PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players
August 04, 2025 Β· Declared Dead Β· π International ACM SIGACCESS Conference on Computers and Accessibility
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Authors
Sanchita S. Kamath, Omar Khan, Anurag Choudhary, Jan Meyerhoff-Liang, Soyoung Choi, JooYoung Seo
arXiv ID
2508.02610
Category
cs.HC: Human-Computer Interaction
Citations
1
Venue
International ACM SIGACCESS Conference on Computers and Accessibility
Last Checked
4 months ago
Abstract
Blind and low-vision (BLV) individuals experience lower levels of physical activity (PA) compared to sighted peers due to a lack of accessible, engaging exercise options. Existing solutions often rely on auditory cues but do not fully integrate rich sensory feedback or support spatial navigation, limiting their effectiveness. This study introduces PunchPulse, a virtual reality (VR) boxing exergame designed to motivate BLV users to reach and sustain moderate to vigorous physical activity (MVPA) levels. Over a seven-month, multi-phased study, PunchPulse was iteratively refined with three BLV co-designers, informed by two early pilot testers, and evaluated by six additional BLV user-study participants. Data collection included both qualitative (researcher observations, SOPI) and quantitative (MVPA zones, aid usage, completion times) measures of physical exertion and gameplay performance. The user study revealed that all participants reached moderate MVPA thresholds, with high levels of immersion and engagement observed. This work demonstrates the potential of VR as an inclusive medium for promoting meaningful PA in the BLV community and addresses a critical gap in accessible, intensity-driven exercise interventions.
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