SnapBook – Design & Development of an Interactive Learning Device

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technology for the attendance system. The proposed system is portable and more efficient among existing automatic attendance system using finger print sensor.
Proceedings of International Conference on Communication, Computing and Networking - 2017

SnapBook – Design & Development of an Interactive Learning Device for Kids P.Sai Sheela, Rashika Joshi, Jasleen Kaur, SRN Reddy Indira Gandhi Delhi Technological University for Women, New Delhi, India [email protected], [email protected], [email protected], [email protected]

Abstract— Technology aided learning is fast changing how kids learn. A common problem for kids is that if we try to engage them in theory based learning it becomes boring, less fun, less challenging and restricts their area of learning. Technology aided learning puts focus on kids’ active participation and make the learning process as easy and as enjoyable as possible. This paper contrasts and compares various kids learning devices that are currently available in the market, which brings android devices in focus. Also, putting technology in the hand of innocent kids poses the risks of misuse. Therefore, a personalized device, ―SnapBook‖, based on Qualcomm Snapdragon for the kids is proposed. Snapbook provides interactive content while assuring the parents of a secure environment for kids to learn. Top down approach has been adopted to design and develop the device. Current progress includes applications such as text to speech, a basic calculator, image viewer and application to enable on board Bluetooth and WiFi. Keywords—Android Applications, Educational tab, Gamification, SnapBook, Snapdragon SOC, topdown design methodology.

I. INTRODUCTION The use of technology is not an exception but a way of life. It has penetrated every inch of our lives and has transformed it like never before to make our lives easy and better. The tremendous advancements that the world has witnessed in the field of computers & Engineering leading up to the emergence of ISBN: 978-8-193-38970-6

mobile computing, smart phones & tablets has exposed the use of technology for the people like never before.[7] Any information is just a click away and almost every task is just an application away. Education and learning has been a great benefactor of these technological advances and the rise of mobile-based learning applications and educational games is more evident than ever.[1] Education period is the most important and long term part of human life. Thus, new methods and techniques that will improve and make the period easier are easily accepted. Therefore, online education platforms & applications gained widespread acceptance. At the beginning though, these platforms were designed as online educational sites. But with the changing times, the mode of education has become more mobile & appealing by catering everything in the form of application. [1] Till a few years ago, education meant only bookish knowledge and was limited to only chalk and slate. But with computers and the advancement of technology, people began realizing how technology aided learning can be an integral part of our education system and how important it is to make young buds familiar to the emerging technologies. Since a very small age we respond better to something that we can see, feel and touch along with proper explanation. We understand better when we can visualize

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things. In schools today, small children are being made familiar to various aspects of education through various stories, cutouts, by enacting small plays, by experiments etc. The approach has changed where the main motive is students’ participation rather than just teaching through books, the curriculum is presented in a more colorful manner to which the response from the tiny tots is very positive.[3] So when technology can help us to make teaching fun and interactive then learning becomes an effortless process for kids.[15] Therefore, a conducive environment is the need of the hour that enables the kids to embrace and enjoy learning whenever & wherever while ensuring safety of the tiny tots in the digital space. The rest of the paper is organized as follows. Section II talks in detail about the present technologies, software and devices for kids’ education and presents the gaps or shortcomings in them. Section III presents the proposed solution. Section IV shows the current progress and implementation. Section V outlines the future work and concludes the paper. II. LITERATURE SURVEY Kids begin their journey of gaining knowledge by first learning how to speak. Trying to communicate their emotions and ideas and interpreting others’ messages is the first point where the kids require guidance & teaching. So one of the main focus areas of technology integrated solutions for tutoring kids are in learning languages. Learning basic Japanese Alphabet[2] is a game developed by Juvane Nunes et al. that presents Katakana Star Samurai, a game that supports the learning of Japanese language. It provides an environment for the students to practice their knowledge, focused on a basic Japanese alphabet called katakana designed to run in smartphones & tablets. On the similar lines Priyankara et al., propose kids training e-learning system(KTeLs)[7] focused on how to support self-learning of modern-day preschoolers. It allows kids to develop cognitive and psychomotor skills such ISBN: 978-8-193-38970-6

