US20260084037A1
2026-03-26
18/897,296
2024-09-26
Smart Summary: A new virtual reality bicycle simulator offers a realistic biking experience. It uses regular bicycles placed on stationary trainers to create an immersive environment. Users can pedal and steer as they would on a real bike, thanks to special VR controllers attached to the bicycle. These controllers track the movements of the bike and send the data to a computer. The computer then translates this information into actions within the virtual world, making the experience feel lifelike. 🚀 TL;DR
The present invention describes a full-scale, immersive virtual reality (VR) bicycle simulator designed to provide users with a highly realistic biking experience. Leveraging standard bicycles mounted on stationary trainers, the simulator integrates advanced VR technologies to create a dynamic and interactive environment for biking within a VR world. According to the invention, there is provided a full-scale virtual reality (VR) cycling simulation system, including a stationary bicycle mounted on a training stand; one or more VR controllers attached to the bicycle; with the VR controllers configured to track at least steering and pedalling movements of the bicycle; and a processing unit configured to receive the orientation and rotation data from the one or more VR controllers and translate this data into corresponding movements within a VR environment.
Get notified when new applications in this technology area are published.
A63B71/0622 » CPC main
Games or sports accessories not covered in groups -; Indicating or scoring devices for games or players, or for other sports activities; Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills Visual, audio or audio-visual systems for entertaining, instructing or motivating the user
A63B24/0062 » CPC further
Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances Monitoring athletic performances, e.g. for determining the work of a user on an exercise apparatus, the completed jogging or cycling distance
A63B69/16 » CPC further
Training appliances or apparatus for special sports for cycling, i.e. arrangements on or for real bicycles
A63B2069/164 » CPC further
Training appliances or apparatus for special sports for cycling, i.e. arrangements on or for real bicycles supports for the rear of the bicycle, e.g. for the rear forks
A63B2071/0638 » CPC further
Games or sports accessories not covered in groups -; Indicating or scoring devices for games or players, or for other sports activities; Displays, user interfaces and indicating devices, specially adapted for sport equipment, e.g. display mounted on treadmills; Visual, audio or audio-visual systems for entertaining, instructing or motivating the user Displaying moving images of recorded environment, e.g. virtual environment
A63B2220/803 » CPC further
Measuring of physical parameters relating to sporting activity; Special sensors, transducers or devices therefor Motion sensors
A63B2220/833 » CPC further
Measuring of physical parameters relating to sporting activity; Special sensors, transducers or devices therefor characterised by the position of the sensor Sensors arranged on the exercise apparatus or sports implement
A63B71/06 IPC
Games or sports accessories not covered in groups - Indicating or scoring devices for games or players, or for other sports activities
A63B24/00 IPC
Electric or electronic controls for exercising apparatus of preceding groups; Controlling or monitoring of exercises, sportive games, training or athletic performances
The present invention relates to a high-fidelity virtual reality (VR) full-scale bike simulation, and particularly, to a high-fidelity virtual reality (VR) full-scale bike simulation including low latency control response and minimal disparity between real-life user actions and in-simulation effect.
The background description includes information that may be useful in understanding the present invention. It is not an admission that any of the information provided herein is prior art or relevant to the presently claimed invention, or that any publication specifically or implicitly referenced is prior art.
While the field of virtual reality (VR) has advanced significantly, existing VR cycling technologies often fall short in several key areas, such as following:
KR101258250B1 relates to a sensory bicycle exercise system, comprising: a bicycle having a frame with a handle and a saddle mounted thereon and configured to rotate a rotating body by the rotation of pedals so as to enable exercise indoors; a vibration applying unit configured to apply vibration to a rider of the bicycle; a rotational load applying unit configured to control and apply a rotational load to the rotating body; a motion interfacing processing terminal configured to transmit motion operation information including rotation information of the rotating body and steering information of the handle, and to control the vibration applying unit and the rotational load applying unit; and a server configured to provide image information corresponding to the bicycle and the rider by mapping the running course of an exercise game corresponding to the user motion operation information provided from the motion interfacing processing terminal and to proceed with a game program; the motion interfacing processing terminal further configured to recognize whether an authentication identification card for identifying a user is mounted, and to transmit the recognized identification information to the server; and when the server determines that the identification information transmitted from the interfacing processing terminal is a registered member, it proceeds with the execution of the game program, and collects and stores the user's exercise amount information in a memory device. According to this sensory bicycle exercise system, exercise information for each user can be provided in a viewable manner, and it can be linked to a game provided through video, providing a sense of realism as if the user is riding in an actual situation, thereby providing the advantage of increasing interest in exercise.
WO2019142949A1 relates to an interactive virtual reality bicycle riding system and a simulation method therefor and, more specifically, to an interactive virtual reality bicycle riding system and a simulation method therefor, which can provide a virtual reality as if a rider of a bicycle is cycling on an actual road according to the operation of the rider, although the rider is cycling indoors.
A paper titled “Two Wheelistic: Development of a High-Fidelity Virtual Reality Cycling Simulator for Transportation Safety Research” presents the development of an immersive, high-fidelity virtual reality (VR) cycling simulator, where one can ride a stationary bicycle in a simulated virtual environment and interact with other road users (e.g., drivers). Inspired by driving simulators, a VR cycling simulator has potential to become a valuable tool for conducting traffic safety research involving bicyclists. The hardware and software development and integration were described in detail as a reference for others that may want to build similar systems. The VR simulation includes a representation of a real-world urban environment with a road network, and utilizes a VR headset coupled with an appropriate stationary bike system setup.
