Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality

Pornpon Thamrongrat, Chaowanan Khundam, Pornpitak Pakdeebun, Dinna Nina Mohd Nizam

Abstract


This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to different VR devices. Each of the devices was used by 30 participants to perform a flexibility exercise in VR. Physical outcomes were measured using the sit-and-reach test, and user experience and engagement were evaluated using questionnaires and group discussions. The results showed that VR desktop participants had higher sit-and-reach scores. However, VR headset participants reported a more immersive experience (reality judgment) and motivation (value and usefulness). They also had higher engagement (focused attention and reward) levels than VR desktop participants. There were no significant differences between the two approaches in terms of enjoyment, effort, pressure, choice, correspondence, absorption, perceived usability, and aesthetic appeal. The study highlights the importance of considering physical outcomes, user experience, and engagement by comparing two different VR approaches for flexibility exercise. Further research is needed to explore the limitations and potential benefits of VR technology for physical activity.

 

Doi: 10.28991/ESJ-2023-07-04-03

Full Text: PDF


Keywords


Virtual Reality; User Experience; User Engagement; Exercise; Exergame.

References


Newman, M., Gatersleben, B., Wyles, K. J., & Ratcliffe, E. (2022). The use of virtual reality in environment experiences and the importance of realism. Journal of Environmental Psychology, 79, 101733. doi:10.1016/j.jenvp.2021.101733.

Neumann, D. L. (2016). on the Use of Virtual Reality in Sport and Exercise: Applications and Research Findings. International Journal of Computer Research, 23(3), 273–293.

di Fronso, S., Aquino, A., Bondár, R. Z., Montesano, C., Robazza, C., & Bertollo, M. (2020). The influence of core effect on cyclo-ergometer endurance performance: Effects on performance outcomes and perceived exertion. Journal of Sport and Health Science, 9(6), 578–586. doi:10.1016/j.jshs.2019.12.004.

Bird, J. M., Karageorghis, C. I., Baker, S. J., Brookes, D. A., & Nowicky, A. V. (2021). Ready Exerciser One: Effects of music and virtual reality on cycle ergometer exercise. British Journal of Health Psychology, 26(1), 15–32. doi:10.1111/bjhp.12445.

Brauner, P., Calero Valdez, A., Schroeder, U., & Ziefle, M. (2013). Increase Physical Fitness and Create Health Awareness through Exergames and Gamification. Human Factors in Computing and Informatics. SouthCHI 2013, Lecture Notes in Computer Science, 7946, Springer, Berlin, Germany. doi:10.1007/978-3-642-39062-3_22.

Yu, T. C., Chiang, C. H., Wu, P. T., Wu, W. L., & Chu, I. H. (2020). Effects of exergames on physical fitness in middle- aged and older adults in Taiwan. International Journal of Environmental Research and Public Health, 17(7), 2565. doi:10.3390/ijerph17072565.

Cao, L., Peng, C., & Dong, Y. (2021). Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality. Virtual Reality, 25(3), 597–612. doi:10.1007/s10055-020-00477-z.

Miller, C. A., Hayes, D. M., Dye, K., Johnson, C., & Meyers, J. (2012). Using the nintendowii fit and bodyweight support to improve aerobic capacity, balance, gait ability, and fear of falling: Two case reports. Journal of Geriatric Physical Therapy, 35(2), 95–104. doi:10.1519/JPT.0b013e318224aa38.

Pacheco, T. B. F., De Medeiros, C. S. P., De Oliveira, V. H. B., Vieira, E. R., & De Cavalcanti, F. A. C. (2020). Effectiveness of exergames for improving mobility and balance in older adults: A systematic review and meta-analysis. Systematic Reviews, 9(1), 1–14. doi:10.1186/s13643-020-01421-7.

Thalmann, M., Ringli, L., Adcock, M., Swinnen, N., de Jong, J., Dumoulin, C., Guimarães, V., & de Bruin, E. D. (2021). Usability study of a multicomponent exergame training for older adults with mobility limitations. International Journal of Environmental Research and Public Health, 18(24), 13422. doi:10.3390/ijerph182413422.

Stanmore, E. K., Mavroeidi, A., De Jong, L. D., Skelton, D. A., Sutton, C. J., Benedetto, V., Munford, L. A., Meekes, W., Bell, V., & Todd, C. (2019). The effectiveness and cost-effectiveness of strength and balance Exergames to reduce falls risk for people aged 55 years and older in UK assisted living facilities: A multi-centre, cluster randomised controlled trial. BMC Medicine, 17(1), 1–14. doi:10.1186/s12916-019-1278-9.

