March 2018 – Marcel Tiator, Ben Fischer, Laurin Gerhardt, David Nowottnik, Hendrik Preu, Christian Geiger
Cliffhanger-VR
The performance and security in outdoor climbing sports can dependon anxieties. These appear in frightening situations where, e.g. adeep fall is risked. Deep falls can lead to serious injuries or even tofatal accidents. Such situations can be trained in order to be mentallyresistant to them and thereby to make climbing safer. However,drawbacks have to be taken into account. The trainee has to bringhimself in a possible hazardous situation and nature is not directlyreachable for every person. Thus, we present a system, where a usercan climb at low heights in reality and simultaneously on a highcliff inVR. In this contribution, we describe the system architectureand future possibilities to safely train stressful outdoor climbingsituations indoors.
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Publication:
IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
Authors:
Marcel Tiator, Ben Fischer, Laurin Gerhardt, David Nowottnik, Hendrik Preu, Christian Geiger
M. Tiator, B. Fischer, L. Gerhardt, D. Nowottnik, H. Preu and C. Geiger. (2018). Cliffhanger-VR. In: 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). DOI: 10.1109/VR.2018.8446506.
@inproceedings{Tiator2018b,
abstract = {Objectives: To determine the prevalence and nature of rock-climbing injuries, and the factors associated with these injuries. Design: A retrospective cross-sectional study. Setting: Rock climbers were recruited at five outdoor and six indoor climbing venues in the UK. Participants: 201 active rock climbers (163 male, 38 female climbers) aged 16-62 years. Assessment of risk factors: Rock climbing behaviours and key demographics. Main outcome measures: Injuries requiring medical attention or withdrawal from participation for ≥1 day. Results: Around 50{\%} of climbers had sustained ≥1 injury in the past 12 months, causing a total of 275 distinct anatomical injuries. 21 climbers (10{\%}) had sustained acute climbing injuries as a result of a fall, 67 (33{\%}) had chronic overuse injuries, and 57 (28{\%}) had acute injuries caused by strenuous climbing moves. Dedicated climbers participating in different forms of rock climbing more often and at a higher level of technical difficulty may be more prone to injury, particularly overuse injuries of the finger and shoulder. The principal sources of treatment or advice sought by climbers were physiotherapists (18{\%}), other climbers (14{\%}) and doctors (11{\%}). Conclusions: Climbing frequency and technical difficulty are associated with climbing injuries occurring at both indoor and outdoor venues, particularly cumulative trauma to the upper extremities.},
address = {Reutlingen, Germany},
author = {Tiator, Marcel and Fischer, Ben and Gerhardt, Laurin and Nowottnik, David and Preu, Hendrik and Geiger, Christian},
booktitle = {Conference on Virtual Reality and 3D User Interfaces - IEEE VR '18},
doi = {10.1109/VR.2018.8446506},
file = {:home/mati3230/.local/share/data/Mendeley Ltd./Mendeley Desktop/Downloaded/Tiator et al. - 2018 - Cliffhanger-VR.pdf:pdf},
isbn = {978-1-5386-3365-6},
issn = {03063674},
number = {9},
pages = {1--2},
pmid = {18065444},
publisher = {IEEE},
title = {{Cliffhanger-VR}},
url = {https://ieeexplore.ieee.org/document/8446506/},
volume = {42},
year = {2018}
}
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