Qualification: 
PG
Email: 
bhavani@am.amrita.edu

Rao R. Bhavani is the Director of AMMACHI Labs. She is the Principal Investigator for several projects funded by the UN Democracy Fund and the MHRD, Government of India. Her her research and work demonstrate her commitment to address the challenges of gender inequality in India. She is the Co-Chair of the International Conference on Robotics and Automation for Humanitarian Applications (RAHA 2016). 

Publications

Publication Type: Conference Paper

Year of Publication Publication Type Title

2017

Conference Paper

A. K. George, McLain, M. L., Bijlani, K., Jayakrishnan, R., and Rao R. Bhavani, “A Novel Approach for Training Crane Operators: Serious Game on Crane Simulator”, in Proceedings - IEEE 8th International Conference on Technology for Education, T4E 2016, 2017, pp. 116-119.[Abstract]


Any large scale construction related activity generally requires the use of cranes. A crane operator must be appropriately skilled to avoid any mishap at the construction site. This can be accomplished by training crane operators on all the safety procedures and methods of crane operation to be practiced. In this paper we explore a method whereby anyone who is being trained as a crane operator, must first learn all the operational procedures and safety norms by playing a simulation of operating a crane in a serious game. Once the user successfully completes the different levels of this serious game, he can then 'graduate' to operate an actual crane. Serious games are proven method of cost effective and risk free simulated environments where a player can learn all the nuances of any simulated activity, herein operating a crane. We implemented a learning methodology, Gagne's 9 Events of Learning, in order to ensure the player develops a high level of understanding. We used an actual crane as a reference model (Ace14XW) for this game. We surveyed several crane operators and found that this crane model game enhanced their knowledge of handling and precautionary measures. The users also reported an increased confidence level while operating a real crane. © 2016 IEEE.

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2017

Conference Paper

B. M. Menon, Unnikrishnan, R., Muir, A., and Rao R. Bhavani, “Serious game on recognizing categories of waste, to support a zero waste recycling program”, in 2017 IEEE 5th International Conference on Serious Games and Applications for Health, SeGAH 2017, 2017.[Abstract]


Picking up and sorting garbage is a tedious task, and the health effects of garbage on the streets of India is grave. Recycling trash into categories (e.g. hard plastic, soft plastic, organic, paper) requires training to do correctly at speed. Major national clean up campaigns as well as neighbourhood level initiatives require trained trainees who can quickly place each piece into the appropriate place. For this reason, we investigated using a serious game to train people in how to recycle trash quickly. © 2017 IEEE.

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2016

Conference Paper

S. J. Soumya, R.S. Vishnu, Arjun, R. N., and Rao R. Bhavani, “Design and testing of a semi automatic rubber tree tapping machine (SART)”, in IEEE Region 10 Humanitarian Technology Conference 2016, R10-HTC 2016 - Proceedings, 2016.[Abstract]


Rubber tree tapping is considered to be a skill oriented job and the availability of such labors are getting worse day by day. This is considered to be the one of the reason which affected the natural rubber productivity from Indian plantations. Even though cheap unskilled labors are available, they cannot be used for tapping by using the traditional V groove knife or Jabong knife. So this paper discusses about a low semi automatic rubber tree tapping machine (SART) which can be used by an unskilled labor to perform tapping on the rubber tree by preserving the tree health. The proposed machine is fabricated and tested on the tree. Also a comparative study is made on the effort required to operate the machine with the traditional tapping knives used for the purpose. © 2016 IEEE.

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2015

Conference Paper

C. Coley, Sheshadri, S., and Rao R. Bhavani, “Training India’s first female toilet builders: An argument for improving sanitation through women empowerment and social inclusion”, in 2015 International Conference on Sustainable Development (ICSD), 2015.[Abstract]


