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© 2021 IJRAR September 2021, Volume 8, Issue 3 www.ijrar.

org (E-ISSN 2348-1269, P- ISSN 2349-5138)

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.

IndexTerms - Cycling, Exercise, Flutter, IoT, Virtual Reality.


I. INTRODUCTION
With the furtherance of advanced technology, fitness through gamification is an approach to galvanize users to maintain fitness
by using virtual reality game design and game elements. The paper specially focusses on rejuvenation through exercise, the mundane
pattern of exercising is ridden by introducing tasks and challenges to be accomplished. A bicycle is modified into training equipment
with the capability to measure the speed, distance and calories burnt during cycling. It offers a virtual gaming experience to motivate,
entertain and upskill the user while improving their fitness level. Besides, an Android app is created to track daily progress and
provide reward information. The idea is to maximize enjoyment and engagement by giving an immersive experience through virtual
reality, while maintaining fitness simultaneously and capturing the interest of users and inspiring them by providing rewards through
an Android app.
The training equipment, EXER-PAY, is an integration of IoT, Flutter and game development. IoT hardware implemented on
the cycle measures the amount of cycling done which apparently reckons the speed, calories burnt and the total distance covered
during cycling. The information measured is moved to the database. Amazon Web Service (AWS) is the cloud platform used for the
database. The measured values from the database are transferred to an Android app. The Android app visually presents the statistics
for the user to maintain a track of the routine, patterns and progress. The VR headset worn by the user gives an immersive experience
which engages the person in the artificial environment thus involving the person for better participation.
II. MOTIVATION AND PROBLEM STATEMENT
A majority of the world’s population is battling with conditions of overweightness and obesity. Medical researchers have found
that obesity and sedentary lifestyles causes wide range of health conditions including heart disease, blood pressure, unhealthy
cholesterol etc. Cycling, on a regular basis can help people to release stress and develop their fitness. Our project uses virtual reality
and the concept of gamification, thus involving the person for better participation. For specially abled, as it is difficult to follow the
mundane pattern of physical training a gamified environment can be used to encourage them for the activity.
III. RESEARCH ELABORATION
The paper [1] by Nikos Koutsouris, Pavlos Kosmides, Konstantinos Demestichas, Evgenia Adamopoulou proposes an INLIFE
Platform that enables the exploitation of IoT and Gamification in Healthcare. Playing games are one of the social activities of every
human being. Games are changing the way how the children learn, helping them to think differently and restoring new ways people
of all ages can use their minds. Serious games have been proven to be a solid method of changing a user’s behavior models in real
life. INLIFE aims to implement an event-driven framework, where serious game evolution is bound to real-life actions. The goal is
to facilitate and support the persons with disabilities by means that they do not differ from cases of other people of the same age, as
well as to improve their social and communication skills.

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.

IV. DESIGN AND METHODOLOGY


EXER-PAY is a combination of an IoT device to measure the distance, speed and calories burnt during cycling which is then
transferred via cloud to an Android application and the physical work done is transformed to a gamified environment through virtual
reality. This treatment of fitness training through gamification can creates an interest and enthusiasm in user. The mundane pattern
of exercising is replaced by introducing tasks and challenges to be accomplished.

4.1. IoT Instrument


Internet of Things refers to the system of objects connected over internet, with the help of which real world objects can be
connected to communicate and interchange data with other devices. The ability of sending and receiving information over the internet
has a wide number of applications. IoT will bring ceaseless opportunities and impact all over the world.

Figure 1: Circuit design of IoT device


The introduction of IoT in learning can really help to transform education. An IoT device is mounted on the pedal which
calibrates the distance, speed and amount of calories burnt. During each rotation, sensor gets triggered with the obstacle so that the
function activates and the values are displayed on the console window. Depending upon the time taken during each rotation the speed,
distance and calories burnt are measured and are transferred to the browser through WIFI Module and then to the AWS cloud. Using
IoT core service, device is connected to the cloud and data is stored in DynamoDB. From the database, the measured values are
processed and transferred to the Android App and the gaming platform to visually present the progress.

