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Nissan GT-R goes remote

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To celebrate the release of Gran Turismo Sport, Nissan has created the ultimate remote-control car for gamers – the Nissan GT-R /C.

Celebrating the release of Gran Turismo Sport, out in Europe on October 18th, and marking 20 years of Nissan involvement in the Gran Turismo gaming series, the one-off project car was extensively modified to be driven entirely by a DualShock 4 controller.

A few millimetres of button movement or joystick travel are all it takes to unleash the GT-R’s full power. The remote-control vehicle is capable of a top speed of 196mph – not restricted for the purpose of the project car – with no one sitting behind the wheel.

The GT-R /C was put through its paces by NISMO racing driver Jann Mardenborough, around Silverstone’s famous National Circuit. Jann controlled the GT-R /C from the cockpit of a Robinson R44 Raven II helicopter, which had been given special permission to operate at a low altitude.

Mardenborough is one of the most successful winners of GT Academy, Nissan’s revolutionary driver discovery and development programme. Jann was approached to be the first driver of the GT-R /C because of his unrivalled talent in both Gran Turismo gaming and real-life motorsport.

Nissan has brought ingenuity and innovation to motorsport for more than 80 years, fusing technology with performance to maintain a competitive edge. Since 2008, Nissan has also made motorsport more accessible to everyone with GT Academy turning amateur gamers into professional racing drivers.

The GT-R /C was engineered in the UK by JLB Design Ltd., using a standard-spec 542bhp V6-powered 2011 R35 – the same year Jann Mardenborough won GT Academy.

On Mardenborough’s fastest lap (1:17:47), the GT-R /C averaged 76mph/122kph and reached a top speed of 131mph/211kph – the ‘driven’ average for the 1.6mile/2.6km loop circuit is around 83mph/134kph.

The GT-R /C is fitted with four robots that operate the steering, transmission, brakes and throttle. Six computers mounted in the boot update the controls at up to 100 times a second. The steering position is measured to one part in 65,000.

The unmodified DualShock 4 connects to a micro-computer which interprets the joystick and button signals and transmits them to the GT-R /C’s on-board systems. The wireless operation has a primary control range of one kilometre.

To help Mardenborough judge the vehicle’s speed through the corners, a Racelogic VBOX Motorsport sensor was installed to relay speed data to a LCD display in the helicopter cockpit.

The GT-R /C is also fitted with two independent safety systems, operating on different radio frequencies, which allow two additional operators to apply full ABS braking and cut the engine in the event of the main operator losing control of the vehicle.

James Brighton, JLB Design Ltd commented; “The GT-R /C presented some unique challenges and a number of engineering firsts for us. We had to ensure the robotics would operate effectively during fast acceleration/deceleration as well as high cornering g-forces; deliver realistic and reassuring control of the car at all speeds; and maintain a robust connection between the car and the DualShock®4 over variable distances and with minimal latency in robot response times.

“I’m delighted to say all these challenges were overcome but it’s testament to Jann’s unique skillset that he was able to master the vehicle’s operation in a very short period of time whilst delivering some truly impressive lap times.”

Jann Mardenborough added; “This was once-in-a-lifetime, truly epic stuff. The GT-R /C has brought my two worlds together – the virtual of gaming and the reality of motorsport – in a way I never thought possible. The response from the car when using the controller was far more engaging than I thought it would be. JLB Design has done an incredible job at making everything respond really well.

“Steering, acceleration and braking were all intelligently configured, allowing for controlled application so I could really get a feel through the corners and hold it steady down the fast straights. Driving a full-size, remote-control GT-R to 131mph at Silverstone whilst chasing it down in a helicopter was an unforgettable experience. Now that’s innovation that excites!”

In 2018, the Nissan GT-R /C will be used in a tour of primary and secondary schools in the UK to promote future careers in STEM (Science, Technology, Engineering and Maths) subjects.

Cars

Why sports cars make us feel good

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Forget romance, fine dining or an epic boxset binge – new preliminary research reveals that driving a sports car on a daily basis is among the best ways to boost your sense of wellbeing and emotional fulfilment.

