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EFFECTS OF AERODYNAMICS IN VIRTUAL REALITY SKY DIVER AND
PARACHUTE JUMPER TRAINING SIMULATOR FOR SRI LANKA
KVP Dhammika#
, WRC Ariyarathna and VN Liyanapathirana
#
kvpdhammika@gmail.com, Sir Lanka
Abstract - Sky diving and parachuting are
sports and kind of military maneuver
technique which actions started with the
exiting from a moving aircraft or from a
relatively stable platform (aero plane,
helicopter, higher platform etc) and returning
to earth under the influence of the
gravitational force and atmospheric frictions.
Entire process is involved in aerodynamic
physics.
The basic training for skydiving
involves learning how to exit from an aircraft
and stabilize oneself in freefall and then
deploy the parachute. When a paratroopers
jumps out of a plane he starts to accelerate
downwards under a certain amount of free
fall, until reaching to the terminal velocity.
This is the speed at which the drag from air
resistance exactly balances the force of
gravity pulling him down. With the
manipulation of the body postures a skydiver
can generate turns, forward motion and
backwards motion and even lift. During the
last part of the jump the slowing down is
handled using a parachute maneuvering.
With the proposing simulator system,
a Sri Lankan paratrooper will be able to get a
virtual reality experience to practice skydiving
and parachute maneuvering skills under
realistic physics approximated for Sri Lankan
environmental conditions. In this paper we
describe what is our approach to model
aerodynamics within a computer generated
virtual world to create near real environment
and experience to the trainees.
Key Words: Virtual reality, Aerodynamics,
Terminal velocity and Cross-sectional area.
1. Introduction
Sky diving is an adventure sport quite
amount of physics involved. The physics
behind skydiving involves the interaction
between gravity and air resistance. Once a
skydiver jumps out of a higher platform he
starts accelerating downwards, until reaches
terminal speed (Figure 1). This is the speed at
which the drag from air resistance exactly
equal to the force of gravity pulling him down.
Figure 1 - A free fall diagram
Where:
g - the acceleration due to gravity
m - skydiver's mass
D - the drag force apply upwards
W - the force of gravity pulling him down
v - the speed at which he falls
vt - the constant (terminal) speed he reaches
when D = W.
Air resistance increases as diver’s
speed increases. So when he first starts
dropping and moving slowly, gravity is
stronger than the air resistance and he speed
up, accelerating towards to the ground.
2
However the faster he drops, the stronger the
air resistance is and so eventually he is
moving so fast that the air resistance is equal
in strength to gravity and he doesn't
accelerate any more. The Skydiver has
reached terminal velocity for his current body
posture.
A skydiver typically reaches speeds of
around 120 mph in the spread-eagle position
(Figure 2). But he can reach speeds up to 200
mph if he orients his body with head pointing
down, thereby decreasing air resistant area.
Figure 2 - Spread-eagle position
During free-fall a skydiver can
perform a variety of acrobatic maneuvers
such as spinning, moving forward, moving
backward, just by changing the shape of his
body to catch the wind a certain way. By
doing this he is essentially changing the
direction of the drag force acting on his body,
much the same way airplane wings can be
oriented to produce a desired motion for the
plane.
The air resistance encountered by the
skydiver depends on two main factors.
1. The speed of the skydiver
2. The cross-sectional area of the skydiver
An increase in the speed and/or the
amount of cross-sectional area leads to an
increase in the amount of air resistance
encountered.
The equation for air resistance
applying on a body is,
Equation 1
Where:
C - the drag coefficient, which can vary along
with the speed of the body,
ρ - the air density,
v - the speed of the body relative to the air,
A - the projected cross-sectional area of the
body perpendicular to the flow direction.
Even though a sky diver reaches to his
terminal velocity, he is still traveling at an
incredibly high rate of speed. In order to land
safely on the earth, he needs to slow down
significantly. He can do that by getting
increased his cross-sectional area through the
use of a parachute.
When the parachute is opened the
force of air resistance becomes greater than
the force of gravity because of the increase in
the cross-sectional area. That causes a
decrease in the skydiver's velocity until once
again another terminal velocity is reached.
This terminal velocity is now slow enough for
skydiver to land safely on a terrain.
