Means of transport and method for automatically influencing the attitude of a car

DE102024200503A1Pending Publication Date: 2025-07-24VOLKSWAGEN AG
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Patent Information

Application Number
DE102024200503
Authority / Receiving Office
DE · DE
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-19
Publication Date
2025-07-24

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Abstract

Method for automatically influencing a setting of a passenger car (10, 11, 12), comprising the steps of: determining (S100) an arrival of the passenger car (10, 11, 12) at a data-technically predefined position, which is predefined by a virtual object (14, 15, 16, 17) in a video game, and in response thereto, automatically influencing (S200) a setting and / or an actuator and / or a guidance behavior of the passenger car (10, 11, 12) depending on the object (14, 15, 16, 17).
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Description

[0001] The present invention relates to a means of transportation and a method for automatically influencing a setting of a passenger car. In particular, the present invention relates to automatically influencing a setting or actuator and / or a steering behavior of the passenger car depending on a VR object during the course of a game flow.

[0002] Kart tracks are known in the state of the art, where predefined karts can be driven. These are typically courses modeled after racetracks. Furthermore, particularly in the field of video games, there are essentially compact arenas where so-called battle kart games are held. Here, the (virtual) "health" of the opponents is reduced through the skillful use of weapons. This requires not only the acquisition of the respective items / weapons but also skillful maneuvering.

[0003] In the automotive sector, virtual reality visual aids / displays (virtual reality (VR) goggles and / or holographic display devices, especially projectors) are known, allowing the user to view virtual information while seated inside the vehicle. Such glasses are also designed as augmented reality displays, which add virtual objects and overlays to the real-world environment.

[0004] In battle mode, video games usually use mechanical limitations (barriers, etc.) or interventions in the longitudinal guidance / engine control to ensure that the combatants cannot drive away from each other at will.

[0005] Playing video games in a vehicle is generally well-known in the art. However, the ability to actually move the vehicle and overlay virtual elements of the game concept is less well-known. This has so far only been implemented for karts (http: / / www.battlekart.com). Such games must be played in an enclosed hall and in dim lighting, otherwise the projectors used to project the virtual objects and cues would not achieve sufficient contrast.

[0006] Based on the aforementioned prior art, it is an object of the present invention to increase the user's identification with his means of transport and to embed the means of transport in an entertaining way into a game flow.

[0007] It is an object of the present invention to create an improved identification of a user of a means of transport with the means of transport in a playful manner.

[0008] The above-mentioned object is achieved according to the invention by a method for automatically influencing a setting of a passenger car having the features according to claim 1 and by a means of transport having the features according to claim 10. The dependent claims show preferred developments of the invention.

[0009] The method is used to automatically influence the setting of a power unit, which can be configured as a road-legal passenger car. The passenger car can be understood as a "gamer" or as a "game participant" in a virtually supported game carried out in a gaming area. In a first step, the arrival of the passenger car at a data-predefined position, which is predefined by a virtual object in a video game, is determined. The data-predefined position can, for example, be specified by a game progression or a computer determining the game progression. Alternatively or additionally, the position can also be predefined by another player, who, for example, places an object, a weapon, or their own position (ego vehicle position) at the position.The position can be fixed or changeable over time, which can be the case in particular for objects, weapons, or vehicles on a trajectory. The term "video game" is to be interpreted broadly within the scope of the present disclosure and includes a simulation of a driving school situation or the like. In particular, the gameplay can include a battle mode, as described above. In other words, at least one participant ("gamer" or car), preferably two participants, (controlled by respective users or partially controlled by a computer) are arranged on the game area and attempt to achieve the goal of the game (e.g. the classic game "Snake" or "Escape Room") or, for example, to mutually reduce the defense capability of the other in battle mode.

[0010] The second participant (and further participants) can be represented virtually and automatically controlled by a computer. Within the scope of the present disclosure, a holographic system, an (augmented reality) head-up display, VR glasses, or displays, tablets, or smartphones attached to the window panes can be used for the representation. In response to reaching the position, a setting and / or an actuator and / or a guidance behavior of the car is automatically influenced depending on the object located at the position. In other words, a respective setting / actuator / guidance behavior of the car is automatically adjusted depending on the object with which the car encounters / collides at the position.For example, the steering of the vehicle can be influenced if the object is one that reduces the cornering force of the tires (banana peel, oil slick, or similar). Similarly, the guidance behavior can be a type of additional power from a drive engine if the object is labeled as "bonus horsepower" or represents an energy source. Finally, the guidance behavior can also mean a reduction in the speed of the car or promote a rotation / drift of the car if, for example, a collision between the car and the object is to be simulated. In general, the method according to the invention provides acoustic, optical, haptic, or mechanical feedback to a user of the car based on the car's collision with the object at the position.This creates an immersive gaming experience for the car driver while participating in the video game, in which the car participates as an actual (real) driving vehicle.