as drawing, writing, recognition of numbers, letters, basic shapes and colors and logical thinking. Apart from targeting kids segment, such language focused learning content is available to overcome adult illiteracy. Edupad[6] is a product targeted for such adults to provide better understanding about language to literate and unknown users. The developed programming has ability to be implemented in pc, tablets, and mobiles. It has learning alphabet module, Alphabet Example module and Writing alphabet module. The tablet is based on Intel Pentium 4 processor having 3 Ghz operating frequency with 512 MB of RAM and 40 GB of hard disk capacity.[6] The technology aided learning are much useful to train kids with special needs. Development of mobile applications which are primarily concerned with sign language has been rapidly increasing.[5] E-tutor for Filipino Sign Language is one such application by Mendy et al.,[5] which desires to present an interactive experience with deaf users. The main tutorial lesson provided on this app is Filipino Sign Language (FSL), the natural sign language of the Philippines. The app which is an e-earning system contains three modules: dictionary, illustrations and assessment. The modules cover fifty essential FSL signs for deaf and non-Deaf users that will display an instructional tutorial by using a human-model video illustration and its corresponding written and visual memory aid. The children can be attracted to learning when the content is presented is a very amusing manner. [1] So, gamification of the content has become one of the significant ways of designing educational applications for kids. It may increase the motivation of the students, it may provide students to focus easier and also it may provide more funny and amusing time periods for students during the learning hours. Especially, gamification factors are mostly seen in education applications with giving some awards, scores, task passing levels. Based on such a premise Pinar et al.,[1] have developed mobile education

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application for primary school kids. It enables to access the lesson topics and tests at every place and every time over their smart phone. Sharing the same thoughts, Nenad et al.,[3] erudite the advantages of game based learning suggesting that children use action instead of explanation, create personal motivation and satisfaction and reinforce mastery. The paper has in detail explained the game based quizzes, ‖Toby The Explorer‖ which engage kids constructively. It is targeted for kids aged 7-12 yrs. Such learning applications are not only available for curriculum content but also for extracurricular activities like music, learning instruments etc. One such application by Muhammad et al.,[8] incorporates Gamebased learning to train for Music Interval and ear training. The game is proposed by integrating three sub-level-stages design as the gaming scenario. The three sub-levelstages are learning stage, theoretical quiz stage, and ear training stage. The game was developed using Adobe Flash Builder with ActionScript 3 as the programming language. Gaming applications are not only created for mobile or desktop environments, but can also be packaged in the form of CDs as implemented by Hudaivani et al.[4] The game, which is fun but still informative, with material about plants is targeted for grades 1st to 3rd of elementary school. The gamification apps usually have cartoon caricatures which are creative, clever, diligent, and inquisitive is expected to encourage kids to be critical and not afraid to ask.[4] The downside for adopting a gamification method might arise if the application is too tough for the age group it is meant for, as the child may not understand it. On the other hand, if the game turns out to be too easy for the kid and the kid is not gaining anything new then the kid may lose interest and might feel bored.[3] The applications discussed above have been briefly summarized in Table 1 below. Table 2 shows some existing Educational devices in the market for kids. ISBN: 978-8-193-38970-6

Table 1 : Comparison of various research based applications discussed above.

Table 2: Comparison of Educational Tabs/devices for Kids in the Market.[16]

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A. Research Gaps The above delineation brings forth certain points that can be the basis for newer & better educational products. There is a need for a completely customised product for the kids, not just standalone applications. While it is convenient to have applications that are independent of the device they run on. But, there is a need to explore the kind of applications that are able to move beyond the screen and are able to access the externally interfaced LEDs on the processor and other such components as these would grab the kids’ attention and make them inquisitive and interested. An exclusive product for the kids would guarantee that there is a secure environment and would also ensure that their time is being utilised in a constructive activity. A smartphone would not always ensure a secure environment as the kid may inadvertently gain access to inappropriate content.

