The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
HistoriAR: Experience Indonesian history through interactive game and augment...journalBEEI
This document describes a study that developed an interactive game application called HistoriAR to enhance the learning of Indonesian history. The application uses game-based learning concepts and augmented reality technology built with the Unity game engine and Vuforia SDK. It contains interactive stories about Indonesian history that engage users. An evaluation was conducted using the Technology Acceptance Model questionnaire, which found that users strongly agreed the application was perceived as useful (89.5%) and easy to use (86.33%) for learning history. The study demonstrated the potential of using game-based learning and augmented reality to improve the learning experience in educational institutions.
The document describes a prototype mobile app called DRAKON that allows users to view and read comic books and graphic novels, including some based on movies and books. It will also let users submit their own creations. The app stores information on users like their age and location. The target audience is young adults aged 18-25. It will provide monthly releases that users can buy and subscribe to a variety of graphic novels. The app is designed for mobile devices only using touchscreen input.
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALEijcga
Computer graphics has wide range of applications which are implemented into computer animation,
computer modeling e.t.c. Since the invention of computer graphics researchers haven’t paid much of
attentions toward the possibility of converting oral tales otherwise known as folktales into possible cartoon
animated videos. This paper is based on how to develop cartoons of local folktales that will be of huge
benefits to Nigerians. The activities were divided into 5 stages; analysis, design, development,
implementation and evaluation which involved various processes and use of various specialized software
and hardware. After the implementation of this project, the video characteristics were evaluated using
likert scale. Analysis of 30 user responses indicated that 17 users (56.7%) rated the image quality as
excellent, the video and image synchronization was rated as excellent by 9 users (30%), the Background
noise was rated excellent by 18 users (60%), the Character Impression was rated Excellent by 11 users
(36.67%), the general assessment of the storyline was rated excellent by 17 users (56.7%), the video
Impression was rated excellent by 11 users (36.67%) and the voice quality was rated by 10 users (33.33%)
as excellent.
This technology is no longer a matter of science fiction. Instead, we see artificial intelligence in every part of our lives. Smart assistants are on our phones and speakers, helping us find information and complete everyday tasks. At work, chatbots are affiliated with the Customer Support Team, with estimates that they will be responsible for 85% of customer service by next year.
1) The GameLab at Binus University conducts research on using games for greater good such as physical and psychological therapy.
2) It aims to build a research community within Binus and strengthen partnerships with industry, government, and other academics.
3) The GameLab hosts various events like seminars, conferences, and playtesting sessions and has published papers on game design, artificial intelligence, and serious games.
Applications of Artificial Intelligence & Associated Technologiesdbpublications
This paper reviews the meaning of artificial intelligence and its various advantages and disadvantages including its applications. It also considers the current progress of this technology in the real world and discusses the applications of AI in the fields of heavy industries, gaming, aviation, weather forecasting, expert systems with the focus being on expert systems. The paper concludes by analyzing the future potential of Artificial Intelligence.
R storytelling is a new and immersive way to read stories. This application provides you with the most advanced storytelling techniques using Augmented Reality.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
HistoriAR: Experience Indonesian history through interactive game and augment...journalBEEI
This document describes a study that developed an interactive game application called HistoriAR to enhance the learning of Indonesian history. The application uses game-based learning concepts and augmented reality technology built with the Unity game engine and Vuforia SDK. It contains interactive stories about Indonesian history that engage users. An evaluation was conducted using the Technology Acceptance Model questionnaire, which found that users strongly agreed the application was perceived as useful (89.5%) and easy to use (86.33%) for learning history. The study demonstrated the potential of using game-based learning and augmented reality to improve the learning experience in educational institutions.
The document describes a prototype mobile app called DRAKON that allows users to view and read comic books and graphic novels, including some based on movies and books. It will also let users submit their own creations. The app stores information on users like their age and location. The target audience is young adults aged 18-25. It will provide monthly releases that users can buy and subscribe to a variety of graphic novels. The app is designed for mobile devices only using touchscreen input.
3D-COMPUTER ANIMATION FOR A YORUBA NATIVE FOLKTALEijcga
Computer graphics has wide range of applications which are implemented into computer animation,
computer modeling e.t.c. Since the invention of computer graphics researchers haven’t paid much of
attentions toward the possibility of converting oral tales otherwise known as folktales into possible cartoon
animated videos. This paper is based on how to develop cartoons of local folktales that will be of huge
benefits to Nigerians. The activities were divided into 5 stages; analysis, design, development,
implementation and evaluation which involved various processes and use of various specialized software
and hardware. After the implementation of this project, the video characteristics were evaluated using
likert scale. Analysis of 30 user responses indicated that 17 users (56.7%) rated the image quality as
excellent, the video and image synchronization was rated as excellent by 9 users (30%), the Background
noise was rated excellent by 18 users (60%), the Character Impression was rated Excellent by 11 users
(36.67%), the general assessment of the storyline was rated excellent by 17 users (56.7%), the video
Impression was rated excellent by 11 users (36.67%) and the voice quality was rated by 10 users (33.33%)
as excellent.
This technology is no longer a matter of science fiction. Instead, we see artificial intelligence in every part of our lives. Smart assistants are on our phones and speakers, helping us find information and complete everyday tasks. At work, chatbots are affiliated with the Customer Support Team, with estimates that they will be responsible for 85% of customer service by next year.
1) The GameLab at Binus University conducts research on using games for greater good such as physical and psychological therapy.
2) It aims to build a research community within Binus and strengthen partnerships with industry, government, and other academics.
3) The GameLab hosts various events like seminars, conferences, and playtesting sessions and has published papers on game design, artificial intelligence, and serious games.
Applications of Artificial Intelligence & Associated Technologiesdbpublications
This paper reviews the meaning of artificial intelligence and its various advantages and disadvantages including its applications. It also considers the current progress of this technology in the real world and discusses the applications of AI in the fields of heavy industries, gaming, aviation, weather forecasting, expert systems with the focus being on expert systems. The paper concludes by analyzing the future potential of Artificial Intelligence.
R storytelling is a new and immersive way to read stories. This application provides you with the most advanced storytelling techniques using Augmented Reality.
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Augmented reality the next big thing for future educationValiant Technosoft
The term AR refers to Augmented Reality is the technology that empowers people to include digital elements into their existing world or actual environment. For example, Social apps, NFL, Pokémon Go are highly influenced by AR -
https://valianttechnosoft.com/blog/augmented-reality-the-next-big-thing-for-future-education/
This document outlines the final year project of Siti Nurul Jannah Binti Mohd Razali on developing an augmented reality application called Mosquito AR or Qto AR. The app aims to help users identify different types of mosquitoes using augmented reality technology in a more interactive way compared to existing manual methods. The document discusses the background of the project, problem statement, objectives, scope, limitations, expected results, and methodology used which includes literature reviews on existing augmented reality flashcard apps, storyboards, hardware and software requirements, and complexity analysis.
This is a presentation of Dr. Poonsri Vate-U-Lan. It was at the 7th International Conference on eLearning for Knowledge-based Society during 16-17 of December, 2010. This is also to celebrate 40th anniversary of Assumption University of Thailand.
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
This document discusses the development of ARkanoid, a 3D augmented reality game based on the classic 2D Arkanoid game. The goal was to remake Arkanoid into a 3D game and combine it with augmented reality technology to be played on handheld devices. The paper describes the technical aspects of the game, the design process, and results from user studies. It found that users found the 3D AR version more immersive and engaging than a typical 2D game. The project serves as an example of applying augmented reality to games on handheld devices.
