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a Virtual Environment

PasiVälkkynen,JuhaniHeinilä,SariLainio,SamiLakaniemi, andAntti

Väätänen

VTTInformationTechnology

Sinitaival6

P.O.Box1206

FIN-33101Tampere

Finland

Pasi.Valkkynen@vtt.fi,

WWWhomepage:http://www.vtt.fi/tte

Abstract. Virku(VirtualFitnessCentre)isastudy,inwhichanexer-

cisecycleisusedfornavigatinginavirtualenvironment.Thecycleacts

as ahapticbodilyuserinterface between the userand the simulation.

Thesimulationtakestheterrainofthevirtualenvironmentintoaccount

inordertoprovidebetterfeedbackoftheenvironmentfortheuser.We

havefoundoutinusabilityteststhatthiskindofinterfaceenhancesthe

user'sfeelingofimmersioninthevirtualenvironment.

1 Introduction

Virku(VirtualFitnessCentre, seeFigure1)isaresearchanddevelopmentpro-

gram in which aprototypeofatnessgameplayedwithanexercisecycle ina

virtualenvironmenthasbeenproduced[10].VirkuincludesalsoaFitnessMoni-

toringProgram fortestingtheuser'stnessleveland forsupporting longterm

tnessmonitoringandtraining.

Thepurpose of ourresearch is to study bodily user interfacesand the use

of a computer game to enhance motivation to keep t. In this paper, we will

concentrateonthebodilyuserinterfaceandespeciallyonhowtouseanexercise

cycleasahapticinputdevice inavirtualenvironment.

2 Background

2.1 Bodilyuser interface

With the bodily user interface we mean an interface, which allows the user

to interact with the interface using other methods than the traditional input

devices, such as a mouse or a keyboard. The user can also react with other

sensesalongwithhis visualorauralperception.

Bodily user interface is not a very dened term and there are sometimes

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tnesscomputergameisagoodexampleforillustratingthesediculties.Wedo

notusuallyconsiderabicycleracingsimulationplayedwithmousetobeusinga

bodilyuserinterface.Wecould,however,replacethemousewithahandle-bar.

Does thismakethe interfaceabodily one?What ifwemake theusersit ona

bicycle seat and give him pedals for controllingthe speed of the cycle in the

game?

Inourresearch, wehaveused (somewhatvaguely)theterm bodily userin-

terfaceforaninterfaceinwhichtheuseruseshiswholebodyforcontrollingthe

system.InVirku,theusermovesthepedalswithhis legmusclesandsteersthe

bicycle with his hands. Wholebody weightcanbe used forexamplefor riding

uphillin ordertogainmorepowerforthepedaling.

Bodily userinterfacesare clearlyusefulfortnesspurposessincetheyforce

theusertomove,insteadofonlysittinginfrontofthecomputer.Wealsoshowin

thispaperthatahapticbodilyuserinterfacehelpstheuserfeelmoreimmersed

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We usually get information from the computer systems by seeing and hear-

ing,andinputinformationbymanipulatingamouseand/orkeyboardwithour

hands.Thesemodesofcommunicationneglectourothersenses,touch,tasteand

smell. Of these three, smell and tasteare moredicult to include in human-

computerinteraction,butthisdoesnotnecessarilyhavetoapplytotouch.

AccordingtoTan[8],theterm"haptics"referstosensingandmanipulating

through the sense of touch. He divides haptic sensations into two categories:

senseoftouchandsenseofposture,bothofwhichareimportantinabodilyuser

interface.Thesenseofposturecanbeespeciallyeectiveinatnessapplication,

likeVirku,in whichwhole bodyisusedforcontrollingtheinterface.

Ina virtual environment, hapticsare an important partof theimmersion,

thefeelingof "beingthere".Inourterms,hapticsareapartofthebodily user

interface. Its purpose is to enhance the virtual environment's resemblance to

naturalenvironmentandthusmakethewhole experiencemorevivid,enjoyable

andcaptivating.

2.3 Other bicycle simulators

Usingabicycleasaninputdevicehasbeenstudied,forexample,withthePeloton

simulator[1],whichwasdevelopedasavirtualenvironmentforathletictraining

and competition. There arealso virtualrealitysystems,which use abicycle as

theirinputdevice,suchasJereyShaw'sLegibleCity[7]andtheDiamondPark

[11].LegibleCitycanbeconsideredasanartinstallationandDiamondParkas

astudyofsocialvirtualreality.