Basic sanitation facilities are inaccessible to 40 percent of the world’s population (World Health Organization 2014). The call to address the Sixth Sustainable Development Goal of “Ensuring availability and sustainable management of water and sanitation for all” has never been so imperative, particularly in a nation such as India where open defecation is most rampant (https://sustainabledevelopment.un.org/focussdgs.html, accessed June 14, 2015; World Health Organization and UNICEF 2014). Girls and women in rural India are disproportionately affected by limited access to adequate sanitation (WSSCC et al. 2013). Despite countless attempts to counteract the practice of open defecation in India, the kind of attitudinal and behavioral change necessary to end open defecation on a large and sustainable scale have yet to bring about widespread toilet use (Coffrey et al. 2014). The limited extent to which sanitation projects have achieved social inclusivity among marginalized communities is recognized as a contributing factor to the persistence of poor sanitation in India (UN Water 2008; Coffrey et al. 2014). This paper will discuss early stages of an intervention that places a specific focus on engaging women in rural villages within India in the goal to end open defecation. The project, Women Empowerment: Sanitation (WE: Sanitation) is currently in implementation in seven states throughout India and proposes that the goal of improving sanitation may best be achieved by empowering women through vocational and life skill development. By training India’s most unskilled population to build, use and maintain toilets, the problems of poor sanitation, community buy-in, as well as unskilled labor may be simultaneously addressed. This paper will discuss findings from the early stages of the WE: Sanitation intervention in rural villages within the Indian states of: Karnataka, Gujarat and Goa, where previous sanitation efforts have failed to take hold. More »»

2015

Conference Paper

U. V. Archana, Rajeshwaran, A., McLain, M. L., Bijlani, K., Rao R. Bhavani, and Jayakrishnan, R., “Game based learning to reduce carbon footprint regarding food style”, in Emerging Research in Computing, Information, Communication and Applications, 2015.

2015

Conference Paper

R. Sreelakshmi, McLain, M., Rajeshwaran, A., Rao R. Bhavani, Jayakrishnan, R., and Bijlani, K., “Gamification to enhance Learning using Gagne's learning model”, in 2015 6th International Conference on Computing, Communication and Networking Technologies (ICCCNT), 2015.[Abstract]


Technology enhanced Learning has brought drastic changes in the field of education in the modern world. In this study we explore a novel way to improve how high school students learn by building a serious game that uses a pedagogical model developed by Robert Gagne. By integrating serious game with principles of Gagne's learning model can provide engaging and meaningful instructions to students. The game developed in this study is a waste sorting game that can easily and succinctly demonstrate the principles of this learning model. All the tasks in the game that the player has to accomplish correspond to Gagne's “Nine Events of Learning”. A quiz is incorporated in order to get data on the progress made by the player in understanding the concept and as well as to assess them. Additionally, an experimental study was conducted which demonstrates that game based learning using Gagne's event is more effective than a traditional classroom setup.

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2015

Conference Paper

C. Coley, Sheshadri, S., Karanayil, L., Bonin, S., Dr. Sriram Devanathan, and Rao R. Bhavani, “Ensuring training-transfer and personal performance after TVET: A strategy within the rural, Indian context for post-training engagement of TVET students for long-term success.”, in International Conference on Emerging Trends In TVET : Vision 2025, 2015.

2015

Conference Paper

S. Sheshadri, Coley, C., Jagadeesh, S., Kongeseri, S., Devanathan, S., and Rao R. Bhavani, “Community Centric Vocational Education: A Strategy for Implementation of Computerized TVET Delivery in Rural India”, in International Conference on Emerging Trends In TVET : Vision 2025, 2015.

2014

Conference Paper

J. Jose, Akshay, N., and Rao R. Bhavani, “Learning Elementary Physics Though Haptic Simulations”, in Proceedings of the 2014 International Conference on Interdisciplinary Advances in Applied Computing, New York, NY, USA, 2014.[Abstract]


Because many concepts in physics are non-engaging and difficult to understand, instructors in physics are challenged to fully engage students in the study of physics. For even the best students, current practices are not fully engaging and do not provide a deep understanding of fundamental principles. While traditional laboratory exercises are a good way to support and reinforce learning, haptic simulations can be more effective. Haptic feedback can increase understanding within a virtual environment in certain instances and can provide an additional modality for imparting tangible principles. In this paper, we discuss the design of an educational simulation tool using audio, visual and haptic feedback for learning basic concepts in physics at the elementary school student level.