2. Simulation based training and learning
With the development of hardware
and software technologies simulation has
been used for practicing and learning real
world disciplines without being exposed to
the live situations. Virtual reality parachute
simulation originated over 26 years ago for
training to improve the safety and
performance of smoke jumpers and military
parachutists. While improvements and
developments continue on these areas
number of simulations were introduced for
the applications for sport jumping,
entertainment, aircrew emergencies training
and operational mission planning and for
rehearsal.
These parachute maneuvering
applications includes base equations of
motion for both round and square canopies
that include typical oscillating behavior
3
caused by overly aggressive control inputs.
The operating environment can include other
jumpers and a range of ground scenes as
provided by the visual data base model.
Sound feedback includes components due to
rushing air past the canopy and shrouds, and
fabric flapping. Than the higher resolution
displays with wider field of view are available
at significantly higher cost, most of the
programs use head-mounted display with a
300
eye field of view to provide visual
feedback. A head mounted sensor provides
pitch, roll and yaw signals to the simulation
computer, which then presents the
appropriate line of sight to the jumper that
allows a fairly unrestricted head movement
field of view.
This approach permits the jumpers to
look at the ground for the landing zone, watch
for and avoids other jumpers, and also allows
viewing the parachute overhead for
malfunctions. It is also possible to cut away a
malfunctioning chute and deploy a reserve
canopy.
3. Methodology
For the development of the
suggesting simulator we have selected to use
the software visualization resources from
open source sky diving visualization program
called Flightgear and the developer edition of
open source video game called BASE Jumping
Game PRO Edition. Figure 3 represents the
overview of the suggesting simulator system.
Figure 3 - Suggested methodology.
The suggesting platform will be
consisting of two major components called
trainer/instructor station and trainee station.
Initially the instructor will decide the suitable
training scenario for the trainee considering
his observation on trainee. Then instructor
will initiate the training session by registering
the trainee to the simulator system (Figure 4)
and then selecting a suitable training area
(Figure 5) considering the weather (day/night,
rain, wind) conditions.
Figure 4 – Registering a trainee.
4
Figure 5 – Selecting training area.
There the instructor will be able to
change / adjust the parachute physical
properties (Figure 6) to be related to the
environmental conditions or to evaluate
trainee on various guidelines. All the above
mentioned processes will be incorporate to
the simulator system by using BASE Jumping
Game PRO edition.
Figure 6 – Adjust parachute parameters.
Figure 7 – After parachute is launched.
To track the body postures and
movements of the trainee we will be using
Kinect sensor which is a motion sensing input
devices by Microsoft for video game consoles
and Windows PCs. The Kinect will be deployed
for the skeletal tracking of a trainee. That
represents body posture very accurately and
will send those data to the connected PC
through USB interface. Considering the input
handling mechanism of the BASE Jumping
Game PRO game, we will use a middleware to
make the communication happen between
Kinect and the game.
That middleware will listen for the
USB data and identify each body postures
with the help of Kinect SDK which includes
Windows operating system compatible
drivers. Then it will simulate signals for body
movements and parachute controllers which
can be recognized by the BASE Jumping Game
PRO game. The game will be rendered two
separate outputs for instructor and trainee.
Instructor will monitor and control the whole
scenario through a PC, while the trainee is
interacting with the simulator through a head
mounted display view.
The aerodynamics related to skydiving
process and parachuting will be calculated
separately through the PhysX, which is a
proprietary real-time physics engine
middleware SDK combining with BASE
Jumping PRO. In the sky diving time period
the virtual character model will be capable of
involving various aerodynamics using sensible
combinations of pre-defined body poses,
identified through Flightgear sky diving
visualization program. Those predefined body
poses are,
 Box - a neutral pose minimizing rotational or
translational motion
 Left & Right Translation - mirrored poses
that induce a slide either to the left or right
 Anterior Translation - a pose that induces a
forward slide
 Posterior Translation - a pose that induces a
rearward slide
 Left & Right Dorsoventral - mirrored poses
that induce a left or right rotation
5
 Dorsal - a spread eagle pose that maximizes
surface area and thus minimizes decent rate
 Ventral - a compressed pose that minimizes
surface area thus maximizes decent rate
Even after launching the parachute all
the affecting aerodynamics will be calculated
using PhysX until the end of a single jump
scenario from landing on the ground. To
incorporate Sri Lankan atmospheric
conditions to the system we will be referring
to the data measured using Visala
Metrological System by launching a balloon.