[0011] The actuator can, for example, comprise a braking system, which can trigger a braking jolt by increasing or reducing the braking force. The actuator can also comprise an (active) wheel suspension or spring or damping system of an active chassis, which enables a change in the adaptive chassis control. A steering system can also be understood as a component of the actuator, through which increased or reduced steering assistance can be achieved. For example, intervention in the front-axle steering can be achieved by controlling the power steering and / or intervention in the rear-axle steering, if present.In steer-by-wire steering systems, the steering direction can be reversed (particularly for a predefined time or until a predefined condition occurs) or the driver can be completely disconnected from the steering in order to simulate defects, malfunctions, or the effects of a collision or an unsuitable road surface. Alternatively or additionally, the actuator can include a horn, an alarm system, and / or a sound generator for the operating noises of an electrically powered vehicle. This can generate an artificial noise from the vehicle that is associated with the defect / malfunction or similar. The actuator can also include components of the lighting system, so that, for example, a hazard warning light is switched on or off, a headlight is switched on or off, or a taillight is switched on or off. The same can apply to interior lighting systems (ambient lighting, displays, reading lights, etc.).Depending on predefined game states, a panoramic roof or a sunroof can be automatically opened or closed, or the interior of the vehicle can be automatically darkened or removed by a sun blind. Alternatively or additionally, an exterior mirror can be folded out or in to simulate a defect or a driver's lack of orientation, which is associated with a virtual object in the game. Body functions can also be triggered by the actuator, such as the extension or retraction of an active rear spoiler, the control of a convertible top, or even the folding out or raising of an active hood or tailgate. Of course, classic chassis-specific functions such as electronic stability control (ABS, ESC, ASR, etc.) can also be activated.) can be used to make certain driving conditions particularly advantageous / sporty or suboptimal and noticeably impaired. Particularly in the interior of the vehicle, a sound system, an air conditioning system, a heating system, a seat function or a steering wheel can be used as actuators to emit sounds, generate a change in temperature or an air flow, provide haptic feedback to the user or impose a reduction in comfort on the user, which must be accepted temporarily and / or event-based due to the collision with the object at the position. In a corresponding way, actuators can be output in the area of the pedals, in an instrument cluster, a head-up display or a central information display, whereby the aim in particular can be to distract the driver. For example, important information about the progress of the game can also be displayed there in an (escape room) game.For example, an infotainment system can give the user a (mental) task which they have to solve while driving, in particular within a short period of time. Such a task can be, for example, a math problem or another puzzle (brain teaser). Other actuators which can be used in the manner according to the invention are a seat belt tensioner, which can be used to give haptic feedback to the user, a fragrance system which can emit a fragrance in the vehicle, or a rear-view mirror camera which gives out a different, discolored, distorted image or no image at all to orient the user. The aforementioned actuators and their interventions can be output individually or in any desired combination with one another, while both the combination / the actuators involved and the signals output by the actuators each depend on the position orcan be selected / designed depending on the virtual object.

[0012] Depending on the course of the game or depending on a timer predefined for the object or the course of the game, the setting can be automatically revised or a previous state can be restored.

[0013] The virtual object can be a moving object, a stationary object, an object protruding from the surface of the road surface, or a drivable object. The object can positively or negatively influence the user's driving characteristics or driving experience. In particular, it can positively or negatively influence the performance of the vehicle. This is represented and determined during the game by the nature of the object, an image and / or sound signal associated with the object, and possibly also the speed, size, and / or color of the object.

[0014] Preferably, the arrival of the car at the position or the influence of the collision with the object can be reported to a driver of the car by means of an optical and / or acoustic and / or haptic display device. In this case, the feedback is not provided by the game area or a hardware infrastructure assigned to the game area, for example, but by the car's display devices (instrument cluster, head-up display, central information display, loudspeaker / amplifier, vibration exciter, etc.). The position can be predefined by a computer and / or another game participant placing, throwing, or shooting their own means of transport or the object used as a weapon at the position. The collision of the ego car at the position with the virtual object can be calculated by a central processing unit and / or by the ego car and / or by the other game participant.The manner in which the collision of the object with the ego car is reported can be predefined by the ego car and / or by the other game participant and / or by a central processing unit (stationary server).

