PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players

📅 2025-08-04
📈 Citations: 0
Influential: 0
📄 PDF
🤖 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.

Technology Category

Application Category

📝 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.
Problem

Research questions and friction points this paper is trying to address.

Lack of accessible, engaging exercise for blind and low-vision individuals
Existing solutions lack rich sensory feedback and spatial navigation
Need for inclusive VR solutions to promote physical activity
Innovation

Methods, ideas, or system contributions that make the work stand out.

VR boxing game for blind and low-vision users
Iterative co-design with BLV participants
Combines sensory feedback and spatial navigation
🔎 Similar Papers
No similar papers found.
S
Sanchita S. Kamath
School of Information Sciences, University of Illinois, Urbana-Champaign
Omar Khan
Omar Khan
National University of Computer and Emerging Sciences
HPCMicromagneticsAlgorithmic Graph TheorySignal ProcessingQuantum Information Theory
A
Anurag Choudhary
Computer Science, University of Illinois, Urbana-Champaign
J
Jan Meyerhoff-Liang
Institute for New Economic Thinking, Oxford Martin School
S
Soyoung Choi
Department of Kinesiology and Community Health, University of Illinois, Urbana-Champaign
JooYoung Seo
JooYoung Seo
School of Information Sciences | University of Illinois at Urbana-Champaign
AccessibilityLearning SciencesData ScienceHealth Informatics