KR20210053371A describes a bicycle riding simulation device that provides a riding course provided as an image to a user while using a bicycle mounted and driven on a bicycle riding assistance device according to an embodiment of the present invention comprises: a member information receiving unit for receiving member information including personal information of a member and bicycle riding information from a provider terminal used by the member who subscribes to an application in which the simulation device is implemented; a start signal receiving unit for receiving a start signal for starting riding course shooting through the member's bicycle riding from the provider terminal; a speed measuring unit for measuring the speed of the member's bicycle riding in connection with a GPS module of the provider terminal while the riding course shooting is in progress; an end signal receiving unit for receiving an end signal indicating that the riding course shooting is finished from the provider terminal; and a course image generating unit for generating a course image by processing image data of the riding course shooting taken during the riding time from the time when the start signal is received and the time when the end signal is received.
US20140274564A1 provides systems, devices and methods for an exercise gaming platform particularly suited for multiple users. The exercise gaming platform has a variable resistance exercise device operatively coupled to a virtual reality environment rendered by a computer such that user exercise motion on the variable resistance exercise device translates to movement of an avatar representing the user in the virtual reality environment and wherein the virtual reality environment has collision objects capable of a collision with the avatar representing the user in the virtual environment, and wherein the collision of a collision object with the avatar representing the user in the virtual environment causes the resistance level of the user's variable resistance exercise device to change. Also disclosed are methods for providing power to virtual machines and methods for procedurally generating virtual terrain changes in response to changes of resistance on a variable resistance exercise device.
CN106310628A discloses a simulation athletics bicycle and an application method and relates to the technical field of bicycle athletics. The front ends of handles of a bicycle body are provided with picture display screens, the two handles of the bicycle body are provided with rotating racing track steering devices, control systems are disposed below the picture display screens, a speed control device is arranged at the position of a chain wheel of the bicycle body and connected with a mode adjusting device on the side edge of a rear wheel of the bicycle body. The method for riding the simulation athletics bicycle is simple, the operation cost is low, the risk is low, and injury of workers is reduced; the riding is not subjected to limitation of time and climate; a mode of combining virtual reality and a VR technology is adopted; users'participation sense is enhanced; a large site and that many security workers are not needed; and all people liking bicycling can have an opportunity to participate in a competition around France.
EP0302921B1 describes a sports simulator. The concept of a generation of sports simulators of a competitive nature, provided by a computer and screen which deliver a picture, seen from the perspective of a competitor, of a simulated natural environment with bends, upward and downward slopes and an opponent seen from the rear, or, in a rear view mirror, from the front, as well as a competitor in the foreground, seen from the rear, whose movements are synchronized with those of the user, allowing said user to identify with him. Whilst the training apparatus, monitor images and, to some extent, the software programs of the individual sports vary from each other, the same hardware circuit may be used for the simulation of all the sports. The sports in question all involve passage over distance by means of muscular energy expended by the user, such as cycling, rowing, canoeing, cross-country skiing, swimming, running, climbing stairs and rock climbing. The surroundings represented in the pictures are suited to the sport which they accompany. There is a selection of modes of operation, some of them new, as well as feedback on the user's performance. Some of the training and exercise apparatus is known, some is new. Application to medicine, physiotherapy, physical training and maintenance of fitness.
A paper titled “Bicycle Simulators” describes Bicycle simulators (BS) are being used for a wide variety of applications. Their use can be found in the fields of rehabilitation, sports, traffic safety research, and in the study of bicycle dynamics. Each of these fields has different design requirements for the simulators and their associated virtual environments. This paper provides an overview of the different designs of BS and the use of these systems in their respective fields. Additional attention is given to the use of BS in the field of traffic safety research, where BS are being used to examine how people experience different infrastructure layouts or how people react to specific traffic situations. Several literature gaps are discussed, as well as some limitations of current designs. This paper argues that more attention should be given to the behavioural validity of BS, since behavioural responses are the primary outcome measure in most studies, and reports on this subject are scarce. Furthermore, an improvement to current designs is proposed by including a balance component to the control of the BS, as it is necessary for the control of a regular bicycle but lacking in current BS systems.
A paper titled “The Effect of Visuomotor Latency on Steering Behavior in Virtual Reality” suggests visual feedback latency in virtual reality systems is inherent due to the computing time it takes to simulate the effects of user actions. Depending upon the nature of interaction and amount of latency, the impact of this latency could range from a minor degradation to a major disruption of performance. The goal of this study was to examine how visuomotor latency impacts users'performance in a continuous steering task and how users adapt to this latency with experience. The task involved steering a bike along an illuminated path in a dark environment viewed in an HTC Vive head-mounted virtual reality display. The paper examined how users adapt to visuomotor latency in two different conditions: 1) when the user controlled the steering while the bike moved forward at a constant speed, and 2) when the user controlled the steering and the speed of the bike through pedaling and braking. We found that users in both conditions started with a large steering error at the beginning of exposure to visuomotor latency but then quickly adapted to the delay. We also found that when users could control their speed, they adjusted their speed based on the complexity of the path (i.e., proximity to turns) and they gradually increased their speed as they adapted to latency and gained better control over their movement. The current work supports the idea that users can adapt to visual feedback delay in virtual reality regardless of whether they control the pace of movement. The results inform the design of virtual reality simulators and teleoperation systems and give insight into perceptual-motor adaptation in the presence of latency.