Figure 2: Use case Diagram

Figure 3: Tracking the location of the kid III. SNAPBOOK: A PROPOSED SOLUTION This paper proposes a dedicated product for the kids which would be their first point of interaction with technology. The product is for the kids aged between 3-7 yrs. The tab would host a collection of engaging apps that will present learning tasks to the kids in a very interesting manner. The applications here can be of 2 types: one that are independent of the device and can be transferred from other devices to the tab and vice versa. The other type of application class being those that are device dependent as they access the processor’s specific functions and the externally interfaced components in the device which may or may not be present in other device. The tab will host a communicational module, multimedia module and sensors module. The product is not only designed to engage the kids in learning activities but also to incorporate security features that enable parents to know the child’s well ISBN: 978-8-193-38970-6

being in their absence. Figure 1 shows the block diagram of the SnapBook device. Figure 2 presents the use case diagram of the SnapBook product. Figure 3 gives a visual representation of how the parents can track the location of their child with the SnapBook. IV. IMPLEMENTATION The implementations of various modules of SnapBook that have been accomplished are described. A. Interfacing processor with TFT LCD screen SnapBook is powered by Qualcomm Snapdragon DragonBoard 410c. The processor is pre-installed with Android lollipop operating system. The processor has been interfaced with 7 inch TFT LCD screen which is touch enabled via the driver

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board of the LCD screen. The touch screen accepts HDMI input. The setup is

shown in figure 4.

B. Populating the device with basic applications The applications have been developed on Android Studio and have been ported to the device via USB transfer. 1) Implementing communication module The Snapdragon SOC has on board Wifi and Bluetooth. An android application to switch on/off Bluetooth and wifi has been created. Figure 5 shows the application to turn ON/OFF the Bluetooth and WiFi along with the on board LEDs that indicate the status of each. 2) Basic kids learning applications This section describes some of the basic applications developed for kids. My basic calculator application performs addition, subtraction, division and shows the multiplication. Figure 6 screenshot of the application.

Figure 4: Switching ON the system.

Figure 1: Block diagram of proposed SnapBook.

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Figure 8: Text To Speech Application- 8.1: application on launch. 8.2: Converting text to speech after button is pressed

Figure 5: Communication modules. 5.1: Enabling Bluetooth. 5.2: Enabling Wifi. 5.3: Onboard Bluetooth and Wifi LEDs (Inside red box).

Figure 6: My Basic Calculator 6.1: Division (Raising Divide by zero exception). 6.2: Multiplication.

The image viewer application displays a set of images preloaded into it as shown in figure 7. It will be further developed where the kids would be able to identify the content of the image and learn.

A text to speech application has been developed where the text is converted to speech. Such applications can be really useful for kids with special needs. So the basic conversion has been implemented, as shown in figure 8, that will further be utilized to achieve larger goals. V. CONCLUSION AND FUTURE SCOPE Technology aided learning has brought forward a plethora of ways that can make the process of learning and teaching really enjoyable and interactive. The literature review presented a delineation of the present applications that help kids to gain knowledge through gamification of learning content. The paper further proposed SnapBook- a customized and exclusive device for kids. The current implementation comprises of some basic applications for exploring the Snapdragon SOC. The SnapBook is designed to have communication, multimedia and sensor modules support to the applications for providing engaging content. The future tasks involves implementing location tracking apparatus for ensuring security of the child. The complete implementation of SnapBook comprises of integration of various sensors to deliver a robust device that constructively engages kids in fun activities.

