Efficient strength training in a virtual world
Yuki Tanaka, Masahito Hirakawa · 2016
Virtual reality has been wide spreading thanks to the development of highly sophisticated software platforms (e.g. OSVR and EON), game engines (e.g. Unity), and head mounted displays (e.g. Oculus Rift and HoloLens). In this paper, we present a virtual reality system for fitness application. Kinect serves for capturing body motion of a user. The user sees his/her immersive first-person view in the gym through Oculus Rift, and a virtual trainer gives advice and encouragement in response to the user's motion in exercises. The system aims to help the user keep motivated, understand the correct way to train, and track his/her workouts.