A paper titled “E-bike Simulator” describes when developing a User Interface (UI), testing the design in a designated area of use is of the utmost importance. However, testing a UI for a bike in a traffic environment can be both difficult and risky. This thesis aims to solve this problem by developing a VR application in which UIs can be compared and evaluated in a controlled environment. This was completed by following the principals of a user centered design, resulting in a VR simulator of a bike ride in a city environment. Users could hop on a stationed bike while using both controllers to steer and accelerate to ride around in the city. Motion sickness was reported to be an issue that needed solving. It proved to be an obstacle that hindered some users even after proposed solutions were applied.
A paper titled “A Virtual Reality Electric Cargo Bicycle Simulator for Experiencing Realistic Traffic Scenarios” provides the transformation towards sustainable urban traffic strongly includes bicycle traffic. Besides conventional bicycles, (electric) cargo bicycles are discovered to have a great potential both for private and commercial usage in transportation. Despite many similarities to conventional bicycles, cargo bicycles differ especially in weight, size, and load configuration. Driving simulators for many road user groups such as cars and even conventional bicycles are intensively applied in urban planning and transportation research. Cargo bicycle riders are often omitted as traffic participants in these considerations. In this paper, the authors describe the setup of an electric cargo bicycle simulator with all hard-and software components used, and additionally, give insights into first results.
As is known, the virtual reality market has seen significant growth, driven by advancements in VR hardware and software that offer increasingly immersive experiences. Despite this growth, the market for VR fitness and training tools remains underexploited, presenting a unique opportunity for innovative solutions like the virtual reality (VR) bicycle simulator, of the kind described in the present invention.
By addressing the abovementioned limitations and shortcomings prevalent in state-of-the-art, the virtual reality (VR) cycling simulator as proposed in the present invention offers a more realistic, cost-effective, and user-friendly alternative. It utilizes standard bicycles and leverages existing VR controller technologies to provide accurate tracking and responsiveness, thus enhancing the overall fidelity and immersion of the cycling experience.
Some of the objects of the present disclosure, which at least one embodiment herein satisfies are as listed herein below.
This summary is provided to introduce a selection of concepts in a simplified form to be further described below in the Detailed Description. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter.
The present disclosure seeks to provide a virtual reality (VR) cycling simulation system. An aim of the present disclosure is to provide a solution that overcomes at least partially the problems encountered in prior art.
It is a primary object of the present invention to achieve high-fidelity virtual reality (VR) full-scale bike simulation that includes low latency control response and minimal disparity between real-life user actions and in-simulation effect.
It is another object of the present invention to be able to maintain low latency and extreme controllability of the virtual reality (VR) simulation as said parameters are much more important with VR than traditional games, for any discrepancy can cause nausea and much worse experience compared to other gaming surfaces.
It is another object of the present invention to develop a cost-effective and easy-to-scale virtual reality (VR) bike control system.
It is another object of the present invention to utilize readily available consumer bicycles and stationary trainers, significantly reducing the overall manufacturing and other costs and increasing accessibility thereof.
It is another object of the present invention to offer and enhance user customization in the virtual reality (VR) simulation by utilizing the standard bicycles, thereby enhancing comfort and user preference.
It is another object of the present invention to utilize readily available virtual reality (VR) controllers included with VR headsets, thereby making use of VR controllers directional accuracy for handle tracking in VR cycling simulations and inherent capability in meeting low-latency standards crucial for a seamless VR experience.
It is another object of the present invention to achieve full in-simulation control of both speed and steering, accurately replicating the experience of cycling in a virtual environment by leveraging virtual reality (VR) controller functionalities.
It is another object of the present invention to offer an effective, simplified, and cost-conscious alternative for achieving high-fidelity handle and speed tracking in virtual reality (VR) cycling simulations, by employing the VR controllers and leveraging the inherent capabilities thereof.
It is another object of the present invention to design the proposed system for virtual reality (VR) applications, targeting both home and commercial use, offering an accessible and cost-effective solution for VR cycling.
It is another object of the virtual reality (VR) cycling simulation system as proposed in the present invention to serve a dual purpose of enhancing the entertainment value of VR gaming and providing a tool for serious fitness improvement in a controlled, yet engaging, virtual setting.
The present invention departs from approaches adopted in state-of-the-art for full-scale simulation that rely on expensive, specialized, custom-built simulation bikes. Instead, it utilizes readily available consumer bicycles and stationary trainers, significantly reducing the overall cost and increasing accessibility. It also avoids the major problem of manufacturing these custom bikes.
By utilizing standard bicycles, the present invention benefits from the vast ecosystem of existing bike parts and accessories. Users can customize their VR cycling experience with preferred handlebars, seats, and other components, enhancing comfort and user preference.
Furthermore, publicly available solutions in the art that can fully simulate a bike (using speed and steering) are only available for dedicated simulator hardware. It is not available for home-based stationary bikes/standard bicycles with training stands.
