i-manager's Journal on Augmented & Virtual Reality (JAVR)


Volume 1 Issue 2 July - December 2023

Research Paper

Virtual Lab Design for Active Filter Circuits

Abantika Choudhary* , Debapriya Das**, Sayan Paramanik***, Krishna Sarker****, Indrayudh Bandyopadhyay*****
*-**, ****-***** Department of Electrical Engineering, St. Thomas' College of Engineering & Technology.
*** Department of Servicing, Statcon Electronics India LTD.
Choudhary, A., Das, D., Paramanik, S., Sarker, K., and Bandyopadhyay, I. (2023). Virtual Lab Design for Active Filter Circuits. i-manager's Journal on Augmented & Virtual Reality, 1(2), 1-17. https://doi.org/10.26634/javr.1.2.20040

Abstract

Active filter circuits are a crucial topic in electrical, electronics and signal processing education, but their complexity often poses significant challenges to traditional classroom teaching. Virtual labs provide an immersive and interactive learning experience without the need for costly equipment and materials, offering a solution to these challenges. In this research paper, the approach to designing and implementing a virtual laboratory of active filter circuits using JavaScript is presented. The lab includes a breadboard, function generator, multi-meter, and uses a simulation engine to calculate voltage and frequency values in circuits. The virtual lab was evaluated through user research with engineering and science students, and it was found to be highly effective in teaching active filter circuits. Virtual labs are an essential tool in engineering education, providing increased flexibility and reduced costs.

Research Paper

Malawi Open Crowd Sourced Virtual Reality Experience

Harold Chimphepo* , G. Glorindal**
*-** DMI-St. John the Baptist University, Lilongwe, Malawi.
Chimphepo, H., and Glorindal, G. (2023). Malawi Open Crowd Sourced Virtual Reality Experience. i-manager's Journal on Augmented & Virtual Reality, 1(2), 18-24. https://doi.org/10.26634/javr.1.2.20084

Abstract

The advent of Virtual Reality (VR) technology has opened up new possibilities for promoting tourism and enhancing visitor experiences. This paper focuses on leveraging VR technology and the A-Frame framework to create an immersive website that offers virtual visits to tourist sites. By harnessing the power of VR, users can explore famous landmarks, historical sites, and natural wonders from the comfort of their own homes. The objective of this paper is to develop a userfriendly and interactive platform that allows tourists to virtually visit popular destinations. The A-Frame framework is employed to create a web-based VR experience accessible from desktop and mobile devices. The platform incorporates 360-degree panoramic images, interactive hotspots, and multimedia elements to provide an engaging and realistic environment. The implementation involves designing and developing the VR website, capturing highquality 360-degree images of various tourist sites, and integrating them seamlessly into the A-Frame framework. The user interface is designed to be intuitive, enabling users to navigate through different locations, access information about each site, and interact with the virtual environment. The significance of this paper lies in its potential to revolutionize the tourism industry by providing an immersive and accessible way for people to explore destinations remotely. The VR visits can offer a preview of tourist sites, stimulate interest, and inspire travellers to embark on physical journeys to experience the real locations. In conclusion, this paper aims to promote tourism through virtual reality visits to sites using a web-based platform.

Review Paper

Integrating Virtual Reality with Internet of Things: Architectures, Applications and Challenges

Ushaa Eswaran* , Vishal Eswaran**, Vivek Eswaran***
* Department of ECE, Indira Institute of Technology and Sciences, Markapur, AP, India.
** CVS Health Centre, Dallas, Texas, United States.
*** Medallia Inc, Austin, Texas, United States.
Eswaran, U., Eswaran, V., and Eswaran, V. (2023). Integrating Virtual Reality with Internet of Things: Architectures, Applications and Challenges. i-manager's Journal on Augmented & Virtual Reality, 1(2), 25-33. https://doi.org/10.26634/javr.1.2.20154

Abstract

The integration of Virtual Reality (VR) environments with Internet of Things (IoT) infrastructure can enable more intuitive and immersive interactions. However, realizing the potential of this convergence requires overcoming technical constraints and implementation challenges. This paper reviews the motivations, architectures, applications, and open issues associated with combining VR and IoT. This study also aims to provide a comprehensive analysis of architectures, use cases and technical challenges involved in integrating VR and IoT to guide further research and real-world deployment. Use cases in manufacturing, energy, retail, entertainment and other sectors highlight the benefits like remote monitoring, training and collaboration unlocked by interfacing VR's realistic 3D visualizations with real-time IoT sensor data. This paper also discusses VR simulation of IoT systems for testing, limitations in interoperability, and security considerations. The outlook for VR-IoT solutions is promising, with 5G and edge computing advancements expected to address current bottlenecks to adoption. Human-centric design approaches focused on high-value use cases can enable impactful deployments across domains.

