360度沉浸式室内骑行体验

Udara Mendis, S.M.D.P Maduwantha, K.A.S.A. Perera, Dinely Wellehewage, Thilina S. Ambagahawaththa, D. Dias
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引用次数: 0

摘要

室内自行车是随着技术的进步而出现的一个概念,它具有健身、虚拟旅游和休闲等多种用途。已经开发出商业解决方案来服务不同的用户群体,重点放在用户体验的相应方面。本文提出了一种室内自行车的新方法,结合了现实世界的360度视角、沉浸式环境、真实世界和虚拟世界之间的实时交互以及动态阻力控制等关键特征来模拟海拔变化。在提出的解决方案中,移动应用程序通过在虚拟现实耳机上播放360度视频来提供身临其境的骑行环境。环境响应用户的动作,如头部旋转和骑行速度的变化,并通过自动阻力控制复制骑手的实际阻力。这些组件通过本地Wi-Fi网络连接,并根据国际基准进行了微调,以实现最小的延迟。我们对原型系统进行了定性和定量的性能测试,特别是对移动设备分辨率和处理能力的影响。确定了进一步的改进,以增强整体用户体验
本文章由计算机程序翻译,如有差异,请以英文原文为准。
360-Degree Immersive Experience for Indoor Cycling
Indoor cycling is a concept that has emerged with technological advancements to serve multiple purposes such as fitness, virtual tourism, and leisure. Commercial solutions have been developed to serve different user groups, with emphasis on corresponding aspects of user experience. This paper proposes a novel approach to indoor cycling, combining key features including real-world 360-degree view, immersive environment, real-time interaction between the real and virtual worlds and dynamic resistance control to simulate changes in elevation. In the proposed solution, a mobile application provides an immersive cycling environment by playing 360-degree videos on a Virtual Reality headset. The environment responds to user movements such as head rotation and cycling speed changes, and in return replicates the actual resistance to the rider using automatic resistance control. These components are connected by a local Wi-Fi network and is fine-tuned for minimal latency based on international benchmarks. Our prototype system was tested for performance both qualitatively and quantitatively, particularly for the impact of the mobile device resolution and processing capabilities. Further improvements were identified to enhance the overall user experience
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