Motion Spike Report
Motion Spike Report
A Project Report
Submitted By
PARUL UNIVERSITY
(NAAC A++)
VADODARA
April - 2025
PARUL UNIVERSITY
C ERTIFICATE
This is to Certify that Project - 1 (303105300) of 6th Semester entitled “MOTION SPIKE” of Group
No. PUIOT 3 has been successfully completed by
Date of Submission :
CSE, PIET,
ii
Acknowledgements
-Auliq-Ice
I would like to express my deepest gratitude to everyone who contributed to the successful
completion of this project, Motion Spike – A Smart Wearable for Health, Learning & Fitness.
First and foremost, I sincerely thank Dr. Amit Barve for their guidance, encouragement, and
valuable insights throughout this journey. Their expertise and support were instrumental in shaping
this project.
I am also grateful to my institution, faculty members, and peers for providing the necessary
resources, feedback, and motivation to refine and improve this work. A special thanks to my family
and friends, whose constant support and encouragement kept me inspired.
Lastly, I extend my appreciation to all participants and testers, especially those involved in
the early trials, for their valuable feedback, which helped validate the impact and effectiveness of
Motion Spike. This project would not have been possible without their contributions.
Millions of people struggle with poor posture, limited physical activity, and learning challenges,
especially those undergoing rehabilitation or living with ADHD. Traditional therapy and learning
methods often lack engagement and real-time feedback, making it difficult for individuals to stay
motivated and track progress. Similarly, fitness enthusiasts and those recovering from injuries need
better posture correction and movement tracking to avoid long-term health issues.
Motion Spike is a smart wearable system designed to bridge this gap. It helps users improve
posture, movement, and overall well-being through real-time motion tracking and interactive
feedback. By turning exercise, therapy, and learning into engaging experiences, Motion Spike
supports rehabilitation, ADHD therapy, and fitness routines. Early trials show improved focus in
children with ADHD and better physical recovery in rehabilitation patients.
Designed for accessibility and affordability, Motion Spike aligns with Digital India and Make
in India initiatives, making smart rehabilitation and motion-based learning available to schools,
therapy centers, and fitness programs. This innovation has the potential to transform healthcare,
education, and fitness, empowering individuals to live healthier, more active lives.
Table of Contents
Acknowledgements iii
Abstract iv
List of Tables ix
List of Figures x
1 Introduction 1
1.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.3 Introducing Motion Spike – A Smart Wearable for Health, Learning & Fitness . . . 3
v
TABLE OF CONTENTS
2 Literature Survey 5
2.4 Motion-Based Fitness Games: Analyzing User Engagement and Health Benefits . . 6
3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.5 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4 System Design 12
4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
vi
TABLE OF CONTENTS
4.7 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
5 Methodology 18
5.3.1 Firmware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
vii
TABLE OF CONTENTS
6 Implementation 24
6.3.1 Firmware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
7 Conclusion 36
7.1 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
8 Future Work 38
viii
List of Tables
ix
List of Figures
x
Chapter 1
Introduction
1.1 Overview
In today’s fast-paced world, people face multiple challenges related to health, fitness, learning, and
rehabilitation. With increasing screen time and sedentary lifestyles, issues such as poor posture,
lack of physical activity, and cognitive difficulties are becoming more prevalent. Traditional fitness
routines, therapy sessions, and learning methods often fail to keep individuals engaged, leading to
low adherence and limited long-term benefits.
Motion Spike is designed to bridge this gap by providing an interactive, motion-driven solution
that enhances focus, improves posture, supports rehabilitation, and integrates physical activity into
learning. It is an innovative wearable technology that combines motion tracking, gamification, and
health monitoring to create a holistic approach to well-being.
Modern lifestyles have led to reduced physical activity, poor posture, and limited engagement in
interactive learning, affecting health, focus, and overall well-being. Traditional methods of fitness,
therapy, and education often fail to keep users motivated, making it difficult for them to achieve
meaningful progress.
• Many children, particularly those with ADHD, struggle with focus, coordination, and
engagement in traditional learning settings.
