Ammonia Fountain Experiment
For centuries teaching has been one of the most
reputed professions. Throughout history teachers
have used various methodologies, many have been
glorified and many discarded. In the 21st century
where computers are the norm, it has made its
mark in the field of teaching as well. More so,
Computer Graphics in particular has been a boon
in developing educational tools. Our project is
based on this ideology.In this project we plan to learn the Open Source 3D animation tool BLENDER 3D and use it to
create 3D chemical laboratory experiment tutorials which can be used to aid the professors
for teaching students, enabling them to understand the working of the experiment better.
Guide: Prof.Sridhar Iyer Mr. Sameer Sahasrabuddhe (IIT Bombay) & Prof. Abhijit Joshi (DJ Sanghavi COE)
The Anatomy of an Open Source 3D Interactive Content Creator
Abstract and Project to be uploaded soon
3D Content Development using Blender
We develop a suite of softwares that allows 3D Content from Blender to be published onto
the web. The primary goal of these systems is to satisfy the needs of E-Learning; the
increased proliferation of the internet into remote areas of the world brings with it the
promise of easier access to education and other resources. Free e-learning softwares are
currently hampered by their inability to accommodate interactive, 3D content. We address
this urgent need by developing portable, small, and easy to use applications and plugins that
allow Blender projects to be exported to a custom format which can then be rendered by
any web browser. We shall release this project under open-source license.
Guide: Prof. Sridhar Iyer (IIT Bombay)
Creating 3D Interactive Interface For
Building E-Learning Animations
Given a bunch of 3D models available there are options available in the free
software domain to create interactive animations at run time. Unity and
Blender Game Engine are two game engines available for free to create such
an interactive interface. This project covers building an interactive interface
to create 3D animations. It includes a demonstration of building simple electrical circuits through the interface. Finally a comparison between the two
game engines in context with this project is elaborated. The project is a part
of OSCAR project an initiative by the Indian Institute of Technology,Bombay
sponsored by the Ministry of Human Resource Development(MHRD). The
main purpose of the OSCAR project is to develop an online repository of animations for E-Learning. Animations help in better understanding of science.
However these animations are pre-configured experiments and they curb the
students inquiring ability. It would be helpful for students if they could set
up their own experiments with a given bunch of instruments and see their
own handiwork. This project aims thus aims to give hands on experience to
Guide: Prof. Sridhar Iyer (IIT Bombay)
Adding Interactivity to E-Learning Through Gesture Recognition
The aim of this project is to enhance interactivity for e-learning animation in open
source by adding a real world input by enabling the users to interact with the virtual world in
ways more native to their cognition.The set of features to be added include real-time response to parameters. The user can
currently manipulate the objects' orientation. This project aims at allowing the user to input a
parameter such as temperature and viewing the system respond in real time.
Further into interactive learning, we can enhance the user experience by making a
more immersive and natural environment wherein the user need not use the keyboard and
mouse, but body movements and gestures. For example, teaching rural people who have no
prior knowledge of a computer can be easily done. Also, having 3 Dimensional virtual world
gives a more complete understanding as compared to the 2 Dimensional view of a text book
or slide show.
This project aims at giving e-learning a more immersive and natural environment by
rendering the keyboard and mouse redundant. This unique feature is helpful in imparting
knowledge and understanding can be achieved with more ease, hence facilitating a
fundamental step, which is, education.
Guide: Prof. Sridhar Iyer, Mr. Sameer Sahasrabuddhe (IIT Bombay) & Prof. Kishore Kinage (DJ Sanghavi COE)
Adding Interactivity to E-Learning Through Gesture Recognition (with accelerometer)
The aim of this project is to enhance interactivity for e-learning animation in open source
by adding a real world input by enabling the users to interact with the virtual world and making
the entire process user friendly.
An entire experiment is animated and the user interacts with this virtual laboratory by
merely moving his/her hand. Thus, the user holds an object which can be made to emulate a
particular object on screen. The movement of the object on screen is the replication of the
movement of the object the user holds.
Further into interactive learning, we can enhance the usage by the environment reacting
in real time. For example, teaching rural people who have no prior knowledge of a computer can
be easily done. An ideal laboratory is thus created by using merely, a computer. This will open
the doors to education in remote places where infrastructure is not enough to build huge
The virtual world is created using the open source multimedia software, Blender. The set
of features to be added include real-time response to parameters, and dynamic model loading.
We are using an Arduino microcontroller which is an Open source microcontroller. Since
Blender is Open source multimedia software which runs on the python script for creating 3D
objects and has a good software development kit, it can be connected to microcontrollers and be
controlled by them.
Guide: Prof. Sridhar Iyer, Mr. Sameer Sahasrabuddhe (IIT Bombay) & Prof. Aruna Gawde (DJ Sanghavi COE)
Gesture Recognition for Education
‘Gesture Recognition for Education’ is a research project, under Project OSCAR at IIT
The current system of education is not as interactive as it can be. It lacks participatory
learning from the student point of view. The future of learning is visual and interactive.
Keeping this in mind, the primary goal of this project is to interface 3D animation software
and gesture recognition hardware to create an interactive learning environment. Blender is an
Open Source 3D animation tool, which can be used for the modelling and animation aspects.
Microsoft Kinect can be used for capturing real time gestures of users. In this paper we
present a method for manipulating Blender models using Kinect. This Human-Computer
Interaction method can be used to make various learning tools to make teaching more visual,
animated and lively rather than mere reading from the theory.
The subject that we have targeted is Mathematics. So we developed MathMazing. It is a
single player, gesture controlled mathematical maze. The player needs to guide the figure
along the path leading to the correct answer. The figure moves along when relevant gestures
are provided by the user through Kinect. This game will in turn improve the users Logic,
Kinesthetic and Spatial skills. The target audience for this game is primary school kids. The
final outcome is an application which can be distributed in an exe format to the schools who
wish to use them. We believe that this form of education will support participatory learning.
Guide: Prof. Abhijit Joshi, Prof. Neha Mendjoge (DJ Sanghavi COE) & Prof. Sridhar Iyer Mr Sameer Sahasrabudhe (IIT Bombay)
Interactive Circuits Using Augmented Reality
Physics is considered as one of the most difficult subject to understand. The concepts are difficult to grasp unless done practically.
Our project "Interactive circuits using Augmented Reality" is a research project under Project Oscar at IIT-B, which helps students to practically perform the experiments involving different electrical components such as battery, bulb, voltmeter, resistor, switch, and ammeter in Augmented Reality.
Due to lack in availability of electrical components, students cannot really experiment more with the circuits. In case of increasing the voltage it might lead to a shock or may cause damage to the electrical components. Performing the experiments in Augmented Reality, students can change the parameter, for e.g. students can change the value of resistance as well as increase the voltage of the battery in real time. This would enable students to perform experiments as they wish and moreover it ensures physical safety and promotes reusability.
However the most challenging task would be to interconnect the electrical components in Augmented Reality, such as, battery, voltmeter, bulb, etc.
Guide:Dr. Abhijit Joshi & Miss. Sherrin Benjamin (DJ Sanghavi COE)