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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Design and Virtual Studio Presentation of a Traditional Archery Simulator</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Christian Geiger</string-name>
          <email>geiger@fh-duesseldorf.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jens Herder</string-name>
          <email>herder@fh-duesseldorf.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sebastian Göbel</string-name>
          <email>sebastian.goebel@fh-duesseldorf.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christin Heinze</string-name>
          <email>christin.heinze@fh-duesseldorf.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dionysios Marinos</string-name>
          <email>dionysios.marinos@fh-duesseldorf.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Media, Fachhochschule Düsseldorf, University of Applied Sciences Josef-Gockeln Str.</institution>
          <addr-line>9, 40474 Düsseldorf</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>VR archery</institution>
          ,
          <addr-line>3D interaction, interactive sport simulation, user experience, user-centered design</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we describe the design of a virtual reality simulator for traditional intuitive archery. Traditional archers aim without a target figure. Good shooting results require an excellent body-eye coordination that allows the user to perform identical movements when drawing the bow. Our simulator provides a virtual archery experience and supports the user to learn and practice the motion sequence of traditional archery in a virtual environment. We use an infrared tracking system to capture the user's movements in order to correct his movement. To provide a realistic haptic feedback a real bow is used as interaction device. Our system provides a believable user experience and supports the user to learn how to shoot in the traditional way. Following a user-centered iterative design approach we developed a number of prototypes and evaluated them for refinement in sequent iteration cycles. For illustration purposes we created a short video clip in our virtual studio about this project that presents the main ideas in an informative yet entertaining way.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION</p>
      <p>
        Virtual Reality (VR) nowadays is used for training some
sports or at least for entertaining the user with believable,
but non-realistic simulation. From the beginning of VR
system development, sports played an important role as an
application area of VR [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The challenge in many sports
is the training of motion sequences and their perfection
like, for example, shooting, fencing or archery. Thus, the
advantage of a VR simulator is the athlete‘s independence
from other athletes and from the required space or
environmental conditions. However, a system that provides
for a realistic or at least believable user experience should
fulfill three requirements: a set of natural interaction
techniques with multimodal feedback, appropriate behavior
simulation and a positive user evaluation of the system.
Based on these requirements we built a VR simulator for
traditional archery. Traditional (or instinctive) archery is an
outdoor sport with increasing popularity (see Fig. 1). In
opposite to FITA target archers (the Olympic sports
discipline), traditional field archers aim without a conscious
sight picture or additional means like peep holes, releases
or stabilizers. Good shooting results require an excellent
arm/body-eye coordination that allows users to perform
identical movements during the shot. To hit targets at
unmarked distances the archer relies on his experience to
subconsciously measure the distance and move the bow
correctly. In opposite to target archers this intuitive action
allows to shoot moving targets at unknown distances. For
novice archers these movements can only be practiced with
the advice of an experienced trainer who continuously
controls and corrects the archer‘s movements.
      </p>
      <p>Goal of our project is a VR simulator that allows novices to
learn the correct basic movements and experience the
positive feelings usually associated with this activity. A 3D
avatar provides assistance by explaining the necessary steps
to position, anchor, and draw a bow. Wrong user actions
are detected and corrected instantly. Experienced archers
could virtually visit archery courses and practice archery in
a simulated outdoor environment. The development
followed an iterative user-centered design approach. We
built a number of prototypes and evaluated them with
different techniques. Preliminary results indicated a
believable archery experience of our VR simulator.
RELATED WORK
In this section we review some related work on sports
simulation both for training and entertaining purposes.
Simulation techniques and the use of digital media allow to
analyze sports activities by measuring and visualizing user
parameters and to extend the basic concepts of selected
sports by augmenting them by digital content.</p>
      <p>
        A good example of the latter is exertion interface as
proposed by Floyd Mueller et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. They developed a
number of exertion interfaces for sports over distance, table
tennis for three, FlyGuy (flying with a hang glider) etc.