[0015] Preferably, the driver or another occupant of the ego-driven vehicle can use a button (e.g., on a steering wheel) to shoot or throw an object toward a game participant or to drop it at the ego position to combat following vehicles. In particular, buttons on the steering wheel and / or in a center console and / or in a dashboard of a vehicle and / or in an interior door panel of a vehicle can be repurposed once the vehicle is registered as a player within the video game. For example, a steering wheel button, which can usually be used to activate a lane assistant, can be repurposed to use an object obtained when driving over a question mark field.In particular, a user can define an assignment himself in order not to miss any proprietary vehicle functions which he would also like to use during the game and, on the other hand, to be able to predefine suitable input devices for the game-related functions and thus achieve maximum ergonomics.

[0016] The automatic influencing of the vehicle's attitude and / or steering behavior can relate to the vehicle's chassis adjustment and / or lateral and / or longitudinal guidance. The aforementioned characteristics of the vehicle can be impaired, but optionally also improved, when a collision is registered, and can be eliminated again when a predefined event occurs or a timer started upon activation has expired.

[0017] Depending on the specification of the virtual object, a predefined combination of actuators and / or time signals is selected for application to the actuators. Preferably, corresponding data sets are set up during registration of the car in such a way that an application to the car is possible immediately upon arrival at the position. In particular, a Bluetooth connection, a WLAN connection, a WiFi connection, or an VHF / FM connection can be established between a data infrastructure of the gaming area and the car, so that the time signals and / or sound signals and / or image files can be played directly in the car. A number of remaining lives, score, etc. could also be transferred to the car by the arena or another player via this or another radio connection.

[0018] According to a second aspect of the present invention, a passenger car is proposed which is configured to support or execute a method according to the above explanations. In particular, the passenger car is configured to establish a data connection to a provider or gaming area operator and thus to register the passenger car for the video game. The video game can be registered, and information (control data and / or video data) from it can be streamed, so that the game data can be used in other games at remote locations. In this way, real players at one location can be represented as virtual players at another location, and cross-room games can be held.Alternatively or additionally, the vehicle is configured to automatically detect its own arrival at the position, in particular its own encounter with the virtual object, using sensors, and, in response, to automatically influence a setting and / or an actuator and / or a guidance behavior of the vehicle depending on the object or the nature / category of the object. In this way, the vehicle is configured to implement the features, feature combinations, and the resulting advantages of the objects described above in a manner that is clearly visible and appropriate, so that reference is made to them to avoid repetition. Short description of the drawings

[0019] Embodiments of the invention are described in detail below with reference to the accompanying drawings. In the drawing: Fig. 1 a schematic plan view of the operation of a play area arranged according to the invention with a plurality of cars designed according to the invention; Fig. 2 a schematic representation of an embodiment of a passenger car according to the invention; and Fig. 3 influencing the attitude of a car.

[0020] Fig. 1 shows three cars 10, 11, 12 in different areas of a play area 100, whose central area 3 has a rectangular shape bordered by a first shoulder 1. The first shoulder 1 is in turn bordered by a second shoulder 2. The first shoulder 1 and the second shoulder 2 are each approximately 5 m thick, while the central area 3 of the play area 100 is approximately ten vehicle lengths wide and twelve vehicle lengths long. A first car 10 has driven forward into the first shoulder 1, which is detected by the cameras 6 of the play area 100 and reported to the car 10 via transmission towers 7. In addition, a stationary server 8 is provided as a data processing device of the play area 100 to automatically reduce the score of the car 10 in order to sanction driving on the first shoulder 2.

