Ruitong Che , Jiaan Li , Chi Deng , Qian Mao , Jeffrey C.F. Ho , Fiona Nah , Calvin K.L. Or , Hailiang Wang
{"title":"Self-avatar-supported observational learning: Designing and evaluating VR-based physical exercise tutorial systems for older adults","authors":"Ruitong Che , Jiaan Li , Chi Deng , Qian Mao , Jeffrey C.F. Ho , Fiona Nah , Calvin K.L. Or , Hailiang Wang","doi":"10.1016/j.ijhcs.2026.103826","DOIUrl":null,"url":null,"abstract":"<div><div>The global trend toward longer life spans presents an opportunity to promote active and healthy aging. Physical exercises like Qigong support holistic well-being by integrating physical, cognitive, and emotional health. However, traditional programs lack adaptability to accommodate age-related changes in physical and cognitive abilities, which can limit accessibility and engagement for older adults. Virtual Reality (VR) offers a novel solution by creating immersive, customizable environments. In our study, we designed a VR-based physical exercise tutorial (VRPET) system and assessed the efficacy of using an adaptive self-avatar (i.e., a virtual representation of the user) to enhance user exercise performance and attitudes, while examining its impact on perceived workload. We conducted a two-phase mixed-methods investigation: (1) A formative phase involving focus group interviews (n=14), a consultation with a Qigong master on movement standardization, and a heuristic evaluation (n=5) to establish design requirements; (2) A user study (n = 30) that compared the self-avatar versus non-self-avatar conditions to assess their effects on perceived workload, exercise performance, and attitude metrics. Despite a significant dip in exercise performance (<em>p</em>=0.03) and a non-significant increase in perceived workload (<em>p</em>=0.58), participants expressed a preference for the self-avatar’s real-time feedback when scaffolded appropriately. Multi-modal analysis revealed auditory cues as most effective, followed by tactile and visual feedback. Based on these findings, we propose the ACT Framework (Adaptive, Cultural, Targeted) for developing age-appropriate VR exercise systems. Furthermore, we distill our iterative process into a tripartite validation workflow, advocating for a methodology that harmonizes user desirability, expert safety, and HCI usability. These evidence-based insights advance the design of therapeutic VR interventions that can support healthy aging populations.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"212 ","pages":"Article 103826"},"PeriodicalIF":5.1000,"publicationDate":"2026-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581926001011","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2026/4/23 0:00:00","PubModel":"Epub","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
The global trend toward longer life spans presents an opportunity to promote active and healthy aging. Physical exercises like Qigong support holistic well-being by integrating physical, cognitive, and emotional health. However, traditional programs lack adaptability to accommodate age-related changes in physical and cognitive abilities, which can limit accessibility and engagement for older adults. Virtual Reality (VR) offers a novel solution by creating immersive, customizable environments. In our study, we designed a VR-based physical exercise tutorial (VRPET) system and assessed the efficacy of using an adaptive self-avatar (i.e., a virtual representation of the user) to enhance user exercise performance and attitudes, while examining its impact on perceived workload. We conducted a two-phase mixed-methods investigation: (1) A formative phase involving focus group interviews (n=14), a consultation with a Qigong master on movement standardization, and a heuristic evaluation (n=5) to establish design requirements; (2) A user study (n = 30) that compared the self-avatar versus non-self-avatar conditions to assess their effects on perceived workload, exercise performance, and attitude metrics. Despite a significant dip in exercise performance (p=0.03) and a non-significant increase in perceived workload (p=0.58), participants expressed a preference for the self-avatar’s real-time feedback when scaffolded appropriately. Multi-modal analysis revealed auditory cues as most effective, followed by tactile and visual feedback. Based on these findings, we propose the ACT Framework (Adaptive, Cultural, Targeted) for developing age-appropriate VR exercise systems. Furthermore, we distill our iterative process into a tripartite validation workflow, advocating for a methodology that harmonizes user desirability, expert safety, and HCI usability. These evidence-based insights advance the design of therapeutic VR interventions that can support healthy aging populations.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...