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Simlog Blog

Simulation for training, as we know it today, began back in 1934 when Ed Link sold his “Pilot Maker” to the (USA) Army Air Corps to help train people to fly the first airplanes. But simulation for training people to operate heavy equipment in forestry, construction, mining, and material handling, continues to be something “new”, and so this blog is meant to help you learn more.

The fact is, after almost 25 years as Simlog’s President (and Founder), and 15 years of work before that in engineering and university research, I’ve developed a unique perspective on what’s really important (and what’s not), and so I hope that you’ll find these entries informative.

Paul Freedman, Ph.D., P. Eng.

Feb 12
2025
Being safe: no accidents, no damaged equipment, no personal injury (or worse). That’s why a good lift truck operator is always, first and foremost, a safe lift truck operator. And that’s why the right kind of training simulation places a special emphasis on learning-to-be-safe. But what does that mean? Well, (...)
Jan 28
2025
Everyone knows what a “forklift” is, right?  Sure, something that you “drive” like a car: you’re sitting down, the seatbelt’s engaged, there are forks out in front, there is a steering wheel (although it turns the two wheels at the back), and there are pedals to make things move. More (...)
Jan 3
2025
Starting with the “Link Trainer” back in 1929, motion has been an important part of simulation to help train pilots to fly airplanes. And that’s why a “Full Flight Simulator” is equipped with a motion base that moves in all directions, to create sufficient realism. Nonetheless, many years of (military) (...)
Jul 17
2024
The world is full of “work” that requires interaction between two people, and I’ll use tennis as a simple example. Playing tennis requires two people, but you learn to play tennis by yourself, at least at the start, with coaching help: how to hold the racket properly, how to hit (...)
Jan 29
2024
There is increasing interest in using “Virtual Reality” (VR) Headsets such as Meta’s “Quest” for video gaming [1] and simulator-based training. The idea is simple: when you turn your head, movement is detected by “head-tracking” electronics in the VR headset, and then what you see on the two small displays (...)