Paper Reading AI Learner

Smartphone-Aided VR Exergames for HIIT: Gamifying Fitness with Real-Time Pose Estimation

2026-11-04 16:18:35
Abhiram Kothagundu, Pheelip Pritipal Raipure, Abhijit Chandrakant Patil, Himangshu Sarma, Christian Eichhorn, David A. Plecher, Johanna Pirker

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.

Abstract (translated)

URL

https://arxiv.org/abs/2611.06734

PDF

https://arxiv.org/pdf/2611.06734.pdf


Tags
3D Action Action_Localization Action_Recognition Activity Adversarial Agent Attention Autonomous Bert Boundary_Detection Caption Chat Classification CNN Compressive_Sensing Contour Contrastive_Learning Deep_Learning Denoising Detection Dialog Diffusion Drone Dynamic_Memory_Network Edge_Detection Embedding Embodied Emotion Enhancement Face Face_Detection Face_Recognition Facial_Landmark Few-Shot Gait_Recognition GAN Gaze_Estimation Gesture Gradient_Descent Handwriting Human_Parsing Image_Caption Image_Classification Image_Compression Image_Enhancement Image_Generation Image_Matting Image_Retrieval Inference Inpainting Intelligent_Chip Knowledge Knowledge_Graph Language_Model LLM Matching Medical Memory_Networks Multi_Modal Multi_Task NAS NMT Object_Detection Object_Tracking OCR Ontology Optical_Character Optical_Flow Optimization Person_Re-identification Point_Cloud Portrait_Generation Pose Pose_Estimation Prediction QA Quantitative Quantitative_Finance Quantization Re-identification Recognition Recommendation Reconstruction Regularization Reinforcement_Learning Relation Relation_Extraction Represenation Represenation_Learning Restoration Review RNN Robot Salient Scene_Classification Scene_Generation Scene_Parsing Scene_Text Segmentation Self-Supervised Semantic_Instance_Segmentation Semantic_Segmentation Semi_Global Semi_Supervised Sence_graph Sentiment Sentiment_Classification Sketch SLAM Sparse Speech Speech_Recognition Style_Transfer Summarization Super_Resolution Surveillance Survey Text_Classification Text_Generation Time_Series Tracking Transfer_Learning Transformer Unsupervised Video_Caption Video_Classification Video_Indexing Video_Prediction Video_Retrieval Visual_Relation VQA Weakly_Supervised Zero-Shot