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
Call for paper 2012, hard copy of Certificate, research paper publishing, where to publish research paper,
journal publishing, how to publish research paper, Call For research paper, international journal, publishing a paper, IJCER, journal of science and technology, how to get a research paper published, publishing a paper, publishing of journal, publishing of research paper, research and review articles, IJCER Journal, How to publish your research paper, publish research paper, open access engineering journal, Engineering journal, Mathematics journal, Physics journal, Chemistry journal, Computer Engineering, Computer Science journal, how to submit your paper, peer review journal, indexed journal, research and review articles, engineering journal, www.ijceronline.com, research journals,
yahoo journals, bing journals, International Journal of Computational Engineering Research, Google journals, hard copy of Certificate,
journal of engineering, online Submission
This document describes a project to create a soft toy called "Story Toy" that allows children to capture photos and record short stories by squeezing and pressing the toy. The toy is intended to encourage children ages 7-11 to explore, use their imagination, and record moments through natural play interactions. A prototype was created using a camera, force sensor, Arduino, and software to catalog photos and audio recordings for the child to assemble into a narrated story. The goal was to design an exploratory interactive toy that facilitates creativity, storytelling, and sharing ideas for children in the concrete operational stage of cognitive development.
3D-Computer Animation For a Yoruba Native Folktaleijcga
Computer graphics has wide range of applications which are implemented into computer animation, computer modeling e.t.c. Since the invention of computer graphics researchers haven’t paid much of attentions toward the possibility of converting oral tales otherwise known as folktales into possible cartoon animated videos. This paper is based on how to develop cartoons of local folktales that will be of huge benefits to Nigerians. The activities were divided into 5 stages; analysis, design, development, implementation and evaluation which involved various processes and use of various specialized software and hardware. After the implementation of this project, the video characteristics were evaluated using likert scale. Analysis of 30 user responses indicated that 17 users (56.7%) rated the image quality as excellent, the video and image synchronization was rated as excellent by 9 users (30%), the Background noise was rated excellent by 18 users (60%), the Character Impression was rated Excellent by 11 users (36.67%), the general assessment of the storyline was rated excellent by 17 users (56.7%), the video Impression was rated excellent by 11 users (36.67%) and the voice quality was rated by 10 users (33.33%) as excellent.
presented in
The First International Conference on Interdisciplinary Research and Development
Theme: Interdisciplinary Approach to Research and DevelopmentOrganized by the Interdisciplinary Network of the Royal Institute of Thailand Under the Royal Patronage of HRH Princess Maha Chakri SirindhornSupported by Thailand Chapter of the Internet Society, Thailand Chapter of the Association for Computing Machinery, Thailand Chapter of the Computer Society of the IEEE,and The College of Internet Distance Education of Assumption University Sapphire Rooms, IMPACT Exhibition Center, Muang Thong Thani, Bangkok Metro, Thailand31 May - 1 June 2011
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
New pace approaches for digital storytelling: a practical caseHumberto Neves
One of the new developments under digital storytelling is about the control of the story pace. Within the interactive media such as the multi-touch devices, a series of new ways for the story flow are emerging where the reader is an active part of it. This reading experience will bring new ways to conceptualize a story given the new dimensions available such as the animation, interaction and sound.
Augmented Reality for Smart Profile Display Part-1IRJET Journal
This document discusses using augmented reality to display student profiles in an educational setting. It proposes a system that uses augmented reality and facial recognition to quickly retrieve a student's information by scanning their face. The system would use the mobile device's camera, augmented reality databases like Vuforia, and the Unity 3D engine. When a student's face is scanned, their photo and corresponding data would be overlaid on the interface in real-time, providing a faster way to access profiles. The document reviews related works applying augmented reality and discusses potential applications of the system in areas like classrooms, assignments, and safety in laboratory experiments.
Augmented Reality for Smart Profile Display Part-1IRJET Journal
This document discusses using augmented reality to display student profiles in an educational setting. It proposes using Unity 3D and Vuforia to scan a student's face and retrieve their academic information from a database to display virtually. The system could reduce the time needed to look up student records and provide a richer interactive experience. It reviews related work applying augmented reality in other domains and potential applications of the technology in education, such as smart classrooms, augmented worksheets, and assisting distance learning.
Augmented Reality with litrature review.pptxMeghaGambhire
Augmented reality (AR) is an enhanced version of the real physical world that is achieved through the use of digital visual elements, sound, or other sensory stimuli delivered via technology
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
Steve Mann invented the concept of a wearable computer in 1990. Pranav Mistry later developed the Sixth Sense technology, which uses a camera, projector, and markers to allow users to interact with digital information through natural hand gestures. The Sixth Sense system bridges the physical and digital worlds by projecting interfaces onto surfaces and recognizing gestures to manipulate information. Potential applications include making calls, accessing maps, checking the time, and getting product information through gesture controls. The system provides a portable, cost-effective way to access and share information through augmented reality interactions.
A study on real/virtual relationship through mobile augmented reality applica...Laura Fedeli
1) The document describes a study that examined how the use of augmented reality (AR) applications on mobile devices could impact students' perceptions of the relationship between real and virtual environments.
2) The study involved two primary school classes creating AR content using a "point at" app and then exploring the content on iPads.
3) Based on interviews with students, the creation of AR content appeared to help them see the "real" as something they can actively engage with and influence, rather than just observe. The AR experience also seemed to stimulate reflection on the nature of real and virtual information.
This document summarizes a literature review of 16 articles on augmented reality (AR) applications in educational settings from 2017-2019. The review aims to classify the AR applications used into 5 types (discovery-based learning, object modeling, AR books, game-based learning, and skills training) and identify the benefits and learning subjects associated with each type. The review finds that "user satisfaction" is the most commonly cited benefit of AR across all application types and that AR has been used in a variety of subjects including biology, chemistry, mathematics, medicine, history, and engineering.
INTERACTIVE EDUCATION USING AUGMENTED REALITY THROUGH HANDHELD DEVICESIRJET Journal
This document describes a proposed interactive augmented reality textbook system using handheld devices. The system would allow students to scan textbook pages and see interactive 3D models and simulations overlaid on the page. Three sample textbook pages are described - a map with interactive place labels, an electrical circuit with adjustable components, and a chemistry page with interactive molecular models. The system is designed using Unity and Vuforia SDK and would support interactions like gaze, touch, voice input, and 3D manipulation to help students learn concepts in a more engaging, hands-on way compared to traditional textbooks. Prior related works exploring augmented reality in education are also summarized.
Redefining brain tumor segmentation: a cutting-edge convolutional neural netw...IJECEIAES
Medical image analysis has witnessed significant advancements with deep learning techniques. In the domain of brain tumor segmentation, the ability to
precisely delineate tumor boundaries from magnetic resonance imaging (MRI)
scans holds profound implications for diagnosis. This study presents an ensemble convolutional neural network (CNN) with transfer learning, integrating
the state-of-the-art Deeplabv3+ architecture with the ResNet18 backbone. The
model is rigorously trained and evaluated, exhibiting remarkable performance
metrics, including an impressive global accuracy of 99.286%, a high-class accuracy of 82.191%, a mean intersection over union (IoU) of 79.900%, a weighted
IoU of 98.620%, and a Boundary F1 (BF) score of 83.303%. Notably, a detailed comparative analysis with existing methods showcases the superiority of
our proposed model. These findings underscore the model’s competence in precise brain tumor localization, underscoring its potential to revolutionize medical
image analysis and enhance healthcare outcomes. This research paves the way
for future exploration and optimization of advanced CNN models in medical
imaging, emphasizing addressing false positives and resource efficiency.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
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Similar to Augmented reality objects design in augmented story book mobile application for better engagement
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Augmented reality the next big thing for future educationValiant Technosoft
The term AR refers to Augmented Reality is the technology that empowers people to include digital elements into their existing world or actual environment. For example, Social apps, NFL, Pokémon Go are highly influenced by AR -
https://valianttechnosoft.com/blog/augmented-reality-the-next-big-thing-for-future-education/
This document outlines the final year project of Siti Nurul Jannah Binti Mohd Razali on developing an augmented reality application called Mosquito AR or Qto AR. The app aims to help users identify different types of mosquitoes using augmented reality technology in a more interactive way compared to existing manual methods. The document discusses the background of the project, problem statement, objectives, scope, limitations, expected results, and methodology used which includes literature reviews on existing augmented reality flashcard apps, storyboards, hardware and software requirements, and complexity analysis.
