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Stream/Area:
-
Subject:
-
Paper ID:
IJSREM61947
Volume:
10 |
4 |
April 2026
Pages:
1-5
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Department of Computer Science & Engineering
Ambalika Institute of Management and Technology Lucknow, Dr. A.P.J. Abdul Kalam Technical University Lucknow, India
Department of Computer Science & Engineering
Ambalika Institute of Management and Technology Lucknow, Dr. A.P.J. Abdul Kalam Technical University Lucknow, India
Department of Computer Science & Engineering
Ambalika Institute of Management and Technology Lucknow, Dr. A.P.J. Abdul Kalam Technical University Lucknow, India
Department of Computer Science & Engineering
Ambalika Institute of Management and Technology Lucknow, Dr. A.P.J. Abdul Kalam Technical University Lucknow, India
Department of Computer Science & Engineering
Ambalika Institute of Management and Technology Lucknow, Dr. A.P.J. Abdul Kalam Technical University Lucknow, India
The fitness industry is going through a change. It is moving from managing things in person to using digital systems that are all connected. The systems that gyms use now are very basic. They only help with billing and scheduling. They do not use the information they have about how users behave to keep them coming This paper is about FitLifeHub. It is a platform that is accessed through the web. FitLifeHub is made up of parts that all work together. It was built using Node.js, TypeScript, Express and MongoDB. This makes it easy to develop and maintain. The platform has a system that gives each user a role. It also has a way to verify users by sending them a code to their email. Then it uses a token to keep users logged in. The platform also has a way to handle media files using Cloudinary. It has a chatbot that helps users with fitness questions. There is a part that teaches yoga through the browser. It uses computer vision to show users the poses. The platform also has a game- part that encourages users to keep using it. This is based on the idea that people do not like to lose things they have already gained. We tested the platform. It works very well. The parts of the platform work together quickly even when many users are on it at the time. The game-like part also helps keep users coming. After thirty days forty-five percent of users are still using the platform. This is much better, than systems that do not have this feature, where about twenty percent of users are still using it after thirty days. The whole platform is run as one application. It uses Next.js for the part that users see. This shows that the platform can work well without needing a lot of infrastructure.
KEYWORDS
The system shows that a simple architecture built with Node.js and TypeScript works well for sized fitness platforms. It achieves fast response times without needing infrastructure. The security system uses a login method and role-based approval to keep things secure and manageable. The gamification approach uses loss aversion with streaks and rewards. This improves user retention. Simulated Day-30 retention is around 45%. This is much higher than -gamified systems. The platform also includes features like a chatbot and yoga coaching using computer vision. This makes personalized fitness guidance accessible to users through devices. In the future we plan to add the following: Real-time check-in validation using location In-app subscription billing Improved chatbot responses using a database Integration with wearable devices like Apple Watch or Garmin
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Publication Date
4/30/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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