Research Article

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

Table 2

IVE bicyclist simulator literature table.

Report informationLevel of immersionData reported
Author and yearSimulator environment settingVisual technologyAgency of movementHapticParticipantKinematicMovementEye trackingPhysiologyStated preference
van Veen et al., 1998 [71]Real worldSS + HMDReal time
Kwon et al., 2001 [72]Real worldSS + HMDReal time
Nikolas et al., 2016 [73]SimulationCAVEReal time63
O’Hern et al., 2017 [47]Real worldHMDDummy30
Xu et al., 2017 [74]SimulationHMDStationary30
Kwigizile et al., 2017 [75]Real worldHMDReal time36
Lee et al., 2017 [76]HMDReal time
Stroh 2017 [77]CAVEReal time
Keler et al., 2018 [78]Real worldSS + HMDReal time
Sun and Qing 2018 [49]Real worldCAVE + HMDReal time
Nazemi et al., 2018 [79]HMDDummy
Abadi et al., 2019 [80]SSReal time48
Shoman and Imine 2020 [81]CAVEReal time10
Current study 2021Real worldHMDReal time

Note: —: not included or not specified in the paper; ✓: included in the paper. Simulator environment setting: whether IVE is simulated from a real word environment or not. Visual technology: the subject viewed a single screen (SS), multiple screens, or CAVE or head-mounted display (HMD) as a visual source. Agency of movement: stationary, the subject remained motionless or interacted via controller; dummy, the subject was on the stationary bike but movements were not translated into VR; real time, subject movements were translated into VR. Haptic: interaction with the environment through vibration, resistance, etc. Kinematic: speed, steering, and direction data. Movement: body or head movements data. Eye tracking: eye tracking data included. Physiology: whether any physiological responses are recorded (such as heart rate). Stated preference: subjective stated preference from participants.