics and dynamics of the motion)
and the receptor of the various feedback resulting from their actions. A second challenge is
to provide feedback to the driver that matches their expectations according to their driving
experience (this is called the internal model; for more on this, please see the literature on
human motor control research [2–9]). Incongruence between the reactions of the system
and the human driver’s expectations may induce simulator sickness [10–12], which may,
in turn, lead to bias in the results acquired using driving simulators. On the contrary,
the congruence between the reactions of the system and the human driver’s expectations
guarantees the acceptability of the system from the driver’s point of view.
This article presents a rider-in-the-loop dynamic motorcycle simulator. Very few
motorcycle-riding simulators exist today. Some examples are the Honda simulator [13], the
MORIS simulator of the Perceptual Robotics Laboratory of the School of Advanced Studies
of Pisa [14], the simulator of the Mechanical Engineering Department of the University
of Padua [15], the DESMORI simulator of the Würzburg Institute for Traffic Sciences [16]
and the MOTORIST simulator of the Delft University of Technology [17]. They have been
designed to fulfill different objectives, with varying approaches depending on factors
such as the desired application and the areas of expertise of the researchers who designed
them. For this reason, they cannot really be compared. However, to the best of our
knowledge, only a very small portion of the literature describes design strategies for
motorcycle simulators. The existing research is mainly focused on addressing mechanical
and dynamic design constraints and not on system instrumentation. This is why we
suggest an approach focused on human acceptability, which can accommodate other design
specifications. We believe that human acceptability is a crucial point for all applications of
motorcycle simulators. If the simulator is not acceptable for the rider (and thus accepted by
them), then the acquired results’ validity is in question.
Our goal is to design a rider-in-the-loop dynamic motorcycle simulator and validate
the rider acceptability of all its sub-systems and the system as a whole. In order to do so,
the first part of our work was to understand the feedback loop centered on the human rider.
Identifying the rider’s behavior, particularly their reactivity, is necessary to integrate them
as part of the system, while guaranteeing its acceptability.
We argue that simulator sickness, which is a prominent sign of the simulator not being
acceptable, comes from a mismatch between the complexity of the vehicle model and the
fidelity of the sensory cues reproduced by the simulator. We designed a proof-of-concept
(POC) system to explore our hypothesis, focusing on rendering haptic cues on motorcycle
handlebars [1]. We then used this POC system in a pilot experiment with the following two
purposes: (1) validating the rider acceptability of the designed motorized handlebars (with
subjective measures); and (2) comparing controllability and task performance for a simple
control task, depending on whether the complexity of the vehicle model and the fidelity of
the sensory cues were coherent or mismatched [18].
Studying human behavior when confronted with different modalities of interfaces
with a virtual world allowed us to apprehend the insertion of the human in a simulator.
In the second phase of our work, we aim to use this knowledge and combine it with
instrumentation (sensors, actuators) constraints to design a simulator. The difficulty in a
simulator is that there are physical and virtual sensor data to take into account. For example,
in our simulator, the degrees of freedom (DOFs) are only rotations and no translations.
Thus, the speed of the motorcycle is an entirely virtual piece of data; the speed sensor is in
virtual space. Meanwhile, the acceleration data come from a physical sensor, the twist-grip
accelerator. All sensor and actuator data must be physically and time coherent.
Here, we present the design of our motorcycle-riding simulator’s hardware/software
architecture. The simulator consists of two dynamic bodies, the steering column and the
chassis. In the following, we describe these bodies, their assembly, and their electronic
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Figure 3. (a) Representation of a virtual sensor/virtual actuator interface (in blue: rider’s actions;
in orange: data to and from the vehicle model); (b) examples of a virtual sensor/virtual actuator
interface: screen, mouse, and keyboard.
• A real sensor (SR ) on its own or in conjunction with a virtual actuator (AV ). This type
of interface (noted SR AV ) is represented schematically in Figure 4a. One must note that
a virtual actuator can be partially real, for example, if it provides kinesthetic or haptic
sensory feedback to the operator. Figure 4b shows an example of this interface type,
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a steering wheel joystick. We chose this example despite our interest in motorcycle-
riding simulators because joystick handlebars are much less common. For this type of
interface, there is no physical coupling between the sensor and the actuator.
Figure 4. (a) Representation of a real sensor/virtual actuator interface (in blue: rider’s actions; in
orange: data to and from the vehicle model); (b) an example of a real sensor/virtual actuator interface:
a steering wheel joystick.
• A real sensor (SR ) in conjunction with a real actuator (A R ). This type of interface
(noted SR A R ) is represented schematically in Figure 5a. Figure 5b shows the steering
column of our motorcycle-riding simulator, which is an example of this interface type.
