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Suman Deb

Bio: Suman Deb is an academic researcher from National Institute of Technology Agartala. The author has contributed to research in topics: Mobile device & Encryption. The author has an hindex of 8, co-authored 62 publications receiving 196 citations. Previous affiliations of Suman Deb include National Institute of Technology, Silchar & Sardar Vallabhbhai National Institute of Technology, Surat.

Papers published on a yearly basis

Papers
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Proceedings ArticleDOI
01 Dec 2016
TL;DR: This study aims to measure the feasibility of using the above mentioned VR system to improve the teaching process and the effect of this system on learning outcome and to establish that such a setup is preferred by students for regular usage and improves their cognitive learning and participation.
Abstract: Virtual Reality (VR) has come up as a pinnacle of the ground breaking advances in computing power through developments in fields of electronics, software and mobile computing. It has been a topic of significant research and studies in recent years, given that 2016 is widely predicted to be the year where VR finds acceptability and affordability in mainstream consumer market. VR systems were first introduced to target entertainment and gaming, but numerous research and studies have shown its importance in educational purposes. There is a great potential in Virtual Reality Environments to serve as teaching aids in complementing and improving the education process. In spite of that, it is held back due to their bulky systems, complex setups and high cost, which limit their usage in versatile scenario.

48 citations

Proceedings ArticleDOI
05 Jun 2020
TL;DR: This paper proposed a convolutional neural networks (CNN) based deep learning architecture for emotion detection from images using two datasets Facial emotion recognition challenge and Japaness female facial emotion.
Abstract: Human Emotion detection from image is one of the most powerful and challenging research task in social communication. Deep learning (DL) based emotion detection gives performance better than traditional methods with image processing. This paper presents the design of an artificial intelligence (AI) system capable of emotion detection through facial expressions. It discusses about the procedure of emotion detection, which includes basically three main steps: face detection, features extraction, and emotion classification. This paper proposed a convolutional neural networks (CNN) based deep learning architecture for emotion detection from images. The performance of the proposed method is evaluated using two datasets Facial emotion recognition challenge (FERC-2013) and Japaness female facial emotion (JAFFE). The accuracies achieved with proposed model are 70.14 and 98.65 percentage for FERC-2013 and JAFFE datasets respectively.

43 citations

Journal ArticleDOI
TL;DR: The initial hypothesis of augmented sign learning is effectually attained in this work and it can be further prolonged to cater to a wider assortment of teaching-learning scenarios.

22 citations

Proceedings ArticleDOI
01 Feb 2017
TL;DR: A tangible interface using a customized glove equipped with flex sensors and captured hand gestures can be captured by the digital glove which are then converted to speech/text so that it could easily be understood by the common people.
Abstract: Vocal Communication is a way to convey our thoughts, messages and information. However, each of us is not gifted to be able to share our thoughts in verbal mode with others due to some physical disabilities. The deaf and the mute are the one who face extreme difficulty in conveying their messages to others. Normally deaf and the mute people use sign language for communication but it turns out to be a difficult when others are not able to understand the sign language. A number of devices are available that converts the human gestures to English speech and text but no such device is available for Hindi Language. Hindi is the most spoken and National language in India and is widely used in the country. Keeping a pace with advent of technology there is a desperate need of cost effective devices which could convert the sign language into speech/text in Hindi to establish an independent communication and movement for deaf and mute people in every sphere of society. In this paper, we propose a tangible interface using a customized glove equipped with flex sensors. These sensors are placed across the length of fingers and the thumb. Hand gestures can be captured by the digital glove which are then converted to speech/text so that it could easily be understood by the common people. The experiments conducted with the design prototype have shown significant interaction improvements among the society and deaf-mute people. The experiments on modeling and improving the prototype is going on to improvise the interaction specially for mobile devices.

