Ubiquitous synchronised semi-immersive cycle training: A technical architecture development and user pilot study

Abstract The application of virtual reality (VR) technology for immersive training shows promise in a variety of tasks, including cycling. However, methods that use head mounted displays (HMDs) are bulky, expensive and difficult to work with for larger groups of students. In this paper, we explore the utility of common and ubiquitous mobile devices in semi-immersive cycle training. We present the development of a technical architecture for synchronised semi-immersive training, featuring centralised 360 $$^{\circ }$$ video playback controls for instructors. We conducted interviews with four groups of students aged 9-11 and three instructors. Furthermore, we collected survey data from 67 students across three different groups. We report that students and instructors alike, find this approach to be effective, immersive and highly accessible.

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Publication Details

Journal
Multimedia Tools and Applications
Published
2026-02-01
DOI
https://doi.org/10.1007/s11042-026-21157-1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Ubiquitous synchronised semi-immersive cycle training: A technical architecture development and user pilot study

Damon Daylamani-Zad, Daniel T. Bishop, Kaisei Fukaya
Multimedia Tools and Applications
Virtual Reality Applications and Impacts
article

Ubiquitous synchronised semi-immersive cycle training: A technical architecture development and user pilot study

Damon Daylamani-Zad, Daniel T. Bishop, Kaisei Fukaya
article en

Abstract

Abstract The application of virtual reality (VR) technology for immersive training shows promise in a variety of tasks, including cycling. However, methods that use head mounted displays (HMDs) are bulky, expensive and difficult to work with for larger groups of students. In this paper, we explore the utility of common and ubiquitous mobile devices in semi-immersive cycle training. We present the development of a technical architecture for synchronised semi-immersive training, featuring centralised 360 $$^{\circ }$$ video playback controls for instructors. We conducted interviews with four groups of students aged 9-11 and three instructors. Furthermore, we collected survey data from 67 students across three different groups. We report that students and instructors alike, find this approach to be effective, immersive and highly accessible.

Multimedia Tools and ApplicationsVol. 85(2)
Brunel University of London (GB)
Openalex Percentile: Top 73%
Virtual Reality Applications and Impacts
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