Thursday 12 November 2015

Simulating G-Forces


G-Forces have a large part to play when it comes to the experience of racing, when your car leans round a corner you can feel your body moving with it and its something we have to resist to keep a normal driving position. It can also make us feel near weightless when sent airborne and cause injury for example, whiplash from a sudden stop.

So if we wanted to play a game/simulator, how could these be recreated if we were stationary?


One example of simulated G-forces are rollercoaster simulator rides which use a pod on hydraulics that the users can enter. They watch a virtual simulation on a screen while slight g-forces are induced by shaking the pod with hydraulics.

Though this may be effective and emulate the realism of g-forces, this is not something the average consumer can afford; if they wanted to use this for racing they may as well buy a track car!


Generally G-Forces affect the human body by displacing blood; reduced blood flow and oxygen to the brain results in a loss of consciousness. However, the physically feeling of weightlessness and increased body weight from higher +G's is felt in the muscles through contractions. Blue Angels pilots aren't able to wear G-Force suits that prevent blood from pooling in the legs due to the cockpit layout so they train their bodies to expect certain G-Forces and contract the relevant muscles to prevent unwanted blood flow.


Electrical muscle stimulation  (EMS) can be used to induce pain through contracting muscles, it can be used on men to simulate labour pains a woman experiences during childbirth as seen in the image above.

We know that Blue Angels pilots have trained their bodies to fight g-forces by contracting certain muscles in their body; using EMS it might be possible to reverse this method and contract the muscles that would induce the feeling of higher g-forces on different parts of the body instead. This could be simulated in conjunction with a virtual game/simulator onto the user to immerse them into a racing environment through the feeling of physical g-forces while stationary.


In the same way a massage can relax muscles, EMS can use electrodes to emulate the same experience and increase blood flow to the areas of the human body being stimulated. We know that g-forces can make blood pool in areas of the body opposite the direction of travel.

As a result, you could relax areas of the body using EMS to increase blood flow and simulate the blood pooling from g-forces and contract muscles on areas of the body to prevent blood flow where g-forces would normally cause those areas to lose blood. I think a suit wired with electrodes that uses EMS could help simulate g-forces while stationary and have a self-tightening/loosening system on parts all over the suit to aid the induced contractions from EMS.

Thursday 5 November 2015

Case Study: Ken Block


Ken Block's latest drifting video: Gymkhana 7 has been viewed over 31 million times on YouTube. The motorsport Gymkhana is the art of memorising a predetermined track and completing it in the fastest time possible and in the most stylish way. Ken Block elaborates on this with more extensive tracks, hitting high speeds and drifting what are mostly all-wheel-drive cars.



Ken Block has seen huge success as a rally driver with many sponsors including Monster Energy and DC Shoes. He is also an entrepreneur; as the founder and co-owner of an apparel brand called Hoonigans that aims to sell towards auto enthusiasts.



Now one of the most iconic cars in the world is Ken Block's custom built 1965 Ford Mustang dubbed the 'Hoonicorn' is tailored for going sideways in a cloud of smoke. Featuring an aftermarket widebody kit, ducktail spoiler, bug catcher and branded fifteen52 wheels; all of these features are very popular in the aftermarket industry.


Need for Speed 2015 is an underground street racing game with a heavy focus on aftermarket customisation and many different styles of driving. Ken Block is one of the main characters you meet in the story of the game; the aim is to impress him and become recognised by him to complete his narrative thread; an appealing motive in terms of marketing for any fans of Ken Block or anyone interested in him as automotive icon.


Thanks to the developers of Need for Speed, I was able to meet Ken Block in August at the global gaming convention; Gamescom and ask him about what he thought of the game and how he fit into the picture. He told me that having the freedom to take your car and do what you want is seriously fun and of course a lot cheaper, he said that being able to throw around your own custom built car and not worry about the consequences (like paying for repairs) is very addictive.

This again proves my point that this passion can be an expensive one and the virtual world might just be able to help with that.

Thursday 29 October 2015

Case Study: Paul Walker

Paul Walker stood by his favourite car model; the Nissan GT-R in Fast & Furious.
I've chosen Paul Walker to study as an icon for urban car culture as I know personally, the impact he has made across the world for both his on-screen passion for cars in the Fast & Furious films and his off-screen enthusiasm & love for cars.

