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S OBCarSim

Stephen D’Angelo Orun Irunmale Bart Jedrocha. S OBCarSim. SOBCarSim. More than a game. Project Description. Create a realistic driving simulator suitable for performing psychology experiments by interfacing with reaction timing hardware to obtain accurate measurements

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S OBCarSim

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  1. Stephen D’Angelo Orun Irunmale Bart Jedrocha SOBCarSim SOBCarSim More than a game

  2. Project Description • Create a realistic driving simulator suitable for performing psychology experiments by interfacing with reaction timing hardware to obtain accurate measurements • Immerse the user in detailed environments and physics allowing players to improve their real world driving skills while safely driving in our virtual world • Create an interface for experimenters that does not require a steep learning curve

  3. SOBCarSim: The Game • Players can immediately start cruising through SOBCity • Push their car to the limit while avoiding traffic and pedestrians • Explore the vast and detailed environment

  4. Realistic Driving Simulation • SOBCarSim uses realistic, hand-coded car physics to simulate real driving • Cars simulate high-speed traction loss and drifting • Traffic lights control the flow of cars and pedestrians

  5. The World • Welcome to SOBCity • Pedestrians roam the sidewalks • Cars cruise the streets • Abundance of different buildings and areas

  6. SOBCarSim: The Tool • The Scenario Editor provides easy to learn functionality for editing elements and events in the world • Instructors can set up separate scenarios to test the player under unique circumstances • Instructors can lead players through the world by displaying heads-up directions from a remote terminal

  7. The Scenario Editor • Set up scenarios to test the players driving skill • Instructors can create pedestrians and cars anywhere in the world • Create paths for the pedestrians and cars to follow • Add triggers to show driving instructions and change traffic lights • Scenarios are saved in open xml files for easy editing

  8. Software Engineering Principles • Modularized • Well documented • Code implements the design document which implements the requirements document • Spiral development model

  9. Future Work • EEG hardware will be able to detect the millisecond response time of the player to triggers placed in the scenario editor • Eye-Tracker hardware will be able to detect where the player is looking to determine if proper mirror/blind-spot checking is taking place

  10. Future Work • CarSim’s car physics forces will stream into a motion simulator allowing the simulator to move according to the player’s actions. This makes the learning experience easier to adapt to real driving situations. • Create a Tutorial Editor to add step-by-step driving tutorials for use by driving instructors

  11. Demo • Team SOB Presents CarSim

  12. Thank You • Any Questions?

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