Introduction

The following presentation is intended for the MIT xPro Virtual Reality and Augmented Reality Program. Additionally, this presentation is a feature of my online portfolio at MattByrnes.com. My hope is that it provides a vision of my work dedicated to virtual reality and its application to physical fitness activities such as cycling.

Enjoy!

Observations and Opportunities

Problem Statement

In today’s world, there is a multitude of physical fitness activities to choose from. Running, swimming, boxing, climbing, dancing, and countless others. One fitness activity that’s become particularly popular over past several years, and especially so since the pandemic, is exercise biking or cycling. Applications such as Peloton, Zwift, Holofit and others have embedded this fitness activity into our homes like never before. Because of this trend, there are millions of new Bluetooth-enabled exercise bikes in our communities that did not exist a very short time ago. Many of these exercise bikes have the ability to connect with VR headsets like the Meta Quest, Vision Pro, and other multimedia devices. This situation presents many exciting new opportunities.

With all these new exercise bikes comes a plethora of new cycling applications. Like Peloton, most of these applications attempt to create the experience of attending a cycling class right in the comfort of one’s home. They offer video libraries of instructional workouts and reward people for their effort and participation. The content is usually that of an instructor leading and encouraging participants over a selection of music. The competition is essentially to cycle harder, faster, and longer than everyone else.

Then there applications that offer 2D racing competitions, like Zwift. This application is meant to resemble more of a real world cycling experience. Here, the users are placed on a digital road with their own custom avatar. As the user cycles their exercise bike, so does their avatar with the proportionate speed. There are even a few applications that offer 3D virtual versions of this racing experience. Applications such as Holofit intends to visually immerse users in races through exotic landscapes. Whatever the media, they all employ similar gaming metrics to motivate their users. These gaming metrics are crucial because when it comes to fitness motivation is key.

In many respects, these cycling applications apply effective metrics for motivation. They award points for speed, distance, and calories burned. They also allow people to race against each other and inspire friendly competition. For a lot of people, this form of gamification is very effective. It is, after all, much like the competition of cycling in the real world. For others, however, this reward system is lacking and there is some disconnect with the overall experience.

The issue may be that these cycling experiences are relatively passive. Aside from peddling longer and faster than the competition, there is not much else to the game. There is only one path to follow, a few objects to interact with. There is little need for reflexes and strategy because there are not many choices to be made. For many, this lack of player agency makes the overall experience less engaging.

Another fitness activity that’s emerged over the past several years has actually come in the form of video games. 2D consoles like the Nintendo Switch and 3D virtual headsets like the Meta Quest have provided platforms for a great variety of new ways to exercise. Like cycling applications, these fitness games award points for effort and energy put forth by the players. However, these games offer more player agency than that of their cycling counterparts. Unlike the passive experience of cycling applications, these games are often highly interactive, require intense focus, and split-second decision making. Games such as Beat Saber and Supernatural provide ideal examples, as they consistently engage the player with a game of reflexes. Many people really appreciate this type of player agency and sometimes require it to stay mentally stimulated.

The downside of these fitness video games, however, is that they offer a somewhat limited workout. Most of the exercise is confined to the upper body and there is less cardio than many people require. The games are fun and can make you sweat, but not to the extent that many would consider an effective workout.

Pitch

Three Questions

  1. What if there were a VR application that combined the physical workout of cycling with the player agency of fitness video games?
  2. What if this VR cycling game was highly interactive and rewarded people for more than cycling fast and far but gave them a path and obstacles to navigate?
  3. What if this VR cycling experience was so compelling that motivated people to exercise more often and became a regular pastime?

By developing a VR cycling game with these questions in mind, we may discover an exciting new form of physical fitness that stimulates the body and mind. We’ve established that cycling offers the more effective fitness routine and that fitness games offer the more engaging mental experience. Perhaps if we combine the best aspects of these two activities, we’ll produce a new one that appeals to a broad audience of fitness enthusiast, gamers, and everyone in between.

How it Works

Steering

To steer, a player must simply tilt their head in the direction they wish to go. The VR headset registers this type of movement and responds accordingly. This movement is similar to that of steering a real bicycle or motorcycle. There is a very little learning curve and no need for handheld controllers.

Speed

A player’s speed is determined by three factors. The first is simply how fast they cycle. The second has to do with resistance or how hard it is to cycle. The third factor is based on obstacles in the game. Some obstacles will make one go faster while others slow them down.