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2014

Conference Paper

J. Jose, Unnikrishnan, R., Marshall, D., and Rao R. Bhavani, “Haptic simulations for training plumbing skills”, in Haptic, Audio and Visual Environments and Games (HAVE), 2014 IEEE International Symposium on, 2014.[Abstract]


The objective of this work is to augment actual hands-on conventional vocational training workshop with simulated training using virtual haptic simulations as part of computer-based vocational education and training. We have developed a system to simulate various common tool exercises and procedures in virtual environments for vocational training programs targeted towards illiterate and semi-literate populations. In our previous work, we designed a cost-effective multi-tool haptic simulator that can train the use of 19 hand-held and powered tools. This simulator is designed to replace traditional training tools and materials in the primary stage of vocational skill training. This paper discusses the design and computational modelling of the virtual training interface that allow this simulator to be used for training in multiple vocational trades - with a special focus on plumbing-that bring the experience of a vocational workshop training environment to the end user. This approach of a virtual, computer-based vocational training environment holds the potential to offer vocational training to a diverse audience with varying skill sets.

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2014

Conference Paper

R. Ranjith, Akshay, N., Unnikrishnan, R., and Rao R. Bhavani, “Do It Yourself Educational Kits for Vocational Education and Training”, in Proceedings of the 2014 International Conference on Interdisciplinary Advances in Applied Computing, New York, NY, USA, 2014.[Abstract]


Human motor skill training forms a large portion of the curriculum for any vocational education and training course. Construction personnel such as carpenters, plumbers and masons require long hours of training in order to gain expertise and workmanship to perform complex tasks skillfully. Poor skill in the use of tools results in sub-optimal outcome; compromised work quality and consumes additional cost.

In this paper, we describe the design of a novel do-it-yourself educational tool that is built using low cost materials, open source software and hardware, the designs for which are freely downloadable. This educational toolkit uses haptic technology to augment the need for realism and is used to provide skill training in the use of vocational tools. The aim is to generate interest in vocational education and to provide greater accessibility for base level skill training.

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2013

Conference Paper

J. Jose, Ramesh, S., Akshay, N., and Rao R. Bhavani, “TryStrokes: Learning on a digital canvas to paint in the real world”, in Global Humanitarian Technology Conference: South Asia Satellite (GHTC-SAS), 2013 IEEE, 2013, pp. 68-73.[Abstract]


In rural and tribal communities, producing handicrafts act as a source of supplementary income and a means to preserve the uniqueness of their arts and craft forms. Developing skills requires practise and knowledge of native techniques. In activities such as painting, skill in application of pressure and tilt of the brush are very important parameters that contribute to creating beautiful artwork. Technology can play a vital role in aiding to preserve traditional techniques and skills. In this paper we discuss the design of a software application that contains a skill database that stores expert brush stroke techniques and help the novice learn to apply the brush strokes by providing feedback based on the expert stroke. This computerised training solution is scalable, portable and cost effective.

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2013

Conference Paper

R. Unnikrishnan, Moawad, K., and Rao R. Bhavani, “A physiotherapy toolkit using video games and motion tracking technologies”, in c2013 IEEE Global Humanitarian Technology Conference: South Asia Satellite, GHTC-SAS 2013, Trivandrum, Kerala, 2013, pp. 90-95.[Abstract]


This paper proposes a software toolkit that Physiotherapists can use to integrate physical therapy exercises with a variety of video games. The toolkit will support a variety of motion tracking technologies and the data from these sensors will help the therapist monitor the performance of the patients and control parameters to advance the therapy appropriately. This technique will be especially useful for disabled patients in developing nations with little access to quality rehabilitation facilities but where computers and mobile phones have penetrated extensively. Using popular games for therapy helps the patient become motivated enough to perform therapy exercise steps repeatedly. © 2013 IEEE.

