The Kinematic Subject

The Vehicular Experience of Speed and Automobility in Virtuality/Reality

The Perspectivism of Speed

This project previously established that the relativity of the environment to the kinematic subject effects kinaesthesia. To explain this, one could argue that the perspectivism of speed relies on the perception of static and dynamic elements of the environment / interface. For this, we can turn to the speed aspect of perspectivism. The experience of speed consists of the projection of problems / aporias into or out of the kinematic subject’s perspective.

Although racing games may have historically appeared before flight simulators, the driving simulator is a big advancement in terms of the perspectivism of speed. Structurally, flight simulators have relatively sparse aporia within the navigable environments. As the experience of flight occurs at high altitudes (ie generally higher one’s normal standing height), the main points of interest are landmarks or ‘waypoints’. The scarcity of these objectives allows for the player to explore the abilities of the vehicle in freeform aerospace. When up high in the atmosphere, the perceptual relative movement between subject and landscape (assuming the landscape is the closest object in the environment to the subject) is very low. The further away the landscape is to the kinematic subject, the slower it appears to move. In other words, the greater the distance, the greater the duration of movement. This occurs most often in open spaces, such as fields, deserts, and aerospace. Therefore the opposite must also apply.

The closer the landscape is to the kinematic subject, the faster it appears to move. In other words, the closer the proximity, the smaller the duration. This occurs most often in closed spaces, such as rooms, corridors, and tunnels.

Driving simulators simplify the physics model of flight simulators by limiting the vehicle's movement along a two dimensional plane. The result of this is that the landscape (the primary land-form of the first aporia) in the environment is closer in proximity to the kinematic subject, than that typical of a flight simulator.