This disclosure relates to methods, systems or devices for configuring an existing vehicle as a user interface for driving training and simulation as instruction for new drivers, and for racing simulation. A vehicle's brakes, accelerator, clutch, steering wheel and instrument cluster may be configured to deliver accurate feedback to the driver, as well as projected images on the vehicle's windscreen, windows or mirrors, to provide a training simulator.
Driving simulators are sophisticated devices that replicate the experience of driving a vehicle in a controlled environment. These simulators use advanced technology to create realistic cockpits including steering wheels, brake, clutch and accelerator pedals, plus immersive displays, to create a realistic driving experience. Driving simulators are used for driver training, accident-simulation and avoidance training, and racing simulation. By providing a safe, controlled environment, driving simulators enable individuals to practice driving skills, learn traffic rules and gain experience in various driving scenarios without the risks involved in driving.
Driving simulators are valuable tools in driver training and research. Traditional driving simulators often require complex setups with specialized hardware and software, which can be expensive. Traditional driving simulators are by their nature not realistic—they don't use actual vehicle controls. Using the actual vehicle as the human interface for driving training or racing simulations can provide a realistic, immersive, and cost-effective solution. This method would employ a vehicle's existing controls and displays to enhance the training experience and improve driver skills.
Automobile electronics, including computers, electrical cables, and software protocols, are together known as a controller-area network (CAN), or CANbus. A CAN is a vehicle's main computer system. Through the CANbus, data travels through the system to the many subsystems such as those controlling the engine, the transmission, doors, windows, and other subsystems. Each of these subsystems is controlled by an electronic control unit (ECU). Current vehicles may have fifty or more ECUs, each able to sense signals indicating, for example: acceleration at various angles; voltage; pressure; braking; vehicle roll and yaw; steering angle; temperature, and other variables. The CANbus routes signals from sensors to computers as communicated by each ECU. An ECU can monitor voltage used by a subsystem and communicate that information through the CANbus to actuate, for instance, stopping a power-sliding door from closing on a passenger's limb, or adjusting a fuel injector's performance.
Adding to or changing a vehicle's electronic features once required extensive wiring. With the development of CAN in the last forty years, feature development (such as adding passenger-controlled climate options) has become physically easier because each new feature can now be added by programming the new computer code into the CAN. Now, all vehicle features as well as vehicle diagnostics are controlled via CAN, which uses a standardized protocol called OBD-II. New features can be integrated into a vehicle by developing and uploading an algorithm into the vehicle's CAN.
Compared with traditional liquid crystal displays (LCDs), organic light-emitting diode (OLED) displays have a thinner form factor and higher energy-efficiency. OLEDs are self-emissive; each pixel individually produces light. This allows for perfect blacks, high-contrast ratios, and wider viewing angles than possible with traditional LCDs.
Laser-projection displays offer significant advantages over traditional display technologies including wider color gamuts, higher contrast ratios and the ability to project onto non-planar surfaces. These systems use lasers as light sources to generate images, enabling sharp focus and considerable depth of field compared to conventional lamp-based projectors. Laser projection has applications in home theaters, large-venue displays and heads-up displays.
Vehicle computer networks are now evolving to work with other network protocols, including Local Interconnect Networks (LIN) and FlexRay, which are network protocols designed for vehicles, as well as Ethernet.
Road racing is performed on a purpose-built circuit with a variety of corners, straights and elevation changes. The goal in road racing is to complete a set number of laps around a closed, paved circuit in the fastest time possible. Vehicles are designed for speed, handling and braking on paved surfaces.
Dragstrip racing is performed on a straight, paved track with two or more lanes. Many tracks are a quarter-mile long. A dragstrip racer aims to accelerate from a standing start to the finish line in the shortest time. Vehicles are purpose-built vehicles with powerful engines designed for maximum acceleration.
Drifting is performed on a variety of paved courses that have tight corners and transitions. Vehicles are rear-wheel drive with modifications to enhance oversteer and control. The goal is to demonstrate control, precision and showmanship as drivers initiate and maintain drifts while navigating the course.
Off-road racing is performed on natural terrain such as deserts, forests, mountains or purpose-built off-road tracks with obstacles like jumps, rocks and mud. The vehicles are commonly trucks, buggies or other specialized vehicles with modifications for off-road durability. The goal is to navigate and adapt to changing terrain in the fastest time.
Rock-crawling racing is performed on courses with large rocks, steep inclines and other similar obstacles. Modified, four-wheel drive vehicles have specialized suspensions, tires and other modifications. The goal is to demonstrate precise driving, vehicle control and careful planning of each move.
Rally racing is performed on public roads or off-road stages with varying terrains that are closed to ordinary traffic. Vehicles are heavily modified production cars fitted for performance and durability. The goal is to complete a series of timed stages on the course.
Driving simulators may be realistic but fall short of being an actual vehicle.