The Fast & the Furious hit the screens in 2001; it depicted an undercover officer Brian O'Connor (played by Paul Walker) getting inside the underground street racing scene to unearth their criminal antics. Of course, a large focus on the movie was the cars; each one was unique in its own way through aftermarket modifications and the film catered for all types of enthusiasts and gave birth to new enthusiasts including myself, I could probably narrow down my passion for cars coming from this very film.

In the two videos above you can see Paul Walker in the orange Toyota Supra battling against Vin Diesel in the black Dodge Charger; this represents the varying tastes developed by car enthusiasts all over the world; from tricked out Japanese imports to some good old American muscle. This sense of community and shared love for cars portrayed in the film inspired a lot of people and has since sparked a trend of many different car cultures. To this day people still reminisce over the films, for example that famous scene from the first film was recreated by YouTuber: Domestic Mango using GTA 5 in August of this year reaching over 1million people.


Paul Walker expressed his passion both on screen through Fast & Furious and off-screen. Travelling the world to meet people behind the performance tuning industry of both low and high end Japanese cars; his most favourite being the Nissan GT-R range.

A small selection of Paul Walker and Roger Rodas's car collection at their AR Performance garage.
Paul Walker furthered his passion for cars by collecting cars with his racing driver friend Roger Rodas. The two collected as many iconic cars as they could a modified them in their own shop: AE Performance.


Proof of how much an impact Paul Walker had on car enthusiasts across the world was ever more apparent when he sadly died in a car accident when leaving a charity event on November 30, 2013. Tributes poured in for the late star and even I created a tribute video using GTA 5 which reached over 3.8million people after the release of his final film: Fast & Furious 7.

Paul Walker & the Fast & Furious franchise has played a rather large part in getting people interested in the aftermarket car industry; though it is a very expensive industry for the average consumer it is a very highly marketable area merely for the attention it gains.

Thursday 22 October 2015

Technological Developments; Using New Technology to explore new USP's

Currently there are games out there that allow the player to simulate racing experiences and build their own cars such as Forza Motorsport and Need for Speed. However, these games are very limited as they require teams of people to build each asset individually; could it be possible to scan objects/vehicles into a game yourself and build your own game world quickly?

I've set out to explore what technology is currently available and how this could possibly be pushed further or inspire new technology to work with my IP.

Need for Speed is one example of using the real world to build a believable virtual world. For example, they use computer assisted design software to build their cars in game, of course with some touching up for compatibility from the developers to optimize the game's performance.

The computer assisted design software creates a 3D model using multiple photographs of the same car from multiple angles. There are other versions of the type of CAD that can be used without the assistance of developers and generates 3D models with textures completely on its own, like Fitle:
Fitle: An app that allows you to browse clothes on a 3D scan of your own body.
Fitle is an app uses the camera on your mobile phone to scan a 3D model of your body and import it into a virtual environment. It uses recognition and reconstruction algorithms to digitize clothing from multiple brands partnered with the app developers and allows you to place them on your 3D virtual self.

This proves that scanning in 3D models of vehicles and environments could be possible using the technology and algorithms similar to that of what Fitle uses and could even be pushed further using more powerful hardware and platforms.
Forza Motorspot 6: One of the most advanced racing game simulators on the market.
Forza Motorsport 6 is one of the many examples of racing game simulators that bridge the gap between the virtual world and real world in terms of vehicle performance. From air resistance to fuel capacity, Forza Motorsport takes into account every detail of racing and car performance to make the game play as realistically as possible.

Generally the developers create a base handling platform for the game and alter each car based on this model using specifications, dyno information and testing data provided by the manufacturers. However, most performance upgrades are not based on genuine aftermarket part performance figures as each car is affected by these upgrades different so it is more generalised. As a result, gamers that could possibly test out their real world car in this game won't see accurate results in simulation of its performance as the parts they would purchase likely wouldn't reflect the performance of the car in the real world. The best way to attain accurate results would be for the users to constantly be a part of mass data collection, by entering their specifications onto a device, could it be possible to record how these perform using hardware rigged to their car?
SimXperience racing simulation rig.
Game developers and third party companies are constantly trying to push the boundaries in racing simulation, from simple wheel and pedal setups from Thrustmaster to complex simulation rigs that use hydraulics to simulate g-forces from SimXperience.

