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X-SIM Software for RnR Simulator - Research Proposal Example

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The paper "X-SIM Software for RnR Simulator" is an outstanding example of a business research proposal. X-SIM software was written to reanimate the RnR simulator. It is a masterpiece of software to control many different pneumatic and hydraulic simulator concepts in the current version. This particular software uses in-game Force-Feedback effects and XYZ values to control simulators while moving through the game…
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x-simulator.de Customer Name © 2003 x-simulator.de St. Address 1, St. Address 1, St. Address 1, City, Country Table of Contents 1. General Information 3 2. Executive Summary 4 3. Understanding of Requirements 6 4. Solution Overview 10 5. Conclusions 12 1. General Information 1.1 Company Details Name, address, telephone, and fax number of tenderer. Person dealing with the proposal. Identification of party who will carry overall responsibility for the contract. Identification of party who will carry overall responsibility for the contract. 1.2 Company Profile X-SIM software was written to reanimate the RnR simulator. It is a masterpiece of software to control many different pneumatic and hydraulic simulator concepts in the current version. This particular software uses in-game Force-Feedback effects and XYZ values to control simulators while moving through the game. X-SIM software for RnR, custom two axis, tripod or hexapod simulator, can be accessed for more fun and pleasure. The X-SIM software is free for all sorts of commercial and private use. The setup type depends on the capacity and the type processor that the player uses. Both single core processor and dual- or multi-core processor are equally accessible for this programme. Unlike the two PC format in single core processor; the dual- or multi-core processor the installaltion of x-sim programm parts on a single PC is possible. The use of a graphics-card with dual ouput, in order to see the Force-Profiler screen, on a second monitor, during the Simulator calibration is suggested. 2. Executive Summary This new chair is just like any other normal racing chair. Something that differentiates it from others is its functionality. The chair has been designed with the features to simulate the player in accordance to the game he is on. The player will be able to use steering wheel giving the chair the movement to make the player feel that he is really driving, or using controller to play plane game will simulate the motion. It is a system of all game console (PC, XBOX 360, XBOX, PS, PS2, PS3) accessories. It is such a device that the player just needs to buy a game and install the chair along with it for a real roller coaster ride. The player can enjoy directx effects with Yoda and can play it in the simulator without any software/driver updates. This gaming chair is such a simulator that it can even move following a video with this video-plugin In the process of making a gaming chair the company is facing some critical technological problems related to the added facilities. It is here that the company proposes to have the cooperation of the Logitech Company in order to perform better software skills. We are in need of assistance for the engine which lies inside the main CPU chip. The need is for some additional (vector-) math instructions used for the 3D graphics and more movement effects. The basic feature that we need from Logitech is its cooperation in generating our gaming chair with the operating performance of 66 MIPS, 360,000 flat-shaded polygons per second and above all 180,000 texture mapped and light-sourced polygons per second. The benefit that Logitech will have by providing cooperation is in regards to its marketing sector. As this is an Australian company, it can open doors for Logitech in the country with far better facilities and conveniences. Logitech have to look over the making of an absolutely new design for this amazing gaming chair. The chair is facing a big limitation regarding the operational section. It is now limited only to work with pc. The technology needs to be used in the mannerism of Logitech technology to create an adepter box for the purpose of changing the signal to support all game consoles (PS3 XBOX) plug and play. Here is the vital need for a new attachment. It is the addition of using Logitech mechanism over the steering wheel or the controller. Models like - from the corner of Logitech will change the whole formulation to these chairs and the market could be occupied more rapidly. 3. Understanding of Requirements The software has got 1.Yoda - ForceFeedback scanner 2. Force-Profiler - simulator control 3. Force-Sender - network client The application of Yoda - ForceFeedback scanner, is to scan and send DirectX effects to the Force-Sender. By this process the data can be sent to one’s own application. The Force-Profiler - simulator control calculates the DirectX and XYZ values provided by Yoda and the Force-Sender into movement commands for the simulator. There is also the provision facilitated for the custom calibrations of the particular simulator and also the DirectX effects of any choice. The aspects of game play gets associated with the basic human senses that are all formulated under the specified tradition of sight and sound. The video game makes the sound that is heard with the effect to the actual scene. The game as develops showing a race car hugging a curve on the video output screen and the player sees the car taking the curve and with this chair he will also make the turns all physically. It is a design generated from the vibrations and movements that gets accompanied in motors with the game controller. The idea was to add a feel sense to the sight, sound as well as to the physical twist and turns of game playing. As in a game, the car crashes into the wall, the controller motors spin and the “driver” of the car feels vibration and the jerks and swings in response to the car crashing. These vibration and swings are coupled with the sight and sounds of the car crashing enhance the player’s experience by allowing the gamer to feel the game. It has got the motion platform that provides the player a full body touch sensation. The player needs to plug in the racing game, sit in a motion gaming chair, and will see, hear, and feel as if he is driving a virtual car. The motion chair will keep on rolling the player in accordance to the movement of the car. It will add extra swings towards left and right as the player turn corners and pitch and gets forward and backward as he accelerates and decelerates. Motion platforms is thebasis of this gaming chair and it equally provide for a much more realistic gaming experience, a virtual gaming simulation, and allow for even greater physical complementation to sight and sound game play that any other accessories ever added to a play station. It has the control simulators with up to 4 pneumatic/hydraulic axis. The palyer can set profiles for his simulator design with the valve-matrix interface proceedings. The Force-Sender - network client is the data exchanger between game and force-profiler. It has got the collection of the acceleration forces and data out of the extraction programmes. There is also the way to transmit the RAW XYZ values to the Force-Profiler. It can also be accessed by the application of joystick, wheel and pedal movements with the DirectX effects provided by Yoda. The demand is for more specified units of accessories. The company is looking for products which resemble more to the convenience of the players. The future look resembles to the designs cited below. 