These interfaces enable persons to interact sporting with
each other with remote social bonding. Compared to our
system most of these exertion interfaces do not try to
simulate the real activity but modify the game experience
to cope with the spatial separation of the involved users.
We want to provide a believable experience close to a real
archery experience.
      </p>
      <p>
        Multon et al. developed a VR training system for gymnasts
to simulate gymnastic aerial motions in an interactive
environment [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Users can test new figures and their
motions for better performance and beginners can test
complex motions without being in danger. The Virtual
Football Trainer supports training of playing football in a
CAVE [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. A student team at University of Michigan
developed the VR simulator that allows analyzing the
player’s movement and to practice tactics independent of
environmental conditions or additional players. Similar to
these projects we want to provide selected immersive cues
to increase the user‘s presence. Another requirement is the
design of two modes for novice users and intermediate /
expert archers.
      </p>
      <p>There are different approaches for virtual archery where
movements are used that more or less mimic real archery.
The success of the Wii console showed that intuitive
interaction is superior to advanced graphical representation,
especially in the area of sports simulation. Nintendo Wii
Sports Resort contains an archery application (Target
archery), which is played with the Wii Remote Plus and
Nunchuck. Drawing the bow is simulated by distance
between the controllers and the arrow firing by pressing the
button. The interaction does not afford haptic feedback, but
mimics the motion sequence of drawing a bowstring. The
archery game of the Sony PlayStation offers a slightly
better simulation of the archer‘s actions. The player uses
the new PlayStation Motion controllers as interaction
device and the eye-toy camera recognizes the movements
of the user. Indeed, the application admits an adaptable
posture of the bow; however, also here the haptic feedback
is absent.</p>
      <p>
        A pragmatic input device for archery games is the Virtual
Archery Bow by Thomas Foo [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. He attached a Wiimote
to a real bow and simulated the pull-off by an elastic strap.
This comes closer to the real experience but the strap only
provides a weaker draw weight compared to a real
bowstring. The Virtual Archery Bow simulates the arrow
release only by triggering the fire button and does not
consider the acceleration of the string. Archery with
realistic haptic feedback is provided by TechnoHUNT, a
commercial interactive archery simulator to shoot virtual
quarries using a real bow and real arrows [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The system
includes a tracking system to give feedback on arrow
velocity and shot placement. But the system presents only
video sequences and there is no immersion or real
feedback. Moreover, the indoor shooting of a real arrow
with rubber blunts requires large safety zones. TechnoHunt
is for the experienced archer only and we want to provide
support for novice archers. We want to provide realistic
haptic feedback by using a real bow as interaction device
because our users should feel realistic draw weights
(around 30 lbs) and the sensation of arrow release but
without firing a real arrow in our lab environment. An
approach for a VR archery-training simulator has been
developed by two students of the Aalborg University [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
They used a bow with reflected markers as interaction
device within a CAVE environment. They detected the shot
by the spatial relations of the marker and calculated the
flight path for the arrow. The user could practice only
target archery in a virtual environment. In our simulation
we focus on traditional archery in a simulated outdoor
environment.
      </p>
      <p>
        DESIGN PROCESS
We used an iterative prototyping approach to develop the
VR archery simulator. It consists of three principal phases,
each with appropriate evaluation techniques. Due to space
limitations we describe the general process very briefly [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]:
(1) Static Phase: Brainstorming with text fragments /
scribbles. Textual scenario description with
personas, storyboard and sketch prototype.
Internal evaluation by team members / Expert
reviews
(2) Animated Phase: Video sketch and video
prototype of partial / complete functionality.
      </p>
      <p>
        Qualitative evaluation with possible user groups.
(3) Interactive Phase: Implementation of an
interactive prototype, which may evolve from the
non-interactive video. Not yet implemented
functionality can be simulated by a WoOz-Set Up
(Wizzard of Oz). Evaluation with user groups may
be qualitative or quantitative (task completion
experiments)
The process description is not mandatory, i.e. it should not
be followed like a cook recipe. It should be better
considered as a set of tools that may (or may not) help the
developer during the iterative design phases. This means
that not every single step of the detailed description in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
should be followed but the designer should select
appropriate techniques based on the individual
requirements of the project. However, the principal three
phases should be applied. This is very similar to
wellknown design approaches in the area of digital media
content creation or user interface design.
