Design and Testing of Virtual Reality Cycling Exergame Using Handheld Controller
DOI:
https://doi.org/10.32890/jcisc2022.1.6Keywords:
Cycling, Exergame, Hand Controller, User Acceptance, Virtual Reality (VR)Abstract
Nowadays, people are busy with gadgets, social media and playing video games that tends their bodies to physically inactive. However, Virtual Reality (VR) exergaming in literature has proven to be one of the best solutions to encourage these sedentary people to live in a healthier lifestyle. Exergaming refers to a combination of video games with a physical exercise that rely on the technology that can track body movement. Hence, this project aims to develop a cycling exergame that integrate with HTC Vive hand controller in VR. There are four phases have been carried out namely (i) problem investigation, (ii) designing the game structure, (iii) implementation of VR cycling exergame, and (iv) testing and evaluation. The usability testing results shows the users feedback on the development of VR Exergame for cycling in terms of the user interface design, player interaction, difficulty of the game and user satisfaction in understanding the game. The user acceptance testing results shows that this game works accordingly, however there are some suggestion and expectation from user that can be measured for improvement and enhancement in future works. Based on the result, this project is successfully produced a cycling exergame in VR and significantly improve the user experience in VR.
References
Alce, G., Hansson, A., & Mårtensson, K. (2019). Using VR for Fitness Training – Pilot Study (Vol. 1, pp. 97–115). https://doi.org/10.1007/978-3-030-31908-3_7 Bankoski, A., Harris, T. B., McClain, J. J., Brychta, R. J., Caserotti, P., Chen, K. Y., Berrigan, D., Troiano, R. P., & Koster, A. (2011). Sedentary activity associated with metabolic syndrome independent of physical activity. Diabetes Care, 34(2), 497–503. https://doi.org/10.2337/dc10-0987
Basori, A. H., Daman, D., Sunar, M. S., & Bade, A. (2008). The Potential of Human Haptic Emotion as Technique for Virtual Human Characters Movement to Augment Interactivity in Virtual Reality Game. International Journal of Virtual Reality, 7(2), 27–32.
Bolton, J., Lirette, D., Lambert, M., & Unsworth, B. (2014). PaperDude: A virtual reality cycling exergame. Conference on Human Factors in Computing Systems - Proceedings, 475–478. https://doi.org/10.1145/2559206.2574827
Born, F., Abramowski, S., & Masuch, M. (2019). Exergaming in VR: The impact of immersive embodiment on motivation, performance, and perceived exertion. 2019 11th International Conference on Virtual Worlds and Games for Serious
Applications, VS-Games 2019 - Proceedings, 1DUUMY. https://doi.org/10.1109/VS-Games.2019.8864579
Campbell, J., & Fraser, M. (2019a). Carrot & Stick: Electrical Muscle Stimulation output generated through incentivized/ de-incentivized exergames. ECCE 2019 - Proceedings of the 31st European Conference on Cognitive Ergonomics: “‘Design for Cognition,’” 188–191. https://doi.org/10.1145/3335082.3335108
Campbell, J., & Fraser, M. (2019b). Switching it up: Designing adaptive interfaces for virtual reality exergames. ECCE 2019 - Proceedings of the 31st European Conference on Cognitive Ergonomics: “‘Design for Cognition,’” 177–184. https://doi. Journal of Creative Industry and Sustainable Culture (October) 2022, : 122-org/10.1145/3335082.3335087
Cao, L., Peng, C., & Dong, Y. (2020). Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality. Virtual Reality, Mestre 2017. https://doi.org/10.1007/ s10055-020-00477-z
