Fontys Sports
Immersive Technologies
Semester programme:Minor XR Design
Mike Driessen
Robbert Lengton
Yoran Siebers
Ben Brown
Max van Haandel
Project description
Our main research questions is: How can a virtual reality (VR) sports game be designed to provide an engaging, realistic, and physically beneficial experience for users?
Here we focus on how to design a virtual reality (VR) sports game that effectively balances engagement, realism, and physical benefits. It investigates the integration of immersive gameplay mechanics, authentic sports simulations, and physical activity to create a holistic user experience. The study aims to identify design principles that not only captivate users but also encourage sustained physical movement and mimic real-world sports dynamics. Key considerations include motion tracking accuracy, interactive feedback, and user motivation. Ultimately, the research seeks to determine how VR technology can support both entertainment and physical well-being in a sports gaming context.
Context
This project will be a followup to the orientation project from the beginning of the semester where we have experimented with XR related technology. During the first few weeks we have created a BeatSaber knock-off and a penalty shootout game. For the followup, we will create two small prototypes based on ideas gathered from the first week of the semester. These have resulted in two new minigames which are Pingpong and Minigolf. Our project will focus on making a sports simulator that uses the headset (Meta Quest 3), hand tracking and feet tracking to play sports in a virtual environment.
Results
1. Fully Functional VR Prototype for Meta Quest 3
This prototype includes at least four five-minute minigames that utilize hand and foot tracking. It reflects substantial progress toward Technology Readiness Level (TRL) 6, where a prototype is demonstrated in a relevant environment (e.g., playtesting at Fontys TQ). The build showcases key technical capabilities, including:
- Accurate motion tracking
- Intuitive hand-tracking controls
- Multiplayer support for local sessions
Value:
Playtests showed high usability and minimal motion sickness. Students and teachers expressed enthusiasm during demos, validating its potential as a break-time movement tool.
2. Refined Game Mechanics and Gamification Features
Through iterative prototyping and user feedback, core mechanics such as scoring, feedback systems, and performance tracking were polished. Integration of rewards, achievements, and time challenges increased engagement across skill levels.
Value:
Gamification elements motivated users to replay minigames and improved onboarding. Feedback during user testing highlighted increased enjoyment due to these systems.
3. VR Instruction System and Accessibility Features
A user-centered onboarding system was developed, ensuring that new users, regardless of VR experience, could quickly understand and engage with the game. This includes voice prompts, intuitive UI, and minimal reliance on traditional controllers.
Value:
Testing revealed reduced learning curves and fewer onboarding questions, proving effectiveness for a broad user base including those new to VR.
4. Technical Insights on VR Usability and Optimization
Bug fixing and optimization work led to concrete insights on performance bottlenecks in Unity for Quest 3. The team improved frame rates, reduced latency, and enhanced scene transitions.
Value:
This improved the overall user experience and allowed longer, more comfortable sessions, directly addressing user feedback on early builds.
5. Research Documentation and Validation Reports
The team documented findings from usability tests, peer reviews, and stakeholder feedback, providing a strong foundation for future iterations and external validation.
Value:
These insights guide future development, highlight effective design patterns, and reduce future risk. They also confirm progression toward TRL 7, where a system prototype is demonstrated in an operational environment.