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Keywords = immersive exercise bike

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6 pages, 2350 KiB  
Communication
An Optical Intervention to Improve Cycling Time Trials: A Feasibility Study
by Dries Matthys, Jochen Vleugels, Kathleen Denis, Tim Dieryckx and Stijn Verwulgen
Appl. Sci. 2023, 13(5), 3274; https://doi.org/10.3390/app13053274 - 3 Mar 2023
Cited by 1 | Viewed by 2094
Abstract
(1) Background: Many professional and recreational cyclists experience that neck extension in time trial position negatively impacts either speed, comfort, or power production—especially at high cycling speeds or for long distances. We conducted a feasibility study with one subject to assess whether redirecting [...] Read more.
(1) Background: Many professional and recreational cyclists experience that neck extension in time trial position negatively impacts either speed, comfort, or power production—especially at high cycling speeds or for long distances. We conducted a feasibility study with one subject to assess whether redirecting the sight of a cyclist while in time trial position could reduce aerodynamic drag and neck strain by maintaining a more neutral neck position. (2) Methods: A physical immersive exercise bike was developed (called a FAAST-trainer) that emulates posture, velocity, and power to be delivered by the user through an adaptable power load adjusted in real time. As an optical intervention, we used prism glasses to redirect the cyclist’s sight. The subject trained his perceptive-muscular system while cycling on the FAAST-trainer to get used to wearing prism glasses. He feels confident that the glasses are safe to test for future experiments in a velodrome. (3) Results: A consistent reduction in drag was found (p < 001) when wearing prism glasses with the FAAST-trainer, ranging from 3.5% to 4.7%. Accordingly, the cyclist could thus save between 9.7 watts and 13.0 watts cycling at 45 km/h, compared to having his head in an upright position. (4) Conclusions: Our experiment on the FAAST-trainer indicates that an optical intervention to reduce neck extension by redirecting sight might be safe to use for outdoor cycling. However, no vestibular effects, neither auditive nor complex combinations, were assessed, so we recommend additional research and development of a dedicated design for the prism glasses. Outdoor experiments should be conducted to confirm this reduction in aerodynamic drag and further asses the safety when wearing prism glasses. Full article
(This article belongs to the Special Issue New Trends in Fitness and Sports Performance Analysis)
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17 pages, 1335 KiB  
Article
Applicability of an Immersive Virtual Reality Exercise Training System for Office Workers during Working Hours
by Evlalia Touloudi, Mary Hassandra, Evangelos Galanis, Marios Goudas and Yannis Theodorakis
Sports 2022, 10(7), 104; https://doi.org/10.3390/sports10070104 - 29 Jun 2022
Cited by 16 | Viewed by 6180
Abstract
Virtual reality is a computer-generated simulation of a real or imaginary three-dimensional environment that has entered our lives, particularly for gaming. Lately, it has been permeating into many aspects of our everyday life, such as exercise. It is important to ascertain whether exercise [...] Read more.
