International Journal of Advanced Research and Publications (2456-9992)

High Quality Publications & World Wide Indexing!

Mahima - Education Purpose Machine Learning Technology

Volume 6 - Issue 5, May 2023 Edition
[Download Full Paper]

S. Piyashkara, M.S.M. Ahamed, P. Thuvarakan, Aruna Ishara Gamage, Didula Chamara
Natural Language Processing, Video Processing, Virtual Classroom, E-Learning, Machine Learning, Virtual Reality, Visual Computing
Since most institutions and schools are switching to online or hybrid techniques due to the COVID-19 epidemic, e-learning has been expanding rapidly. With this technology of ours Mahima, we want to give students a real classroom education experience with complete efficiency in a 3D Environment. Classes or learning experiences that take place in unrealistic virtual reality settings are referred to as virtual reality classes. This indicates that the environment is an abstract representation of a real-world object or place rather than a direct simulation of it. These courses or learning opportunities can serve several objectives, including the teaching of abstract scientific or mathematical ideas as well as the promotion of artistic expression and creativity. Students can interact with digital objects and environments in novel ways that would not be possible in a traditional classroom setting, making abstract virtual reality courses very immersive and engaging. The following are some instances of abstract virtual reality courses: An interior-representative virtual reality setting. The primary goal of this research study is to improve the effectiveness of the online educational system, and we will be focusing on the technologies such as Video processing, Natural Language Processing and Artificial Neural Networks, to develop Virtual Reality (VR) Technology and reduce the workload for instructors and students. 3D Avatar Animation Processing is one of the most accurate ways to monitor human behavior. Eye-tracking is a technique for capturing real-time, objective user behavior. Eye motions are quick, subconscious movements communicating information that even the responder is unaware of. Subject and help them utilize their time in an effective manner with less effort while referring to a subject or preparing for the examination.
[1] “Bringing A New Approach To Traditional eLearning,” elearningindustry.com, March 2021.

[2] “Creative uses for virtual reality in the classroom”. Michael Strickland : https://www.idahoednews.org/, February 2021

[3] Burdea G. and Coiffet P., Virtual Reality Technology, Press Wiley, 1994.

[4] Dimitropoulos K., Manitsaris A., and Mavridis I., “Building Virtual Reality Environments for Distance Education on the Web: A Case Study in Medical Education,” Computer Journal of International Journal of Social Sciences, vol. 2 no. 1, pp. 62-70, 2007.

[5] Barron T., “The Future of Digital Learning,”Computer Journal of e-learning, vol. 1, no. 2,pp. 46-47, 2000.

[6] H Li, J. Masters, "ELearning and knowledge management in the early years: Where are we and where should we go", Knowledge Management and eLearning: An International Journal, 2009, 1(4), 245-250.

[7] Psotka, J., Davison, S. A., and Lewis, S.A. Exploring immersion in virtual space. Virtual Reality Systems, 1(2), pp. 70-9, 1993.