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2013

Conference Paper

N. Akshay, Deepu, S., Rahul, E. S., Ranjith, R., Jose, J., Unnikrishnan, R., and Rao R. Bhavani, “Design and evaluation of a Haptic simulator for vocational skill Training and Assessment”, in Industrial Electronics Society, IECON 2013 - 39th Annual Conference of the IEEE, 2013.[Abstract]


While mainstream haptics has been focusing on training elite skills, the haptic simulator described in this paper addresses a problem with a phenomenal social impact that addresses teaching of vocational skills to the growing unskilled and impoverished populations in India. This is an unconventional attempt at designing a multi-tool haptic trainer that could potentially replace traditional training tools and materials in the primary stages of vocational skill training. After an exhaustive analysis of all the tools used in the various vocational trades of the construction industry, we categorized and sorted the tools based on their properties and functions. Using this information, we designed Amrita Progressive Training Assistance using Haptic simulation (APTAH), a cost effective haptic simulator that can train the use of over nineteen hand-held and powered tools used in several vocations. The simulator provides audio, visual and haptic cues that can help the novice master the use of the tools in the absence of a human trainer. This paper also discusses the preliminary trials conducted to study training effectiveness of the haptic simulator proposed.

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2013

Conference Paper

R. Unnikrishnan, Moawad, K., and Rao R. Bhavani, “A Physiotherapy toolkit using motion tracking and haptic devices”, in IEEE Global Humanitarian Conference , 2013.

2013

Conference Paper

M. Minsky, Akshay, N., Amritha, N., Anila, S., Nair, A. C., Gopalan, A., and Rao R. Bhavani, “Soft Circuits for Livelihood and Education in India”, in FabLearn 2013, USA, 2013.[Abstract]


A workshop on the design of soft circuits in the contexts of undergraduate engineering education and empowerment of rural, economically disadvantaged women in India was conducted at Amrita Vishwa Vidyapeetham in Kerala, India. We report that the soft-circuit workshop complemented existing undergraduate engineering education with increased expressivity, initiative, improvisational engineering skills, and integration of hardware and software skills. The workshop participants also explored the viability of the oftcircuit experience as a source of livelihood and technical education for rural women, and developed a Livelihood-Education plan that will be piloted with rural women who are in vocational training, over 60% of whom have dropped out of formal schooling before completing 9th grade. We highlight aspects of our workshop and the resulting economic and educational empowerment plan that are particular to cultural contexts of women in India, to vocational training of underserved populations in India, and to undergraduate engineering education in India

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2012

Conference Paper

N. Akshay, Sreeram, K., Anand, A., Venkataraman, R., and Rao R. Bhavani, “MoVE: Mobile vocational education for rural India”, in Proceedings - 2012 IEEE International Conference on Technology Enhanced Education, ICTEE 2012, Kerala, 2012.[Abstract]


The aim of this paper is to present the design of a project that involves deployment of computerized vocational training courses comprised of multimedia enhanced video lectures, virtual reality games and low cost haptic device based simulations built on mobile-learning platforms and delivered using automobile units. These mobile vocational education units are developed as a model to make vocational education and training more accessible to the rural and tribal populations of India. The paper gives an overview of the design of the mobile vocational education units and details the architecture and communication interface for the m-learning application. It further describes the software architecture of the vocational education application that is specifically designed to easily scale across various vocational trades and languages of delivery, provide flexibility and increase accessibility for vocational training. © 2012 IEEE.

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2012

Conference Paper

N. Akshay, Deepu, S., and Rao R. Bhavani, “Augmented vocational tools using real time audiovisual feedback for psychomotor skill training”, in Proceedings - 2012 IEEE International Conference on Technology Enhanced Education, ICTEE 2012, Kerala, 2012.[Abstract]


This paper presents the concept design of SMART (Skill Mentoring and Assistance in Real Time), a novel motion monitoring and audio-visual feedback device for the students in Vocational Education and Training (VET) to assist in minimizing and in correcting the errors in the use of occupational tools. SMART is easily attached to any vocational tool and can guide the user to conform to specific spatiotemporal trajectories and orientation as described by template shape. The paper provides a description of the low cost accelerometer, gyroscopes and an input interface that are integrated with the micro controller and proposes an algorithm to provide such guidance for the tool. © 2012 IEEE.

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2010

Conference Paper

Rao R. Bhavani, Sheshadri, S., and Unnikrishnan, R., “Vocational education technology: rural India”, in Proceedings of the 1st Amrita ACM-W Celebration on Women in Computing in India, 2010.[Abstract]


Vocational Education and Training (VET) helps bridge the gap between limited education and gainful employment. However, it is difficult to make VET readily accessible to economically and educationally challenged communities. To meet this challenge, we introduce a novel solution that adds unique elements to the realms of education technology: vocational education enhanced through both multimedia and haptic technology. This paper will present conceptual elements of revolutionary haptic technology to be applied in ...

