The document describes a seminar report on a smartphone-based remote monitoring tool for e-learning. The tool aims to monitor children's learning activities and attention levels while working on assigned tasks without direct adult supervision. It would measure the time spent on tasks, attention through face recognition, and boredom by detecting when the app is sent to the background. The parent or teacher would assign tasks using a desktop app, and get statistics on task completion and attention level from the mobile app. The report includes an introduction, literature review, system framework, algorithms, applications and conclusions.
Human Activity Recognition using Smartphone's sensor Pankaj Mishra
Human activity recognition plays significant role in medical field and in security system. In this project we have design a model which recognize a person’s activity based on Smartphone.
A 3- dimensional Smartphone sensor named accelerometer and gyroscope is used to collect time series signal, from which 26 features are generated in time and frequency domain. The activities are classified using 2 different dormant learning method i.e. k-nearest neighbor algorithm, decision tree algorithm.
1. The document describes an automated proctoring system developed by students at Atharva College of Engineering to address challenges with remote online exams, such as lack of proper supervision allowing for increased cheating.
2. The proposed automated proctoring system utilizes various technologies like computer vision, object detection, gaze tracking, mouth detection and head positioning to monitor students and detect any unfair practices during exams taken remotely.
3. The system is intended to mimic the key monitoring aspects of in-person exams by automatically flagging behaviors like looking away from the screen, mouth movements indicating speaking, and use of other devices, in order to reduce cheating and improve the integrity of remote online exams.
An investigation into the physical build and psychological aspects of an inte...Jessica Navarro
This dissertation investigates creating an interactive information point and examines the psychological effects on users. The student aims to build an animatronic information point that tracks objects and interacts with users. Research covers object tracking hardware/software, human-computer interaction, and effects of anthropomorphism. The student will create a physical animatronic head, programming in LabVIEW and Roborealm, conduct user testing via questionnaire, and analyze the results. The dissertation aims to determine if a more lifelike interactive information point improves the user experience of conveying information.
IRJET- Mobile Cloud Supported Collaborative Learning (MCSCL) and Online Discu...IRJET Journal
This document describes a proposed mobile cloud supported collaborative learning system (MCSCL) to educate village health nurses (VHNs) in remote areas of India. The system would allow VHNs to communicate and learn from each other using mobile devices when doctors are unavailable. Chief nurses could upload educational materials like lecture notes, videos and question papers to the cloud. VHNs could then access these resources through their mobile phones to learn remotely. The chief nurses would monitor and evaluate the VHNs based on their performance on question papers. This MCSCL system aims to address the lack of education opportunities for VHNs living in remote villages through collaborative mobile learning supported by cloud technologies.
IRJET- Facial Expression Recognition using Deep Learning: A ReviewIRJET Journal
This document provides a review of facial expression recognition using deep learning approaches. It begins with an introduction to facial expression recognition and its applications. It then discusses commonly used datasets for facial expression recognition, including image-based datasets like JAFFE and video-based datasets like CK+. The document reviews 26 previous research papers that used deep learning methods like convolutional neural networks for facial expression recognition. It concludes that convolutional neural networks provide more accurate results for facial expression recognition compared to traditional methods.
This document summarizes a student project on human activity recognition using smartphones. A group of 4 students submitted the project to partially fulfill requirements for a Bachelor of Technology degree in computer science and engineering. The project involved developing a system to recognize human activities using the accelerometer and gyroscope sensors in smartphones. Various machine learning algorithms were tested and evaluated on experimental data collected from smartphone sensors. The goal of the project was to create an accurate and lightweight activity recognition system for smartphones, while also exploring active learning methods to reduce the amount of labeled training data needed.
Smart information desk system with voice assistant for universities IJECEIAES
This article aims to develop a smart information desk system through a smart mirror for universities. It is a mirror with extra capabilities of displaying answers for academic inquiries such as asking about the lecturers’ office numbers and hours, exams dates and times on the mirror surface. In addition, the voice recognition feature was used to answer spoken inquiries in audio responds to serve all types of users including disabled ones. Furthermore, the system showed general information such as date, weather, time and the university map. The smart mirror was connected to an outdoor camera to monitor the traffics at the university entrance gate. The system was implemented on a Raspberry Pi 4 model B connected to a two-way mirror and an infrared (IR) touch frame. The results of this study helped to overcome the problem of the information desk absence in the university. Therefore, it helped users to save their time and effort in making requests for important academic information.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Human Activity Recognition using Smartphone's sensor Pankaj Mishra
Human activity recognition plays significant role in medical field and in security system. In this project we have design a model which recognize a person’s activity based on Smartphone.
A 3- dimensional Smartphone sensor named accelerometer and gyroscope is used to collect time series signal, from which 26 features are generated in time and frequency domain. The activities are classified using 2 different dormant learning method i.e. k-nearest neighbor algorithm, decision tree algorithm.
1. The document describes an automated proctoring system developed by students at Atharva College of Engineering to address challenges with remote online exams, such as lack of proper supervision allowing for increased cheating.
2. The proposed automated proctoring system utilizes various technologies like computer vision, object detection, gaze tracking, mouth detection and head positioning to monitor students and detect any unfair practices during exams taken remotely.
3. The system is intended to mimic the key monitoring aspects of in-person exams by automatically flagging behaviors like looking away from the screen, mouth movements indicating speaking, and use of other devices, in order to reduce cheating and improve the integrity of remote online exams.
An investigation into the physical build and psychological aspects of an inte...Jessica Navarro
This dissertation investigates creating an interactive information point and examines the psychological effects on users. The student aims to build an animatronic information point that tracks objects and interacts with users. Research covers object tracking hardware/software, human-computer interaction, and effects of anthropomorphism. The student will create a physical animatronic head, programming in LabVIEW and Roborealm, conduct user testing via questionnaire, and analyze the results. The dissertation aims to determine if a more lifelike interactive information point improves the user experience of conveying information.
