Pinaki Chakraborty's research while affiliated with Netaji Subhas Institute of Technology and other places

Publications (61)

Article
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Digital computers were invented in the 1940s. They are sophisticated and versatile machines whose functioning is grounded in elaborate theory. Advances in theory and the availability of computers helped computer science to develop as an academic discipline, and university departments for the same started coming up in the 1960s. Computer science cov...
Article
Wearable devices are equipped with inertial sensors that can collect motion data and provide objective measures of a person's physical activity. Smartphones are increasingly used to monitor users' activity, enabling accurate qualitative and quantitative measurement. In human activity patterns, aberration refers to any action that deviates from the...
Article
Full-text available
Schools operated mostly in online mode in the last two years because of the COVID-19 pandemic and many teachers are now using digital tools in physical classrooms after the reopening of schools. We conducted an experiment on how smartphones can be used to reinforce biology lessons of seventh standard students (mean age = 12.22 years) in a private s...
Article
Full-text available
Wearable sensor‐based devices like actigraphs collect motor activity data which provide objective measures of physical activity. This research puts forward a novel methodology for assessment of objective sleep quality using actigraph recordings of motor activity. High level features of sequential motor activity data are extracted using Long‐Short T...
Article
This research puts forward a methodology for depression assessment using actigraph recordings of motor activity. High level features of motor activity are extracted using Long-Short Term Memory (LSTM) which are paired with statistical features to deliver valuable digital biomarkers. Overlapping sliding window is used to input sequences into LSTM to...
Article
Computational thinking is the process of solving a problem in a way that can be readily automated by a computer. Decomposition, pattern recognition, abstraction, and algorithm design are four major components of computational thinking. We conducted an experiment to study the effectiveness of smartphone apps for teaching computational thinking to 7‐...
Chapter
Wearable devices have sensors that can be used for collecting motion data and provide objective measures of sleep and physical activity. Smartphones are being used increasingly contributing to users’ screen viewing time and hence be capable of providing accurate objective measures for the same. Disruption in the key lifestyle patterns like sleep, p...
Chapter
The increased access to the Internet on smartphone has enhanced the possibility of exposure of children to content inappropriate for them. A smartphone app to automatically record and analyze inappropriate online material was developed and provided to children of three age groups, viz. four to six, seven and eight and nine and ten years. The smartp...
Chapter
Children now start using smartphone at an early age and use different types of apps for increasing hours as they grow up. The aim of the present study was to assess the psychological impact of using smartphone on children and, in particular, determine if using smartphone for long hours leads to difficult behavior in children. We conducted the study...
Article
Fitts’ law models human psychomotor behaviour and can be used to predict the time required to complete a movement task. Although originally proposed for physical apparatus, Fitts’ law has been adopted to study how human beings use various computer input devices to perform onscreen pointing tasks. Touchscreens are now used in smartphones, tablets an...
Article
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The Internet has evolved as an important source of information and children like to search for information of their interest on the Internet. This study assessed the interest and ability of 90 children aged between 4 and 10 years to use Google voice search and if it can foster informal learning. We interviewed the children to know how many times th...
Article
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Children now get access to smartphones at an early age and gradually acquire skills to use different types of smartphone apps. We developed a mathematical model for the ability and interest of children to use smartphone apps. The model can be used to determine the level of difficulty of apps and identify niche app, i.e. apps that are designed speci...
Article
Children now use digital devices for learning and leisure activities. The study assessed children's ability to read from computers, smartphones and printed sheets. We provided 60 children aged seven to ten years with reading material and recorded the time taken by them to complete reading and their navigation pattern and eye movements using softwar...
Article
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The study aims to investigate the effect of homogenous and heterogeneous grouping on students’ achievement and experiences of learning in a collaborative environment. A collaborative learning environment has been used as a pedagogical tool for a long time now. However, there is no clarity on which grouping strategy to use. In this paper, we study t...
