• Title/Summary/Keyword: VR자전거

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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.

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.

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.

Analysis of Display Fatigue induced by HMD-based Virtual Reality Bicycle (HMD 기반 가상현실 자전거의 영상피로 분석)

  • Kim, Sun-Uk;Han, Seung Jo;Koo, Kyo-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.5
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    • pp.692-699
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    • 2017
  • The purpose of this study is to investigate the display fatigue quantitatively when operating 2D and HMD-based 3D VR bicycles. Though it is generally accepted that the display fatigue induced by 3D VR is greater than that induced by 2D VR, there have been few studies which attempted to measure the display fatigue scientifically. The subjective degree of cybersickness and quantitative flicker fusion frequency (FFF) were measured in twenty subjects (Male 10, Female 10) before and after they operated 2D and 3D VR bicycles for 5 min. Two dependent variables affected by the 2D and 3D VR displays were analyzed and compared statistically based on scientific evidence and research. This study showed that 3D VR resulted in a significantly higher cybersickness rate and a significant lower FFF rate than 2D VR. Given the current propensity to couple VR techniques with exercise equipment, it seems appropriate to verify the general beliefs through scientific methods and experimental measures such as the FFF and cybersickness questionnaires.

Development of Smart Healthcare Contents using Virtual Reality Experiential Devices (가상현실 체험형 디바이스를 활용한 스마트 헬스케어 콘텐츠 개발)

  • Hong, Seong-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.4
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    • pp.739-744
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    • 2022
  • Modern people, who are fully enjoying convenience with improved technology, are pursuing health next to convenience. Accordingly, the smart healthcare industry is rapidly increasing, and various companies are launching healthcare system products with applied VR. However, existing products on the market are expensive or professional products. Therefore, there are parts that are difficult for the general public to use. In this paper, we propose smart health care contents that can experience virtual reality anytime and anywhere at an affordable price and take care of health through exercise using Arduino and general bicycles sold in the market.