Those data represents Sri Lankan
atmospherical presure, temperature and
humidity variaotion with hight from different
locations all over the country.
Figure 8 – Air pressure variation against the
height.
Figure 9 – Wind speed variation against the
height.
Also with the suggesting simulator
system we are planning to model parachute
malfunctions to provide more effective
training experience. We could identify two
major categories can occur while handling
parachute. They are called,
1. High speed malfunctions
2. Low speed malfunctions.
As the high speed malfunctions we
could identify pilot chute in tow, bag lock,
horseshoe and slider hang-up malfunctions.
Also line over, two canopies out, line twist
and closed end cells malfunctions could
identify as the low speed malfunctions. While
a training session is going on with a parachute
malfunction, uncommon aerodynamics will
affect on the player and the parachute. There
a trainee has to gain control back with the
parachute maneuvering skills and experience.
These kinds of training scenarios will lead to
more effective and realistic training program.
After completing the single jumper
training environment, we have considered
extending the system to use in class room
environment by introducing multiple jumper
support. It will be connecting all trainees to
the same scenario initiate by the instructor
through the network and in a process to make
feasible to communicate between the
jumpers while jumping by introducing virtual
transceivers.
4. Evaluation
While the development is going on
and after completing we hope to test and
evaluate the simulator system in single
jumper mode and multiple jumper mode for
its usability and accuracy with the help of
experienced paratroopers from Commando
Training School, Kudaoya.
5. References
1. Hogue, Jeffrey R., Walter A. Johnson, R.
Wade Allen, Dave Pierce, “A Smoke-jumpers'
Parachute Maneuvering Training Simulator,”
AIAA Paper 910829, American Institute of
Aeronautics and Astronautics 11th
Aerodynamic Decelerator Systems Technology
Conf., San Diego, CA, April 9-11, 1991.
6
2. Hogue, Jeffrey R., Walter A. Johnson, R.
Wade Allen, “A Simulator Solution for the
Parachute Canopy Control and Guidance
Training Problem,” SAE Paper 920984, 1992
Society of Automotive Engineers Aerospace
Atlantic Conf. and Exposition, Dayton, Ohio,
April, 7-10, 1992.
3. Hogue, Jeffrey R., W. A. Johnson, R. W
Allen, Dave Pierce, ”Parachute Canopy Control
and Guidance Training Requirements and
Methodology,” AIAA Paper 931255,
RAes/AIAA 12th Aerodynamic Decelerator
Systems Technology Conf., 10-13 May 1993,
London-UK.
4. “Parachute Simulation,” Aviation Week &
Space Technology, April 22, 1996.
5. Hogue, Jeffrey R., W. A. Johnson, R.W.
Allen, “Parachute Canopy Control Simulation:
A Solution for Aircrew Emergency Training,”
Systems Technology, Inc., P-473, presented at
the 29th Annual SAFE Symposium, Las Vegas,
Nevada, November 11-13, 1991.
6. Physics of Skydiving :: physics skydiving.
2015. Physics of Skydiving :: physics skydiving.
[ONLINE] Available at:
http://www.123helpme.com/physics-of-
skydiving-view.asp?id=153581.
7. Hogue, Jeffrey R., and R. W. Allen, “Virtual
Reality Simulation in Aircrew Emergency
Parachute Training, "Systems Technology,
Inc., P-529, presented at the 34th Annual
SAFE Symposium, Reno, Nevada, Oct. 21-
23,1996.
8. Sky Diving Visualization | FlightGear Flight
Simulator. 2015. Sky Diving Visualization |
FlightGear Flight Simulator. [ONLINE]
Available at:
http://www.flightgear.org/tours/sky-diving-
visualization/.
9. PhysX - Wikipedia, the free encyclopedia.
2015. PhysX - Wikipedia, the free
encyclopedia. [ONLINE] Available at:
https://en.wikipedia.org/wiki/PhysX.
10. TERMInal VELocity » Downloads | BASE
Jumping Game: Pro Edition. 2015. TERMInal
VELocity » Downloads | BASE Jumping Game:
Pro Edition. [ONLINE] Available at:
http://www.termivel.eu/category/downloads
/.
11. Kinect - Wikipedia, the free encyclopedia.
2015. Kinect - Wikipedia, the free
encyclopedia. [ONLINE] Available at:
https://en.wikipedia.org/wiki/Kinect.