16 citations

01 Jan 2013
TL;DR: The proposed encryption and decryption process will use the DNA sequencing property of the DNA and how the message can be made more secure and reliable for transmitting effectively via networks.
Abstract: Cryptography is one of the major concerned areas of computer networks and data security. The art of cryptography is to convert a plain message into a human unreadable format by encoding message using some cryptographic algorithms. In today’s world, security is one of the most significant and fundamental issues of data transmission, researchers are working on the evolvement of new cryptographic algorithms. Cryptography is the process of providing security of data transmission via public network by encrypting the original data or message. Data security is concerned with the areas of data transmission. An efficient direction of providing data security can be termed as DNA based Cryptography. The encryption and decryption process proposed in this paper will use the DNA sequencing property of the DNA. We have proposed here how the DNA sequencing can be utilized in cryptographic algorithms and how the message can be made more secure and reliable for transmitting effectively via networks. The algorithm we have proposed here is a new algorithm which has two rounds of encryption. Moreover paper contains a new method of key generation and sharing for better security aspects. The encryption scheme is designed by using the mechanism of DNA sequencing.

11 citations


Cited by
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Journal Article
TL;DR: In this paper, two major figures in adaptive control provide a wealth of material for researchers, practitioners, and students to enhance their work through the information on many new theoretical developments, and can be used by mathematical control theory specialists to adapt their research to practical needs.
Abstract: This book, written by two major figures in adaptive control, provides a wealth of material for researchers, practitioners, and students. While some researchers in adaptive control may note the absence of a particular topic, the book‘s scope represents a high-gain instrument. It can be used by designers of control systems to enhance their work through the information on many new theoretical developments, and can be used by mathematical control theory specialists to adapt their research to practical needs. The book is strongly recommended to anyone interested in adaptive control.

1,814 citations

Journal ArticleDOI
TL;DR: The review identified a number of situations where HMDs are useful for skills acquisition and outside of these situations the HMTs had no advantage when compared to less immersive technologies or traditional instruction and in some cases even proved counterproductive because of widespread cybersickness, technological challenges, or because the immersive experience distracted from the learning task.
Abstract: In the light of substantial improvements to the quality and availability of virtual reality (VR) hardware seen since 2013, this review seeks to update our knowledge about the use of head-mounted displays (HMDs) in education and training. Following a comprehensive search 21 documents reporting on experimental studies were identified, quality assessed, and analysed. The quality assessment shows that the study quality was below average according to the Medical Education Research Study Quality Instrument, especially for the studies that were designed as user evaluations of educational VR products. The review identified a number of situations where HMDs are useful for skills acquisition. These include cognitive skills related to remembering and understanding spatial and visual information and knowledge; psychomotor skills related to head-movement, such as visual scanning or observational skills; and affective skills related to controlling your emotional response to stressful or difficult situations. Outside of these situations the HMDs had no advantage when compared to less immersive technologies or traditional instruction and in some cases even proved counterproductive because of widespread cybersickness, technological challenges, or because the immersive experience distracted from the learning task.

593 citations

Journal ArticleDOI
TL;DR: This review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.
Abstract: The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.

254 citations

27 Dec 2017
TL;DR: A systematic review of the use of virtual reality in education, as well as two distinct thematic analyses that indicate that the majority of researchers use virtual reality to increase the intrinsic motivation of students, and refer to a narrow range of factors such as constructivist pedagogy, collaboration, and gamification in the design of their experiences.
Abstract: Virtual reality has existed in the realm of education for over half a century. However, its widespread adoption is still yet to occur. This is a result of a myriad of limitations to both the technologies themselves, and the costs and logistics required to deploy them. In order to gain a better understanding of what these issues are, and what it is that educators hope to gain by using these technologies in the first place, we have performed both a systematic review of the use of virtual reality in education, as well as two distinct thematic analyses. The first analysis investigated the applications and reported motivations provided by educators in academic literature for developing virtual reality educational systems, while the second investigated the reported problems associated with doing so. These analyses indicate that the majority of researchers use virtual reality to increase the intrinsic motivation of students, and refer to a narrow range of factors such as constructivist pedagogy, collaboration, and gamification in the design of their experiences. Similarly, a small number of educational areas account for the vast majority of educational virtual reality implementations identified in our analyses. Next, we introduced and compared a multitude of recent virtual reality technologies, discussing their potential to overcome several of the problems identified in our analyses, including cost, user experience and interactivity. However, these technologies are not without their own issues, thus we conclude this paper by providing several novel techniques to potentially address them, as well as potential directions for future researchers wishing to apply these emerging technologies to education.

248 citations