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2009

Conference Paper

N. Gupta, Yogeshwara, K., Kumar, R. N. Vinay, Bisht, R. Singh, Ginnela, Y., Rajamani, K., Bijlani, K., Krishnasree Achuthan, and Rao R. Bhavani, “Virtual fabric paint environment using touch and gesture for vocational training”, in Haptic Audio visual Environments and Games, 2009. HAVE 2009. IEEE International Workshop on, 2009.[Abstract]


The objective of this work is to enhance the pace of learning occupational skills by developing multimedia enriched computerized vocational training programs targeted towards the illiterate and neo-literate sections of a society. This is achieved by developing virtual computer based vocational training environments. The experience of these environments is enriched with touch and gesture based technology. This paper talks about the creation of virtual vocational training scenario of a fabric painting application. We have successfully created a working prototype which brings out the real experience of fabric painting to the end user. Emphasis is placed on human-computer interactions that will allow simplistic interface for illiterate or neo-literate individuals. This approach of ‘virtual’ computer-based vocational training environment has great potential that stimulates self-learning processes of these vocational skills to a diverse audience with varying skill sets.

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2009

Conference Paper

K. Bijlani, Pai, C., and Rao R. Bhavani, “E-Learning in Social Applications”, in EdMedia: World Conference on Educational Media and Technology, 2009.[Abstract]


Rural areas are picturesque but often have a lack of access to education and training facilities. E-Learning can provide a mechanism to bridge this gap. The A-VIEW E- Learning framework provides live interactive training and a social environment for the participants to cooperate and learn. In this paper we describe how the A-VIEW framework is being adapted and deployed for social applications in rural areas. Keywords: A-VIEW, E- Learning, Rural, Social More »»

Publication Type: Conference Proceedings

Year of Publication Publication Type Title

2016

Conference Proceedings

K. Gokulnath, Jose, J., and Rao R. Bhavani, “Human-In-The-Loop Industrial Robot Control by 3DOF Haptic Device”, International conference on Advancements in Automation robotics & sensing. (ICAARs 16) . Springer, 2016.

2016

Conference Proceedings

J. Jose, Unnikrishnan, R., Marshall, D., and Rao R. Bhavani, “Haptics enhanced multi-tool virtual interfaces for training carpentry skills”, International conference on Robotics & Automation For Humanitarian applications (RAHA 2016). Amrita Vishwa Vidyapeetham, India, 2016.

2013

Conference Proceedings

J. Otelsberg, Akshay, N., and Rao R. Bhavani, “Rethinking Representation and Relationship: Issues in the UI design for a content rich vocational training application for digitally illiterate populations”, International Conference on Education and Education Technology. Barcelona, 2013.

Publication Type: Book Chapter

Year of Publication Publication Type Title

2016

Book Chapter

U. V. Archana, Rajeshwaran, A., McLain, M. L., Bijlani, K., Rao R. Bhavani, and Jayakrishnan, R., “Game Based Learning to Reduce Carbon Foot Print”, in Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2, N. R. Shetty, Prasad, N. H., and Nalini, N. New Delhi: Springer India, 2016, pp. 89–98.[Abstract]


Technology in the classroom is changing the way educators teach. When a serious game is combined with a pedagogical learning strategy the probability of learning and synthesizing new concepts can become much greater. In this work we take the concept of learning about one’s carbon footprint and combine it with the step by step process of Bloom’s Taxonomy, a proven and well-established learning method, and incorporate it into a serious game. The objective is to demonstrate that learning in this way will result in higher learning motivation and a better understanding of the subject matter. In the game the player needs to reduce their carbon footprint in an office building. Unlike in a traditional classroom where the student is only a receiver of knowledge, in this serious game the student has a more direct experience of the subject, eliciting good decision making and improving subject comprehension.