Virtual reality is a computer-generated simulation of a real or imaginary three-dimensional environment that has entered our lives, particularly for gaming. Lately, it has been permeating into many aspects of our everyday life, such as exercise. It is important to ascertain whether exercise in an immersive virtual reality environment can be accepted from employees and lead to positive outcomes for them. The aim of this exploratory study was to examine the acceptance, future adoption, interest/enjoyment and usability of an immersive virtual reality system for exercise training by office workers during breaks within their working hours. A total of 40 female employees participated in the study with a mean age of 42.58 years (SD 10.77). Participants were requested to complete two sequential 15-min dual task cycling sessions corresponding to two experimental conditions. The first, condition A, involved cycling in a virtual environment, wearing a virtual reality head mounted display, and responding to cognitive tasks by answering multiple choice questions—on a screen, using a joystick. The second, condition B, involved cycling on a static bicycle and simultaneously responding to cognitive tasks by answering multiple choice questions in a real environment. After completion of the two conditions, participants responded to a series of scales regarding each of the experimental conditions and to a semi-structured interview. The results showed that participants noted a significant preference for the immersive virtual reality exercise, condition A, compared to condition B (bike only); and their acceptance, interest/enjoyment, usability and intention for future use were high. The qualitative data showed increased intention for future use, feelings of control and presence and most of the participants did not encounter any difficulties or require extra help to understand the immersive virtual reality system. Overall, exercising during working hours with an immersive virtual reality exercise system was well perceived by office workers and applicable. However, the effects of the immersive virtual reality training system on physical and mental health and the employees’ adherence to the exercise program should be tested with a longer intervention program. Full article
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16 pages, 1106 KiB  
Article
Characteristics, Usability, and Users Experience of a System Combining Cognitive and Physical Therapy in a Virtual Environment: Positive Bike
by Elisa Pedroli, Luca Greci, Desirèe Colombo, Silvia Serino, Pietro Cipresso, Sara Arlati, Marta Mondellini, Lorenzo Boilini, Valentina Giussani, Karine Goulene, Monica Agostoni, Marco Sacco, Marco Stramba-Badiale, Giuseppe Riva and Andrea Gaggioli
Sensors 2018, 18(7), 2343; https://doi.org/10.3390/s18072343 - 19 Jul 2018
Cited by 92 | Viewed by 8737
Abstract
We present the architecture and usability evaluation of virtual reality system—“Positive Bike”—designed for improving cognitive and motor conditions in frail elderly patients. The system consists of a cycle-ergometer integrated in an immersive virtual reality system (CAVE) which allows combining motor and cognitive exercises [...] Read more.
We present the architecture and usability evaluation of virtual reality system—“Positive Bike”—designed for improving cognitive and motor conditions in frail elderly patients. The system consists of a cycle-ergometer integrated in an immersive virtual reality system (CAVE) which allows combining motor and cognitive exercises according to a “dual-task” paradigm. We tested the usability and user’s experience of the prototype in a pilot evaluation study that involved five elderly patients. The prototype was tested in one-session training to understand the limitations and areas for improvement of our system. The evaluation consisted in (i) usability assessment using the system usability scale; (ii) evaluation of user’s engagement using the flow state scale; and (iii) expert evaluation involving interviews with domain experts. Results showed a good usability, both for system usability scale and the semi-structured interview. The level of flow (i.e., enjoyment with the task at hand) measured using the short flow state scale, was also high. Analysis of semi-structured interview carried out with domain experts provided further indications to improve the system. Overall, these findings show that, despite some limitations, the system is usable and provides an enjoyable user’s experience. Full article
(This article belongs to the Special Issue New Trends in Psychophysiology and Mental Health)
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7 pages, 930 KiB  
Proceeding Paper
Towards an Operational Framework for Designing Training Based Sports Virtual Reality Performance Simulators
by Jonathan Shepherd, Lewis Carter, Gert-Jan Pepping and Leigh-Ellen Potter
Proceedings 2018, 2(6), 214; https://doi.org/10.3390/proceedings2060214 - 22 Feb 2018
Cited by 13 | Viewed by 5726
Abstract
With the advent of commercially available virtual reality (VR) hardware, immersive experiences can be created to simulate competitive performance environments. Simulators can provide novel ways for fans to engage with otherwise unattainable performance situations. Furthermore, simulators can also have clear advantages for elite [...] Read more.
With the advent of commercially available virtual reality (VR) hardware, immersive experiences can be created to simulate competitive performance environments. Simulators can provide novel ways for fans to engage with otherwise unattainable performance situations. Furthermore, simulators can also have clear advantages for elite athletic training by controlling the perceptual inputs, measuring the kinematic based outputs, measuring how the athlete is interacting with the created environment, and providing concurrent audio-visual-haptic feedback. When engineering a virtual simulation system, fundamental design considerations include; hardware selection, software design, user safety, and the provision of performance factors. This paper provides a case study into the design considerations of engineering a track cycling simulator for the 2018 Commonwealth Games Velodrome. The experience utilises a stationary exercise bike (Wattbike, 2016 Pro) transmitting performance data wirelessly, via the ANT+ protocol, to a PC connected to an Oculus Rift VR projecting the audio-visual simulated environment. The simulator has been tested on a large reference group to evidence the design decisions. The design processes have been generalized to create an operational framework to aid the creation of future VR sports simulators. Full article
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