This is a presentation of Dr. Poonsri Vate-U-Lan. It was at the 7th International Conference on eLearning for Knowledge-based Society during 16-17 of December, 2010. This is also to celebrate 40th anniversary of Assumption University of Thailand.
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
This document discusses the development of ARkanoid, a 3D augmented reality game based on the classic 2D Arkanoid game. The goal was to remake Arkanoid into a 3D game and combine it with augmented reality technology to be played on handheld devices. The paper describes the technical aspects of the game, the design process, and results from user studies. It found that users found the 3D AR version more immersive and engaging than a typical 2D game. The project serves as an example of applying augmented reality to games on handheld devices.
IJCER (www.ijceronline.com) International Journal of computational Engineerin...ijceronline
Call for paper 2012, hard copy of Certificate, research paper publishing, where to publish research paper,
journal publishing, how to publish research paper, Call For research paper, international journal, publishing a paper, IJCER, journal of science and technology, how to get a research paper published, publishing a paper, publishing of journal, publishing of research paper, research and review articles, IJCER Journal, How to publish your research paper, publish research paper, open access engineering journal, Engineering journal, Mathematics journal, Physics journal, Chemistry journal, Computer Engineering, Computer Science journal, how to submit your paper, peer review journal, indexed journal, research and review articles, engineering journal, www.ijceronline.com, research journals,
yahoo journals, bing journals, International Journal of Computational Engineering Research, Google journals, hard copy of Certificate,
journal of engineering, online Submission
This document describes a project to create a soft toy called "Story Toy" that allows children to capture photos and record short stories by squeezing and pressing the toy. The toy is intended to encourage children ages 7-11 to explore, use their imagination, and record moments through natural play interactions. A prototype was created using a camera, force sensor, Arduino, and software to catalog photos and audio recordings for the child to assemble into a narrated story. The goal was to design an exploratory interactive toy that facilitates creativity, storytelling, and sharing ideas for children in the concrete operational stage of cognitive development.
3D-Computer Animation For a Yoruba Native Folktaleijcga
Computer graphics has wide range of applications which are implemented into computer animation, computer modeling e.t.c. Since the invention of computer graphics researchers haven’t paid much of attentions toward the possibility of converting oral tales otherwise known as folktales into possible cartoon animated videos. This paper is based on how to develop cartoons of local folktales that will be of huge benefits to Nigerians. The activities were divided into 5 stages; analysis, design, development, implementation and evaluation which involved various processes and use of various specialized software and hardware. After the implementation of this project, the video characteristics were evaluated using likert scale. Analysis of 30 user responses indicated that 17 users (56.7%) rated the image quality as excellent, the video and image synchronization was rated as excellent by 9 users (30%), the Background noise was rated excellent by 18 users (60%), the Character Impression was rated Excellent by 11 users (36.67%), the general assessment of the storyline was rated excellent by 17 users (56.7%), the video Impression was rated excellent by 11 users (36.67%) and the voice quality was rated by 10 users (33.33%) as excellent.
presented in
The First International Conference on Interdisciplinary Research and Development
Theme: Interdisciplinary Approach to Research and DevelopmentOrganized by the Interdisciplinary Network of the Royal Institute of Thailand Under the Royal Patronage of HRH Princess Maha Chakri SirindhornSupported by Thailand Chapter of the Internet Society, Thailand Chapter of the Association for Computing Machinery, Thailand Chapter of the Computer Society of the IEEE,and The College of Internet Distance Education of Assumption University Sapphire Rooms, IMPACT Exhibition Center, Muang Thong Thani, Bangkok Metro, Thailand31 May - 1 June 2011
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students’ performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
New pace approaches for digital storytelling: a practical caseHumberto Neves
One of the new developments under digital storytelling is about the control of the story pace. Within the interactive media such as the multi-touch devices, a series of new ways for the story flow are emerging where the reader is an active part of it. This reading experience will bring new ways to conceptualize a story given the new dimensions available such as the animation, interaction and sound.
Augmented Reality for Smart Profile Display Part-1IRJET Journal
This document discusses using augmented reality to display student profiles in an educational setting. It proposes a system that uses augmented reality and facial recognition to quickly retrieve a student's information by scanning their face. The system would use the mobile device's camera, augmented reality databases like Vuforia, and the Unity 3D engine. When a student's face is scanned, their photo and corresponding data would be overlaid on the interface in real-time, providing a faster way to access profiles. The document reviews related works applying augmented reality and discusses potential applications of the system in areas like classrooms, assignments, and safety in laboratory experiments.
Augmented Reality for Smart Profile Display Part-1IRJET Journal
This document discusses using augmented reality to display student profiles in an educational setting. It proposes using Unity 3D and Vuforia to scan a student's face and retrieve their academic information from a database to display virtually. The system could reduce the time needed to look up student records and provide a richer interactive experience. It reviews related work applying augmented reality in other domains and potential applications of the technology in education, such as smart classrooms, augmented worksheets, and assisting distance learning.
Augmented Reality with litrature review.pptxMeghaGambhire
Augmented reality (AR) is an enhanced version of the real physical world that is achieved through the use of digital visual elements, sound, or other sensory stimuli delivered via technology
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
Steve Mann invented the concept of a wearable computer in 1990. Pranav Mistry later developed the Sixth Sense technology, which uses a camera, projector, and markers to allow users to interact with digital information through natural hand gestures. The Sixth Sense system bridges the physical and digital worlds by projecting interfaces onto surfaces and recognizing gestures to manipulate information. Potential applications include making calls, accessing maps, checking the time, and getting product information through gesture controls. The system provides a portable, cost-effective way to access and share information through augmented reality interactions.
A study on real/virtual relationship through mobile augmented reality applica...Laura Fedeli
1) The document describes a study that examined how the use of augmented reality (AR) applications on mobile devices could impact students' perceptions of the relationship between real and virtual environments.
2) The study involved two primary school classes creating AR content using a "point at" app and then exploring the content on iPads.
3) Based on interviews with students, the creation of AR content appeared to help them see the "real" as something they can actively engage with and influence, rather than just observe. The AR experience also seemed to stimulate reflection on the nature of real and virtual information.
This document summarizes a literature review of 16 articles on augmented reality (AR) applications in educational settings from 2017-2019. The review aims to classify the AR applications used into 5 types (discovery-based learning, object modeling, AR books, game-based learning, and skills training) and identify the benefits and learning subjects associated with each type. The review finds that "user satisfaction" is the most commonly cited benefit of AR across all application types and that AR has been used in a variety of subjects including biology, chemistry, mathematics, medicine, history, and engineering.
INTERACTIVE EDUCATION USING AUGMENTED REALITY THROUGH HANDHELD DEVICESIRJET Journal
This document describes a proposed interactive augmented reality textbook system using handheld devices. The system would allow students to scan textbook pages and see interactive 3D models and simulations overlaid on the page. Three sample textbook pages are described - a map with interactive place labels, an electrical circuit with adjustable components, and a chemistry page with interactive molecular models. The system is designed using Unity and Vuforia SDK and would support interactions like gaze, touch, voice input, and 3D manipulation to help students learn concepts in a more engaging, hands-on way compared to traditional textbooks. Prior related works exploring augmented reality in education are also summarized.