The steering column of our simulator is discussed in more detail in this article. For this
type of interface, the sensor and actuator both provide data to the vehicle model (this
is represented by relations A and B in Figure 5a). Specifically, human actions produce
sensor data (A) and intrinsic motion of the actuator, which becomes input data for the
vehicle model (B: modifying the physical position). The vehicle model controls the
actuator (C). Additionally, there is significant physical coupling between the sensor
and the actuator (D).
Figure 5. (a) Representation of a real sensor/real actuator interface (in blue: rider’s actions; in orange:
data to (relations A and B) and from (relation C) the vehicle model; relation D: physical coupling); (b)
an example of a real sensor/real actuator interface in our motorcycle-riding simulator: the steering
column (copyright: TS2—SATIE—MOSS, Univ Gustave Eiffel).
Selecting interfaces for a simulator among these categories must be carried out accord-
ing to the design specifications, e.g., application domain. One must note that if we were
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considering other types of HUIL simulators, we could have imagined other examples of
interfaces, e.g., a PHANToM haptic interface. In the following section, we describe our
motorcycle-riding simulator and classify its rider/virtual motorcycle interfaces using these
categories.
Figure 7. (a) CAD model of the simulator; (b) photo of the simulator (copyright: TS2—SATIE—MOSS,
Univ Gustave Eiffel).
As previously mentioned, not all the physical phenomena of motorcycle riding can be
physically reproduced by a simulator. The missing physical phenomena must be modeled
and simulated through computations. This “missing physics” is multi-modal. In reality,
all phenomena are linked by time, which is a unifying variable. Therefore, the temporal
coherence of the simulated physics must be guaranteed for the simulation to maintain
acceptability. On a traditional computer (PC), one cannot guarantee the parallelism of
the computations; unless using a specific OS, the behavior is non-stationary, sometimes
favorable, sometimes unfavorable. For this reason, we use dedicated embedded calculators
for each dynamic body, physically parallelizing the calculations.
The vehicle model is also implemented on a dedicated calculator that is as close
as possible to the physical bodies of the motorcycle-riding simulator. In this way, the
maximum latency of the calculations is equal to the longest calculation time, instead of at
least the sum of the calculation times on a PC.
The embedded calculators exchange data with each other and with a centralized PC.
The latter computes a multi-agent traffic model and renders the visual and auditory envi-
ronment to the rider. The PC can also log data if needed (for experimental purposes). The
hardware/software architecture is represented schematically in Figure 8. This representa-
tion highlights that the motorcycle-riding simulator is composed of the following two parts,
as previously mentioned: (1) the simulated vehicle and (2) the simulation environment.
The dedicated calculator computes two models of the motorcycle, an engine model
(kinematics of the motorcycle) and a dynamic model. Table 1 summarizes the timing of the
different models computed.
Table 1. Summary of the temporal constraints specific to the different models computed in our simulator.
The most complex interfaces are the ones that include a real sensor and a real actuator
because of the inherent coupling brought into play. For this reason, moving forward,
we discuss, in turn, the two dynamic bodies of our motorcycle-riding simulator and the
instrumentation strategy employed for each of them.
Figure 9. Schematic representation of the two torques used by the rider to control the trajectory of
their motorcycle: steering torque (in blue) and roll torque (in red).
Figure 10. Schematic representation of the difference in stability parameters between a real and a
simulated motorcycle. In black: figurative stability bowl of the real motorcycle; in orange: figurative
stability bowl of the simulated motorcycle.
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One must note that the handlebars of a motorcycle have a dual function from the
rider’s point of view; they serve both a function of control and haptic perception. The
haptic sensory cues at the handlebars are essential for the rider and significantly affect their
riding behavior.
In the case of car driving, the torques involved at the steering wheel are not centrally
located [30]; therefore, their measurement and control are relatively simple. In the case of
motorcycle riding and for high speeds, the variations in the angular position for cornering
maneuvers are of low or even very low amplitude (less than 1◦ ). Moreover, if the speed
increases, the resistive torque increases. This combination of high torque (up to 80 Nm)
and low angular amplitude needs high precision to measure and control; (a) when the rider
applies torque to the motorcycle handlebars, the steering column rotates and (b) producing
high resistive torque with small angular motion is difficult, without inducing mechanical
vibrations (due the frequency of the hardware power controller). That is why we tested and
researched an actuator with minimal vibration. The servo actuators used for positioning
satellite antennas on Earth are excellent candidates. Moreover, such actuators are without
backlash, which is crucial for haptic feedback.