[0021] The driver of car 10 is shown the first shoulder 1 as a beach 9, on which a sandcastle 4 is depicted directly by car 10. Beach 9 and sandcastle 4 are represented as virtual elements. The second shoulder 2, in front of car 10, is depicted as a body of water 13 to illustrate a higher escalation level. While driving over sandcastle 4 is generally possible for car 10, but is associated with a loss of speed, driving into water 13 is punished by an emergency stop or a minimum stop time (e.g., two seconds, five seconds, ten seconds, or similar), for which additional points are deducted from car 10's account (rescue fee). Car 10 also has an antenna 17, which in conventional vehicles is often designed as a GPS antenna. Thus, car 10 can at least roughly locate its own position independently.Furthermore, it is possible for the car 10 to be equipped with a transponder, which can be located through the playing area by means of the transmission towers 7 using a triangulation method generally known in the prior art. The car 12 is currently driving along the second shoulder 2 and is making no attempt to correct its trajectory toward the central area 3. Therefore, a shark fin 5 is displayed to the driver, which is intended to urgently alert them to the fact that they are driving along the second shoulder 2. Another car 11 is traveling in the central area 3 of the playing area 100 and orients itself, among other things, using a (front) camera 18, the images of which can be used for positioning within the playing field. It is on a collision course with an oil drum 14, which can be collected by driving over it and transformed into a puddle 15 in order to sabotage following vehicles or significantly restrict their maneuverability.Only after a predefined time has elapsed or after a predefined distance has been traveled are the lateral and / or longitudinal guidance properties of the car reset. In the center of the game area 100, a question mark field 17 is displayed, which, according to a random generator, emits weapons of varying effectiveness. One example is a banana peel 16, which, when driven over by a car 10, 11, or 12, results in a score and a brief standstill. The virtual objects can cause the respective colliding vehicle to emit actuators to issue instructions to the driver. For example, an active chassis or chassis damper can simulate driving over a virtual object in the real world by generating a shock or a spongy chassis setting.Alternatively or additionally, the sound system of the means of transport can, for example, emit sound signals to the occupants of the cars through the game area (in the FM range and / or via Bluetooth and / or WiFi, etc.), which are assigned to the various driving events. A horn, an air conditioning system or body components (spoiler, convertible top, air suspension, etc.) can also be automatically activated if the means of transport carries out a predefined action corresponding to the course of the game or experiences a collision. In the context of the present disclosure, the term "collision" is understood in particular to mean the car assuming a predefined position with respect to an object virtually defined during the course of the game. Such feedback can also be given to the driver, for example, if he or she (for example via a button on a multifunction steering wheel, on a steering column switch, etc.)) has performed an action which is virtually associated with the gameplay and fires weapons or performs other actions corresponding to the gameplay (activating shields, etc.).

[0022] Fig. Figure 2 shows a schematic side view of a cutaway embodiment of a car (10, 11, 12) designed according to the invention. The driver 20 wears augmented reality (AR) glasses 21, by means of which the Fig. 1 (oil barrel 14, oil puddle 15, banana peel 16, question mark field 17, shark fin 5, sandcastle 4, beach 9, body of water 13) can be virtually displayed. The elements are located in the surroundings of the car 10, 11, 12 by the AR glasses 21 in a contact-analog manner. If the car 10, 11, 12 receives information that it has collided with a virtual object or has entered the first shoulder 1 and / or the second shoulder 2, the braking system 22 can be caused to automatically reduce the speed of the car 10, 11, 12 until a predefined condition (event, time lapse, or similar) occurs. Furthermore, feedback can be automatically output to the user 20 or the surroundings of the car 10, 11, 12 in order to provide (real) information about the current situation corresponding to the course of the game.For this purpose, a headlight 24, a taillight 25, a vibration exciter 36, an active accelerator pedal 23, a loudspeaker 27 (fed by an amplifier 26), a rearview mirror 28, a windshield washer nozzle 29, a windshield wiper 37, a vibration exciter in a steering wheel 30, a display 31, the air outlets of an air conditioning system 32, ambient lighting 33, a side window 35, a convertible top 34, and a rear spoiler 38 or 38' can be used to signal a state or situation during the game. For example, washer fluid can be automatically sprayed onto the windshield when the car 10, 11, 12 enters the water surface 13, or the windshield wiper 37 can be automatically activated when it exits the water surface again. In the event of a virtual explosion, the ambient light 32 can be caused to emit flickering, red and yellow accentuated light, which also applies to the display 31.Additionally, the vibration exciter 36 can be used to simulate the vibrations of the virtual explosion. When driving on the beach 9 (corresponding to a position on the first shoulder 1), the accelerator pedal 23 can be given a different characteristic such that even at full throttle, only walking speeds are possible.

