the moment arm from the center of rotation to the pilot's head results in the specific force false cue at the pilot's head. The point about which angular rotations are simulated (the so-called reference point) is typically at the centroid of the upper bearing block frame for hexapod motion systems. Impact Impact of motion in simulation and gaming The use of physical motion applied in flight simulators has been a debated and researched topic. The Engineering department at the University of Victoria conducted a series of tests in the 1980s, to quantify the perceptions of airline pilots in flight simulation and the impact of motion on the simulation environment. In the end, it was found that there was a definite positive effect on how the pilots perceived the simulation environment when motion was present and there was almost unanimous dislike for the simulation environment that lacked motion. A conclusion that could be drawn on the findings of the Response of Airline Pilots study is that the realism of the simulation is in direct relationship to the accuracy of the simulation on the pilot. When applied to video gaming and evaluated within our own gaming experiences, realism can be directly related to the enjoyment of a game by the game player. In other words, – motion enabled gaming is more realistic, thus more iterative and more stimulating. However, there are adverse effects to the use of motion in simulation that can take away from the primary purpose of using the simulator in the first place such as Motion Sickness. For instance, there have been reports of military pilots throwing off their vestibular system because of moving their heads around in the simulator similar to how they would in an actual aircraft to maintain their sensitivity to accelerations. However, due to the limits on simulator acceleration, this effect becomes detrimental when transitioning back to a real aircraft. Adverse effects (simulator sickness) Motion or simulator sickness: Simulators work by “tricking” the mind into believing that the inputs it is receiving from visual, vestibular and proprioceptive inputs are a specific type of desired motion. When any of the cues received by the brain do not correlate with the others, motion sickness can occur. In principle, simulator sickness is simply a form of motion sickness that can result from discrepancies between the cues from the three physical source inputs. For example, riding on a ship