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2016

Book Chapter

P. Meera, McLain, M. L., Bijlani, K., Jayakrishnan, R., and Rao R. Bhavani, “Serious Game on Flood Risk Management”, in Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2, N. R. Shetty, Prasad, N. H., and Nalini, N. New Delhi: Springer India, 2016, pp. 197–206.[Abstract]


The applications of using serious games as a teaching tool are vast. One of the fields of knowledge that is now being implemented in serious games is Disaster Relief Management. Serious games use a variety of multimedia and strategies that allow the learner to participate in a graphic simulation of a disaster. This work gamifies the topic of flood risk management. Floods are a unique type of disaster in that they have an element of predictability. This predictability can be utilized as a gaming element involving time limits to reduce the amount of destruction and loss of life due to flooding. Of the many benefits of using games for educational purposes, it can help people who live in rural areas who may have limited education comprehend this complex material in a meaningful way. A learning approach called Kolb’s Learning Model is used to convey the material. It familiarizes people with the different responses and terminologies of the hazard while achieving high concentration and interest from the learner. After developing this game, the effectiveness of this gaming method is analyzed by a comparative study of text book learning and this serious game.

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2016

Book Chapter

K. R. Parvathy, McLain, M. L., Bijlani, K., Jayakrishnan, R., and Rao R. Bhavani, “Augmented Reality Simulation to Visualize Global Warming and Its Consequences”, in Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2, N. R. Shetty, Prasad, N. H., and Nalini, N. New Delhi: Springer India, 2016, pp. 69–78.[Abstract]


Augmented Reality (AR) technology is considered to be an important emerging technology used in education today. One potentially key use of AR in education is to teach socio-scientific issues (SSI), topics that inure students towards social conscience and critical thinking. This work uses multiple markers and virtual buttons that interact with each other, creating a life-like visual spectacle. Learning about issues such as global warming by using AR technology, students will have an increased sense of experiencing immersion, immediacy, and presence, thereby enhancing their learning as well as likely improving their ability to make better informed decisions about considerations of such issues. Another advantage of AR is that it is a low cost technology, making it advantageous for educators to adapt to their classrooms. Also in this work we compare the effectiveness of AR versus ordinary video by polling a group of students to assess the content understandability, effectiveness and interaction of both the delivery methods.

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Publication Type: Journal Article

Year of Publication Publication Type Title

2016

Journal Article

S. Kongeseri, Sheshadri, S., Muir, A., Coley, C., and Rao R. Bhavani, “Participatory Game Design for Life Skills in Rural India: A Multisite Case Study”, 2016.[Abstract]


We present a game concept designed to teach life skills in rural India: Abhi Ya Kabhi (AYK, pronounced ah­BEE ya ka­BEE) meaning “If not now, then when?” This concept has been designed in a highly participatory process with forty participants in five rural village sites across five states in India. The concept includes a light strategy game for people with low to middle general literacy, as well as low game literacy. The rural Indian population is mostly at or below the poverty line, and wrestles with multiple “wicked problems.” Our participatory model is designed to be contextually sensitive and maximally productive for the target communities. In our series of exploratory case studies, AYK has shown itself to work at two levels. Firstly, the activities train the players in decision making relating to money management, happiness and well­being. Then, the discussion activities around the game support the participants in identifying and defining the real­life problems they face, and reflecting constructively upon them. As it occurs as part of a game, the feeling of ‘play’ enables more freedom for discussion than the often rigid social norms village life typically allows; bringing people together across caste, gender, age and economic divides. Indeed, our fieldwork team found AYK to be a surprisingly effective tool for creating a relaxed yet purposeful rapport with villagers — more so than the more formal development programs they also run. The participation model, described here in detail, goes beyond simple player feedback to actively engaging with the participating communities that spur significant conversations within the village on sensitive social matters. Our main finding is that encouraging participation in game design and play moves from a simple sense of getting players’ input, to supporting the community itself to come together around key social issues. We bridge the related concepts of participatory design, as in the Scandinavian approach to IT design and participatory development (from the field of social science and development work in the developing world). Based on our observations from field testing AYK, we suggest four facets of meaningfully engaging participants More »»