Similar to Augmented reality objects design in augmented story book mobile application for better engagement (20)
Redefining brain tumor segmentation: a cutting-edge convolutional neural netw...IJECEIAES
Medical image analysis has witnessed significant advancements with deep learning techniques. In the domain of brain tumor segmentation, the ability to
precisely delineate tumor boundaries from magnetic resonance imaging (MRI)
scans holds profound implications for diagnosis. This study presents an ensemble convolutional neural network (CNN) with transfer learning, integrating
the state-of-the-art Deeplabv3+ architecture with the ResNet18 backbone. The
model is rigorously trained and evaluated, exhibiting remarkable performance
metrics, including an impressive global accuracy of 99.286%, a high-class accuracy of 82.191%, a mean intersection over union (IoU) of 79.900%, a weighted
IoU of 98.620%, and a Boundary F1 (BF) score of 83.303%. Notably, a detailed comparative analysis with existing methods showcases the superiority of
our proposed model. These findings underscore the model’s competence in precise brain tumor localization, underscoring its potential to revolutionize medical
image analysis and enhance healthcare outcomes. This research paves the way
for future exploration and optimization of advanced CNN models in medical
imaging, emphasizing addressing false positives and resource efficiency.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
Advanced control scheme of doubly fed induction generator for wind turbine us...IJECEIAES
This paper describes a speed control device for generating electrical energy on an electricity network based on the doubly fed induction generator (DFIG) used for wind power conversion systems. At first, a double-fed induction generator model was constructed. A control law is formulated to govern the flow of energy between the stator of a DFIG and the energy network using three types of controllers: proportional integral (PI), sliding mode controller (SMC) and second order sliding mode controller (SOSMC). Their different results in terms of power reference tracking, reaction to unexpected speed fluctuations, sensitivity to perturbations, and resilience against machine parameter alterations are compared. MATLAB/Simulink was used to conduct the simulations for the preceding study. Multiple simulations have shown very satisfying results, and the investigations demonstrate the efficacy and power-enhancing capabilities of the suggested control system.
Neural network optimizer of proportional-integral-differential controller par...IJECEIAES
Wide application of proportional-integral-differential (PID)-regulator in industry requires constant improvement of methods of its parameters adjustment. The paper deals with the issues of optimization of PID-regulator parameters with the use of neural network technology methods. A methodology for choosing the architecture (structure) of neural network optimizer is proposed, which consists in determining the number of layers, the number of neurons in each layer, as well as the form and type of activation function. Algorithms of neural network training based on the application of the method of minimizing the mismatch between the regulated value and the target value are developed. The method of back propagation of gradients is proposed to select the optimal training rate of neurons of the neural network. The neural network optimizer, which is a superstructure of the linear PID controller, allows increasing the regulation accuracy from 0.23 to 0.09, thus reducing the power consumption from 65% to 53%. The results of the conducted experiments allow us to conclude that the created neural superstructure may well become a prototype of an automatic voltage regulator (AVR)-type industrial controller for tuning the parameters of the PID controller.
An improved modulation technique suitable for a three level flying capacitor ...IJECEIAES
This research paper introduces an innovative modulation technique for controlling a 3-level flying capacitor multilevel inverter (FCMLI), aiming to streamline the modulation process in contrast to conventional methods. The proposed
simplified modulation technique paves the way for more straightforward and
efficient control of multilevel inverters, enabling their widespread adoption and
integration into modern power electronic systems. Through the amalgamation of
sinusoidal pulse width modulation (SPWM) with a high-frequency square wave
pulse, this controlling technique attains energy equilibrium across the coupling
capacitor. The modulation scheme incorporates a simplified switching pattern
and a decreased count of voltage references, thereby simplifying the control
algorithm.
A review on features and methods of potential fishing zoneIJECEIAES
This review focuses on the importance of identifying potential fishing zones in seawater for sustainable fishing practices. It explores features like sea surface temperature (SST) and sea surface height (SSH), along with classification methods such as classifiers. The features like SST, SSH, and different classifiers used to classify the data, have been figured out in this review study. This study underscores the importance of examining potential fishing zones using advanced analytical techniques. It thoroughly explores the methodologies employed by researchers, covering both past and current approaches. The examination centers on data characteristics and the application of classification algorithms for classification of potential fishing zones. Furthermore, the prediction of potential fishing zones relies significantly on the effectiveness of classification algorithms. Previous research has assessed the performance of models like support vector machines, naïve Bayes, and artificial neural networks (ANN). In the previous result, the results of support vector machine (SVM) were 97.6% more accurate than naive Bayes's 94.2% to classify test data for fisheries classification. By considering the recent works in this area, several recommendations for future works are presented to further improve the performance of the potential fishing zone models, which is important to the fisheries community.
Electrical signal interference minimization using appropriate core material f...IJECEIAES
As demand for smaller, quicker, and more powerful devices rises, Moore's law is strictly followed. The industry has worked hard to make little devices that boost productivity. The goal is to optimize device density. Scientists are reducing connection delays to improve circuit performance. This helped them understand three-dimensional integrated circuit (3D IC) concepts, which stack active devices and create vertical connections to diminish latency and lower interconnects. Electrical involvement is a big worry with 3D integrates circuits. Researchers have developed and tested through silicon via (TSV) and substrates to decrease electrical wave involvement. This study illustrates a novel noise coupling reduction method using several electrical involvement models. A 22% drop in electrical involvement from wave-carrying to victim TSVs introduces this new paradigm and improves system performance even at higher THz frequencies.
Electric vehicle and photovoltaic advanced roles in enhancing the financial p...IJECEIAES
Climate change's impact on the planet forced the United Nations and governments to promote green energies and electric transportation. The deployments of photovoltaic (PV) and electric vehicle (EV) systems gained stronger momentum due to their numerous advantages over fossil fuel types. The advantages go beyond sustainability to reach financial support and stability. The work in this paper introduces the hybrid system between PV and EV to support industrial and commercial plants. This paper covers the theoretical framework of the proposed hybrid system including the required equation to complete the cost analysis when PV and EV are present. In addition, the proposed design diagram which sets the priorities and requirements of the system is presented. The proposed approach allows setup to advance their power stability, especially during power outages. The presented information supports researchers and plant owners to complete the necessary analysis while promoting the deployment of clean energy. The result of a case study that represents a dairy milk farmer supports the theoretical works and highlights its advanced benefits to existing plants. The short return on investment of the proposed approach supports the paper's novelty approach for the sustainable electrical system. In addition, the proposed system allows for an isolated power setup without the need for a transmission line which enhances the safety of the electrical network
Bibliometric analysis highlighting the role of women in addressing climate ch...IJECEIAES
Fossil fuel consumption increased quickly, contributing to climate change
that is evident in unusual flooding and draughts, and global warming. Over
the past ten years, women's involvement in society has grown dramatically,
and they succeeded in playing a noticeable role in reducing climate change.
A bibliometric analysis of data from the last ten years has been carried out to
examine the role of women in addressing the climate change. The analysis's
findings discussed the relevant to the sustainable development goals (SDGs),
particularly SDG 7 and SDG 13. The results considered contributions made
by women in the various sectors while taking geographic dispersion into
account. The bibliometric analysis delves into topics including women's
leadership in environmental groups, their involvement in policymaking, their
contributions to sustainable development projects, and the influence of
gender diversity on attempts to mitigate climate change. This study's results
highlight how women have influenced policies and actions related to climate
change, point out areas of research deficiency and recommendations on how
to increase role of the women in addressing the climate change and
achieving sustainability. To achieve more successful results, this initiative
aims to highlight the significance of gender equality and encourage
inclusivity in climate change decision-making processes.
