Hollaus Bernhard, Kreiner Jonas, Gallinat Maximilian, Hayotte Meggy, Yu Denny
Department of Medical, Health & Sports Engineering, Management Center Innsbruck, Maximilianstraße 2, 6020 Innsbruck, Austria.
Université Côte d'Azur, LAMHESS, Campus STAPS, 261 bd du Mercantour, 06205 Nice, France.
Sensors (Basel). 2025 Apr 18;25(8):2568. doi: 10.3390/s25082568.
Virtual reality (VR) continues to evolve, offering immersive experiences across various domains, especially in virtual training scenarios. The aim of this study is to present the development of a VR simulator and to examine its realism, usability, and acceptance by luge experts after an experiment with a VR simulation. We present a novel photogrammetry sensing to VR pipeline for the sport of luge designed with the goal to be as close to the real luge experience as possible, potentially enabling users to learn critical techniques safely prior to real-world trials. Key features of our application include realistic terrain created with photogrammetry and responsive sled dynamics. A consultation of experts from the Austrian Luge Federation led to several design improvements to the VR environment, especially based on user experience aspects such as lifelike feedback and interface responsiveness. Furthermore, user interaction was optimized to enable precise steering and maneuvering. Moreover, two learning modes were developed to accommodate user experience levels (novice and expert). The results indicated a good level of realism of the VR luge simulator. Participants reported scene, audience behavior, and sound realism scores that ranged from 3/5 to 4/5. Our findings indicated adequate usability (system usability score: 72.7, SD = 13.9). Moderate scores were observed for the acceptance of VRodel. In conclusion, our virtual luge application offers a promising avenue for exploring the potential of VR technology in delivering authentic outdoor recreation experiences that could increase safety in the sport of luge. By integrating advanced sensing, simulations, and interactive features, we aim to push the boundaries of realism in virtual lugeing and pave the way for future advancements in immersive entertainment and simulation applications.
虚拟现实(VR)不断发展,在各个领域提供沉浸式体验,尤其是在虚拟训练场景中。本研究的目的是展示一款VR模拟器的开发过程,并在进行VR模拟实验后,检验其真实感、可用性以及被无舵雪橇专家的接受程度。我们提出了一种新颖的从摄影测量到VR的流程,用于无舵雪橇运动,目标是尽可能贴近真实的无舵雪橇体验,潜在地使用户能够在现实世界试验之前安全地学习关键技术。我们应用程序的关键特性包括通过摄影测量创建的逼真地形和响应灵敏的雪橇动力学。与奥地利无舵雪橇联合会的专家进行磋商后,对VR环境进行了多项设计改进,特别是基于诸如逼真反馈和界面响应等用户体验方面。此外,对用户交互进行了优化,以实现精确转向和操控。此外,还开发了两种学习模式以适应不同的用户体验水平(新手和专家)。结果表明VR无舵雪橇模拟器具有较高的真实感水平。参与者报告的场景、观众行为和声音真实感得分在3/5到4/5之间。我们的研究结果表明其具有足够的可用性(系统可用性得分:72.7,标准差 = 13.9)。对于VRodel的接受度观察到中等分数。总之,我们的虚拟无舵雪橇应用为探索VR技术在提供真实户外娱乐体验方面的潜力提供了一条有前景的途径,这可能会提高无舵雪橇运动的安全性。通过集成先进的传感、模拟和交互功能,我们旨在突破虚拟无舵雪橇的真实感界限,为沉浸式娱乐和模拟应用的未来发展铺平道路。