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  <title>DSpace Collection:</title>
  <link rel="alternate" href="https://elibrary.khec.edu.np/handle/123456789/433" />
  <subtitle />
  <id>https://elibrary.khec.edu.np/handle/123456789/433</id>
  <updated>2026-07-17T04:33:59Z</updated>
  <dc:date>2026-07-17T04:33:59Z</dc:date>
  <entry>
    <title>Video Conferencing with Gesture Based AR Control</title>
    <link rel="alternate" href="https://elibrary.khec.edu.np/handle/123456789/444" />
    <author>
      <name>Prajapati, Nirajan KCE074BCT024</name>
    </author>
    <author>
      <name>Prajapati, Nirjal KCE074BCT026</name>
    </author>
    <author>
      <name>Prajapati, Rohit KCE074BCT033</name>
    </author>
    <author>
      <name>Prajapati, Sahas KCE074BCT037</name>
    </author>
    <id>https://elibrary.khec.edu.np/handle/123456789/444</id>
    <updated>2024-08-10T10:30:25Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Title: Video Conferencing with Gesture Based AR Control
Authors: Prajapati, Nirajan KCE074BCT024; Prajapati, Nirjal KCE074BCT026; Prajapati, Rohit KCE074BCT033; Prajapati, Sahas KCE074BCT037
Abstract: Video conferencing in this day and age has been a norm due to an unforeseen&#xD;
pandemic that halted many daily activities. It can be seen that many video conferencing applications which were previously not so familiar to the general public&#xD;
came into popularity viz. Zoom and Microsoft Teams. The present video conferencing applications are doing fine for the current scenario as it has helped millions&#xD;
of people to connect. However, video conferencing will be more attractive with&#xD;
the addition of augmented reality and gesture-based control system. Adding of&#xD;
augmented reality to video conferencing make presentations more interactive. It&#xD;
is suggested that augmented reality is an intuitive and user-friendly paradigm to&#xD;
communicate information about the physical environment. With the addition of&#xD;
augmented reality, users get an alternative and interactive way of presenting themselves during a conference. In addition to gesture control, this project includes&#xD;
the controlling of the augmented reality items and other features of the video conference via hand gestures.For the implementation of the hand gesture control of&#xD;
the augmented reality, library provided by google, mediapipe hands(consisting of&#xD;
palm detection model and hand landmark model) is used and to control the basic&#xD;
functions of the application such as toggling the microphone, opening and closing&#xD;
chat bar etc., model made from video vision transformer is used.The introduction&#xD;
of the hand gesture removes the bottleneck in the effective utilization of the available information flow as human already uses lots of hand gestures to communicate&#xD;
non verbally.</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>STORY BASED 3D ADVENTURE GAME USING UNIVERSAL RENDERING PIPELINE IN UNITY</title>
    <link rel="alternate" href="https://elibrary.khec.edu.np/handle/123456789/443" />
    <author>
      <name>Neupane, Abhishek KCE074BCT006</name>
    </author>
    <author>
      <name>Shahi, Rojash KCE074BCT034</name>
    </author>
    <author>
      <name>Shrestha, Sachit Kumar KCE074BCT036</name>
    </author>
    <author>
      <name>Gosai, Suraj KCE074BCT046</name>
    </author>
    <id>https://elibrary.khec.edu.np/handle/123456789/443</id>
    <updated>2024-08-10T10:44:46Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Title: STORY BASED 3D ADVENTURE GAME USING UNIVERSAL RENDERING PIPELINE IN UNITY
Authors: Neupane, Abhishek KCE074BCT006; Shahi, Rojash KCE074BCT034; Shrestha, Sachit Kumar KCE074BCT036; Gosai, Suraj KCE074BCT046
Abstract: Unlike most other video game genres, which are classified by their game-play, Adventure games are nearly always based on narrative or visual presentation centered&#xD;
on fiction and typically designed to entertain the player. To create a 3D Story&#xD;
based Adventure game in which players dive deep into the ocean of the knowledge the game offers through various narration of the story. This project started&#xD;
with script development. Dijkstra and A* algorithms are implemented for the&#xD;
path finding. Reinforcement learning for the model training using the bellman&#xD;