3.1 Technical specifications The chair needs to get adjacent to the chip that contains the Geometry Transformation Engine and the Data Decompression Engine. Along with the specified features of operating Performance of 30 MIPS, bus bandwidth 132 MB/s, instruction Cache of 4 KB and added to all these stuff the data cache of1 KB that has to be non associative, just 1024 bytes of mapped fast SRAM. All these will be the aided by the whole concept of the rigid functionality of the gaming chair. The geometry transformation engine of the new gaming station must have the polygon count as 1.5 million flat-shaded polygons per second and 500,000 texture mapped and light-sourced polygons per second to work under optimal circumstances, and so are unrealistic under normal usage. There has to be a Data decompression engine. It will be responsible for decompressing images and video as the choices were relevant. The documented device mode must read three RLE-encoded 16×16 macroblocks, and must be active enough to run IDCT. The need is also for the assembling of a single 16×16 RGB macroblocks. The new advanced gaming softwares must have the specified features of being compatible with MJPEG and H.261 files, along with the operating performance of 80 MIPS. It is also vital to get it directly connected to CPU Bus. Graphics processing unit must have the beneficiary unit of handling all the 2D graphics processing. All these 2D graphics processing must be inclusive of the transformed 3D polygons featuring maximum of 16.7 million colors with resolutions from 256×224 to 640×480, suiting all sorts of screen resolutions. There has to be the inclusion of an adjustable frame buffer with unlimited color lookup tables. Along with all these maximum of 24-bit color depth, maximum of 4000 8×8 pixel sprites with individual scaling and rotation, provision for emulation of simultaneous backgrounds for the facility of parallel scrolling and a flat or ground shading, and texture mapping. As for the implementation of the sound processing unit; the important involvement of specific features are; capacity to handle ADPCM sources with up to 24 channels and up to 44.1 kHz sampling rate. Memory is an inevitable part and thus must have the basic involvement of main RAM of 2 to 4 MB, with the video RAM of 1 MB at the least. Sound RAM better should be more than 512 KB and CD-ROM Buffer more than 32 KB. The operating System must have a ROM of 512 KB and the play station Memory Cards has to be at the least 128 KB of space in an EEPROM. CD-ROM drive has to feature2x, with a maximum data throughput of 300 kB/s and a sophisticated XA Mode 2 Compliant, along with CD-DA (CD-Digital Audio) 4. Solution Overview Issues As the chair is a motion simulator or a motion base accessory to the latest play station, it too demands for some highly sophisticated and well organised frameworks. The proposal is for a play station that can give the player the ultimate swing and the ride as he plays the game. The movement has to be synchronous with visual display and must have a programme designed to add a tactile, or sense of touch, element in the newly manufactured video gaming. Simulation and virtual reality are basic aspects of this particular proposal. The games should be so programmed that as the motion is applied and synchronized to audio and video signals, the result is a combination of sight, sound, and touch with equal excitement and proportion. The combination can also proceed for a flight or racing simulator. Motion, here is the most significant factor affecting the realism of a simulation and thus needs to be programmed specifically. The units should be able to play FMV or music correctly. They should be free from any kind of skipping or freezing. Motion and simulation are the two special ingredients of this gaming chair. Against traditional application to the racing sim and flight sim, it also want to explore many other perspectives if possible under innovative speculations. Motion has applied to an increasing variety of video gaming applications. However the target of this particular chair is to replace all those accessories that are involved in giving physical movements to the player along with the game. Gaming in motion is everywhere, these days. But the uniqueness lies in the swings that this chair is going to give. 5. Conclusions The proposal, very specifically tries to make the equilibrium between the excitement of a game and making it happen literally physical. The player should play the game and should gat the opportunity to move his body along with the twists that he crosses I n the game. The software must be very sophisticated and the chair must suit it. It should be both structurally and format wise well synchronised. Application of motion is expected to move beyond auto racing and flight sim. It can also be designed for games with boats, motorcycles, roller-coasters, tanks, ATVs, and spaceships among many other craft types. Feature 20 GB (NTSC) 40 GB (PAL, NTSC) 60 GB (NTSC) 60 GB (PAL) 80 GB (NTSC) Colors Piano Black Piano Black, Piano Black Piano Black Piano Black USB 2.0 ports 4 2 4 4 4 802.11 b/g Wi-Fi No Yes Yes Yes Yes Flash card readers No No Yes Yes Yes Chrome trim No Yes Yes Yes Yes SACD support Yes No Yes Yes Yes PS2 compatibility Yes — Hardware (Emotion Engine) No Yes — Hardware (Emotion Engine) Yes — Software emulation Yes — Software emulation The preference is more or less something better than the above mentioned retail packages that must include one or two Sixaxis controllers. It can also opt for a Dual Shock 3 controller, one USB cable, one composite video or a replacement to stereo audio output cable, one Ethernet cable of around 20, 60, and 80 GB and one power cable. There has to be the comprised package of Blu-ray/DVD/CD drive, HDMI 1.3a, Bluetooth 2.0, Gigabit Ethernet, PlayStation backward compatibility through software emulation. Sources Glick, Jon, 2007 Video Gaming Is not An Addiction, yet, fall AI Magazine History of Gaming - Interactive Timeline of Game History. PBS. Retrieved on 2007- Marshall, P.D. 2002, Video and Computer Gaming, in Cuningham, and Turner, (eds).,The Media and Communication in Australia (Second Edition), Allen&Unwin, Crows Nest. Miller, Michael (2005). A History of Home Video Game Consoles. InformIT. Retrieved on 02.05.08 Orlando, Greg,. Console Portraits: A 40-Year Pictorial History of Gaming. Wired News. Retrieved on 02.05.08 Read More
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