Efficacy of Augmented Reality-based Virtual Hiking in
Cardiorespiratory Endurance: A Pilot Study
Muhammad Asif Ahmad
1,2,3 a
, Honorato Sousa
1b
, Élvio Rúbio Quintal
4,5 c,
and Sergi Bermúdez i Badia
1,2,3 d
1
Madeira Interactive Technologies Institute, Universidade da Madeira, Funchal, Portugal
2
Faculdade de Ciências Exatas e da Engenharia, Universidade da Madeira, Funchal, Portugal
3
NOVA Laboratory for Computer Science and Informatics, Universidade da Madeira, Funchal, Portugal
4
ITI/LARSyS, ARDITI, Funchal, Portugal
5
Department of Physical Education and Sport, University of Madeira, Funchal, Portugal
Keywords: Hiking Simulator, VR
Environments, User Experience, Heart Rate, Exertion Level, Virtual Reality, Exergames.
Abstract: Exergames can be used to overcome a sedentary lifestyle. Virtual Reality (VR) has made exergames
successful, and they can be used to increase heart rate, but some limitations are found, such as the adaptation
of the heart rate in exergames to the player's fitness profile. VR technology has been used to simulate virtual
cycling and walking experiences. We designed and developed an exergame' Virtual Levadas' in a cave-based
VR environment to simulate the Levadas hiking tracks. They are the main attraction for tourists in Madeira
Island, Portugal. This study's main objective was to assess player exertion, usability, participation, and realism
of the simulation of the Levadas tracks. We performed this study with 13 participants who played Virtual
Levadas for 6 minutes and found a significant increase in player's average physical activity and heart rate.
Overall, our results demonstrate that Virtual Levada's exergame provides a higher exertion level, immersion,
and realism of the virtual environment than the literature.
1 INTRODUCTION
Exergames (video games with physical activity) are
becoming more popular because of their reported
benefits (Ketcheson et al., 2015). The main goal in the
design of exergames is to keep players motivated
during gameplay and physical activity (Yue Gao and
Regan L. Mandryk, 2011) (Knights et al., 2014). An
exercise session of ten minutes can increase
concentration and provides cognitive incentives
(Klein and Simmers, 2009). The combination of
physical activity and video games increases player
interest and motivation (Yoo and Kay, 2016).
Exergames can help to overcome a sedentary lifestyle
(Klein and Simmers, 2009). According to the US
National Heart, Lung Blood Institute, the limitations
of inadequate physical activity levels include
a
https://orcid.org/0000-0002-9091-9381
b
https://orcid.org/0000-0002-7434-643X
c
https://orcid.org/0000-0003-0927-692X
d
https://orcid.org/0000-0003-4452-0414
lifestyle, fewer recreational facilities, age, and health
conditions (NIH, 2012).
In recent progress, virtual reality (VR) technology
has made exergames successful (Yoo and Kay, 2016).
The most common VR setups are large screen
displays (Cave systems) and head-mounted displays
(HMDs). Nintendo Wii (Park et al., 2014) and the
Microsoft Kinect (Chan et al., 2011) introduced
exergames and confirmed high interest and physical
activity. Wii Fit (wiifit.com) has been commercially
recognized and promoting Mircosoft Kinect
(microsoft.com) as an input device. However, the
exergames' immersion and motivation were observed
low with less involvement (Bolton et al., 2014). Some
exergames may elevate high physical activity levels
(PA) and adherence (Staiano et al., 2018). However,
traditional physical exercises induce higher PA than
in exergames (Schneekloth and Brown, 2018). More
Ahmad, M., Sousa, H., Quintal, É. and Bermúdez i Badia, S.
Efficacy of Augmented Reality-based Virtual Hiking in Cardiorespiratory Endurance: A Pilot Study.
DOI: 10.5220/0010312405750582
In Proceedings of the 14th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2021) - Volume 5: HEALTHINF, pages 575-582
ISBN: 978-989-758-490-9
Copyright
c
2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
575
research is required that the regular use of the
exergames can make players physical active (Soltani
et al., 2020).
In this study, we developed an application using
VR to simulate hiking on Levadas and Veredas tracks
and promote physical activity while enjoying
Madeira's unique hiking trails. Madeira (Portugal) is
one of Europe's leading island destinations (World
Travel Awards [WTA], 2019) and has 2/3 of the area
cataloged as a Natural Park. There are more than 28
hiking-tracks recommended by the local government
and municipalities to visit the park. Hiking is very
popular in Levadas and Veredas (Madeira's Hiking
trails) because of increased tourism (Roque et al.,
2018).
