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Sridhar Chimalakonda

Publications and source records attributed to Sridhar Chimalakonda.

44 records · Page 3Linked to original sources

AiR -- An Augmented Reality Application for Visualizing Air Pollution

Air quality is a term used to describe the concentration levels of various pollutants in the air we breathe. The air quality, which is degrading rapidly across the globe, has been a source of great concern. Across the globe, governments are taking various measures to reduce air pollution. Bringing awareness about environmental pollution among the public plays a major role in controlling air pollution, as the programs proposed by governments require the support of the public. Though information on air quality is present on multiple portals such as the Central Pollution Control Board (CPCB), which provides Air Quality Index that could be accessed by the public. However, such portals are scarcely visited by the general public. Visualizing air quality in the location where an individual resides could help in bringing awareness among the public. This visualization could be rendered using Augmented Reality techniques. Considering the widespread usage of Android based mobile devices in India, and the importance of air quality visualization, we present AiR, as an Android based mobile application. AiR considers the air quality measured by CPCB, in a locality that is detected by the user's GPS or in a locality of user's choice, and visualizes various air pollutants present in the locality $(PM_1{}_0, PM_2{}_.{}_5, NO_2, SO_2, CO, O_3 \& NH_3)$ and displays them in the user's surroundings. AiR also creates awareness in an interactive manner about the different pollutants, sources, and their impacts on health.

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Mood of India During Covid-19 -- An Interactive Web Portal Based on Emotion Analysis of Twitter Data

The severe outbreak of Covid-19 pandemic has affected many countries across the world, and disrupted the day to day activities of many people. During such outbreaks, understanding the emotional state of citizens of a country could be of interest to various organizations to carry out tasks and to take necessary measures. Several studies have been performed on data available on various social media platforms and websites to understand the emotions of people against many events, inclusive of Covid-19, across the world. Twitter and other social media platforms have been bridging the gap between the citizens and government in various countries and are of more prominence in India. Sentiment Analysis of posts on twitter is observed to accurately reveal the sentiments. Analysing real time posts on twitter in India during Covid-19, could help in identifying the mood of the nation. However, most of the existing studies related to Covid-19, on twitter and other social media platforms are performed on data posted during a specific interval. We are not aware of any research that identifies emotional state of India on a daily basis. Hence, we present a web portal that aims to display mood of India during Covid-19, based on real time twitter data. This portal also enables users to select date range, specific date and state in India to display mood of people belonging to the specified region, on the specified date or during the specified date range. Also, the number of Covid-19 cases and mood of people at specific cities and states on specific dates is visualized on the country map. As of May 6 2020, the web portal has about 194370 tweets, and each of these tweets are classified into seven categories that include six basic emotions and a neutral category. A list of Trigger Events are also specified, to allow users to view the mood of India on specific events happening in the country during Covid-19.

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BuGL -- A Cross-Language Dataset for Bug Localization

Bug Localization is the process of locating potential error-prone files or methods from a given bug report and source code. There is extensive research on bug localization in the literature that focuses on applying information retrieval techniques or machine learning/deep learning approaches or both, to detect location of bugs. The common premise for all approaches is the availability of a good dataset, which in this case, is the standard benchmark dataset that comprises of 6 Java projects and in some cases, more than 6 Java projects. The existing dataset do not comprise projects of other programming languages, despite of the need to investigate specific and cross project bug localization. To the best of our knowledge, we are not aware of any dataset that addresses this concern. In this paper, we present BuGL, a large-scale cross-language dataset. BuGL constitutes of more than 10,000 bug reports drawn from open-source projects written in four programming languages, namely C, C++, Java, and Python. The dataset consists of information which includes Bug Reports and Pull-Requests. BuGL aims to unfold new research opportunities in the area of bug localization.