IRJET- Mobile Cloud Supported Collaborative Learning (MCSCL) and Online Discu...IRJET Journal
This document describes a proposed mobile cloud supported collaborative learning system (MCSCL) to educate village health nurses (VHNs) in remote areas of India. The system would allow VHNs to communicate and learn from each other using mobile devices when doctors are unavailable. Chief nurses could upload educational materials like lecture notes, videos and question papers to the cloud. VHNs could then access these resources through their mobile phones to learn remotely. The chief nurses would monitor and evaluate the VHNs based on their performance on question papers. This MCSCL system aims to address the lack of education opportunities for VHNs living in remote villages through collaborative mobile learning supported by cloud technologies.
IRJET- Facial Expression Recognition using Deep Learning: A ReviewIRJET Journal
This document provides a review of facial expression recognition using deep learning approaches. It begins with an introduction to facial expression recognition and its applications. It then discusses commonly used datasets for facial expression recognition, including image-based datasets like JAFFE and video-based datasets like CK+. The document reviews 26 previous research papers that used deep learning methods like convolutional neural networks for facial expression recognition. It concludes that convolutional neural networks provide more accurate results for facial expression recognition compared to traditional methods.
This document summarizes a student project on human activity recognition using smartphones. A group of 4 students submitted the project to partially fulfill requirements for a Bachelor of Technology degree in computer science and engineering. The project involved developing a system to recognize human activities using the accelerometer and gyroscope sensors in smartphones. Various machine learning algorithms were tested and evaluated on experimental data collected from smartphone sensors. The goal of the project was to create an accurate and lightweight activity recognition system for smartphones, while also exploring active learning methods to reduce the amount of labeled training data needed.
Smart information desk system with voice assistant for universities IJECEIAES
This article aims to develop a smart information desk system through a smart mirror for universities. It is a mirror with extra capabilities of displaying answers for academic inquiries such as asking about the lecturers’ office numbers and hours, exams dates and times on the mirror surface. In addition, the voice recognition feature was used to answer spoken inquiries in audio responds to serve all types of users including disabled ones. Furthermore, the system showed general information such as date, weather, time and the university map. The smart mirror was connected to an outdoor camera to monitor the traffics at the university entrance gate. The system was implemented on a Raspberry Pi 4 model B connected to a two-way mirror and an infrared (IR) touch frame. The results of this study helped to overcome the problem of the information desk absence in the university. Therefore, it helped users to save their time and effort in making requests for important academic information.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The document describes the development of an interactive instructional model using augmented reality and edutainment to enhance emotional quotient. It includes:
1) The development of a model consisting of three elements: interactive instructional augmented reality, edutainment learning activities, and emotional quotient assessment.
2) An evaluation of the model by 10 experts found it to have high suitability, with the interactive instructional augmented reality steps and edutainment learning activity steps rated as having the highest suitability.
3) The experts' evaluation demonstrated that the model's components, steps, and activities were highly suitable for effectively using augmented reality and edutainment to enhance students' emotional quotient.
IRJET- Survey on Various Techniques of Attendance marking and Attention D...IRJET Journal
The document summarizes various techniques for automated attendance marking and detecting student attention levels in classrooms. It discusses methods using facial recognition, biometrics, Bluetooth beacons, sensors to track eye movements, posture and brain waves. Researchers have achieved over 95% accuracy using these techniques compared to traditional manual attendance marking methods. The techniques described can save time, reduce human errors and help teachers identify students who are inattentive or not focusing in class.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Visualization tools allow learners to visualize ideas in ways that help interpret and communicate concepts. There are two main uses - interpretive tools help extract meaning from information, while expressive tools help convey meaning. Examples of interpretive tools include programs that enable visualizing science concepts like molecular structures. Expressive tools include drawing programs. Visualizing mathematics with technologies also helps comprehension through manipulatives and graphing calculators. Digital cameras, videos, and phones further aid visualization.
DIGITAL ATTENDANCE USING IBEACON AND FINGERPRINTIRJET Journal
This document proposes a digital attendance system using iBeacon technology and fingerprint scanning. It aims to make the attendance process more efficient and easily monitored by teachers and administrators. The proposed system uses an Android application that detects iBeacons placed in classrooms to identify location. Students' fingerprints would then be scanned to mark attendance only if they are physically present in the classroom. The system is designed to not only track attendance but also provide information on class schedules and teachers. It analyzes existing manual attendance methods and their shortcomings before outlining the objectives, methodology, and potential future enhancements of the proposed digital attendance system.
Track 12. Educational Innovation
Authors: Tatiana Person Montero, José Miguel Mota Macias, Maria Del Carmen Listán, Iván Ruiz-Rube, Juan Manuel Dodero, Fernando Rambla Barreno, Concepción Muriel Patino, Adrián Ruiz Serván and Juan Manuel Vidal Pérez
https://youtu.be/6DrraroOiG0
Optimized Active Learning for User’s Behavior Modelling based on Non-Intrusiv...IJECEIAES
In order to protect the data in the smartphone, there is some protection mechanism that has been used. The current authentication uses PIN, password, and biometric-based method. These authentication methods are not sufficient due to convenience and security issue. Non-Intrusive authentication is more comfortable because it just collects user’s behavior to authenticate the user to the smartphone. Several non-intrusive authentication mechanisms were proposed but they do not care about the training sample that has a long data collection time. This paper propose a method to collect data more efficient using Optimized Active Learning. The Support Vector Machine (SVM) used to identify the effect of some small amount of training data. This proposed system has two main functionalities, to reduce the training data using optimized stop rule and maintain the Error Rate using modified model analysis to determine the training data that fit for each user.Finally, after we done the experiment, we conclude that our proposed system is better than Threshold-based Active Learning. The time required to collect the data can reduced to 41% from 17 to 10 minutes with the same Error Rate.
