The goal of this study is to examine whether real-time feedback provided by a virtual trainer avatar during virtual reality (VR) exercise influences participants' exercise well-being and movement accuracy. The study also aims to compare different types of feedback delivered by the avatar. The main questions this study aims to answer are: Does real-time avatar feedback improve exercise well-being during VR-based training? Does real-time avatar feedback improve movement accuracy during exercise? Are there differences between no feedback, verbal feedback, and combined verbal-gestural feedback? Researchers will compare three VR exercise conditions: no feedback, verbal feedback, and combined verbal-gestural feedback, using a randomized crossover design so that each participant experiences all conditions. Participants will: Take part in three VR exercise sessions, each lasting approximately 15 minutes Complete the sessions under different feedback conditions, with the order randomized Perform guided physical exercises while wearing a VR headset and following a virtual trainer avatar Provide self-reported ratings of exercise experience after each session This study is an interventional, randomized crossover trial conducted in adults, with all procedures completed during a single study period.
his study investigates the effects of real-time feedback delivered by a virtual trainer avatar during exercise performed in a virtual reality (VR) environment. The intervention is designed to examine how different modes of avatar feedback influence the exercise experience and movement performance during short, guided training sessions. The study uses a randomized crossover design, in which each participant completes multiple VR exercise sessions under different feedback conditions. The order of conditions is randomized to control for sequence and learning effects. The feedback conditions differ only in the type of information provided by the avatar and include: no feedback, verbal feedback, and combined verbal-gestural feedback. All other aspects of the VR environment, exercise content, and session duration are kept constant across conditions. The VR application presents a virtual trainer avatar that demonstrates and guides a standardized set of physical exercises. A custom algorithm processes real-time motion data captured by the VR system, including parameters related to movement pace and range of motion. Based on this analysis, the avatar delivers adaptive feedback during the exercise session according to the assigned condition. In the no-feedback condition, the avatar performs the exercises without providing corrective or motivational input. Each VR session lasts approximately 15 minutes and is separated from the subsequent session by a fixed 7-day interval to minimize carryover effects. The study is conducted within a single study period, and all procedures are completed after participants finish the final VR session. The intervention does not involve any pharmacological treatment or medical devices regulated for clinical use; VR hardware is used solely as a research tool to deliver the exercise environment and capture movement data. This study is classified as an interventional behavioral trial and is intended to contribute to research on virtual trainers, human-computer interaction, and technology-supported physical activity by systematically examining the role of real-time avatar feedback in VR-based exercise.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
NONE
Enrollment
28
Participants perform a standardized exercise session in a virtual reality environment guided by a virtual trainer avatar. The avatar demonstrates the exercises but does not provide any real-time verbal or gestural feedback during the session.
Participants perform a standardized exercise session in a virtual reality environment guided by a virtual trainer avatar. Real-time motion data are analyzed by the VR system, and the avatar provides adaptive verbal feedback during the exercise session.
Participants perform a standardized exercise session in a virtual reality environment guided by a virtual trainer avatar. Real-time motion data are analyzed by the VR system, and the avatar provides adaptive verbal and gestural feedback during the exercise session.
National Information Processing Institute
Warsaw, Poland
Exercise Accuracy Index (EAI) based on motion tracking during VR exercise
Exercise accuracy was quantified using the Exercise Accuracy Index (EAI) derived from real-time motion tracking. The EAI reflects how accurately participants reproduced the virtual trainer's movements in terms of pace and range of motion across fourteen moderate-intensity exercises. For each exercise, the trainer's movement served as the reference pattern. Acceptable variability was defined using the distribution of group performance: pace was accurate if it fell within ±1 SD of the trainer's baseline, and range of motion, recorded in absolute values, was accurate if it did not exceed +1 SD from the trainer's benchmark. This accounts for natural inter-individual differences while identifying meaningful deviations. An exercise was classified as correct only if both criteria were met. The EAI ranges from 0 to 14, where 0 indicates no correct exercises and 14 indicates all exercises performed accurately during the session.
Time frame: During each VR training session across fourteen moderate-intensity exercises (up to three sessions per participant); not assessed during inter-exercise rest periods or during the final low-intensity cool-down exercise.