Figure 7: Image Viewer Application

ISBN: 978-8-193-38970-6

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REFERENCES [1] P. Kirci and M. O. Kahraman, "Game based education with android mobile devices," 2015 6th International Conference on Modeling, Simulation, and Applied Optimization (ICMSAO), Istanbul, 2015, pp. 1-4. [2] J. Nunes Marciano, J. B. Cirne de Oliveira, B. C. de Menezes, L. Cunha de Miranda and E. Esteves Cunha de Miranda, "Katakana Star Samurai: A mobile tool to support learning of a basic Japanese alphabet," 2015 Latin American Computing Conference (CLEI), Arequipa, 2015, pp. 1-8. [3] N. Kaevikj, A. Kostadinovska, M. Mihova, K. Trivodaliev and B. Stojkoska, "Toby the explorer — An interactive educational game for primary school pupils," 2016 39th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), Opatija, 2016, pp. 1032-1036. [4] H. Dian Andarini, W. Swasty and D. Hidayat, "Designing the interactive multimedia learning for st

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iPad Pro {Online}. Available URL: http://www.apple.com/ipad/ [Accessed on 21/12/2016] [15] K. Murthy, "Fun based education for ages from 3 to 100: Lighting the candle of learning passion," 2013 3rd Interdisciplinary Engineering Design Education Conference, Santa Clara, CA, 2013, pp. 10-18. [16] Comparison of educational tabs for kids in the market [Online]. Available URL: Link:http://fairway-bbqchili.blogspot.in/2013/08/best-kids-tablets-2013.html [Accessed on 21/12/2016]

rd

elementary students grade 1 –3 : A case of plants (Natural Science subject)," 2016 4th International Conference on Information and Communication Technology (ICoICT), Bandung, 2016, pp. 1-5. [5] M. G. Garcia, C. I. S. Luis and M. J. C. Samonte, "Etutor for Filipino Sign Language," 2016 11th International Conference on Computer Science & Education (ICCSE), Nagoya, 2016, pp. 223-227. [6] R. K. Megalingam, A. P. Rajendran, A. T. Solamon and D. Dileep, "EduPad — A tablet based educational system for improving adult literacy in rural India," 2012 IEEE International Conference on Technology Enhanced Education (ICTEE), Kerala, 2012, pp. 1-5. [7] K. W. T. G. T. Priyankara, D. C. Mahawaththa, D. P. Nawinna, J. M. A. Jayasundara, K. D. N. Tharuka and S. K. Rajapaksha, "Android based e-Learning solution for early childhood education in Sri Lanka," 2013 8th International Conference on Computer Science & Education, Colombo, 2013, pp. 715-718. [8] M. I. Rizqyawan and G. Hermawan, "Adventure game as learning media for introducing music interval and ear training to kids," 2015 International Conference on Automation, Cognitive Science, Optics, Micro Electro-Mechanical System, and Information Technology (ICACOMIT), Bandung, 2015, pp. 172175. [9] LeapPad 2 [Online]. Available URL: http://www.leapfrog.com/enus/support/products/leappad2 [Accessed on 21/12/2016] [10] InnoTab 2 [Online]. Available URL: http://www.vtech-innotab.co.uk/ [11] Fuhu Nabi 2 [Online]. Available URL: http://tablets.specout.com/l/172/Fuhu-nabi-2 [Accessed on 21/12/2016] [12] Kindle Fire HD [Online]. Available URL:https:// www.amazon.com/Kindle-Fire-HD-9inch/dp/B008GFRE5A [Accessed on 21/12/2016] [13] Nexus 7[ Online]. Available URL: https://www.asus.com/in/Tablets/Nexus_7/ [Accessed on 21/12/2016]

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Pi Attendance: Design and Development of Biometric Portable Attendance System Deepika Wadhwa, Jasleen Kaur, SRN Reddy Indira Gandhi Delhi Technological University for Women, New Delhi, India [email protected], [email protected], [email protected]

Abstract—In the present scenario, maintaining attendance record of students automatically has become in practice as this method is fast and easier than manual entering attendance records in spreadsheet or register. With the advancement of technology, biometric method has been considered most reliable and accurate method. In this paper survey and comparative analysis of existing biometric devices has been done in brief. Furthermore, the survey resulted in the selection of fingerprint technology for the attendance system. The proposed system is portable and more efficient among existing automatic attendance system using finger print sensor of Biometric technology.

