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Simboard
Simboard
Morgan Weinberg
mweinberg@namiresearch.com
Burt Miller
bmiller@namiresearch.com
July 7, 2022
imboard is a motion platform that features a showed that pilots strongly preferred the inclusion of
surfing and other related activities that entail balance, "Most Disappointing Game of 2009". GameSpot gave
agility, and footwork. the system a 3.5/10, with the most positive comment
This is not a trivial problem, as the forces placed on being that the peripheral was "sturdy". Both G4TV and
such a platform can be significantly higher than those Giant Bomb rated the game a 1/5.
required to articulate a racing rig where the center of Also released in 2009 was the "Rob Dyrdek Skate-
gravity is roughly in line vertically with the center of board for Wii", which is a skateboard-shaped board
pivot. The other challenge is compactness, where the mounted on a pedestal that is meant to be attached to
platform must be at a comfortable height for a rider a Wii Fit Balance Board. Ratings for the device were
to stand on and interact with in a space with the stan- mediocre, and the item seems to have been discontin-
dard ceiling height of 8 ft. Realistic control where foot ued.
pressure drives articulation is a further complication. The patent record is replete with examples of pas-
Power is also a concern for operation in residential and sive balance boards and training apparatuses for
to a certain extent, commercial spaces. skateboarding, surfing, and snowboarding. Patent
To our knowledge, the only motorized board simula- US5509871A disloses a surfboard mounted on springs.
tor that ever made it to market was the iJoy® Board, US6168551B1 filed by Nokia of America Corp. dis-
which sold for about $500 in 2006. The board, which closes a surfboard mounted to inflatable bladders al-
is no longer produced, was not a true simulator but lowing articulation with foot pressure, and similar to
more of a vibrating exercise platform - producing a this is US20130296147A1 for Sk8fit that discloses a
seemingly random rocking-rolling motion, challenging balance board comprising a skateboard deck that rides
the rider to maintain balance while providing a modest atop a compressible ball.
workout. Of the many balance boards conceived of or exe-
cuted as a product, only the Wii Fit Balance Board has
1.2 Passive Boards achieved notable commercial success. The board in
bundle with the Wii Fit application can be found for
A passive board, the Wii Fit Balance Board, on the less than $100, which is a good value proposition con-
other hand, has achieved notable success in market, sidering its novelty in comparison to sedentary gaming
having shipped over 40 million units, and continues to and ability to make exercise more interesting with in-
be manufactured. novative software.
Passive balance boards - defined as boards without It’s possible that a more capable passive board with
actuators - go back to the era of the Atari 2600. In articulation and position encoders could find a niche
1982, Amiga introduced the "Joyboard", which looked market with hardcore boarders, but the price point,
like a bathroom scale. Riders would stand on the board which would likely approach that of a gaming system -
and lean in certain directions to control a particular $600 and up - would preclude wide adoption.
game. A slalom skiing game, also developed by Amiga,
was sold along with the board. A surfing game was
developed as well but not released. 1.3 Active Boards
The Wii Fit Balance Board, introduced in 2007, is
reminiscent of the Joyboard. The board has four load Ultimately, lower-cost passive boards are incapable of
cells that sense rider movement. Typically, the board providing fully-immersive and engaging experiences.
is purchased in a bundle with "Wii Fit" - an application Passive boards are boring, and like the rowing machine
designed to make fitness entertaining, which highlights in the basement, gathering dust is the likely fate. Active
a growing trend in exercise gamification. Traditional boards - defined as boards with actuators - in concert
board sports have also been adapted to the peripheral with virtual reality have the promise of creating next-
such as "Shaun White Snowboarding" and "Skate It". level experiences, albeit at a significantly higher price
In 2009, Activision relesed "Tony Hawk: Ride" for point.
PlayStation 3, Xbox 360 and Wii that included a pe- Imagine being ported to Waikiki Beach, riding a
ripheral board to simulate the riding of an actual skate- longboard on an endless wave; to Heavenly Ski Resort
board in the game. The board is flat with the ends carving through the Gunbarrel mogul field; to Venice
angled up like a typical skateboard and the bottom on a paddle board; to the edge of Niagra Falls in kayak;
slightly curved, allowing it be rolled side to side. The and finally, for the Star Wars fans, to a Segway tour of
board is designed to be operated on a carpet with the Deathstar.