Phu, S., Vogrin, S., Al Saedi, A., & Duque, G. (2019). Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls. Clinical Interventions in Aging, 14, 1567–1577. doi:10.2147/cia.s220890.

Sadeghi, H., Hakim, M. N., Hamid, T. A., Amri, S. Bin, Razeghi, M., Farazdaghi, M., & Shakoor, E. (2017). The effect of exergaming on knee proprioception in older men: A randomized controlled trial. Archives of Gerontology and Geriatrics, 69, 144–150. doi:10.1016/j.archger.2016.11.009.

Valenzuela, T., Okubo, Y., Woodbury, A., Lord, S. R., & Delbaere, K. (2018). Adherence to Technology-Based Exercise Programs in Older Adults: A Systematic Review. Journal of Geriatric Physical Therapy, 41(1), 49–61. doi:10.1519/JPT.0000000000000095.

Qian, J., McDonough, D. J., & Gao, Z. (2020). The effectiveness of virtual reality exercise on individual’s physiological, psychological and rehabilitative outcomes: A systematic review. International Journal of Environmental Research and Public Health, 17(11), 4133. doi:10.3390/ijerph17114133.

Gao, Z., Lee, J. E., McDonough, D. J., & Albers, C. (2020). Virtual reality exercise as a coping strategy for health and wellness promotion in older adults during the COVID-19 pandemic. Journal of Clinical Medicine, 9(6). doi:10.3390/jcm9061986.

Segura-Ortí, E., & García-Testal, A. (2019). Intradialytic virtual reality exercise: Increasing physical activity through technology. Seminars in Dialysis, 32(4), 331–335. doi:10.1111/sdi.12788.

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. doi:10.1007/s10055-017-0320-5.

Stenger, L. (2018). What is Functional/Neuromotor Fitness? ACSM’S Health Fitness Journal, 22(6), 35–43. doi:10.1249/fit.0000000000000439.

Türker, A., & Yüksel, O. (2021). The effect of functional and supportive classic strength trainings in basketball players on aerobic strength, dynamic balance and body composition. Pedagogy of Physical Culture and Sports, 25(1), 47–58. doi:10.15561/26649837.2021.0107.

Cornelissen, V. A., Verheyden, B., Aubert, A. E., & Fagard, R. H. (2010). Effects of aerobic training intensity on resting, exercise and post-exercise blood pressure, heart rate and heart-rate variability. Journal of Human Hypertension, 24(3), 175–182. doi:10.1038/jhh.2009.51.

Niu, Y., Zhou, D., & Ma, Z. (2018). Effect of aerobic exercises on students’ physical health indicators. Science & Sports, 33(2), e85–e89. doi:10.1016/j.scispo.2018.01.003.

Maestroni, L., Read, P., Bishop, C., Papadopoulos, K., Suchomel, T. J., Comfort, P., & Turner, A. (2020). The Benefits of Strength Training on Musculoskeletal System Health: Practical Applications for Interdisciplinary Care. Sports Medicine, 50(8), 1431–1450. doi:10.1007/s40279-020-01309-5.

Kenney, W. L., Wilmore, J. H., & Costill, D. L. (2021). Physiology of sport and exercise. Human kinetics, Windsor, Canada.

Hübscher, M., Zech, A., Pfeifer, K., Hänsel, F., Vogt, L., & Banzer, W. (2010). Neuromuscular training for sports injury prevention: A systematic review. Medicine and Science in Sports and Exercise, 42(3), 413–421. doi:10.1249/MSS.0b013e3181b88d37.

Alter, M. J. (2004). Science of flexibility. Human Kinetics, Windsor, Canada.

Neumann, D. L., & Moffitt, R. L. (2018). Affective and attentional states when running in a virtual reality environment. Sports, 6(3), 71. doi:10.3390/sports6030071.

Parton, B. J., & Neumann, D. L. (2019). The effects of competitiveness and challenge level on virtual reality rowing performance. Psychology of Sport and Exercise, 41, 191–199. doi:10.1016/j.psychsport.2018.06.010.

Khundam, C., & Nöel, F. (2021). A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames. International Journal of Computer Games Technology, 2021, 1–16. doi:10.1155/2021/6668280.

Calogiuri, G., Litleskare, S., Fagerheim, K. A., Rydgren, T. L., Brambilla, E., & Thurston, M. (2018). Experiencing Nature through Immersive Virtual Environments: Environmental Perceptions, Physical Engagement, and Affective Responses during a Simulated Nature Walk. Frontiers in Psychology, 8. doi:10.3389/fpsyg.2017.02321.

