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Stream/Area:
-
Subject:
-
Paper ID:
IJSREM67589
Volume:
10 |
9 |
Sep 2026
Pages:
1-8
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.

Computer Science and engineering
East west institute of technology

Computer Science and engineering
East west institute of technology

Computer Science and engineering
East west institute of technology

Computer Science and engineering
East west institute of technology
Computer Science and engineering
East west institute of technology
Prolonged and uninterrupted digital entertainment can contribute to sedentary behavior among students and young adults. Conventional screen-time management systems generally address this problem by restricting access to applications after a predefined usage limit, without requiring an alternative physical activity. This paper presents FitPlay, an exercise-gated gaming system in which verified physical activity acts as a prerequisite for obtaining additional gaming time. FitPlay consists of two independently executing applications. A Python-based verification client captures webcam video and uses MediaPipe Pose landmark estimation to recognize squats, push-ups, jumping jacks, and in-place walking. Exercise-specific geometric features and finite-state logic are used to identify movement phases and count repetitions or accumulate verified activity duration. Following successful completion of an exercise target, the client writes a timestamped unlock record to a shared JSON session file using an atomic temporary-file-and-replacement operation. A Unity-based 2D platformer indepen-dently polls this file, validates the freshness of the unlock record, and controls game availability using engine-level pause and resume mechanisms. The game was developed specifically as the reward envi-ronment and incorporates a dual-input projectile combat sys-tem, physics-based falling-rock and spike-reveal hazards, and a projectile-triggered chain-reaction platform puzzle. The imple-mentation also addresses practical engineering challenges involv-ing cross-platform path resolution, concurrent file access, Unity collision handling, animation timing, and exercise state-machine transitions. Anti-circumvention mechanisms were developed to address stale unlock records, premature termination of the verification application, and expired game sessions. The resulting system demonstrates the feasibility of connecting consumer webcam-based exercise verification with a separately implemented game through a lightweight local inter-process com-munication mechanism. The current implementation is primarily a functional engineering prototype; quantitative recognition accu-racy, latency, and large-scale behavioral evaluation remain areas for future work.
KEYWORDS
This paper presented FitPlay, an exercise-gated gaming system that connects real-time webcam pose estimation with controlled access to an independently developed 2D plat-former. The system combines MediaPipe-based body landmark de-tection, exercise-specific geometric analysis, finite-state repe-tition recognition, atomically written session-state communi-cation, timestamp validation, and Unity-based pause/resume control. Four activity pathways were implemented: squats, push-ups, jumping jacks, and in-place walking. Unlike a conventional screen-time restriction mechanism, FitPlay makes verified physical activity part of the access condition for subsequent gameplay. The project also imple-ments an original game environment containing dual-input projectile combat, physics-based hazards, and a projectile-triggered chain-reaction platform puzzle. Development revealed practical challenges involving state-machine design, cross-platform path resolution, concurrent file access, Unity collision callbacks, animation pivots, and user-interface blocking. Resolving these issues resulted in a functional end-to-end prototype. The current results establish technical feasibility rather than clinical or behavioral effectiveness. Quantitative recognition accuracy, false-positive rates, latency measurements, and lon-gitudinal behavioral outcomes remain important areas for future evaluation.
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Publication Date
9/30/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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