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<title>Human Centered Design</title>
<link>http://repository.iiitd.edu.in/xmlui/handle/123456789/715</link>
<description>HCD</description>
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<dc:date>2026-04-11T18:49:13Z</dc:date>
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<title>Building learner-centered educational experiences in virtual reality</title>
<link>http://repository.iiitd.edu.in/xmlui/handle/123456789/1816</link>
<description>Building learner-centered educational experiences in virtual reality
Belani, Manshul; Sing, Pushpendra (Advisor); Parnami, Aman (Advisor)
Virtual Reality (VR), with its immersive and interactive qualities, is increasingly recognized for its potential to transform education. Unlocking this transformative potential requires the principled design and sustainable adoption of Virtual Reality Learning Environments (VRLEs), ensuring they achieve their pedagogical goals and reach and empower diverse learners at scale. From a design perspective, there is a noticeable gap in the availability of principles, guidelines or frameworks tailored specifically for 3D immersive learning environments. Although the Human–Computer Interaction (HCI) literature offers a rich body of design principles for 2D multimedia learning environments, directly applying these to VR is impractical without thorough investigation, given the unique affordances. Beyond design-related gaps, current research on VRLEs also largely relies on ad hoc, one-off interventions, which underscores the need for systematic approaches that enable sustained adoption and integration into mainstream pedagogy. Therefore, situated at the intersection of HCI, VR, and pedagogy, this dissertation advances the field by addressing the critical challenge of designing effective VRLEs while charting pathways for sustained adoption within mainstream education. Through a combination of empirical evaluations, an integration-focused study, and a comprehensive literature synthesis, this work provides evidence-based insights and frameworks that guide both the design and long-term incorporation of VR in education. As part of this work, empirical studies investigate two core design elements of VRLEs, verbal and spatial representations of learning content, to derive implications for effective design in immersive educational contexts. In parallel, it undertakes an exploration of students’ perceptions, challenges, and barriers related to the sustained use of VRLEs aligned to their curriculum. The dissertation further incorporates a literature-based scoping exercise to identify key design parameters that influence learning effectiveness, in the form of a design space. The findings demonstrate that VR design parameters meaningfully influence cognitive load and user experiences, and that the effectiveness of specific design choices varies across instructional contexts. In addition, by drawing on theoretical frameworks such as Self- Determination Theory, the dissertation outlines key considerations and best practices for integrating and sustaining VR into regular curricula. Furthermore, the identified design space, together with the empirical studies, illustrates how this space can be systematically leveraged to structure investigations that, in turn, inform the development of evidence- based design guidelines for VR learning environments. Building on these insights, the dissertation therefore proposes a foundational frame- work to guide the development of design principles and practical recommendations for VRLEs. In doing so, the thesis aims to contribute to bridging the gap between theory and practice, enhancing learning experiences, and advancing the integration of immersive technologies in educational settings.
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<dc:date>2025-12-01T00:00:00Z</dc:date>
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<title>Simplifying prototyping of friction-based haptics and miniature input devices for VR</title>
<link>http://repository.iiitd.edu.in/xmlui/handle/123456789/1709</link>
<description>Simplifying prototyping of friction-based haptics and miniature input devices for VR
Mishra, Abhijeet; Shukla, Jainendra (Advisor); Parnami, Aman (Advisor)
The HCI community widely recognizes the significant benefits of integrating haptic feedback and input devices into digital environments. These integrations are crucial to creating authentic user experiences, enabling users to perceive digital environments naturally, manipulate virtual objects with ease, and engage deeply with digital content and activities. However, despite the potential of integrating these methods into the digital realm, such solutions are often explored or come with significant limitations that are frequently overlooked or not taken into account while designing. These limitations include issues with scalability, complexity (demanding substantial object/user/environment instrumentation or modification), and cost-effectiveness. Consequently, such issues create significant barriers to accessing current proposed solutions, particularly for users in resource-constrained settings, thereby preventing widespread adoption (useful from the perspective of prototyping) and their straightforward use of these methods. Motivated by these