Selecting

To select objects throughout the game, like menu items for example, a player must simply stare the object for a brief period of time. The VR headset can approximately determine where one is looking and respond accordingly. There is no need for handheld controllers.

Storyboard

Off to the Races

Our player gets onto an exercise bike and puts on an AR/VR headset. They select the BPM Games app and are greeted by the initial interface. Here they are asked to connect the exercise bike with their headset. Once connected, the player is presented with a menu of different types of rides and races. Some rides offer tranquil experiences for people who just want to unwind. Others offer high-intensity races against a variety of challengers. They choose an intense race on a crowded highway in a futuristic city.

Our player is virtually swept away to the race of their selection. They become immersed in an alien-looking cityscape, surrounded by the tallest skyscrapers they have ever seen. Their appearance is a highly customized avatar. One that represents their physical appearance and individuality. Their exercise bike now resembles a custom high-tech motorcycle, capable of tremendous speed and super abilities.

It’s off to the race as our player and their competition rollup to the starting line. Some of the contenders are AI bots and some are people from all over the world. Each has a custom physical appearance and motorcycle.

The the sounds of traffic and the city echo over a stream of electrifying music. Our player’s attention is brought to a streetlight. They can hear the competition revving their engines and shouting taunts at each other.  As they begin to peddle their bike they hear an engine growing louder and building up power. The instant the light turns green they are catapulted forward as if they had been shot out of a cannon. It’s an exhilarating sensation made possible by VR.

The race is now on and our player must peddle hard to keep up with the competition. Not only that, they will have to keep an eye on the road and navigate a maze of moving traffic and obstacles designed to take them out of the race. The speed is intense. Although our player is only cycling at ten miles an hour, the VR makes them feel as if they are going eighty.

As they approach a wall of traffic, the players must become focused. They begin to speed by cars and trucks as they hear the sounds of each passing by. To steer, they only need a slight tilt of the head in the direction they wish to go. The VR headset detects this tilting motion and directs the player accordingly. Our player tilts their head left to veer around a moving taxi, then right to swerve around a giant semi-truck.

Our player is in the lead, but no by far. A competitor is hot on their tail and can take over with one well calculated maneuver. The traffic and obstacles become more intense, causing them to lose control. Suddenly, our player collides with slow moving vehicle. But the race is not over.

Instead of being removed from the race completely, our player is only temporarily sidelined. It seems like a small penalty but in this short period of time our player has gone from first to third place. They will have to cycle fast and avoid any more accidents to have a chance to win.

The race intensifies as the contestants enter the final lap of the race. During this final lap, the course adds new obstacles to avoid and some that offer an advantage. One new feature of the track is sections that boost the player’s speed as the ride over them. These boosters may give our player just enough speed to catchup to the competition.

Our player rides over a booster and is propelled forward at a tremendous speed. Their engine roars as they fly past the challenger in second place. They are now hot on the tail of the frontrunner. Both contenders cycle vigorously as they approach the final stretch. At this point, the match will be determined by endurance, reflexes, and perhaps a little luck.

The two are neck-and-neck as they enter the final stretch. Both must cycle their fastest while navigating every obstacle between them and the finish line. Amongst these obstacles are a few final boosters. These catalysts may determine who will finish on top but navigating them will be very risky.

They continue to cycle while weaving through a gauntlet of traffic. It’s a rigorous performance of speed and reflexes. One false move and the race could essentially be over for either of them.

The player is exhausted and realizes they may not be able to win the race without a little support. Suddenly, they spot a booster in the near distance. However, it’s surrounded by obstacles designed to take them out. At this point, the player essentially has two choices. Play it safe and try to out-cycle the frontrunner or try to reach the booster and all but ensure a win.

The player decides the best course to victory is the more treacherous one. They swerve away from the frontrunner and head directly for the booster. It’s a narrow path the victory. If they don’t reach the booster, they will surely loose the race.

They continue dodging traffic and inching closer to the booster. For a moment it looks just out of reach and the player doubts they will make it in time. They must give it everything they have to win this race.

The player cycles as fast as they can to the booster. It’s a nail-biting and thoroughly exhausting experience, but well worth the reward. The instant they rid over the booster the player is rocketed forward and barely into first place.

It’s a photo finish.

 

Thanks for playing!

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