Voltage and frequency control of microgrid in presence of micro-turbine inter...IJECEIAES
The active and reactive load changes have a significant impact on voltage
and frequency. In this paper, in order to stabilize the microgrid (MG) against
load variations in islanding mode, the active and reactive power of all
distributed generators (DGs), including energy storage (battery), diesel
generator, and micro-turbine, are controlled. The micro-turbine generator is
connected to MG through a three-phase to three-phase matrix converter, and
the droop control method is applied for controlling the voltage and
frequency of MG. In addition, a method is introduced for voltage and
frequency control of micro-turbines in the transition state from gridconnected mode to islanding mode. A novel switching strategy of the matrix
converter is used for converting the high-frequency output voltage of the
micro-turbine to the grid-side frequency of the utility system. Moreover,
using the switching strategy, the low-order harmonics in the output current
and voltage are not produced, and consequently, the size of the output filter
would be reduced. In fact, the suggested control strategy is load-independent
and has no frequency conversion restrictions. The proposed approach for
voltage and frequency regulation demonstrates exceptional performance and
favorable response across various load alteration scenarios. The suggested
strategy is examined in several scenarios in the MG test systems, and the
simulation results are addressed.
Enhancing battery system identification: nonlinear autoregressive modeling fo...IJECEIAES
Precisely characterizing Li-ion batteries is essential for optimizing their
performance, enhancing safety, and prolonging their lifespan across various
applications, such as electric vehicles and renewable energy systems. This
article introduces an innovative nonlinear methodology for system
identification of a Li-ion battery, employing a nonlinear autoregressive with
exogenous inputs (NARX) model. The proposed approach integrates the
benefits of nonlinear modeling with the adaptability of the NARX structure,
facilitating a more comprehensive representation of the intricate
electrochemical processes within the battery. Experimental data collected
from a Li-ion battery operating under diverse scenarios are employed to
validate the effectiveness of the proposed methodology. The identified
NARX model exhibits superior accuracy in predicting the battery's behavior
compared to traditional linear models. This study underscores the
importance of accounting for nonlinearities in battery modeling, providing
insights into the intricate relationships between state-of-charge, voltage, and
current under dynamic conditions.
Smart grid deployment: from a bibliometric analysis to a surveyIJECEIAES
Smart grids are one of the last decades' innovations in electrical energy.
They bring relevant advantages compared to the traditional grid and
significant interest from the research community. Assessing the field's
evolution is essential to propose guidelines for facing new and future smart
grid challenges. In addition, knowing the main technologies involved in the
deployment of smart grids (SGs) is important to highlight possible
shortcomings that can be mitigated by developing new tools. This paper
contributes to the research trends mentioned above by focusing on two
objectives. First, a bibliometric analysis is presented to give an overview of
the current research level about smart grid deployment. Second, a survey of
the main technological approaches used for smart grid implementation and
their contributions are highlighted. To that effect, we searched the Web of
Science (WoS), and the Scopus databases. We obtained 5,663 documents
from WoS and 7,215 from Scopus on smart grid implementation or
deployment. With the extraction limitation in the Scopus database, 5,872 of
the 7,215 documents were extracted using a multi-step process. These two
datasets have been analyzed using a bibliometric tool called bibliometrix.
The main outputs are presented with some recommendations for future
research.
Use of analytical hierarchy process for selecting and prioritizing islanding ...IJECEIAES
One of the problems that are associated to power systems is islanding
condition, which must be rapidly and properly detected to prevent any
negative consequences on the system's protection, stability, and security.
This paper offers a thorough overview of several islanding detection
strategies, which are divided into two categories: classic approaches,
including local and remote approaches, and modern techniques, including
techniques based on signal processing and computational intelligence.
Additionally, each approach is compared and assessed based on several
factors, including implementation costs, non-detected zones, declining
power quality, and response times using the analytical hierarchy process
(AHP). The multi-criteria decision-making analysis shows that the overall
weight of passive methods (24.7%), active methods (7.8%), hybrid methods
(5.6%), remote methods (14.5%), signal processing-based methods (26.6%),
and computational intelligent-based methods (20.8%) based on the
comparison of all criteria together. Thus, it can be seen from the total weight
that hybrid approaches are the least suitable to be chosen, while signal
processing-based methods are the most appropriate islanding detection
method to be selected and implemented in power system with respect to the
aforementioned factors. Using Expert Choice software, the proposed
hierarchy model is studied and examined.
Enhancing of single-stage grid-connected photovoltaic system using fuzzy logi...IJECEIAES
The power generated by photovoltaic (PV) systems is influenced by
environmental factors. This variability hampers the control and utilization of
solar cells' peak output. In this study, a single-stage grid-connected PV
system is designed to enhance power quality. Our approach employs fuzzy
logic in the direct power control (DPC) of a three-phase voltage source
inverter (VSI), enabling seamless integration of the PV connected to the
grid. Additionally, a fuzzy logic-based maximum power point tracking
(MPPT) controller is adopted, which outperforms traditional methods like
incremental conductance (INC) in enhancing solar cell efficiency and
minimizing the response time. Moreover, the inverter's real-time active and
reactive power is directly managed to achieve a unity power factor (UPF).
The system's performance is assessed through MATLAB/Simulink
implementation, showing marked improvement over conventional methods,
particularly in steady-state and varying weather conditions. For solar
irradiances of 500 and 1,000 W/m2
, the results show that the proposed
method reduces the total harmonic distortion (THD) of the injected current
to the grid by approximately 46% and 38% compared to conventional
methods, respectively. Furthermore, we compare the simulation results with
IEEE standards to evaluate the system's grid compatibility.
Enhancing photovoltaic system maximum power point tracking with fuzzy logic-b...IJECEIAES
Photovoltaic systems have emerged as a promising energy resource that
caters to the future needs of society, owing to their renewable, inexhaustible,
and cost-free nature. The power output of these systems relies on solar cell
radiation and temperature. In order to mitigate the dependence on
atmospheric conditions and enhance power tracking, a conventional
approach has been improved by integrating various methods. To optimize
the generation of electricity from solar systems, the maximum power point
tracking (MPPT) technique is employed. To overcome limitations such as
steady-state voltage oscillations and improve transient response, two
traditional MPPT methods, namely fuzzy logic controller (FLC) and perturb
and observe (P&O), have been modified. This research paper aims to
simulate and validate the step size of the proposed modified P&O and FLC
techniques within the MPPT algorithm using MATLAB/Simulink for
efficient power tracking in photovoltaic systems.
Adaptive synchronous sliding control for a robot manipulator based on neural ...IJECEIAES
Robot manipulators have become important equipment in production lines, medical fields, and transportation. Improving the quality of trajectory tracking for
robot hands is always an attractive topic in the research community. This is a
challenging problem because robot manipulators are complex nonlinear systems
and are often subject to fluctuations in loads and external disturbances. This
article proposes an adaptive synchronous sliding control scheme to improve trajectory tracking performance for a robot manipulator. The proposed controller
ensures that the positions of the joints track the desired trajectory, synchronize
the errors, and significantly reduces chattering. First, the synchronous tracking
errors and synchronous sliding surfaces are presented. Second, the synchronous
tracking error dynamics are determined. Third, a robust adaptive control law is
designed,the unknown components of the model are estimated online by the neural network, and the parameters of the switching elements are selected by fuzzy
logic. The built algorithm ensures that the tracking and approximation errors
are ultimately uniformly bounded (UUB). Finally, the effectiveness of the constructed algorithm is demonstrated through simulation and experimental results.
