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1716250 Vol 9 · Issue 10 Download Paper

MindArc: On-Device AI for Digital Wellbeing and Habit Formation

T R Chandrasagar Richie Antony Kiran K Kannan Stewart Lalu Asst. Prof. Adeena K D

Subject area: Science,Engineering and Technology  ·  Area of research: Artificial Intelligence and Mobile Computing

DOI: 10.64388/IREV9I10-1716250

Abstract

Excessive smartphone usage degrades productivity and mental wellbeing, while existing digital wellbeing solutions provide limited enforcement and inadequate privacy safeguards. MindArc is an on-device digital wellbeing framework integrating real-time app restriction, usage analytics, activity-based unlocking, and gamified feedback. The system’s three-layer architecture leverages Android AccessibilityService for reliable foreground app interception, ML Kit Pose Detection for real-time exercise quantification, and Room-backed persistence for offline-first operation. A four-phase finite state machine with exponential moving average smoothing drives pushup and squat repetition counting. Reward mechanisms link verified physical and cognitive effort directly to screen-time grants, promoting sustained behavioral change. Experimental results validate reliable enforcement, accurate tracking, low latency, and minimal battery overhead, confirming effective digital self-regulation.

Keywords

Digital Wellbeing, Screen Time Management, Accessibility Service, Pose Detection, Gamification, Android, ML Kit, Behavior Change, Habit Formation

References

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How to cite this paper

T R Chandrasagar, Richie Antony, Kiran K Kannan, Stewart Lalu, Asst. Prof. Adeena K D "MindArc: On-Device AI for Digital Wellbeing and Habit Formation" Iconic Research And Engineering Journals Volume 9 Issue 10 2026 Page 1063-1072 https://doi.org/10.64388/IREV9I10-1716250
T R Chandrasagar, Richie Antony, Kiran K Kannan, Stewart Lalu, Asst. Prof. Adeena K D "MindArc: On-Device AI for Digital Wellbeing and Habit Formation" Iconic Research And Engineering Journals, vol. 9, no. 10, Apr. 2026, doi: https://doi.org/10.64388/IREV9I10-1716250
T R Chandrasagar, Richie Antony, Kiran K Kannan, Stewart Lalu, Asst. Prof. Adeena K D (2026). MindArc: On-Device AI for Digital Wellbeing and Habit Formation. Iconic Research And Engineering Journals, 9(10). doi: https://doi.org/10.64388/IREV9I10-1716250
T R Chandrasagar, Richie Antony, Kiran K Kannan, Stewart Lalu, Asst. Prof. Adeena K D "MindArc: On-Device AI for Digital Wellbeing and Habit Formation" Iconic Research And Engineering Journals, vol. 9, no. 10, Apr. 2026. Crossref, https://doi.org/10.64388/IREV9I10-1716250
@article{1716250,
      author = {T R Chandrasagar, Richie Antony, Kiran K Kannan, Stewart Lalu, Asst. Prof. Adeena K D},
      title = {MindArc: On-Device AI for Digital Wellbeing and Habit Formation},
      journal = {Iconic Research And Engineering Journals},
      year = {2026},
      volume = {9},
      number = {10},
      pages = {1063-1072},
      issn = {2456-8880},
      url = {https://www.irejournals.com/formatedpaper/1716250.pdf},
      abstract = {Excessive smartphone usage degrades productivity and mental wellbeing, while existing digital wellbeing solutions provide limited enforcement and inadequate privacy safeguards. MindArc is an on-device digital wellbeing framework integrating real-time app restriction, usage analytics, activity-based unlocking, and gamified feedback. The system’s three-layer architecture leverages Android AccessibilityService for reliable foreground app interception, ML Kit Pose Detection for real-time exercise quantification, and Room-backed persistence for offline-first operation. A four-phase finite state machine with exponential moving average smoothing drives pushup and squat repetition counting. Reward mechanisms link verified physical and cognitive effort directly to screen-time grants, promoting sustained behavioral change. Experimental results validate reliable enforcement, accurate tracking, low latency, and minimal battery overhead, confirming effective digital self-regulation.},
      keywords = {Digital Wellbeing, Screen Time Management, Accessibility Service, Pose Detection, Gamification, Android, ML Kit, Behavior Change, Habit Formation},
      month = {April},
      doi = {https://doi.org/10.64388/IREV9I10-1716250}
  }