Week 7 – Progress Report

Name: Kanishka Niroshan Adikari Arachchilage
Project Title: Manipulation of Augmented Reality for Child’s Energy Expenditure
Week No: 07 Date: 22nd April 2020  
Planning:  
MILESTONE: PLANNED: ACTUAL: COMMENT:
1. Find out the difference between Virtual reality and Augmented reality

 

 

Work on two days

 

Success
2. Augmented reality based video games Completed by end of week Successfully gathered information
ISSUES Some research materials request payment for read.
DESCRIPTION: DATE: ACTION/RESULTS: FINISHED (Y/N):
 

Complete blog creation and start posting

 

By end of 22nd April 2020

 

Y

Week 6 – Progress Report

Name: Kanishka Niroshan Adikari Arachchilage
Project Title: Manipulation of Augmented Reality for Child’s Energy Expenditure
Week No: 06 Date: 15th April 2020  
Planning:  
MILESTONE: PLANNED: ACTUAL: COMMENT:
1. Read more research papers about the topic

 

 

Continue for two weeks

 

Successfully selected
2. Study about child obesity. Completed by end of week Successfully studied
ISSUES Some research materials request payment for read.
DESCRIPTION: DATE: ACTION/RESULTS: FINISHED (Y/N):
 

Complete blog creation and start posting

 

By end of 15th April 2020

 

Y

Energy in Physical Activity

Energy in Physical Activity

Human or animal body convert consumed food into energy. The amount of energy that food consists and food providing to the body measured in calories or joules. Energy expenditure can measure in two different methods. International unit of energy expenditure is kJ per Hour.

  • Energy expenditure at rest (this can measure in below mechanisms)
    • BMR (Basal Metabolic Rate)
    • RMR (Rest Metabolic Rate)
  • Energy expenditure at physical activity

 

 

Week 5 – Progress Report

Name: Kanishka Niroshan Adikari Arachchilage
Project Title: Manipulation of Augmented Reality for Child’s Energy Expenditure
Week No: 05 Date: 08th April 2020  
Planning:  
MILESTONE: PLANNED: ACTUAL: COMMENT:
1. Select project title

 

 

Select and confirm by end of week

 

Successfully selected
2. Gather information by reading proper resources Completed by end of week Successfully gathered information
ISSUES Some research materials request payment for read.
DESCRIPTION: DATE: ACTION/RESULTS: FINISHED (Y/N):
 

Complete blog creation and start posting

 

By end of 08th April 2020

 

Y

Week 4 – Progress Report

Name: Kanishka Niroshan Adikari Arachchilage
Project Title: Manipulation of Augmented Reality for Child’s Energy Expenditure
Week No: 04 Date: 05th April 2020  
Planning:  
MILESTONE: PLANNED: ACTUAL: COMMENT:
    1. Project  proposal

 

 

Started and confirm by end of week

 

Successfully selected
2. Gather information by reading proper resources Completed by end of week Successfully gathered information
ISSUES Some research materials request payment for read.
DESCRIPTION: DATE: ACTION/RESULTS: FINISHED (Y/N):
 

Complete blog creation and start posting

 

By end of 05th April 2020

 

Y

Week 4 – Project Proposal and Plan

Manipulation of Augmented Reality for Child’s Energy Expenditure

Childhood obesity becoming a major problem to the world because its repercussions effect to the future adulthood and many illnesses during the lifetime. The intention of the research is to find out solutions for childhood obesity in a medically approach and scale of applicability of augmented reality based exergame solutions to decrease the child obesity. Children’s exercise methods in present era, their daily routine will be identified and will plan to proceed this research by considering those factors. In this study, plan to identify and discuss currently available solutions to solve this phenomenon, and also plan to propose appropriate suggestions available solutions will explain along with their pros and cons.

1.    Rationale

       I.        Problem Domain

Good health and happiness are every people’s expectation. To keep good health nutritious foods and exercise is the major parts. Since the industrial revolution people’s lifestyle started to change. Last few decades individuals has been changing rapidly. As a result of that, food consumption and physical activities also changed. Furthermore, with the competitive lifestyle people started to consume more fast foods and less exercise. So, peoples tend to consume more calories, but they have no time to expend that earned energy. Finally, the redundant energy will reserve in the body as fat.

In addition to that, now a day’s children are not interested in sports because of their tight schedule with competitive education structure. Because of that, most of youngers are suffer from obesity. As a result of that, most of them are suffer from diabetics. Over the past three decades child diffusion of overweight has increased significantly. Globally an estimated 170 million children (aged less than 18 years) are now estimated to be overweight [1].