Simulation and experimental results show that the proposed controller is effective with small synchronous tracking errors, and the chattering phenomenon is
significantly reduced.
Remote field-programmable gate array laboratory for signal acquisition and de...IJECEIAES
A remote laboratory utilizing field-programmable gate array (FPGA) technologies enhances students’ learning experience anywhere and anytime in embedded system design. Existing remote laboratories prioritize hardware access and visual feedback for observing board behavior after programming, neglecting comprehensive debugging tools to resolve errors that require internal signal acquisition. This paper proposes a novel remote embeddedsystem design approach targeting FPGA technologies that are fully interactive via a web-based platform. Our solution provides FPGA board access and debugging capabilities beyond the visual feedback provided by existing remote laboratories. We implemented a lab module that allows users to seamlessly incorporate into their FPGA design. The module minimizes hardware resource utilization while enabling the acquisition of a large number of data samples from the signal during the experiments by adaptively compressing the signal prior to data transmission. The results demonstrate an average compression ratio of 2.90 across three benchmark signals, indicating efficient signal acquisition and effective debugging and analysis. This method allows users to acquire more data samples than conventional methods. The proposed lab allows students to remotely test and debug their designs, bridging the gap between theory and practice in embedded system design.
Detecting and resolving feature envy through automated machine learning and m...IJECEIAES
Efficiently identifying and resolving code smells enhances software project quality. This paper presents a novel solution, utilizing automated machine learning (AutoML) techniques, to detect code smells and apply move method refactoring. By evaluating code metrics before and after refactoring, we assessed its impact on coupling, complexity, and cohesion. Key contributions of this research include a unique dataset for code smell classification and the development of models using AutoGluon for optimal performance. Furthermore, the study identifies the top 20 influential features in classifying feature envy, a well-known code smell, stemming from excessive reliance on external classes. We also explored how move method refactoring addresses feature envy, revealing reduced coupling and complexity, and improved cohesion, ultimately enhancing code quality. In summary, this research offers an empirical, data-driven approach, integrating AutoML and move method refactoring to optimize software project quality. Insights gained shed light on the benefits of refactoring on code quality and the significance of specific features in detecting feature envy. Future research can expand to explore additional refactoring techniques and a broader range of code metrics, advancing software engineering practices and standards.
Smart monitoring technique for solar cell systems using internet of things ba...IJECEIAES
Rapidly and remotely monitoring and receiving the solar cell systems status parameters, solar irradiance, temperature, and humidity, are critical issues in enhancement their efficiency. Hence, in the present article an improved smart prototype of internet of things (IoT) technique based on embedded system through NodeMCU ESP8266 (ESP-12E) was carried out experimentally. Three different regions at Egypt; Luxor, Cairo, and El-Beheira cities were chosen to study their solar irradiance profile, temperature, and humidity by the proposed IoT system. The monitoring data of solar irradiance, temperature, and humidity were live visualized directly by Ubidots through hypertext transfer protocol (HTTP) protocol. The measured solar power radiation in Luxor, Cairo, and El-Beheira ranged between 216-1000, 245-958, and 187-692 W/m 2 respectively during the solar day. The accuracy and rapidity of obtaining monitoring results using the proposed IoT system made it a strong candidate for application in monitoring solar cell systems. On the other hand, the obtained solar power radiation results of the three considered regions strongly candidate Luxor and Cairo as suitable places to build up a solar cells system station rather than El-Beheira.
An efficient security framework for intrusion detection and prevention in int...IJECEIAES
Over the past few years, the internet of things (IoT) has advanced to connect billions of smart devices to improve quality of life. However, anomalies or malicious intrusions pose several security loopholes, leading to performance degradation and threat to data security in IoT operations. Thereby, IoT security systems must keep an eye on and restrict unwanted events from occurring in the IoT network. Recently, various technical solutions based on machine learning (ML) models have been derived towards identifying and restricting unwanted events in IoT. However, most ML-based approaches are prone to miss-classification due to inappropriate feature selection. Additionally, most ML approaches applied to intrusion detection and prevention consider supervised learning, which requires a large amount of labeled data to be trained. Consequently, such complex datasets are impossible to source in a large network like IoT. To address this problem, this proposed study introduces an efficient learning mechanism to strengthen the IoT security aspects. The proposed algorithm incorporates supervised and unsupervised approaches to improve the learning models for intrusion detection and mitigation. Compared with the related works, the experimental outcome shows that the model performs well in a benchmark dataset. It accomplishes an improved detection accuracy of approximately 99.21%.
Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapte...University of Maribor
Slides from talk presenting:
Aleš Zamuda: Presentation of IEEE Slovenia CIS (Computational Intelligence Society) Chapter and Networking.
Presentation at IcETRAN 2024 session:
"Inter-Society Networking Panel GRSS/MTT-S/CIS
Panel Session: Promoting Connection and Cooperation"
IEEE Slovenia GRSS
IEEE Serbia and Montenegro MTT-S
IEEE Slovenia CIS
11TH INTERNATIONAL CONFERENCE ON ELECTRICAL, ELECTRONIC AND COMPUTING ENGINEERING
3-6 June 2024, Niš, Serbia
TIME DIVISION MULTIPLEXING TECHNIQUE FOR COMMUNICATION SYSTEMHODECEDSIET
Time Division Multiplexing (TDM) is a method of transmitting multiple signals over a single communication channel by dividing the signal into many segments, each having a very short duration of time. These time slots are then allocated to different data streams, allowing multiple signals to share the same transmission medium efficiently. TDM is widely used in telecommunications and data communication systems.
### How TDM Works
1. **Time Slots Allocation**: The core principle of TDM is to assign distinct time slots to each signal. During each time slot, the respective signal is transmitted, and then the process repeats cyclically. For example, if there are four signals to be transmitted, the TDM cycle will divide time into four slots, each assigned to one signal.
2. **Synchronization**: Synchronization is crucial in TDM systems to ensure that the signals are correctly aligned with their respective time slots. Both the transmitter and receiver must be synchronized to avoid any overlap or loss of data. This synchronization is typically maintained by a clock signal that ensures time slots are accurately aligned.
3. **Frame Structure**: TDM data is organized into frames, where each frame consists of a set of time slots. Each frame is repeated at regular intervals, ensuring continuous transmission of data streams. The frame structure helps in managing the data streams and maintaining the synchronization between the transmitter and receiver.
4. **Multiplexer and Demultiplexer**: At the transmitting end, a multiplexer combines multiple input signals into a single composite signal by assigning each signal to a specific time slot. At the receiving end, a demultiplexer separates the composite signal back into individual signals based on their respective time slots.
### Types of TDM
1. **Synchronous TDM**: In synchronous TDM, time slots are pre-assigned to each signal, regardless of whether the signal has data to transmit or not. This can lead to inefficiencies if some time slots remain empty due to the absence of data.
2. **Asynchronous TDM (or Statistical TDM)**: Asynchronous TDM addresses the inefficiencies of synchronous TDM by allocating time slots dynamically based on the presence of data. Time slots are assigned only when there is data to transmit, which optimizes the use of the communication channel.
### Applications of TDM
- **Telecommunications**: TDM is extensively used in telecommunication systems, such as in T1 and E1 lines, where multiple telephone calls are transmitted over a single line by assigning each call to a specific time slot.
- **Digital Audio and Video Broadcasting**: TDM is used in broadcasting systems to transmit multiple audio or video streams over a single channel, ensuring efficient use of bandwidth.
