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VR ow Virtual Reality Rowing HS-Augsburg | Interaction Engineering - PowerPoint PPT Presentation

VR ow Virtual Reality Rowing HS-Augsburg | Interaction Engineering | WS15/16 Oliver Queck | Oliver.Queck@HS-Augsburg.de Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering Idea & Goal Main Concept Goal - Connect a fjtness


  1. VR ow Virtual Reality Rowing HS-Augsburg | Interaction Engineering | WS15/16 Oliver Queck | Oliver.Queck@HS-Augsburg.de Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  2. Idea & Goal Main Concept Goal - Connect a fjtness rowing machine with Virtual Reality for „Exergaming“ - Make it fun to train and improve yourself - Make it possible to steer the virtual boat similar to a real one - Make users prefer longer training sessions - Create a virtual world that allows for specialized training sessions - Encourage the users to train in the right manner and is fun to train - Modify the rowing machine to create an input for PC‘s Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  3. Hardware Oculus Rift Positional Tracker Oculus Rift Headset Strong GPU Computer Modifjed Ballmouse Rowing Machine with Seperate Arms Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering *https://www.oculus.com/en-us/

  4. Mouse Modifjcation Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering *http://www.madehow.com/Volume-5/Computer-Mouse.html

  5. Input Interpretion Input Output add Speed up to get the arms Position and clamp to a safe range of arm movement and recalibrate itself Smooth PPM signal to avoid jumps Speed x & y per Frame with high variations -20% 120% -1.X 1.X 0% 100% Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering *http://rudern-in-stuttgart.de/fotos/

  6. Pipeline Oculus Rift SDK Rowing Machine Stereoscopic Virtual Cameras Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering *https://developer.mozilla.org/en-US/docs/Web/API/WebVR_API/WebVR_concepts

  7. Interaction Methods Pulling arms back pushes rudder into the water and creates thrust Pushing arms forward pulls the rudder out of the water to avoid braking Pulling arms irregular creates rotational thrust Pulling the arms in a regular, constant speed creates the most thrust Oculus Rift tracks your heads position in a realistic style Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  8. Interaction Methods Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  9. Application Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  10. Application Exergaming - pulling with too much force make you move slower => avoid damaging your spine & back - every ~100m is a „magic vortex“ pulling back with force => high training efgect - rotation impule keeps on spinning the boat => avoid one sided training Virtual World - every start generates a new world based on randomized algorithms => repeating sessions doesn‘t get boring - close trees, particles and depth objects under water => make a strong stereoscopic VR efgect - small fjshes swarming around that you can pick up => rewarding efgect while training Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  11. Other Popular VR-Exergaming Projects HYVE Icaros VR-Bike HS Kaiserslautern Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  12. Virtual Reality First Feedback Pro Con - distraction from time results in longer training sessions - no benefjt in direct muscle training - 50% prefer training with VR - 50% prefer training without VR - movement, training & efgectiveness easily trackable - 4/5 sufger from dizziness - having fun makes training attractive - extra weight - extra costs Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

  13. happy testing! thank you for your attention! any feedback is appreciated Queck | 948224 VR ow | HS Augsburg WS15/16 | Interaction Engineering

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