Undisplayed BPM for Engaging Exercise : Using Heart Rate Data in a Lower Body VR Exergame

University essay from Blekinge Tekniska Högskola/Institutionen för teknik och estetik

Abstract: This study has researched the use of undisplayed heart rate data as biofeedback in the contextof a lower body VR exergame using a fitness bike, in collaboration with Ericsson Research.Most of the global population need to exercise more, but describe it as dull and monotonous.By making a VR exergame using heart rate data where the user’s bpm is not displayed, butinstead having a character tell the user when they need to speed up or slow down to reach thedesired heart rate bpm range, the authors believed that the users would be less aware that theywere exercising and be more engaged in the experience. During the study testing was used, aswell as surveys and interviews. The results affirm the authors’ hypothesis. At least half of thetesters of the final iteration were unaware of heart rate data being used during the experience,despite being told of it before the testing started, saying that they were so engaged in theexperience they did not think about much else. All testers of the final iteration preferred usinga fitness bike with the VR exergame, all were willing to use it for longer periods, and all werewilling to use it regularly, describing that they did not view the experience as exercising butas entertainment. The authors conclude from the results that there is a great demand forengaging exergames using undisplayed heart rate data, which could be used in differentsituations, e.g. healthcare.

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