      </p>
      <p>Requirement Analysis
Before the design process is initiated necessary
requirements had to be identified in an analysis phase. We
interviewed a professional archer (National Vice Champion
for Longbow 3D Archery, 2009) to identify the most
important factors for a believable archer experience.
Additionally, we participated in an 1-day archery course to
understand the different steps of an optimal shot and the
special constraints of instinctive archery. With our
experience we were able to identify how the VR simulator
and the interaction techniques must be designed for a
believable user experience.. In particular, we need
•
•
•
•
natural and haptic interaction with a real bow and
draw weight. To minimize user distraction we use
the bow also for interaction techniques to control
the system menu,
two modes that support novice users to learn the
correct steps to shoot with a recurve bow and to
provide archers with the experience to virtually
explore an archery outdoor course,
spatial cues like 3D stereo, viewpoint tracking
increase the user‘s feeling of being in an outdoor
environment, and
advanced audio-visual representation of all scene
objects to maximize hedonic qualities. This
includes realistic animation of the 3D avatar and
the virtual scene objects.</p>
      <p>As a result of our requirement analysis we found that a
simulation cannot replace a professional archery trainer and
we decided to provide novices with a believable and
entertaining archery experience that should provide hints to
optimize their first attempts in archery. Instinctive archery
suggests various techniques with different motion
sequences to shoot, for example techniques with arm in
holding position, push-pull method and swing-draw
method. These sequences can be broken up into the
following steps: stand, body setting, bow arm, string arm,
slanting position of the bow, anchor, release, after hold.
Our system provides user guidance by an animated 3D
avatar that demonstrates these techniques based on
motioncaptured animation sequences (see Fig. 2 and Fig. 4).
We also decided to use advanced virtual reality techniques
like spatial user tracking, motion parallax and user adaptive
viewpoint control on a VR power wall and advanced 3D
graphics and real images which allows us to create a
semirealistic application scenario of traditional archery. Based
on the tracked user data we provide the user with hints on
how to correctly handle the bow during the shooting.
Conceptual Design and Video Prototype
We started with a textual scenario description of the use
context and defined two personas, a novice user that is
interested in initially experiencing archery (primary
persona) and an experienced archer who is interested in a
virtual walk through an archery course (secondary
persona). We created a set of static illustrations (scribbles,
image composition sequence, see Fig. 2) of the basic user
interactions. Team members and colleagues that were not
involved in the project evaluated the illustrations. In the
animated iteration phase a video prototype was realized that
included the main functionality of the user interaction
inside the virtual studio environment in our lab. This video
prototype (Fig. 4, left) was evaluated by a professional
archer in a post interview according to realism,
look-andfeel, missing functionality, and user experience. Based on
his feedback the development of the interactive prototype
took place.
The current prototype provides two modes: beginner’s
mode and advanced mode. In beginner’s mode the user
receives a short introduction to traditional intuitive archery
with the necessary handles (bow hand, string hand, string
fingers). A 3D avatar demonstrates the entire movement
sequence and the individual steps of the motion sequence
(stand, body settings etc.) that have to be imitated by the
user. During the performance the user’s tracking data are
compared with the available motion data of the avatar in
the simulation. The user receives visual and auditory
feedback if the movement is faulty, like, for instance when
the user does not hold aslant his bow and head, a
characteristic of traditional archery. If a coarse mistake
appears during the user’s motion sequence, the sequence is
cancelled and the user has to repeat the action. The user
must be able to execute the steps as a complete action. The
better the archer performs the motion sequence the less
assistance the avatar gives. The application provides an
evaluation option where the user can check his hit rate and
the given assistances of the system (e.g. head posture,
anchor point inexactly). In the advanced mode the user
selects his profile and is guided by an avatar through a
virtual 3D archery course. The level of difficulty is
considerably higher. The phases of the shooting are not
brought forward here. If the archer has shot all arrows,
generally three arrows per aim, he can check his statistics.