The only available existing solutions that work on home-based stationary bikes only track speed and not steering. These are generally based on sensors from the manufacturer of the stationary cycle or a consumer speed/cadence sensor, both of which are connected wirelessly through Bluetooth. They only track speed, not the steering and do not meet the latency requirement for high-fidelity control of bikes.
The present invention aims to utilize readily available virtual reality (VR) controllers instead of relying on external sensors that require additional purchase and Bluetooth connectivity. Since VR controllers are often included with VR headsets, this approach significantly reduces the overall cost for users. Additionally, VR controllers inherently meet the low-latency standards crucial for a seamless VR experience. Furthermore, by leveraging both VR controller functionalities, the system forming subject of the present invention is able to achieve full in-simulation control of both speed and steering, accurately replicating the experience of cycling in a virtual environment.
Additionally, achieving high-fidelity handle tracking in VR cycling simulations is crucial, as even minor discrepancies can significantly degrade the user experience. The present invention achieves this by adopting and making an innovative use of readily available consumer VR controllers as an efficient solution. The ingenuity of such an adoption lies in recognizing the potential of VR controller directional accuracy for handle tracking in VR cycling simulations. This departs from the conventional reliance on specialized hardware and leverages the inherent capabilities of VR controllers, which are often included with VR headsets. This not only reduces costs but also eliminates the need for additional sensor integration, simplifying the overall system design. The present invention, thus, demonstrates that VR controllers can provide an effective and cost-conscious alternative for achieving high-fidelity handle and speed tracking in VR cycling simulations.
Furthermore, it is imperative to note while the core concept of VR cycling simulation may exist, achieving high-fidelity experience hinges on accurate motion capture from the controllers, processing these captured signals, and reconstructing the bike motion in simulation while maintaining low latency. The present invention demonstrates an inventive approach through its novel algorithm, signal processing techniques, and reconstruction methods specifically designed to optimize virtual reality (VR) cycling simulations using consumer VR controllers and standard bicycles.
In one aspect, an embodiment of the present invention provides a full-scale virtual reality (VR) cycling simulation system, including:
In an embodiment, the bicycle is a home-based standard bicycle aiding in user customization.
In an embodiment, one of the VR controllers is mounted on a handlebar of the bicycle to track the steering movements; and the VR controller being calibrated to define an initial baseline position corresponding to the handlebar being in a straight alignment.
In an embodiment, the VR controller is mounted centrally on the handlebar of the bicycle.
In another embodiment, a mechanism is employed for attaching a device with one of the VR controllers to the bicycle's tyre to measure rotation; and a software module configured to convert the measured rotation into speed data within the VR simulation.
In an embodiment, the one or more VR controllers are standard VR controllers included with VR headsets, thereby enabling achieve full in-simulation low-latency tracking of both speed and steering, resulting in accurately replicating the experience of cycling in the virtual environment.
In an embodiment, the one or more VR controllers are Oculus controllers.
In an embodiment, a friction-reducing element is positioned between front tyre of the bicycle and the floor to minimize friction during rotational movements of the steering.
In another aspect, an embodiment of the present invention provides a method for simulating bicycle riding in a virtual reality (VR) environment, comprising the steps:
In an embodiment, a speed translation mechanism is employed to step-down the rotational speed of the bicycle tyre.
In an embodiment, a speed replay mechanism is employed to convert the translated rotational speed of the bicycle tyre into mechanical movements of the VR controller.
In an embodiment, a moving average technique is employed to smooth out fluctuations in the pedalling speed data before it is used to control the virtual environment, thereby reducing discrepancies and maintaining high responsiveness.
In yet another aspect, an embodiment of the present invention provides a method for capturing and translating bicycle steering movements into a virtual reality (VR) environment, comprising the steps:
In an embodiment, the processing includes filtering noise from the tracked orientation changes to enhance accuracy of the simulated steering.
In a further aspect, an embodiment of the present invention provides a software algorithm implemented within the full-scale virtual reality (VR) cycling simulation system; and configured to minimize latency and synchronize real-world bicycle movements with virtual responses in the VR simulation.
Additional aspects, advantages, features and objects of the present disclosure would be made apparent from the drawings and the detailed description of the illustrative embodiments construed in conjunction with the appended claims that follow.
It will be appreciated that features of the present disclosure are susceptible to being combined in various combinations without departing from the scope of the present disclosure as defined by the appended claims.
The accompanying drawings are included to provide a further understanding of the present disclosure, and are incorporated in and constitute a part of this specification. The drawings illustrate exemplary embodiments of the present disclosure and, together with the description, serve to explain the principles of the present disclosure.
In the figures, similar components and/or features may have the same reference label. Further, various components of the same type may be distinguished by following the reference label with a second label that distinguishes among the similar components. If only the first reference label is used in the specification, the description is applicable to any one of the similar components having the same first reference label irrespective of the second reference label.
The diagrams are for illustration only, which thus is not a limitation of the present disclosure, and wherein:
FIG. 1 is a perspective view of a bicycle and virtual controller's setup, in accordance with an embodiment of the present invention.
FIG. 2 is a schematic perspective view of a speed relay mechanism, in accordance with an embodiment of the present invention.
