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Nadine Aburumman

Publications and source records attributed to Nadine Aburumman.

4 recordsLinked to original sources

Microtopia: Exploring the Impact of Interdisciplinary Projects on Ethnic Minority Female Pupils' Perceptions of Computer Science

This paper presents Microtopia, an interdisciplinary programme designed to broaden participation in computer science (CS) among ethnic minority girls. The programme combined coding with design thinking activities, incorporating Artificial Intelligence (AI), the Internet of Things (IoT), and Robotics as key technologies. Learning activities were formulated around the UN Sustainable Development Goals and the Chinese Five Elements philosophy to support problem-based learning. Pupils were organised into "nations" and engaged in sector-based projects (e.g., healthcare, transportation, fashion, tourism, food, architecture). Using pre- and post-questionnaires, we investigated how socioeconomic and ethnocultural factors influenced pupils' preconceptions of CS, and whether participation in Microtopia shifted their perceptions. Through statistical analysis of the questionnaire data, we identified significant increases in students' confidence, enjoyment, and motivation, particularly when computing was presented as relevant to sustainability and global challenges.

cs.CY↗

Collaboration in Virtual Reality: Survey and Perspectives

The application of Virtual Reality Environments (VRE) has been gaining momentum as a relatively new tool to assist with mitigating various difficulties including abstractness of concepts, lack of user engagement, perception of disconnection from other users. A VRE may offer both synchronous and asynchronous experiences, in addition to an immersive environment which promotes users' engagement. Past research has shown that, in general, VRE do improve the experiences they try to enhance in many aspects of human activity. Terms like immersiveness and 3D representation of real life objects and environments are, as it appears, the two most obvious positive effects of Virtual Reality (VR) applications. However, despite these benefits it does not come without challenges. The main three concepts/challenges are the spatial design, the collaboration interaction between its members and the VRE, and the audio and video fidelity. Each of the three includes a number of other components that should be addressed for the total experience to be fine-tuned. These include mutual embodiment and shared perspectives, teleportation, gestural interaction, symmetric and asymmetric collaboration, physical and virtual co-location, inventory, and time and spatial synchronization. This paper comprises a survey of the literature, that identifies and explains the features introduced and the challenges involved with the VREs, and furthermore provides various interesting future research directions.

cs.HC↗

Droplet Simulations in Computer Graphics: Theories, Methods and Applications

Creating realistic droplet simulations and animations has long been a formidable challenge for researchers and developers due to the inherent complexity of fluid dynamics. Achieving lifelike droplet splash simulations while managing computational resources has often resulted in sacrifices compromising the realism of visualizations. Nevertheless, significant progress has been made in the past two decades, driven by advancements in particle-based methods such as Position-Based Dynamics (PBD) and Smoothed-Particle Hydrodynamics (SPH). These methods have enabled the simulation of droplet splash behaviour with increasing accuracy and reduced computational complexity. Integrating features like surface tensions, fluid incompressibility, and liquid-wall interactions has further enhanced the realism of the simulations. This paper provides an in-depth exploration of the theoretical foundations and methodologies employed in droplet simulations and how they have evolved over time. Accurate droplet interaction visualization holds immense potential across diverse applications, including gaming, animation, medical simulations, and engineering scenarios like 3D printing simulations.

physics.flu-dyn↗

Grasping Object: Challenges and Innovations in Robotics and Virtual Reality

In real life, grasping is one of the fundamental and effective forms of interaction when manipulating objects. This holds true in the physical and virtual world; however, unlike the physical world, virtual reality (VR) is grasped in a complex formulation that includes graphics, physics, and perception. In virtual reality, the user's immersion level depends on realistic haptic feedback and high-quality graphics, which are computationally demanding and hard to achieve in real-time. Current solutions fail to produce plausible visuals and haptic feedback when simulation grasping in VR with a variety of targeted object dynamics. In this paper, we review the existing techniques for grasping in VR and robotics and indicate the main challenges that grasping faces in the domains. We aim to explore and understand the complexity of hand-grasping objects with different dynamics and inspire various ideas to improve and come up with potential solutions suitable for virtual reality applications.

cs.HC↗