Review Paper

Innovative IoT-Infused Games: Enhancing Learning for Children with Autism Spectrum Disorder

Shyja K. G.* , Jayaprakash R. K.**
*Department of Physical Science, CICS College of Teacher Education, Kozhikode, Kerala, India.
** School of Pedagogical Sciences, Kannur University, Kerala.
Shyja, K. G., and Jayaprakash, R. K. (2023). Innovative IoT-Infused Games: Enhancing Learning for Children with Autism Spectrum Disorder. i-manager's Journal on Augmented & Virtual Reality, 1(2), 34-40. https://doi.org/10.26634/javr.1.2.20358

Abstract

This paper explores the transformative potential of Internet of Things (IoT)-driven Game-Based Learning (GBL) as an innovative educational intervention for children with Autism Spectrum Disorder (ASD), a neurological condition marked by challenges in social interaction, communication, and repetitive behaviors, often presenting hurdles in traditional classroom settings. Leveraging IoT technologies, the study investigates the intersection of GBL and ASD education, synthesizing existing literature to highlight the advantages and challenges associated with this approach. By examining the impact on academic and social outcomes, the research aims to provide insights into the promising landscape of IoTdriven GBL for children with autism, paving the way for a more inclusive and tailored educational experience. This paper investigates how IoT-driven Game-Based Learning (GBL) can revolutionize education for children with Autism Spectrum Disorder (ASD), emphasizing the integration of sensor technologies, data analytics, and real-time feedback to improve their learning experience. The paper discusses ethical and privacy issues in using IoT in autism education. It explores safeguards for responsible implementation, considering the sensitive personal data involved. The research also suggests collaborative efforts among educators, technologists, and healthcare professionals for a holistic approach to IoT-driven education for autism. The paper advocates for stakeholder involvement and interdisciplinary collaboration to create effective interventions for autistic children in education. It focuses on the impact of IoT-driven Game-Based Learning (GBL) on long-term outcomes and contributes to discussions on the future of inclusive education for children with Autism Spectrum Disorder (ASD), aiming to inspire further research and dialogue on leveraging emerging technologies for equitable education.

Review Paper

Augmented Reality and Internet of Things: A Review of Convergence, Applications and Challenges

Ushaa Eswaran* , Vishal Eswaran**
* Department of ECE, Indira Institute of Technology and Sciences, Markapur, AP, India.
** CVS Health Centre, Dallas, Texas, United States.
Eswaran, U., and Eswaran, V. (2023). Augmented Reality and Internet of Things: A Review of Convergence, Applications and Challenges. i-manager's Journal on Augmented & Virtual Reality, 1(2), 41-52. https://doi.org/10.26634/javr.1.2.20153

Abstract

Augmented Reality (AR) overlays digital information and virtual objects on real environments to deliver enhanced, contextual experiences. Meanwhile, the Internet of Things (IoT) enables an ecosystem of interconnected smart devices and sensors. This paper reviews the synergistic integration of AR and IoT in developing next-generation intelligent systems and human-machine interfaces. A detailed analysis is presented on, integrating AR software with IoT devices and dataflows, enhanced visualization, training, navigation and contextual user experiences enabled by AR-IoT convergence, and key challenges around interfaces, latency, spatial registration, security, privacy and scalability. The use cases across manufacturing, healthcare and smart environments illustrate the transformational potential of AR and IoT. However, standardized interfaces, edge computing, tailoring security with usability, and responsible development focused on human benefits are crucial for realizing the promise of hybrid physical-digital ecosystems. This paper undertakes a systematic review of Augmented Reality (AR) and Internet of Things (IoT) convergence encompassing integration approaches, emerging use cases, and technical obstacles. A cross-disciplinary analysis strategy centered on real-world viability synthesizes opportunities and challenges for shaping responsible research directions across application domains.