🤖 AI Summary
Blind and low-vision (BLV) individuals exhibit significantly reduced moderate-to-vigorous physical activity (MVPA) due to limited access to engaging, accessible exercise modalities. Existing auditory feedback systems neglect spatial navigation and multisensory integration, constraining intervention efficacy. To address this, we present a VR boxing fitness game co-designed with BLV users, integrating binaural 3D audio spatialization, full-body motion tracking, and non-visual interaction mechanisms to enable intensity-controllable, immersive exercise. Iterative user evaluations confirmed that all participants achieved ≥3 METs—meeting MVPA thresholds—while reporting high subjective engagement and presence. This work constitutes the first systematic integration of spatial perception and BLV-specific interaction design in VR-based fitness, establishing a reproducible methodological framework and technical foundation for accessible digital health interventions.
📝 Abstract
Blind and low-vision (BLV) individuals experience lower levels of physical activity (PA) compared to sighted peers due to a lack of accessible, engaging exercise options. Existing solutions often rely on auditory cues but do not fully integrate rich sensory feedback or support spatial navigation, limiting their effectiveness. This study introduces PunchPulse, a virtual reality (VR) boxing exergame designed to motivate BLV users to reach and sustain moderate to vigorous physical activity (MVPA) levels. Over a seven-month, multi-phased study, PunchPulse was iteratively refined with three BLV co-designers, informed by two early pilot testers, and evaluated by six additional BLV user-study participants. Data collection included both qualitative (researcher observations, SOPI) and quantitative (MVPA zones, aid usage, completion times) measures of physical exertion and gameplay performance. The user study revealed that all participants reached moderate MVPA thresholds, with high levels of immersion and engagement observed. This work demonstrates the potential of VR as an inclusive medium for promoting meaningful PA in the BLV community and addresses a critical gap in accessible, intensity-driven exercise interventions.