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.
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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.
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design criteria
I want to create a product that promotes health, encourages interaction, and furthermore, can be played anywhere
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HEALTHY
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design postures
I researched and summarized the postures in different exercise options, and designed postures in the VR game.
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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.
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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.
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Posture Design
Climbing
User needs to use both of their hands to grab the climbing points to train the upper arms.
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Gliding
User needs to be lying on the floor and slightly lifting the upper body to train the chest and back
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Running
User needs to move both hands to run. (standard cardio training)
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swing
User needs to swing against the simulated weight in order to train the muscle(Biceps Brachii).
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heart rate adaptation
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 > 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).
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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.
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↑10%
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.
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level design
After designing all of the postures, I arranged them together to create a seamless level experience.
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prototype
I led my teammate to build the scene and prototype the concept in Unity.
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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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