"grippy" tape to keep it in place. Activision’s marketing Furthermore, active boards could potentially revo-
at the time stated that players would "put down the lutionize physical therapy, allowing a whole new class
controller, step on the board, and feel the sensation of therapeutic regimens. The device could measure,
of going big... Shift your weight to turn and balance in real time, a patient’s balancing ability, for example,
grinds, kick back on the tail of the board to ollie, and and then challenge the patient, in a measured and
lean into airs to pull off huge spins". Reviews of the interesting way, to develop that ability while having
game and specifically the passive board were decidedly fun in the process. Fun is key, as this will keep the
negative. GameTrailers named "Tony Hawk: Ride" the patient engaged in the process and looking forward to
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Simboard
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Simboard
Figure 2
Figure 4: AllController
ing the simulation of board activities, exercise routines
entailing footwork, or any application requiring high
force and at least two degrees of rotational freedom.
The platform comprises a 2DOF pivotable table at-
tached to a base with two toothed belts attached at
quadrants of the table, with the belts attached to a pair
of servo-driven ball screws mounted within orthogonal
base arms. Pulleys mounted in the quadrants of the
base redirect the belts so that they travel parallel to
the ball screws. Cams maintain proper tension in the
belts as the table pivots.
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Simboard
dTheta/dPsi (deg/deg)
to the change in servo angle. Ideally, the plot should
dTheta/dL (deg/cm)
1.2 0.18
be flat, which would indicate that the servo would
spin the same amount to deflect the table a certain
0.8 0.12
gearmotor platform angle, regardless of the starting angle. In contrast, for
a given table deflection and deflection speed, gearmo-
0.4 0.06
tor platforms require rapidly increasing servo speed as
0 0
the table approaches its end of travel. As servos are
-17 -11.33 -5.67 0 5.67 11.33 17
theta (deg)
speed limited, the rider would experience increased
sluggishness at increased table deflections.
To counter this, the pitman arms could be limited
Figure 6
to -45 degrees to +45 of angular travel while at the
same time increasing their length, or conversely, the
attachment points to the table brought closer to the
initial investment is kept to a minimum, allowing fur-
pivot point, or both, but any of those options would
ther degrees of freedom to be added down the road.
place a larger torque on the gearmotor, all else being
Simboard also solves the packaging problem: how to
equal. Adding gear sets to handle the increased torque
deliver high-force ball-screw actuation in a low-profile
demand would increase friction losses and backlash.
unit at a low-enough height for board simulation; low
The difficulty in delivering high-fidelity motion with
height also being useful for the mounting of additional
gearmotors was highlighted in an article in Machine
apparatuses such as driving rigs. The perimeter around
Design titled "NASCAR simulators keep it real" [3]:
Simboard is also clean with no protrusions that could
be a safety hazard for the rider. Padding can easily be Like any engineered product, the SMS
placed around the machine as a further safety measure. NASCAR simulator is a series of compromises.
Gearmotors also allow a low-profile geometry, but But one uncompromising aspect underpin-
gearmotor platforms are not well adapted to handling ning the design was to keep the driving expe-
large dynamic loads with frequent reversals. With the rience as real as possible.
aforementioned limit on servo size, a substantial gear
A big problem with automotive simulation
train is necessary to develop the necessary mechanical
is how to produce relatively smooth motion
advantage. For example, DOF Reality Motion Simula-
reversals along a single axis. Real auto-
tors makes a gearmotor-based 2DOF simulator with
mobiles generally impart to their occupants
an advertised torque of 25 N-m, which is sufficient to
smooth accelerations coincident with direc-
articulate a driving rig with a rider where the center of
tion changes. This ruled out low-cost, arcade-
gravity is largely in line vertically with the pivot point,
type motion technology that relies on electric-
but falls short of the torque necessary to handle board
motordriven gear trains. Motion reversals in
simulations.
such systems are unnaturally abrupt.
Additional gear sets may be added to increase me-
chanical advantage and output torque, but this will To achieve the desired motion characteristics and
reduce output speed and add more backlash to the sys- dynamic range, the SMS NASCAR simulator used hy-
tem. Increased backlash reduces simulation resolution draulic actuators in concert with a novel valving ar-
where it becomes impossible to quickly reverse direc- rangement.
tion or transmit vibration, impairing the experience.
Gearmotor platforms suffer from other trade-offs. The hydraulic system/sled mechanicals re-
Typical 2DOF machines on the market limit table pivot spond to control inputs in about 50 msec (20
angle to +/- 10 degrees, which is not sufficient for Hz), considered slow by some measures. "Pro-
board simulations where larger deflections are needed fessional race-car drivers are able to sense the
for a full experience, keeping in mind that a minimum delay. They know it’s not there," says Mon-
of 2 degrees at both ends of the range are needed for crief. "For the average person, however, the
deceleration. experience is overwhelming."
Maximum travel can be achieved by rotating the But even professional race drivers agree, the
pitman arms from -90 degrees to +90 degrees, but as SMS simulator is miles ahead of video games
the pitman arms approach these sinusoidal minimum in its realism.
and maximum, table angular speed goes to zero and
the ratio of servo speed to table speed goes to zero, Hydraulically-based simulators, however, are expen-
which translates to sluggish and unresponsive table sive and complicated, and are a waning technology.
action near the ends of travel. SMS NASCAR retailed for $95,000 per copy in 2006.