Exercise Well-Being
Exercise well-being was assessed as participants' immediate emotional state experienced during the VR exercise session. The measure was based on the short mood assessment tool by Wilhelm and Schoebi (2007) and captures momentary affect rather than stable trait well-being. The scale consists of four bipolar items: discontented-contented, unwell-well, tense-relaxed, and agitated-calm. Each item is rated on a 7-point semantic differential in response to the prompt: "During the training session I have just performed, I felt…". Item scores are averaged to produce a single affective well-being score, with higher values indicating more positive affect during exercise.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
Affective Attitude Toward Exercise Score
Affective attitude toward exercise was assessed using a four-item semantic differential scale based on Crites et al. (1994). The scale comprised the bipolar items: "not relaxed-extremely relaxed", "not satisfied-extremely satisfied", "not happy-extremely happy", and "uncomfortable-extremely comfortable". Participants responded on a 9-point scale to the prompt: "When I think about exercising, I feel…". Item scores were averaged to yield a single affective attitude score, with higher values indicating a more positive affective evaluation of exercise.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
Trainee - Trainer Closeness Score
Perceived closeness to the avatar trainer was assessed using the Closeness subscale of the Coach-Athlete Relationship Questionnaire (CART-Q; Jowett \& Ntoumanis, 2004) in its Polish adaptation (PLCART-Q). The subscale consists of four items (e.g., "I trust my trainer", "I respect my trainer"), rated on a 7-point Likert scale (1 = definitely no, 7 = definitely yes). Item scores are averaged to produce a single Closeness score, with higher values indicating stronger perceived emotional bond with the trainer.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
Trainee - Trainer Complementarity Score
Perceived complementarity in the trainee - trainer interaction was assessed using the Complementarity subscale of the CART-Q (Jowett \& Ntoumanis, 2004; Polish PLCART-Q). The subscale includes four items (e.g., "When I am trained by my trainer, I am ready to do my best", "When I am trained by my trainer, I adopt a friendly stance"), rated on a 7-point Likert scale (1 = definitely no, 7 = definitely yes). Item scores are averaged to yield a single Complementarity score, with higher values indicating stronger perceived reciprocity and coordination with the trainer.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
Trainee-Trainer Commitment Score
Perceived commitment in the trainee-trainer relationship was assessed using the Commitment subscale of the CART-Q (Jowett \& Ntoumanis, 2004; Polish PLCART-Q). The subscale consists of three items (e.g., "I feel close to my trainer", "I am committed to my trainer"), rated on a 7-point Likert scale (1 = definitely no, 7 = definitely yes). Item scores are averaged to produce a single Commitment score, with higher values indicating stronger perceived attachment and willingness to engage with the trainer.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
Perceived Exertion Rating
Perceived exertion was assessed using a 7-point rating scale based on Borg (1982). Participants answered the question: "How exerting did you find the training session you have just completed?". Response options ranged from 1 ("very light") to 7 ("very hard"). The reported outcome is the single exertion rating provided after each session, with higher values indicating greater perceived physical effort.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
Perceived Competence Score
Perceived competence during exercise was assessed using three items adapted from the Psychological Need Satisfaction in Exercise Scale (Wilson et al., 2006): "able to complete my personal exercise challenge", "confident in my ability to exercise", and "feel good about my ability to exercise". Participants rated each item on a 7-point Likert scale (1 = false, 7 = true) in response to the prompt: "How did you feel during the training session you have just performed?". Item scores are averaged to yield a single perceived competence score, with higher values indicating greater perceived competence during exercise.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
Spatial Presence Score in Virtual Reality
Spatial presence was assessed based on the MEC Spatial Presence Questionnaire (MEC-SPQ; Vorderer et al., 2004). The score was derived from four selected items. Example items include "It seemed as though I actually took part in the action of the presentation" and "It seemed to me that I could do whatever I wanted in the environment of the presentation". Items are rated on a 7-point Likert scale (1 = definitely no, 7 = definitely yes). All items are averaged to produce a single spatial presence score, with higher values indicating stronger perceived presence in the virtual environment.
Time frame: Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.
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