FIG. 3 is a perspective view of a steering capture mechanism, in accordance with an embodiment of the present invention.
FIG. 4 is a block diagram illustrating a software reconstruction of the bicycle in a virtual environment, in accordance with an embodiment of the present invention.
In the accompanying drawings, an underlined number is employed to represent an item over which the underlined number is positioned or an item to which the underlined number is adjacent. A non-underlined number relates to an item identified by a line linking the non-underlined number to the item. When a number is non-underlined and accompanied by an associated arrow, the non-underlined number is used to identify a general item at which the arrow is pointing.
The accompanying drawings are included to provide a further understanding of the present disclosure, and are incorporated in and constitute a part of this specification. The drawings illustrate exemplary embodiments of the present disclosure and, together with the description, serve to explain the principles of the present disclosure.
In the figures, similar components and/or features may have the same reference label. Further, various components of the same type may be distinguished by following the reference label with a second label that distinguishes among the similar components. If only the first reference label is used in the specification, the description is applicable to any one of the similar components having the same first reference label irrespective of the second reference label.
Embodiments of the present invention include various steps, which will be described below. The steps may be performed by hardware components or may be embodied in machine-executable instructions, which may be used to cause a general-purpose or special-purpose processor programmed with the instructions to perform the steps. Alternatively, steps may be performed by a combination of hardware, software, and firmware and/or by human operators.
Embodiments of the present invention may be provided as a computer program product, which may include a machine-readable storage medium tangibly embodying thereon instructions, which may be used to program a computer (or other electronic devices) to perform a process. The machine-readable medium may include, but is not limited to, fixed (hard) drives, magnetic tape, floppy diskettes, optical disks, compact disc read-only memories (CD-ROMs), and magneto-optical disks, semiconductor memories, such as ROMs, PROMs, random access memories (RAMs), programmable read-only memories (PROMs), erasable PROMs (EPROMs), electrically erasable PROMs (EEPROMs), flash memory, magnetic or optical cards, or other type of media/machine-readable medium suitable for storing electronic instructions (e.g., computer programming code, such as software or firmware).
Various methods described herein may be practiced by combining one or more machine-readable storage media containing the code according to the present invention with appropriate standard computer hardware to execute the code contained therein. An apparatus for practicing various embodiments of the present invention may involve one or more computers (or one or more processors within a single computer) and storage systems containing or having network access to computer program(s) coded in accordance with various methods described herein, and the method steps of the invention could be accomplished by modules, routines, subroutines, or subparts of a computer program product.
Exemplary embodiments will now be described more fully hereinafter with reference to the accompanying drawings, in which exemplary embodiments are shown. These exemplary embodiments are provided only for illustrative purposes and so that this disclosure will be thorough and complete and will fully convey the scope of the invention to those of ordinary skill in the art. The invention disclosed may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein. Various modifications will be readily apparent to persons skilled in the art.
The general principles defined herein may be applied to other embodiments and applications without departing from the spirit and scope of the invention. Moreover, all statements herein reciting embodiments of the invention, as well as specific examples thereof, are intended to encompass both structural and functional equivalents thereof. Additionally, it is intended that such equivalents include both currently known equivalents as well as equivalents developed in the future (i.e., any elements developed that perform the same function, regardless of structure). Also, the terminology and phraseology used is for the purpose of describing exemplary embodiments and should not be considered limiting. Thus, the present invention is to be accorded the widest scope encompassing numerous alternatives, modifications and equivalents consistent with the principles and features disclosed. For purpose of clarity, details relating to technical material that is known in the technical fields related to the invention have not been described in detail so as not to unnecessarily obscure the present invention.
The present invention pertains to a full-scale, immersive virtual reality (VR) bicycle simulator designed to provide users with a highly realistic biking experience. Leveraging standard bicycles mounted on stationary trainers, the simulator integrates advanced VR technologies to create a dynamic and interactive environment for biking within a VR World.
The virtual reality (VR) bicycle simulator as proposed herein and forming subject of the present invention distinguishes itself from the conventional VR and cycling products by employing actual bicycles and VR controllers to simulate real-world cycling dynamics within a virtual environment. Users can engage in a cycling experience that not only visually mimics real-life scenarios but also physically replicates the act of biking through precise tracking of bike speed and steering movements.
The system is primarily designed for VR applications, targeting both home and commercial use, offering an accessible and cost-effective solution for VR cycling. It serves a dual purpose of enhancing the entertainment value of VR gaming and providing a tool for serious fitness improvement in a controlled, yet engaging, virtual setting.
The present invention resides within the intersection of virtual reality technology, fitness equipment design, and interactive simulation systems. Specifically, it relates to the development of immersive virtual reality applications that utilize physical activity as a core component of the user experience.
The present invention harnesses advancements in these areas to create a virtual reality (VR) bike simulator that not only simulates the physical act of cycling but does so with a level of realism and responsiveness that closely mirrors actual biking. This involves intricate systems for tracking motion, interpreting user inputs, and rendering virtual environments in real time.
