Behrang Parhizkar
University of Nottingham Malaysia Campus
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Publication
Featured researches published by Behrang Parhizkar.
international conference on computer and network technology | 2010
Arash Habibi Lashkari; Behrang Parhizkar; Mike Ng Ah Ngan
The easy access and availability of wireless technologies and mobile computing and internet have lead to new opportunities in developing mobile applications which purpose is to make people’s life more easier. Nowadays, a person can possess more than one mobile device intend for different usage such as communication, entertainment, office works. This paper proposes a mobile application which will be able to estimate the position of a user within a building by using WIFI technology.
international conference on multimedia computing and systems | 2012
Behrang Parhizkar; Waqas Khalid Obeidy; Shahan Ahmad Chowdhury; Zahra Mohana Gebril; Mike Ng Ah Ngan; Arash Habibi Lashkari
Due to advancements in the mobile technology and the presence of strong mobile platforms, it is now possible to use the revolutionising augmented reality technology in mobiles. This research work is based on the understanding of different types of learning theories, concept of mobile learning and mobile augmented reality and discusses how applications using these advanced technologies can shape todays education systems.
international conference on computer research and development | 2010
Arash Habibi Lashkari; Behrang Parhizkar; Mohamed Abdulkarim Mohamedali
Tourism studies have noted that insufficient attention has been paid to the experience and practices of the tourist. Tourism research does not help to explain the nature of modern mass tourism. The most detailed research that has been done is tourist information seeking, but the literature has tended to avoid detailed qualitative description, focusing more on broad categorizations of tourist practice [7]. The purpose of this article is to show how I will go about in creating a tourist catalogue that uses augmented reality. This catalogue will help tourists both domestic and foreign get visual aid for viewing objects on a simple map. This article shows the extent this new technology has been explored in to and how much has been implemented. This article focuses on explaining what augmented reality is and the methodology that will be used to go about this new and unexploited technology.
International Journal of Information and Education Technology | 2013
Behrang Parhizkar; Keamogetswe Oteng; One Ndaba; Arash Habibi Lashkari; Zahra Mohana Gebril
Abstract—Mobile technology have rapidly advanced over the years, successful researches of augmented reality on mobile phones under the different mobile platforms have made it possible to implement augmented reality technology on mobiles. Now the possibility of combining real time visual with augmented reality seems to be a success. This paper is simply to emphasize on combining real time visual with augmented reality technology on mobiles for education purpose. The research is based on how the implementation of real time visual translator on augmented reality mobile applications can help people in understanding/translating and give meanings to some writings displayed around them ubiquitously. possible new kind of applications that manipulate the persons surrounding perspective. AR systems combine virtual information into a persons physical environment so that he or she will observe that information as existing in their surroundings. Mobile augmented reality systems (MARS) provide this service without limiting the individuals location to a specially equipped area. Augmented Reality (AR) is currently being used in disciplines of computer science (visualization, robotics, nanotechnology), engineering, applied psychology, education, environmental design, medicine, engineering, tourism, and archaeology. The use of mobile phone is the perfect liberation medium for learning in near future. The concept of augmented reality seems to be succefully implemented on mobiles and by combining Mobile Augmented reality, real time rendering and ubiquitous; the idea is to develop a real time translator that will translate Bahasa language to English language and give meanings of the words translated, anywhere to any environment whenever desired (ubiquitous). This application is mostly based on education that is providing or diverting knowledge to people who actually need it (4), (5).
Archive | 2012
Zahra Mohana Gebril; Imam Musa Abiodunde Tele; Mohammed A. Tahir; Behrang Parhizkar; Arash Habibi Lashkari
Attention has been drawn to mobile devices, which show that the success will be the portability of applications from one platform to the other. With integration of 3D virtual objects into real environment in real time thus allowing student to relate with their physical environment and also making the subject more interesting. This study carry out based on the understanding of different types of learning theories, concept of mobile learning and mobile augmented reality and discusses how applications using these advanced technologies can improve learning process.
international visual informatics conference | 2013
Waqas Khalid Obeidy; Haslina Arshad; Shahan Ahmad Chowdhury; Behrang Parhizkar; Jiung-Yao Huang
Traditional vision tracking approaches have failed to support the fast tracking required by Mobile Augmented Reality (MAR) for a real-time interactive effect. The main problem addressed by this research is the tracking problem in MAR where the computational load is a major issue. In this paper we proposed a more efficient visual tracking technique based on fast detectors and small binary descriptors which are capable of providing both; scale and rotation invariance. We also propose a new hybrid tracking technique which can speed up the overall performance of MAR by reducing the detection rate of the tracking process. The hybrid technique is based on the usage of inertial sensors such as accelerometer, gyroscopes and gravitational vectors which can readily improve the efficiency of any vision based feature tracking system that uses computer vision. The preliminary tests carried out during the course of the study produced very promising results.