1
CHAPTER 1. INTRODUCTION
Working Professionals
• Prolonged sitting, improper posture, and limited physical activity lead to chronic pain, fatigue,
and reduced productivity.
• 90% of desk job workers experience posture-related issues (Posture Research Institute, 2023).
• Poor posture can reduce lung capacity by 30% (Journal of Biomechanics, 2022).
• Individuals recovering from injuries, surgeries, or age-related mobility issues require guided
physiotherapy and rehabilitation.
• 1.71 billion people worldwide suffer from musculoskeletal conditions (WHO, 2023).
Fitness Enthusiasts
• Many struggle with maintaining proper posture, increasing the risk of injuries.
• Limited real-time feedback makes it difficult to track progress and prevent overuse injuries.
• 60% of gym-related injuries occur due to incorrect posture and movement (Sports Medicine
Journal, 2023).
• 7.1% of Indian children have ADHD, affecting academic and social development.
• Lack of movement increases health risks, leading to obesity, musculoskeletal issues, and
chronic conditions.
• Rehabilitation & therapy are costly and inaccessible for many individuals.
2
CHAPTER 1. INTRODUCTION
1.3 Introducing Motion Spike – A Smart Wearable for Health, Learning &
Fitness
Motion Spike is an advanced wearable device designed to integrate motion tracking, posture
correction, gamified learning, and real-time health monitoring. It provides an engaging and effective
solution for individuals seeking better physical health, cognitive development, and rehabilitation
support.
This lightweight and comfortable wearable consists of motion sensors and health trackers that
capture body movement, posture, and vital signs. The data is processed and displayed on a web
dashboard, providing insights and feedback for users to improve their overall well-being.
Many children with ADHD struggle to maintain focus and stay engaged in traditional learning
environments. Studies indicate that motion-based learning can improve concentration, motor
coordination, and cognitive development.
• Motion-Controlled Games like Dino Jump & Math Battle enhance learning.
Poor posture and lack of physical activity are leading causes of back pain and musculoskeletal
issues. Many desk job workers and fitness enthusiasts struggle with maintaining proper posture,
increasing their risk of injuries.
Traditional learning methods often fail to engage students effectively, especially those who learn
better through movement. Active learning significantly improves retention and cognitive skills.
3
CHAPTER 1. INTRODUCTION
• Interactive learning integrates math, science, and language with physical movement.
Patients undergoing physiotherapy often struggle with motivation due to repetitive exercises and
lack of real-time feedback. Traditional therapy sessions are also expensive and inaccessible.
• Posture Correction – Helps prevent bad posture & related health issues.
• Rehab & Physiotherapy Support – Uses games & animations for guided recovery.
Motion Spike is more than just a wearable – it is a transformative solution that integrates
movement into everyday life, enhancing learning, fitness, and rehabilitation in an engaging and
effective way!
4
Chapter 2
Literature Survey
Environment
Paiva, J. C., Leal, J. P., & Queirós, R. (2020)
Abstract: Practice is essential for learning programming, and automated assessment plays a
key role in enhancing students’ learning experiences. This paper introduces Asura, a game-based
coding challenge environment that provides graphical feedback and gamification to increase student
engagement. The system enables students to develop software agents (SA) that compete in coding-
based challenges. The interactive nature of Asura encourages students to analyze, improve, and
optimize their code, promoting a deeper understanding of programming concepts. Furthermore, the
automated feedback system reduces the reliance on direct instructor intervention, allowing students
to learn independently.
Conclusion: The study demonstrates that game-based learning environments like Asura can
significantly enhance student motivation and engagement in programming practice. By incorporating
graphical feedback, competitive challenges, and automated assessment, the platform fosters a
positive learning experience.
5
CHAPTER 2. LITERATURE SURVEY
hardware, which detect movement and translate it into gameplay actions. Wireless communication
via NRF24L01 transceivers ensures real-time responsiveness. The gamification aspect encourages
active participation, making exercise enjoyable and engaging.
Conclusion: The research highlights the potential of wearable technology in gamifying fitness
activities. Jump Fit successfully integrates motion-based controls with an interactive gaming
experience, enhancing user motivation to engage in physical activity.