The diagrams are for illustration only, which thus is not a limitation of the present disclosure, and wherein:
Referring FIG. 1, there is depicted a bicycle and virtual reality (VR) controllers setup, in accordance with an embodiment of the present invention. The virtual reality (VR) bicycle simulator is designed to mimic real-life cycling as closely as possible. Users mount a standard physical bicycle that is secured on a stationary stand. This setup encourages the rider to engage with the bicycle just as they would on an outdoor ride, from pedalling to steering, thereby ensuring an intuitive and natural experience. There are two essential hardware components of the proposed system, namely, a speed relay mechanism and a steering relay mechanism, as described hereinbelow.
As is shown in FIG. 1, attached to the bicycle's rear tire is a designed speed relay mechanism, in accordance with an embodiment of the present invention. This mechanism consists of 4 primary components, such as, Speed Capture Mechanism, Speed Translation Mechanism, Speed Replay Mechanism and Software Processing of Speed Input Signal.
The Speed Capture Mechanism is a crucial component designed to accurately measure the speed of bicycle tires. This part can be likened to traditional components found in mechanical odometers. One method involves incorporating a device similar to those used in older wired odometers, where a part is placed in conjunction with the axle. As the axle rotates, this device captures the rotation directly.
However, as a way of continued innovation in contemplating the design and operation of the proposed system forming subject of the present invention, the speed capture mechanism includes a specially designed device that clips onto the bicycle and makes contact with the tire, in accordance with an exemplary embodiment of the present subject matter. This device leverages the friction between itself and the moving tire to track rotation. As the tire spins, the device rotates in tandem, effectively capturing the tire's speed through direct physical interaction. This method not only ensures accuracy but also allows for versatility in how the mechanism can be attached and used with different bicycles as well as allows for quick attach and release, thereby resulting in convenient and easy-to-use operability.
According to an embodiment of the present subject matter, the Speed Translation Mechanism serves two vital functions within the Speed Relay Mechanism. Firstly, it addresses safety concerns for virtual reality (VR) controller. Given the multitude of mechanical activities and components involved in the bicycle's operation, directly mounting the controller on the bicycle near these moving parts exposes it to potential damage. To mitigate this risk, the translation mechanism effectively relocates the controller away from the bicycle. This separation is achieved using components like an odometer wire, which allows the controller to operate safely without direct exposure to the bicycle's mechanical movements, as shown in FIG. 2.
Secondly, the speed translation mechanism manages the speed data by stepping down the rotation rate of the bicycle tire. The rotations captured from the bicycle's tyre or axle can be exceedingly rapid, that it can be dangerous for the VR controller. To accommodate this, the translation mechanism includes a step-down process, adjusting the high-speed rotations to a more manageable level. Additionally stepping-down is a process that is required even for higher-quality input signals. Further, this step already helps reduce some of the noise that can come out of the inertia of the VR controller in the Speed Replay Mechanism, as discussed in the next section. Accordingly, this process is important for both the safety of the VR controller and ensuring that the data fed into the virtual reality (VR) system is of high quality.
In accordance with an embodiment of the present subject matter, the Speed Replay Mechanism is integral to the seamless operation of the VR bicycle simulator. It is designed to take the translated inputs from the Speed Translation Mechanism and convert them into mechanical movements of the Oculus controller or any other kind of controller as can be envisaged by a person skilled in the art, which is continuously tracked by the Oculus headset. In an exemplary embodiment, the rotations of the Oculus controller are used as the primary movement that is tracked by the software, however, any other types of movements as can be envisioned by a person skilled in the art and falling within the scope of the present invention, can be used and tracked for the purposes of the conversion illustrated above.
This mechanism ensures that the movements of the Oculus controller are synchronized with the actions of the bicycle. As the translated movement input arrives, the Speed Replay Mechanism physically rotates the controller in real-time to mirror the speed dynamics of the actual bicycle, as represented in FIG. 2. This accurate synchronized movement helps replication of almost instantaneous speed and ensures that the virtual experience is as true to life as possible.
It is important to note in the current embodiment, the Speed Relay Mechanism employs purely mechanical components and mechanical linkages to achieve precise synchronization. Opting of the mechanical components in an exemplary embodiment is strategically aimed at minimizing latency and reducing noise that could be introduced by electronic processing of said components. This design choice ensures that the virtual reality (VR) experience is not only exceptionally responsive in terms of latency but also remarkably accurate in replicating the user's raw signal actions, thereby enhancing the real-time synchronization quality of speed input and consequently improving the control within the simulation. Furthermore, the resultant cost and ease of manufacturing of the components are also significant reasons for opting mechanical components, for the purposes of present illustration of an embodiment of the present invention. However, an electronic alternative for these components can be easily designed and accommodated in the present mechanism, within the scope of the present invention.
Further, while using mechanical components introduces some noise, notably from the inertia of the controller as it is mechanically moved, various strategies are employed to mitigate this mechanical noise. One key method involves appropriately stepping down the rotational motion. This step-down is carefully balanced to minimize erratic movements caused by inertia of the controller that is being moved, while still maintaining enough resolution to allow the software to detect and process the signal with high quality. In an exemplary embodiment, this stepping factor is manually calibrated and fixed for the prototype, however use of variable and tunable stepping factors is also within the scope of the present invention. These parameters can be calculated via software, allowing users to configure the hardware to suit their specific needs and preferences.