However, all of this simulation equipment is expensive and third party companies with the most advanced simulation rigs can only hire them out to large companies for events etc as they're so expensive, the average consumer probably couldn't afford them after a lifetime of saving. Some rigs cost over £100,000 to build, could there be a cheaper way to simulate what you would experience when racing?
An athlete using EMS during training
Electrical Muscle Simulation (EMS) uses electrodes on the skin to mimic the action potential coming from the central nervous system. This can be used to simulate pain and assist athletes when training which is often used as a post recovery tool. There have been many cases in which this has been used for men to experience the pain felt by women during childbirth by stimulating the muscles around the abdomen to simulate contractions; this means you could simulate g-forces by stimulating the relative muscles in a way that would be experienced through different levels of g forces.
The Microsoft Hololens demonstrated playing Minecraft
Augmented reality uses motion tracking to incorporate virtually generated visuals into the real world through a lens as if they were actually there. This technology could be used to immerse the user into somewhere they haven't been before by merging a virtual environment with the real world. For example you could sit in a car and have the windows display a virtual environment that isn't actually there but still leave the interior of the car as it is.

There are plenty of opportunities presented by current and developing technology that could sell my IP as a unique product that could be highly marketable for car enthusiasts at a consumer level.

Wednesday 14 October 2015

Experience: Racing

Racing in both motorsport and on the street is hugely popular around the world for thrill seekers and lovers of cars. Racing isn't just about coming first across the line; some race for the adrenaline rush of hitting high speed, others prefer to hit the perfect corner to attain the perfect lap time and some even prefer to sideways in a cloud of smoke just because it looks cool.
Ken Block drifting the Gymkhana 7 Hoonicorn
Gymkhana; a type of drifting that requires the driver to memorise a complex track and drift through it in various ways; it's not all about going sideways but rather getting closer to objects and performing more unique drifts.
Drifting at the Formula Drift competition
Drifting is a style of driving that requires taking the into a constant slide, it's all about style points. The more angle, speed and how close you come to objects the more impressive the drift is!
Kanjo; a street racing scene mostly compiled of Honda Civic's
Underground street racing cultures are present all over world. It's a popular topic harnessed by many IP's including games like Need for Speed (Ghost Games) and Midnight Club (Rockstar Games) and films like the Fast and Furious (Universal Studios) franchise.
Formula1: A high speed, precision driving motorsport. The cars harness some of the worlds most advanced automotive tech.
High speed motorsports like F1, BTCC, Indy and NASCAR are all adrenaline fueled that's also a hugely popular spectators sport.
Nurburgring; Nordschlieffe. A world famous track day location.
Many enthusiasts will take their cars to a track to race them, push them to their limit and step into the shoes of professional racing drivers.
Forza Motorsport 6; pushing the boundaries between video games and the real world
Ultimately whatever way you drive takes time and learning. Learning to race on a track is expensive from building the car to mishaps from an incorrect build or driver faults. Some racers would rather be unlawful and race on the streets to avoid the cost or even being judged by drivers on the track; the community and shared experiences surrounding different trends are key to their success and survival.

There are simulators out there, such as games like Forza and they can be used in combination with a simulation rig but these are very costly and you still don't get the experience of the real thing.

Could virtual/augmented reality combined with other technology fully simulate the realism of racing to the user without having to actually go and do it?

Thursday 8 October 2015

Indentity: Urban Car Culture

Followers of different trends in urban car culture all see their car as an extension of themselves. They're often recognised not just by their physical appearance but more often their cars.
Ken Block standing by his 1965 RTR Mustang dubbed the 'Hoonicorn' used in Gymkhana 7.
For example, I watched Ken Block's Gymkhana series for years and recognised each one of his cars before first seeing his face. How a car is modified makes it unique and can be related to that particular individual.
Paul Walker - Well known as an actor in the Fast & Furious films. He's not just a standalone figure but paired with the most popular car he drives; the R34 Nissan Skyline.
However, an individual doesn't just have to be linked to a single car. Paul Walker is often referred to when it comes to the iconic Nissan Skyline. This was his favourite car that appeared with him in multiple installations of the Fast and Furious franchise that sold the car for a lot of people.
Kei Muira San; the man behind TRA-Kyoto that creates Rocket Bunny body kits. 
Nakai San - The man behind the RWB Porsche trend.

