Ijrar21c2089 3
Ijrar21c2089 3
Ijrar21c2089 3
EXER-PAY
1
Akhil Thomas, 2Anakha Arun, 3Anu Punnoose, 4Ashin Johney, 5Anu Abraham Mathew
1
Student, 2Student, 3Student, 4Student, 5Associate Professor
Department of Electronics and Communication Engineering
Amal Jyothi College of Engineering, Kottayam, India
Abstract : Introducing gamification in fitness improves generating a genuine and vigorous participation in comparison to the
conventional methods. Focusing in rejuvenation through exercise, the mundane pattern of exercising is ridden by introducing tasks
and challenges to be accomplished invoking new trends to be created. To maintain and improve the health and fitness with an
enthusiasm a cycling device, EXER-PAY is proposed in this paper. An IoT hardware implemented on the cycle measures the
amount of cycling done and appropriately decides on the speed, calories burnt, and distance covered during cycling. The information
measured is transferred to the database and then to the Android app to visually present the status for a user to keep track of the
routine, patterns and progress. The VR headset worn by the person engaging in the activity gives an exposure to a gamified
environment thus involving the person for better participation.
In the paper [3] “Air Cycle Proof-Of-Concept: Work towards Using Gamification and IoT to Fight the Global Obesity Crisis” by
Laurie Butgereit and Laura Martinus, discuss about the concept of IoT and Gamification to fight against Obesity. Gamification is the
use of game technique in a non gaming environment in order to engage people and solve problems. Game mechanics such as points,
leader boards, badges, and levelling can be found in business applications, health applications, and education applications.
Gamification is taking the mechanics which make a game a compelling and often addictive activity and then inserting these mechanics
into other situations or environment. The Internet of Things is the growing phenomenon of more and more physical objects being
connected to the Internet. Gamification combined with the Internet of Things can encourage people to do more exercise.
The work by Zaid Ajaz Moharkan, Tanupriya Choudhury, Subhash Chand Gupta, Gaurav Raj discusses the application of IoT in
e-learning [2]. Internet of Things (IoT) refers to technological advancements in the network of real world objects embedded with
sensors and software for connecting and exchanging data with other devices over the internet. This interconnection of varied objects
over the internet with the potential of sending and receiving information features a wide number of applications in almost every field
like healthcare, business, transportation, agriculture, management and education. E-learning refers to the mode of learning that takes
place ‘electronically’ and typically involves the use of internet. Using IoT and gamification concepts in E-learning, can make the
education smart, available and engaging.
IJRAR21C2089 International Journal of Research and Analytical Reviews (IJRAR) www.ijrar.org 832
© 2021 IJRAR September 2021, Volume 8, Issue 3 www.ijrar.org (E-ISSN 2348-1269, P- ISSN 2349-5138)
The paper [4] by Jenni Majur, Jonna Koivisto, Juho Hamari, discusses the concept of Gamification in education and learning.
Gamification is the design approach of utilizing gameful design in various environment for inducing experiences familiar from games
to support different activities and behaviours. Gamification has proved its efficiency in health care and medical field. Existing reviews
on gamification shows that education and learning are the most common factors for empirical research of gamification.
The work by Xu Chen1, Xiaoping Cai1, Yangyang Zhoul, Zhibin Hao discusses about the development of data monitoring
application based on IoT using Flutter [5]. Flutter, a cross platform development toolkit by Google, used to develop applications for
Android, iOS, Linux etc from a single code base. Building an app in Flutter can reduce the effort and time for developing an app in
each platform using separate code bases. In Flutter every element is a widget. Widgets are built out of smaller widgets that can be
reused and combined in novel ways to make custom widgets. Dart is the programming language used in Flutter. It is a programming
language that is focused on frontend user interface development. It is an object oriented and strongly typed language.
In the paper [6] “Industrial robot control and operator training using virtual reality interfaces”, discuss about the virtual reality
technique for industrial robot training and control. Virtual Reality (VR) is used to create an artificial environment using latest
computer technologies. Unlike conventional user interfaces, VR places the user inside an artificial environment which gives a real
time experience. Instead of viewing a screen in front of the person, users are engaged and able to interact with 3D virtual environment.
A person can interact within an artificial three-dimensional environment using electronic devices, such as special goggles with a
screen or gloves fitted with sensor. Outside of its popular gaming use case, virtual reality is applied in various industry, such as
medicine, architecture, military, etc. Virtual Reality can be used to augment learning and engagement of a student. VR can be made
with the help of 3D Unity. Unity is the most widely used VR development platform, and over 91% of HoloLens experiences are
made with Unity. Unity gives user the ability to create games and experience in both 2D and 3D, and the engine offers a primary
scripting API in C#. Tools in 3D Unity like 3D modelling, is the process of creating a visual representation of a real or fictitious
object. There are also other tools like Polybrush, enables you to blend textures and colors, sculpt meshes, and scatter objects directly
in the Unity Editor, and many more.
