Stationary biking is boring almost anyway you slice it. And while some people can zone out to music or lock their attention to a TV screen, others crave something a little more interactive. This is where Widerun sees their made-for-VR cycling system, a bike trainer that aims to get you cycling through 3D environments instead of staring at butts in the gym.

Widerun, a project based out of Milan, Italy, wants you to connect your beloved bike to their device, put on your favorite VR headset and cycle across the seven hills of ancient Rome, the Brazilian rain forest, or anywhere else for that matter. And Widerun isn’t just a glorified bike rack either—with a Bluetooth connection to your computer, the system provides variable resistance based on the in-game environment, making those seven hills seem dauntingly real. Thinking about navigating to the top of the Palatine hill where the Roman Forum sits, and feeling the resistance of the slope as you look over the city would be powerful (and tiring) experience to say the least.

Widerun Kickstarter Campaign

“Widerun can be seen as a controller enabling a full ecosystem of fitness oriented games in virtual reality, this is why we provide an open marketplace and SDK, to support developers,” said Jasmin Mair, Community Manager at Widerun. “Widerun is more about fun and fitness, this is why we are also modding popular games like Minecraft and Skyrim to be used with it. As a product specifically designed for VR we will work on all possible systems able to deliver motion feedback providing the best possible and full immersive VR fitness experience.”

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widerun-virtual-reality-bike-trainer-kickstarterThe company has made available an early demo of the virtual environments in which users can ride. The company says that four riding environments will be included in the Kickstarter package: The Great Wall of China, Run Fast, Toon City, and Four Seasons.

We can bet taking a Sunday ride up to the monks at High Hrothgar while avoiding Skyrim’s (2011) dragon infestation would be a serious, sweat-inducing workout, so the minds behind Widerun have suggested using About Face’s line of VR foam replacements, a machine washable insert that works with Oculus DK1 and DK2. We’re eager to see if this can adequately protect the headset from sweat while at the same time keeping lenses defogged, which otherwise could easily become a very frustrating experience.

brianwiderun
Road to VR’s Brian Hart takes Widerun for a spin.

Provided their Kickstarter campaign reaches its funding goal of £30,000 (~$45,000), Widerun will be compatible with tethered VR headsets like the Oculus Rift DK1 and DK2, and mobile VR headsets like Samsung Gear VR and Google Cardboard via a direct Bluetooth connection with the company’s front wheel controller (which also allows for steering input). An SDK will ship alongside the device which will have communication scripts for Unity 3D and Unreal Engine, online API (multiplayer leaderboard, fitness session stats), and social networks integration.

Estimated shipping costs, although still variable at this point, will total an extra £40 (~$60) for the United States, and £60 (~$90) to the UK.

  • Pledge £250 (~$370) or more: WIDERUN TRAINER KIT – STEERING EXCLUDED. You’ll get Widerun in it’s basic version, without the steering input system for the front wheel. With this pledge you’ll also get access to 10 VR worlds (straight path) and to Widerun SDK.
  • Pledge £275 (~$405) or more: WIDERUN EARLY BIRD, just the first 75 backers. You’ll get the FULL TRAINER KIT with the steering input system included, Widerun SDK, access to all actual and next VR worlds developed by Widerun and to a personal dashboard to check all your scores and training performances!
  • Pledge £300 (~$440) or more: WIDERUN COMPLETE TRAINER KIT. You’ll get the full trainer kit, with the steering input system included, Widerun SDK, access to all actual and next VR worlds developed by Widerun and to a personal dashboard to check all your scores and training performances!
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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • kalqlate

    Hmm… Good idea, and the lead guy and team seem nice and sincere, but note that they never lowered the camera enough to see a prototype–they were probably using some other manufacturer’s bike treadmill to make this demo. Without evidence of a prototype, I doubt that they even have code very far along. They want you to fund their IDEA from concept to finish. I don’t know what the rules for crowdfunding campaigns are, but I thought that a product was suppose to at least be at the demonstrable prototype phase. What I see here is a concept video featuring the Oculus Rift.

    • kalqlate

      …and Rasberry Pi.

      • kalqlate

        OK. Call it a bad promotional video only. When I FINALLY went to their Kickstarter campaign page, I see that they do have prototypes on display. My bad.

        • Ben Lang

          I appreciate and respect any time I see someone find new information and admit that they were mistaken. Today that person with my appreciaition and respect is you : ).

          • kalqlate

            Haha… Yeah, I felt pretty stupid after finally clicking on the link to their Kickstarter campaign. I wished then that RoadToVR had a comment edit or delete function, but in absence of that, I considered scrubbing my ENTIRE Internet existence ;D, but then, I thought to just man-up and admit my blunder. :) I appreciate your appreciation. :)

  • Stray Toaster

    I love exercising and VR but I would not want to mix the two because of the sweat factor.

    • Ben Lang

      They recommend using something like About Face which is a washable face-interface for the DK1 and DK2: http://www.aboutfacevr.squarespace.com/

      • Stray Toaster

        Thanks for the info on the AboutFace. Exercise apps might be better suited to phone-based VR platforms, like Gear VR, CardBoard and whatever Apple do with the iPhones in this space. If the users trips on a treadmill or falls off the exercise bike, it would be preferable to do so untethered. Also, given the inherent limited interactivity of such apps, more CPU/GPU resources can be put into rendering a pleasing environment.