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features

Opinion: Class action

Jean-Michel Fournier, CEO of digital fitness outfit Les Mills on Demand, envisions the future of group fitness tech

Published in Fit Tech 2020 issue 1

As we start a new decade, businesses offering virtual reality (VR) and augmented reality (AR) systems are aiming to make an impact in the fitness industry.

Researcher International Data Corp forecasts spending on augmented and virtual reality will jump 79 per cent to US$18.8 billion worldwide in 2020 and is expected to rise at a compound annual growth rate of 77 per cent through 2023.

This article will explore which technology – AR or VR – may be the long-term winner in the fitness world – in our opinion.

While the terms ‘virtual’ and ‘augmented reality’ get thrown around a lot these days, there’s actually a lot of confusion surrounding these specific technologies.
VR headsets create fully immersive experiences where users leave the real-world environment behind to enter a fully digital environment.

The headsets are completely opaque. A big drawback of VR use in a gym environment is that being disconnected from your surroundings can create potential safety issues.

Superimposed
In AR, virtual objects are superimposed onto the real-world environment via smartphones with AR apps, tablets, heads-up displays, and games like Pokémon Go! which use your phone’s camera to track your surroundings and overlay additional information on top of it, via the screen.

While VR replaces your vision, AR reality adds to it. This can be as simple as a data overlay that shows the time, or as complicated as holograms floating in the middle of a room.

Augmented future
We believe that in the longer-term the fitness industry will utilise advances in augmented reality and holographic telepresence, rather than VR.

AR gives users digital imagery that is experienced in the physical world. It allows people to work out smarter by adding to the real environment with computer-generated sensors.

Although there are a few effective applications for the use of VR in fitness on a one-to-one basis, we believe VR is generally too restrictive and cumbersome a technology for practical use for the masses within a fitness environment.

A number of tech heavyweights agree with our preference for AR over VR.

The key message to come out of the last Google I/O developer conference was that the company has largely abandoned its plans to push forward with the development of headsets and content for VR, effectively retiring the Daydream project and focusing instead on AR features for the Google Lens.

Tim Cook, CEO of Apple agrees with our current view as well. Tim says: “I’m excited about augmented reality because unlike virtual reality, which closes the world out, AR allows individuals to be present in the world but hopefully allows an improvement on what’s happening presently.”

At Les Mills we are always striving to stay ahead of the curve. This is mandatory when it comes to appealing to the two largest generation of fitness users, Millennials and Gen Z, who now make up 80 per cent of the fitness market.

Generation Active has different tastes from its predecessors – favoring working out in groups, a broader range of options and smart integration of technology – so it’s vital to innovate and necessary to adapt both club and fitness offerings to win their business.

360 degree solutions
One of our big goals is to offer our health club partners and their members a 360-degree fitness solution that seamlessly blends the physical and the digital. We call it the ‘consumerisation of clubs’. It means virtually expanding the four-walls of the traditional fitness facility and enabling members to exercise where and when they want. AR technology has the potential to allow for this to be done in a more seamless and inexpensive manner for the end user.

Fitness is a very human-centric industry – people want to enjoy their fitness. Our internal research shows members of Generation Active prefer group exercise as a means of socialising. Therefore, the future of live class experiences could be a fusion of amazing instructors, tactile audio technology and augmented video to create immersive virtual environments.

Digital technology can boost live class users’ multimedia fitness experiences through the effective use of immersive haptic audio to create tactile augmented reality.

This is achieved by layering tactile music that users can feel, on top of an immersive visual experience through the use of augmented high-resolution video that is projected for users in a wide viewing format.

A recent demonstration from Microsoft of its HoloLens 2 showed how the device can generate high-definition holograms of people and can translate speech instantly into any language, anywhere in the world. This unlocks the possibility that our favorite fitness instructors could one day appear anywhere with augmented reality headsets, in whatever language we require.