challenges, my thesis aims to pioneer the design and development of novel haptic feedback and input device methods that are scalable, simple, and cost-effective. The primary goal is to address the lag in the development of accessible type haptic feedback and input device design methods amidst rapid advancements in other technologies. By emphasizing this disparity, the objective is to catalyze future development and focus on the global democratization of access to these technologies. Because it will allow users all around the world to benefit from simplified prototyping procedures while leveraging the potential of haptic effects and physical interaction approaches. In the first project, I introduce HaptiDrag, a device that harnesses the electro adhesion phenomenon to produce variable drag effects on physical interfaces. This paper-thin and lightweight solution overcomes the limitations of traditional mechanical and ultrasonic based haptic feedback systems, offering scalability, low-complexities, and adaptability across various surfaces. Extensive user studies have shown that HaptiDrag effectively enhances VR interactions by enabling users to feel varying intensities of friction, thereby enriching the sensory experience in digital environments. In the second project, I enable in a simplified way the realistic simulation of precise manipulation experiences in VR akin to those experienced with precision hand-held tools in the real world. This work offers an accessible and cost-effective approach, overcoming the challenges of traditional and proposed physical methods, such as complex setups, no realistic experiences, active components, high costs, and sophisticated programming. In the third project, I explore another method for developing miniature input devices for VR while also enabling interaction with everyday physical objects that addresses past challenges with innovative solutions. I have demonstrated that non-smart objects also, e.g., like stylus-type ballpoint pens and fashionable rings, which users typically use for a single purpose, can now also serve as input devices without any additional instrumentation of the objects, the user, or the environment. My approach contrasts sharply with traditional methods that demand explicit instrumentation, showcasing a significant advancement in the usability of non-smart objects and the simplicity of the explored approach. Collectively, my thesis makes substantial contributions to the field of human-computer interaction. It not only showcases realistic user interactions in a straightforward and lightweight manner within digital environments but also strongly emphasizes and enhances the design accessibility and usability of the proposed haptic feedback and input device methods compared to previous approaches. This facilitates wider user adoption while maintaining enriched digital experiences. Ultimately, my thesis takes a step forward by emphasizing that the true potential of any invented methods can only be realized if they are made accessible to all users, to envision a future of accessible methods (rather than only methods) available to everyone anywhere and everywhere.
</description>
<dc:date>2024-07-01T00:00:00Z</dc:date>
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<title>Entrepreneurship: gastronomy and creativity</title>
<link>http://repository.iiitd.edu.in/xmlui/handle/123456789/1574</link>
<description>Entrepreneurship: gastronomy and creativity
Malhotra, Chirag; Bagler, Ganesh (Advisor)
This B.Tech project, titled ”Entrepreneurship: Gastronomy and Creativity,” focuses on designing and implementing entrepreneurship projects in the domains of Computational Gastronomy and Creativity. The project involves the development of a Computational Gastronomy Application Programming Interface (CG-API) with case studies such as ”WhatDish: A Diet and Nutrition Management Tool” and ”Applications of Novel Recipe Generation Algorithms.” The report details the entrepreneurial tasks involved, including identifying business opportunities, understanding potential customers, and devising pricing strategies for financial management.
</description>
<dc:date>2023-11-29T00:00:00Z</dc:date>
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<title>Tuvoi (toy consignment service)</title>
<link>http://repository.iiitd.edu.in/xmlui/handle/123456789/1573</link>
<description>Tuvoi (toy consignment service)
Gupta, Shivam; Grover, Anuj (Advisor)
This semester’s thesis on Giggles by Tuvoi encapsulates the evolution of a sustainable, communityfocused platform for exchanging gently-used children’s toys. Building on the initial concept, this thesis delves deeper into market analysis, user experience design, and strategic business planning. It explores innovative approaches to enhance service design, user interface, and implementation strategies, addressing key consumer needs in the Indian toy market. Although currently focused on academic exploration rather than immediate startup realization, the project demonstrates significant potential for future development. This thesis not only reflects comprehensive academic research but also a practical understanding of market dynamics and sustainability in entrepreneurship.
</description>
<dc:date>2023-11-27T00:00:00Z</dc:date>
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