Benefits
Peng, W., Lin, J., Crouse, J. C., & Chiang, Y. (2019)
Abstract: Motion-based fitness games, such as exergames, are increasingly used to promote
physical activity and improve user engagement. This study analyzes the impact of sensor-based
gaming systems on exercise motivation, energy expenditure, and long-term fitness habits. The
research focuses on systems utilizing IMUs (Inertial Measurement Units) and real-time motion
tracking to create interactive fitness experiences. Findings indicate that active gameplay enhances
exercise adherence and provides a fun alternative to traditional workouts.
Conclusion: The study confirms that motion-based gaming systems improve physical activity
levels and user engagement. The integration of real-time movement tracking and gamification
encourages users to participate in workouts consistently.
6
CHAPTER 2. LITERATURE SURVEY
7
Chapter 3
3.1 Introduction
The purpose of this chapter is to define the Software Requirements Specification (SRS) for the
Motion Spike Wearable Device. This document provides a structured analysis of the project,
outlining functional and non-functional requirements, user interface specifications, and
hardware/software interfaces. The aim is to develop a wearable motion-tracking device that detects
and counts push-ups, jumping, and running, integrating sensors such as the ESP Xiao, ADXL354,
MPU6050, MAX30201, and a magnetometer into a web application.
• Numbering Format: Section numbering follows ”3.x” format for easy reference.
• Terminology:
8
CHAPTER 3. ANALYSIS / SOFTWARE REQUIREMENTS SPECIFICATION (SRS)
• Ensuring seamless wireless communication between the wearable device and the web app.
3.5 References
• ADXL354 Datasheet
• MPU6050 Datasheet
• MAX30201 Datasheet
9
CHAPTER 3. ANALYSIS / SOFTWARE REQUIREMENTS SPECIFICATION (SRS)
• Heart Rate & SpO2 Display: Real-time health monitoring using MAX30201.
• Dashboard: Displays real-time motion data, heart rate, SpO2 levels, activity logs, and
statistics.
• Graphical Visuals: Bar charts and line graphs for tracking progress.
• Settings Page: Allows users to configure thresholds for motion detection and health
monitoring.
• ESP Xiao: Microcontroller handling sensor data processing and wireless communication.
10
CHAPTER 3. ANALYSIS / SOFTWARE REQUIREMENTS SPECIFICATION (SRS)
• Data should be displayed on both the wearable device and web app.
• Data must be transmitted from the wearable device to the web app in real time.
• The web app should store and visualize activity and health data for user insights.
• Power Efficiency: The device should run for at least 8 hours on a single charge.
• Maintainability: The software should be modular for easy updates and bug fixes.
11
Chapter 4
System Design
4.1 Introduction
System design plays a crucial role in developing a wearable health monitoring and motion tracking
system. This chapter provides a detailed overview of the hardware and software components, system
architecture, data flow, and implementation details. The system aims to collect real-time health
and motion data, process it using a deep learning model, and display meaningful insights on a web
dashboard.
12
CHAPTER 4. SYSTEM DESIGN
1. Sensor Unit - Responsible for collecting raw data from various sensors.
3. Dashboard & Cloud Storage - Displays real-time analytics and logs historical data for
analysis.
• Heart Rate and SpO2 Sensor: Measures heart rate and blood oxygen levels.
• Microprocessor (Raspberry Pi): Processes data using a deep learning model for activity
recognition.
The system is powered by a combination of firmware, machine learning models, and a web interface:
• Embedded Software (C/Python): Runs on the microcontroller to collect and send data.
• Web Dashboard (HTML, JavaScript, Flask/Django): Displays real-time health and activity
data.
13
CHAPTER 4. SYSTEM DESIGN
14
CHAPTER 4. SYSTEM DESIGN
2. The microcontroller processes the raw data and transmits it to the microprocessor.
Each sensor undergoes calibration to ensure accuracy. Data is collected in real-time and stored in
CSV format for model training.
A machine learning model is trained using labeled activity data. The model is optimized for
real-time classification.
The dashboard provides a user-friendly interface, displaying real-time health metrics and motion
tracking results.