equation using Q-table. Sweep based CCD and Speculative CCD were used for&#xD;
the collision detection of the object. Terrain builder was also introduced for the&#xD;
generation of the environment. Cinemachine was implemented to develop player&#xD;
perspective and provide the aerial view, along side with the user interface system&#xD;
to make the navigation system successful. To ensure realistic view, post processing stack were used. It is aimed to release our project first on Android and will&#xD;
expand to other platforms.</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>STOCK MARKET PREDICTION USING SENTIMENT AND TECHNICAL ANALYSIS</title>
    <link rel="alternate" href="https://elibrary.khec.edu.np/handle/123456789/442" />
    <author>
      <name>Rajthala, Bibash KCE074BCT014</name>
    </author>
    <author>
      <name>Rokaya, Sangat KCE074BCT039</name>
    </author>
    <author>
      <name>Timilsina, Subin  KCE074BCT042</name>
    </author>
    <author>
      <name>Acharya, Sujan KCE074BCT043</name>
    </author>
    <id>https://elibrary.khec.edu.np/handle/123456789/442</id>
    <updated>2024-08-10T10:42:03Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Title: STOCK MARKET PREDICTION USING SENTIMENT AND TECHNICAL ANALYSIS
Authors: Rajthala, Bibash KCE074BCT014; Rokaya, Sangat KCE074BCT039; Timilsina, Subin  KCE074BCT042; Acharya, Sujan KCE074BCT043
Abstract: Stock market prediction is a thriving topic across the globe, millions of new dematerialised accounts were opened in past few years. In the context of Nepal, Demat&#xD;
account holder has reached to the count of 48,95,021 as of 16th Feb 2022. Craze in&#xD;
investment over company’s stocks has seen an exponential growth. Stock market&#xD;
prediction has been a challenging problem for both economists and data scientists.&#xD;
For the sake of building effective prediction model, various researchers are coming with new techniques and approaches achieving good yet capricious results as&#xD;
market depends upon various stochastic factors. Hence, stock prediction methods&#xD;
incorporating the technical and sentiment analysis has been best for assisting investors in general. With the dataset available sentiment analysis was performed&#xD;
with 71.75% accuracy and with GRU accuracy of 70.11% to predict the future&#xD;
price of stock. Adversarial training accuracy was 53.25% for the trend prediction.</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Spam Detection in Chat Application</title>
    <link rel="alternate" href="https://elibrary.khec.edu.np/handle/123456789/441" />
    <author>
      <name>Shrestha, Aakash</name>
    </author>
    <author>
      <name>Sunar, Amar</name>
    </author>
    <author>
      <name>Pradhan, Ankit</name>
    </author>
    <author>
      <name>Adhikari, Prasanna</name>
    </author>
    <id>https://elibrary.khec.edu.np/handle/123456789/441</id>
    <updated>2024-08-10T10:36:55Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Title: Spam Detection in Chat Application
Authors: Shrestha, Aakash; Sunar, Amar; Pradhan, Ankit; Adhikari, Prasanna
Abstract: Emails, Chats, SMS are widely used in this day and age for communication. But&#xD;
this rise in technology has invited spammers. Text spams are used in SMS, chats,&#xD;
emails, etc. Spam detection in messages has been since a long time. However&#xD;
nowadays these spams are increasing in the form of images. This project displays&#xD;
an application of Naive Bayes for text-based Spam classification and Deep CNN&#xD;
for image-based Spam classification in our own chat application. In addition to&#xD;
these, another method of Image spam classification is used, using Tesseract for&#xD;
Object Character Recognition technique and feeding the text extracted to our&#xD;
text based classifier. This proposed approach in text based spam classification&#xD;
has achieved 97% using Naive Bayes classifier. The CNN model achieved 96.87%&#xD;
accuracy for image spam classification. The app takes less than a second to send&#xD;
text with spam classification feature and took around five seconds to send image&#xD;
with spam classification in web. However in mobile, it takes slightly more time&#xD;
for image spam classification (1 minute and 10 seconds).</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
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