Article
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In this study, an innovative tool for enabling contextual teaching based on visual inputs, named Visual Stimuli‐based Teaching Aid (VISTA), was developed. This system establishes the meaning and significance of concepts that are taught in the classroom within different environmental contexts. The idea of contextual teaching has been deliberated for...
Article
Children now participate in audio and video calls with their parents and relatives using smartphones. We assessed if video calls help children to have more expressive conversation. We talked with 60 children aged between four and eight years on audio and video calls using smartphones in a controlled environment. We observed how they participated in...
Article
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Interaction of human beings with various types of apparatus, including many digital gadgets, follows Fitts' law. The objectives of this study were to assess the ability of children to acquire onscreen targets while using smartphones and determine if their interaction with smartphones follows Fitts' law. We developed an app implementing the standard...
Article
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A software tool named Interactive Fish Feed Designer (IFFD) has been developed using Java programming language for the formulation of fish feed. IFFD allows formulating fish feed with desirable protein and lipid levels using multiple ingredients. In the first step, ingredients are selected from a list. Then the ratio of the ingredients is adjusted...
Article
Wearable devices equipped with sensors popularly used for health monitoring are capable of accumulating motion data providing objective measures of various physical activity and sleep attributes. Also, smartphone usage has grown to an extent where phones have become an integral part of lifestyle contributing to users’ screen viewing time. Behavior...
Article
Full-text available
The COVID-19 pandemic and the lockdowns to contain it are affecting the daily life of people around the world. People are now using digital technologies, including social media, more than ever before. The objectives of this study were to analyze the social media usage pattern of people during the COVID-19 imposed lockdown and to understand the effe...
Article
Children start scribbling by two years of age and then they gradually learn to draw and paint on drawing sheets using crayons and watercolor. Nowadays, children also start interacting with smartphones at about two years of age and many of them like using drawing apps. We studied how children use drawing apps and how drawings made by them on drawing...
Article
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An increasing number of children are now using smartphones, and the phenomenon is being studied keenly by computer scientists, pediatricians, developmental psychologists and educationists. We reviewed the research literature on what we call child–smartphone interaction. We found that children start actively using smartphones at around the age of tw...
Chapter
Many nations have imposed lockdowns due to the COVID-19 pandemic as a measure to prevent the spread of disease among its population. These lockdowns have confined people at their homes which is leading them to use digital technologies such as Internet, social media, smartphones, more than ever before. The problematic use of these digital technologi...
Conference Paper
Excessive use of smartphones throughout the day having dependency on them for social interaction, entertainment and information retrieval may lead users to develop nomophobia. This makes them feel anxious during non-availability of smartphones. This study describes the usefulness of real time smartphone usage data for prediction of nomophobia sever...
Article
The COVID‐19 pandemic forced universities around the world to shut down their campuses indefinitely and move their educational activities onto online platforms. The universities were not prepared for such a transition and their online teaching‐learning process evolved gradually. We conducted a survey in which we asked undergraduate students in an I...
Article
Pair programming is an approach where two programmers work to solve one programming problem sitting shoulder to shoulder on a computer. Several studies indicating numerous benefits of using pair programming as a teaching strategy exist. However, only a few of them take into consideration the mechanism followed for pair formation. With an aim to stu...
Article
Wearable devices such as smartwatches, wristbands, GPS shoes are increasingly used for fitness and wellness as they allow users to monitor their daily health. These devices have sensors for accumulating user activity data. Clinical actigraph devices fall in the category of wearable devices worn on the wrist determined to estimate sleep parameters b...
Article
Full-text available
Courses on computer programming are included in the curricula of almost all engineering disciplines. We surveyed the research literature and identified the techniques that are commonly used by instructors for teaching these courses. We observed that visual programming and game-based learning can enhance computational thinking and problem-solving sk...