15
CHAPTER 4. SYSTEM DESIGN
16
CHAPTER 4. SYSTEM DESIGN
• Input/output devices
• Communication interfaces
4.7 Conclusion
The system design integrates hardware and software to provide a real-time wearable monitoring
solution. By combining sensors, machine learning, and a web interface, users can track their health
and activity efficiently. The next chapter will focus on the system’s implementation details and
performance evaluation.
17
Chapter 5
Methodology
1. Requirement Gathering
• Analyzed user needs (ADHD support, physiotherapy, fitness tracking) through literature
reviews and stakeholder discussions.
• Finalized features: motion tracking, posture correction, health monitoring, and gamified
learning.
2. Modular Development
• Allowed parallel work on sensor integration, AI algorithms, and user interface design.
3. Iterative Testing
• Conducted regular tests on sensor accuracy, data latency, and user experience.
18
CHAPTER 5. METHODOLOGY
Sensors Configuration
• MPU6050: This sensor combines a 3-axis accelerometer and a 3-axis gyroscope, enabling
accurate detection of linear acceleration, angular velocity, and tilt. It tracks body movement,
posture, and sudden spikes in motion.
• Additional Sensors: Temperature, heart rate, and SpO2 sensors monitor vital signs to support
health tracking.
• ESP-NOW Protocol: The wearable bands use ESP-NOW for fast, low-power, peer-to-peer
data communication, ensuring quick data delivery to the base station without relying on a
WiFi network.
Processing Unit
• Microcontroller (ESP32): Acts as the primary receiver, collecting data from the wearable
bands and managing the data stream efficiently.
• Raspberry Pi: Performs advanced data processing, including running machine learning
algorithms for posture correction and movement analysis.
• ESP-NOW to UART Pipeline: Data from the wearable bands is received by the ESP32
and forwarded to the Raspberry Pi through UART communication. This ensures seamless,
error-free data transfer for further analysis.
19
CHAPTER 5. METHODOLOGY
• HDMI Output: The Raspberry Pi outputs processed data to the web dashboard via HDMI,
providing a user-friendly visual interface.
User Interface
• Visuals include posture tracking models, heart rate graphs, and activity breakdowns.
AI-Powered Analysis
• Deep learning models analyze collected data to detect poor posture, irregular movement
patterns, or fatigue indicators.
• Exercises adapt to the user’s performance, supporting gradual rehabilitation and engagement.
5.3.1 Firmware
– The firmware polls IMU data from MPU6050 and HMC5883L sensors at a fixed sampling
rate (e.g., 50–100 Hz).
– Reads heart rate and SpO data at intervals defined by the MAX30201’s specifications.
– Calibration routines for orientation and offset correction ensure accurate posture
detection.
– Uses ESP-NOW for wireless data transfer to the base station, ensuring low latency and
minimal packet loss.
20
CHAPTER 5. METHODOLOGY
• Front-End (UI/UX):
– Designed with HTML5, CSS3, and JavaScript or a modern framework (React, Vue, etc.).
– Gamified interfaces (e.g., Dino Jump, Math Battle) use keyboard/mouse or motion inputs
to control on-screen characters.
– Node.js or Python (Flask/Django) handles incoming sensor data, user authentication, and
data storage.
– A NoSQL or SQL database (e.g., MongoDB, MySQL) records user sessions, health stats,
and progress logs.
– Alerts users through vibration or on-screen cues when deviations exceed a threshold.
• ADHD Gamification:
– Integrates motion-based tasks requiring focus and controlled movements (e.g., jumping
in place to make a character jump on screen).
– Adjusts difficulty based on user performance to keep them engaged and challenged.
– A Kalman filter or complementary filter helps smooth out noise and drift.
• Motion Recognition:
21
CHAPTER 5. METHODOLOGY
– Processes data every few milliseconds to offer immediate posture correction cues.
– Tested each sensor module independently to validate data accuracy and communication
protocols.
• Integration Testing:
– Combined hardware and firmware to ensure seamless data flow from sensors to the web
dashboard.
