Concept Design Document

Cycle SPACES

Cycling and Spatial Context Experience Simulator

NHTV - UNIVERSITY OF APPLIED SCIENCES

BREDA - THE NETHERLANDS


All work Copyright ©2014

Written by

Thomas Buijtenweg

Robyn-Ann Potanin

02/10/18

1.GAME CONCEPT OUTLINE

SLM-NHTV has asked IGAD-NHTV to make a game with serious application: simulating a cycling experience through a realistic location. It will form the first stage of research in Spatial Context Experience Simulation. Phase 1: Cycle SPACES provides a complete simulation of a cycling experience through the use of Oculus Rift VR-head display (DK2 if available) and the Kurt Kinetic. (In the long term SLM-NHTV will include walking in the simulator using something like the OMNI.) In this proposal we outline what short-term goals are to be reached in the proposed game design and concept phase to enable the simulation to start Gamelab development.

In essence, Cycle SPACES challenges the player to cycle a pre-set path while avoiding hazards during two different weather states. There are two modes of play: time-trial game and leisurely exploration.

1.1.Approach and Goals

  • Creation of a cycling simulator that allows for effective measurement of several datapoints;
  • Test city layouts and traffic interactions with pre-set encounters;
  • Obtain feedback from participants about the riding experience in different situations.
  • Creation of a realistic immersive environment that reflects real world situations.

1.2.General Information

Cycle SPACES is to be developed by IGAD-NHTV, in collaboration with SLM-NHTV students that provide environmental designs to be incorporated into the simulation. These environments are to represented as accurately as possible to enable proper testing of cycling routes in the designated area.

2.GAME OVERVIEW

2.1.Pre-Game Set up

a)Profile Creation

The CMS shall allow the operator to input the user data of the current test run as well as any required additional information that is required for testing purposes. The exact data points and user information will be determined in collaboration with SLM. A profile is made per user and exports collected data per simulation, allowing for clear extraction of information from the system.

b)Modes of play

There are two modes of play/interaction:

  1. Game Mode: This is a time trial racing game. The player is challenged to reach a destination within a time limit. The timer counts down from the start. The player must safely get past all the hazards (described in Challenges section below) and cross the “finish line” within time to win. The lose state re-spawns the player at the starting point.
  2. Sim Mode: The participant can explore the level and cycling path at their leisure. The challenges still happen but there is no win/lose state associated with this mode of play.

c)Level Selection

Once a profile is created, the operator sets the required mode for the level(s), which is then loaded into the simulator for the user to complete. Both Game Mode and Sim Mode display the same level (path/environment) with two weather options.

Note: Each variation on the level is to be further discussed with SLM in terms of where interaction needs to happen in the environment designs.

There will be a selection from 2 different bike types that allow for different cycling experiences in the level and modes of play.

2.2.Player Interactions

a)Control System

Due to the nature of the project, it is essential that all user input is tracked. By using the Kurt-Kinetic, the game and the CMS are required to track the distance travelled, the velocity, turning angles. Additionally, the testers view angles and field of visionwhen using the Oculus Rift has to be matched with the players in game experience as well as tracking of what environment items are being watched by the player.

2.3.Challenges (Environment elements)

  • Active
  • A moving car crossing the cycling path – detection and traffic test
  • A pedestrian crossing the road – detection and stopping test
  • A scooter on the cycling path – detection and avoidance test
  • Another cyclist on the cycling path – overtaking test
  • Passive
  • Traffic lights – visibility and stopping test
  • Traffic signs – visibility test

2.4.Game World

a)Visualisation

The game environment (in cooperation with SLM) will resemble real world locations that allow for an accurate translation of real cycling situations. Environments close to the player will be developed with more detail while objects further from the player will use less detail. For the prototype one main path and one short-cut side-path will be fully developed with limited view into other side paths and crossings.

The entire environment for the prototype will cover an estimated 10-15 minutes of cycling in leisure mode (less in time trial mode) and will feature several types of plants bushes and buildings in order to accurately reflect the real environment.

b)Audio

In order to deliver an accurate traffic simulation, audio is a vital element. In order to simulate directional sound properly, the testing environment either requires special 5.1 speakers to provide for a surround sound experience, or the sounds can be delivered through 5.1 surround sound headphones. This depends on SLM preference and both are viable, and each has pro's and con's.

c)Weather System

The game will feature two options that can be set before play starts: a) a good weather mode with sunlight at midday and b) bad weather mode – in this mode, the environment will be influenced by rain and visibility will be decreased.

2.5.Interface Design

a)User Interface

Due to the nature of an immersive simulation, the displayed interface for the player will be minimal at all times. Initial tests will determine if a horizon HUD will be required for the Oculus display in order to prevent the high percentage of nausea with current versions of the Oculus Rift (DevKit 1).

b)Content Management System

The Content Management System (CMS) consists of the following elements:

  • 2D interface and functionality for tester profile creation
  • 2D interface and functionality for recording gameplay session data
  • 2D interface and functionality for adjusting simulation settings, eg weather

3.EXTRA INFORMATION AND SOURCES

Suggested hardware for project development as well as the Omni and Boogio as suggestions for further stages of development.

a)Oculus Rift

Due to the requested testing methods and the required immersion of testers in the cycling environment we propose using the Oculus Rift as the choice for providing the optimal testing experience. Additionally, the Oculus is ideal for the intended testing platform, allowing future adjustments to be done without requiring full rebuilds of the project.

b)Kurt-Kinetic

In order to provide a realistic cycling experience to testers we propose the use of the Kurt-Kinetic as the desired hardware for Cycle SPACES:

c)Omni

Further technology for later stages, eg a walking simulation:

d)Boogio

Further technology for later stages