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An Exploratory Study of Code Smells in Web Games

With the continuous growth of the internet market, games are becoming more and more popular worldwide. However, increased market competition for game demands developers to write more efficient games in terms of performance, security, and maintenance. The continuous evolution of software systems and its increasing complexity may result in bad design decisions. Researchers analyzed the cognitive, behavioral and social effects of games. Also, gameplay and game mechanics have been a research area to enhance game playing, but to the extent of our knowledge, there hardly exists any research work that studies the bad coding practices in game development. Hence, through our study, we try to analyze and identify the presence of bad coding practices called code smells that may cause quality issues in games. To accomplish this, we created a dataset of 361 web games written in JavaScript. On this dataset, we run a JavaScript code smell detection tool JSNose to find the occurrence and distribution of code smell in web games. Further, we did a manual study on 9 web games to find violation of existing game programming patterns. Our results show that existing tools are mostly language-specific and are not enough in the context of games as they were not able to detect the anti-patterns or bad coding practices that are game-specific, motivating the need of game-specific code smell detection tools.

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GE852: A Dataset of 852 Game Engines

Game engines provide a platform for developers to build games with an interface tailored to handle the complexity during game development. To reduce effort and improve quality of game development, there is a strong need to understand and analyze the quality of game engines and their various aspects such as API usability, code quality, code reuse and so on. To the best our knowledge, we are not aware of any dataset that caters to game engines in the literature. To this end, we present GE852, a dataset of 852 game engine repositories mined from GitHub in two languages, namely Java and C++. The dataset contains metadata of all the mined repositories including commits, pull requests, issues and so on. We believe that our dataset can lay foundation for empirical investigation in the area of game engines.

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A Family of Software Product Lines in Educational Technologies

Rapid advances in education domain demand the design and customization of educational technologies for a large scale and variety of evolving requirements. Here, scale is the number of systems to be developed and variety stems from a diversified range of instructional designs such as varied goals, processes, content, teacher styles, learner styles and, also for eLearning Systems for 22 Indian Languages and variants. In this paper, we present a family of software product lines as an approach to address this challenge of modeling a family of instructional designs as well as a family of eLearning Systems and demonstrate it for the case of adult literacy in India (287 million learners). We present a multi-level product line that connects product lines at multiple levels of granularity in education domain. We then detail two concrete product lines (http://rice.iiit.ac.in), one that generates instructional design editors and two, which generates a family of eLearning Systems based on flexible instructional designs. Finally, we demonstrate our approach by generating eLearning Systems for Hindi and Telugu languages (both web and android versions), which led to significant cost savings of 29 person months for 9 eLearning Systems.

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A Patterns Based Approach for Design of Educational Technologies

Instructional design is a fundamental base for educational technologies as it lays the foundation to facilitate learning and teaching based on pedagogical underpinnings. However, most of the educational technologies today face two core challenges in this context: (i) lack of instructional design as a basis (ii) lack of support for a variety of instructional designs. In order to address these challenges, we propose a patterns based approach for design of educational technologies. This is in contrast with existing literature that focuses either on patterns in education or in software, and not both. The core idea of our approach is to leverage patterns for modeling instructional design knowledge and to connect it with patterns in software architecture. We discuss different categories of patterns in instructional design. We then present the notion of Pattern-Oriented Instructional Design (POID) as a way to model instructional design as a connection of patterns (GoalPattern, ProcessPattern, ContentPattern) and integrate it with Pattern-Oriented Software Architecture (POSA) based on fundamental principles in software engineering. We demonstrate our approach through adult literacy case study (287 million learners, 22 Indian Languages and a variety of instructional designs). The results of our approach (both web and mobile versions) are available at http://rice.iiit.ac.in and were adopted by National Literacy Mission Authority of Government of India.

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An Ontology Based Modeling Framework for Design of Educational Technologies

Despite rapid progress, most of the educational technologies today lack a strong instructional design knowledge basis leading to questionable quality of instruction. In addition, a major challenge is to customize these educational technologies for a wide range of instructional designs. Ontologies are one of the pertinent mechanisms to represent instructional design in the literature. However, existing approaches do not support modeling of flexible instructional designs. To address this problem, in this paper, we propose an ontology based framework for systematic modeling of different aspects of instructional design knowledge based on domain patterns. As part of the framework, we present ontologies for modeling goals, instructional processes and instructional materials. We demonstrate the ontology framework by presenting instances of the ontology for the large scale case study of adult literacy in India (287 million learners spread across 22 Indian Languages), which requires creation of 1000 similar but varied eLearning Systems based on flexible instructional designs. The implemented framework is available at http://rice.iiit.ac.in and is transferred to National Literacy Mission of Government of India. This framework could be used for modeling instructional design knowledge of systems for skills, school education and beyond.

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