With the new technology comes individuals addict to computer related activities more than sports. The prevalence of that quantity is increasing year by year. Video gaming is main of computer related activity which is now a day people and specially children addicted. So, if any methodology available video gaming with sports (Exercise) then it will be a significant solution for above problem. Other than video gaming with exercise if people can identify their burned calories, heartbeat rate at the same time then it will be a great opportunity to everybody.

     II.         Purpose and justification

 

There is a big gap between present human’s day to day life activities and exercising. So, students, employees can’t find adequate time to think about their healthy life. According to the world health organization not doing exercises (Physical inactivity) can be effect for 21–25% of breast and colon cancers 27% of diabetes and approximately 30% of heart disease [2]. Exercise gives lot of benefits to humans such as control weight, combats health conditions and diseases, Exercise helps to improve our psychic health, exercise helps to keep our body shape etc. So, above factors showed us, exercise is a major part to maintain good health.

Sometimes exercise can be monotonous activity to persons. So, people’s interest to doing exercise can be abating. Past few decades individual’s entertainment method change in rapidly. Films, Television, Computer activities and Internet effect to decrease people’s sporting and exercise.

Exergame (Exercise base video games) is a good solution to use as an exercise methodology as well as entertainment methodology.

Week 3 – Progress Report

Name: Kanishka Niroshan Adikari Arachchilage
Project Title: Manipulation of Augmented Reality for Child’s Energy Expenditure
Week No: 03 Date: 22nd March 2020  
Planning:  
MILESTONE: PLANNED: ACTUAL: COMMENT:
 

 

 

Select and confirm by end of week

 

Successfully selected
2. Gather information by reading proper resources Completed by end of week Successfully gathered information
ISSUES Some research materials request payment for read.
DESCRIPTION: DATE: ACTION/RESULTS: FINISHED (Y/N):
 

Complete blog creation and start posting

 

By end of 15th March 2020

 

Y

Week 2 – Progress Report

Name: Kanishka Niroshan Adikari Arachchilage
Project Title: Manipulation of Augmented Reality for Child’s Energy Expenditure
Week No: 02 Date: 15th March 2020  
Planning:  
MILESTONE: PLANNED: ACTUAL: COMMENT:
1. Select project title

 

 

Select and confirm by end of week

 

Successfully selected
2. Gather information by reading proper resources Completed by end of week Successfully gathered information
ISSUES Some research materials request payment for read.
DESCRIPTION: DATE: ACTION/RESULTS: FINISHED (Y/N):
 

Complete blog creation and start posting

 

By end of 15th March 2020

 

Y

Week 2 – Project Description, Objective and Scope

Project Aim/Objectives: The ultimate objective of this study is to identify augmented reality game-based solution which is according to medically recommended standards has the potential to motivate children who suffer from obesity or overweight to involve in more energy expenditure activities.

Scope: – Children within age range 10 to 18 is planning to consider and all ages not be considered during this available time of the study. Currently available exergame devices also consider in this study and will provide advantages and disadvantage with comparing to main objective which is reduce the child obesity.

 

Deliverables/Outcomes: The results of this study will analyze using given questionnaire to different kind of peoples (Kids, Young peoples, Elders etc). When analyzing the data of questionnaire specially consider patients who want daily exercises and their aspiration of provided exergame and medical details. Planned to provide the analyzed results of gathered data and the conclusion.

Resources:

Susan Gigli – “Children, Youth and Media around the World” presented at 4th World Summit on Media for Children and Adolescents conference at Inter Media Survey Institute for UNICEF, April 2004, Rio de Janeiro

World Health Organization – Global Strategy on Diet, Physical Activity and Health [online]

Available: http://www.who.int/dietphysicalactivity/pa/en/

Week 1 – Topic selection and Blog

About me: My name is Kanishka Niroshan and I am currently studying Master of Information Technology in Charles Sturt University. I choose the topic Manipulation of Augmented Reality for Child’s Energy Expenditure, because I think the topic is modernistic.

Project Title: Manipulation of Augmented Reality for Child’s Energy Expenditure

Project problem domain: From the last few decades individual’s lifestyle is changing and now it arrived in a competitive level. And also, lack of nutritious foods and exercises derive to major health problems such as obesity. WHO shows in 2008 more than half a billion adults were suffering from obesity and it is larger than two times of obesity diffusion values in 1980.

With the new technology comes individuals addict to computer related activities more than sports. The prevalence of that quantity is increasing year by year. Video gaming is main of computer related activity which is now a day people and specially children addicted. So, if any methodology available video gaming with sports (Exercise) then it will be a significant solution for above problem. Other than video gaming with exercise if people can identify their burned calories, heartbeat rate at the same time then it will be a great opportunity to everybody.

Resources:

World Health Organization – “Population-based approaches to childhood obesity prevention “   in Global Strategy on Diet, Physical Activity and Health conference, 2012 Geneva

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