ABSTRACT
In this paper we describe a concept of using a Head Mounted Display (HMD) whilst downhill skiing and snowboarding, and experimenting with it in-the-wild on a skiing slope. The wearer experiences an alternative Virtual Reality (VR) visually through the HMD whilst their other sensory inputs experience the full sensation of real-world skiing, creating a blended virtual/real experience. To enable accurate tracking of the wearer's motion, we implemented a 'snow mouse' device, which rotates on the snow as the skier moves and enables dead-reckoning of the user's position. The prototype device was evaluated in-the-wild, on downhill ski slopes by both a skier and a snowboarder. Initial feedback suggests the level of immersion achieved is high, and particularly, users noticed the non-visual aspects of the experience.
- Avery, B., Thomas, B. H., & Piekarski, W. (2008). User evaluation of see-through vision for mobile outdoor augmented reality. In Proc. of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality (pp. 69--72). IEEE. Google ScholarDigital Library
- Bolton, J., Lambert, M., Lirette, D. & Unsworth, B. (2014). PaperDude: a virtual reality cycling exergame. In CHI'14, (pp475--478). ACM 2014. Google ScholarDigital Library
- Burdea, G., Richard, P., & Coiffet, P. (1996). Multimodal virtual reality: Input-output devices, system integration, and human factors. International Journal of Human-Computer Interaction, 8(1), 5--24. Google ScholarDigital Library
- Chen, Y. (2006). Olfactory display: development and application in virtual reality therapy. In Artificial Reality and Telexistence--Workshops, 2006. ICAT'06. 16th International Conference on (pp. 580--584). IEEE. Google ScholarDigital Library
- Dufour, T., Pellarrey, V., Chagnon, P., Majdoubi, A., Torregrossa, T., Nachbaur, V., Li, C., Cortes, R. I., Clermont, J., Dumas, F. (2014). ASCENT: a first person mountain climbing game on the oculus rift. In proc. CHI Play'14 (pp. 335--338). ACM. Google ScholarDigital Library
- Fedosov, A., Langheinrich, M. (2015). From Start to Finish: Understanding Group Sharing Behavior in a Backcountry Skiing Community. In proc. MobileHCI'15 Adjunct. ACM. Google ScholarDigital Library
- http://www.framestore.com/work/game-thrones-ascend-wall-vr-experience Last accessed 21 July 2015Google Scholar
- Hodgson, E., Bachmann, E., Waller, D., Bair, A., & Oberlin, A. (2012). Virtual reality in the wild: A self-contained and wearable simulation system. In Virtual Reality Short Papers and Posters (VRW) (pp. 157--158). IEEE. Google ScholarDigital Library
- http://www.bbc.com/news/technology-31145807 Last accessed 21 July 2015Google Scholar
- Miles, H. C., Pop, S. R., Watt, S. J., Lawrence, G. P., & John, N. W. (2012). A review of virtual environments for training in ball sports. Computers & Graphics, 36(6), 714--726. Elsevier. Google ScholarDigital Library
- Rheiner, M. (2014). Birdly an attempt to fly. In ACM SIGGRAPH 2014 Emerging Technologies (p. 3). ACM. Google ScholarDigital Library
- RideOn http://www.rideonvision.com Last accessed 21 July 2015Google Scholar
- Virtual Reality Skiing with Stompz and SnowDrift https://www.youtube.com/watch?v=b26n7Opy9SQ Last accessed 21 July 2015Google Scholar
Index Terms
- Skiing in a blended virtuality: an in-the-wild experiment
Recommendations
Don’t make me sick: investigating the incidence of cybersickness in commercial virtual reality headsets
AbstractThe resurgence of interest in the use of virtual reality (VR) technology for research and entertainment purposes has led to an increase in concerns about human factor issues inherent in VR technology. One issue that has received a great deal of ...
Thinning trainer based on forest-growth model, virtual reality and computer-aided virtual environment
Immersive virtual reality is applied in many human activities. This virtual reality can be used as a training tool for thinning operations in forests. The aim of this study is to describe the complex solution of Thinning Trainer, that we developed. This ...
Real virtuality: a step change from virtual reality
SCCG '09: Proceedings of the 25th Spring Conference on Computer GraphicsHumans perceive the world with all five senses: visuals, audio, smell, touch and taste. Crossmodal effects, i.e. the interaction of the senses, can have a major influence on how environments are being perceived, even to the extent that large amounts of ...
Comments