According to a further embodiment of the present subject matter, the Speed Replay Mechanism employs strategic measures to further mitigate noise, particularly from gravitational forces. By ensuring that the rotation of the controller is balanced around its center of mass and aligned along the y-axis (the upward axis), the system significantly minimizes the impact of gravity. This alignment is crucial because rotation along the y-axis is inherently unaffected by gravitational forces, regardless of any slight imperfections in the center of mass calibration. This carefully thought innovative configuration not only stabilizes the controller's movement but also enhances precision of the speed replication by reducing noise introduced by external forces.
The current mechanical real-time replication of movements contributes to a virtual reality (VR) experience where the only delays are those inherent to the VR controller and software processing, and not the hardware setup. This innovative and meticulously thought of design approach guarantees that the cycling simulation is as realistic and interactive as possible, thereby making the virtual reality (VR) experience highly engaging and true to life.
According to an embodiment of the present subject matter, the software processing stage is essential for refining the input signals from the Speed Relay Mechanism, particularly focusing on noise cancellation and accurate signal interpretation.
The following are some of the key steps involved in the process:
Noise Cancellation from Projection
Identifying the Axis of Rotation: To ensure precise measurement, the system identifies the axis of rotation during operation. This can be pre-configured to align with a specific axis, such as the upward y-axis in Unity or detected as the rotation of the controller starts. By configuring the virtual reality (VR) controller to face upwards, the setup minimizes gravity-related errors and simplifies the detection of rotation around the intended axis. This orientation helps in accurately capturing the intended rotational motion while ignoring unintended jitters or other movements. However, even with these design decisions, there are enough jitters for the signal to be quite noisy due to random jitters.
Projection of Rotation: The software eliminates much of this noise from the jitters as it projects the rotation onto the identified axis, effectively filtering out any extraneous rotational movements. This method focuses on preserving the essential rotational data along the designated axis, thereby enhancing the accuracy of speed translation.
Sliding Window-based Moving Average of Speed: To smooth out fluctuations in the speed data, the system employs a moving average technique at each update. However, the application of this technique needs careful calibration. The frequency and duration of the moving average calculations are critical; if the average is taken over too many frames, it can significantly increase latency and reduce the control responsiveness. The timing of each iteration and the interval at which the controller's position is tracked are meticulously adjusted to balance noise reduction with real-time response needs.
In addition to speed, steering control is critical for an immersive virtual reality (VR) cycling experience. This is achieved by mounting another VR controller centrally on the handlebars of the bicycle, as depicted in FIGS. 1 and 3. While the exact placement on the handlebars can vary and in no way limiting in nature, the central position is ideal for accurately capturing the direction and angle of steering inputs, according to an exemplary embodiment of the present invention. As the user steers the bicycle, the controller detects the orientation changes along the vertical axis, translating these into corresponding movements within the VR environment. This setup allows for precise control and enhances the realism of the cycling simulation by closely mimicking the physical actions of steering.
It is important to note one of the most critical aspects of creating a realistic and immersive virtual reality (VR) cycling experience is accurately capturing the rider's steering movements. The steering capture mechanism designed for the VR bicycle simulator of the present invention is not only innovative but also central to enhancing the user experience by providing precise and responsive control feedback.
Traditionally, high-precision steering tracking in VR applications has required the use of multiple specialized sensors, each contributing to a complex and often costly setup. The present invention streamlines the entire process by utilizing a single, commercially available virtual reality (VR) controller mounted directly onto the bicycle's handlebar's center. While the exact placement on the handlebars can vary, the central position is ideal for accurately capturing the direction and angle of steering inputs, and is a safer option away from the most dangerous parts of the handlebar. This controller is calibrated to set a baseline or ‘zero’ position, which represents the handlebars being in a straight alignment. As the rider steers the bicycle, the controller detects even minute changes in orientation along the y-axis (vertical axis), which corresponds to the turning of the handlebars. This rotation is tracked, and seamlessly integrated into the VR environment, translating physical movements into virtual responses with an impressive degree of accuracy.
Further, the polling frequency of the angle should be as frequent as possible for the steering angle to maintain a good balance of simulation.
As shown in FIG. 4, the movements of the bicycle in virtual environment can be estimated based on the denoised speed and steering signals, as received from the speed relay mechanism and steering relay mechanism respectively, as illustrated above; and the bicycle's position changes relative to the environment can be reconstructed with some trigonometric calculations. Accordingly, the said position changes can then be used to move the world around or move the user around in the simulation to replicate the effect of movement for the user in the virtual environment that moves exactly as the bicycle in real life would.
According to a further embodiment of the present invention, in addition to the core components of the virtual reality (VR) cycling simulator, the system incorporates an innovative friction-reducing element designed to enhance the steering experience, especially when the bicycle is used in a stationary position, as shown in FIG. 1. This element is strategically positioned between the front tyre of the bicycle and the floor. Made from a durable material such as fabric or plastic-like paper, it effectively minimizes the friction that typically occurs during rotational movements of the steering. While this friction-reducing element is optimized for hardwood floors, where it performs best due to hard, smooth surface, it also maintains functionality on carpeted areas. Recognizing the challenges posed by softer, more textured surfaces like carpet, the present invention further includes the option of adding a small, portable hardwood board. Placing this board under the front tyre of the bicycle, in conjunction with the friction-reducing element, provides a consistent and stable base that approximates the optimal conditions of hardwood flooring, thus ensuring smooth steering adjustments across a variety of indoor environments. This adaptability is crucial for users who may not have access to ideal flooring types, allowing them to experience high-fidelity VR cycling without compromise, thereby aiding in easy accessibility and customization to users and/or materials/components of varying kinds.
