I am 3rd year BE CSE student and I am more involved in the technology Augmented and virtual reality,and in future I wish to join and work in a company working in the same domain.At present I am indulged in learning process and doing projects on the same domain.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Talk presented at the Consortium for Enterprise System Management in Columbia, SC on 13 Jan 09. Brief description of CI programs at Clemson and the School of Computing.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
I am 3rd year BE CSE student and I am more involved in the technology Augmented and virtual reality,and in future I wish to join and work in a company working in the same domain.At present I am indulged in learning process and doing projects on the same domain.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Talk presented at the Consortium for Enterprise System Management in Columbia, SC on 13 Jan 09. Brief description of CI programs at Clemson and the School of Computing.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Architecture for Integrating Real Objects with VirtualAcademic Communitiesgalex68
The Internet of Things (IoT) is a new concept that allows objects to be connected to Internet. This connectivity
allows the emergence of new forms of interaction between objects and people. In educational environments the IoT could be applied to improve teaching and learning experiences. This paper proposes a new architecture for integrating objects available in educational environments with virtual academic communities (VAC). This new architecture is based on the paradigm of layered architectures and architectural styles such as REST. The proposed architecture consists of four layers: hardware/communications, messaging, services, and application. Test of the proposed architecture were made through the implementation of a case study, which was focused on practical classes of a typical digital electronics course.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Gold Coast Mayors Technology Awards 2016: Visualisation and Interactive Proto...Bond University
This presentation highlights the 2016 student mentoring session for the Gold Coast Mayors Telstra Technology Awards. Highlights include the future jobs market, skills required in the changing job landscape and using Unity3D for building Mixed Reality Prototypes, including examples of Virtual Reality, Augmented Reality, 3D Printing and mixed combinations.
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual...Khalid Md Saifuddin
The integration of virtual reality (VR) in education, particularly for collaborative activities and feedback, is recently trending with the continuous development of technologies. So, this paper reports a pilot study as part of an ongoing E-learning project for address the questions: 1. how can tertiary education design courses adopt VR systems in student projects in collaboration with external organizations, and 2. what are the perceptions of the students and external organization regarding the use of VR systems for cross-discipline and cross-location collaborative prototyping? The process of VR use for the learning activities are grouped into four categories: 1) introduction of basic features of VR tools (two hours), 2) self-learning/experiencing the tools — HTC Vive headsets with Masterpiece VR, SculptrVR, Google Blocks, and Sketchbox (15-20 hours), 3) co-creating design objects by adopting the selected VR tools — ScuptrVR and Google Blocks (two to four hours), and 4) presentation and get feedback in live VR space — Sketchbox with import models (2X30 min). The students responded that, for the collaborated project with a company based in another city, the VR setup is a great tool for demonstrating 3D models of the designed objects. It shows the detailed view of a product or a concept, it creates useful space for creativity, and it saves time. On the contrary, the technology is still in the early phase for the modelling purpose, still too cartoonish, lacks functions for engineering design, and gives dizzy feeling. This study involved collocated student teams of engineers and future study should include students of different study programs and campuses working for the same client as part of their respective courses.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Architecture for Integrating Real Objects with VirtualAcademic Communitiesgalex68
The Internet of Things (IoT) is a new concept that allows objects to be connected to Internet. This connectivity
allows the emergence of new forms of interaction between objects and people. In educational environments the IoT could be applied to improve teaching and learning experiences. This paper proposes a new architecture for integrating objects available in educational environments with virtual academic communities (VAC). This new architecture is based on the paradigm of layered architectures and architectural styles such as REST. The proposed architecture consists of four layers: hardware/communications, messaging, services, and application. Test of the proposed architecture were made through the implementation of a case study, which was focused on practical classes of a typical digital electronics course.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
International Journal of Artificial Intelligence & Machine Learning (IJAIML)arpublication
The International Journal of Artificial Intelligence & Machine Learning (IJAIML) is an international peer reviewed open access journal. It publishes top-level work from all areas of artificial intelligence and machine learning. It aims to provide an international forum for researchers, professionals, and industrial practitioners on all topics related to artificial intelligence and machine learning area. Original research papers, state-of-the-art reviews, and high quality technical notes are invited for publications.
