VRACK - Virtual Reality Augmented Cycling Kit: Design and validation

Richard Ranky, Mark Sivak, Jeffrey Lewis, Venkata Gade, Judith E. Deutsch, Constantinos Mavroidis

Research output: Chapter in Book/Report/Conference proceedingConference contribution

25 Scopus citations

Abstract

In this paper the virtual reality augmented cycling kit (VRACK) a mechatronic rehabilitation system with an interactive virtual environment is presented. It was designed as a modular system that can convert most bicycles in virtual reality (VR) cycles. Novel hardware components embedded with sensors were implemented on a stationary exercise bicycle to monitor physiological and biomechanical parameters of participants while immersing them in a virtual reality simulation providing the user with visual, auditory and haptic feedback. This modular and adaptable system attaches to commercially-available stationary bicycle systems and interfaces with a personal computer for simulation and data acquisition processes. The bicycle system includes novel handle bars based on hydraulic pressure sensors and innovative pedals that monitor lower extremity kinetics and kinematics. Parameters monitored by these systems are communicated to a practitioner's interface screen and can be amplified before entering its virtual environment. The first prototype of the system was successful in demonstrating that a modular mechatronic kit can monitor and record kinetic, kinematic and physiologic parameters of riders.

Original languageEnglish (US)
Title of host publicationVR 2010 - IEEE Virtual Reality 2010, Proceedings
Pages135-138
Number of pages4
DOIs
StatePublished - 2010
EventIEEE Virtual Reality 2010, VR 2010 - Waltham, MA, United States
Duration: Mar 20 2010Mar 24 2010

Publication series

NameProceedings - IEEE Virtual Reality

Other

OtherIEEE Virtual Reality 2010, VR 2010
Country/TerritoryUnited States
CityWaltham, MA
Period3/20/103/24/10

All Science Journal Classification (ASJC) codes

  • Engineering(all)

Keywords

  • 3D interaction for VR
  • Exergaming
  • Haptics
  • Immersive gaming
  • Non-visual interfaces
  • Rehabilitation

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