Proceedings of the Third Symposium on Virtual Reality Modeling Language 1998
DOI: 10.1145/271897.274372
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The peloton bicycling simulator

Abstract: Peloton is a sports simulator that uses the Virtual Reality Modeling Language (VRML) to create virtual environments for athletic training and competition. In particular, it creates environments suitable for touring or racing along road courses. Users participate in simulations by walking or running on treadmills or by pedaling stationary bicycles. Each user's exercise equipment is attached to a local computer, and these computers are connected to simulation servers by the World Wide Web. Users may exercise alo… Show more

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Cited by 36 publications
(7 citation statements)
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“…Although a few sport simulators incorporating augmented or virtual reality have been developed, such as for rowing (Frisoli et al, 2008;Ruffaldi, Gonzales, et al, 2009;von Zitzewitz et al, 2008), canoeing (Tang, Carignan, & Olsson, 2006), bicycling (Carraro, Cortes, Edmark, & Ensor, 1998;Mestre, Maïano, Dagonneau, & Mercier, 2011), bobsledding (Kelly & Hubbard, 2000), archery (Göbel, Geiger, Heinze, & Marinos, 2010), gymnastics (Multon, Hoyet, Komura, & Kulpa, 2007), and dancing (Drobny & Borchers, 2010;Drobny, Weiss, & Borchers, 2009;Nakamura, Tabata, Ueda, Kiyofuji, & Kuno, 2005), these simulators have not been used to examine the effectiveness of augmented feedback for motor learning or to evaluate different visual feedback designs. The design of a visual feedback may have a significant impact on the outcome; for example, reduced visibility fostered learning more than did fully visible feedback (Robin et al, 2005).…”
Section: Visual Feedback In Complex Tasksmentioning
confidence: 99%
“…Although a few sport simulators incorporating augmented or virtual reality have been developed, such as for rowing (Frisoli et al, 2008;Ruffaldi, Gonzales, et al, 2009;von Zitzewitz et al, 2008), canoeing (Tang, Carignan, & Olsson, 2006), bicycling (Carraro, Cortes, Edmark, & Ensor, 1998;Mestre, Maïano, Dagonneau, & Mercier, 2011), bobsledding (Kelly & Hubbard, 2000), archery (Göbel, Geiger, Heinze, & Marinos, 2010), gymnastics (Multon, Hoyet, Komura, & Kulpa, 2007), and dancing (Drobny & Borchers, 2010;Drobny, Weiss, & Borchers, 2009;Nakamura, Tabata, Ueda, Kiyofuji, & Kuno, 2005), these simulators have not been used to examine the effectiveness of augmented feedback for motor learning or to evaluate different visual feedback designs. The design of a visual feedback may have a significant impact on the outcome; for example, reduced visibility fostered learning more than did fully visible feedback (Robin et al, 2005).…”
Section: Visual Feedback In Complex Tasksmentioning
confidence: 99%
“…But the use of exercise equipment to interact with video games is not a new idea. The Atari Puffler project from 1982 connected an exercise bike to a game console [2], followed by more recent proposals sharing the same idea [4,19]. Other typical applications are those related to dance, for example the game "Dance Dance Revolution" or the open source clone "StepMania", used with the help of a computer peripheral called "dance pad", and extensely used for physical therapy to treat both obesity in children and for general exercise [17].…”
Section: Computer Games and Exercisementioning
confidence: 99%
“…It is a locomotion interface comparable to Sarcos Treadport [Hollerbach et al 2000], Trike [Allison et al 2000] and Peloton Bicycling Simulator [Carraro et al 1998]. The swimmer is suspended in a real swimming apparatus but navigates in a virtual Pacific Ocean environment.…”
Section: The Technologymentioning
confidence: 99%