In this work, we modified the 2-minute step test
(TMST), introduced by Rikli and Jones, as part of the
Senior Fitness Test in 1999 (Rikli and Jones, 1999).
TMST may be used as an alternative to a six-minute
walk test to measure of aerobic endurance. We
hypothesized that a six-minute stepping exercise
would induce physical activity by elevating the
player's heart rate. An augmented reality-based setup
may simulate Levadas tracks with a higher sense of
presence, realism, and usability. In our virtual Levada
simulation, participants need to march-in-place as fast
as possible for 2 minutes while lifting knees at a
criterion height. A six-minute stepping exercise was
performed by the participants with three variations of
the knee height to walk in a VR environment, and
exertion of the physical activity was assessed through
heart rate to address the following research questions:
RQ1. Does a cave-based VR system provide a
high presence and usability to simulate virtual
Levadas?
RQ2. Can a stepping exercise in Virtual Levada's
exergame be used to induce adequate physical
activity?
2 RELATED WORK
The physical activity component of video games
defines exergames. Christos Ioannou and co-authors
proposed virtual performance augmentation of in-
place running and jumping and assessed a VR
exergame effect. They found that in-place running
and jumping in a VR can be used to create a natural
experience and induce moderate to high physical
activity (Ioannou et al., 2019). Another developed a
VR table tennis exergame and compared the
participants' heart rate generated through traditional
and VR-based table tennis (Varela Aldás et al., 2020).
They reported a decrease in the participants' heart rate
in the VR version, which indicated that VR-based
table tennis was not suitable to induce physical
activity (PA). A recent study built a bike 'Greedy
Rabbit' adopting a design-based exergame approach
to assess young adults' physical activity and
situational interest. They found that a design-based
exergame approach is an excellent method to elevate
the player's physical activity and situational interest
(Cédric Roure et al., 2020). Another study created an
exergame VRun in which players physically run on
the spot to interact with the virtual environment. They
compared laptop display and large screen display
setups and reported large-screen display had high
immersion (Yoo and Kay, 2016).
Similarly, Mallory Ketcheson and co-authors
introduced and assessed heart rate power-ups' novel
game concept to induce higher physical activity
during gameplay. The heart rate power-ups endorse
players to elevate their heart rate to the target level by
providing those rewards in the game. They developed
three exergames and found a significant increase in
the players' exertion level and enjoyment level
(Ketcheson et al., 2015). Gao et al. (2017) reported
that a school-based exergaming program induced
children's moderate-to-vigorous PA (7–10 years old)
over two years in overweight and obese adolescents.
Staiano et al. (2017) found an increase in PA during
a 12 weeks dance exergaming intervention program
in overweight and obese adolescent girls. Grab apple
exergame elevated 72% of the maximum heart in ten
minutes, making players play at different intervals of
the day (Yue Gao and Regan L. Mandryk, 2011). This
exergame was considered useful for those people who
were not able to perform a long exercise.
Moreover, Shaw et al. used an HMD environment
to simulate an exercycle game in which players have
to pedal to move in a virtual environment. The
authors reported a statistically significant increase in
exertion and motivation when playing the game.
However, a small increase in motivation and no
difference in exertion level were found in the HMD
environment (Shaw et al., 2015).
Sinclair stated that one limitation of designing
physical activity exergames is that gameplay and
exercise may not be synchronized to acquire a desired
target heart rate (Sinclair, 2011). Finkelstein and
Suma developed the immersive VR exergame
"Astrojumper" and reported a significantly increased
heart rate of users after gameplay. The participants'
exertion level was correlated with their motivation
level (Finkelstein and Suma, 2011).
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3 METHOD
Our study's main objective was to recreate Levadas
hiking-tracks' experience to develop a virtual
simulation scenario. For that, we designed and
created the "Virtual Levadas" exergame in a mixed
reality-based setup. We assessed users' physical
responses and usability, fidelity, and perceived level
of presence during the experience. The participants
were provided an informed consent that is compiled
with Helsinki and Portugues laws. The study was
conducted at the facilities of the Madeira Interactive
Technologies Institute in Funchal, Portugal.