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)

Figure 2: IoT device

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

4.2. ANDROID APP


The real time data measured by the IoT device is transferred from the database to an Android application developed using Flutter
framework. Flutter, a cross platform development toolkit by Google, uses Dart as the programming language. It deploys the app on
multiple platforms with a single codebase and achieves a great user interface faster due to its hot reloading feature. The Android app
visually present the status for a user to keep track of the routine and progress. The structure of the app is shown in figure 3. Also,
rewards are provided based on the performance to motivate the user.
When a user opens the application using their specific login credentials, the updated values from the database such as number of
cycles, distance covered, speed and calories burnt and a total percentage of the performance based on a target assigned to the user on
the particular day are displayed. The daily activities are represented in a bar graph to help the user keep track of the progress in a
week. The points achieved on each day are recorded, based on the total points in a week rewards are provided. It encourages the user
to participate more into the activity. Some of the components used in Flutter for developing the application along with their functions
are shown in table 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

Rewards Daily Progress

Bargraph to
Unlock the Total reward
analyse daily
reward points in a week
performance

Figure 3: Block Diagram of Application Structure

Table 1: Some Components used in Flutter

Components Functions

Scaffold Realize the layout

AppBar Toolbars and components

Column Vertical arrangement

Row Horizontal arrangement

List View Scrollable list

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

4.3. VIRTUAL REALITY


Unlike conventional user interfaces, virtual reality places the user inside an artificial environment instead of viewing a screen
infront of them. The users are made more engaging and are able to interact in a simulated environment. The exercise through virtual
reality can improve productivity and motivate them to do more tasks. The VR environment starts changing once the cycle is being
pedaled. This gives the user an immersive experience. VR environment for the gaming platform is developed using 3D Unity. The
VR experience relies upon the quality of 3D reconstruction, latency between actions and its feedback, realistic functioning of the
elements in the environment. The information about the rotational movement of the pedal is taken from the IoT device. The cycle
present in the VR environment moves immediately when the IoT device detects the rotational motion of the pedal in the real
environment. The user gets into the VR environment with the use of a VR headset.
VR HEADSET
VR headset provides the user an immersive experience in virtual reality. The device is connected to a computer which sends
signals to adjust the images seen by the user as they move around their environment. VR Headsets embrace movement sensors,
magnetometer, gyroscope, and accelerometer enables the person to see 3D images, which give a phantasm of depth of perception.
The tracking system maps the person’s movements and adjusts the images accordingly. Each time the person moves head, pedals in
a particular direction or takes some other form of action, the scene infront of them changes. The tracking system connected to a
computer adjusts these images so that the user is shown a convincing environment with a realistic depth of perception. The tracking
therefore needs to be faultless, else the illusion becomes less synchronized. The stereoscopic vision of the headset enables the user to
see two separate images which the brain amalgamates into one. This is what gives an immersive experience.

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

V. RESULT AND DISCUSSION


EXER-PAY is created to improve fitness using gamification for specially abled. The new trends are invoked in fitness
maintenance by providing challenges to be accomplished through an artificial environment. The training equipment 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. Gamification combined with IoT encourages the user to exercise. In
conclusion, it is hoped that this project will help to promote healthy lifestyle by offering more element of entertainment to an
ordinary cycling exercise. This concept can also be used to engage differently abled students to better their education by introducing
a gamified world of learning around them. The environment can be variedly created to suit the child’s learning needs based on
their favourite characters and activities or type of engagement based on their abilities.

VI. FUTURE SCOPE


Gamification is an innovative approach to better human lifestyle as new technologies and applications are continuously
emerging. This project can be extended to engage differently abled students to better their fitness and education by introducing a
gamified environment of learning around them. The environment can be variedly created to suit the child’s learning needs based
on their favourite characters, activities or type of engagement based on their abilities.

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

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