Multimedia Tools and Applications | 2016
Haslina Arshad; Shahan Ahmad Chowdhury; Lam Meng Chun; Behrang Parhizkar; Waqas Khalid Obeidy
This paper will present an improved freeze interaction technique in handheld augmented reality. A freeze interaction technique allows users to freeze the augmented view and interact with the virtual content while the camera image is still. In the past, the strength of the freeze interaction technique was that it was able to overcome a shaky view by enabling users to experience a comfortable interaction. However, it froze the whole augmented scene. When a virtual object is updating continuously, the real-world view from the camera remains as a still picture until the user unfreezes the scene, thus reducing the real-time augmented reality experience which, to the user, is not attractive enough. To overcome the current problem, a ‘Freeze-Object’ interaction technique has been implemented for handheld augmented reality. The Freeze-Object interaction technique allows the user to interact with a frozen virtual object in a live real-world scene. A comparative user study was conducted to evaluate the ‘Freeze-Object’ interaction technique in a handheld touch AR environment. The Freeze-Object interaction technique was compared with the existing freeze technique in terms of user performance and user preference of the interaction technique. Users were asked to perform three basic manipulation tasks (translation, rotation and scaling) using both interaction techniques. The results indicated that there was a significant difference between both techniques with regard to the translation task and that for the overall tasks, the users preferred the Freeze-Object interaction over the existing freeze interaction technique because the former technique allows users to see live the real-world view with a frozen virtual object. The improved freeze interaction technique can be used for various applications, such as interior design and maintenance.
international visual informatics conference | 2015
Tiara Tzyy Li Teh; Kher Hui Ng; Behrang Parhizkar
In this paper, we explore how assistive technology can be used to support the learning development of children with dyslexia. Dyslexia is the most common learning disability. Existing strategies employed to help dyslexic children to read include multi-sensory methods such as tracing letters in the air. New technologies could help them learn by utilising all senses. In this paper, we present TraceIt, an interactive learning tool to teach children with dyslexia how to read through multi-sensory methods to include visual, auditory and kinaesthetic movement. Building upon prior work on tangible interaction, it allows students to air trace alphabets using physical objects of a specific colour to interact with the reading program. Based on evaluations conducted at the Dyslexia Association of Malaysia, this paper contributes towards understanding the opportunities as well as challenges involved in applying such interaction technique to support the learning development of children with dyslexia.
ubiquitous computing | 2013
Victoria Shipp; Martin Flintham; Richard Mortier; Brigitte A. Graf; Mehdi Maqbool; Behrang Parhizkar
This paper outlines research focused on understanding why people do or do not buy underutilised fruit and vegetables. This will inform the design of future interventions to promote more sustainable food related behaviour. A background to underutilised crops and food sustainability is provided. This is followed by an overview of the proposed method for capturing the entire purchasing and consumption experience using wearable cameras.
international conference on computer engineering and technology | 2010
Arash Habibi Lashkari; Behrang Parhizkar; Hameedur Rahman
WBPS is a project where the goal is to enhance the experience of locating friends and family by using GPS and standard web technology. This has lead to a design consisting of three parts: a mobile client, a repository, a web client, and a map service. The mobile client, which consists of a mobile phone and a GPS receiver, can be used to find the location of family and friends and send sms, when someone is nearby by users to see the real location and positions. These data can be sends it through the communication network to the server from the mobile client to the repository in order to share location & position with others. The information in the repository can be managed and viewed using the web client. This design has been realized in a proof-of-concept implementation to show that such a system is feasible to develop. The mobile client is implemented using J2ME & JavaScript and the repository and the web client is implemented using php & MySQL.