McGloin, R., & Embacher, K. (2018). “Just Like Riding a Bike”: A Model Matching Approach to Predicting the Enjoyment of a Cycling Exergame Experience. Media Psychology, 21(3), 486–505. doi:10.1080/15213269.2017.1311269.

Da Cruz, M. M. A., Ricci-Vitor, A. L., Borges, G. L. B., Da Silva, P. F., Turri-Silva, N., Takahashi, C., Grace, S. L., & Vanderlei, L. C. M. (2021). A Randomized, Controlled, Crossover Trial of Virtual Reality in Maintenance Cardiovascular Rehabilitation in a Low-Resource Setting: Impact on Adherence, Motivation, and Engagement. Physical Therapy, 101(5), 71. doi:10.1093/ptj/pzab071.

García-Bravo, S., Cuesta-Gómez, A., Campuzano-Ruiz, R., López-Navas, M. J., Domínguez-Paniagua, J., Araújo-Narváez, A., Barreñada-Copete, E., García-Bravo, C., Flórez-García, M. T., Botas-Rodríguez, J., & Cano-de-la-Cuerda, R. (2021). Virtual reality and video games in cardiac rehabilitation programs. A systematic review. Disability and Rehabilitation, 43(4), 448–457. doi:10.1080/09638288.2019.1631892.

Czub, M., & Janeta, P. (2021). Exercise in virtual reality with a muscular avatar influences performance on a weightlifting exercise. Cyberpsychology, 15(3). doi:10.5817/CP2021-3-10.

Nambi, G., Abdelbasset, W. K., Elsayed, S. H., Alrawaili, S. M., Abodonya, A. M., Saleh, A. K., & Elnegamy, T. E. (2020). Comparative Effects of Isokinetic Training and Virtual Reality Training on Sports Performances in University Football Players with Chronic Low Back Pain-Randomized Controlled Study. Evidence-Based Complementary and Alternative Medicine, 2020. doi:10.1155/2020/2981273.

Cano Porras, D., Siemonsma, P., Inzelberg, R., Zeilig, G., & Plotnik, M. (2018). Advantages of virtual reality in the rehabilitation of balance and gait. Neurology, 90(22), 1017–1025. doi:10.1212/wnl.0000000000005603.

Lee, I. W., Kim, Y. N., & Lee, D. K. (2015). Effect of a virtual reality exercise program accompanied by cognitive tasks on the balance and gait of stroke patients. Journal of Physical Therapy Science, 27(7), 2175–2177. doi:10.1589/jpts.27.2175.

Lee, D., Ng, P. M., & Wut, T. M. (2022). Virtual Reality in Festivals: A Systematic Literature Review and Implications for Consumer Research. Emerging Science Journal, 6(5), 1153-1166. doi:10.28991/ESJ-2022-06-05-016.

Park, E. C., Kim, S. G., & Lee, C. W. (2015). The effects of virtual reality game exercise on balance and gait of the elderly. Journal of Physical Therapy Science, 27(4), 1157–1159. doi:10.1589/jpts.27.1157.

Tsang, W. W. N., & Fu, A. S. N. (2016). Virtual reality exercise to improve balance control in older adults at risk of falling. Hong Kong Medical Journal, 22(22), S19–S22.

Stathokostas, L., Little, R. M. D., Vandervoort, A. A., & Paterson, D. H. (2012). Flexibility training and functional ability in older adults: A systematic review. Journal of Aging Research, 2012. doi:10.1155/2012/306818.

Pham, D.-M., & Stuerzlinger, W. (2019). Is the Pen Mightier than the Controller? A Comparison of Input Devices for Selection in Virtual and Augmented Reality. 25th ACM Symposium on Virtual Reality Software and Technology. doi:10.1145/3359996.3364264.

Sousa Santos, B., Dias, P., Pimentel, A., Baggerman, J. W., Ferreira, C., Silva, S., & Madeira, J. (2009). Head-mounted display versus desktop for 3D navigation in virtual reality: A user study. Multimedia Tools and Applications, 41(1), 161–181. doi:10.1007/s11042-008-0223-2.

Marek, K., Zubrycki, I., & Miller, E. (2022). Immersion Therapy with Head-Mounted Display for Rehabilitation of the Upper Limb after Stroke—Review. Sensors, 22(24), 9962. doi:10.3390/s22249962.

