Allied Bionics

A leading developer in bionic design based on “soft” controls, Allied Bionics provides successful solutions since 1994. Our strength lies in our ability to bring to life intelligent, adaptive and scalable applications based on optimized hardware and software solutions.


From the beginning, Allied Bionics focused on the main goals:

  • identify and implement solutions based on high re-usability and open architectures
  • deliver innovative hardware/software products based on distributed computing, while making use of the latest artificial intelligence research: fuzzy logic, neural and genetic algorithms

Today, the results of our efforts are a new generation of motion simulation systems based on the development of the revolutionary, patented “Virtual motion programming and control” (Patent US5768122, filed: Nov. 14, 1995 – issued June 16, 1998). Its an object oriented approach to virtual motion programming that utilizes generic motion identifiers to construct universal generic motion descriptions of complex motion simulations. The result is a highly innovative solution to improve the consistency of the motion simulation experience and an open-platform implementation for the entertainment industry.

In addition, our design team introduces custom implementations of the virtual motion programming concept, into the robotics industry, targeting the platform independent control of the robotic actuators.

We have a mission to supply the highest performance embedded systems available with an object oriented design and platform independence: the key to reliable, re-usable, easily maintained and valuable hardware/software products. Our design team helps facilitate customer engineering tasks such as verification, rapid prototyping and design conversions.


Consulting in AI based Test and Burn-in Designs

Based on our experience in automated testing with AI supervision, we are offering access to our repository of hardware and software solutions. We guarantee quality and compliance with main trends of the industry (Open Platform, Client/Server architecture, Distributed Intelligence, Distributed Architecture, Web compliance, Object Orientation, Re-Usability).

Consulting in the Motion based Entertainment Field

We have been directly involved in designing and installing control systems in the Entertainment field. As a result, we benefit of a vast experience in estimating needs and time requirements for large projects in this field:
1. Consulting in the Simulation Field
2. Over 15 years of Control System Design for VR based military training (last contract in this field ended successfully in 1996).

Consulting in the OnLine Entertainment Field

We are a crucial architect in one of the first and largest Distributed Objects based OnLine Entertainment Systems. This comes as an extension to the existing Entertainment Product range that is fully compliant with the OnLine specific requirements.

One of our latest System Design and Specification tasks targets a Video on Demand network of over 16.000 subscribers with guaranteed NTSC/PAL Quality of Service and Web aware.

Consulting in the Customer Profiling Area

Tapping in the Corporate repositories of Soft controls knowledge, ABI can offer over nine years of Data mining experience using a wide range of tools. Modern biometrics based profiling principles offer non-intrusive tracking and profile clustering for one-on-one customization of content.


Intelligent Test Platforms

A neural network based and context sensitive test platform that controls up to 1200 I/O signals and tests for signatures and failure identifiers. The Expert System attached to it optimizes itself to System Specific failure detection. It can support debugging knowledge or dynamic burn-in cycles. The Client/Server architecture allows for Remote User Interface with a Platform Independent implementation.

Motion Control System

A platform independent motion control standard developed under contract with Westrex (a 73 year old Entertainment Corporation known also as Western Electric). The product, development tools and hardware implementation bridges any picture formats to any proprietary motion hardware formats used by the entertainment providers. Future movie updates are therefore unlocked allowing for competitive pricing.

The motion control system and motion programming software is platform independent and targets arcade like motion based games. It is sold to motion based Entertainment Systems Manufacturers and Game Software Companies. The design principles are under patent protection and they involve a linguistic approach to motion, and self tuning soft controls.
The advantages of such an approach are:

  1. free access to multi-vendor film libraries and games
  2. price optimization of the motion based entertainment systems (open system with multiple options)
  3. universal archive of motion files/motion films or motion based games
  4. Internet compliance with multi-player support and optimization of bandwidth usage
  5. Intelligent Maintenance and Documentation

Large installations are comprised of several systems provided by different manufacturers or purchased at different times and integrated by a third party. However, maintenance is covered by local maintenance/service teams based on available documentation.

Traditional installation documentation is usually formatted specific to each provider and does not cover the interfaces between subsystems that have different manufactures. Debugging manuals are usually more the product of designer’s estimated systemic behavior and less a result of practical experience. They cover poorly, if ever, the interfaces to third party systems, they do not accumulate location experience and they do not adjust to location specifics.

We developed an integrated environment that allows:

inclusion of various sources of documentation into one single standard of documentation (digital media) documentation Manual browsing, using intelligent links between interconnected topics, compliant with Multimedia standards automated documentation browsing triggered by scheduled maintenance procedures, manual fault description or by automatic fault identification failure/debugging log and archiving with knowledge extraction and sharing, in order to support all maintenance personnel with the experience and knowledge of past service calls maintenance advisor with scheduler and alarm function as well as fuzzy risk cost calculator for delayed maintenance procedures multi-language support with language independent debugging/servicing/maintenance knowledge archiving (maintenance experience gained by teams of one language are transferred without the need of intense translation to any other supported language) remote secure access to documentation and documentation maintenance internet Compliance.
Through these features, we estimate to reduce downtime to less than 30% of the effective maintenance/support budgets (time and money) and to reduce the dependency of maintenance performance to high-skilled and experienced maintenance workers or service teams. In our opinion, these are critical revenue/image enhance factors for modern, traffic dependent, amusement enterprises.

Ride file/Motion Programming utilities

Set of software tools that secure cross-platform portability of motion ride files as well as show synchronisation and enhanced ride quality. B-Spline based motion programming work-frame for up to 6 degrees of freedom (with 6 actuators), multiple standard conversion ( Redifusion, Moog 4/6 axes, Wave and MIDI). The package runs on any Java Virtual Machine.

Simulation / Training Subsystems

Due to our expertise in embedded controls and I/O handling, we have been selected to produce subsystems for military training simulators.

Mission Critical Control Sequencer

Redundant design with multiple votes on safety related control decisions and friendly, ergonomic user interface. Optimised operational costs for large automated Entertainment Simulators.


Research areas

  • distributed computing architectures
  • neural network co-processors
  • re-usable, open platform design
  • data mining / profiling engines
  • biometric identification

Profiling Engine

Using navigation signatures, this product does soft classification of entity profile and soft matching of complementary entities (users of an on-line service with information, defects of a system with pertinent documentation, first aid teams with help resources etc.).

XL-5 Health Monitoring System

As part of the R&D work, we have designed a distributed health monitoring system that has embedded user identification.

Simulation Servers

Client/Server solutions for Mathematical Modelling of Production Tasks in order to maximise Productivity and Energetic Efficiency.