12. Physics Of Skydiving. 2015. Physics Of
Skydiving. [ONLINE] Available at:
http://www.real-world-physics-
problems.com/physics-of-skydiving.html.
13. Malfunction (parachuting) - Wikipedia, the
free encyclopedia. 2015. ONLINE] Available at:
https://en.wikipedia.org/wiki/Malfunction_%
28parachuting%29.

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Effects of aerodynamics in virtual reality sky diver and parachute jumper training simulator

  • 1. 1 EFFECTS OF AERODYNAMICS IN VIRTUAL REALITY SKY DIVER AND PARACHUTE JUMPER TRAINING SIMULATOR FOR SRI LANKA KVP Dhammika# , WRC Ariyarathna and VN Liyanapathirana # kvpdhammika@gmail.com, Sir Lanka Abstract - Sky diving and parachuting are sports and kind of military maneuver technique which actions started with the exiting from a moving aircraft or from a relatively stable platform (aero plane, helicopter, higher platform etc) and returning to earth under the influence of the gravitational force and atmospheric frictions. Entire process is involved in aerodynamic physics. The basic training for skydiving involves learning how to exit from an aircraft and stabilize oneself in freefall and then deploy the parachute. When a paratroopers jumps out of a plane he starts to accelerate downwards under a certain amount of free fall, until reaching to the terminal velocity. This is the speed at which the drag from air resistance exactly balances the force of gravity pulling him down. With the manipulation of the body postures a skydiver can generate turns, forward motion and backwards motion and even lift. During the last part of the jump the slowing down is handled using a parachute maneuvering. With the proposing simulator system, a Sri Lankan paratrooper will be able to get a virtual reality experience to practice skydiving and parachute maneuvering skills under realistic physics approximated for Sri Lankan environmental conditions. In this paper we describe what is our approach to model aerodynamics within a computer generated virtual world to create near real environment and experience to the trainees. Key Words: Virtual reality, Aerodynamics, Terminal velocity and Cross-sectional area. 1. Introduction Sky diving is an adventure sport quite amount of physics involved. The physics behind skydiving involves the interaction between gravity and air resistance. Once a skydiver jumps out of a higher platform he starts accelerating downwards, until reaches terminal speed (Figure 1). This is the speed at which the drag from air resistance exactly equal to the force of gravity pulling him down. Figure 1 - A free fall diagram Where: g - the acceleration due to gravity m - skydiver's mass D - the drag force apply upwards W - the force of gravity pulling him down v - the speed at which he falls vt - the constant (terminal) speed he reaches when D = W. Air resistance increases as diver’s speed increases. So when he first starts dropping and moving slowly, gravity is stronger than the air resistance and he speed up, accelerating towards to the ground.
  • 2. 2 However the faster he drops, the stronger the air resistance is and so eventually he is moving so fast that the air resistance is equal in strength to gravity and he doesn't accelerate any more. The Skydiver has reached terminal velocity for his current body posture. A skydiver typically reaches speeds of around 120 mph in the spread-eagle position (Figure 2). But he can reach speeds up to 200 mph if he orients his body with head pointing down, thereby decreasing air resistant area. Figure 2 - Spread-eagle position During free-fall a skydiver can perform a variety of acrobatic maneuvers such as spinning, moving forward, moving backward, just by changing the shape of his body to catch the wind a certain way. By doing this he is essentially changing the direction of the drag force acting on his body, much the same way airplane wings can be oriented to produce a desired motion for the plane. The air resistance encountered by the skydiver depends on two main factors. 1. The speed of the skydiver 2. The cross-sectional area of the skydiver An increase in the speed and/or the amount of cross-sectional area leads to an increase in the amount of air resistance encountered. The equation for air resistance applying on a body is, Equation 1 Where: C - the drag coefficient, which can vary along with the speed of the body, ρ - the air density, v - the speed of the body relative to the air, A - the projected cross-sectional area of the body perpendicular to the flow direction. Even though a sky diver reaches to his terminal velocity, he is still traveling at an incredibly high rate of speed. In order to land safely on the earth, he needs to slow down significantly. He can do that by getting increased his cross-sectional area through the use of a parachute. When the parachute is opened the force of air resistance becomes greater than the force of gravity because of the increase in the cross-sectional area. That causes a decrease in the skydiver's velocity until once again another terminal velocity is reached. This terminal velocity is now slow enough for skydiver to land safely on a terrain. 