Cho, Y., & Park, K. S. (2020). The chongchong step master game for gait and balance training. Multimodal Technologies and Interaction, 4(3), 1–14. https://doi.org/10.3390/mti4030056
Chou, A. Y.-kai. (2021, March 8). Octalysis: Complete gamification framework - yu-kai chou. Yu. Retrieved April 10, 2022, from https://yukaichou.com/gamification-examples/octalysiscomplete-gamification-framework/
Ijaz, K., Ahmadpour, N., Wang, Y., & Calvo, R. A. (2020). Player Experience of Needs Satisfaction (PENS) in an Immersive Virtual Reality Exercise Platform Describes Motivation and Enjoyment. International Journal of Human-Computer Interaction, 36(13), 1195–1204. https://doi.org/10.1080/10447 318.2020.1726107
Ismail, A. W., & Sunar, M. S. (2015). Multimodal Fusion: Gesture and Speech Input in Augmented Reality Environment. In Advances in Intelligent Systems and Computing (Vol. 331, pp. 245–254). https://doi.org/10.1007/978-3-319-13153-5_24
Kassim, M., & Said, M. N. H. M. (2018). Data analytics on interactive indoor cycling exercises with virtual reality video games. 2018 4th International Conference on Control, Automation and Robotics (ICCAR), 321–326. https://doi.org/10.1109/
ICCAR.2018.8384693
Katsigiannis, S., Willis, R., & Ramzan, N. (2019). A QoE and Simulator Sickness Evaluation of a Smart-Exercise-Bike Virtual Reality System via User Feedback and Physiological Signals. IEEE Transactions on Consumer Electronics, 65(1), 119–127. https://doi.org/10.1109/TCE.2018.2879065 Kishishita, Y., Das, S., Ramirez, A. V., Thakur, C., Tadayon, R., &
Kurita, Y. (2019). Muscleblazer: Force-feedback suit for immersive experience. 26th IEEE Conference on Virtual
Reality and 3D User Interfaces, VR 2019 - Proceedings, 1813–1818. https://doi.org/10.1109/VR.2019.8797962
Kojic, T., Nugyen, L. T., & Voigt-Antons, J. N. (2019). Impact of Constant Visual Biofeedback on User Experience in Virtual Reality Exergames. Proceedings - 2019 IEEE International Symposium on Multimedia, ISM 2019, 307–310. https://doi.org/10.1109/ISM46123.2019.00068
Li, X., Wu, Z., & Han, T. (2019). Gamification-Based VR Rowing Simulation System (Vol. 1, Issue 2018, pp. 484–493). https://Journal of Creative Industry and Sustainable Culture (October) 2022, : 122-doi.org/10.1007/978-3-030-22643-5_38
Liu, H., Wang, Z., Mousas, C., & Kao, D. (2020). Virtual Reality Racket Sports: Virtual Drills for Exercise and Training. Proceedings - 2020 IEEE International Symposium on Mixed and Augmented Reality, ISMAR 2020, 566–576. https://doi.org/10.1109/ISMAR50242.2020.00084
Michael, A., & Lutteroth, C. (2020). Race Yourselves: A Longitudinal Exploration of Self-Competition between Past, Present, and Future Performances in a VR Exergame. Conference on Human Factors in Computing Systems - Proceedings, 1–17. https://doi.org/10.1145/3313831.3376256
Narejo, A., Baqai, A., Sikandar, N., Ali, A., & Narejo, S. (2020). Physiotherapy: Design and implementation of a wearable sleeve using IMU sensor and VR to measure elbow range of motion. International Journal of Advanced Computer Science and Applications, 11(9), 445–455. https://doi.org/10.14569/
IJACSA.2020.0110953 Neumann, D. L., Moffitt, R. L., Thomas, P. R., Loveday, K., Watling,
D. P., Lombard, C. L., Antonova, S., & Tremeer, M. A. (2018). A systematic review of the application of interactive virtual reality to sport. Virtual Reality, 22(3), 183–198. https://doi.org/10.1007/s10055-017-0320-5