In order to operate in a closed loop, the simulator must be able to measure the torque
and to use the value acquired without modifying the position of the handlebars, which is a
result of the vehicle model calculation, and this must be within an acceptable time frame
for the stability of the model and the haptic perception of the rider.
Based on these considerations, we can conclude that the design of a physical motor-
cycle steering column for a simulator is a complex problem that requires technological
choices, taking into account the acceptability from the point of view of the rider in the loop.
Table 3. Summary of the design objectives and solutions found for the motorized handlebars system.
These choices have their inherent drawbacks. The first one to consider is possible elec-
tromagnetic compatibility (EMC) issues (i.e., the need for electrical isolation of all sensors
and sub-systems) because for the performances specified, the servo-actuator is powered
with a three-phased 380 V supply (vs. a low voltage power supply in the initial system). An
EMC problem can cause many dysfunctions, for example, for displays. The second issue is
that the type of actuator chosen (i.e., an actuator for high-precision positioning) is not made
to motorize systems with a mechanical stopper. The motorcycle handlebars are limited by
a left/right mechanical stopper; the handlebars are blocked by the frame at ±35◦ . As the
torque involved can be of high value (around 160 Nm in the case of our servo-actuator),
this poses a significant risk of actuator breakage. To prevent this, we installed a mechanical
torque limiter, in addition to software securities.
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Figure 11. (a) Localization of the sensors and actuators of the motorized handlebars; (b) CAD
model of the handlebars/rider distance control system and localization of the sensors and actuators
(copyright: TS2—SATIE—MOSS, Univ Gustave Eiffel).
The data exchanged concerning the steering column are summarized in Table 4.
Table 4. Synthesis of the data exchanged concerning the dynamic steering column.
• D includes the coupling that is necessary for the human acceptability of the simulator.
The actions of the steering and roll torques need to be combined when controlling the
handlebars to create motion that is acceptable, i.e., physically and time coherent.
The steering torque is computed from the actuator and strain gauge data. The relation-
ship between them was determined through a process of calibration. Since the relationship
is not dependent on the rider (only on the steering column assembly), the calibration
process does not need to be repeated for each rider. An example of the data used for
determining the relationship between steering torque and actuator torque/strain gauge
data is shown in Figure 12.
Figure 12. Data used for determining the steering torque as a function of actuator data and strain
gauge data (data collected in the case of our POC): torque measured by the handlebar actuator
(in Nm) as a function of the value measured by the strain gauge (dimensionless 12 bits value ranging
from 0 to 4095) without human action.
The flowchart in Figure 13 shows the computation process of the steering torque. The
computed value is used as an input of the motorcycle model.
Figure 14. Example of collected data: torque measured by the actuator and computed steering torque
(both in Nm) as a function of time (elapsed since the beginning of the experiment, in s) for two
subsequent control actions of a participant during the pilot experiment.
Figure 15 shows an extract of the results of our pilot experiment that highlights the
physical and temporal coherence of the signals and cues. It shows that the physical action
of the participant is captured by the motorized handlebars system and that the system is
controlled according to it. The results also support the human acceptability of the system
from an objective standpoint; the participants were asked to push the pendulum so that
its endpoint for the oscillation was in the zone delimited by the dotted lines. Here, the
participant successfully adjusts their action from one repetition to another (Figure 15a:
pendulum not pushed far enough; Figure 15b: pendulum reached the goal zone).
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Figure 15. Example of pilot experiment results: pendulum angle (predicted/without human ac-
tion vs. actual/with human action, in ◦ ), pendulum speed (predicted/without human action vs.
actual/with human action in ◦ /s), and steering torque (in Nm) as a function of time (elapsed since
the beginning of the experiment, in s) for two successive tries: (a) unsuccessful; (b) successful.
Transmission
Data Period Sensor/Actuator Computed Information
Method
Left leg actuator Left leg elongation
Actuator position Chassis roll and pitch angles
(M 1 and C 2 )
10 ms Local CAN bus n◦ 2 Right leg actuator Right leg elongation
Rear slide actuator Rear slide displacement Chassis yaw angle
Left leg actuator Left leg velocity Chassis roll and pitch angular
Actuator velocity speeds
10 ms Local CAN bus n◦ 2 Right leg actuator Right leg velocity
(M and C)
Rear slide actuator Rear slide velocity Chassis yaw angular speed
Left force sensor
Force (M) 5 ms Analog inputs Roll torque
Right force sensor
1 M: Measured. 2 C: Controlled.
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Figure 16. (a) Localization of the force sensors (used for roll torque computation); (b) CAD model
of the front legs (used for roll and pitch rendering) and localization of the sensors and actuators;
(c) CAD model of the rear slide (used for yaw rendering) and localization of the sensors and actuators
(copyright: TS2—SATIE—MOSS, Univ Gustave Eiffel).
