For my project, I will be discussing both VRfit and VIRzoom. First, VRfit is a membership-based fitness in virtual reality. This implements the same old workout that a person does at home and implements them inside a VR world. The focus of exercise that VRfit focuses on is in cycling. The user will be able to keep up with their normal exercise while being in an environment outside of their home. But the question will arise, how are you able to do this? This is where the VIRzoom will come into play, as it is a sensor bike sold by the same company. When using the word sensor, we mean a bike that can communicate with other devices about the status of the current workout being done. This instance feedback is given to the user inside of the VRfit portal where you can find a list of other data from past workouts, and have analytics run against your data. This also opens the world to more collaboration of other people with-in the virtual world. So, in summary, VRfit is a game/software that allows for VR exercise, and VIRzoom is one of the tools that can be used.
For why, I will split these up for their own sections. Starting with VRfit, this is now another point of accessibility for someone to have the will to exercise. The usage of VR in the world of exercise is a good use of motivation. People would be more inclined to work out if they are outside of their own home environment, and into a new world of their choosing. VR technology is based on the value that allows for people to change their environment at will and have given the impression they are not in their local area. Also, within your home setting you lack human connection with other people for your workout. Having people with you when you work out is a very good thing to help you continue your workouts and the habits of working out. VR technology has a well-known ability to bring people together like no other technology that has been available in the market. The usage of your direct field of view allows you to see people and their models from all angles. This would contrast looking like a flat panel as it would feel fake or even cheesy for some people to view others exercising.
Also, as VR modeling and graphics computations continue to get better, life-like models will become the norm and not having those low poly models that might be used. The usage of VR will be the only one to truly bring the outside world of exercise, inside of your house with you just in it. With the graphics, we can be able to show much more analytical tools of graphing and traveling through your workout. What I mean by that is that you can physically see the speed in like when you are cycling around a track or an environment. The real time factor is a good usage of the VR technology as the active mapping used within it would struggle on other platforms of visual data.
Now, we can move over to the VIRzoom usage of VR and AR and how it is good. One thing to understand is that the VIRzoom does not have direct VR technology, rather it has more information transforming systems in real time. Its sensors can assist the VR technology with the speed and changes of intensity (with heart rate). This isn’t new technology, as a lot of other bikes come with this, but the combination of VR and this data is what makes the experience of VIRzoom and VRfit great and uses all the available technology in the VR world.
The target users are both individuals that want to have a new exercise tool without paying a gym membership, and enterprises like local gyms. For the individuals we see this as a target to allow people to stay home and can exercise “elsewhere”. The marketing strongly suggests that people who want to explore different areas from their home can put on a headset, get on a bike, and go. It also contains games that would incentivize people to work out more without feeling the burden of getting ready, driving, and going to a gym. It offers interactions with other people in real time, so although you and your friend are separated miles away, you can hop into a VR workout with each other and cycle to new areas. Also, an unexpected part of the user base is people who are quarantining during the pandemic. It is another available gym without having to leave your home. The other user would be enterprise usage, as the market of mixing technology and exercise is continuing. A gym that contains a VR biking room/ rooms might incentive more sales in membership, and VRfit offers lower membership pricing for enterprises like gym to have them in the gym.
Allows for people to access different environments to do their in-home exercise or transport them outside the walls of a gym
Real-time data tracking allows for users to understand how they are doing their exercises and allows for real-time feedback between the cycle device and the user.
VRfit is usable on any bike that contains a usable sensor, the compatibility can be check on the website
VIRzoom is cheaper than most other bikes that have the same VR compatibility, and is also rentable when buying a VRfit membership
For enterprise, people will find it new and interesting at first, but can lead to a more serious workout plan around the VRfit and VIRzoom
VRfit membership is cheaper than half of most cycling gyms that are brick and mortar
Constant updates of new areas to explore keeps the user base entertained
Additional game modes with reaches different groups of people
People that have a VR headset already just need to buy a membership and a rental bike
Interaction with people across the globe is not available
VRfit only offers exercises that have compatible devices in aspects of VR headset and which bikes are compatible
Motion sickness has been experienced by new users which points them away from using it again afterwards
Currently stuck inside a fad state, and the serious user group is limited
Userbase is not the largest which makes the “playing with someone” feature lack luster against pre-programed bots
On the enterprise side, we can see that people might start to associate VR with exercise, when it is bigger than that.