3.1 Experiment Setup
3.1.1 Hardware
The KAVE is a unity plugin for CAVE systems
previously developed at our research lab. It comprises
scripts, objects, and prefabs that use a 140$ Kinect V2
tracking sensor (Microsoft, Redmond, USA) to add
parallax effect and full-body tracking for interaction
with virtual objects. The latest Azure Kinect DK can
be used with the Kave plugin because Kinect V2 is
out of production. The height and width of the CAVE
walls were 2.2 and 2.8 meters, respectively. A Kinect
V2 sensor was installed at the front wall to detect full-
body gestures. External speakers and four HD
projectors were positioned in a way as to project on
walls and floors (Figure 2). The price of the CAVE
(structure, projectors, and Kinect) was just under
3,800€ (projectors costing 3,200€). However, it
requires a computer capable of displaying in 4
screens. For more details on the KAVE, refer to
(Gonçalves and Bermúdez I Badia, Sergi, 2018).
Physical activity was assessed by ActiGraph
WGT3X-BT (Actigraph Corporation, Pensacola, FL,
USA), a tri-axial accelerometer (size: 3.5 × 3.5 ×
1 cm, weight: ~14 g). ActiGraph's WGT3X-BT
activity tracker is a validated small, lightweight,
portable device that measures body acceleration and
energy expenditure associated with movement
("ActiLife 6 User’s Manual", 2020). Also, the
WGT3X-BT was paired with a heart rate chest band
Polar H10 (Polar Electro Oy, Kempele, Finland), and
hence heart rate data were collected synchronously
with the ActiGraph system. ActiLife6 software
(version 6.13.4, ActiGraph, Cary, NC, USA) was
used to process data and calculate the vector
magnitude.
Figure 1: Schematic diagram of our KAVE Setup.
3.1.2 Software
Three types of Levada tracks were created in Unity
3D to simulate a six-minute hiking experience. The
VR environment contains computer-generated 3D
objects such as mountains, trees, grass, birds,
irrigation canals, etc., created in Unity3D and the
Blender creation suite (Blender Foundation,
Amsterdam, Netherlands) (Figure 2). The user moves
through the hiking trail by stepping-in-place. The
Kinect V2 is used to detect the knee height and trigger
the virtual movement. Three different difficulty levels
were created by modulating the required stepping
height of the knee.
Figure 2: Design of Virtual Levada and Six-minute hiking
simulation in Augmented Reality.
Efficacy of Augmented Reality-based Virtual Hiking in Cardiorespiratory Endurance: A Pilot Study
577
3.2 Instruments
3.2.1 User Experience
Witmer and Singer's Presence Questionnaire (WSPQ)
was used. It includes 24 items addressing
Involvement, Immersion, Visual Fidelity, Interface
Quality, and Sound (Witmer et al., 2005). Items 1-22
are rated on a 7-point scale. Sound items (20-22) were
not considered for the overall WSPQ score's
computation, consistent with other studies (Witmer et
al., 2005). Items 23 and 24 are not applicable, as the
application does not have haptic feedback.
Our study also used the System Usability Scale
(SUS), created by (John Brooke, 1996), to assess the
application's usability. SUS comprises ten items with
five response options from strongly disagree to
strongly agree. It allows a quick evaluation of the
usability of a wide variety of products and services,
including hardware and software.
3.2.2 Fitness
Senior fitness tests (SFT) were introduced to assess
lower-body strength, agility and dynamic balance,
and aerobic endurance among the elderly (Rikli &
Jones, 1999). The SFTs have been used in many
clinical trials as a tool to assess the physical function
of older adults (Yang et al., 2019). The SFTs are easy
to use and do not require any special technical skills,
infrastructure, or setup (Birgitta Langhammer and
Johan K. Stanghelle, 2019). We used the two-minute
step test (TMST) to assess aerobic endurance. The
TMST was modified to use as a six-minute stepping
exercise to simulate virtual Levadas. The number of
steps was recorded through the exergame.