The study measured “buzz moments” – peak thrills that play a vital role in our overall wellness – as volunteers cheered on their favourite football team, watched a gripping Game of Thrones episode, enjoyed a passionate kiss with a loved one or took an intense salsa dancing class. Only the occasional highs of riding a roller coaster ranked higher than the daily buzz of a commute in a sports car.

Working with neuroscientists and designers, Ford brought the research to life with the unique Ford Performance Buzz Car: a customised Ford Focus RS incorporating wearable and artificial intelligence technology to animate the driver’s emotions in real time across the car’s exterior. 

Watch the video here https://youtu.be/AFpt6jziFsU

“A roller coaster may be good for a quick thrill, but it’s not great for getting you to work every day,” said Dr Harry Witchel, Discipline Leader in Physiology. “This study shows how driving a performance car does much more than get you from A to B – it could be a valuable part of your daily wellbeing routine.”

Study participants who sat behind the wheel of a Ford Focus RS, Focus ST or Mustang experienced an average of 2.1 high-intensity buzz moments during a typical commute; this compared with an average of 3 buzz moments while riding on a roller coaster, 1.7 while on a shopping trip, 1.5 each while watching a Game of Thrones episode or a football match, and none at all while salsa dancing, fine dining or sharing a passionate kiss. 

For the research, Ford took one Focus RS and worked with Designworks to create the Buzz Car:

From concept, design and installation to software development and programming, the Buzz Car took 1,400 man-hours to create. Each “buzz moment” experienced by the driver – analysed using a real-time “emotional AI” system developed by leading empathic technology firm Sensum – produces a dazzling animation across almost 200,000 LED lights integrated into the car. The Buzz Car also features:

  • High-performance Zotac VR GO gaming PC
  • 110 x 500-lumen daylight-bright light strips
  • 82 display panels with 188,416 individually addressable LEDs

Driver state research

Researchers at the Ford Research and Innovation Center in Aachen, Germany are already looking into how vehicles can better understand and respond to drivers’ emotions. As part of the EUfunded ADAS&ME project, Ford experts are investigating how in-car systems may one day be aware of our emotions – as well as levels of stress, distraction and fatigue – providing prompts and warnings, and could even take control of the car in emergency situations.

“We think driving should be an enjoyable, emotional experience,” said Dr Marcel Mathissen, research scientist at Ford of Europe. “The driver-state research Ford and its partners are undertaking is helping to lead us towards safer roads and – importantly – healthier driving.”

Activity Buzz Moments *
Roller Coaster 3
Driving 2.1
Shopping 1.7
Game of Thrones 1.5
Football Game 1.5
Kissing 0
Salsa Dancing 0
Dining 0

* Average number of high-intensity buzz moments per participant

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Car that sees round corners

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Jaguar Land Rover is leading a £4.7 million (approximately R79 million) project to develop self-driving cars that can ‘see’ at blind junctions and through obstacles.

Britain’s biggest carmaker is leading a project called AutopleX to combine connected, automated and live mapping tech so more information is provided earlier to the self-driving car. This enables automated cars to communicate with all road users and obstacles where there is no direct view, effectively helping them see, so they can safely merge lanes and negotiate complex roundabouts autonomously.

Chris Holmes, Connected and Autonomous Vehicle Research Manager at Jaguar Land Rover said: “This project is crucial in order to bring self-driving cars to our customers in the near future. Together with our AutopleX partners, we will merge our connected and autonomous research to empower our self-driving vehicles to operate safely in the most challenging, real-world traffic situations. This project will ensure we deliver the most sophisticated and capable automated driving technology.”

Jaguar Land Rover is developing fully- and semi-automated vehicle technologies, offering customers a choice of an engaged or automated drive, while maintaining an enjoyable and safe driving experience. The company’s vision is to make the self-driving car viable in the widest range of real-life, on- and off-road driving environments and weather.

AutopleX will develop the technology through simulation and public road testing both on motorways and in urban environments in the West Midlands. Highways England, INRIX, Ricardo, Siemens, Transport for West Midlands and WMG at the University of Warwick join the AutopleX consortium, which was announced as part of Innovate UK’s third round of Connected and Autonomous Vehicle Funding in March 2018.

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