• Title/Summary/Keyword: 가상 자전거

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Ergonomic Evaluation of Indoor Bike Coordinated with Virtual Images (가상 영상과 조합된 실내 자전거의 인간공학적 평가)

  • Han, Seung Jo;Kim, Sun-Uk;Cho, Jae-Hyung;Koo, Kyo-Chan
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.443-451
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    • 2017
  • This paper's objectives are to investigate the criteria for ergonomic evaluation of indoor bike coordinated with virtual images, and to compare HMD-based VR bike with 2D-based one. 12 experts performed delphi method with an aim to determine ergonomic evaluation criteria that were classified into 4 categories(Usability, Emotion, User Values, Reality). 2D-based bike and HMD-based one were compared according to part of final criteria through fuzzy-logic question performed by 20 subjects. Though there were no confidential difference in usability, HMD-based VR bicycle resulted in greater scores than 2D-based one in elements related with emotion, user value and reality statistically. It is expected that this research results will be used as references to evaluate ergonomic design of other indoor exercise equipments combined with VR or AR.

Study on the Improvement of Equilibrium Sense of the Elderly Using Virtual Bicycle System (가상 자전거 시스템을 이용한 고령자의 평형감각 증진에 관한 연구)

  • Jeong Sung-Hwan;Piao Yong-Jun;Chong Woo-Suk;Kwon Tae-Kyu;Hong Chul-Un;Kim Nam-Gyun
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.6
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    • pp.57-66
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    • 2005
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense by combining virtual reality technology with a fixed exercise bicycle. The subjects consisted of two groups. A group of young people, was compared against a group of elderly. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared. In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

Quantitative Analysis of Postural Balance Training using Virtual Bicycle System (가상 자전거 시스템을 이용한 자세균형 훈련의 정량적 분석)

  • 김종윤;송철규;홍철운;김남균
    • Journal of Biomedical Engineering Research
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    • v.23 no.3
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    • pp.207-216
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    • 2002
  • This Paper describes a quantitative analysis of Postural balance training using virtual bicycle system. We have used a virtual bicycle system that combines virtual reality technology with a bicycle . In this experiment, 20 normal adults were tested to investigate the influencing factors on Postural balance. Several factors including cycling time. cycling velocity. number of times of Path deviation, center of Pressure(COP) . and weight shift were extracted and evaluated to quantify the extent of control. Also, To improve the effect of balance training, we investigated the usefulness of visual feedback information by weight shift The results showed that the system was effective Postural balance rehabilitation training device and. in addition. the analysis method might have a wider applicability to the rehabilitation field.

A Comparative Evaluation of User Experience Design on Virtual Reality Indoor Bikes (가상현실 실내자전거에 관한 사용자경험설계의 비교 평가)

  • Kim, Sun-Uk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.48-55
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    • 2018
  • A framework has recently been developed to evaluate the user experience (UX) design for a virtual reality (VR) indoor bike. However, no comparative evaluation has been performed for an actual product using this framework. This paper investigates the effectiveness of the framework and identifies some problems when applying it. To validate the framework, we applied the proposed framework to a Korean VR indoor bike (KoVIB) prototype and VirZOOM, a commercial VR bike. The evaluation criteria consist of usability, emotional aspects, user values, and sense of reality. These four criteria were interpreted to evaluate prototypes and include 13, 6, 8, and 16 sub-elements, respectively. The results revealed the strengths and weakness between the Korean prototype and the commercial product, which are valuable for promotion and improvement. The framework helps to identify some problems when applied to real domains. As a result, we recommend a revised framework to compare prototypes with existing VR bikes.

Verification of an automatic turn signal system for a bicyclist safety using Proteus VSM simulation (프로테우스 VSM을 이용한 자전거 운전자 안전을 위한 자동 방향 표시 시스템 검증)

  • Yoo, Jae-Duck;Kang, Hee-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.5
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    • pp.637-644
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    • 2015
  • Bicycles share the road where high speed cars run and driving license is essential to bicyclist. After sunset, accidents can be occurred due to changing one line to another line in a road inadequately and bicycle driving route changing without an alarm. In this paper, we apply the same system as an automatic signal lights system to prevent the accidents for bicyclist safety. Then, we verify it using proteus VSM simulation.