• User Testing:
• Physical Safety:
22
CHAPTER 5. METHODOLOGY
• Month 3–4:
• Month 5–6:
• Month 7–8:
– Final refinements, documentation, and readiness for a pilot study or product launch.
23
Chapter 6
Implementation
• Sensors:
24
CHAPTER 6. IMPLEMENTATION
– Heart Rate & SpO2 Sensors: Monitors health metrics during activity.
• Microcontroller (ESP XIAO-C3): Collects and pre-processes sensor data, then sends packets
via ESP-NOW.
• Physical Enclosure: Lightweight, comfortable design to suit children with ADHD and users
needing extended wear.
• ESP-WROOM-32: Receives data from the wearable bands and communicates with the
Raspberry Pi via UART.
• Raspberry Pi:
25
CHAPTER 6. IMPLEMENTATION
IMAGES OF BAND
26
CHAPTER 6. IMPLEMENTATION
27
CHAPTER 6. IMPLEMENTATION
6.3.1 Firmware
• Sensor Polling: Acquires data from MPU6050, HMC5883L, and vital sign sensors at defined
intervals.
• Filtering & Calibration: Reduces noise, aligns sensor axes, and normalizes readings.
• ESP-NOW Transmission: Sends processed data frames to the base station in near real-time.
28
CHAPTER 6. IMPLEMENTATION
29
CHAPTER 6. IMPLEMENTATION
30
CHAPTER 6. IMPLEMENTATION
• Gamified Rehab: Offers exercises that reward steady movements and discourage abrupt,
impulsive motions.
31
CHAPTER 6. IMPLEMENTATION
32
CHAPTER 6. IMPLEMENTATION
• Real-Time Visualization: Displays orientation, health metrics, posture alerts, and ADHD
movement flags.
• Interactive Controls: Lets caregivers or users set thresholds, difficulty levels, or therapy
goals.
• Session Logging: Archives user performance data for long-term tracking and analysis.
33
CHAPTER 6. IMPLEMENTATION
1. Unit Tests: Confirm sensor readings match expected values under controlled conditions.
2. Integration Tests: Validate data flow from wearable bands → base station → web dashboard.
3. User Testing: Conduct short trials with ADHD children, rehabilitation patients, or fitness
enthusiasts to gauge usability and comfort.
4. Performance Metrics: Measure system latency, battery life, and accuracy in detecting posture
errors and ADHD-related motions.
• Battery Optimization: Duty cycling sensor polling intervals prolongs battery life without
sacrificing accuracy.
34
CHAPTER 6. IMPLEMENTATION
35
Chapter 7
Conclusion
7.1 Conclusion
The Motion Spike project set out to create a holistic wearable solution for tracking motion,
monitoring health metrics, and supporting therapy—particularly for ADHD and rehabilitation. By
combining MPU6050 and HMC5883L sensors for accurate motion detection, vital sign monitoring,
and ESP-NOW for low-latency communication, the system delivers real-time posture correction
and interactive learning experiences.
Through iterative methodology and implementation, Motion Spike has demonstrated the
following key outcomes:
1. Improved Posture & Motor Skills: Real-time feedback and sensor fusion help users maintain
proper form, reducing injury risks and enhancing movement control.
2. ADHD-Friendly Engagement: Gamified tasks and motion alerts keep children with ADHD
focused and motivated, transforming therapy sessions into engaging, goal-oriented activities.
3. Seamless Data Flow & Analysis: ESP-NOW ensures near-instant data transmission from
wearable bands to the base station, where motion tracking and posture correction insights are
generated.
4. Scalable & Versatile Design: The system’s modular approach enables easy expansion into
additional features, such as VR integration, advanced physiotherapy modules, and broader
fitness applications.
5. User-Centric Interface: The web dashboard offers a clean, intuitive layout, allowing users,
caregivers, and therapists to monitor progress, adjust settings, and access historical
performance data.
36
CHAPTER 7. CONCLUSION
Overall, Motion Spike successfully addresses health, fitness, and cognitive challenges through
real-time motion tracking, interactive gamification, and posture correction. The positive feedback
from early user trials indicates its potential for broader adoption in educational settings, rehabilitation
clinics, and home therapy programs.