Keywords:

Fingerprint, biometric, Enrolment, Automated, Authentication, access control system.

I. INTRODUCTION Now a days every organization whether it is business organization or an educational institution, they have to maintain a proper record of attendance of their employees or students for eff ective functioning of organization [2]. In past traditional method is used for taking attendance in that manually attendance was taken and keep record in a register[1].It is time consuming, proxy and certain security related issue were present[1]. Thus, there is a need for a system that would eliminate all of these trouble spots and Designing a better attendance management system so that it make attendance faster, easier and keep records safely for the further use[2].As technology advanced so many automatic attendance devices were introduce and widely used in different organization [1]. Biometrics recognition are very advanced today in terms of ISBN: 978-8-193-38970-6

technology so many biometric devices are used in this felid because it provide faster services, good accuracy and authentication [3]. This paper discusses numerous existing biometric technology along with its feature which are using in attendance systems. The proposed system is using fingerprint module for taking the attendance that would improve accuracy, time and cost of the system. II. BIOMETRIC TECHNOLOGY Biometric technologies are defined as, “automated methods of recognizing the identity of a living person based on a Behavioural or physiological characteristic” [3]. The term, automated methods‟ refers to three basic methods regarding biometric devices: 1. A mechanism to scan and capture an analog or digital image. 2. Compression of current image with stored image; and 3. Interface with applications systems.[1] Biometric Features 1. Uniqueness: an impression would not appear in two people. 2. User friendly: are easy to use.[3] 3. Performance: do not change over time. 4. Measurability: measurable with technical instruments. There are various biometric technology is using now a days as discussed below A. Fingerprint Identification Fingerprint identification is the automated

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method which is using to verify the identity of human by matching their finger’s impressions. Basically it is using the minutia featuresof fingerprint ridges that are ridge ending, bifurcation, and short ridge. On the basis of these pattern they verify theidentity of authenticated person. There is no possibility that two persons have exactly same arrangement of ridge patterns. The patterns of any individual person remain unchanged throughout life [2]. B. Face Recognition Face recognition technologies identifying the unique feature, shape and positioning of facial patterns. The face is a natural key component so human remember and recognize each other [3].It is a software based complex technology which uses Artificial intelligence to interpret ate human faces. Though it is provide very accurate and secure results but it may create some problem with human face due to change over time; wrinkles, beard, glasses [3]. C. Signature It is most accepted method of identification. It can be used in two different ways: Static and dynamic. In static mode of operation user write their signature and digitized with the help of sensor. But this is not enough to ensure the unique identity. So for getting higher accuracy in signature biometric is Refer to dynamic signature verification method. This method emphasis on so many behavioural characteristics like the angle of holding the pen, time taken in sign, velocity of tip and no of time pen is lifted from the paper. This method is provide high accuracy and it is difficult to replicate signature by other. D. Hand Geometry Hand geometry has been in use from many years in various applications for access control. In this geometry, three dimensional image of hand is used for identification. In it length of fingers and knuckles are measured. At the time of recognition user have to place his hand on positioned guides. if the position of hand is not accurate then it may not provide desired result.

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E. Retina Recognition It is a technique which uses the unique pattern of retina blood vessel. Retina made up with thin tissue which iscomposed of neural cells. Retina is located in the posterior portion of the eye. In this pattern of a person’s eye is first scanned, and then registered in the system’s database [1]. F. Voice Scanning Voice biometrics identify or recognize words and phrase that are spoken. Basically it has been derived from the basic principle of speech recognition. Therefore it has to be distinguished as a technology from speech recognition.in it voice tone is use foe the identification. Table 1: List of biometric with their features Biometric Trait 1.Finger print Finger lines, Pore structure 2.Face Distance of specific facial recognition features(eye,mouth&nose) 3.Signature It convert in digital form 4.Hand Measurements of fingers geometry and palm 5.Retina Eye background(vein structure) 6.Voice Tone of timbre III. RELATED WORK A numerous biometric system were exist which are effectively taking the attendance by using various sensors. In current scenario among various biometric system fingerprint based system are widely used by users. As shown in the comparison table 2, fingerprint attendance system is providing good performance, faster execution less complexity and cost effective system among all other biometric systems. Authors in [2], used iris of the individual for attendance management system. The iris based system uses an off-line recognition that can perform all the process including capturing the iris image, extracting feature, storing it into database and matching. But this system provide higher complexity so this would not be prefer for the academic purpose [3].Fingerprint based system provide higher authentication. Fingerprint of each individual and cannot be

