• Title/Summary/Keyword: Racing Car

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Electronic Control Unit Based Control of Racing Car to Enhance the Acceleration Performance (Racing Car ECU 의 제어에 의한 가속성능 향상에 관한 연구)

  • Hwang, Ui-Jun;Hur, Jang-Wook
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.19 no.11
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    • pp.58-63
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    • 2020
  • The fuel injection amount and timing along with the ignition timing for the gasoline engine of a racing car were adjusted using an electronic control unit (ECU), and the engine performance was evaluated through an acceleration test. The fuel map for the fuel injection amount and ignition map for the ignition timing were derived. Using the transient throttle control, the air-fuel ratio could be maintained at a constant value even in the case of a sudden throttle operation. In the flat shift, ignition blocking was more effective than fuel blocking. In a 75 m acceleration test, the required duration without and with ECU control was 4.47 s and 3.99 s, respectively. Notably, the acceleration could be improved by approximately 10.7% when the ECU control was implemented.

A Convergent Investigation on Structural Analysis with Thermal Stress at the Shape of Brake Disk for Racing Car (경주용 자동차 브레이크 디스크 형상에서의 열 응력 및 구조 해석에 관한 융합 연구)

  • Oh, Bum-Suk;Cho, Jae-Ung
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.209-213
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    • 2020
  • In this study, the model A with the existing shape used at racing car and the model B with light weight were designed. The structural analysis with thermal deformation and stress were carried out. Model A shows that the maximum temperature is lower than model B. The cooling performance due to the shape of the disk without any other cooling conditions can be shown to be better for model A. Model A was seen to be superior in durability as the thermal stress reduced by almost twice as much as model B. The part where the greatest stress occurred appeared to be the hole jointed with the hub regardless of its shape. The analysis results at this study are seen to be useful at designing the shape of the actual vehicle brake disc. The analysis results obtained in this study can be applied at grasping the strength of the brake disk for racing car practically. By utilizing the analysis result of the brake disk for racing car, this study is seen as the convergence study that the aesthetic design and analysis are applied.

Compare View Styles in the Smartphone AR Car Driving Game (스마트폰 AR 차 운전 게임에서 사용자 시점 비교)

  • Shin, Ji-Hye;Kim, Seungwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1009-1011
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    • 2021
  • 게임에서 플레이어에게 시각적으로 제공되는 환경을 View라고 하는데, View의 전환만으로도 전혀 다른 게임의 경험이 가능하다. 본 논문에서는 car racing game에서 View의 전환에 따른 게임의 경험 차이를 비교하였다. 우리는 ARcore 라이브러리를 사용하여 AR car racing game을 구현하였고 virtual joystick을 사용한 Interaction 방법을 구현하였다. Top down view와 first person view의 차이점이 플레이어의 실감에 어떠한 영향을 미치는지 연구하기 위해 두 view을 구현하여 pilot study를 수행하였다.

Fuzzy Logic Architecture for Deciding the Ranking at Racing Games (레이싱 게임에서 순위 결정을 위한 퍼지 논리 아키텍처)

  • Lee Se Il
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.133-140
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    • 2005
  • If a Player car precedes from start to the end or a fuzzy car wins every day during computer or racing games, most players will lose their interest in the games soon after several times. In order to solve this Problem and increase amusement at racing games, the more important thing than anything else is decide the ranking. In this thesis, in order to give amusement In racing games, the researcher made a fuzzy car and made it race with player cars. Because the preceding fuzzy car runs ahead of player cars, it can recognize their behaviors according to change of following player cars' speed and distance, and the fuzzy car changes its memory, but doesn't enforce actual behaviors. If the fuzzy car would make decision, it has to do behaviors to compete the ranking on the basis of the contracts it has memorized under the situation where a timer is awarded. In addition, although an accompanying fuzzy car has different contents of memory, it is operated in the same way as mentioned above. At the time of experiments, the researcher applied the actual value to the test program and drew result for ranking competition. In conclusion, the researcher could confirm that we can have modeling of various behaviors by means of the method using fuzzy logic rather than simple if-then method.

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Comparison of simulation racing reality using simulation racing data based on racing equipment (레이싱 장비 기반의 시뮬레이션 레이싱 데이터를 활용한 시뮬레이션 레이싱 현실성 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.393-398
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    • 2022
  • In order to experience and compete in car racing in reality, the barrier to entry is very high. It takes a lot of money and time to recruit or participate in a license, expensive vehicle, and stadium where the game can be played. Because of this problem, various equipment is used to create a feeling similar to real racing in their own space through sim racing equipment. Equipment similar to this reality is called sim racing equipment. The sim racing equipment can be divided into three categories. The first is a racing game device that can run virtual racing, the second is a steering wheel, seat, and cradle that are linked to the racing game device, and the third is a racing motion device that allows the body to experience the direction of movement in the racing game. In this thesis, the feeling of real car racing is based on game racing, and how similar reality to real racing is through the steering wheel and cradle equipment, which are equipment that can control game racing, and motion equipment that allows you to experience the direction of game racing. Let's check how the difference between real racing and data value changes through the G-Force direction and speed change values.

