Abstract

In virtual reality, visual speed is usually underestimated relative to locomotor speed. Here we investigated how physical activity and fitness affect perceived visual speed when running in a treadmill-mediated virtual environment. Thirty healthy participants (ten sedentary individuals, ten team sport players and ten expert runners) ran on a treadmill at two different speeds (8, 12km/h) in front of a moving virtual scene. Participants were asked to match the speed of the visual scene to their running speed (i.e. treadmill speed), indicating for each trial whether the scene was moving slower or faster than the treadmill. The speed of the visual scene was adjusted according to the participant’s response using a staircase until visual and running speeds were perceived as equivalent. More sedentary participants underestimated visual speed relative to their actual running speed. Specifically, visual speed had to exceed running speed to be perceived as equivalent. The underestimation of visual speed was speed-dependent, and it was significantly larger for sedentary participants than for team sports players and expert runners. The volume of physical activity per week was found to be the best predictor of visual speed perception for both running speeds, while the perceived effort constituted a good predictor only at 8km/h. Physical fitness, on the other hand turned out to be a poor predictor of visual speed perception. Therefore, in order to enhance users’ engagement and their adherence to physical activity programs, the development of “personalized” treadmill-mediated virtual environments should take into account users’ personal characteristics to provide the most natural and engaging feedback possible.

Highlights

  • Even though physical activity (PA) is associated with a decreased risk of chronic diseases and contributes to mental and overall well-being, current levels of inactivity are extremely high

  • For each group (i.e., Sedentary, Team sports, Runner) and each treadmill speed (i.e., 8 and 12km/h), we first compared the perceived visual speed with the actual running speed–i.e., the speed of the treadmill–using one-sample t-tests

  • This allowed us to determine whether visual speed was overor underestimated relative to running speed

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Summary

Introduction

Even though physical activity (PA) is associated with a decreased risk of chronic diseases and contributes to mental and overall well-being, current levels of inactivity are extremely high. Coupling treadmills and Virtual Reality (VR) into treadmill-mediated virtual environments could enhance the exercise experience by simulating outdoor environments. This might improve engagement, effort, and lead to adherence to longer PA programs. Treadmill-mediated virtual environments could contribute to reduce the inconsistency between kinaesthetic/motor and visual information by providing appropriate visual information of movement

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