2. Simulation based training and learning With the development of hardware and software technologies simulation has been used for practicing and learning real world disciplines without being exposed to the live situations. Virtual reality parachute simulation originated over 26 years ago for training to improve the safety and performance of smoke jumpers and military parachutists. While improvements and developments continue on these areas number of simulations were introduced for the applications for sport jumping, entertainment, aircrew emergencies training and operational mission planning and for rehearsal. These parachute maneuvering applications includes base equations of motion for both round and square canopies that include typical oscillating behavior
  • 3. 3 caused by overly aggressive control inputs. The operating environment can include other jumpers and a range of ground scenes as provided by the visual data base model. Sound feedback includes components due to rushing air past the canopy and shrouds, and fabric flapping. Than the higher resolution displays with wider field of view are available at significantly higher cost, most of the programs use head-mounted display with a 300 eye field of view to provide visual feedback. A head mounted sensor provides pitch, roll and yaw signals to the simulation computer, which then presents the appropriate line of sight to the jumper that allows a fairly unrestricted head movement field of view. This approach permits the jumpers to look at the ground for the landing zone, watch for and avoids other jumpers, and also allows viewing the parachute overhead for malfunctions. It is also possible to cut away a malfunctioning chute and deploy a reserve canopy. 3. Methodology For the development of the suggesting simulator we have selected to use the software visualization resources from open source sky diving visualization program called Flightgear and the developer edition of open source video game called BASE Jumping Game PRO Edition. Figure 3 represents the overview of the suggesting simulator system. Figure 3 - Suggested methodology. The suggesting platform will be consisting of two major components called trainer/instructor station and trainee station. Initially the instructor will decide the suitable training scenario for the trainee considering his observation on trainee. Then instructor will initiate the training session by registering the trainee to the simulator system (Figure 4) and then selecting a suitable training area (Figure 5) considering the weather (day/night, rain, wind) conditions. Figure 4 – Registering a trainee.
  • 4. 4 Figure 5 – Selecting training area. There the instructor will be able to change / adjust the parachute physical properties (Figure 6) to be related to the environmental conditions or to evaluate trainee on various guidelines. All the above mentioned processes will be incorporate to the simulator system by using BASE Jumping Game PRO edition. Figure 6 – Adjust parachute parameters. Figure 7 – After parachute is launched. To track the body postures and movements of the trainee we will be using Kinect sensor which is a motion sensing input devices by Microsoft for video game consoles and Windows PCs. The Kinect will be deployed for the skeletal tracking of a trainee. That represents body posture very accurately and will send those data to the connected PC through USB interface. Considering the input handling mechanism of the BASE Jumping Game PRO game, we will use a middleware to make the communication happen between Kinect and the game. That middleware will listen for the USB data and identify each body postures with the help of Kinect SDK which includes Windows operating system compatible drivers. Then it will simulate signals for body movements and parachute controllers which can be recognized by the BASE Jumping Game PRO game. The game will be rendered two separate outputs for instructor and trainee. Instructor will monitor and control the whole scenario through a PC, while the trainee is interacting with the simulator through a head mounted display view. The aerodynamics related to skydiving process and parachuting will be calculated separately through the PhysX, which is a proprietary real-time physics engine middleware SDK combining with BASE Jumping PRO. In the sky diving time period the virtual character model will be capable of involving various aerodynamics using sensible combinations of pre-defined body poses, identified through Flightgear sky diving visualization program. Those predefined body poses are,  Box - a neutral pose minimizing rotational or translational motion  Left & Right Translation - mirrored poses that induce a slide either to the left or right  Anterior Translation - a pose that induces a forward slide  Posterior Translation - a pose that induces a rearward slide  Left & Right Dorsoventral - mirrored poses that induce a left or right rotation