In this mode fun and experiencing the virtual course comes
to the fore. The bow is not only used for the shooting of
virtual arrows but also as a selection device in the 2D
graphical user interface of the application. The
point-andclick gesture is realized with the bow, i.e. to select a menu
point it is aimed with the bow. A short drawing of the
bowstring signalizes the click and the user receives an
acoustic signal too. Thus the user needs only one
interaction device to interact with the archery simulation
(see Fig. 3, top).</p>
      <p>
        Implementation
We used a custom 3D framework that was developed
during the projects [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ][
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The framework provides a
flexible simulation environment with a plug-in system
supporting a change of models and interaction devices
during prototyping. The developed VR software
environment consists of the following components: 3D
visualization, tracking / IO configuration with IOtracker
and physics simulation. The application scenario is
designed for a virtual studio environment in our lab. The
user stands in front of a power wall that renders the virtual
archery environment for off-axis perspective projection.
The user can move in front of the power wall freely (inside
the tracking area) and the application adapts the field of
view automatically to the user’s ocular position. This is
helpful in the 3D course to find a suitable firing position,
like inside a real forest. With our virtual studio setup we
can record the user’s movements and place him in a virtual
3D environment in a postproduction. To get haptic
feedback the archer uses a real recurved bow (length 62”,
draw weight 30#@28”11) that is equipped with ”Bernie’s
11 30#@28” denotes a draw weight of 30 lbs while the draw
length is 28 inches.
      </p>
      <p>Laz-Air Shot Trainer”, a device that allows to dry-fire a
bow without damaging it (see Fig. 10).
The application consists of four modules: 3D world,
animation of the avatar, motion tracking of the user and the
calculation of arrow’s trajectory. We modeled an outdoor
archery course with three-dimensional targets (see Fig. 6)
using pictures of an existing archery course and textured
3D objects of trees and plants. The animation of the avatar
was recorded with motion capturing of a professional
archer (see Fig. 5) and edited for the training assistance in
the VR simulator. The user’s motion sequences are
recorded by the virtual studio tracking system and
transmitted to the application via VRPN.</p>
      <p>
        The motion data has been mapped to user’s avatar thus the
application can provide a comparison of the motion
sequence between the user’s avatar and the trainer’s avatar.
If the user releases the string a virtual arrow flight will be
animated in the environment. With the tracked data of the
bow position and bow expansion the simulation calculates a
believable trajectory for the virtual arrow. Based on
previous work on archery simulation [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] we adopt the
mathematical model and aligned it to our simulation. This
required a large number of design-and-test cycles. The
creation of the avatar’s movements was done using motion
capturing technology. Instead of professional motion
capturing systems used in film production we used a low
cost system as provided by NaturalPoint’s Optitrack. This
system allows easily capturing the movement of human
using IR cameras.
      </p>
      <p>
        The recorded data can be analyzed and corrected using
custom software provided by Optitrack. After that the
mocap data is available in standard data formats and could
be further processed using state of the art tools like Motion
Builder and Maya (or other 3D animation tools).
We evaluated the current interactive prototype in a
preliminary study using the web-based AttrakDiff2
questionnaire. AttrakDiff2 distinguishes between hedonic
and utilitarian qualities of design [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Hedonic quality
(HQ) measures how well a user identifies with a product
and to what extent offering novel functions, contents,
interactions and styles of presentation stimulate the user.
Pragmatic quality (PQ) measures the traditional concept of
usability, i.e., how well the user achieves his/her goals with
the product. We selected 7 participants (5m+2f), aged from
19-30 years. All were unfamiliar with traditional archery
but familiar with VR technology. After a short practical
introduction we asked them to interact with the prototype
for 10 minutes. The pragmatic and hedonic qualities were
above average to good (see Fig. 7). However, we conclude
that the usability of the current prototype has to be
optimized in the next iteration, i.e. the tracking precision
was not optimal. Further analysis indicates that the product
was attractive and stimulates the user in a positive way.