3.3 Protocol
Before starting, the study's protocol was provided,
and participants provided informed consent, and all
were randomly assigned to one group. Repeated
measures experimental design was used, and a two-
minute demo session was provided to familiarize
them with the application and task. After the demo
session, participants were asked to wear the
Actigraph accelerometer and the heart rate chest
band. Participants executed three consecutive 2-
minute marching at the same place trials of the Virtual
Levada, each with a different and increasing
difficulty level (easy, medium, and hard), based on
the knee’s high. One minute rest was provided to
participants after each trial. After the Virtual Levada
experience, participants answered the WSPQ and
SUS questionnaires.
3.4 Participants
The participants were a convenience sample recruited
at the Madeira Interactive Technologies Institute and
the University campus. It consisted of 13 participants
(females =8, ages: M=30.29 SD =6.4). Sample was
composed by graduate students and research
assistants, that had no physical disabilities, were able
to understand and speak English, and received no
compensation for their participation. Three
participants were removed because of technical
problems with the accelerometer.
3.5 Statistical Analysis
The number of steps, magnitude vector, and heart rate
was computed as median and standard deviation,
Mdn (IQR). For the WSPQ and SUS, we calculated
the total mean score and standard deviation M (SD)
to compare with related work. The normality of the
distributions was assessed using the Kolmogorov-
Smirnov test. Data were considered not normal for all
three parameters, and nonparametric tests were used.
The Friedman test was used to evaluate the impact of
different experimental conditions. The threshold for
significance was set at 5% (α=0.5). The post hoc 2-
tailed Wilcoxon signed-rank test was used for
pairwise comparisons. Because of multiple com-
parisons, Bonferroni correction was applied. Analysis
of data was performed using SPSS version 26.
4 RESULTS
4.1 User Experience
The virtual environment was created in a virtual
Levada exergame using VR technology to simulate
real Levadas. The hiking tracks with irrigation canals,
trees, birds, grass, and plants, audio, and visual effects
were added in the virtual environment to achieve high
visual fidelity, immersion, and presence. The total
mean score of the user perception of presence in
WSPQ was M=99.6 (20.3), which indicates a higher
sense of presence. The high average score for the
subdomains of the WSPQ, such as involvement,
immersion, visual fidelity, interface quality, and
sound, indicates that the user-perceived high
presence, realistic environment, reliable, and user-
friendly (Table 2). The high mean score reported in
HEALTHINF 2021 - 14th International Conference on Health Informatics
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the SUS (M=79.2(16.3)) suggests that virtual Levada
exergame can simulate real Levadas and assess the
user's exercise exertion level.
Table 1: Mean (SD) scores.
WSPQ Items Scores
Total score All execpt 20,21,22 99.6 (20.3)
Involvement 1,2,3,4,5,6,7,10,13 5.1 (0.98)
Immersion 8,9,14
a
,15,16,19 5.0 (0.98)
Visual Fidelity 11,12 4.2 (1.5)
Interface Quality 17
a
,18
a
5.8 (1.5)
Sound
20,21,22 4.6 (1.7)
a
Reversed items
4.2 Fitness
We implemented and modified a 2-minute step test of
SFTs in virtual Levada exergame to induce adequate
physical activity level. Three levels (conditions) of
difficulty in exergame were added to elevate the user
heart rate and analyze the number of the steps and
vector magnitude. There was a statistical difference
in all parameters over three conditions of Levada
FR(2)=0.20, p<0.001. Post hoc analysis with the
Wilcoxon signed-rank test was used with a
Bonferroni correction applied, resulting in a
significance level set at p < 0.017, which indicates
that we found variation in physical activity. Mdns
(IQR) number of steps for the easy, medium, and hard
were 113.0 (27), 96.0 (19), and 83.5 (24),
respectively. There were significant differences in all
three conditions for the number of steps, which were
easy and medium (Z = -3.29, p = 0.0005), easy and
hard (Z = -3.29, p < 0.001), and medium and hard (Z
= -2.22, p = 0.013). The number of steps decreased at
each difficulty level, which suggests that our
exergame impacts the participant's exertion level.
Similarly, Mdns (IQR) average magnitude vectors for
the easy, medium, and hard were 371.1 (253.15),
394.4 (327.52), and 789.6 (360.18), respectively.