  • 5. 5  Dorsal - a spread eagle pose that maximizes surface area and thus minimizes decent rate  Ventral - a compressed pose that minimizes surface area thus maximizes decent rate Even after launching the parachute all the affecting aerodynamics will be calculated using PhysX until the end of a single jump scenario from landing on the ground. To incorporate Sri Lankan atmospheric conditions to the system we will be referring to the data measured using Visala Metrological System by launching a balloon. Those data represents Sri Lankan atmospherical presure, temperature and humidity variaotion with hight from different locations all over the country. Figure 8 – Air pressure variation against the height. Figure 9 – Wind speed variation against the height. Also with the suggesting simulator system we are planning to model parachute malfunctions to provide more effective training experience. We could identify two major categories can occur while handling parachute. They are called, 1. High speed malfunctions 2. Low speed malfunctions. As the high speed malfunctions we could identify pilot chute in tow, bag lock, horseshoe and slider hang-up malfunctions. Also line over, two canopies out, line twist and closed end cells malfunctions could identify as the low speed malfunctions. While a training session is going on with a parachute malfunction, uncommon aerodynamics will affect on the player and the parachute. There a trainee has to gain control back with the parachute maneuvering skills and experience. These kinds of training scenarios will lead to more effective and realistic training program. After completing the single jumper training environment, we have considered extending the system to use in class room environment by introducing multiple jumper support. It will be connecting all trainees to the same scenario initiate by the instructor through the network and in a process to make feasible to communicate between the jumpers while jumping by introducing virtual transceivers. 4. Evaluation While the development is going on and after completing we hope to test and evaluate the simulator system in single jumper mode and multiple jumper mode for its usability and accuracy with the help of experienced paratroopers from Commando Training School, Kudaoya. 5. References 1. Hogue, Jeffrey R., Walter A. Johnson, R. Wade Allen, Dave Pierce, “A Smoke-jumpers' Parachute Maneuvering Training Simulator,” AIAA Paper 910829, American Institute of Aeronautics and Astronautics 11th Aerodynamic Decelerator Systems Technology Conf., San Diego, CA, April 9-11, 1991.
  • 6. 6 2. Hogue, Jeffrey R., Walter A. Johnson, R. Wade Allen, “A Simulator Solution for the Parachute Canopy Control and Guidance Training Problem,” SAE Paper 920984, 1992 Society of Automotive Engineers Aerospace Atlantic Conf. and Exposition, Dayton, Ohio, April, 7-10, 1992. 3. Hogue, Jeffrey R., W. A. Johnson, R. W Allen, Dave Pierce, ”Parachute Canopy Control and Guidance Training Requirements and Methodology,” AIAA Paper 931255, RAes/AIAA 12th Aerodynamic Decelerator Systems Technology Conf., 10-13 May 1993, London-UK. 4. “Parachute Simulation,” Aviation Week & Space Technology, April 22, 1996. 5. Hogue, Jeffrey R., W. A. Johnson, R.W. Allen, “Parachute Canopy Control Simulation: A Solution for Aircrew Emergency Training,” Systems Technology, Inc., P-473, presented at the 29th Annual SAFE Symposium, Las Vegas, Nevada, November 11-13, 1991. 6. Physics of Skydiving :: physics skydiving. 2015. Physics of Skydiving :: physics skydiving. [ONLINE] Available at: http://www.123helpme.com/physics-of- skydiving-view.asp?id=153581. 7. Hogue, Jeffrey R., and R. W. Allen, “Virtual Reality Simulation in Aircrew Emergency Parachute Training, "Systems Technology, Inc., P-529, presented at the 34th Annual SAFE Symposium, Reno, Nevada, Oct. 21- 23,1996. 8. Sky Diving Visualization | FlightGear Flight Simulator. 2015. Sky Diving Visualization | FlightGear Flight Simulator. [ONLINE] Available at: http://www.flightgear.org/tours/sky-diving- visualization/. 9. PhysX - Wikipedia, the free encyclopedia. 2015. PhysX - Wikipedia, the free encyclopedia. [ONLINE] Available at: https://en.wikipedia.org/wiki/PhysX. 10. TERMInal VELocity » Downloads | BASE Jumping Game: Pro Edition. 2015. TERMInal VELocity » Downloads | BASE Jumping Game: Pro Edition. [ONLINE] Available at: http://www.termivel.eu/category/downloads /. 11. Kinect - Wikipedia, the free encyclopedia. 2015. Kinect - Wikipedia, the free encyclopedia. [ONLINE] Available at: https://en.wikipedia.org/wiki/Kinect. 12. Physics Of Skydiving. 2015. Physics Of Skydiving. [ONLINE] Available at: http://www.real-world-physics- problems.com/physics-of-skydiving.html. 13. Malfunction (parachuting) - Wikipedia, the free encyclopedia. 2015. ONLINE] Available at: https://en.wikipedia.org/wiki/Malfunction_% 28parachuting%29.