- **Computer Networks**: TDM is used in network protocols and systems to manage the transmission of data from multiple sources over a single network medium.
### Advantages of TDM
- **Efficient Use of Bandwidth**: TDM all
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
A SYSTEMATIC RISK ASSESSMENT APPROACH FOR SECURING THE SMART IRRIGATION SYSTEMSIJNSA Journal
The smart irrigation system represents an innovative approach to optimize water usage in agricultural and landscaping practices. The integration of cutting-edge technologies, including sensors, actuators, and data analysis, empowers this system to provide accurate monitoring and control of irrigation processes by leveraging real-time environmental conditions. The main objective of a smart irrigation system is to optimize water efficiency, minimize expenses, and foster the adoption of sustainable water management methods. This paper conducts a systematic risk assessment by exploring the key components/assets and their functionalities in the smart irrigation system. The crucial role of sensors in gathering data on soil moisture, weather patterns, and plant well-being is emphasized in this system. These sensors enable intelligent decision-making in irrigation scheduling and water distribution, leading to enhanced water efficiency and sustainable water management practices. Actuators enable automated control of irrigation devices, ensuring precise and targeted water delivery to plants. Additionally, the paper addresses the potential threat and vulnerabilities associated with smart irrigation systems. It discusses limitations of the system, such as power constraints and computational capabilities, and calculates the potential security risks. The paper suggests possible risk treatment methods for effective secure system operation. In conclusion, the paper emphasizes the significant benefits of implementing smart irrigation systems, including improved water conservation, increased crop yield, and reduced environmental impact. Additionally, based on the security analysis conducted, the paper recommends the implementation of countermeasures and security approaches to address vulnerabilities and ensure the integrity and reliability of the system. By incorporating these measures, smart irrigation technology can revolutionize water management practices in agriculture, promoting sustainability, resource efficiency, and safeguarding against potential security threats.
Literature Review Basics and Understanding Reference Management.pptxDr Ramhari Poudyal
Three-day training on academic research focuses on analytical tools at United Technical College, supported by the University Grant Commission, Nepal. 24-26 May 2024
International Conference on NLP, Artificial Intelligence, Machine Learning an...gerogepatton
International Conference on NLP, Artificial Intelligence, Machine Learning and Applications (NLAIM 2024) offers a premier global platform for exchanging insights and findings in the theory, methodology, and applications of NLP, Artificial Intelligence, Machine Learning, and their applications. The conference seeks substantial contributions across all key domains of NLP, Artificial Intelligence, Machine Learning, and their practical applications, aiming to foster both theoretical advancements and real-world implementations. With a focus on facilitating collaboration between researchers and practitioners from academia and industry, the conference serves as a nexus for sharing the latest developments in the field.
CHINA’S GEO-ECONOMIC OUTREACH IN CENTRAL ASIAN COUNTRIES AND FUTURE PROSPECTjpsjournal1
The rivalry between prominent international actors for dominance over Central Asia's hydrocarbon
reserves and the ancient silk trade route, along with China's diplomatic endeavours in the area, has been
referred to as the "New Great Game." This research centres on the power struggle, considering
geopolitical, geostrategic, and geoeconomic variables. Topics including trade, political hegemony, oil
politics, and conventional and nontraditional security are all explored and explained by the researcher.
Using Mackinder's Heartland, Spykman Rimland, and Hegemonic Stability theories, examines China's role
in Central Asia. This study adheres to the empirical epistemological method and has taken care of
objectivity. This study analyze primary and secondary research documents critically to elaborate role of
china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
pipeline politics, and winning states, according to this study, thanks to important instruments like the
Shanghai Cooperation Organisation and the Belt and Road Economic Initiative. According to this study,
China is seeing significant success in commerce, pipeline politics, and gaining influence on other
governments. This success may be attributed to the effective utilisation of key tools such as the Shanghai
Cooperation Organisation and the Belt and Road Economic Initiative.
2. Int J Elec & Comp Eng ISSN: 2088-8708
Augmented reality objects design in augmented story book mobile application... (Sherina Izzaty)
571
Those videos would be appeared on tablet PC screen based on the corresponding figures in the printed
textbook captured by the tablet’s camera. Eighty-four high school students were involved in the research,
divided into two groups. The data results show that students appreciated the method of learning history of
computing using AR tools. Another related topic is research conducted by Bazzaza et al. [9]. They created
iARBook, an immersive AR application along with a book. They used Vuforia and Unity3D as tools for
creating AR objects. Also, the other related work is about interactive learning using AR book conducted by
Jawad, Habib, and Ali [10]. They used Vuforia as well for creating the AR objects needed.
This research is conducted to examine which AR objects design which is worthy to be implemented
in an augmented book that tells about local Indonesian folktale. In this research, there are three designs of AR
objects, and each of them has their specialties. The first design is AR objects that consist of pictures
combined with the narrator’s voice. The second design is AR objects consist of limited animation and the
narrator’s voice. And the last design is AR objects consist of short animated video based on the scene in the
picture.
These designs will be examined based on subjective and objective measurements, respectively.
The steps of the research are developing the augmented book, performing the subjective and objective
measurements, and discussing the results. Also, this AR book is created in both the printed book and mobile
application for Android platform.
2. RESEARCH METHOD
The primary focus of this research is to figure out which design of AR object that suits best for kids
so that they have interactivity with the book as well as their parents or guardians.
2.1. System overview
The presented augmented book is a combination of printed book and mobile AR application, which
runs on a smartphone using Android platform. The story of this book is about Lutung Kasarung,
an Indonesian folktale which came from West Java. The main idea of the story is a romantic story between a
sacred langur named Lutung Kasarung and a pure-hearted young woman named Purbasari. This folktale is
chosen because, despite its romantic genre, there are some moral values within, such as maintaining a good
relationship between sisters and preventing to judge anything only by its appearance. It also has a happy
ending, which is enjoyable to be read by children.
The physical appearance of the book, which is printed A5 size, is shown in Figure 1. The story is
divided into ten pages for the narrations, as well as the illustrations. As for the narration, exposed in
Figure 2, the pages are designed in vintage style, yet using child-like fonts. All illustrations are colorized in
grayscale as presented in Figure 3. It is widely known that there are two types of AR: Marker AR and
Markerless AR [3]. In this augmented book, the type chosen is Marker AR, so that some markers need to be
created. Illustrations in this book are the markers.
Since this augmented book also contains sounds as AR objects, the narrator’s voices are included in
every page. The narrator read every single line of the narration referring to the markers in the
Indonesian language. As for the mobile application, the augmented reality presentation is categorized as a
handheld display since it runs on a smartphone. The user interface design is simple yet colorful.
Figure 1. Augmented reality story book Figure 2. Narration text in augmented
reality book
3. ISSN: 2088-8708
Int J Elec & Comp Eng, Vol. 9, No. 1, February 2019 : 570 - 576
572
Figure 3. Marker sample in augmented reality book
2.2. System implementation
There are four tasks of AR system on smartphone. The first task is to capture the markers through
the smartphone camera. The second task is the precise AR objects appear based on the chosen marker.
The third task is showing the specific AR objects (still image, short animation, or animated video) on
smartphone screen. And the last stage is playing the narrator’s voice (excluding the animated video) at the
same time. When all those four tasks were efficiently running in the AR mobile application in the particular
design, that system would be considered successful.
2.1. Tools and technology
The SDK used for handling the markers is Vuforia. It was chosen since it is a steady and proficient
platform for creating AR mobile apps due to its capable technique of the image recognition and the proper
technical limitations-handling [11]. It supports 2D as well as 3D contents and provides 512 unique markers
for tracking use [12]. All illustrations are stored in the registered Vuforia account.