A Study on Critical Failure Factors of a Mega-Event by the Host Community's Lifestyle - Centered on Changwon F3 Car Racing - (지역주민의 라이프스타일에 따른 메가 이벤트 도입저해 요인에 대한 연구 - 창원 F3 자동차 경주를 중심으로 -)

  • Cho, Sang-Hee;Oh, Chang-Gyu
    • Journal of Global Scholars of Marketing Science
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    • v.15 no.2
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    • pp.123-140
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    • 2005
  • Recently, one of the issues that are significantly considered is to keep Changwon F3 car racing. In most existing studies, however, there is shortage of opinions for understanding the reactions of the host community. The question addressed in this paper is what are the underlying factors that affect which inhibitors are likely to be discussed by the host community for car racing. Survey collected from 299 participants in Changwon city were analyzed to test their reactions. Through the empirical study, several research findings emerged. The results indicate that (1) the event seeker, the drive seeker, and the hard internal seeker were significant discriminant factors to separate inhibitors from the host community, (2) the significant differences between the recognition of demographic characteristics and that of negative effects, (3) the significant level between cluster groups(overcontrolled, resilient, undercontrolled) and negative effects is found. The findings also provide implications for practice on several fronts, which is to understand the reaction of the host community to F3 car racing, and for the event planner to reduce complaints.

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Racing Girl Uniforms of Domestic and Foreign Automobile Brands at the Motor Shows (모터쇼에 나타난 국내외 자동차 브랜드 레이싱걸 유니폼 디자인 연구)

  • Kim, Sun Hye;Yoo, Young Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.3
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    • pp.452-473
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    • 2018
  • This study analyzed the expressions of racing girl uniforms that promote automobile brands shown at Seoul and Busan motor shows. The results are as follows. In each of the design components expression, the glossy and plain material, the achromatic color, and the dress style appeared most frequently in the uniform design of both domestic and foreign automobile brands. In the fashion image expression, sexy image appeared the most, followed by modern image, romantic image, active image, elegance image and ethnic image. Based on the analysis results, the following expressive characteristics were identified: First, sexy images were used in uniform design to express the streamline and speedy feeling of a car metaphorically. Second, modern image, glossy material, and achromatic color were used for a uniform design to express advanced technology and the future orientation of an automobile. Third, fashion images that match the automobile type emphasized the brand image of the car. Fourth, some of the manufacturers that prevailed in the automobile market promoted several automobile brands exhibited with a unified uniform design that expressed the design philosophy and concept. As such, the motor show racing girl uniform contributed to promoting automobile brand identity and the automobile industry.

A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

Motion Planning of Autonomous Racing Vehicles for Mimicking Human Driver Characteristics (운전자 주행 특성 모사를 위한 트랙 한계 자율 주행 차량의 거동 계획 알고리즘)

  • Changhee Kim;Kyongsu Yi
    • Journal of Auto-vehicle Safety Association
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    • v.16 no.1
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    • pp.6-11
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    • 2024
  • This paper presents a motion planning algorithm of autonomous racing vehicles for mimicking the characteristics of a human driver. Time optimal maneuver of a race car has been actively studied as a major research area over the past decades. Although the time optimization problem yields a single time series solution of minimum time maneuver inputs for the vehicle, human drivers achieve similar lap times while taking various racing lines and velocity profiles. In order to model the characteristics of a specific driver and reproduce the motion, a stochastic motion planning framework based on kernelized motion primitive is introduced. The proposed framework imitates the behavior of the generated reference motion, which is based on a small number of human demonstration laps along the racetrack using Gaussian mixture model and Gaussian mixture regression. The mean and covariance of the racing line and velocity profile mimicking the driver are obtained by accumulating the outputs tested at equidistantly sampled input points. The results confirmed that the obtained lateral and longitudinal motion simulates the driver's driving characteristics, which are feasible for actual vehicle test environments.

Effect of Corner Exit Speed on the Time to Go Down a Straight (코너 출구속도가 직선주로 주행 소요시간에 미치는 영향)

  • 장성국
    • Transactions of the Korean Society of Automotive Engineers
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    • v.11 no.6
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    • pp.141-146
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    • 2003
  • This paper calculates the elapsed time to go down a straight as a function of the corner exit speed and considers air resistance, rolling resistance, and slope resistance to figure out the force for forward acceleration. In a car racing, the most critical comer in a course is the one before the longest straight. A driver can lose a quite amount of time by taking a bad line in a corner. Taking a bad line also causes poor comer exit speed which in turn costs more elapsed time to go down a straight. The results are not so dramatic as in the case of cornering but are showing why one should take the correct corner racing line to get the maximum exit speed. Also, for the case of drag race, the elapsed time to go 1/4 mile is calculated.