Exercise Speed Analysis Based on Head Mounted Display Orientation

Alex Shaw, Burkhard Claus Wünsche, Christof Lutteroth, Jude Buckley, Paul M. Corballis

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding


Virtual Reality (VR) exergames are a useful tool for improving users' exercise levels. However, they have some associated equipment requirements which are an impediment to adoption outside of specialised locations. In our research we aim to make VR exergames more accessible by removing such equipment requirements by determining users' exercise intensity directly from affordable and widely available VR equipment such as a smartphone-based Head Mounted Displays (HMD). We present an approach for determining a user's cycling speed on a stationary exercycle by observing changes to the orientation of the user's view in the VR environment. The approach is computationally cheap and does not require training data sets or server access such as deep learning-based solutions. We evaluate this approach by comparison with speed data captured during exergame play, and through direct use in an exergame. Our results indicate that it has generally good accuracy under most scenarios. In particular, estimated periods of acceleration and deceleration closely match measurements directly collected from the exercycle, but accuracy substantially decreases when large scale variation in the user's view direction is introduced.

Original languageEnglish
Title of host publicationACSW '23
Subtitle of host publicationProceeding of 2023 Australasian Computer Science Week
PublisherAssociation for Computing Machinery
Number of pages7
ISBN (Electronic)9798400700057
Publication statusPublished - 13 Mar 2023
Event2023 Australasian Computer Science Week, ACSW 2023 - Melbourne, Australia
Duration: 31 Jan 20233 Feb 2023

Publication series

NameACM International Conference Proceeding Series


Conference2023 Australasian Computer Science Week, ACSW 2023


  • Exergame
  • Head Mounted Display
  • Virtual Reality

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Computer Networks and Communications
  • Computer Vision and Pattern Recognition
  • Software


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