Article
Many children now get access to smartphones by two years of age and gradually learn to operate them. The objective of this study was to determine the age at which children become capable of using smartphone apps with augmented reality. We developed an augmented reality smartphone app in C# and studied the interaction of 60 children aged between two...
Article
Full-text available
Background: Nowadays, children get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail. Purpose: The purpose was to study the ability of children aged between two and eight years to perform touchscreen gestures and follow prompting techniques, i.e. ways used by apps to provide instr...
Article
Full-text available
Widespread use of English in the academia and in business is leading an increasing number of people to learn it as a second or a foreign language. Computer aided pronunciation training (CAPT) systems are used by non-native English speakers for improving their English pronunciation. A typical CAPT tool records the speech of a learner, detects and di...
Chapter
Isolated word recognition has been a subject of research since the 1940s when speech recognition technology was in a nascent stage. Recurrent neural networks and deep feed-forward networks are currently being explored by researchers to increase the efficiency of the speech recognition systems. However, probabilistic techniques like Gaussian Mixture...
Article
We developed a mobile app named Automata Simulator to simulate different types of automata and used it to teach the course on theory of computation. The students used the app to design and simulate automata during the lectures. The students also used a more sophisticated desktop application, JFLAP, to study advanced concepts related to automata the...
Conference Paper
Full-text available
We develop an innovative personalized recommendation system called KELDEC that links the notes that students take in class with their outdoor experiences captured with camera, to suggest websites that extend their knowledge. Despite the plethora of educational recommendation systems, there is a dearth of effective tools that make evident the practi...
Article
Full-text available
A parsing algorithm visualizer is a tool that visualizes the construction of a parser for a given context-free grammar and then illustrates the use of that parser to parse a given string. Parsing algorithm visualizers are used to teach the course on compiler construction which in invariably included in all undergraduate computer science curricula....
Article
Massive open online courses (MOOCs) have lately emerged as an effective form of distance education. Computer science is one of those disciplines in which MOOCs are quite common. We conducted a survey to know the opinion of computer science instructors and undergraduate students on MOOCs in an Indian university in March 2018. Of the 26 instructors a...
Article
Smartphone apps have lately emerged as a potent instructional aid for teaching engineering courses. Teaching engineering courses often involve explaining complex problems that require creative solutions to students who are typically tech-savvy. This article reviews 10 smartphone apps that have been developed to teach engineering courses. The apps h...
Article
Children prefer touch screen devices like tablets and smartphone to other media (1) and some use them on a daily basis (2). The interactive nature of smartphones can facilitate informal learning (3) and foster creativity in young children (4), but apps are only useful if they are appropriate. This study estimated the effectiveness of 10 apps that w...
Article
Aim: Parents sometimes show young children YouTube videos on their smartphones. We studied the interaction of 55 Indian children born between December 2014 and May 2015 who watched YouTube videos when they were 6-24 months old. Methods: The children were recruited by the researchers using professional and personal contacts and visited by the sam...
Article
Different forms of media have played an important role in child development since prehistoric times. Drawing, reading and watching television and videos have been some of the traditional indoor recreational activities that have been pursued by children for many years. In the early 1980s, computers with graphical user interfaces that were affordable...
Article
Aim: Drawing apps are an attractive medium and this study assessed the fluency and skills with which children aged two to four drew using an app on a smart phone. Methods: We provided 90 children between two and four years of age with a drawing app at a playschool in an upper-class suburb in New Delhi in November 2016. The app allowed them to dr...

Citations

... According to the World Bank, nations with improved educational opportunities for women witness a decline in fertility rates. For instance, in Sub-Saharan Africa, where educational access has expanded, fertility rates have decreased from an average of 6.5 births per woman in 1990 to 4.7 in 2021 (Bongaarts, 2020;Chakraborty et al., 2023;Jafar et al., 2023). ...