Our video streaming platform, Les Mills On Demand (LMOD), has seen significant growth in recent years and we think this kind of on-demand technology will have a huge impact on fitness as AR technology emerges and matures.

In the short-term, expect the immersive experiences pioneered by group cycling class Les Mills The Trip to expand into other class formats – both virtual and live – with high-quality video enhancing the class experience.

Imagine a dance workout set against the backdrop of a cheering crowd in a sold-out stadium, or a yoga class surrounded by screens showing an alpine vista in spring. Expect to see these experiences very soon!

79 per cent

Growth in spending on AR/VR forecast for 2020
Source: International Data Corp

US$ 18.8 billion

Expected worldwide value of the AR/VR market in 2020
Source: International Data Corp

77 per cent

Expected compound annual growth rate for AR/VR to 2023
Source: International Data Corp

Sign up here to get Fit Tech's weekly ezine and every issue of Fit Tech magazine free on digital.
Gallery
More features
Editor's letter

Into the fitaverse

Fitness is already among the top three markets in the metaverse, with new technology and partnerships driving real growth and consumer engagement that looks likely to spill over into health clubs, gyms and studios
Fit Tech people

Ali Jawad

Paralympic powerlifter and founder, Accessercise
Users can easily identify which facilities in the UK are accessible to the disabled community
Fit Tech people

Hannes Sjöblad

MD, DSruptive
We want to give our users an implantable tool that allows them to collect their health data at any time and in any setting
Fit Tech people

Jamie Buck

Co-founder, Active in Time
We created a solution called AiT Voice, which turns digital data into a spoken audio timetable that connects to phone systems
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Fahad Alhagbani: reinventing fitness

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Opinion

Building on the blockchain

For small sports teams looking to compete with giants, blockchain can be a secret weapon explains Lars Rensing, CEO of Protokol
Innovation

Bold move

Our results showed a greater than 60 per cent reduction in falls for individuals who actively participated in Bold’s programme
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Check your form

Sency’s motion analysis technology is allowing users to check their technique as they exercise. Co-founder and CEO Gal Rotman explains how
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New reality

Sam Cole, CEO of FitXR, talks to Fit Tech about taking digital workouts to the next level, with an immersive, virtual reality fitness club
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Sohail Rashid

My vision was to create a platform that could improve the sport for lifters at all levels and attract more people, similar to how Strava, Peloton and Zwift have in other sports
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Reverse Ageing

Many apps help people track their health, but Humanity founders Peter Ward and Michael Geer have put the focus on ageing, to help users to see the direct repercussions of their habits. They talk to Steph Eaves
App analysis

Going hybrid

Workout Anytime created its app in partnership with Virtuagym. Workout Anytime’s Greg Maurer and Virtuagym’s Hugo Braam explain the process behind its creation
Research

Physical activity monitors boost activity levels

Researchers at the University of Copenhagen have conducted a meta analysis of all relevant research and found that the body of evidence shows an impact
Editor's letter

Two-way coaching

Content providers have been hugely active in the fit tech market since the start of the pandemic. We expect the industry to move on from delivering these services on a ‘broadcast-only’ basis as two-way coaching becomes the new USP
Fit Tech People

Laurent Petit

Co-founder, Active Giving
The future of sports and fitness are dependent on the climate. Our goal is to positively influence the future of our planet by instilling a global vision of wellbeing and a sense of collective action
Fit Tech People

Adam Zeitsiff

CEO, Intelivideo
We don’t just create the technology and bail – we support our clients’ ongoing hybridisation efforts
Fit Tech People

Anantharaman Pattabiraman

CEO and co-founder, Auro
When you’re undertaking fitness activities, unless you’re on a stationary bike, in most cases it’s not safe or necessary to be tied to a screen, especially a small screen
Fit Tech People

Mike Hansen

Managing partner, Endorphinz
We noticed a big gap in the market – customers needed better insights but also recommendations on what to do, whether that be customer acquisition, content creation, marketing and more
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features

Opinion: Class action

Jean-Michel Fournier, CEO of digital fitness outfit Les Mills on Demand, envisions the future of group fitness tech

Published in Fit Tech 2020 issue 1

As we start a new decade, businesses offering virtual reality (VR) and augmented reality (AR) systems are aiming to make an impact in the fitness industry.

