Progress Report Template

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This progress report template focuses on monitoring rehabilitation progress through augmented reality games and cloud computing. It includes an executive summary, outline of activities undertaken, objectives and scope, progress so far, literature review, outcomes specific to the project topic, interaction with supervisor and group, challenges faced, and a modified project plan and timeline.

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Progress Report Template
Monitoring Rehabilitation progress through Augmented
Reality Games & Cloud Computing
Student details (name, ID):_______________
Your Group No: ______________________
Supervisor’s name:__________________________
1. Executive Summary
The augmented reality indicates to the implementation of virtual image on various objects of real-
world. It is overlaid at the same time with various inputs gained from input devices like smart
glasses and cameras. As the innovation has been continuing to development, it has been moving
beyond simply placing the digital object under the physical world. This is to generate the AR
infrastructure. This has been permitting the real-time channel of communication among different
endless elements. It is believed by the professionals that the answer has been lying under AR
cloud. In this study the analysis of rehabilitation progress with the help of augmented reality
games with cloud computing is demonstrated.
2. Outline of activities undertaken so far
The previous proposal has analyzed the design of the framework that is based on the
cloud. It is performed through developing and simplifying the rehabilitation process. It is seen
that the project has consisted of various details of how the system can develop collaboration
between the clinical staffs and patients. Further, the cloud services have developed the
distributive system making the interaction between the effective system users. The project has
aimed at designing and developing the reference system regarding rehabilitation. Besides, the
proposal has demonstrated the system regarding medical rehabilitation. This makes the
applications of technology of cloud computing along with augmented and virtual reality.
3. Objectives and Scope: Any changes
The objectives of the project are as follows:
To develop and design the framework of reference regarding rehabilitation.
The proposed framework must be amended to be used in a specific setting of
rehabilitation.
The scopes of the project are as following:
The project will be helpful to create a feasible architecture. This is to be utilized in
various kinds of rehabilitations. This is irrespective of the environment, patient and
environment and other factors.

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4. Progress so far
The outcomes from the proposal have indicated that the participants for the research have
been capable of using the system smartly. It is seen that the modules and plugins of the
augmented and virtual reality plugins are implemented for the environments that are patent
customized. Further, the system can be adapted very fast for controlling the type of therapy of
rehabilitation. This is through defining the approach that is information based (Piumatti et al.
2017).
5. Up-to-date Literature Review related to your topic
The usage of MR in medicine has been long intended for disruptive technology. This
involves effective utilizations. This has been under the training of medical education, surgical
planning and guiding the complicated processes. For, as per Felka et al. (2018), a previous
landmark instance has analyzed the usage of laparoscopic surgery. Though making direct
communication with particular information like 3D anatomical models through complicated
scenes, the MR has been able to provide rich sources of data. It is useful to guide various
intrinsic movements for human beings. This has been relevant for surgical robots. Further, the
limitations of technology and the expenses are the main inhibiting factors. This has been an
inhibiting element or the broad range of adopting MR. However, there are various techniques
and applications published in previous decades as shown by Vecchio et al. (2015). In the
current launch of the latest affordable device for MR, like the HoloLens of Microsoft has
been the catalyst for future research. Again, the article of Shea et al. (2017) has been
concentrating on various medical implementations. Thus they have provided the distinction of
the present tasks and determine the issues. It is useful to overcome the small space taking
place between the development of clinical measures and academic research. Further, Hsiao
and Rashvand (2015) has been aiding the researchers in concentrating the challenges of
research. Here, the advancements of technology under medical MR is required. This has been
delivering the medical practitioners having the helpful origin of reference. This is to use the
analysis of how the technology can be taken benefits from.
On the other hand, Gharsallaoui, Hamdi and Kim (2017) highlights that the bibliographic
measures are mostly commonly approached through determining the trends of research. This
is done through scientific publications. It is seen that the methods have been typically making
future predictions by calculating particular indicators. This involves the geographical
distributions of the research institutes. It involves the yearly development of publications
along with counts of citations. As per, Hossain et al. (2018), a manual process of
classification is done that s inefficient and affected through individual experiences.
Wiederhold, (2017) has utilized the mode based on generative probability for performing text
mining. This is known as LDA or “Latent Dirichlet Allocation”. It is helpful to generate and
classify various categories automatically. Thus, it is helpful to gain the processes of unbiased
reviewing.
