Children today move dramatically less than they used to, and traditional forms of physical education often don’t appeal to them. The Viski project, presented by Pavol Banáš, combines training with an interactive series and uses artificial intelligence for long-term motivation. The goal is simple: use the digital environment to bring movement back into children’s lives.
How Viski Works: A Fairy Tale That Involves Exercise
Viski is a training app that combines movement with an interactive story and game elements. A child chooses a fairy tale in which the hero completes missions and overcomes obstacles – and helps them by exercising. For example, a series of squats “pulls” the character up a ladder to the roof, so the plot progresses thanks to real movement. Unlike typical motion consoles, these are full-fledged workouts designed by coaches and physiotherapists.
The key to long-term motivation is creating new content, which Viski scales using artificial intelligence – including characters such as Leo the little lion, created entirely by AI. The application was pilot-tested at several elementary schools in Slovakia, where it served as a teaching aid in physical education and received positive feedback.
Two Development Branches: Home and School
The home version will bring AI-generated stories and personalized workouts tailored to each child’s needs, including possible rehabilitation. Artificial intelligence will analyze video in real time, count repetitions, monitor technique, and provide instant feedback. This will make the story even more interactive and the training safer.
The school branch is intended to serve as a teaching aid and also as a data platform for playful testing of students’ fitness. The data obtained can help identify athletic talent and develop it systematically, but also make physical education fun for less proficient children. Since there is little data globally on the physical activity of children under 15, this information can also serve the ministry in creating effective policies.