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Simboard
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Simboard
Not relying on a force-sensor array to measure ap- skiing rig would be another unique add-on combining
plied torques also has safety implications. Imagine vigorous exercise with entertainment.
straddling the table. Sensors on the left and right would Simboard could add a new dimension to martial-
read roughly identical forces. If, for example, a sensor arts workouts with the attachment of a combat torso
on the left were to fail, the controller might read this as that, with the aid of a tracking system, could actively
the rider having shifted weight, deflecting the table ac- evade strikes with varying levels of difficulty, again,
cordingly. The unexpected movement could catch the gamifying the workout.
rider off guard, possibly causing injury. A redundant A simple handlebar attachment would allow virtual
sensor array alongside the main array could minimize Segway tours. A surfboard section could be attached
the probability of such a scenario, but this would add to feel the curve and texture of an actual board below
complexity and cost. the feet. The possibilities are extensive.
Using servos to measure torque is inherently safer.
Here, there are only two sensors - the servos them- 2.5 Conclusions
selves, and if any parameter of either servo is found by
the controller to be off-spec, the table is gently moved Simboard is hard to compare to competing platforms
to the home position - horizontal, and the system is because it sits in its own category - offering high-fidelity
placed in fault. In the worst case, the system fails safe motion in a low-profile package with a specialized con-
with both table servos and any peripheral servos all trol system that can respond to external forces and sim-
de-powered together. ulate fluid environments. The potential applications go
far beyond the current industry focus on driving and
flying simulation into board sports and other activities
2.4 Extensibility
entailing balance, agility, and footwork. Extensibility
Fundamental to the Simboard architecture is extensi- keeps the core investment from becoming obsolete.
bility, with board simulation being one of many use Exercise gamification is a primary focus, as well as
cases. A rich open API allows application developers physical therapy. It’s an open platform with a rich API
to develop a new class of applications for gaming, ex- with capabilities that eclipse traditional CNC control.
ercise, and physical therapy. The gamification of exer- While gearmotor-based platforms are considered
cise will get users off the couch (and boring stationary consumer/arcade-grade, they do offer 2DOF at rea-
bikes) into immersive experiences where they forget sonably low profiles. A comparison of basic parameters
that they’re burning calories. is instructive.
Driving simulation alone is already a massive market
- $1.5 billion in 2020 - that is expected to grow from Simboard Gearmotor 2DOF
by nearly 50% over the next 5 years. Simboard pro-
Price $6-10K $3-15K
vides a large table on which to mount a racing rig, and
Pitch Range ±18 deg ±10 deg
highly-realistic simulation is possible with Simboard
Pitch Speed ±40 deg/s ±20 deg/s
at a fraction of cost of competing ball-screw actuated
Roll Range ±18 deg ±10 deg
machines. Realistic flight simulation is possible in the
Roll Speed ±40 deg/s ±20 deg/s
same way. The physics engine is different, but the
Height 11 inches 10-19 inches
hardware stays the same.
With the table able to react to external forces, motor-
cycle simulation is also possible, allowing the rider to
lean into turns. An advanced simulator could respond
to countersteering, which is critical for novice riders Bibliography
to get the hang of. Such a simulator would give deal-
erships the ability to offer realistic virtual test drives [1] Robert Steiger et al. “A critical review of climate
or students the ability to safely practice evasive ma- change risk for ski tourism”. In: Current Issues in
neuvers without putting themselves and others at risk. Tourism 22.11 (2017), 1343–1379.
Full disclosure: the author of this paper crashed a mo- [2] Driving Simulator Market. MarketsandMarkets
torcycle during a test drive! Thankfully, minor scrapes Research Private Ltd. 2021. url: https://www.
were the only injuries. marketsandmarkets . com / Market - Reports /
Ski and snowboard tourism is a multi-billion dollar driving-simulator-market-171814690.html
international market that attracts 350 million annual (visited on 08/31/2021).
visits [1]. Clearly, a seasonal activity, and when in [3] Stephen Mraz. “NASCAR simulators keep it real”.
season, an activity that requires travel for most partic- In: Machine Design (2006).
ipants and often significant travel, there would be a
[4] Lloyd D Reid; Meyer A. Nahon. “Response of air-
strong interest in skiing and snowboarding at home, at
line pilots to variations in flight simulator motion
the local ski shop, or health club. A dynamic yaw table
algorithms”. In: Journal of Aircraft 25.12 (1988),
would add another dimension to snowboard simula-
639–646.
tion as well as surfing and skateboarding simulation. A
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