It must be reminded that MR is a wide topic. It can be seen as the multidimensional
domain. This has been consisting of the crossover of various technologies. Wang, Chen and
Wang (2015) explains that it involves the commuter vision, robot vision, computer graphics,
visual displays and cameras tracking. There are various applications such as guided surgery,
intra-operative navigation, rehabilitation and medical training. Here, the problem has been to
determine the trend of researches around the application domain and complicated
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technological sectors. Olshannikova et al. (2015) helps in understanding that the industry of
public has been of greater relevance as the current social context. Here, the department
demand for development has been driving the development along with attesting assistive
tools.
At this area, the motor rehabilitation has been delivering the scopes and physiotherapists
and various researches. This is to explore the resources and latest technologies. It has been
helpful to develop the motor recovery of patents who are found to suffering from traumic
accidents or strokes. This has also involved the elderly people that is interact log with an
elderly individual with better inreserach maintenance of various functionalities. Apart from
this, the elderly people insearch and better maintenance of the functionalities have also been
included here. Apart from the elements, the AR has been one of the tools that are widely
studied by Hsiao and Rashvand (2015). They have shown that with the deployment of various
virtual objects at the actual world scenario the AR can promote the immersion of users. This
can be through maintaining a sense of presence with the environment. The virtual elements
have been simulating the behavior of the movements. This has also included the physical
simulation, reaction and collision. Gharsallaoui, Hamdi and Kim (2017) shows the instance
tat AR has been permitting the immersive and credible interactions and the user to get
developed. Further, some of the instances of the effective implementation of technology have
the possibility of training for students and health professionals. Thus it permits the analysis
and spatial concepts ad relationships. Tis provides the situation, contextual and substantial
experiences of learning.
6. Outcomes so far specific to your project topic
It is seen that the outcomes so far have been denoting that the people who participated
have been able to utilize the system smartly. Here, every individual taking part has been a
complaint. They are followed through the protocol and attended to every session within time.
The modules and plugins of the augmented and virtual reality can be used in the customized
environments of the patents. Further, the system can be adapted very fast for managing the
type of rehabilitation therapy. This is through the definition of the approach with is
information based. This has been patient centered and human is in nature. It is performed
through assisting the staff members in share the data and opinions. It is despite the
professional levels. Here, the aim has been to provide and collect data about the process of
rehabilitation of patients.
7. Outline your interaction with your supervisor & your group so far
Here, they developed the interface that has been permitting the specialist in conducting
the important adjustments. Available various opportunities are listed hereafter. Firstly, the
pre-inscription has been screening where the sessions of exercise have been generated. Them
the report must be designed that must permit the creation of the progress reports. Moreover,
the report has been signed digitally for assuring privacy. Thus it has been compiling with
additional planning of medical enterprise resource. Next, the diagnostic is helpful to feature
the managing of total medical diagnosis and profiles of every patient. Further, the
motorization and the lineal staffs have been consulting e-records of patient recovery. This has
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been consisting of historical records and real times. Next, the resources have been consisting
of the overall list of every resource that is available to the employees (Jia and Liang 2018).
8. What challenges are you facing, and how do you propose to address
these?
First of all the addictive features of gaming has been creating various health problems.
Here, immersive technology has been seen to be engrossing highly. This has been taking
place as it has been keeping the players to remain captivated in the game constantly for
various hours. In this way, it has been making the ill effects on the player health. Further, the
least physical movements have been inviting problems such as issues of concentration,
obesity in problems with the eye.
Then there can be scopes of accidents and deadly injuries. In this way, using AR
application development has been unsupervised. In this way, it is found that it has been
boosting the odds of the players in getting hurt. Thus they have been suffering from important
injuries. In this way, the people have been witnessing issues with heart has getting influenced
seriously. Then, a rise in aggressive, ethical traits an ethical dilemmas is also seen (Norouzi et
al. 2019).
Further, various violent games and wars have been possessing huge coercive features.
This can modify the player’s attitude. It has been particularly a reality for the current
generation. This it has been simply getting the impact through that.
Further, there is the disassociation of reality. Apart from this, the users of augmented reality
application developing have been spending much time. This is to get endorsed in that. This
they have been falling to differentiate between real and virtual world. Thus they have been
knowing that the purpose is a serious concern. This is the solitary purpose of the application
development that is the absolute immersion. Lastly, they are prone to cybercrimes
(Gharsallaoui, Hamdi and Kim 2017). Apart from this, an important challenge that has been
faced is that AR has been multiplying the efficiency of cyber-threats that the traditional
applications. Besides, some probabilities are greater than the applications of virtual reality.
