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Perception and Control of Surfing in Virtual Reality using a 6-DoF Motion Platform

Premankur Banerjee, Jason Cherin, Jayati Upadhyay, Jason Kutch, Heather Culbertson

TL;DR

The paper tackles the realism gap in VR surfing by coupling user-driven paddling with a 6-DoF motion platform and presenting a dual-mapping algorithm to render surfboard dynamics. It integrates acceleration-based and velocity/position-based mappings, filtered by an EMA, to translate surfboard motion into platform outputs while avoiding washout, and validates the system with $N=17$ participants using hand tracking paddling and Crest-based water simulation. Key findings show participants can reliably discriminate acceleration levels, ocean ripples amplify perceived motion, and the haptic experience is engaging with minimal simulator sickness, supporting the method's feasibility for immersive surfing and potential surf-therapy applications. The work advances interactive aquatic VR by providing a synchronised, kinesthetic-feedback loop between user actions and platform motion, with clear paths for enhancements in wind feedback, force sensing, and clinical evaluation.

Abstract

The paper presents a system for simulating surfing in Virtual Reality (VR), emphasizing the recreation of aquatic motions and user-initiated propulsive forces using a 6-Degree of Freedom (DoF) motion platform. We present an algorithmic approach to accurately render surfboard kinematics and interactive paddling dynamics, validated through experimental evaluation with \(N=17\) participants. Results indicate that the system effectively reproduces various acceleration levels, the perception of which is independent of users' body posture. We additionally found that the presence of ocean ripples amplifies the perception of acceleration. This system aims to enhance the realism and interactivity of VR surfing, laying a foundation for future advancements in surf therapy and interactive aquatic VR experiences.

Perception and Control of Surfing in Virtual Reality using a 6-DoF Motion Platform

TL;DR

The paper tackles the realism gap in VR surfing by coupling user-driven paddling with a 6-DoF motion platform and presenting a dual-mapping algorithm to render surfboard dynamics. It integrates acceleration-based and velocity/position-based mappings, filtered by an EMA, to translate surfboard motion into platform outputs while avoiding washout, and validates the system with participants using hand tracking paddling and Crest-based water simulation. Key findings show participants can reliably discriminate acceleration levels, ocean ripples amplify perceived motion, and the haptic experience is engaging with minimal simulator sickness, supporting the method's feasibility for immersive surfing and potential surf-therapy applications. The work advances interactive aquatic VR by providing a synchronised, kinesthetic-feedback loop between user actions and platform motion, with clear paths for enhancements in wind feedback, force sensing, and clinical evaluation.

Abstract

The paper presents a system for simulating surfing in Virtual Reality (VR), emphasizing the recreation of aquatic motions and user-initiated propulsive forces using a 6-Degree of Freedom (DoF) motion platform. We present an algorithmic approach to accurately render surfboard kinematics and interactive paddling dynamics, validated through experimental evaluation with participants. Results indicate that the system effectively reproduces various acceleration levels, the perception of which is independent of users' body posture. We additionally found that the presence of ocean ripples amplifies the perception of acceleration. This system aims to enhance the realism and interactivity of VR surfing, laying a foundation for future advancements in surf therapy and interactive aquatic VR experiences.
Paper Structure (17 sections, 7 equations, 4 figures, 1 table)

This paper contains 17 sections, 7 equations, 4 figures, 1 table.

Figures (4)

  • Figure 1: The VR Scene: PoV of user on surfboard with (inset) half-submerged pirate ship, pod of dolphins, and hands tracked and displayed by the headset
  • Figure 2: Setup with three body postures (above) and Paddling in VR (below)
  • Figure 3: Flow Diagram of the system's Mapping Algorithm
  • Figure 4: Violinplot of N=17 participant responses on a 5-point Likert scale to Acceleration Levels with and without Ocean Ripples across various Body Postures