The document discusses using Google Glass in a classroom setting to provide teachers feedback from students. It proposes an Augmented Lecture Feedback System (ALF System) that uses Google Glass to display symbols over students' heads indicating their understanding of the lesson or answers to questions. A previous prototype showed promise but used bulky AR glasses. The new system uses Google Glass, which is lighter and allows for evaluating the system's effectiveness during daily classroom use. Experiments were conducted to understand teachers' and students' views, and results suggest the system could improve communication and help teachers adapt lesson pacing based on student comprehension.
This document discusses how artificial intelligence (AI) can help solve problems in India's primary education system. It identifies key issues like lack of infrastructure, monitoring teaching quality and staff attendance. To address these, the document proposes using AI technologies like solar-powered CCTV cameras that can monitor classrooms and analyze student and teacher engagement in real-time. It also suggests using recorded video lectures translated into local languages via AI when teachers are unavailable. Additionally, AI could automate grading of homework and tests while providing feedback on areas for student improvement. The goal is to pilot these AI solutions initially in lower income states like Bihar to enhance remote learning opportunities and help teachers identify and address individual student needs.
USABILITY ENGINEERING OF GAMES: A COMPARATIVE ANALYSIS OF MEASURING EXCITEMEN...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies
and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based
physiological measurements as a usability testing tool by considering three measures; which are observers‟
opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed
comparatively and statistically. It concludes by discussing the findings that has been obtained from those
subjective and objective measures, which partially supports the hypothesis.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Assessing school children’ ICT literacy skill remains a problem. Children are different from adults in the way they use technology. For that reason, commonly used evaluation methods such as questionnaires and observations are not able to potray the competency level acquired by these children. This paper explores the possibility of using suitable tracing tool for capturing computing activities of school children. In this pilot study, nine school children who are e-book users have been selected. The log file produced by the tracing tool was then used to identify the patterns of ICT competency level among these e-book users. The results show the benefit of using the RateSkill as a computerized and automated ICT literacy skill assessment tool.
UI/UX integrated holistic monitoring of PAUD using the TCSD methodjournalBEEI
User interface (UI)/user experience (UX) is one part of the stages in the development of the system to produce interactive and attractive web-based application layouts so that it is easy to understand and use by users. In this research, a case study was conducted on early childhood in PAUD Kuntum Mekar. The design of the UI/UX model for holistic integrative PAUD monitoring becomes one of the solutions to help parents and teachers. The method used to design UI/UX is the task centered system design (TCSD) approach starting from the stages; 1) identification scope of use, 2) user centered requirement analysis, 3) design and scenario, and 4) walkthrough evaluate, the method used for system testing is user satisfaction, and heuristic usability. The purpose of this study is the UI/UX design with TCSD can provide valid data needs of each actor based on the assignment and design of the story board of the developed system. The results of this research are UI/UX model design for integrative holistic PAUD monitoring application.
This document summarizes a study that used the Think-Aloud Protocol technique to observe users' mental models and gestural interactions when using a touchscreen tablet for the first time. Five participants completed tasks in a calendar app and space game app on an iPad2. Observations found that users struggled with gestures requiring indirect touch like long presses and spin gestures. They tended to use direct touch gestures like taps and drag-and-drops based on prior mouse experience. The study provides insight into how users' existing mental models can influence their understanding of new touchscreen interactions.
STUDENT ENGAGEMENT MONITORING IN ONLINE LEARNING ENVIRONMENT USING FACE DETEC...IRJET Journal
This document discusses a proposed system to monitor student engagement in online learning environments using face detection. The system would use face recognition and head pose estimation to authenticate that students are present and attentive during online lectures. Student engagement is important for learning outcomes, but more difficult to monitor online compared to in-person. The proposed system would collect data on attention, emotions, and activities to provide insights on class and student engagement levels. This could help instructors evaluate their teaching methods and identify students who may need extra support. The document outlines the implementation of this system using tools like the DAiSEE dataset for emotion detection and analyzing head pose to estimate attentiveness. It also provides examples of what the instructor dashboard and student interfaces may look like.
City i-Tick: The android based mobile application for students’ attendance at...journalBEEI
This paper presents City i-Tick, the android based mobile application for students’ attendance at a university. In this study, we developed mobile application for lecturers to take students’ attendance in City University, Petaling Jaya. Managing students’ attendance during lecture periods has become a difficult challenge. The research objectives for this study are to identify user requirement for City i-Tick, to design and develop City i-Tick, and to demonstrate the prototype of City i-Tick. The study is a narrative participatory design and exploits Design Thinking as the research methodology. City i-Tick was successfully validated by 14 lecturers and System Usability Scale (SUS) was used to determine the findings of the study. We found that City i-Tick is effective for lecturers in taking attendance because it is easy to use, easy to learn, and the users feel confident when using this application.
Face recognition smart cane using haar-like features and eigenfacesTELKOMNIKA JOURNAL
1) The document describes a prototype for a smart cane with face recognition capabilities to help visually impaired people identify faces.
2) The prototype uses a Raspberry Pi, camera mounted on eyeglasses, and earphones to provide audio feedback. The camera captures images that are analyzed using Haar-like features and eigenfaces algorithms for face detection and recognition.
3) Testing showed the prototype could recognize faces within 1-1.5 meters with 91.67% accuracy for frontal faces but only 18-32% for other positions. It took around 3 seconds to recognize one face and longer for multiple faces.
This document summarizes research on the optimal use of iPods to meet learner needs. It finds that iPods can positively impact engagement, motivation, collaboration, and personalized learning when integrated effectively into student-centered pedagogy. However, effective integration requires infrastructure support, app evaluation, and teacher training. While iPods show potential, more longitudinal research is still needed to fully understand their impact on various learning outcomes. Overall, the research suggests iPods can enhance education when implemented appropriately, but schools must consider technical, financial, and instructional requirements for successful adoption.
