D12 Key Design Features

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
14/07/17
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 SLMNHTV 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 vision when 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)


2.4.
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
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 1015 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.
http://www.oculusvr.com/
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:
http://www.kurtkinetic.com/kinetic-rock-roll-p-312-l-en.html
c) Omni
Further technology for later stages, eg a walking simulation:
https://www.kickstarter.com/projects/1944625487/omni-move-naturally-inyour-favorite-game
d) Boogio
Further technology for later stages
http://www.techhive.com/article/2107260/sensors-look-to-put-a-step-inimmersive-gaming.html