A system and method for adapting a conventional vehicle to a driving simulator uses the vehicle's actual components in a simulation for training or game-racing purposes. The system and method has a simulation control unit with a user-interface module that communicates with a vehicle's brakes, accelerator, clutch, steering wheel, instrument cluster and other components to create a driving simulation that may be projected onto the vehicle's windscreen, windows and mirrors. Haptic feedback is communicated to the driver from the simulator through vehicle components, such as steering wheel and pedals, to simulate the feel of driving conditions and scenarios.
The vehicle may interface with various racing-simulation games. One skilled in the art is familiar with modern games like Xbox or Iracing, and further understands that new racing games are frequently in development and may also be interfaced with, thereby allowing a user of this invention to compete in a racing simulation. Some methods of the embodiment function as a stand-alone game while other methods function as an off-season training opportunity.
In an example embodiment, one or more individuals may use a vehicle outfitted with the embodiment and be wirelessly connected to other users to virtually race remotely. In another example, a vehicle manufacturer may offer a racing series associated with a specific make or model of vehicle. A number of owners of a specific vehicle model, or specific model and year, my subscribe to a product provided by the manufacturer for virtual racing of similar vehicles. One skilled in the art understands that the term “racing” may refer to road racing, dragstrip, drifting, off road, rock climbing, rally racing and the like.
Many modern vehicles have hardware and software that enables the delivery of haptic feedback to an operator. For example, vehicles with lane-assist or automated self-driving deliver haptic feedback to a user through the steering wheel to make them aware of road conditions or driver-input requirements. These existing haptic feedback controls may be repurposed for the present invention.
In some embodiments, a simulation control unit is electronically coupled to the vehicle CANbus and collects signals from various vehicle sensors to inform software in the simulation control unit, which in turn directs signals to the vehicle interface module, projection system, feedback mechanisms and user interface. In an example embodiment, existing electric steering systems may readily provide haptic feedback without the need to physically move the vehicle's front wheels. Existing vehicles may further provide feedback through the brake pedal (in keeping with existing ABS warnings).
One skilled in the art understands that features and functions that respond to accelerator and brake pedals may similarly apply to a clutch pedal and a gear shift in a manual-transmission vehicle.
The simulation control unit 111 is a central control unit that processes data from the vehicle interface module to manage the simulation environment. In this example embodiment, the simulation control unit 111 has a touch-screen user interface as shown.
In an example embodiment a projection system projects images on the vehicle's windscreen and side windows. A projector 110 projects an image 112 on the vehicle windscreen while projectors 118 project images on side windows 116. One skilled in the art understands that heads-up-display projectors project images on glass surfaces. Other iterations include various projection methods and glass-surface alterations that may make the glass temporarily opaque to produce a higher-resolution projected image. In some embodiments an additional projection system projects an image on a rearview mirror 114.
The vehicle interface module sends signals from the vehicle's operable components, and the simulation control unit 111 runs the simulation. The simulation control unit 111 generates code to signal the vehicle interface module to engage operable components to provide haptic feedback. In one example, the vehicle's electronic steering is used to provide resistance or to power the steering in accordance with the simulation. One skilled in the art understands how similar systems may be used to provide resistance to braking, changes in instrumentation in response to accelerator movement, changes in engine behavior according to clutch and shift movement, and the like. Haptic feedback in the form of sound is generated and played through a vehicle sound system 120.
In an iteration of the embodiment 200, applications for advance driver skills may be demonstrated using the embodiment 100. A method for using the embodiment 200 involves simulating racing conditions 234 by allowing drivers to practice high-speed driving, cornering techniques and race strategies in a safe and controlled environment. The realistic feedback from the vehicle's controls helps drivers develop muscle memory and to fine-tune racing skills. The method further includes a module for analyzing performance 236 wherein the simulation control unit may record and analyze the driver's performance and give detailed feedback on aspects like braking efficiency, acceleration patterns, steering precision and, when a manual transmission is used, shifting and clutching technique. This data may identify areas for improvement and further tailor training programs to a driver's needs. The method has a module for adapting training programs 238 in which the system offers adaptive training programs that adjust a difficulty level commensurate with a driver's performance, ensuring continuous skill development and progression.
In another iteratin, 300, applications for basic driver skills may be demonstrated using the embodiment 100. The method is configured for teaching basic driving skills 340 such as the proper use of the accelerator, steering, brakes, clutch and shift to assist the student in understanding vehicle dynamics. The immersive environment helps new drivers gain confidence and to experience driving without the risks associated with real-world driving. The method continues by presenting various scenarios 342 portraying city driving, highway driving or parking maneuvers. This allows new drivers to experience a range of situations and to learn how to react appropriately. The method further includes a module for teaching safety 344 in which the system may simulate emergency situations such as sudden obstacles, unexpected actions by pedestrians or cyclists, or vehicle malfunctions. In other embodiments, undesirable conditions such as fog, snow, rain or icy roads may be simulated to assist new drivers in developing skills for safely handling unexpected events.