Gold Coast Mayors Technology Awards 2016: Visualisation and Interactive Proto...Bond University
This presentation highlights the 2016 student mentoring session for the Gold Coast Mayors Telstra Technology Awards. Highlights include the future jobs market, skills required in the changing job landscape and using Unity3D for building Mixed Reality Prototypes, including examples of Virtual Reality, Augmented Reality, 3D Printing and mixed combinations.
AN APPLICATION OF PHYSICS EXPERIMENTS OF HIGH SCHOOL BY USING AUGMENTED REALITYijseajournal
There has been done little research to validate the utility and usability of virtual and augmented reality
environments. The evaluation of usability of these new technologies is very important to design systems that
are more intuitive than a traditional method. Such an evaluation is also important for future development
of applications that can gain from this new technology. The augmented reality (AR) is a technology that
embedded virtual object (video, picture and 3D object) to the user view the real world. The combination of
AR technology with the educational content creates new type of automated applications and acts to
enhance the effectiveness and attractiveness of teaching and learning for students in real life scenarios. The
study aims to improve the teaching methods used in secondary school by employing modern educational
technology and thus assess the effectiveness of AR apps in teaching students the physics experiments.
Therefore, in this study we took the challenge of adapting this technology to facilitate physics subject in
secondary school.
Cross-location and Cross-disciplinary Collaborative Prototyping Using Virtual...Khalid Md Saifuddin
The integration of virtual reality (VR) in education, particularly for collaborative activities and feedback, is recently trending with the continuous development of technologies. So, this paper reports a pilot study as part of an ongoing E-learning project for address the questions: 1. how can tertiary education design courses adopt VR systems in student projects in collaboration with external organizations, and 2. what are the perceptions of the students and external organization regarding the use of VR systems for cross-discipline and cross-location collaborative prototyping? The process of VR use for the learning activities are grouped into four categories: 1) introduction of basic features of VR tools (two hours), 2) self-learning/experiencing the tools — HTC Vive headsets with Masterpiece VR, SculptrVR, Google Blocks, and Sketchbox (15-20 hours), 3) co-creating design objects by adopting the selected VR tools — ScuptrVR and Google Blocks (two to four hours), and 4) presentation and get feedback in live VR space — Sketchbox with import models (2X30 min). The students responded that, for the collaborated project with a company based in another city, the VR setup is a great tool for demonstrating 3D models of the designed objects. It shows the detailed view of a product or a concept, it creates useful space for creativity, and it saves time. On the contrary, the technology is still in the early phase for the modelling purpose, still too cartoonish, lacks functions for engineering design, and gives dizzy feeling. This study involved collocated student teams of engineers and future study should include students of different study programs and campuses working for the same client as part of their respective courses.
RESIGN REPUBLIC: An education technology platform by Ali. R. KhanAli Rahman Khan
With the world transforming at an exponential rate, aided by great technological progress, education must adopt relevant information and communication technologies along with innovative methodologies in order to keep pace. The project “Resign Republic” encompasses an education-technology platform focused on producing digital solutions which are based on three core concepts: Consensus, distributed networks, and automation. In cooperation with a team of international multidisciplinary team of experts, the aim of the project is to create an evolving intelligence supported by digital products that will help students capture, connect, transform and visualize individual expertise. The project philosophy has its roots set in the principles of democratic production of knowledge and innovation in education, in line with the values appreciated and practiced by Switzerland. A project by Ali Khan.
Getting Started with Augmented Reality (AR) in Online Teaching and Learning i...Shalin Hai-Jew
University creative shops are exploring whether they can get into the game of producing AR-enhanced experiences: campus tours, interactive gaming, virtual laboratories, exploratory art spaces, simulations, design labs, online / offline / blended teaching and learning modules, and other AR applications.
