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