Exploring Media-Convergent Space Design Methods to Enhance Exercise Immersion in Indoor Fitness Environments

OBJECTIVES This study aims to identify the psychological and physical contradictions and sensory-motor mismatches that occur when indoor fitness equipment is combined with a large display-based media environment, and to propose media-convergent space design and equipment-customized synchronization guidelines to resolve these issues and maximize the user’s exercise immersion.METHODS This review article systematically examined multidisciplinary literature from databases including PubMed, Google Scholar, IEEE Xplore, and Scopus (search conducted January-February 2026). Keywords: ‘optic flow’, ‘RPE’, ‘immersive fitness’, ‘vection’, ‘sensory-motor mismatch’, ‘indoor exercise VR’. Inclusion criteria: peer-reviewed articles (2010-2026) on human studies with immersive displays; exclusion: non-English, animal studies, non-interactive media. Through this, four core research questions were analyzed: 1) the physiological mechanisms of visual feedback, 2) optic flow control strategies, 3) architectural design criteria for media-convergent spaces, and 4) customized synchronization strategies based on the kinematic trajectory classification of indoor exercise equipment.RESULTS Studies suggest that the overwhelming optic flow provided by a large screen can induce cognitive dissociation in the brain, potentially contributing to lowering the rating of perceived exertion (RPE) and improving physical performance under specific highly-immersive conditions. However, to control cybersickness caused by vestibulo-ocular conflicts, spatial-visual interventions are essential, such as utilizing the walls of the indoor architecture or screen bezels as static rest frames, and integrating gaze-cueing and motion blur techniques. Furthermore, regarding equipment-specific rendering synchronization, non-linear visual acceleration mapping is advantageous for continuous-horizontal drive types of indoor cycles. Meanwhile, for impact/resistance-pulling types like treadmills, strict 1:1 linear synchronization with the physical belt driving speed, excluding visual oscillation, is required to prevent falls. Stepmills and rowing machines also require differentiated strategies, such as vertical altitude mapping and cyclic-discrete acceleration mapping, respectively.CONCLUSIONS Future indoor fitness platforms must evolve beyond uniform content delivery into intelligent responsive spaces where the kinematics of physical exercise equipment, architectural indoor spaces, and media environments interact organically. The media-convergent space design guidelines derived from this study can be utilized as practical indicators for multidisciplinary convergence research among exercise scientists, architects, equipment manufacturers, and content developers.

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Publication Details

Journal
The Asian Journal of Kinesiology
Published
2026-04-30
DOI
https://doi.org/10.15758/jk.2026.28.2.60
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

Exploring Media-Convergent Space Design Methods to Enhance Exercise Immersion in Indoor Fitness Environments

Byeong Hwan Jeon, Jong Kouk Kim
The Asian Journal of Kinesiology
Virtual Reality Applications and Impacts
article

Exploring Media-Convergent Space Design Methods to Enhance Exercise Immersion in Indoor Fitness Environments

Byeong Hwan Jeon, Jong Kouk Kim
article en

Abstract

OBJECTIVES This study aims to identify the psychological and physical contradictions and sensory-motor mismatches that occur when indoor fitness equipment is combined with a large display-based media environment, and to propose media-convergent space design and equipment-customized synchronization guidelines to resolve these issues and maximize the user’s exercise immersion.METHODS This review article systematically examined multidisciplinary literature from databases including PubMed, Google Scholar, IEEE Xplore, and Scopus (search conducted January-February 2026). Keywords: ‘optic flow’, ‘RPE’, ‘immersive fitness’, ‘vection’, ‘sensory-motor mismatch’, ‘indoor exercise VR’. Inclusion criteria: peer-reviewed articles (2010-2026) on human studies with immersive displays; exclusion: non-English, animal studies, non-interactive media. Through this, four core research questions were analyzed: 1) the physiological mechanisms of visual feedback, 2) optic flow control strategies, 3) architectural design criteria for media-convergent spaces, and 4) customized synchronization strategies based on the kinematic trajectory classification of indoor exercise equipment.RESULTS Studies suggest that the overwhelming optic flow provided by a large screen can induce cognitive dissociation in the brain, potentially contributing to lowering the rating of perceived exertion (RPE) and improving physical performance under specific highly-immersive conditions. However, to control cybersickness caused by vestibulo-ocular conflicts, spatial-visual interventions are essential, such as utilizing the walls of the indoor architecture or screen bezels as static rest frames, and integrating gaze-cueing and motion blur techniques. Furthermore, regarding equipment-specific rendering synchronization, non-linear visual acceleration mapping is advantageous for continuous-horizontal drive types of indoor cycles. Meanwhile, for impact/resistance-pulling types like treadmills, strict 1:1 linear synchronization with the physical belt driving speed, excluding visual oscillation, is required to prevent falls. Stepmills and rowing machines also require differentiated strategies, such as vertical altitude mapping and cyclic-discrete acceleration mapping, respectively.CONCLUSIONS Future indoor fitness platforms must evolve beyond uniform content delivery into intelligent responsive spaces where the kinematics of physical exercise equipment, architectural indoor spaces, and media environments interact organically. The media-convergent space design guidelines derived from this study can be utilized as practical indicators for multidisciplinary convergence research among exercise scientists, architects, equipment manufacturers, and content developers.

The Asian Journal of KinesiologyVol. 28(2)
Kyungsung University (KR)
Openalex Percentile: Top 8%
Virtual Reality Applications and Impacts
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