Nor, N. N., Sunar, M. S., & Kapi, A. Y. (2020). User experience of gamified virtual reality (VR) in sport: A review. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, 323 LNICST, 440–449. https://doi.org/10.1007/978-3-030-51005-3_36
Nor, N., Sunar, M., & Kapi, A. (2020). A Review of Gamification in Virtual Reality (VR) Sport. EAI Endorsed Transactions on Creative Technologies, 6(21), 163212. https://doi.org/10.4108/ eai.13-7-2018.163212 Perrin, T., Kerherve, H. A., Faure, C., Kulpa, R., Sorel, A., & Bideau,
B. (2019). Enactive approach to assess perceived speed error during walking and running in virtual reality. 26th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2019 - Proceedings, 622–629. https://doi.org/10.1109/
VR.2019.8798209 Ščiglinskas, E., Mačiukas, A., Vidugirienė, A., & Krilavičius, T. (2019). Investigation on the Dependencies Between HRV, Physical Training, and Focus of Attention in Virtual Environment. In Communications in Computer and Information Science: Vol. 1078 CCIS (pp. 529–540). https://doi.org/10.1007/978-3-03030275-7_41 Journal of Creative Industry and Sustainable Culture (October) 2022, : 122-She, H., Young, J., Wittenberg, O., Poole, P., Mercer, A., Shaw, A., &
Wünsche, B. C. (2020). HIITCopter: Analysis of the Suitability of VR Exergaming for High-Intensity Interval Training. ACM International Conference Proceeding Series, 293–302. https://doi.org/10.1145/3441000.3441009 Shoib, N. A., Sunar, M. S., Nor, N. N. M., Azman, A., Jamaludin, M.
N., & Latip, H. F. M. (2020). Rowing Simulation using Rower Machine in Virtual Reality. 6th International Conference on Interactive Digital Media, ICIDM 2020, Icidm, 2–7. https://doi.org/10.1109/ICIDM51048.2020.9339603
Varela-Aldás, J., Fuentes, E. M., Palacios-Navarro, G., & GarcíaMagariño, I. (2020). A Comparison of Heart Rate in Normal Physical Activity vs. Immersive Virtual Reality Exergames. Advances in Intelligent Systems and Computing, 1026, 684–689. https://doi.org/10.1007/978-3-030-27928-8_104 Wirth, M., Gradl, S., Mehringer, W. A., Kulpa, R., Rupprecht, H.,
Poimann, D., Laudanski, A. F., & Eskofier, B. M. (2020a). Assessing Personality Traits of Team Athletes in Virtual Reality. Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VRW 2020, 101–108. https://doi.org/10.1109/
VRW50115.2020.00024 Wirth, M., Gradl, S., Mehringer, W. A., Kulpa, R., Rupprecht, H.,
Poimann, D., Laudanski, A. F., & Eskofier, B. M. (2020b). Assessing Personality Traits of Team Athletes in Virtual Reality. Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VRW 2020, 101–108. https://doi.org/10.1109/
VRW50115.2020.00024
Xu, W., Liang, H. N., He, Q., Li, X., Yu, K., & Chen, Y. (2020). Results and guidelines from a repeated-measures design experiment comparing standing and seated full-body gesturebased immersive virtual reality exergames: Within-subjects evaluation. JMIR Serious Games, 8(3), 1–15. https://doi.org/10.2196/17972
Xu, W., Ma, X., Liang, H. N., & Li, X. (2020). Virusboxing: A HIITbased VR boxing game. In arXiv (pp. 98–102).
Yusof, C. S., Bai, H., Billinghurst, M., & Sunar, M. S. (2016). A review of 3D gesture interaction for handheld augmented reality. Jurnal Teknologi, 78(2–2), 15–20. https://doi.org/10.11113/ jt.v78.6923
Published
Issue
Section
License
Copyright (c) 2022 Journal of Creative Industry and Sustainable Culture

This work is licensed under a Creative Commons Attribution 4.0 International License.
How to Cite
Research impact
Harvested 2026-09-08Counts differ between services because each indexes a different body of literature. None of them is the whole picture.