This work offers a basic environmental scan of the AR space for online teaching and learning, and it includes pedagogical design leads from the current research, technological knowhow, hands-on design / development / deployment of learning objects, and online teaching and learning methods.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
A Framework for Desktop Virtual Reality Application for EducationMangaiK4
Abstract: Contemporary custom in education encourages students to gain exposure in the real world through student visits (field visits) to sites in count to conventional textbooks and lectures. This disclosure helps students to experience real world situations and integrate this experience into knowledge learned in class. This is important to students in various disciplines such as engineering, architecture and transportation. Students, however, have limited on-site access due to issues related to safety concerns, cost and effort. In an attempt to address such issues, Virtual Reality (VR) applications have been developed and implemented. With the growth in the number of VR applications, there is currently a lack of information about the design issues of VR applications from the standpoint of integrating different types of information associated with the real world. This paper aims to bridge this gap by evaluating VR applications with respect to these issues and highlights the lessons learned from the appropriate evaluations. The results demonstrate that VR application, which links different sources of information (as developed in this paper), promotes better learning than conventional printed materials and that students professed it positively as a precious complement to a physical field visit. The design recommendations for the development of similar VR learning applications are further discussed in this paper.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Pitch Your Lab ISMAR2020 - XR & IxD Studio, UPES (INDIA)
1. XR and IxD Studio,
School of Design,
UPES (INDIA)
Dr. Anmol Srivastava
E-mail: asrivastava@ddn.upes.ac.in
2. Core Research Areas
AR/VR/MR/
Emerging
technology
ML and AI
Design for UX
IOT and
Ubiquitous
computing
UX and Design
Research
Practices
Current focus areas in Design research
look into exploring emerging technologies
for improving user experiences and
usability in various contexts. There is also
an emphasis on moving towards
unconventional research areas such as
Human-Drone Interactions.
Primary emphasis on seeking synergies between these areas
at School of Design’s XR and IxD Studio (UPES, INDIA)
Design
Research
3. • VR/ AR for Education, Health & Well-being
• Fire-safety training in Virtual Reality
• Tangible Interfaces for Education
• Cultural Computing – Aipan VR (Demo booth C23 at ISMAR 2020)
• Human-Drone Interaction for rapid surveillance during COVID19
• Exploring ways to assist Blind People during COVID19 pandemic
Current On-going Research
4. Aipan VR: A Virtual Reality
Experience for Preserving
Uttarakhand’s Traditional Art Form
Aipan VR – Culture and heritage
preservation.
Interdisciplinary areas – IxD, VR, Culture and
Heritage, Cultural Computing
Demo at C23:
6. Educo – AR/ VR for history textbooks
Interdisciplinary areas – IxD, AR, VR,
Education
Demonstrated at:
7. Demonstrated at:
Educo:
AR/ VR for learning.
Project presents
a way to show how
UI design can be
extended for all
interaction
modalities.
8. Pump Fit - AR assisted workouts
Interdisciplinary areas – IxD, AR,
Health and Wellbeing
Demonstrated at:
9. Pump-Fit Demo:
Using AR for assisted
workouts in gyms.
We will be extending
this exploration
towards Mixed Reality
Interface
Demonstrated at:
Use-case 1: Burpees
11. Chukku-Mukku: A tangible interactive setup for improving learning experience of
primary school’s children in the rural India
12. Project Buzz aims to improve lives of people with
hearing disability.
Interdisciplinary areas – IxD, AI, IoT, Accessibility
13. uDrive brings together the concept of
intranet of things and AutomotiveUI.
Interdisciplinary areas – IxD, AutomotiveUI
14. (a) (b)
Course Outcome figures - Product Design students’ explorations resulting from the proposed course. (a) Merging graphic
design and computing. Students explore how posters can be augmented using everyday materials and embedded computing
technologies. (b) Exploring electrical properties of commonly used materials and objects. A series of explorations were carried
out by students to understand how frequently occurring materials can facilitate computing and user interactions. (c) The
creative coding exercise focused on nurturing computational thinking. The image depicts a series of explorations by students
that merge their understanding from elements and principles of design with programming.
15. View all student projects:
https://theixdstudio.wixsite.com/theixdstudio
16. Thanks for visiting
XR and IxD Studio,
School of Design,
UPES (INDIA)
Dr. Anmol Srivastava
E-mail: asrivastava@ddn.upes.ac.in