2016

Journal Article

G. Seeja, Saisudha, V., Manikutty, G., Rao R. Bhavani, and V. Pillay, R., “Speed analysis of DC motor under load and no load condition using CHR based PID and LQR optimal controller”, International Journal of Control Theory and Applications, vol. 9, pp. 7387-7394, 2016.[Abstract]


DC motors are having wide range of application from household appliances to large industrial machinery at various speed conditions. In this paper, speed control of a separately excited direct current (DC) motor under load conditions has been implemented using CHR tuning and LQR controllers. The Chien - Hrones - Reswick (CHR) is based on a Proportional Integral Derivative controller (PID) tuning and Linear Quadratic Regulator controller (LQR) is based on an optimal controller. Comparison of both the methods have been done based on transient response specifications. Simulations in MATLAB have shown that the performance of the DC motor has significantly improved quality response with the LQR method over the CHR method. It has also minimized deviation from the desired speed, with the LQR method. This can lead to significant improvement when implemented in applications viz. robotics, process control and cruise control.

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2016

Journal Article

V. Saisudha, Seeja, G., V. Pillay, R., Manikutty, G., and Rao R. Bhavani, “Analysis of speed control of DC motor using LQR method”, International Journal of Control Theory and Applications, vol. 9, pp. 7377-7385, 2016.[Abstract]


DC motors are widely used in various industries because they cater to applications of high and low power and in both fixed and variable speed electric drives. This paper analyses the transient parameters of the speed of separately excited DC motors using the Linear Quadratic Regulator (LQR) method. The speed of the DC motor is analyzed by measuring the output. The LQR method has been applied on three different motors of different specifications. The speed of the three motors is compared on the basis of the transient specifications using the LQR method. Simulation of a motor in MATLAB has shown that the performance of a motor with a low power application has a significant and improved quality response with the LQR method. Properties such as minimized deviation in speed, easy design and cost reduction make it efficient for use in controlled and balanced systems. These properties enhance speed control of a DC motor by achieving the desired performance for the systems where different power ratings occur.

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2013

Journal Article

Ra Sooraj, Akshay, Na, Jeevan, T. Gb, and Rao R. Bhavani, “Design and analysis of a parallel haptic orthosis for upper limb rehabilitation”, International Journal of Engineering and Technology, vol. 5, pp. 444-451, 2013.[Abstract]


The general design motivation for orthoses acting in parallel with a human limb is to improve human locomotion capability, develop joint strength, and increase endurance through physical rehabilitation exercises for the human limbs. The development of such rehabilitation devices improves the quality and frequency of physical rehabilitation exercises that a patient has to undergo during treatment. This paper describes the design of a grounded hand and arm rehabilitation orthosis. The orthosis provides bi-directional haptic feedback to the arm and joints of the fingers and the novel dynamic counterweight balancing mechanism prevents the effects of loading on the user's arm.

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2013

Journal Article

O. Jamie, Nagarajan, A., and Rao R. Bhavani, “Issues in the User Interface Design of a Content Rich Vocational Training Application for Digitally Illiterate Users”, International Journal of Social Science and Engineering, vol. 7, pp. 269–275, 2013.

Publication Type: Patent

Year of Publication Publication Type Title

2015

Patent

Rao R. Bhavani, “A Drone Aircraft for Harvesting Coconuts”, U.S. Patent 5319/CHE/20152015.

2014

Patent

Rao R. Bhavani, Sankar, S., Radhakrishnan, U., and Sangiorgio, M., “A Progressive Computer Simulated Haptic Training System for Bar Bending Skills”, U.S. Patent 4548/CHE/20142014.

2014

Patent

D. Ravi Sankaran, Radhakrishnan, U., Nagarajan, A., Thettemmel, H. Mohan, and Rao R. Bhavani, “Balance Monitoring and Training System”, U.S. Patent 4724/CHE/20142014.

2013

Patent

R. Kannan and Rao R. Bhavani, “COCONUT TREE CLIMBER”, U.S. Patent 4794/CHE/20132013.

207
PROGRAMS
OFFERED
5
AMRITA
CAMPUSES
15
CONSTITUENT
SCHOOLS
A
GRADE BY
NAAC, MHRD
8th
RANK(INDIA):
NIRF 2018
150+
INTERNATIONAL
PARTNERS