Although we could only test a prototypical version with
reduced visual features and had only a small number of
participants, the results encouraged us to finalize the
implementation
The animation of the avatar was prepared in Maya using
pre-recorded voice recordings and exported to virtual
studio rendering engine. This implies predetermined
movements of the avatar, but the rendering is live
combined with images from the actress with arbitrary
perspective view and timing. Another advantage of a
virtual studio production in this project is the reuse of
assets like the motion recordings for simulator, the
modeling of the avatar and outdoor scene. All the data from
the simulator could be imported into the virtual
studiorendering engine after a conversion step. The production
pulls “naturally” the audience into the simulator (as well as
the actor, see Fig. 11). Fig. 9 also shows some assets from
the virtual set and a recording session.
VIRTUAL STUDIO PRODUCTION
As introduction for the archery simulator as well as video
example for virtual environments lectures, we did a virtual
(TV) studio production. The story combines an indoor
futuristic studio setting and an outdoor scene. An interested
newcomer to traditional archery, played by a professional
actress, gets an introduction by the project leader. The
virtual avatar from the simulator becomes to live and gives
further explanations and invites the newcomer to the virtual
outdoor scene. There she tries out the simulator. Errors in
position get visualized (see Fig. 8) and commented by the
avatar. It is a live production with rendering of background
and avatar at 50 Hz, which get combined perceptively
correct with the video images from a studio camera. Main
components of the virtual studio are a hybrid camera
tracking system IS-900SCT (ultrasonic and inertial) and
vizrt software. Main advantages of a live production are
time reduced production time (in principle no post
production necessary) and a homogeneous integration of
virtual and real images. Camera operator and director see
instantly the final images and can control better the
production. Fig. 9 shows the preproduction step for video
clip of the simulator that is shown in the futuristic studio.
This video clip also contains real outside recordings.
The requirement analysis and the iterative design helped us
to efficiently develop this complex system in a student
project. From the interviews and archery course we learned
to provide two modes for novices and experts and focus on
natural interaction with a real bow. The detailed design
phases from sketch prototype to video prototype to
application prototype showed that emerging problems
could be quickly discussed and solved. The internal
evaluation of visual storyboards and sketch prototypes
helped focusing on necessary application features and to
keep the scheduled deadlines. The expert review of the
video prototype convinced us to use motion captured
animation and viewpoint tracking to provide a believable
experience. The qualitative tests of the interactive prototype
revealed that high quality outdoor scenery is needed and
that the tracking system has to be optimized. The menu
interaction with the bow was rated positively. We will also
present the final video [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] production at the conference.
Further development should go into three directions:
Enhancing realism by adding wind feedback, which was
already applied within the research group in previous
projects on vibro-tactile feedback [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Using markerless
tracking [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], which is also easy to setup and to configure
would allow general deployment and live feedback
regarding human pose. Motion capturing gives realistic
data sets, but requires necessary resources (time, systems,
and man power). Other animations might be easier
simulated using physical simulation engines, like
Endorphine. Such a system would allow animations within
the application in real-time according to the task or user
behavior.
      </p>
      <p>ACKNOWLEDGMENTS
We would like to thank Philipp Glänzel and Robert von der
Weyden for the virtual set design and studio production.
Wilma Elles played wonderful the role of a moderator.
Toren Mikat gave discussion, archery lessons and
encouragement. Thanks belong also to Antje Müller for
keeping the studio equipment running and giving with Eric
Pohlmann production support. Thanh Dang did the motion
capturing and modeling of the avatar. The virtual studio
software was provided by vizrt (Austria) within a
collaboration agreement. This research was done within the
PRODVIS project and supported by a grant from the
Ministry of Innovation, Science, Research and Technology
of the state of North Rhine-Westphalia.
simulator,</p>
    </sec>
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