RESEARCH PROJECTS
The project aims to enhance edge computing services by developing a runtime system that dynamically orchestrates equivalent functions to utilize underutilized resources in environments with uncertain and limited resources. This approach seeks to overcome the challenges of guaranteeing Quality of Service (QoS) in edge computing, which is critical for applications in industrial IoT, smart homes, and autonomous driving. By leveraging the unique opportunities presented by the uncertainty of edge environments, the project intends to systematically improve QoS, making edge computing more reliable and efficient for emerging applications.
This research direction includes exploring the domain of distributed systems and its extensibility using Middleware support. Some examples include our work on using "Digital Twins as a Middleware" for existing traditional early earthquake warning (EEW) systems; utilizing Wi-Fi Access Points (APs) for caching latency-critical objects; integrating QoS support for MQTT brokers; etc.
This research direction includes working with Project-based Learning (PBL) for Computer Science education and ways to improve its feasibility for larger class sizes. Continuous timely feedback, being an important aspect in PBL, requires both time and domain experts' knowledge, making PBL difficult to scale for a larger audience. Thus, this project explores effective feedback generation approaches using Generative AI and Large Language Models (LLMs) such as ChatGPT, and how it can be personalized to the course-specific use-cases.
EDUCATION AND LEARNING TECHNOLOGIES
E-Pustakalaya is a free education-focused digital library containing full-text documents, images, videos and audio files that can be accessed through an intranet or the internet. E-Pustakalaya users can read books, view videos, learn through interactive activities and listen to audio clips. E-Pustakalaya holds collections in Nepali, English and other languages of Nepal.
E-Paath is a free learning platform created by OLE Nepal with over 400 interactive learning modules that are designed to align with Nepal's national curriculum. Catering to specific subjects and grade levels from 1 to 8, E-Paath modules are available in Nepali and English languages, and adaptable to any. E-Paath also offers instruction in Nepali Sign Language (NSL) for grades 1 to 6. E-Paath is accessible through any web browser, on mobile and tablets, and can be utilized online via OLE Nepal's digital library, E-Pustakalaya.
Hamro Ramailo Kathaharu (HRK) is a collection of animated local stories and language games designed to develop emergent literacy skills and reading habit, and foster creativity and imagination in young learners. Currently available in Nepali but adaptable to any language, HRK uses audio-visuals, illustrations, and animations, combined with interactivity, to help young learners to effectively listen to illustrated stories, decode sentences and words, learn vocabularies, form words from letters and sentences from words, as well as learn the alphabet, listen to the sounds, and be guided on how to write the letters.
Math and Science Games are educational games developed and provided by OLE Nepal for grades 6 to 10, aimed at promoting STEM learning beyond the conventional curriculum. These interactive and engaging learning games serve as valuable tools for students to explore and grasp complex concepts while nurturing critical thinking skills. Designed as part of a grant from MIT Abdul Latif Jameel World Education Lab (J-WEL), these games benefit from input from MIT students and faculty with expertise in game-based learning. This is an ongoing project, and we appreciate your feedback on the games.