Otherbicycleinterfaceswithsimulatorsarecommerciallyavailableandtheir

purpose is usually to improve the users' tness. These include RealBitz.com,

WebRacing and CompuTrainer. RealBitz [6] uses a movement sensor, which

is attached to the user to sense the speed of his movements. WebRacing [12]

supports the use of VR helmet and it has a multiplayer game, which can be

played via theInternet. CompuTrainer[2] adds thepossibilityto design one's

owntrainingcourses.

Virkudiersfromthesesystemsbytakingtheterrainofthevirtualenviron-

ment into accountin itshaptic response and by allowing theuser to navigate

anywhereinitsvirtualworld.Intheuser'spointofview,thepurposeofVirku

istohelp himimprovehistness[5].

InVirku,itispossible,butnotrequired,fortheusers,tocompetewitheach

other or againstaclock.Instead, theycanalsoenjoythe gamejust by cycling

around the generated landscape and enjoying the nature and the views. This

is an importantdierence betweenthe commercial,more competition-oriented

gamesplayedwithexerciseequipment,and Virku.

3 Virtual Fitness Centre and Research Objects

InVirku,thebodilyuserinterfaceisanessentialpartoftheinteractionbetween

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asynchronousRSinterfacetomovedatainandoutofthecycle.Itiscapableof

increasing its resistanceaccordingto commands sent from acomputer viathe

serialline,anditcantellthecomputeritsresistance,torqueandtheheartrate

of the user. We canuse this information for modifying the trainingsession so

thatthetrainingwillbeoptimal.Theusernavigatesinthevirtualworldentirely

with theexercisecycle.Thecycle hastwobuttons forsteering,and thetorque

ofthepedalsaectsthemovementspeed.

Thevisualpartofthevirtualenvironmentispresentedonacomputermon-

itor orit can be projected with a data projector onto a largescreen. We use

SimCore[3],acommercial3Dengine,torenderthescenery.Thescenerydepicts

aruralenvironmentfromthenorthern Finlandgenerated from digitalmapin-

formation.Virku usesamultichannelsoundsystem,whichcreatesanillusionof

threedimensionalsound.Theusergetsfeedbackfromthegamealsointheform

of resistance.Theresistanceis increasedwhen the userrideshis bicycle uphill

anddecreasedwhenriding downhill.

Virkuis designedto beusableinatnesscentre oragym.Typically, these

areenvironmentsin whichhead-mounteddisplayscannotbecomfortablyused,

becauseof sweat, humidity and heat. With the traditional tness devices, VR

equipmentisnotneeded,sotheuserswouldalsohavetoputthemonorremove

themeverytimetheywantedtousesomeothertrainingdeviceinthegym.This

iswhywedidnotwanttouseintrusiveequipment.Therefore,wecouldnotuse,

for example, stereo images of the landscape. So, the bodily user interface has

to enhancetheimmersionin ordertocompensateforthepossiblelossofvisual

realism.

The Virtual Fitness Centre also includes a tness monitoring program to

assisttheuserin longtermexercising.Itgathersinformationfrom theexercise

sessionsandusesittogivetrainingrecommendationsfortheuser.Thepurpose

ofthetnessmonitoringprogramistosupporttheoverallconceptofenhancing

theusers'motivationforadheringtoacertaintrainingprogramme,whereasthe

purposeofthegameistohelp theuserswithshorttermmotivation.

4 Evaluation and results

WeappliedtheHuman-CentredDesign(HCD)approachinthedevelopmentof

oursystem.TheHuman-CentredDesignisaniterativeapproachtodesignwhere

anactiveinvolvementoftheusersandaclearunderstandingoftheuserandthe

taskrequirementsareemphasised[4].

We tested the tness game with nine people, seven women and two men.

Theywereespeciallyfamiliarwithcomputergamesorvirtualenvironments.All

of them trainedat leastsomewhat actively(minimum onceaweek). Thetests

were conducted in the Usability Laboratory of VTT Information Technology.

Wearrangedanenvironment,whichconsistedoftheexercisecycle,acomputer

andalargescreenontowhichthescenerywasprojectedwith adataprojector.

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datawasgatheredbyobservingtheusersandinterviewingthem.

Theusersfeltthattheywereexercisingratherthanplayingacomputergame.

