Gamification of control valves in real-time multibody simulation of an excavator
Jaiswal, Suraj; Jiang, Dezhi; Xiang, Saidi; Nikitina, Anna; Khadim, Qasim; Mikkola, Aki (2024-11-28)
Jaiswal, Suraj
Jiang, Dezhi
Xiang, Saidi
Nikitina, Anna
Khadim, Qasim
Mikkola, Aki
Springer
28.11.2024
Jaiswal, S., Jiang, D., Xiang, S. et al. Gamification of control valves in real-time multibody simulation of an excavator. Multibody Syst Dyn (2024). https://doi.org/10.1007/s11044-024-10041-1
https://creativecommons.org/licenses/by/4.0/
© The Author(s) 2024. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
https://creativecommons.org/licenses/by/4.0/
© The Author(s) 2024. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
https://creativecommons.org/licenses/by/4.0/
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202412107145
https://urn.fi/URN:NBN:fi:oulu-202412107145
Tiivistelmä
Abstract
Multibody simulation of heavy machinery such as excavators, wheel loaders, and tractors is highly influenced by parameters of hydraulic components such as the control valves. The objective of this study is to introduce gamification to parameterize the flow characteristics of control valves in real-time multibody simulation of an excavator. To this end, the mechanics of the excavator is modeled using a semirecursive multibody method and the hydraulics is modeled using the lumped fluid method. The gamification concept is introduced using game elements and game-design techniques in a nongame context. Using the excavator case example, various tests with increasing level of difficulty are performed on a simulator. The results of this study exhibit the utility of such a gamified simulation model in various phases of user training and product development.
Multibody simulation of heavy machinery such as excavators, wheel loaders, and tractors is highly influenced by parameters of hydraulic components such as the control valves. The objective of this study is to introduce gamification to parameterize the flow characteristics of control valves in real-time multibody simulation of an excavator. To this end, the mechanics of the excavator is modeled using a semirecursive multibody method and the hydraulics is modeled using the lumped fluid method. The gamification concept is introduced using game elements and game-design techniques in a nongame context. Using the excavator case example, various tests with increasing level of difficulty are performed on a simulator. The results of this study exhibit the utility of such a gamified simulation model in various phases of user training and product development.
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