The document discusses building a mobile app for students to view grades. It recommends using Flutter as the platform to build the app as Flutter allows for faster development, easy customization, and cost savings compared to building separate apps for Android and iOS. Flutter offers real-time updates, large community support, and can reduce development costs by up to 50% according to studies. In conclusion, Flutter is presented as the best option for building a cross-platform mobile grading app.
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The document describes the development of an interactive instructional model using augmented reality and edutainment to enhance emotional quotient. It includes:
1) The development of a model consisting of three elements: interactive instructional augmented reality, edutainment learning activities, and emotional quotient assessment.
2) An evaluation of the model by 10 experts found it to have high suitability, with the interactive instructional augmented reality steps and edutainment learning activity steps rated as having the highest suitability.
3) The experts' evaluation demonstrated that the model's components, steps, and activities were highly suitable for effectively using augmented reality and edutainment to enhance students' emotional quotient.
IRJET- Survey on Various Techniques of Attendance marking and Attention D...IRJET Journal
The document summarizes various techniques for automated attendance marking and detecting student attention levels in classrooms. It discusses methods using facial recognition, biometrics, Bluetooth beacons, sensors to track eye movements, posture and brain waves. Researchers have achieved over 95% accuracy using these techniques compared to traditional manual attendance marking methods. The techniques described can save time, reduce human errors and help teachers identify students who are inattentive or not focusing in class.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Visualization tools allow learners to visualize ideas in ways that help interpret and communicate concepts. There are two main uses - interpretive tools help extract meaning from information, while expressive tools help convey meaning. Examples of interpretive tools include programs that enable visualizing science concepts like molecular structures. Expressive tools include drawing programs. Visualizing mathematics with technologies also helps comprehension through manipulatives and graphing calculators. Digital cameras, videos, and phones further aid visualization.
DIGITAL ATTENDANCE USING IBEACON AND FINGERPRINTIRJET Journal
This document proposes a digital attendance system using iBeacon technology and fingerprint scanning. It aims to make the attendance process more efficient and easily monitored by teachers and administrators. The proposed system uses an Android application that detects iBeacons placed in classrooms to identify location. Students' fingerprints would then be scanned to mark attendance only if they are physically present in the classroom. The system is designed to not only track attendance but also provide information on class schedules and teachers. It analyzes existing manual attendance methods and their shortcomings before outlining the objectives, methodology, and potential future enhancements of the proposed digital attendance system.
Track 12. Educational Innovation
Authors: Tatiana Person Montero, José Miguel Mota Macias, Maria Del Carmen Listán, Iván Ruiz-Rube, Juan Manuel Dodero, Fernando Rambla Barreno, Concepción Muriel Patino, Adrián Ruiz Serván and Juan Manuel Vidal Pérez
https://youtu.be/6DrraroOiG0
Optimized Active Learning for User’s Behavior Modelling based on Non-Intrusiv...IJECEIAES
In order to protect the data in the smartphone, there is some protection mechanism that has been used. The current authentication uses PIN, password, and biometric-based method. These authentication methods are not sufficient due to convenience and security issue. Non-Intrusive authentication is more comfortable because it just collects user’s behavior to authenticate the user to the smartphone. Several non-intrusive authentication mechanisms were proposed but they do not care about the training sample that has a long data collection time. This paper propose a method to collect data more efficient using Optimized Active Learning. The Support Vector Machine (SVM) used to identify the effect of some small amount of training data. This proposed system has two main functionalities, to reduce the training data using optimized stop rule and maintain the Error Rate using modified model analysis to determine the training data that fit for each user.Finally, after we done the experiment, we conclude that our proposed system is better than Threshold-based Active Learning. The time required to collect the data can reduced to 41% from 17 to 10 minutes with the same Error Rate.
The document discusses using Google Glass in a classroom setting to provide teachers feedback from students. It proposes an Augmented Lecture Feedback System (ALF System) that uses Google Glass to display symbols over students' heads indicating their understanding of the lesson or answers to questions. A previous prototype showed promise but used bulky AR glasses. The new system uses Google Glass, which is lighter and allows for evaluating the system's effectiveness during daily classroom use. Experiments were conducted to understand teachers' and students' views, and results suggest the system could improve communication and help teachers adapt lesson pacing based on student comprehension.
This document discusses how artificial intelligence (AI) can help solve problems in India's primary education system. It identifies key issues like lack of infrastructure, monitoring teaching quality and staff attendance. To address these, the document proposes using AI technologies like solar-powered CCTV cameras that can monitor classrooms and analyze student and teacher engagement in real-time. It also suggests using recorded video lectures translated into local languages via AI when teachers are unavailable. Additionally, AI could automate grading of homework and tests while providing feedback on areas for student improvement. The goal is to pilot these AI solutions initially in lower income states like Bihar to enhance remote learning opportunities and help teachers identify and address individual student needs.
USABILITY ENGINEERING OF GAMES: A COMPARATIVE ANALYSIS OF MEASURING EXCITEMEN...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies
and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based
physiological measurements as a usability testing tool by considering three measures; which are observers‟
opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed
comparatively and statistically. It concludes by discussing the findings that has been obtained from those
subjective and objective measures, which partially supports the hypothesis.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Assessing school children’ ICT literacy skill remains a problem. Children are different from adults in the way they use technology. For that reason, commonly used evaluation methods such as questionnaires and observations are not able to potray the competency level acquired by these children. This paper explores the possibility of using suitable tracing tool for capturing computing activities of school children. In this pilot study, nine school children who are e-book users have been selected. The log file produced by the tracing tool was then used to identify the patterns of ICT competency level among these e-book users. The results show the benefit of using the RateSkill as a computerized and automated ICT literacy skill assessment tool.
