Published at : 30 Sep 2026
Volume : IJtech
Vol 17, No 5 (2026)
DOI : https://doi.org/10.14716/ijtech.v17i5.8328
| Elvina Arviningtyas | Department of Industrial Engineering, Faculty of Industrial Technology, Institut Teknologi Bandung, Bandung, 40132, Indonesia |
| Khoirul Muslim | Department of Industrial Engineering, Faculty of Industrial Technology, Institut Teknologi Bandung, Bandung, 40132, Indonesia |
Exergames based on virtual reality (VR) are widely adopted in upper extremity exercise and rehabilitation-related applications. However, VR-based strength training and the effect of haptic feedback remain underexplored. This study compared muscle activity and perceived exertion between conventional dumbbell exercise and VR-based training and examined the effects of different haptic vibration levels on muscle activity, perceived exertion, and presence of VR-based training. A within-subject design was employed with nine healthy female participants. Each participant completed two training conditions: conventional dumbbell exercise with weights of 1, 2, and 3 kg and VR-based exergames with three haptic vibration levels of 250, 240, and 230 Hz. Surface electromyography was used to assess muscle activity in the biceps brachii, triceps brachii, flexor carpi radialis, and extensor carpi radialis. Perceived exertion was rated using the Borg CR-10 scale, and presence was measured using the Barfield Presence Questionnaire. Data were analyzed using repeated-measures analysis of variance and nonparametric tests. The results showed that conventional training produced significantly higher and more load-sensitive muscle activity and perceived exertion than VR-based training. In the VR condition, the haptic vibration level significantly affected muscle activity, especially in the triceps brachii, but did not consistently affect perceived exertion or presence. In conclusion, controller-based vibrotactile feedback can modulate muscle activity during VR-based strength training but does not fully replicate the neuromuscular and perceptual demands of conventional resistance exercise. Therefore, the current VR-haptic system is better positioned as a low-load motor activation and engagement tool for early-stage rehabilitation than as a direct substitute for conventional progressive resistance training.
Exergames; Haptic feedback; Muscle activity; Strength training; Upper extremities
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