Bath scientists raise the bar for VR exercise
Researchers at Bath University have developed a method to analyse a person’s emotional state during VR exercise, adapting content to match mood.

The team used a range of sensors – which could be embedded in VR headsets and wearable devices such as smartwatches – to track physical changes during workouts. Stripping out the noise from the data, the Bath team was able to assess the emotional state of participants in the study, who were engaged in static VR bike races.
For each workout, the researchers were able to paint an accurate picture of a user’s emotional state, matching the game’s level of difficulty and the nature of the virtual exercise (VE) with the physiological changes experienced by the user. Recently presented at CHI 2024, it’s hoped the study could be used by VE game developers to encourage people to persist with exercise when they would otherwise have given up.
“When it comes to physical exercise in all forms, motivation and exercise adherence are huge problems,” said lead author Dr Dominic Potts, research associate, at Bath’s Department of Computer Science. “With exergaming, we can address this issue and maximise a person’s enjoyment and performance by adapting the challenge level to match a user’s abilities and mood.
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