Figure 17. Data used for determining the corrected force values as a function of chassis roll angle:
values measured by the force sensors (dimensionless 12 bits values ranging from 0 to 4095) as a
function of chassis roll angle (in ◦ ) without human action: (a) left force sensor; (b) right force sensor.
The flowchart in Figure 18 shows the computation process of the roll torque. The
computed value is used as an input of the motorcycle model.
The actions of the roll and steering torques need to be combined when controlling the
platform to create a motion that is acceptable, i.e., a physically and time coherent motion.
Figure 19. Experimental measures illustrating the action-reaction effect between an action of the
rider in terms of steering torque, represented here by the value measured by the strain gauge
(dimensionless 12 bits value ranging from 0 to 4095, in purple) and the reaction of the virtual vehicle,
represented here by the actual speed of the handlebars (value in c◦ /s, in lavender) and difference
in the values measured by the left and the right force sensor of the chassis (dimensionless value
between −123 and 123, in blue-green), which signifies the chassis motion. All values are represented
as a function of time (elapsed since the beginning of the experiment, in s).
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It is still necessary to set up several experimental campaigns with both subjective and
objective variables of interest. Further results that we are particularly interested in include
rider acceptability of our simulator (for motorcycle riders of different backgrounds and
riding experience) and its controllability. These aspects are determining factors in whether
or not our simulator will fit our expectations and needs for our use in rider-centered
applications and studies.
To summarize, designing a HUIL dynamic motorcycle simulator is one task but taking
into account its acceptability for the rider (in the simulation loop) is another.
7. Conclusions
This article details our motorcycle-riding simulator’s design, divided into two mobile
bodies, the chassis and the handlebars. In particular, we have detailed the instrumentation
choices made (including optimal data frequencies) for each of these two bodies to solve
the different issues raised by the motorcycle dynamics’ complexity and the complexity of
building a simulation tool with a human being in the loop. Our findings have allowed us
to identify design strategies for motorcycle-riding simulators and, in general, human-in-
the-loop simulators, taking into account the issue of acceptability.
The motorcycle simulator as a whole works. Because the steering column constitutes a
challenging issue, a primary acceptability test campaign concerning the new design of the
motorized handlebars has already been conducted [18]. A new campaign has been planned
to validate the complete system. It will be conducted in partnership with colleagues in
experimental psychology and involve riders from different backgrounds (such as age,
riding experience, and type of motorcycle).
Furthermore, from an instrumentation point of view, we plan to implement additional
corrections of sensor data depending on motorcycle speed to compensate for dynamic
effects, such as the inertia of the dynamic platform, plus rider assembly. We also plan to
replace the CAN (1 Mbits/s) buses with CAN FD buses (8 Mbits/s with larger data frames)
to improve transmission reliability, knowing that for our application, a substantial amount
of data is transmitted at a relatively high frequency.
From a “human-centered” point of view, we will soon conduct an experiment on
the impact of the simulator’s architectural complexity vs. the vehicle model complexity
on the feeling of presence and virtual trajectory control. One must recall that, in driving
simulations, the driver does not drive a real vehicle but remotely operates a vehicle model,
relying on the subset of the sensory stimuli of the real driving situation reproduced by
the simulator. We hypothesize that better control of the vehicle is possible when vehicle
model complexity and simulator architectural complexity (which is the limiting factor
for sensory fidelity) are compatible with each other. Good control minimizes the erratic
movements of the virtual vehicle, and the occurrence of simulator sickness is, thus, reduced.
The design of the simulator presented here, in addition to demonstrating improved rider
acceptability, is well adapted to our future studies, since many aspects are independently
configurable, including vehicle model (implemented on a dedicated calculator) and be-
haviors of the various degrees of freedom of the motion rendering (implemented on other
dedicated calculators).
Author Contributions: All authors have contributed equally to the work described in the manuscript.
Conceptualization, F.D.; methodology, F.D.; software, F.D.; validation, F.D.; resources, F.D.; Writing—
original draft, P.M.; writing—review and editing, P.M., S.B. and S.E.; visualization, P.M. All authors
have read and agreed to the published version of the manuscript.
Funding: This research received no external funding.
Acknowledgments: The authors would like to thank Adrian Braleret and Rémi Legroux of the
Laboratoire de Mécanique Paris-Saclay (LMPS) for their advice and expertise on the conception of
mechanical systems. Specifically, many thanks to them for designing and producing the torque limiter
that allows us to protect our handlebar motorization system.
Conflicts of Interest: The authors declare no conflict of interest.
Electronics 2022, 11, 2690 19 of 20
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