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EN
This paper presents how forces are perceived in a racing simulator based on a Stewart Platform. By retrieving calculated forces in a racing game by its physics engine and comparing them to real-life measurements during the platforms motions it is possible to evaluate the platforms immersiveness. Virtual values extracted from the game engine are deemed satisfactory to their real life counterparts and serve as a baseline. In order to evaluate forces created by the simulator, a lap around a virtual test track is recorded and played back while an accelerometer and gyroscope record its movements. Overall, accelerations recorded in the direction of X and Y axis along with angular speed of rotation around the aforementioned those axis. To accurately comparing every derived force, the recorded virtual lap is divided into sections representing the five most common manoeuvres during racing. These comparisons serve as an evaluation method to measure the immersiveness of the simulator.
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