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same and shared no two fingerprints have been found to be identical so far [4]. It is one of the most popular biometric modality. It were first used in China. Fingerprint identification is the automated method which is using to verify the identity of human by matching their finger’s impressions. Basically it is using the minutia features offingerprint ridges that are ridge ending, bifurcation, and short ridge. On the basis of these pattern they verify the identity ofauthenticated person. There is no possibility that two persons have exactly same arrangement of ridge patterns. The patterns of any individual person remain unchanged throughout life [2].

same then only it perform the further task or mark the attendance else it showing the error.

Fig 1: General Architecture of a fingerprint system [2]

Table 2: Characteristics feature of biometric technology

Fig 2: Conversion of fingerprint into digital template

The three basic principle which can be followed by the fingerprint system A. Enrolment: This is the process in which a user’s data is initially required and it is stored into database as a template. When student done its enrolment successfully then only he/she can be a part of further process.

Fig 1 is shown the general architecture of Fingerprint system. This systems uses the basic principles of operation. First, a person should be enrolled on the system [2]. This system is typically consists of capturing the image, extracting the feature and then storing the digital template or compare the extracted digital template with existing one. Fig 2 is showing the extraction of digital template from the given impression and compare it with the saved one. If both the template is ISBN: 978-8-193-38970-6

B. Presentation: In presentation process user provides the data to an acquisition device. Depending on the device, user may require to place a finger on the scanner/sensor. Users provide an unprocessed image that can be send for feature extraction. C. Feature extraction: The automated process of encoding the characteristics from sensor’s given data in order to generate a template it is called feature extraction. It takes place during verification of template. This process includes filtering the features which are accurately same as saved one template. The finger-scan technologies uses the thin ridges present in the marked impression. Now a days so many fingerprint devices were

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present in market which is widely used in different organization for taking attendance automatically. A comparative study between various existing attendance machines is given below in table.

class room and counts the no of students enter into the class in particular period of time.

Table 3: Comparison between Attendance Machine E9999, 6161T and X990[12]

Features User capacity Display

Processor

E9999 1500

6161T X990 3000 3000 3.0” 3.0” Black Digital Digital and colour colour white TFT TFT 32 Bit 32 Bit 32 Bit high high high speed speed speed embeddedembeddedembedded processor processor processor

Communication Yes TCP/IP USB option Yes Card reader Optional Wi-Fi No GPRS No Battery backup No COST Low

Yes

Yes

No Optional No No No Medium

Yes Optional Optional Optional Optional High

IV. PROPOSED WORK This paper Propose a system which Automates attendance. In The proposed system attendance will be marked automatically. The uniqueness of the proposed system is that the device is Portable or hand held which can take attendance without any manual intervention. As shown in fig 4, the block diagram of proposed system consists of Raspberry Pi, fingerprint module, IR sensor, TFT and GSM module. This system uses the TFT screen to eliminate the need of keyboard and mouse. Fig 5 depicts the architecture diagram of proposed system. The system consist of easy to use GUI for the end users. V. IMPLEMENTATION & EXPERIMENTAL RESULT As shown in fig 5, the highlighted part of the entire architecture diagram is currently implemented. It is using Infrared sensor which is placed at the door of ISBN: 978-8-193-38970-6

Fig 4: Block diagram of the proposed system

Fig 5: Architecture diagram of the proposed system After that time period it will save the total no of students in the database and generate a message through GSM which will be transferred to the head of the department. The generated message includes the total count value of students. In the remaining part of the proposed architecture diagram, the device first enroll the impression of fingerprint in the system and then the system will rotate during the class and it will mark authenticate attendance. With the help of Fingerprint module & RPi 2, it

will mark and save the attendance respectively in the database. This system provides the features of real time authentication facilities. As shown in fig 6 & 7, output of the IR sensor which help to detect the total no of students presented in the class .After this it will automatically save the count of present student in the database and it provide the access of the data any time when it is required. This system also sends the message to the higher authority or H.O.D which comprise of count value of present students.