UI/UX integrated holistic monitoring of PAUD using the TCSD methodjournalBEEI
User interface (UI)/user experience (UX) is one part of the stages in the development of the system to produce interactive and attractive web-based application layouts so that it is easy to understand and use by users. In this research, a case study was conducted on early childhood in PAUD Kuntum Mekar. The design of the UI/UX model for holistic integrative PAUD monitoring becomes one of the solutions to help parents and teachers. The method used to design UI/UX is the task centered system design (TCSD) approach starting from the stages; 1) identification scope of use, 2) user centered requirement analysis, 3) design and scenario, and 4) walkthrough evaluate, the method used for system testing is user satisfaction, and heuristic usability. The purpose of this study is the UI/UX design with TCSD can provide valid data needs of each actor based on the assignment and design of the story board of the developed system. The results of this research are UI/UX model design for integrative holistic PAUD monitoring application.
This document summarizes a study that used the Think-Aloud Protocol technique to observe users' mental models and gestural interactions when using a touchscreen tablet for the first time. Five participants completed tasks in a calendar app and space game app on an iPad2. Observations found that users struggled with gestures requiring indirect touch like long presses and spin gestures. They tended to use direct touch gestures like taps and drag-and-drops based on prior mouse experience. The study provides insight into how users' existing mental models can influence their understanding of new touchscreen interactions.
STUDENT ENGAGEMENT MONITORING IN ONLINE LEARNING ENVIRONMENT USING FACE DETEC...IRJET Journal
This document discusses a proposed system to monitor student engagement in online learning environments using face detection. The system would use face recognition and head pose estimation to authenticate that students are present and attentive during online lectures. Student engagement is important for learning outcomes, but more difficult to monitor online compared to in-person. The proposed system would collect data on attention, emotions, and activities to provide insights on class and student engagement levels. This could help instructors evaluate their teaching methods and identify students who may need extra support. The document outlines the implementation of this system using tools like the DAiSEE dataset for emotion detection and analyzing head pose to estimate attentiveness. It also provides examples of what the instructor dashboard and student interfaces may look like.
City i-Tick: The android based mobile application for students’ attendance at...journalBEEI
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china’s geo economic outreach in central Asian countries and its future prospect. China is thriving in trade,
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Cooperation Organisation and the Belt and Road Economic Initiative.
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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
1. A
SEMINAR REPORT
ON
“Smartphone-Based Remote Monitoring Tool for
e-Learning”
Submitted By
Mr./ ms. Thorat Pratik Ravindra
Roll No: 70
Exam No: . . . . . . . . . . . .
Class: TE Comp
UNDER THE GUIDANCE OF
Prof. A.S. Dumbre
DEPARTMENT OF COMPUTER ENGINEERING
Jaihind College of Engineering, Kuran
A/p-Kuran, Tal-Junnar, Dist-Pune-410511, State Maharashtra,India
2022-2023
2. DEPARTMENT OF COMPUTER ENGINEERING
Jaihind College of Engineering, Kuran
A/p-Kuran, Tal-Junnar, Dist-Pune-410511, State Maharashtra,India
CERTIFICATE
This is to certify that SEMINAR report entitled
“Smartphone-Based Remote Monitoring Tool for e-Learning
”
Submitted By
Mr./ms. Thorat Pratik Ravindra. Exam No:- . . . . . . . . . . . .
Is a bonafide work carried out by her under the supervision of Prof. A. S. Dumbre
and it is submitted towards the partial fulfillment of the requirement of Savitribai
Phule Pune University,Pune for the award of the degree of TE (Computer Engineer-
ing).
Prof. A.S. Dumbre Prof.S. Y. Mandlik
Seminar Guide Seminar Coordinator
JCOE, Kuran. JCOE, Kuran.
Dr.A. A. Khatri Dr.D. J. Garkal
HOD Principal
JCOE, Kuran. JCOE, Kuran.
3. Certificate By Guide
This is to certify that Mr./ Ms. Thorat Pratik Ravindra. has completed
the Seminar work under my guidance and supervision and that, I have verified the
work for its originality in documentation, problem statement in the SEMINAR. Any
reproduction of other necessary work is with the prior permission and has given due
ownership and included in the references.
Place: Kuran
Date: . . ./. . . /2022 ( Prof. A.S. Dumbre)
4. ACKNOWLEDGEMENT
Any attempt at any level can’t be satisfactorily completed without support and
guidance of learned people. I would like to take this opportunity to extend my deep
felt gratitude to all people who have been there at every step for my support.
First and foremost, I would like to express my immense gratitude to my Seminar
guide Prof. A. S. Dumbre and our HOD Dr. A. A. Khatri for their constant
support and motivation that has encouraged me to come up with this seminar. I
would also like to thank our seminar coordinator Prof. S. Y. Mandlik for con-
stantly motivating me and for giving me a chance to give a seminar on a creative
work.
I am extremely grateful to our principle Dr. D. J. Garkal for providing state
of the art facilities I take this opportunity to thank all professors of department for
providing the useful guidance and timely encouragement which helped me to com-
plete this seminar more confidently.
I am also very thankful to family, friend and mates who have rendered their whole
hearted support at all times for the successful completion of our seminar.
Mr./ms. Thorat Pratik Ravindra.
JCOE, Kuran.
i
5. ABSTRACT
In this paper, a smartphone-based learning monitoring system is presented. Dur-
ing pandemics, most of the parents are not used to simultaneously deal with their
home office activities and the monitoring of the home school activities of their chil-
dren. Therefore, a system allowing a parent, teacher or tutor to assign a task and its
corresponding execution time to children, could be helpful in this situation. In this
work, a mobile application to assign academic tasks to a child, measure execution
time, and monitor the child’s attention, is proposed. The children are the users of
a mobile application, hosted on a smartphone or tablet device, that displays an as-
signed task and keeps track of the time consumed by the child to perform this task.