[0023] Fig.3 shows steps of an embodiment of a method according to the invention for automatically influencing a setting of a passenger car. The passenger car can be configured as a road-legal passenger car. In particular, it can have undergone a pre-configuration, which is stored temporarily on one or more data storage devices of the passenger car. In a first step S100, the arrival of the passenger car at a position predefined in terms of data technology by a game sequence is automatically determined, in particular using sensors. In other words, a virtual object of a video game generated by augmented reality is predefined at the position, which can, for example, correspond to a simulation of a driving school situation. However, game sequences serving more as entertainment can also prompt the data-based definition of the position or the virtual object.In response to this, in step S200 a setting and / or an actuator and / or a guidance behavior of the car is automatically influenced depending on the virtual object. In particular, the handling, comfort or a configuration of the means of transport that is acceptable to the user is affected (temporarily or until a predefined event occurs). In other words, the object, depending on its category or its speed or its nature, adversely affects the hardware / behavior of the car to such an extent that the driver of the car receives unambiguous feedback about the nature of the object with which they have collided or encountered at that position. In step S300, after a timer has expired and after a predefined event has occurred, the influenced setting or the influenced guidance behavior of the car orthe influenced behavior of the actuator is changed such that the original state of the means of transport is restored. In step S400, an input by the driver of the car via a button on a steering wheel of the car is then determined. The driver thereby wishes to use an acquired weapon on a game participant. In response to this, in step S500, an object is finally displayed which, according to a purpose, virtually moves away from the car, interacts with a game participant in the manner according to the invention, and thus influences the course of the game, the score of the ego car, and / or the score of the game participant. List of reference symbols 1 first edge strip 2 second edge strip 3 central area 4 sandcastle 5 shark fins 6 Camera 7 Transmission tower 8 stationary servers 9 Beach 10, 11, 12 cars 13 Water surface 14 oil barrels 15 Oil puddle 16 banana peel 17 question mark field 18 Camera 20 users 21 AR glasses 22 Brake system 23 Accelerator pedal 24 headlights 25 taillight 26 amplifiers 27 speakers 28 rearview mirrors 29 Windscreen washer nozzle 30 steering wheel 31 Display 32 air conditioning 33 Ambient light 34 convertible top 35 disc 36 vibration exciters 37 windshield wipers 38, 38' (swivel) rear spoiler S100 to S500 process steps

Claims

[1] Method for automatically influencing a setting of a passenger car (10, 11, 12) comprising the steps: - Determining (S100) an arrival of the car (10, 11, 12) at a data-technically predefined position, which is predefined by a virtual object (14, 15, 16, 17) in a video game, and in response thereto - automatic influencing (S200) of a setting and / or an actuator and / or a guidance behavior of the passenger car (10, 11, 12) depending on the object (14, 15, 16, 17). [2] Method according to claim 1, wherein the actuator - a braking system (22) and / or - a wheel suspension and / or - a steering and / or - an accelerator pedal (23) and / or - a headlight (24) and / or - a rear light (25) and / or - a rearview mirror (28) and / or - a windscreen washer nozzle (29) and / or - a windscreen wiper (37) and / or - a display (31) and / or - an ambient light (34) and / or - a convertible top (34) and / or - a vibration exciter (36) and / or - a pivoting rear spoiler (38) and / or - a horn and / or - a suspension damper and / or - an air conditioning system (32) and / or - a sound system (26, 27) and / or comprises. [3] Method according to claim 1 or 2, further comprising automatically revising (S300) the setting - after a timer has expired and / or - after a predefined event occurs. [4] Method according to one of the preceding claims, wherein the virtual object (14, 15, 16, 17) - a movable object and / or - a stationary object and / or - includes a drivable object and / or road surface. [5] Method according to one of the preceding claims, wherein the arrival of the passenger car (10, 11, 12) at the data-technically predefined position and / or the influence is reported to a driver of the passenger car (10, 11, 12) by means of an optical and / or acoustic and / or haptic display device. [6] Method according to claim 5, wherein the optical and / or acoustic display device - a head-up display and / or - an augmented reality display, in particular augmented reality glasses (21), and / or - a matrix display and / or a smartphone and / or a tablet, which are mounted in particular at eye level and / or on the windows of the car (10, 11, 12), and / or - an audio system (26, 27) of the car (10, 11, 12). [7] Method according to one of the preceding claims further comprising the steps - Determining (S400) a user input via a button in the interior, in particular on a steering wheel (30) of the car (10, 11, 12), and in response thereto - Representing (S500) an object, in particular a virtual object moving away from the car (10, 11, 12), as a component of the video game, wherein the video game reacts to a trajectory and / or a position of the car (10, 11, 12). [8] Method according to one of the preceding claims, wherein the setting of the car (10, 11, 12) relates to the - chassis adjustment and / or, - Lateral guidance and / or - Longitudinal guidance. [9] Method according to one of the preceding claims, wherein depending on a specification of the virtual object (14, 15, 16, 17) - a combination of actuators and / or - a time signal is selected for use on the actuators. [10] Means of transport which is arranged to carry out a method according to one of the preceding claims.

Citation Information

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