Researcher International Data Corp forecasts spending on augmented and virtual reality will jump 79 per cent to US$18.8 billion worldwide in 2020 and is expected to rise at a compound annual growth rate of 77 per cent through 2023.

This article will explore which technology – AR or VR – may be the long-term winner in the fitness world – in our opinion.

While the terms ‘virtual’ and ‘augmented reality’ get thrown around a lot these days, there’s actually a lot of confusion surrounding these specific technologies.
VR headsets create fully immersive experiences where users leave the real-world environment behind to enter a fully digital environment.

The headsets are completely opaque. A big drawback of VR use in a gym environment is that being disconnected from your surroundings can create potential safety issues.

Superimposed
In AR, virtual objects are superimposed onto the real-world environment via smartphones with AR apps, tablets, heads-up displays, and games like Pokémon Go! which use your phone’s camera to track your surroundings and overlay additional information on top of it, via the screen.

While VR replaces your vision, AR reality adds to it. This can be as simple as a data overlay that shows the time, or as complicated as holograms floating in the middle of a room.

Augmented future
We believe that in the longer-term the fitness industry will utilise advances in augmented reality and holographic telepresence, rather than VR.

AR gives users digital imagery that is experienced in the physical world. It allows people to work out smarter by adding to the real environment with computer-generated sensors.

Although there are a few effective applications for the use of VR in fitness on a one-to-one basis, we believe VR is generally too restrictive and cumbersome a technology for practical use for the masses within a fitness environment.

A number of tech heavyweights agree with our preference for AR over VR.

The key message to come out of the last Google I/O developer conference was that the company has largely abandoned its plans to push forward with the development of headsets and content for VR, effectively retiring the Daydream project and focusing instead on AR features for the Google Lens.

Tim Cook, CEO of Apple agrees with our current view as well. Tim says: “I’m excited about augmented reality because unlike virtual reality, which closes the world out, AR allows individuals to be present in the world but hopefully allows an improvement on what’s happening presently.”

At Les Mills we are always striving to stay ahead of the curve. This is mandatory when it comes to appealing to the two largest generation of fitness users, Millennials and Gen Z, who now make up 80 per cent of the fitness market.

Generation Active has different tastes from its predecessors – favoring working out in groups, a broader range of options and smart integration of technology – so it’s vital to innovate and necessary to adapt both club and fitness offerings to win their business.

360 degree solutions
One of our big goals is to offer our health club partners and their members a 360-degree fitness solution that seamlessly blends the physical and the digital. We call it the ‘consumerisation of clubs’. It means virtually expanding the four-walls of the traditional fitness facility and enabling members to exercise where and when they want. AR technology has the potential to allow for this to be done in a more seamless and inexpensive manner for the end user.

Fitness is a very human-centric industry – people want to enjoy their fitness. Our internal research shows members of Generation Active prefer group exercise as a means of socialising. Therefore, the future of live class experiences could be a fusion of amazing instructors, tactile audio technology and augmented video to create immersive virtual environments.

Digital technology can boost live class users’ multimedia fitness experiences through the effective use of immersive haptic audio to create tactile augmented reality.

This is achieved by layering tactile music that users can feel, on top of an immersive visual experience through the use of augmented high-resolution video that is projected for users in a wide viewing format.

A recent demonstration from Microsoft of its HoloLens 2 showed how the device can generate high-definition holograms of people and can translate speech instantly into any language, anywhere in the world. This unlocks the possibility that our favorite fitness instructors could one day appear anywhere with augmented reality headsets, in whatever language we require.

Our video streaming platform, Les Mills On Demand (LMOD), has seen significant growth in recent years and we think this kind of on-demand technology will have a huge impact on fitness as AR technology emerges and matures.

