Research Article

ORCLSim: A System Architecture for Studying Bicyclist and Pedestrian Physiological Behavior through Immersive Virtual Environments

Figure 1

System architecture of the ORCLSim framework. Design context: (1) road geometry information from Google Maps; (2) road texture from real-world measurement; (3) vehicle modeling and traffic simulation in Unity; (4) buildings modeling from 3DMax. IVE platform: (5) Unity: 3D gaming engine; (6) SteamVR: integrating hardware with Unity. Simulator setup: (7) Wahoo Kickr Climb: physical grade changes; (8) Wahoo Kickr headwind: headwind simulation by speed; (9) Wahoo Kickr Smart Trainer + ANT+: biking dynamics simulation; (10) Trek Verve physical bike; (11) HTC VIVE Pro Eye: VR headset with eye tracking; (12) controllers: steering and braking of the bike and pedestrian’s interactions with the environment. Data collection: (13) C# scripts in Unity to record (14) position, (15) cycling performance, and (16) pedestrian’s interactions (touch, click, or press); (17) Tobii Pro Unity API collects; (18) eye tracking data; (19) OBS studio: records room videos and VR videos (20); (21) Android smartwatch collects (22) heart rate and (23) hand acceleration data. Data preprocessing: (24) Opencv: video and image processing; (25) OpenPose: pose data extraction from videos; (26) Python: data cleaning, management, and analysis; (27) Amazon S3: smartwatch data on the cloud.