37
Chapter 8
Future Work
Why: Storing user data on a secure cloud platform enables real-time remote monitoring, making
it easier for caregivers and therapists to support users without requiring in-person sessions. How:
Implementing a secure API (Application Programming Interface) or database solution allows
streaming and storing of sensor data. Authorized users can log in from anywhere to review progress,
download reports, and adjust therapy protocols as needed.
Why: Different injuries or conditions (e.g., knee surgery recovery, spinal cord rehabilitation)
require specialized exercises. Providing a broader range of therapy options increases Motion Spike’s
utility in clinical and home settings. How: Creating custom motion-based exercises, along with a
progress-tracking feature for physiotherapists, ensures that users receive personalized, goal-oriented
rehabilitation programs with clear milestones.
38
CHAPTER 8. FUTURE WORK
Why: Every individual has unique fitness levels, medical conditions, and learning styles. Tailoring
Motion Spike’s feedback and difficulty settings to each user makes the system more effective. How:
Adding user profiles with adjustable thresholds for posture alerts, exercise intensity, or rest intervals
ensures that the experience remains neither too easy nor too challenging.
Why: Children with ADHD benefit from varied and interactive activities that maintain their
attention. By expanding motion-based learning games, Motion Spike can help develop cognitive
skills alongside physical fitness. How: Designing new mini-games that focus on math, language,
or problem-solving skills in a motion-based format keeps the experience fresh and educational,
improving long-term engagement.
Why: Beyond clinical rehabilitation and ADHD therapy, Motion Spike’s motion-tracking features
can be beneficial in corporate wellness programs and general fitness. Expanding into these markets
can help more people stay active and maintain proper posture at work. How: Collaborating with
corporate wellness providers or developing specialized modules for office exercises and posture
reminders helps integrate Motion Spike into daily routines, even for non-clinical users.
Why: Collecting data over an extended period (weeks or months) can reveal trends in posture, motor
skills, and cognitive development. This is crucial for tailoring therapy plans and understanding
long-term effects. How: Storing user data and using analytical tools (such as statistical methods or
machine learning) to identify patterns or improvements over time can help refine therapy strategies
and predict future challenges.
39
References
2. A. Malviya, J. E. Joy, and A. Phate, “Wearable Gaming Systems for Fitness Motivation,”
International Journal of Interactive Multimedia and Artificial Intelligence, vol. 5, no. 2, pp.
45–52, 2023.
4. W. Peng, J. Lin, J. C. Crouse, and Y. Chiang, “Active Video Games for Improving Health-
Related Physical Fitness in Older Adults: A Systematic Review,” Journal of Aging and
Physical Activity, vol. 27, no. 4, pp. 647–661, 2019. [Online]. Available: https://www.ncbi.
nlm.nih.gov/pmc/articles/PMC11061467/
5. S. Patel, H. Park, P. Bonato, L. Chan, and M. Rodgers, “A Review of Wearable Sensors and
Systems with Application in Rehabilitation,” Journal of NeuroEngineering and Rehabilitation,
vol. 9, no. 1, 2012. [Online]. Available: https://pubmed.ncbi.nlm.nih.gov/22520559/
40
CHAPTER 8. FUTURE WORK
10. Y. Xu, L. Liu, and R. Sun, “Smart Wearable Systems for Health Monitoring,” Sensors, vol.
23, no. 5, 2023. [Online]. Available: https://www.mdpi.com/1424-8220/23/5/2479
11. P. R. Haddad, T. Brown, and K. Williams, “A Play-Based Intervention for Children with
ADHD: A Pilot Study,” Journal of Attention Disorders, vol. 16, no. 6, pp. 527–537, 2012.
[Online]. Available: https://pubmed.ncbi.nlm.nih.gov/21770958/
12. L. G. Reiner and J. A. Martin, “Is This the Real Life, or Is This Just Laboratory? A Scoping
Review of IMUs in Running Gait Analysis,” Sensors, vol. 22, no. 5, 2022. [Online]. Available:
https://www.mdpi.com/1424-8220/22/5/1722
41