In the short-term, expect the immersive experiences pioneered by group cycling class Les Mills The Trip to expand into other class formats – both virtual and live – with high-quality video enhancing the class experience.

Imagine a dance workout set against the backdrop of a cheering crowd in a sold-out stadium, or a yoga class surrounded by screens showing an alpine vista in spring. Expect to see these experiences very soon!

79 per cent

Growth in spending on AR/VR forecast for 2020
Source: International Data Corp

US$ 18.8 billion

Expected worldwide value of the AR/VR market in 2020
Source: International Data Corp

77 per cent

Expected compound annual growth rate for AR/VR to 2023
Source: International Data Corp

Sign up here to get Fit Tech's weekly ezine and every issue of Fit Tech magazine free on digital.
Gallery
More features
Editor's letter

Into the fitaverse

Fitness is already among the top three markets in the metaverse, with new technology and partnerships driving real growth and consumer engagement that looks likely to spill over into health clubs, gyms and studios
Fit Tech people

Ali Jawad

Paralympic powerlifter and founder, Accessercise
Users can easily identify which facilities in the UK are accessible to the disabled community
Fit Tech people

Hannes Sjöblad

MD, DSruptive
We want to give our users an implantable tool that allows them to collect their health data at any time and in any setting
Fit Tech people

Jamie Buck

Co-founder, Active in Time
We created a solution called AiT Voice, which turns digital data into a spoken audio timetable that connects to phone systems
Profile

Fahad Alhagbani: reinventing fitness

Let’s live in the future to improve today
Opinion

Building on the blockchain

For small sports teams looking to compete with giants, blockchain can be a secret weapon explains Lars Rensing, CEO of Protokol
Innovation

Bold move

Our results showed a greater than 60 per cent reduction in falls for individuals who actively participated in Bold’s programme
App analysis

Check your form

Sency’s motion analysis technology is allowing users to check their technique as they exercise. Co-founder and CEO Gal Rotman explains how
Profile

New reality

Sam Cole, CEO of FitXR, talks to Fit Tech about taking digital workouts to the next level, with an immersive, virtual reality fitness club
Profile

Sohail Rashid

My vision was to create a platform that could improve the sport for lifters at all levels and attract more people, similar to how Strava, Peloton and Zwift have in other sports
Ageing

Reverse Ageing

Many apps help people track their health, but Humanity founders Peter Ward and Michael Geer have put the focus on ageing, to help users to see the direct repercussions of their habits. They talk to Steph Eaves
App analysis

Going hybrid

Workout Anytime created its app in partnership with Virtuagym. Workout Anytime’s Greg Maurer and Virtuagym’s Hugo Braam explain the process behind its creation
Research

Physical activity monitors boost activity levels

Researchers at the University of Copenhagen have conducted a meta analysis of all relevant research and found that the body of evidence shows an impact
Editor's letter

Two-way coaching

Content providers have been hugely active in the fit tech market since the start of the pandemic. We expect the industry to move on from delivering these services on a ‘broadcast-only’ basis as two-way coaching becomes the new USP
Fit Tech People

Laurent Petit

Co-founder, Active Giving
The future of sports and fitness are dependent on the climate. Our goal is to positively influence the future of our planet by instilling a global vision of wellbeing and a sense of collective action
Fit Tech People

Adam Zeitsiff

CEO, Intelivideo
We don’t just create the technology and bail – we support our clients’ ongoing hybridisation efforts
Fit Tech People

Anantharaman Pattabiraman

CEO and co-founder, Auro
When you’re undertaking fitness activities, unless you’re on a stationary bike, in most cases it’s not safe or necessary to be tied to a screen, especially a small screen
Fit Tech People

Mike Hansen

Managing partner, Endorphinz
We noticed a big gap in the market – customers needed better insights but also recommendations on what to do, whether that be customer acquisition, content creation, marketing and more
More features