The following are some of the key advantages offered by the virtual reality (VR) bicycle simulator of the type described hereinabove by addressing several gaps in the current market:
Although the proposed system has been elaborated as above to include all the main modules, it is completely possible that actual implementations may include only a part of the proposed modules or a combination of those or a division of those into sub-modules in various combinations across multiple devices that can be operatively coupled with each other, including in the cloud. Further the modules can be configured in any sequence to achieve objectives elaborated. Also, it can be appreciated that proposed system can be configured in a computing device or across a plurality of computing devices operatively connected with each other, wherein the computing devices can be any of a computer, a laptop, a smartphone, an Internet enabled mobile device and the like. All such modifications and embodiments are completely within the scope of the present disclosure.
As used herein, and unless the context dictates otherwise, the term “coupled to” is intended to include both direct coupling (in which two elements that are coupled to each other or in contact each other) and indirect coupling (in which at least one additional element is located between the two elements). Therefore, the terms “coupled to” and “coupled with” are used synonymously. Within the context of this document terms “coupled to” and “coupled with” are also used euphemistically to mean “communicatively coupled with” over a network, where two or more devices are able to exchange data with each other over the network, possibly via one or more intermediary device. Moreover, in interpreting both the specification and the claims, all terms should be interpreted in the broadest possible manner consistent with the context. In particular, the terms “comprises” and “comprising” should be interpreted as referring to elements, components, or steps in a non-exclusive manner, indicating that the referenced elements, components, or steps may be present, or utilized, or combined with other elements, components, or steps that are not expressly referenced. Where the specification claims refers to at least one of something selected from the group consisting of A, B, C . . . and N, the text should be interpreted as requiring only one element from the group, not A plus N, or B plus N, etc.
While some embodiments of the present disclosure have been illustrated and described, those are completely exemplary in nature. The disclosure is not limited to the embodiments as elaborated herein only and it would be apparent to those skilled in the art that numerous modifications besides those already described are possible without departing from the inventive concepts herein. All such modifications, changes, variations, substitutions, and equivalents are completely within the scope of the present disclosure. The inventive subject matter, therefore, is not to be restricted except in the spirit of the appended claims.
1. A full-scale virtual reality (VR) cycling simulation system, comprising:
a stationary bicycle mounted on a training stand;
one or more VR controllers attached to the bicycle; the VR controllers configured to
track at least steering and pedalling movements of the bicycle; and
a processing unit configured to receive the orientation and rotation data from the one or more VR controllers and translate said data into corresponding movements within a VR environment.
2. The system of claim 1, wherein the bicycle is a home-based standard bicycle aiding in user customization.
3. The system of claim 1, wherein one of the VR controllers is mounted on a handlebar of the bicycle to track the steering movements; and the VR controller being calibrated to define an initial baseline position corresponding to the handlebar being in a straight alignment.
4. The system of claim 3, wherein the VR controller is mounted centrally on the handlebar of the bicycle.
5. The system of claim 1, further comprising a mechanism for attaching a device with one of the VR controllers to the bicycle's tyre to measure rotation; and a software module configured to convert the measured rotation into speed data within the VR simulation.
6. The system of claim 1, wherein the one or more VR controllers are standard VR controllers included with VR headsets, thereby enabling achieve full in-simulation low-latency tracking of both speed and steering, resulting in accurately replicating the experience of cycling in the virtual environment.
7. The system of claim 1, wherein the one or more VR controllers are Oculus controllers.
8. The system of claim 1, wherein a friction-reducing element is positioned between front tyre of the bicycle and the floor to minimize friction during rotational movements of the steering.
9. A method for simulating bicycle riding in a virtual reality (VR) environment,
comprising the steps:
capturing pedalling speed by a device using a VR controller as a mechanism to detect rotation of the bicycle tyre;
capturing steering movements by another VR controller mounted on a handlebar of the bicycle;
integrating the captured pedalling speed and steering movements into a VR simulation to replicate real-time riding experience.
10. The method of claim 9, wherein a speed translation mechanism is employed to step-down the rotational speed of the bicycle tyre.
11. The method of claims 9, wherein a speed replay mechanism is employed to convert the translated rotational speed of the bicycle tyre into mechanical movements of the VR controller.
12. The method of claim 11, wherein a moving average technique is employed to smooth out fluctuations in the pedalling speed data before it is used to control the virtual environment, thereby reducing discrepancies and maintaining high responsiveness.
13. A method for capturing and translating bicycle steering movements into a virtual reality (VR) environment, comprising the steps:
mounting a VR controller on a handlebar of the bicycle;
calibrating the VR controller to establish a baseline orientation;
tracking changes in orientation of the VR controller; and
processing the tracked orientation changes to simulate steering within a VR environment.
14. The method of claim 13, wherein the processing includes filtering noise from the tracked orientation changes to enhance accuracy of the simulated steering.
15. A software algorithm implemented within the system of claim 1, configured to minimize latency and synchronize real-world bicycle movements with virtual responses in the VR simulation.