NCT07384065

Brief Summary

The goal of this study is to examine whether real-time feedback provided by a virtual trainer avatar during virtual reality (VR) exercise influences participants' exercise well-being and movement accuracy. The study also aims to compare different types of feedback delivered by the avatar. The main questions this study aims to answer are: Does real-time avatar feedback improve exercise well-being during VR-based training? Does real-time avatar feedback improve movement accuracy during exercise? Are there differences between no feedback, verbal feedback, and combined verbal-gestural feedback? Researchers will compare three VR exercise conditions: no feedback, verbal feedback, and combined verbal-gestural feedback, using a randomized crossover design so that each participant experiences all conditions. Participants will: Take part in three VR exercise sessions, each lasting approximately 15 minutes Complete the sessions under different feedback conditions, with the order randomized Perform guided physical exercises while wearing a VR headset and following a virtual trainer avatar Provide self-reported ratings of exercise experience after each session This study is an interventional, randomized crossover trial conducted in adults, with all procedures completed during a single study period.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
28

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started May 2024

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

May 6, 2024

Completed
18 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 24, 2024

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

May 24, 2024

Completed
1.6 years until next milestone

First Submitted

Initial submission to the registry

January 13, 2026

Completed
21 days until next milestone

First Posted

Study publicly available on registry

February 3, 2026

Completed
Last Updated

February 3, 2026

Status Verified

January 1, 2026

Enrollment Period

18 days

First QC Date

January 13, 2026

Last Update Submit

January 26, 2026

Conditions

Keywords

exercise in virtual realityexercise motivationaffective responses to exercisepsychological well-beingaugmented feedback in physical activityhuman-agent interaction in exercise

Outcome Measures

Primary Outcomes (2)

  • Exercise Accuracy Index (EAI) based on motion tracking during VR exercise

    Exercise accuracy was quantified using the Exercise Accuracy Index (EAI) derived from real-time motion tracking. The EAI reflects how accurately participants reproduced the virtual trainer's movements in terms of pace and range of motion across fourteen moderate-intensity exercises. For each exercise, the trainer's movement served as the reference pattern. Acceptable variability was defined using the distribution of group performance: pace was accurate if it fell within ±1 SD of the trainer's baseline, and range of motion, recorded in absolute values, was accurate if it did not exceed +1 SD from the trainer's benchmark. This accounts for natural inter-individual differences while identifying meaningful deviations. An exercise was classified as correct only if both criteria were met. The EAI ranges from 0 to 14, where 0 indicates no correct exercises and 14 indicates all exercises performed accurately during the session.

    During each VR training session across fourteen moderate-intensity exercises (up to three sessions per participant); not assessed during inter-exercise rest periods or during the final low-intensity cool-down exercise.

  • Exercise Well-Being

    Exercise well-being was assessed as participants' immediate emotional state experienced during the VR exercise session. The measure was based on the short mood assessment tool by Wilhelm and Schoebi (2007) and captures momentary affect rather than stable trait well-being. The scale consists of four bipolar items: discontented-contented, unwell-well, tense-relaxed, and agitated-calm. Each item is rated on a 7-point semantic differential in response to the prompt: "During the training session I have just performed, I felt…". Item scores are averaged to produce a single affective well-being score, with higher values indicating more positive affect during exercise.

    Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.

Secondary Outcomes (7)

  • Affective Attitude Toward Exercise Score

    Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.

  • Trainee - Trainer Closeness Score

    Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.

  • Trainee - Trainer Complementarity Score

    Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.

  • Trainee-Trainer Commitment Score

    Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.

  • Perceived Exertion Rating

    Immediately after each VR training session via computer-assisted web-based questionnaire (CAWI), up to three sessions per participant.

  • +2 more secondary outcomes

Study Arms (3)

No Feedback

EXPERIMENTAL

Participants perform a virtual reality exercise session without receiving any real-time feedback from the virtual trainer avatar.

Behavioral: VR Exercise With No Avatar Feedback

Verbal Feedback

EXPERIMENTAL

Participants perform a virtual reality exercise session while receiving real-time verbal feedback from the virtual trainer avatar.

Behavioral: VR Exercise With Verbal Avatar Feedback

Verbal and Gestural Feedback

EXPERIMENTAL

Participants perform a virtual reality exercise session while receiving combined real-time verbal and gestural feedback from the virtual trainer avatar.

Behavioral: VR Exercise With Verbal and Gestural Avatar Feedback

Interventions

Participants perform a standardized exercise session in a virtual reality environment guided by a virtual trainer avatar. The avatar demonstrates the exercises but does not provide any real-time verbal or gestural feedback during the session.

No Feedback

Participants perform a standardized exercise session in a virtual reality environment guided by a virtual trainer avatar. Real-time motion data are analyzed by the VR system, and the avatar provides adaptive verbal feedback during the exercise session.

Verbal Feedback

Participants perform a standardized exercise session in a virtual reality environment guided by a virtual trainer avatar. Real-time motion data are analyzed by the VR system, and the avatar provides adaptive verbal and gestural feedback during the exercise session.

Verbal and Gestural Feedback

Eligibility Criteria

Age18 Years - 50 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • Adults aged 18-50 years
  • Ability to provide informed consent
  • Ability to perform light to moderate physical exercise
  • No contraindications to participation in virtual reality-based exercise

You may not qualify if:

  • Age below 18 or above 50 years
  • Individuals with a high level of habitual physical activity, defined as engaging in structured physical exercise more than three times per week
  • Musculoskeletal, neurological, or cardiovascular conditions that limit safe participation in exercise
  • Known susceptibility to severe motion sickness or adverse reactions to virtual reality
  • Any condition preventing safe use of a VR headset

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

National Information Processing Institute

Warsaw, 00-608, Poland

Location

MeSH Terms

Conditions

Psychological Well-Being

Condition Hierarchy (Ancestors)

Personal SatisfactionBehavior

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
BASIC SCIENCE
Intervention Model
CROSSOVER
Model Details: This study uses a randomized crossover design in which all participants complete three virtual reality exercise conditions (no feedback, verbal feedback, and combined verbal-gestural feedback). The order of conditions is randomized, and each session is separated by a fixed 7-day interval to minimize carryover effects.
Sponsor Type
OTHER GOV
Responsible Party
SPONSOR

Study Record Dates

First Submitted

January 13, 2026

First Posted

February 3, 2026

Study Start

May 6, 2024

Primary Completion

May 24, 2024

Study Completion

May 24, 2024

Last Updated

February 3, 2026

Record last verified: 2026-01

Data Sharing

IPD Sharing
Will share

De-identified individual participant data underlying the results reported in the publication, including outcome measures.

Shared Documents
STUDY PROTOCOL
Time Frame
Data will be available upon reasonable request after publication of the primary results.
Access Criteria
Access to de-identified data will be granted to researchers who submit a methodologically sound proposal. Requests will be reviewed by the study investigators and data will be shared in accordance with institutional policies and data protection regulations.

Locations