There were no significant differences in the average
magnitude vector between easy and medium (Z = -
1.97, p = 0.024). However, statistical significant
differences were found between the easy and hard (Z
= -2.73, p = 0.003), and medium and hard (Z = -2.85,
p = 0.002). Mdns (IQR) heart rates for the easy,
medium, and hard were 125.0 (54), 126.5 (53) and
138.0 (40), respectively. The significant differences
were found in all three conditions for the heart rate,
which were easy and medium (Z = -3.11, p = 0.001),
medium and hard (Z = -2.27, p = 0.011), and easy and
hard (Z =-2.41, p = 0.008) (Figure3). The participant's
heart rate suggests that the adaptation of the
participant heart rate to the exergame can induce
different physical activity levels.
Figure 3: Boxplot from post hoc results of Heart Rate,
Magnitude Vector, and number of steps.
5
DISCUSSION AND
CONCLUSIONS
5.1 Fitness
We assessed the efficacy of the application by
Efficacy of Augmented Reality-based Virtual Hiking in Cardiorespiratory Endurance: A Pilot Study
579
measuring heart rate variability at different difficulty
levels. We observed a significant increase in heart
rate in each difficulty level of application from the
results, which may acquire the target heart by
modulating the application's duration and difficulty
levels. The difficulty level of the application was
associated with the participant's knee height during
the stepping exercise. The stepping activity was the
modification of a two-minute step test.
A recent study compared the two-minute step test
with a six-minute walk test, and they reported higher
fatigue and leg fatigue after the two-minute step test
than the six-minute walk test (Węgrzynowska-
Teodorczyk K et al., 2016). We expected that our
exergame would increase the exertion level of the
participants. They performed a six-minute stepping
exercise with three levels of difficulty and one-minute
rest after each difficulty level. Another recent study
assessed the average exertion level of multiple
exergames through the participant's heart rate and
found an elevation in the heart rate (Ketcheson et al.,
2015). They measured the exertion level of the
exergame through heart rate. The virtual Levada
exergame significantly increased the player's heart
rate and exertion level. Our results suggest that virtual
Levada exergame can induce adequate physical
activity level to answer our second research question.
5.2 User Experience
The usability and user perception of the application's
presence was also assessed using SUS and WSPQ
instruments. The average SUS score is 68, and our
study reported a SUS score (M=79.2(16.3)), which
indicates high usability of the application. Some other
studies also reported SUS scores; for example, Yoo
and Kay reported SUS to score 75 and 65 for HMD
and large-screen display, respectively (Yoo and Kay,
2016). Another study reported the highest SUS score
(M=87.0(11.1)) of the Mole exergame developed by
SilverFit (Nawaz et al., 2014). The subjective
measures such as high usability score answer our
second research question that virtual Levada can
induce physical activity. The total score (M=99.6
(20.3)) over the 19-item presence questionnaire
WSPQ (Witmer et al., 2005) was considered
significantly higher when compared to literature,
which indicates that our application had higher
immersion and involvement. For example, a recent
study reported a mean score of 109.35 (13.65) using
an HMD (Deb et a, 2017). In another study, Feldstein
et al. reported 93 (1.23) presence scores in an HMD
setup (Feldstein et al., 2016). The high score for
subdomains of involvement and immersion indicates
that participants perceived high presence and realistic
environment, whereas fidelity suggests the
application's reliability. The mean score of interface
quality informs that the interface of the application
was user-friendly. The average score for sound was
measured separately (M= 4.6(1.7)) indicated a
realistic ambient sound of Levadas. The high score of
fidelity and immersion answers our first research
question and suggests that our exergame can simulate
virtual Levadas using immersive VR technology.
In this study, we designed and developed an
exergame in a cave-based VR environment to provide
a virtual simulation of Levadas. They are the main
attraction for tourists in Madeira, and our exergame
would bring more awareness and promote tourism.
We also assessed the exergame's average exertion
level through a player's average heart rate and found
a significant heart rate increase. However, there are
still limitations such as portability of the application,
small sample size, space constraints, and consistent
heart rate data acquisition in real-time. In future work,
we will assess the target heart rate according to
ACSM recommendations (Mitchell et al., 2006) by
adapting the user heart rate to the exergame's
difficulty level in real-time. We would include more
challenging tasks and rewards in this application to
increase the player's motivation and interest. Hiking
could be a more challenging task for the elderly
because of their physical balance and fitness. We will
conduct further studies with a large sample size of the
elderly.
ACKNOWLEDGEMENTS
This work is supported by NOVA LINCS
(UIDB/04516/2020) with the financial support of
FCT- Fundação para a Ciência e a Tecnologia,
through national funds
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