Time measurement is performed using face recognition, so it is possible to infer the
attention of the child based on the presence or absence of a face. The app also mea-
sures the time that the application was in the foreground, as well as the time that the
application was sent to the background, to measure boredom. The parent or teacher
assigns a task using a desktop application specifically designed for this purpose. At
the end of the time set by the user, the application sends to the parent or teacher
statistics about the execution time of the task and the degree of attention of the child.
ii
6. INDEX
Acknowledgement i
Abstract ii
Index iii
List of Figures v
List of Tables vi
1 INTRODUCTION 1
1.1 Introduction to Smartphone-Based Remote Monitoring Tool for e-Learning 1
1.2 All About Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2 LITERATURE SURVEY 4
2.1 Smartphone-Based Remote Monitoring Tool for e-Learning : . . . . . 4
2.2 Visual Attention Localization for Mobile Service Computing . . . . . 5
2.3 Automatic emotion and attention analysis of young children at home: 5
3 SYSTEM FRAMEWORK 7
3.1 . DALeMO MAIN MODULES . . . . . . . . . . . . . . . . . . . . . . 7
3.2 . MALeMO MAIN MODULES . . . . . . . . . . . . . . . . . . . . . 8
4 Algorithm 10
5 APPLICATIONS 11
5.1 Smartphone-Based Remote Monitoring Tool for e-Learning . . . . . 11
5.1.1 ATTENTION MEASUREMENT METRICS . . . . . . . . . 11
5.1.2 Time lapses measured by the MaLeMO . . . . . . . . . . . . . 11
6 CONCLUSION 12
iii
10. Chapter 1
INTRODUCTION
1.1 Introduction to Smartphone-Based Remote Monitoring Tool for e-
Learning
In this paper, a tool to monitor the learning activities of children whose parents
are working in the home is proposed. The developed tool monitors the attention
levels of children solving assigned tasks that cannot be supervised by a present adult.
The monitoring information is useful for both, parents and teachers, who can use it
to make decisions about the effectiveness of remote learning methods. The proposed
tools are focused on handwritten tasks, such as solving arithmetic or algebraic oper-
ations, writing some paragraphs or drawing, where children do not directly interact
with the smartphone/tablet, and use it only to read the task description and to report
image-based evidence of the carried out work, which will be later revised by a teacher
or a parent Several approaches have been introduced in order to develop software
tools for different gaze estimation purposes in e-learning. In 2018 Steil et al. [1],
presented a work related to the task of predicting users’ gaze behaviour (overt visual
attention) in the near future. Kangas et al. [2] described a study of combining gaze
gestures with vibrotactile feedback. In this study, gaze gestures were used as input
for a mobile device and vibrotactile feedback as a new alternative way to give con-
firmation of interaction events. Results show that vibrotactile feedback significantly
improved the use of gaze. Tonsen et al. [3] proposed an an eye tracking tool that
uses milimeter-size RGB cameras that can be fully embedded into normal glasses.
To compensate for the cameras’ low image resolution of only a few pixels, the pro-
posed approach uses multiple cameras to capture different views of the eye, as well as
learning-based gaze estimation to regress from eye images to gaze directions directly.
Mesquita and Lopes [4] introduced an image processing system to provide a valuable
aid to kindergarten teachers, helping them in the task of registering observation, by
automatically detecting and measuring head posture, including time records.
In 2014 Teyeb et al. [5] presented a drowsiness detection system based on video
1
11. Smartphone-Based Remote Monitoring Tool for e-Learning
approach to analyze two visual driver’s signs: eyes blinking and head movement.
Hutanu and Bertea in 2019 [6], described that one of the most accurate methods to
record user behavior is through eye tracking technology. Eye tracking is a method
that records real, natural and objective user behavior. Eye movements are fast and
subconscious, which may reveal information that is not accessible even to the respon-
der. The human gaze can tell exactly what has been seen, in what order and for how
long and, on the other side, what has been missed. Therefore, eye tracking data gives
valuable insights for improving the learning process. Chong et al. in 2018 [7] proposed
automated methods for detecting and quantifying visual attention from images and
video of gaze following. Gaze following can be applied to identify, categorize quick
glances to objects, and even identify when someone is not paying attention.
Copeland [8] stated that using eye gaze to control adaption of eye learning envi-
ronments provides the ability to go beyond the student’s surface answering behavior
or preferences and adapt to the student’s implicit behavior. Thus, eye tracking has
been shown to be a powerful tool for investigating how humans interact with com-
puter interfaces. In 2018 Waleed et al. [9], introduced an accurate, reliable and a
low-cost system based on laptop webcam for eye-gaze estimation. Ricciardelli and
Driver [10] described the impact of different sources of information by examining the
role of head orientation in gaze-direction judgments, based on past studies, where
head orientation may be combined with perceived gaze direction in judging where
someone else is attending. Fathi et al. [11] presented a probabilistic generative model
for simultaneously recognizing daily actions and predicting gaze locations in videos
recorded from an egocentric camer
1.2 All About Basics
• detection system based on video approach to analyze two visual driver’s signs:
eyes blinking and head movement. Hutanu and Bertea in 2019 [6], described
that one of the most accurate methods to record user behavior is through eye
tracking technology. Eye tracking is a method that records real, natural and
objective user behavior. Eye movements are fast and subconscious, which may
reveal information that is not accessible even to the responder. The human gaze
can tell exactly what has been seen, in what order and for how long and, on the
other side, what has been missed. Therefore, eye tracking data gives valuable
insights for improving the learning process. Chong et al. in 2018 [7] proposed
automated methods for detecting and quantifying visual attention from images
2
Jaihind College Of Engineering, Department of Computer Engineering - 2022-23
12. Smartphone-Based Remote Monitoring Tool for e-Learning
and video of gaze following. Gaze following can be applied to identify, cate-
gorize quick glances to objects, and even identify when someone is not paying
attention.