Dyulicheva, Y. Y., Gaponov, D. A., Mladenovic, R., & Kosova, Y. A. (2021). The virtual reality simulator development for dental students training: a pilot study. 4th International Workshop on Augmented Realty in Education, 11 May, 2021, Kryvyi Rih, Ukraine.

Buttussi, F., & Chittaro, L. (2021). A Comparison of Procedural Safety Training in Three Conditions: Virtual Reality Headset, Smartphone, and Printed Materials. IEEE Transactions on Learning Technologies, 14(1), 1–15. doi:10.1109/TLT.2020.3033766.

Tychsen, L., & Foeller, P. (2020). Effects of Immersive Virtual Reality Headset Viewing on Young Children: Visuomotor Function, Postural Stability, and Motion Sickness. American Journal of Ophthalmology, 209, 151–159. doi:10.1016/j.ajo.2019.07.020.

Kim, Y. M., Rhiu, I., & Yun, M. H. (2020). A Systematic Review of a Virtual Reality System from the Perspective of User Experience. International Journal of Human-Computer Interaction, 36(10), 893–910. doi:10.1080/10447318.2019.1699746.

Houzangbe, S., Christmann, O., Gorisse, G., & Richir, S. (2020). Effects of voluntary heart rate control on user engagement and agency in a virtual reality game. Virtual Reality, 24(4), 665–681. doi:10.1007/s10055-020-00429-7.

BS EN ISO. (2010). Ergonomics of human-system interaction, British Standard, London, United Kingdom. Available online: https://webstore.ansi.org/preview-pages/BSI/preview_30193611.pdf (accessed on April 2023).

Berni, A., & Borgianni, Y. (2021). From the definition of user experience to a framework to classify its applications in design. Proceedings of the Design Society, 1, 1627–1636. doi:10.1017/pds.2021.424.

Díaz-Oreiro, I., López, G., Quesada, L., & Guerrero, L. (2019). Standardized Questionnaires for User Experience Evaluation: A Systematic Literature Review. Multidisciplinary Digital Publishing Institute Proceedings, 31(1), 14. doi:10.3390/proceedings2019031014.

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. doi:10.1080/10447318.2020.1726107.

Somrak, A., Humar, I., Hossain, M. S., Alhamid, M. F., Hossain, M. A., & Guna, J. (2019). Estimating VR Sickness and user experience using different HMD technologies: An evaluation study. Future Generation Computer Systems, 94, 302–316. doi:10.1016/j.future.2018.11.041.

Pyae, A. (2021). Towards Understanding Users’ Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises. Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction. doi:10.1145/3447527.3474872.

Eisapour, M., Cao, S., & Boger, J. (2020). Participatory design and evaluation of virtual reality games to promote engagement in physical activity for people living with dementia. Journal of Rehabilitation and Assistive Technologies Engineering, 7, 205566832091377. doi:10.1177/2055668320913770.

Gabrhelová, G., & Čepelová, S. (2022). Are Activation Teaching Methods Really Effective?. HighTech and Innovation Journal, 3(4), 443-471. doi:10.28991/HIJ-2022-03-04-06.

Souza, V., Maciel, A., Nedel, L., & Kopper, R. (2022). Measuring Presence in Virtual Environments: A Survey. ACM Computing Surveys, 54(8), 1–37. doi:10.1145/3466817.

Monteiro, V., Mata, L., & Peixoto, F. (2015). Intrinsic motivation inventory: Psychometric properties in the context of first language and mathematics learning. Psicologia: Reflexao e Critica, 28(3), 434–443. doi:10.1590/1678-7153.201528302.

Baños, R. M., Botella, C., Garcia-Palacios, A., Villa, H., Perpiña, C., & Alcañiz, M. (2000). Presence and reality judgment in virtual environments: A unitary construct? Cyberpsychology and Behavior, 3(3), 327–335. doi:10.1089/10949310050078760.

O’Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human Computer Studies, 112, 28–39. doi:10.1016/j.ijhcs.2018.01.004.

Andrade, P., & Law, E. L. C. (2021). Improving Student Experience and Learning Performance with Traditional Instructional Methods and New Digital Media. Human-Computer Interaction – INTERACT 2021, INTERACT 2021, Lecture Notes in Computer Science, 12934. Springer, Cham, Switzerland. doi:10.1007/978-3-030-85613-7_7.

Chen, E., Leos, C., Kowitt, S. D., & Moracco, K. E. (2020). Enhancing Community-Based Participatory Research Through Human-Centered Design Strategies. Health Promotion Practice, 21(1), 37–48. doi:10.1177/1524839919850557.

