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Highly dynamic and completely real turns in a virtual world: BMW ///M Mixed Reality revolutionizes driving experience

+++ World premiere of ///M Mixed Reality at Web Summit 2022 in Lisbon +++ Revolutionary use of Mixed Reality technologies brings real cars onto virtual racetracks +++

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Janina Latza
BMW Group

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Munich/Lisbon. At this year's Web Summit in Lisbon, the BMW Group is presenting a mix of real driving and a virtual environment for the first time. ///M Mixed Reality is the name of the extraordinary experience.

Integrated gaming elements for a unique BMW M driving experience
The unique mixed reality1 approach, which a team of BMW M engineers developed together with Epic Games for the BMW M2, allows drivers and their vehicles to immerse themselves in a virtual world. People need to be able to experience the new feeling of driving a BMW with VR/MR glasses while mastering challenges at high speeds as in a racing game. Integrated gaming elements, such as avoiding obstacles, collecting virtual “coins,” etc., reinforce the immersive in-car experience. True to the motto: Drive the Change, Change the Drive. The system takes all movement and rotary axes of the BMW M2 into account. The vehicle itself becomes the controller, in this case the fastest controller in the world.

“Anyone who asks what virtual experiences in the automotive sector might look like in future: That is the answer. People must be able to experience this new feeling — and with ///M Mixed Reality, we offer them a suitable solution for this,” says Frank van Meel, CEO M GmbH.

With ///M Mixed Reality, the BMW Group is bringing technology to the high-profile driving sector, consistently relying on the principle of human centricity, in which the use of innovative technologies is driven by people's wishes and needs. As part of this approach, the BMW Group laid the foundation for ConnectedDrive more than 20 years ago by installing modern communication technology in vehicles. “At BMW M, we have always been testing the limits of what is technically feasible and thus, among other things, laying the foundation for new immersive experiences,” says Frank van Meel.


A first insight can be found here (Link to the video).

The BMW Group is already using mixed reality technologies in many forms of application, merging real and digital worlds more and more. These include Augmented Reality 2 applications, cross-team development of vehicles, Virtual Reality 3 solutions for production planning and the iFactory Lydia. Using the powerful gaming engine from Epic Games (Unreal Engine), this became the BMW Group's first factory, which was completely planned and simulated in a virtual environment. By the beginning of next year, the BMW Group will also digitize all production sites using 3D laser scans.

1 Mixed Reality: Mixed Reality (MR), Mixed Reality or Mixed Reality comprises environments or systems that mix natural and artificial perception.
2 Augmented Reality (AR) describes the computer-aided extension of reality perception.
3 Virtual Reality (VR) is the representation and simultaneous perception of an apparent reality and its physical properties in a real-time computer-generated, interactive virtual environment.

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The values for fuel consumption, CO2 emissions and energy consumption shown were determined in a standardised test cycle according to the European Regulation (EC) 715/2007 in the version currently applicable. The figures refer to a vehicle with basic configuration in Germany and the range shown considers transmission (automatic or manual) and the different wheels and tyres available on the selected model and may vary during the configuration.

The values of the vehicles labelled with (*), are already based on the test cycle according to the new WLTP regulation and are translated back into NEDC-equivalent values in order to allow a comparison between vehicles. More information on the transition from NEDC to WLTP test procedures can be found here.

These figures are intended for comparison purposes and may not be representative of what a user achieves under usual driving conditions. For plug-in hybrid vehicles and battery electric vehicles the figures have been obtained using a combination of battery power and petrol fuel after the battery had been fully charged. Plug-in hybrid vehicles and battery electric vehicles require mains electricity for charging. The CO2 emissions labels are determined according to Directive 1999/94/EC and the Passenger Car (Fuel consumption and CO2 Emissions Information) Regulations 2001, as amended. They are based on the fuel consumption, CO2 values and energy consumptions according to the NEDC cycle.

A guide on fuel economy and CO2 emissions which contains data for all new passenger car models is available at any point of sale free of charge. For further information you can also visit this link.

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