1.3 Motivation
A model exists to estimate behavior and concentration of children while studying.
A platform can help in making connection of children, parents and teachers.
3
Jaihind College Of Engineering, Department of Computer Engineering - 2022-23
13. Chapter 2
LITERATURE SURVEY
2.1 Smartphone-Based Remote Monitoring Tool for e-Learning :
In this paper, a tool to monitor the learning activities of children whose par-
ents are working in the home is proposed. The developed tool monitors the attention
levels of children solving assigned tasks that cannot be supervised by a present adult.
The monitoring information is useful for both, parents and teachers, who can use it
to make decisions about the effectiveness of remote learning methods. The proposed
tools are focused on handwritten tasks, such as solving arithmetic or algebraic oper-
ations, writing some paragraphs or drawing, where children do not directly interact
with the smartphone/tablet, and use it only to read the task description and to report
image-based evidence of the carried out work, which will be later revised by a teacher
or a parent Several approaches have been introduced in order to develop software
tools for different gaze estimation purposes in e-learning. In 2018 Steil et al. [1],
presented a work related to the task of predicting users’ gaze behaviour (overt visual
attention) in the near future. Kangas et al. [2] described a study of combining gaze
gestures with vibrotactile feedback. In this study, gaze gestures were used as input
for a mobile device and vibrotactile feedback as a new alternative way to give con-
firmation of interaction events. Results show that vibrotactile feedback significantly
improved the use of gaze. Tonsen et al. [3] proposed an an eye tracking tool that
uses milimeter-size RGB cameras that can be fully embedded into normal glasses.
To compensate for the cameras’ low image resolution of only a few pixels, the pro-
posed approach uses multiple cameras to capture different views of the eye, as well as
learning-based gaze estimation to regress from eye images to gaze directions directly.
Mesquita and Lopes [4] introduced an image processing system to provide a valuable
aid to kindergarten teachers, helping them in the task of registering observation, by
automatically detecting and measuring head posture, including time records.
4
14. Smartphone-Based Remote Monitoring Tool for e-Learning
2.2 Visual Attention Localization for Mobile Service Computing
Identifying and localizing the user’s visual attention can enable various intelli-
gent service computing paradigms in a mobile environment. However, existing solu-
tions can only compute the gaze direction, but without the distance to the intended
target. In addition, most of them rely on eye tracker or similar infrastructure support.
This paper explores the possibility of using portal mobile devices, e.g., smartphone,
to detect the visual attention of a user. i-VALS only requires the user to do one sim-
ple action to localize the intended object: gazing at the intended object and holding
up the smartphone so that the object and the user’s face can be simultaneously cap-
tured by the front and rear cameras. We develop efficient algorithms to obtain both
the distance between the camera and user, the user’s gaze direction and the object’s
direction from the camera. The object’s location can then be computed by solving
a trigonometric problem. i-VALS has been prototyped on commercial off-the-shelf
(COTS) devices. The extensive experiment results show that i-VALS achieves high
accuracy and small latency, effectively supporting a large variety of applications in
smart environments.
2.3 Automatic emotion and attention analysis of young children at home:
Current tools for objectively measuring young children’s observed behaviors
are expensive, time-consuming, and require extensive training and professional ad-
ministration. The lack of scalable, reliable, and validated tools impacts access to
evidence-based knowledge and limits our capacity to collect population-level data in
non-clinical settings. To address this gap, we developed mobile technology to collect
videos of young children while they watched movies designed to elicit autism-related
behaviors and then used automatic behavioral coding of these videos to quantify chil-
dren’s emotions and behaviors. We present results from our iPhone study Autism and
Beyond, built on Research Kit’s open-source platform. The entire study—from an
e-Consent process to stimuli presentation and data collection—was conducted within
an iPhone-based app available in the Apple Store. Over 1 year, 1756 families with
children aged 12–72 months old participated in the study, completing 5618 caregiver-
reported surveys and uploading 4441 videos recorded in the child’s natural settings.
Usable data were collected on 87.6Automatic coding identified significant differences
in emotion and attention by age, sex, and autism risk status. This study demonstrates
the acceptability of an app-based tool to caregivers, their willingness to upload videos
5
Jaihind College Of Engineering, Department of Computer Engineering - 2022-23
15. Smartphone-Based Remote Monitoring Tool for e-Learning
of their children, the feasibility of caregiver-collected data in the home, and the appli-
cation of automatic behavioral encoding to quantify emotions and attention variables
that are clinically meaningful and may be refined to screen children for autism and
developmental disorders outside of clinical settings. This technology has the potential
to transform how we screen and monitor children’s development
6
Jaihind College Of Engineering, Department of Computer Engineering - 2022-23
16. Chapter 3
SYSTEM FRAMEWORK
3.1 . DALeMO MAIN MODULES
The main modules of the DALeMO are depicted in figure 2. The details of each
module are described below: • Internet Connection Module (ICM). This module
checks if an internet connection is available, and activates the user interface com-
ponents when the connection is ready. This module also performs the WSLeMO
requests, gathers the results of these requests, and updates the UI with the requested
information. • Teacher Profile Management Module (TPMM). This module cap-
tures the teacher’s data and sends them to the WSLeMO through the ICM. When
a response is obtained, the app is notified and the process to create new groups is
enabled. • Group Management Module (GMM). This process is disabled until the
teacher successfully registers. Once this process is enabled, the teacher can add as
many courses as desired. For each created group, the WSLeMO sends a confirmation
of the creation of a group. For each created group, a unique ID is displayed.
