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Robb Report Luxury Home

Fitness Vistas

Karen J. Bannan

July 1, 2005

Fitness researcher Jim Annesi conducted a field study on the effects of virtual reality–enhanced exercise equipment. The results: People who used virtual reality–enabled stationary bikes were more likely to work out and stick with their program. 

As products grow more sophisticated, experiences become even more engrossing. Exercise equipment manufacturer Cybex International recently announced a product called the Trazer simulator, which takes virtual reality a step further. Instead of just watching a simulation, Trazer users become part of the experience. Cybex designed the system using optical sensors. The user wears a belt that has a square plastic beacon attached. As you move in front of the machine, your movements are mimicked by an on-screen avatar. Games such as Trap Attack ask users to jump, move and run.
 
The next step, which Expresso Fitness has already taken, is combining virtual reality with head-to-head play. Today, people who are using the Spark bike in the same health club can ride against each other. Later this year, the company will add similar networking functionality for home users. SportsArt Fitness, an exercise equipment manufacturer based in Woodinville, Wash., expects to launch its own networked exercise equipment. Due for release at the end of next year, SportsArt Fitness will introduce cardio equipment that lets users listen to satellite radio and watch TV and movies, as well as surf the Internet and connect to their own personal trainer—whenever they want.

Pamela Kufahl, editor of Club Industry’s Fitness Business Pro, a trade magazine that caters to the health club industry, says the virtual reality push is happening because there is finally technology available to facilitate it. “Not everyone is going to want to have all these high-end options, but for those who do, the technology advancements are finally there. The quality of equipment is there,” she says.

Expresso’s Ballinghoff says virtual reality exercise equipment is just an offshoot of video games such as Konami Corp.’s Dance Dance Revolution, which asks players to copy the dance moves of onscreen players to rack up a high score. “Interactivity is everywhere in our life, and it’s finally creeping into the gym,” Ballinghoff says. “If you look at how charged-up people get when they use virtual reality machines, you see it: People forget that they are exercising and just think about the fact that they are having fun.”

Cybex International
508.533.4300, www.cybexinternational.com

Expresso Fitness Corp.
408.746.9122, www.expressofitness.com

LPG One
305.379.8800, www.lpgone.com

SportsArt Fitness
800.709.1400, www.sportsartfitness.com

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