IJRAR21C2089 International Journal of Research and Analytical Reviews (IJRAR) www.ijrar.org 833
© 2021 IJRAR September 2021, Volume 8, Issue 3 www.ijrar.org (E-ISSN 2348-1269, P- ISSN 2349-5138)
COMPONENTS
1. IR SENSOR
IR sensor is an electronic device. It emits the light in order to sense the object of the surroundings. An IR sensor can detect the
motion. In the infrared spectrum, all the objects radiate in the form of thermal radiation. These types of radiation are unseen to our
eyes, but infrared sensors can detect these radiations. An IR sensor consists of an IR Transmitter and an IR Receiver. IR receiver
conducts when light falls on it. It has a black coating on its outer side. Black absorbs the highest amount of light. IR transmitter or IR
LED can emit light in the range of Infrared wavelength. The radiation emitted by it is invisible to us as its wavelength (700 nm-1
mm) is much higher than the visible light range. IR has a light emitting angle of approximately 20-60 degrees. IR LED is white or
transparent in colour so that it can give out maximum amount of light.
2. NODEMCU ESP8266
NodeMCU is an open source IoT platform. It is specially
targeted for IoT based applications. In comparison with
Arduino UNO the size of NodeMCU development board is
small. It has an inbuilt WiFi Module and the specifications
are,
• Operating Voltage: 3.3V
• Input Voltage: 7-12V
• Flash Memory: 4 MB
• Clock Speed: 80 MHz
• Digital I/O Pins: 16
• Analog Input Pins: 1
• UARTs: 1
IJRAR21C2089 International Journal of Research and Analytical Reviews (IJRAR) www.ijrar.org 834
© 2021 IJRAR September 2021, Volume 8, Issue 3 www.ijrar.org (E-ISSN 2348-1269, P- ISSN 2349-5138)
Run Application
Terms and
Policies Login
Measured values
Page Rendering
Bargraph to
Unlock the Total reward
analyse daily
reward points in a week
performance
Components Functions
IJRAR21C2089 International Journal of Research and Analytical Reviews (IJRAR) www.ijrar.org 835
© 2021 IJRAR September 2021, Volume 8, Issue 3 www.ijrar.org (E-ISSN 2348-1269, P- ISSN 2349-5138)
(a) (c)
(d)
(b)
Figure 4: Pages of App: (a) Login Page, (b) Graph, (c) Data Page, (d) Score
IJRAR21C2089 International Journal of Research and Analytical Reviews (IJRAR) www.ijrar.org 836
© 2021 IJRAR September 2021, Volume 8, Issue 3 www.ijrar.org (E-ISSN 2348-1269, P- ISSN 2349-5138)
Figure 5: VR Environment
CONCLUSION
A majority of the world’s population is battling with conditions of overweightness and obesity due to modern lifestyles such as
the use of public transportation, elevators/lifts, food habits etc. This project uses game mechanics (gamification) combined with
physical devices (Internet of Things) to encourage people to be less sedentary. EXER-PAY modifies a bicycle into fitness training
equipment with the capability to measure the distance, speed and the calories burned. It offers a virtual gaming experience to motivate
and entertain the user while improving their fitness level. Besides, an Android app is created to track daily progress and provide
reward information. It can be accessed by any people including specially abled, for developing their fitness. In conclusion, it is hoped
that this project will help to promote healthy lifestyle among people by offering more elements of entertainment to an ordinary cycling
exercise.
REFERENCES
[1] N. Koutsouri, P. Kosmides, K. Demestichas and E. Adamopoulou, “INLIFE: A Platform Enabling the Exploitation of IoT and
Gamification in Healthcare,” Sixth International Workshop on e-Health Pervasive Wireless Applications and Services 2018,
2018.
[2] J. Majur, J. Koivisto and J. Hamari, “Gamification of education and learning: A review of empirical literature,” GamiFIN
Conference 2018, Finland Pori, 2018.
[3] X. Chen1, X. Cai1, Y. Zhou1 and Z. Hao, “Development of data monitoring application based on IoT,” Springer Science,
Business Media, LLC, part of Springer Nature 2020, 2020.
[4] L. Butgereit and L. Martinus, “Air Cycle Proof-Of-Concept: Work towards Using Gamification and IoT to Fight the Global
Obesity Crisis”.
[5] L. Pérez, E. Diez, R. Usamentiag and Daniel F. García, “Industrial robot control and operator training using virtual reality
interfaces,” L. Pérez et al. / Computers in Industry 109 (2019) 114–120, 2019.
[6] Z. AjazMoharkan, T. Choudhury, S. C. Gupta and G. Raj, “Internet of Things and its applications in E-learning,” 3rd IEEE
International Conference on "Computational Intelligence and Communication Technology" (IEEE-CICT 2017), 2017.
IJRAR21C2089 International Journal of Research and Analytical Reviews (IJRAR) www.ijrar.org 837