Back to AI News
arxiv

Smartphone-Aided VR Exergames for HIIT: Real-Time Pose Estimation and AI Feedback

This paper presents a VR exergame system for HIIT that uses a standard smartphone camera for full-body tracking, processed via real-time pose estimation and analyzed by an MCP-based backend with GPT-4o. A 20-participant study found higher enjoyment, immersion, and recommendation likelihood in VR versus non-VR, with AI feedback agreeing with expert evaluation at 87.5%.

AI Brief

Offers a cost-effective, scalable approach to VR fitness with validated AI feedback, relevant to both fitness tech and AI applications.

arXiv:2611.06734v1 Announce Type: cross Abstract: This paper introduces an innovative virtual reality (VR) exergame system designed to gamify High-Intensity Interval Training (HIIT) workouts through 11 predefined combo moves, including squat-punch combinations, bilateral arm strikes, and diagonal stretch combos. Unlike conventional tracking methods that often rely on wearable motion capture suits or limited headset-based sensors, our system uses a standard smartphone camera placed on a tripod to capture full-body movement. This approach offers a cost-effective and scalable alternative, particularly well-suited to the fast, dynamic motions typical of HIIT routines. The smartphone footage is processed in real time using a pose estimation algorithm, with extracted biomechanical data analyzed by a backend server built on the Model Context Protocol (MCP), Anthropic's open standard for connecting AI models to structured data sources and tools, and a GPT-4o large language model. The system generates personalized assessments of form accuracy, movement efficiency, exercise intensity, and potential injury risks, tailored specifically to high-impact, time-sensitive exercises. A within-subject study involving 20 participants (ages 18-25) compared experiences in VR and Non-VR HIIT sessions. Results indicated significantly higher enjoyment (Mean = 3.5 vs 2.8, p = 0.02), improved immersion/focus (Mean = 3.2 vs 2.8, p = 0.03), and increased likelihood to recommend (Mean = 3.2 vs 2.7, p = 0.04) under the VR condition. Confidence to continue did not differ significantly between conditions (p = 0.15), while perceived intensity remained comparable. The MCP system showed strong agreement with expert evaluation (87.5%, N = 10 sessions, one certified trainer), supporting its reliability as a feedback tool.
Be the first to rate this article.

Comments & Questions (0)

Captcha
Please be respectful — let's keep the conversation friendly.

No comments yet

Be the first to comment!