Hence, it is seen that the devices have been used for developing AR to be hacked. This has
been prevalent for smartphones and tables with a wearable of viewers and cameras.

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9. Modified Project Plan and Timeline
This is illustrated below.
Task Name Duration Start Finish Predecessors
Classifications of assessments of
analysis of the ways of
controlling rehabilitation
progress through Augmented
Reality Games & Cloud
Computing
19 days Wed
5/8/19
Mon
6/3/19
Studies of user task
performance
5 days Wed 5/8/19 Tue
5/14/19
Perception and cognition
analysis
5 days Wed
5/15/19
Tue
5/21/19
2
Collaboration evaluation 4 days Wed
5/22/19
Mon
5/27/19
3
Studying user experiences 5 days Tue
5/28/19
Mon 6/3/19 4
Analysis of approach
classification for understanding
rehabilitation progress through
Augmented Reality Games &
Cloud Computing”
22 days Tue 6/4/19 Wed
7/3/19
Measurements of objectives 4 days Tue 6/4/19 Fri 6/7/19 5
Making the qualitative analysis 6 days Mon
6/10/19
Mon
6/17/19
7
Implementing techniques of
usability evaluation
6 days Tue
6/18/19
Tue
6/25/19
8
Undertaking Informal
evaluations
6 days Wed
6/26/19
Wed 7/3/19 9
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Figure 1: “Gantt Chart of the present project plan”
(Source: Created by Author)
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References:
Felka, P., Sterz, A., Keller, K., Freisleben, B. and Hinz, O., 2018, November. The Context
Matters: Predicting the Number of In-game Actions Using Traces of Mobile Augmented Reality
Games. In Proceedings of the 17th International Conference on Mobile and Ubiquitous
Multimedia (pp. 25-35). ACM.
Gharsallaoui, R., Hamdi, M. and Kim, T.H., 2017, June. A novel privacy technique for
Augmented Reality cloud gaming based on image authentication. In 2017 13th International
Wireless Communications and Mobile Computing Conference (IWCMC) (pp. 252-257). IEEE.
Hossain, M.S., Hoda, M., Muhammad, G., Almogren, A. and Alamri, A., 2018. Cloud-supported
framework for patients in post-stroke disability rehabilitation. Telematics and Informatics, 35(4),
pp.826-836.
Hsiao, K.F. and Rashvand, H.F., 2015. Data modeling mobile augmented reality: integrated mind
and body rehabilitation. Multimedia Tools and Applications, 74(10), pp.3543-3560.
Jia, M. and Liang, W., 2018, October. Delay-Sensitive Multiplayer Augmented Reality Game
Planning in Mobile Edge Computing. In Proceedings of the 21st ACM International Conference
on Modeling, Analysis and Simulation of Wireless and Mobile Systems (pp. 147-154). ACM.
Norouzi, N., Bruder, G., Belna, B., Mutter, S., Turgut, D. and Welch, G., 2019. A Systematic
Review of the Convergence of Augmented Reality, Intelligent Virtual Agents, and the Internet of
Things. In Artificial Intelligence in IoT (pp. 1-24). Springer, Cham.
Olshannikova, E., Ometov, A., Koucheryavy, Y. and Olsson, T., 2015. Visualizing Big Data with
augmented and virtual reality: challenges and research agenda. Journal of Big Data, 2(1), p.22.
Piumatti, G., Sanna, A., Gaspardone, M. and Lamberti, F., 2017, January. Spatial augmented
reality meets robots: Human-machine interaction in cloud-based projected gaming environments.
In 2017 IEEE International Conference on Consumer Electronics (ICCE) (pp. 176-179). IEEE.
Shea, R., Sun, A., Fu, S. and Liu, J., 2017, June. Towards Fully Offloaded Cloud-based AR:
Design, Implementation and Experience. In Proceedings of the 8th ACM on Multimedia Systems
Conference (pp. 321-330). ACM.
Vecchio, P., Mele, F., De Paolis, L.T., Epicoco, I., Mancini, M. and Aloisio, G., 2015, August.
Cloud computing and augmented reality for cultural heritage. In International Conference on
Augmented and Virtual Reality (pp. 51-60). Springer, Cham.
Wang, Y., Chen, R. and Wang, D.C., 2015. A survey of mobile cloud computing applications:
Perspectives and challenges. Wireless Personal Communications, 80(4), pp.1607-1623.
Wiederhold, B.K., 2017. Living in Fragments: The Necessity of Cloud Computing and Virtual
Reality.
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