Trends in urban car culture can also be narrowed down to an individual, for example; Nakai-San started the RWB wide body Porsche trend and Kei-Muira also sparked the Rocket Bunny kit trend that spans multiple vehicle manufacturers.
The Risky Devils crew members are recognized individually by their cars, not their physical appearance.
It's clear that having a completely personalised car is important to a lot of people that follow these trends. However, a lot of people that customise their cars have to pay out thousands for some parts, even then the part they've applied to their car they might not actually like because they've not seen how it might look until they've purchased and applied the part.

Thus, a product that could allow you to visualise the look of your car with aftermarket parts could be highly marketable.

Thursday 1 October 2015

Identity and Experience: Exploring Urban Car Culture

Setting out to explore the drive behind many trends in urban car culture, I've discovered that a marketable product aimed at those with a passion for this area of interest would be best catered, if it's focused on both their identity and experience.

Identity

Magnus Walker, well known for his extensive Porsche collection and unlawful practice of speed on LA streets. 
In terms of identity I've discovered that those who take part in such a trend see their cars as an extension of themselves, not just something that get's them from A to B.
Wekfest; a Japanese car show featuring multiple urban trends.
As an extension of themselves, this is how their taste's and personality are represented through their cars; just like how someone might wear designer clothes and follow certain trends in fashion. People who are part of an urban car culture trend will take their car and modify the look and performance using aftermarket parts, to suit their tastes. Your reputation in such a trend is based on what you've done to your car and how you drive; just like how someone might be judged by what they wear and how they might act in a social environment.
Need for Speed; a 2015 reboot of a hugely popular franchise that focuses on real world
urban car culture and feature multiple icons from the automotive world.
What you do to your car and how you drive is a form of self expression. Those involved in the urban car scene are often misunderstood; I'll set out to find what is most important in this lifestyle from top automotive icons to those involved in more underground trends.

Modifying your car is very expensive, could it be possible for users to preview parts their car before they actually purchase them? There are other products such as games like Need for Speed that allow you to customise select cars with limited modifications; could something like this be pushed further to create an unlimited selection of cars and modifications?

Experience

Formula 1: One of the most popular racing sports in history. Also among the fastest and most dangerous.
Of course cars have function, they're not just pretty mechanical objects. Since the dawn of the automobile there have been thrill seekers, seeking speed, adrenaline and just having a good time and showing off how they drive! I'll set out to explore the drive behind pushing cars to their limits and how risky racing has been through history and explore what products could potentially bring the user closer to experiencing the real thing without actually having to do it.
The Forza Motorsport 6 AutoVista pays attention to every nook and cranny in over 460 cars. 
There are simulators out there that push for realism when it comes to racing. A racing simulator game like Forza Motorsport even goes as far as simulation how much fuel goes into the cylinders with particular upgrades and even down to how tire pressure can affect your traction on the road.

Could this game simulation be used in conjunction with the real world so that users could test performance modifications on their own car?
NASCAR; a very dangerous high speed American motorsport; with many fatalities. 
Racing isn't all about winning and being the fastest. Many are in it for the thrill of what could happen if something goes wrong, the danger can attract people. No matter how much health and safety implications there are, things can always go wrong. This is also a part of racing simulation; how is your car affected when it's damaged. Though could it be possible for the user to experience the geforces or even pain of a high speed impact if they were to play a game that simulates such events?

Technology

The VOID: Virtual reality theme park.
To create a marketable product, I will have to look at possible future developments in technology that would make my IP marketable to the appropriate audience in the near future.
The SimXperience racing simulator rig. Operated by hydraulics to simulate G-forces and perfectly realistic control response.
I will set out to explore technology that could potentially combine both the important aspects of identity and experience in urban car culture and racing. The most feasible technological developments thus far that could make for a very immersive and interactive experience are virtual and augmented reality platforms.