Omnidirectional VR Ride Platform for Immersive Safe Go-Karting

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Solution Overview

Problem

Go-karting venues often cater to thrill-seekers, excluding casual participants and families due to high-speed requirements, and VR systems face limitations in providing immersive experiences due to static user positions and potential motion sickness.

Innovation Solution

Integration of an omnidirectional vehicle with a virtual reality system, allowing riders to experience dynamic driving scenarios while providing physical feedback, thus enhancing immersion and safety.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional go-karting venues are designed for high-speed racing, then thrill-seekers and experienced drivers are satisfied, but casual participants and families are excluded

Engineering Contradiction:
Improveinclusivity for different skill levelsVSAvoidsafety risks for beginners
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system segments the driving experience into virtual and physical components, allowing the virtual environment to provide high-speed racing scenarios while the physical platform remains stationary and safe, enabling participants of all skill levels to enjoy thrilling experiences without actual safety risks

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The omnidirectional vehicle acts as an intermediary between the user and the virtual racing environment, providing controlled physical motion that mimics driving sensations while maintaining safety through electronic boundaries and controlled movement within a confined physical space

Inventive Principle:
Principle #24Intermediary (Mediator)

2Device complexity

If VR systems restrict users to static positions, then hardware complexity is reduced, but immersion and realism are compromised

Engineering Contradiction:
Improvesimplicity of VR systemVSAvoidimmersive experience quality
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The system merges traditional VR head-mounted display technology with an omnidirectional vehicle platform, combining the immersive visual capabilities of VR with physical motion feedback to create a more comprehensive immersive experience that addresses the limitations of static VR systems

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system transitions from static VR to dynamic VR by enabling the physical platform to move in response to virtual driving actions, providing motion feedback that enhances immersion while maintaining the core VR experience through software control

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If physical race courses are constructed to provide realistic driving experiences, then driving realism is improved, but infrastructure cost and complexity increase significantly

Engineering Contradiction:
Improvedriving experience realismVSAvoidinfrastructure requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system creates virtual copies of race courses and driving environments through software, eliminating the need for expensive physical infrastructure while maintaining driving realism through realistic virtual track designs, physics simulation, and immersive graphics that replicate actual racing conditions

Inventive Principle:
Principle #26Copying

4Device complexity

If VR systems provide only visual stimuli without physical feedback, then system complexity is reduced, but motion sickness and fatigue increase due to mismatched stimuli

Engineering Contradiction:
Improvesimplicity of VR systemVSAvoidmotion sickness and fatigue
Core Design Contradiction:
Device complexityVSObject-affected harmful factors

Solution Approach 1:

The system implements sensory feedback by synchronizing physical platform motion with visual stimuli in the virtual environment, providing tactile and kinesthetic feedback that matches visual cues, thereby reducing the sensory conflict that causes motion sickness and fatigue in traditional VR systems

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250074532A1Ride-On Platform Virtual Reality System
Publication Date: 2025.03.06 MOLONEY RYAN MICHAEL
  • US20250074532A1 patent drawing
  • US20250074532A1 patent drawing
  • US20250074532A1 patent drawing

AI summary

A vehicle includes a plurality of drive subsystems coupled to a chassis, each including a drive motor and a steering motor. A controller parses drive commands and odometry data generated by the drive motors and steering motors, and controls the motors as a function of the drive commands and the odometry data. The vehicle can be controlled through remote commands from a system tracking both the vehicle and a virtual vehicle within a virtual environment.