Amongst those well-known engines for creating augmented reality applications, this research used
Unity3D to place the AR objects above the designated markers, processed using a PC. After that, the result
was converted to a mobile application for Android. For the animation, Adobe Photoshop and Adobe After
Effects were the utilized programs in this research. Moreover, for recording and editing the narrator’s voice,
the program used was Audacity.
2.2. Designs of augmented reality object
In this research, there are three designs of AR objects provided. The first one is designed in colorful
picture format within the narrator’s voice at the same time. The other one is conceived in limited animation
format, also combined with the narrator’s voice. And the last one is created in animated video format based
on the scene of the picture.
Figure 4 shows an example of the first AR object design. When the smartphone camera detects this
marker, the AR object displayed on the screen is a colorful illustration of a young man, which is different
with the marker that formed as a grayscale illustration of a langur. It is because this young man is the one
who lived with Purbasari in a body of a langur for the time being. He could transform back into his human
figure because of Purbasari’s kindness. Hence, the marker is created as his former langur body while the AR
object is his actual human figure. The narrator’s voice comes out as well when the marker is detected.
In Figure 5, the AR object design is different from the former one. It is presented as a short
animation of the langur transformation, also contained with the narrator’s voice. The duration of the
animation is indeed short, about 2 seconds, yet colorful, unlike the marker. The animation is played
automatically when the marker is detected.
Figure 6 shows the last AR object design, which is presented as an animation video based on the
story that the narrator told beforehand. The duration of the animation is 20 seconds, showing the langur’s
transformation as well as the other characters’ reactions who saw it. The animated video also contains
background music. Like the second design, the video animation is automatically played when the marker
is detected.
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Figure 4. The first design on a smartphone Figure 5. The second design on a smartphone
Figure 6. The third design on a smartphone
2.1. Participants
Participants in this research were people with wide range of age and consisted of five people based
on usability testing required amount of individuals [13], [14]. Additionally, they were selected based on two
characteristics: adults and familiar with smartphones.
2.2. Measurement
For the measurement, there are some methods regarding AR related research, such as informal
evaluation, subjective measurements, objective measurements, qualitative analysis, and usability evaluation
techniques [15]. This research used subjective and objective approaches, since the results from those
approaches could be compared to each other [16].
The data gathered from subjective approach were counted using System Usability Scale (SUS).
There were ten questions presented, and the average score would conclude the satisfaction degree from each
of three designs. Questions from Questionnaire as shown in Table 1.
Table 1. Questions from Questionnaire
No. Questions
1 I suppose I would like to use this AR book with this design frequently.
2 I found the AR book application unnecessarily challenging to handle.
3 I thought this AR book was easy to use.
4 I think that I would need help from another person to operate the AR book.
5 I found the AR objects were pretty much related to the narration.
6 I thought there were some unnecessary multimedia contents in this AR book
object design.
7 I suppose most people would quickly learn the AR book story created in this
design.
8 I found this AR book is awkward to use.
9 I felt confident using the AR book
10 I should learn many things before I could easily use the AR book.
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These questions were given right after the participants tried each of the design, from only one
illustration in the augmented book. Subsequently, the first thing they had to do was tried the first model and
answered the questionnaire right after that. After they had finished, they were given the second design and
also the questionnaire. The same actions were done for the third design.
After using the augmented book, the participants were asked to complete the questionnaire:
Participants have been invited to indicate their satisfaction toward the presented augmented book. For
answering the questionnaire, the participants were given 5-point Likert scale (ranging from 1 to 5, which
means “strongly disagree,” “disagree,” “neutral,” “agree,” and “strongly agree” respectively) [15], [17].
Meanwhile, the objective approach is calculated based on the mobile application’s technical elements.
There are three instruments: storage, processing or success rate, and resource of the battery. The storage is
counted in MB format while the processing and resource are in percentage.
3. RESULTS AND ANALYSIS
The AR application is formed as a mobile application. The mobile device used for this research was
a smartphone having 3GB RAM, 32GB internal memory, and 16MP camera for detecting the markers.
Additionally, the operating system was Android 6.0.1 (Marshmallow).
3.1. Subjective approach
Based on the designs shown in Table 2., this section is used to explain the results of the subjective
approach which used SUS.
Table 2. Satisfaction Result from Subjective Approach
Participant
Satisfaction Degree
Design 1 Design 2 Design 3
1 85 82,5 92,5
2 70 80 90
3 75 80 87,5
4 85 85 87,5
5 85 87,5 90
Mean 80 83 89,5
From Table 2., the scores varied due to the designs. All of the participants’ answers were collected
and calculated with SUS calculation. The scores in Table 2. shows that every participant’s satisfaction degree
has improved from the former design to the next one. The highest satisfaction result comes from the third
design with the average score 89,5. After that, the second design took the second place with the mean score
83. Moreover, the last place is the first design with average score 80. It means that people feel more engaged
if the AR object in the augmented book is designed in third design (animated video and narrator’s voice).
3.2. Objective approach
Based on Figures 7, 8, and 9 this section is used to explain the results from the objective approach.
Figure 7 shows the bar chart of how much AR mobile application consumed the storage space used on a
smartphone when the specific design was applied. The first design, which consists of colorful, still image and
the narrator’s voice, used 106 MB of storage. Therefore, the first design made the mobile application
consumed the least storage space.
Moreover, then, the second design used 110 MB of storage, which made it the moderate one.
The short animations were created in a small size so that they did not consume much storage space. On the
other hand, the third design, which consists of animated video and the narrator’s voice, used 158 MB of
storage. It made the mobile application required space the most when the third design was selected.
Figure 8 shows the bar chart of the processing percentage referring to the AR mobile application.
The application using first design has processing percentage of 80%. It has the highest score because there
was the only minor amount of error. Then, the percentage of the application using the second design is 69%.
It has a lower score from the first one due to some error occurred when the application was running. For
example, the animation did not appear on the screen, and the narrator’s voice came out late. Finally, the third
design has the average percentage; it is 70%. There were some errors, yet lighter than the second design.
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Figure 7. The Bar Chart of Storage Used
in Each Design
Figure 8. The Bar Chart of Processing From
Each Design
Figure 9 shows the bar chart of how much AR mobile application consumed the battery of the
smartphone based on the designs. The first design consumed 7% of the battery life, which made it the least
one needed resource. The second design used 10% of the resource. It has a higher resource yet still lower
than the third design which used 15%. The third design had the highest consumption.
From the comparison charts in Figure 10, it can be concluded that the first design of the AR mobile
application is running on a smartphone in a better performance than the second and third design since it needs
the least storage, has better processing performance, and consumes the least resource.
Figure 9. The Bar Chart of Resource
in Each Design
Figure 10. The Bar Chart from All Designs
4. CONCLUSION
Augmented reality is an excellent technology to be applied in a storybook so that the children have
the urge to read and know more about local folktales. Besides, the best design of the AR object based on the
result gathered in Table 2. is the third design, which is formed as an animated video and narrator’s voice. The
second best design goes to the second design, which is formed in limited animation and narrator’s voice.
However, the first and second design needs storage, processing, and resource more than the first design.
On the other hand, the first design makes the mobile application running on a smartphone in a better
performance than the second and third design despite the low satisfaction level. Further research is required
for the future works, for example, applying the same methods, yet using different designs of AR object.
Furthermore, the objective approach for the mobile application could be more comprehensive, not only from
storage used, processing, and resource.
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ACKNOWLEDGEMENTS
The Computer Science Faculty of Brawijaya University, Indonesia, has supported this work. Also,
we thank for the anonymous reviewers who have given some corrections to improve this research.
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