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dc.contributor.authorHwa, Jen Yap
dc.contributor.authorTan, Cee Hau
dc.contributor.authorZahari, Taha
dc.contributor.authorChang, Siow Wee
dc.contributor.authorWan, Wei Lim
dc.contributor.authorSivadas, Chanda Sekaran
dc.date.accessioned2018-10-06T13:21:13Z
dc.date.available2018-10-06T13:21:13Z
dc.date.issued2018
dc.identifier.citationMovement, Health & Exercise (MoHE), vol.7(2), 2018, pages 39-52en_US
dc.identifier.issn2231-9409 (Print)
dc.identifier.issn2600-9404 (Online)
dc.identifier.urihttp://dspace.unimap.edu.my:80/xmlui/handle/123456789/55903
dc.descriptionLink to publisher's homepage at http://www.mohejournal.com/index.php/moheen_US
dc.description.abstractVirtual Reality (VR) is a technology that makes use of computer graphics, algorithms and special hardware to simulate the real world in real time. There are four main elements required to make a VR system a success, namely virtual world, immersion, sensory feedback and interactivity. The virtual world created must be as real as possible. Users should have a sense of immersion in the virtual world. Position tracking is usually incorporated into a VR system for visual, sound and force feedback on the users and the virtual objects in the VR world must be interact-able with the users. VR has proven to be effective in training and widely used in many areas, for example medical surgery, dental treatment, psychology treatment for phobia, engineering design, maintenance and repair, sports and many more. By implementing VR technology in training, users are able to reduce the training cost and time. VR training is also safer for users, as harsh environments can be simulated despite the environment and/or human factors. On the other hand, the physical facilities and infrastructures of the track cycling are very costly. In track cycling, the game field, known as a velodrome, requires a large space of area. It requires a huge budget and professional manpower to maintain these facilities. Therefore, the proposed spatial immersive track cycling simulator is invented to overcome these issues. The aim of this study is to simulate the velodrome track cycling in VR environment and synchronize with a 6 degree-of-freedom motion platform. The simulator is aimed to be low cost and minimal space requirement compared to actual velodrome. A trainee who undergoes VR track cycling simulator training wears a head-mounted-display (HMD) to visualize the VR environment. An actual bike will be mounted on the 6-DOF motion platform, which the platform will synchronize with the VR environment to simulate the track condition for the training purposes. An encoder is placed at the bicycle wheel to feedback the moving speed and synchronize the visualize feedback to the HMD.en_US
dc.language.isoenen_US
dc.publisherKementerian Pendidikan Tinggi (KPT), Malaysiaen_US
dc.subjectVirtual Realityen_US
dc.subjectTrack Cyclingen_US
dc.subjectSimulationen_US
dc.subject6-DOF Platformen_US
dc.subjectTrainingen_US
dc.titleDesign and Development of a Spatial Immersive Track Cycling Simulatoren_US
dc.typeArticleen_US
dc.contributor.urlhjyap737@um.edu.myen_US


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