Time

Jan - Apr 2022 (Design)

Aug - Dec 2022 (Prototyping)

Industry

VR Fitness  

Gesture Control

members

Haoran Xu,  

Franklin Fu(Prototyping Stage)

Role

Researcher, Design,

VR Prototyper

Beyond Limits in a Nutshell...

Problem

Pandemic quarantines caused reduced physical activity, raising health risks. Engaging users in effective, enjoyable home workouts was challenging for fitness enthusiasts and gamers.

Solution

“Beyond Limits” uses multimodal VR interface. Gesture controls, biofeedback, and haptics enable immersive workouts, including adaptive exercisesp like running, climbing, and weight simulation.

why fitness matters to us

According to research data from pnas.org, the pandemic quarantine has resulted in significant reduction of in physical activity among individuals.


The lack of physical activities, as noted by the Centers for Disease Control and Prevention (CDC), can lead to a range of potential chronic diseases including

Cardiac conditions, diabetes mellitus type 2, carcinoma, bone thinning, and muscle degeneration disease.

https://www.pnas.org/content/118/9/e2016632118
https://www.thelancet.com/journals/lanepe/article/PIIS2666-7762(21)00251-9/fulltext
painpoint
During the quarantine, it is hard to engage people in both anaerobic(Weights) and aerobic(Cardio) exercise to keep healthy.

target users

I focused on fitness people and gamers who need to exercise at home. The product is aimed at providing them a enjoyable environment for fitness.

Fitness People
People who fitness and needs training during quarantine.
Gamers
People who need to exercise to keep healthy but also fun.

design criteria

I want to create a product that promotes health, encourages interaction, and furthermore, can be played anywhere

HEALTHY

ATTRACTIVE
FLEXIBLE
Provide users with sufficient physical fitness, and let them take care of their health.
Allow users to play and exercise anywhere at home.
Attract users to do more exercise in a gaming scenarios.

design postures

I researched and summarized the postures in different exercise options, and designed postures in the VR game.

Running
hiit
Calisthenics
yoga
Running
climbing
climbing(between walls)
chest expansion
High Plank
Gliding
Isometric Row
postures in exercise
exercise types
postures in game

accessory

- heart rate sensor

I developed a heart rate monitoring watch, which uploads users’ heart rate into Unity. To optimize the fitness performance, the level of difficulties can be altered based on users’ real-time bio-signals.

accessory 

-weight simulator

My research revealed that most of VR games are lack of haptics. It is important for fitness training. Therefore, I designed a backpack that pumps liquid into the specific part of the body to simulate weights.    


*This could be an optional equipment for users to do light anaerobic(weight) exercise.

Posture Design

Climbing

User needs to use both of their hands to grab the climbing points to train the upper arms.

Gliding

User needs to be lying on the floor and slightly lifting the upper body to train the chest and back

Running

User needs to move both hands to run. (standard cardio training)

swing

User needs to swing against the simulated weight in order to train the muscle(Biceps Brachii).

heart rate adaptation

The score system is adapted with the calories consumed.

score = calories - time taken

The moving speed is corresponding with the user’s heart rate. When user's heart rate goes down, the resistant of running will increases vice versa, to maintain best exercise performance.


The best heart rate zone for fitness is 100~150 (heart.org)

IF: Heart Rate < 100

Then: ↑ resistance

IF: Heart Rate > 150

Then: ↓ resistance

usability testing

For the user testing, I ask users to complete four tasks by using VR and without using VR device.


I collected their heart rates, task completion rates, qualitative feedbacks(ease of use, roadblocks).

*I used my hand to press the tester and asking participates to lift the weights to simulate weight in game.

results

The test results shows that in most of the exercise in VR consumes more energy than the real time.


However, many participates report a need to train lower body. It is hard to glide and run within the limited space.

More calorie consumed

10%

VR version is more engaging
75%

Participants noted a lack of lower body activity.

50%

iteration

According to the feedbacks, I added the squat walk in the prototype for exercising legs and made running and glide easier.

level design

After designing all of the postures, I arranged them together to create a seamless level experience.

start
Users can choice a path based on levels of difficulty.
apex
The most intensive training like running & squat walk happened in the middle of the game.
ease out
Light exercises such as gliding happened near the ending to ease out the tension for users.
ending
Touching the flag to finish the game.
warm up
Light exercises will help users to warm up before the intense training.

prototype

I led my teammate to build the scene and prototype the concept in Unity.

envisioning the impacts
Returning user
Beyond Limits will attract users to exercise and entertain them at the same time.
90%
more exercise time
Beyond Limits will increase user’s daily activity time.
40%

the future

Complete the game, with more test results and increasing the fidelity.


Develop the simulate weights backpack in reality.


Explore the game with omni-direction treadmill so that players can run wherever they want.

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