Holt, L. E., Pelham, T. W., & Burke, D. G. (1999). Modifications to the Standard Sit-and-Reach Flexibility Protocol. Journal of Athletic Training, 34(1), 43.

López-Miñarro, P. A., Andújar, P. S. de B., & Rodríguez-García, P. L. (2009). A comparison of the sit-and-reach test and the back-saver sit-and-reach test in university students. Journal of Sports Science and Medicine, 8(1), 116–122.

van der Kruk, E., & Reijne, M. M. (2018). Accuracy of human motion capture systems for sport applications; state-of-the-art review. European Journal of Sport Science, 18(6), 806–819. doi:10.1080/17461391.2018.1463397.

Nagymáté, G., & M. Kiss, R. (1970). Application of OptiTrack motion capture systems in human movement analysis. Recent Innovations in Mechatronics, 5(1.). doi:10.17667/riim.2018.1/13.

MotionAnalysis. (2023). Raptor-E Digital RealTime System. Motion Analysis Corporation, Santa Rose, United States, Available online: https://sitetist.com/uicon/download/product-brochure/motion-analysis/Raptor4_System.pdf (accessed on April 2023).

Sharkey N. (2023). MotionAnalysis, Eagle Digital Real Time System. Pennsylvania State University, Pennsylvania, United States. Available online: https://biomechanicslab.psu.edu/motion-analysis-eagle-system/ (accessed on 21 February 2023).

Shephard, R. J., Berridge, M., & Montelpare, W. (1990). On the generality of the" sit and reach" test: An analysis of flexibility data for an aging population. Research Quarterly for Exercise and Sport, 61(4), 326–330. doi:10.1080/02701367.1990.10607495.

Wikipedia (2023), Oculus Quest 2. Available online: https://en.wikipedia.org/wiki/Oculus_Quest_2 (accessed on 21 February 2023).

Prieto-Andreu, J. M., Gómez-Escalonilla-Torrijos, J. D., & Said-Hung, E. (2022). Gamification, motivation and performance in education: A systematic review. Revista Electrónica Educare, 26(1), 1–23. doi:10.15359/ree.26-1.14. (In Spanish).

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. doi:10.4108/eai.13-7-2018.163212.

Yao, S., & Kim, G. (2019). The Effects of Immersion in a Virtual Reality Game: Presence and Physical Activity. HCI in Games. HCII 2019, Lecture Notes in Computer Science, 11595. Springer, Cham, Switzerland. doi.org/10.1007/978-3-030-22602-2_18.

Mouatt, B., Smith, A. E., Mellow, M. L., Parfitt, G., Smith, R. T., & Stanton, T. R. (2020). The Use of Virtual Reality to Influence Motivation, Affect, Enjoyment, and Engagement During Exercise: A Scoping Review. Frontiers in Virtual Reality, 1, 564664. doi:10.3389/frvir.2020.564664.

Gray, R. (2019). Virtual environments and their role in developing perceptual-cognitive skills in sports. In Anticipation and Decision Making in Sport (pp. 342–358). Routledge. doi:10.4324/9781315146270-19.

Frank, C. (2020). Virtual reality and mental training. Advancements in Mental Skills Training, 177-186. Routledge, Milton Park, United Kingdom. doi:10.4324/9780429025112-16.

Murray, E. G., Neumann, D. L., Moffitt, R. L., & Thomas, P. R. (2016). The effects of the presence of others during a rowing exercise in a virtual reality environment. Psychology of Sport and Exercise, 22, 328–336. doi:10.1016/j.psychsport.2015.09.007.

Martin-Niedecken, A. L., Rogers, K., Turmo Vidal, L., Mekler, E. D., & Márquez Segura, E. (2019). ExerCube vs. Personal Trainer. Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3290605.3300318.

Bird, J. M., Karageorghis, C. I., Baker, S. J., & Brookes, D. A. (2019). Effects of music, video, and 360-degree video on cycle ergometer exercise at the ventilatory threshold. Scandinavian Journal of Medicine & Science in Sports, 29(8), 1161–1173. doi:10.1111/sms.13453.


Full Text: PDF

DOI: 10.28991/ESJ-2023-07-04-03

Refbacks

  • There are currently no refbacks.


Copyright (c) 2023 Pornpon Thamrongrat, Chaowanan Khundam, Pornpitak Pakdeebun, Dinna Nina Mohd Nizam