Theylikedthegameandfeltthetitwasmoreentertainingthanusinganexercise

cyclewithoutagame.Theinterfacewasnaturalandintuitivetouse;theusers

knewimmediatelyhowto navigateinthevirtualenvironmentwiththeexercise

cycle.Theyalsotoldthattheyhadafeelingofimmersion.Attimes,someusers'

behaviour suggested that there was a feeling of riding a bicycle in a natural

environment. Some users, for example, were afraid to ride down a ridge (see

Figure 2), or they stood up on the exercise cycle to see better over obstacles

in theterrain. In theinterviews, they toldthat the immersion wasdue to the

combination of a large, impressive and realistic visual system and the bodily

userinterface.Theexperience ofthebodily interfacewasachievedby boththe

hapticresponseandusingthewholebodytocontrolthenavigation.

Fig.2.Aviewdownaridge

Oneproblemwiththehapticinterfaceisthat theresistancedoesnotadjust

accordingtootherterrainfeaturesthantheslope.Usefulbasesforadjustingthe

resistancewouldbeatleastsurfaceandvegetation.Thisisanimportantfeature

toimproveinacross-countrybicyclesimulation,anditwillbedealtwithinthe

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fore, we can not expect to gain long term results until we have conducted a

prolonged eldtest study. Therstimpressionsof theusers,however,suggest,

thatthiskindofsystemmotivatestheminadheringtoatrainingprogram.The

reasonisthatatnesscomputergameaddsentertainmentvalueandnaturality

totheexercisesession comparedtotraditionalexercisecycling.

5 Conclusions

In conclusion, we found out that the bodily user interface was a tremendous

addition to thevirtual environmentand thegame. Userscan feelimmersed in

the environment without any intrusive VR equipment and stereo imagery. It

seemstous,that inthiskindofapplication, ahapticbodilyinterfaceisatleast

aseectiveasthetraditionalapproachwiththehead-mounteddisplays.

6 Future work

We will continue to develop the interface and the game during this year and

thenext;atthetimeofthiswritingweareabouthalfwaythroughourresearch

andhaveanotherfteenmonthsahead.Theimprovementswillinclude atleast

developingamultiplayergameinalocalareanetwork,inwhichmanyuserscan

train together in acommon session. The hapticresponse will be improved by

takingintoaccountotherterrainfeaturessuchasthesurfaceandvegetation.We

will also consider other extensions to the bodily user interfaceand implement

them if they seem appropriate. The Human-Centred Design approach will be

usedin thiswork;designsolutionswillbetestedwiththeusers.

References

1. Carraro, G. U., Cortes, M., Edmark, J. T., Ensor, J. R.: The Peloton Bicycling

Simulator.BellLaboratories(1998)

2. CompuTrainer.http://www.computrainer.com. CompuTrainer.com(2001)

3. InstrumentointiOy,IVS-InstaVisualSolutions.

http://www.instrumentointi.fi /ivs/ engl ish_a bout _ivs. htm.

Instrumentointi(2001).

4. Kaasinen, E., Kantola, K. and Olphert, W.: Human-Centred Design Process. In

Concejero, P. et al. Usability in the Information Society - How to design user-

friendly products and services. USINACTSproject. European Commission.(CD-

ROM)(March2000)

5. Lainio, S., Väätänen, A., Välkkynen,P.,Heinilä, J., Lakaniemi S., Mänttäri, A.,

Mäenpää, S.: Virku - Virtual Fitness Centre. In Abstract Book of International

CongressonBridgingSport,ExerciseandLifestyleActivityforHealth.TheFinnish

SocietyforResearchinSportandPhysicalEducation(2001).

6. RealBitz.com.

http://www.eloton.com andhttp://www.realbitz.com/fitness. htm.

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8. Tan, H. Z.:Haptic Interfaces. Communications ofACM, March 2000,Volume43,

Number3,pp.40-41.ACMPress(2000)

9. TunturiOyLtd.http://www.tunturi.com. Tunturi(2001).

10. VirkuWWWpages.

http://www.vtt.fi/tte/tutkimu s/tte 5/tt e51/v irku www_e ng.ht m

VTTInformationTechnology(2001)

11. Waters,R.,Anderson,D.,Barrus,J.,Brogan,D.,Casey,M.,McKeown,S.,Nitta,

T., Sterns, I. & Yerazunis, W.: Diamond Park and Spline: A Social Virtual Re-

ality Systemwith3D Animation, Spoken Interaction, and Runtime Modiability.

Mitsubishi ElectricInformationCenterAmerica(1996)

12. WebAthlon.http://www.fitcentric.com. FitCentric(2001).

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