... In the paper by Anshika Arora, Chakraborty, et al. (2023), the authors present a novel methodology for assessment of objective sleep quality using actigraph recordings of motor activity. High level features of sequential motor activity data are extracted using Long-Short Term Memory (LSTM) model, which are then paired with a significant statistical feature, namely zero percent, which describes the percentage of events with zero activity over a series. ...
... A novel approach for diagnosing depression that combines the LSTM and SVM algorithms was presented by Arora et al. [84]. Statistical characteristics are integrated with the features extracted from activity measures using the LSTM. ...
... Since Wing [2] published her essay, researchers started investigating what all consist computational thinking and several scholars like Selby and Wollard [26], Shute et al. [21], Lodi and Martini [25], and Yadav and Chakraborty [27] came up with their lists of components that comprise computational thinking. There is consensus among scholars about four components which are considered to be fundamental to computational thinking as listed below. ...
... Due to the importance and prevalence of digital reading by students of all ages, in many countries around the world, numerous studies in the literature investigated the types of technologies used in digital reading such as electronic storybooks (Savva, Higgins & Beckmann, 2022); digital audiobooks for students with reading disabilities (Esteves & Whitten, 2011); electronic picture books and digital glossy magazines (Guernsey, 2011); e-readers like the Kindle, Nook, and Sony e-Reader and internet resources to support comprehension (Wright, Fugett & Caputa, 2013;Guernsey, 2011); computers and smartphones (Yadav, Chakraborty, Meena & Yadav, 2022); the iPad (Wang, Christ & Mifsud, 2020); mobile games as Kes Sesi, to improve kindergarteners' recognition of letter sounds (Samur, 2019); technology-based reading support to help rural learners in the early-grades in South Africa to make substantive gains in their schooling (Castillo & Wagner, 2019); online book clubs (Scharber, 2009); the international children's digital library (Lemmons, 2009); the Affable Reading Tutor (ART) to design online reading lessons with a digital, human-like character (virtual peer) that demonstrates the use of the "questioning" reading comprehension strategy to help improve the children's comprehension of expository texts (Kim, 2013); App Books Digital Affordances (Christ, Wang, Chiu & Strekalova-Hughes, 2019); WhatsApp remote reading recovery to promote literacy in Panama during COVID-19 (León, Svenson, Psychoyos, Warren, De Gracia & Palacios, 2022) and others. ...
... In this section, a discussion has been developed which is based on the different key aspects that are present in the development process of the internal sector of the organization which is present in industry 5.0. Moreover, it has been observed that as per the survey result the key factors present in industry 5.0 help to perform the process that leads to the industry towards the incorporation of sustainable development in industry 5.0 (Mittal et al., 2021). . Along with this different processes are discussed that also help to promote sustainable development in industry 5.0. ...
... Each input device, whether a touchscreen or a mouse, offers a variable user experience which may lead to different results for similar actions or tasks [2,3]. Comparative studies between mice and touchscreen found mice more effective [4]. However, some studies such as a1111111111 a1111111111 a1111111111 a1111111111 a1111111111 ...
... The combination of buyers and sellers of stocks, also known as offers, is a financial transaction. These assurances may include those that are simply exchanged under the table as well as those that are documented on a stock exchange Yadav et. al., 2022). It is a reliable way to assess a nation's financial health (Bhatia & Mittal, 2019). It accepts a significant role in a financial framework. It provides enticing opportunities for interest in a variety of insurances. These alluring open entrances urge consumers to save more and invest in corporate region guarantees rather than ineffecti ...
... The key to the success of collaborative learning is forming appropriate learning teams. Previous research on LTF can be divided into two categories, i.e., leaderless LTF (LL-LTF) methods [4], [5] and LC-LTF methods [6]- [9]. LL-LTF methods assign learners to heterogeneous and homogeneous teams according to their cognitive ability, learning style, personal willingness, and so on. ...
... This visual technique is commonly employed to instruct beginners in programming, including schoolchildren, undergraduates, and those without prior computer science experience. Visual tools simplify the comprehension of fundamental programming concepts [17]. ...