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more efficient among all the existing technology for maintaining records of students. REFERENCES

Fig 6 Output of IR sensor with its count value and message which is generated through GSM

Fig 7.creating database for storing the attendance and table in which data is stored

VI. CONCLUSION AND DISCUSSION For the attendance system we analysis numerous existing Biometric technology and found an automatic attendance system using fingerprint would provide the accurate and needed solution. Fingerprint is a reliable and faster tool for authentication. The system have been proposed which is portable and efficient among analyzed devices. In this paper various fingerprint based attendance systems have been reviewed. The existing system will have perform feature like to inform about student attendance record to their parents periodically so it helps in making the system more user friendly ,secure and fast. Many system have been developed to record attendance in advanced manner using fingerprint. Proposed system is portable and

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[I] S. Kadry and K. Smaili, "A Design and Implemention of a Wireless Iris Recognition Attendence Management System, "Information Technology and Control, vol. 36 (3), 2007, pp. 323-329. [2] O. Shoewu and O.A. Idowu (2012), “Development of Attendance Management System using Biometrics”, Pacific Journal of Science and Technology, Volume 13. Number 1. [3] K P Tripathi,” A Comparative Study of Biometric Technologies with Reference to HumanInterface“International Journal of ComputerApplications (0975 – 8887), Volume 14– No.5, January 2011 [4] Karthik Vignesh ,Shanmuganathan, A.SumithraS.Kishore and P. Karthikeyan,”A Foolproof Biometric Attendance ManagementSystem”,International Journal of Information and Computation Technology.ISSN 09742239 Volume 3, Number 5 (2013), pp. 433-438 [5]U. Farooq, M. Amar, H. Rabbia Ibrahim, O. Khalid, S. Nazir and M. Usman Asad, "Cost effective wireless attendence and access controlsystem,"2010 3rd International Conference on Computer Science andInformation Technology, Chengdu, 2010, pp. 475479. [6] M. A. Meor Said et al., "Biometric attendance," 2014 International Symposium on Technology Management and Emerging Technologies, Bandung, 2014, pp. 258263. [7] A. Bhargava and R. S. Ochawar, "Biometric Access ControlImplementation Using 32 bit Arm Cortex Processor,"2014 InternationalConference on Electronic Systems, Signal Processing and Computing Technologies, Nagpur, 2014, pp. 40-46. [8] Aamir Nizam Ansari, A. Navada, S. Agarwal, S. Patil and B. A. Sonkamble, "Automation of attendance system using RFID, biometrics,GSM Modem with .Net framework,"2011 International Conference onMultimedia Technology, Hangzhou, 2011, pp. 29762979. [9] Y. Mittal, A. Varshney, P. Aggarwal, K. Matani and V. K. Mittal, "Fingerprint biometric based Access Control and Classroom Attendance Management System," 2015 Annual IEEE India Conference(INDICON), New Delhi, 2015, pp. 1-6. [10] Fahad-Bin-Mazhar, O. Ahamed and M. Rasedujjaman, "Biometricsmart attendance kit with fingerprint scanner by using microcontroller,"2015 International Conference on Electrical & ElectronicEngineering (ICEEE), Rajshahi, 2015, pp. 13-16. [11]M. Kamaraju and P. A. Kumar, "Wireless fingerprint attendancemanagement system,"2015 IEEE International Conference on Electrical,Computer and Communication Technologies (ICECCT), Coimbatore, 2015.

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