7
17. Smartphone-Based Remote Monitoring Tool for e-Learning
3.2 . MALeMO MAIN MODULES
A. Internet Connection Module (ICM). This module performs the same tasks as its
corresponding module in the DaLeMO.Activities Acquisition Module (AAM).
This module interacts with the ICM to obtain the activities to be performed by
a student from the WSLeMO. The list of activities is stored in a data structure
array, including images and configuration settings. Activities Decoding Module
(ADM). The input of this module is the data structure produced by the AAM
and configures the UIM to visualize the activity in the screen of the device
correctly.User Interface Module (UIMC). This module receives data from ADM
and configures the user interface controls to allow the user to interact with the
MaLeMO. This module enables the user interface elements (buttons) and con-
trols the information to be displayed. Rear Camera Image Acquisition Module
(RCIAM). This module captures one image from the rear camera of the host
device when the student requires to finish the current activity, and the captured
image is attached as evidence of the current activity finalization. Evidence In-
tegration Module (EIM). This module takes the captured evidence and packs
it into a single structure along with the learning monitoring statistics (LMS).
Front Camera Image Acquisition Module (FCIAM). This module captures im-
ages from the front camera at some time interval, and stores them in memory
for their later analysis. Gaze Detection and Analysis Module (GDAM). This
module receives the image captured from the camera, detects face and eyes (if
possible) and attaches face width, face length and eye localization information
to the LMS data of face localization.
C. Test bed In the initial stages of IDS growth, the standard datasets are not avail-
able [13]. The KDD initiate the process and designed the standard intrusion
dataset. Evaluation of the model requires a standardized data, in this regard we
use the three different datasets obtained for network intrusion detection. The
following dataset are used for evaluation of the model.
1. KDDCUP 99 (simulated data)
2. HTTP CSIC (web traffic)
3. UNB ISCX (real time captured packets)
These dataset are prepared specifically to test the intrusion detection systems,
the network based intrusions (NIDS) are tested using these datasets These
8
Jaihind College Of Engineering, Department of Computer Engineering - 2022-23
18. Smartphone-Based Remote Monitoring Tool for e-Learning
datasets are prepared from the different sources and consists of different num-
ber and varietics of features are there. Each of the dataset is consists millions
of records with training and testing data collections KDDCUP99 [5] dataset
is prepared from the lincon laboratory consists of Al features, it is prepared
by generating the simulated data on the defence laboratory, It consists derived
feature. This dataset presented in KDD conference in the year 1999, it cap-
ture many of the intrusions and won the challenges. The UNB ISCX dataset is
prepared from the real traffic in the year 2012
9
Jaihind College Of Engineering, Department of Computer Engineering - 2022-23
20. Chapter 5
APPLICATIONS
5.1 Smartphone-Based Remote Monitoring Tool for e-Learning
5.1.1 ATTENTION MEASUREMENT METRICS
In this work, four types of activities were designed to measure attention using
the proposed system. This activities must be hand-made on a sheet of paper
and are described below: 1) Writing. In this activity, the child writes a short
story and an image of the hand-written work should be reported as evidence.
2) Reading. In this activity, the child must analyze a short text, and some
questions about the text must be answered. The hand-written answer sheet
should be reported as evidence. 3) Math. In this activity, the child performs
some simple mathematics operations, and an image of the procedure and results
should be reported as evidence Drawing. In this activity, the child uses his/her
imagination to draw some situations. An image of the carried out drawing
should be reported as evidence.
5.1.2 Time lapses measured by the MaLeMO
Time to completion (TTC). This is an estimated time required for any particu-
lar activity to be completed. It is mainly based on the experience of the teacher
and is manually set when the activity is created into the DaLeMO. Net time to
completion (NTTC). This is the time computed from the MaLeMO to finish a
given activity. This is the result of the sum of all active time intervals. Gross
time to completion (GTTC). This is the time computed from the MaLeMO,
including lapses of interruption. This is the result of the sum of both active
and inactive time intervals. Average active time (AAT). This is an average of
the active time lapses. Number of Transitions between Foreground and Back-
ground States (NTFBS). This is a counter that is increased when the MaLeMo
alternates between foreground and background.
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21. Chapter 6
CONCLUSION
In this work, a Remote Learning Monitoring Systems (RLMS) has been pro-
posed. The proposed systems allow the parent or teacher to use the DaLeMO to
assign some learning activities to be carried out by children. Children can use the
MaLeMO to read the instructions of these activities, and remotely send image-based
evidence of the performed work. The MaLeMo computes some statistics of the chil-
dren attention and reports them to the WSLeMO. The teacher/parent can obtain
the stored statistics by retrieving them from the WSLeMo and analyze them to make
better decisions about learning exercises and techniques to be employed.
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22. Chapter 7
FUTURE SCOPE
The proposed system improves existing developments by avoiding the use of per-
sonal computers and external sensors to remotely monitor learning. In addition, this
system allows the professor to easily customize the activities to be performed by the
student, and to get practically instantaneous feedback through the statistics compiled
by the MaLeMO. Finally, the results show that the attention monitoring fails in some
isolated cases. This could be enhanced with the implementation of gaze tracking
and attention detection using deep-learning techniques. Although there are advanced
techniques to measure attention from gaze tracking, the focus of the proposed work
was to measure attention based on the localization of the face and eyes and the time
they are visible in front of the application, complemented with timers designed to
measure the interruptions of such activity as a result of sending the MaLeMo to the
background by opening other apps in the device. To improve the attention measure-
ment, better gaze tracking methods must be added to the proposed RLMS. Although
there are advanced techniques to measure attention from gaze tracking, the focus of
the proposed work was to measure attention based on the localization of the face and
eyes and the time they are visible in front of the application, complemented with
timers designed to measure the interruptions of such activity as a result of sending
the MaLeMo to the background by opening other apps in the device. To improve the
attention measurement, better gaze tracking methods must be added to the proposed
RLMS.
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