Study on the Improvement of Equilibrium Sense of the Elderly Using Virtual Bicycle System (가상 자전거 시스템을 이용한 고령자의 평형감각 증진에 관한 연구)

  • Jeong, S.H.;Piao, Y.J.;Lee, S.M.;Kwon, T.K.;Hong, C.U.;Kim, N.G.
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.388-390
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    • 2005
  • In this paper, a new rehabilitation training system was developed to improve equilibrium sense by combining virtual reality technology with a fixed exercise bicycle. The subjects consisted of two groups. A group of young people, was compared against a group of elderly. We measured three different running modes of virtual bicycle system with two successive sets. The parameters measured were running time, velocity, the weight movement, the degree of the deviation from the road, and the variables about the center of pressure. The repeated training, our results showed that the running capability of the elderly improve compared, In addition, it was found out that the ability of postural control and the equilibrium sense was improved with the presentation of the visual feedback information of the distribution of weight. From the results of this experiment, we showed that our newly developed system might be useful in the diagnosis of equilibrium sense or in the improvement of the sense of sight and, somatic, and vestibular sense of the elderly in the field of rehabilitation training.

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Evaluation on the Improvement of Equilibrium Sense Using a Virtual Bicycle System (가상 자전거 시스템을 이용한 평형감각 증진의 평가)

  • Jeong S.H.;Piao Y.J.;Jeon Y.Y.;Lee S.M.;Kwon T.K.;Hong C.U.;Kim N.G.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1954-1957
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    • 2005
  • A quantitative evaluation of postural balance training using a virtual reality bicycle system was performed. In the experiment, the effectiveness of virtual reality bicycle system on postural balance training was analyzed with four male subjects in their twenties. The parameters measured during cycling were cycling time, average velocity, number of times subject deviated from path, and weight shift. Those parameters were evaluated for the quantification of the extent of control. We also measured the parameters on postural control capability after 5th trial and 10th trial in a balance testing system with a force plate to find out the effectiveness of the training. In the balance test with force plate, it was found out that the weight shift was almost zero and the deviation from the target trace reduced significantly after the training with the virtual cycle. The result showed that the virtual bicycle system was an effective system as a rehabilitation training device.

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Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

A Study of Forecasting User Experience Design Model of Virtual Reality Bike (VR 자전거의 사용자 경험 설계 모델 예측에 관한 연구)

  • Cho, Jae-Hyung;Koo, Kyo-Chan;Han, Seung-Jo;Kim, Sun-Uk
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.167-175
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    • 2018
  • By conducting multiple regression analysis, we analyzed the major independent factors affecting user convenience and emotional factors, and identified the important functional elements in the design of the VR device, so that the functional elements to be developed can be grasped in advance. As a result of the study, satisfaction of handling of VR bicycle and satisfaction of speed control by paddling were considered as the most important technical factors as independent factors which have the greatest influence on user convenience and emotional factor among technical satisfaction. Also, it is possible to increase the probabilities of successful design by setting a model that predicts user convenience and the emotional part from the technical factors.

A Performance Evaluation for Navigation Device applied to Simulation Authoring Station (3차원 시청각환경제시기를 활용한 네비게이션 장치의 성능평가)

  • 고희동;박경동;박창훈
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1997.11a
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    • pp.174-178
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    • 1997
  • 가상환경을 위한 상호작용장치의 개발과 성능평가는 이용자에게 현실감과 작업 효율성을 제공하는 측면에서 중요한 의미를 가진다. 본 논문은 감성공학의 일환인 3차원 시청각환경제시기를 활용하여, 휠체어와 자전거를 이용한 네비게이션 장치의 개발과 보편적인 성능평가기준을 이용한 네비게이션 장치의 성능분석을 제시한다. 본 연구는 다양한 대상영역에 대하여 효과적인 상호작용장치의 선택과 조정(tuning)그리고 새로운 장치의 개발을 지원할 것이다.

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