Bibeg Limbu

Dr. Bibeg Limbu

Human Centered Computing and Cognition, Universität Duisburg-Essen, Duisburg, North Rhine-Westphalia, Germany
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Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 November 2018 in Educational Research Review
Verified
Journal Article
Open access
Bibeg LimbuBibeg Limbu
Bibeg Limbu
HJHalszka Jarodzka
Halszka Jarodzka
RKRoland Klemke
Roland Klemke
MSMarcus Specht
Marcus Specht

30 April 2021 in Sensors
Verified
Journal Article
Open access
PDF file
KSKhaleel Asyraaf Mat Sanusi
Khaleel Asyraaf Mat Sanusi
Daniele Di MitriDaniele Di Mitri
Daniele Di Mitri
Bibeg LimbuBibeg Limbu
Bibeg Limbu
RKRoland Klemke
Roland Klemke
Beginner table-tennis players require constant real-time feedback while learning the fundamental techniques. However, due to various constraints such as the mentor’s inability to be around all the time, expensive sensors and equipment for sports training, beginners are unable to get the immediate real-time feedback they need during training. Sensors have been widely used to train beginners and novices for various skills development, including psychomotor skills. Sensors enable the collection of multimodal data which can be utilised with machine learning to classify training mistakes, give feedback, and further improve the learning outcomes. In this paper, we introduce the Table Tennis Tutor (T3), a multi-sensor system consisting of a smartphone device with its built-in sensors for collecting motion data and a Microsoft Kinect for tracking body position. We focused on the forehand stroke mistake detection. We collected a dataset recording an experienced table tennis player performing 260 short forehand strokes (correct) and mimicking 250 long forehand strokes (mistake). We analysed and annotated the multimodal data for training a recurrent neural network that classifies correct and incorrect strokes. To investigate the accuracy level of the aforementioned sensors, three combinations were validated in this study: smartphone sensors only, the Kinect only, and both devices combined. The results of the study show that smartphone sensors alone perform sub-par than the Kinect, but similar with better precision together with the Kinect. To further strengthen T3’s potential for training, an expert interview session was held virtually with a table tennis coach to investigate the coach’s perception of having a real-time feedback system to assist beginners during training sessions. The outcome of the interview shows positive expectations and provided more inputs that can be beneficial for the future implementations of the T3.

18 November 2017
Verified
Book Chapter
Open access
PDF file
Bibeg LimbuBibeg Limbu
Bibeg Limbu
MFMikhail Fominykh
Mikhail Fominykh
RKRoland Klemke
Roland Klemke
MSMarcus Specht
Marcus Specht
Fridolin WildFridolin Wild
Fridolin Wild
In this chapter, we present a conceptual reference framework for designing augmented reality applications for supporting training. The framework leverages the capabilities of modern augmented reality and wearable technology for capturing the expert’s performance in order to support expertise development. It has been designed in the context of Wearable Experience for Knowledge Intensive Training (WEKIT) project which intends to deliver a novel technological platform for industrial training. The framework identifies the state-of-the-art augmented reality training methods, which we term as “transfer mechanisms” from an extensive literature review. Transfer mechanisms exploit the educational affordances of augmented reality and wearable technology to capture the expert performance and train the trainees. The framework itself is based upon Merrienboer’s 4C/ID model which is suitable for training complex skills. The 4C/ID model encapsulates major elements of apprenticeship models which is a primary method of training in industries. The framework complements the 4C/ID model with expert performance data captured with help of wearable technology which is then exploited in the model to provide a novel training approach for efficiently and effectively mastering the skills required. In this chapter, we will give a brief overview of our current progress in developing this framework.

23 July 2019 in Sensors
Verified
Journal Article
Open access
PDF file
Bibeg LimbuBibeg Limbu
Bibeg Limbu
HJHalszka Jarodzka
Halszka Jarodzka
RKRoland Klemke
Roland Klemke
MSMarcus Specht
Marcus Specht
Sensors can monitor physical attributes and record multimodal data in order to provide feedback. The application calligraphy trainer, exploits these affordances in the context of handwriting learning. It records the expert’s handwriting performance to compute an expert model. The application then uses the expert model to provide guidance and feedback to the learners. However, new learners can be overwhelmed by the feedback as handwriting learning is a tedious task. This paper presents the pilot study done with the calligraphy trainer to evaluate the mental effort induced by various types of feedback provided by the application. Ten participants, five in the control group and five in the treatment group, who were Ph.D. students in the technology-enhanced learning domain, took part in the study. The participants used the application to learn three characters from the Devanagari script. The results show higher mental effort in the treatment group when all types of feedback are provided simultaneously. The mental efforts for individual feedback were similar to the control group. In conclusion, the feedback provided by the calligraphy trainer does not impose high mental effort and, therefore, the design considerations of the calligraphy trainer can be insightful for multimodal feedback designers.

25 September 2020 in International Journal of Serious Games
Verified
Journal Article
Open access
PDF file
RKRoland Klemke
Roland Klemke
AAAlessandra Antonaci
Alessandra Antonaci
Bibeg LimbuBibeg Limbu
Bibeg Limbu
Gamification aims at addressing problems in various fields such as the high dropout rates, the lack of engagement, isolation, or the lack of personalisation faced by Massive Open Online Courses (MOOC). Even though gamification is widely applied, not only in MOOCs, only few cases are meaningfully designed and empirically tested. The Gamification Design Process (GaDeP) aims to cover this gap. This article first briefly introduces GaDeP, presents the concept of meaningful gamification, and derives how it motivates the need for the Gamifire platform (as a scalable and platform-independent reference infrastructure for MOOC). Secondly, it defines the requirements for platformindependent gamification and describes the development of the Gamifire infrastructure. Thirdly we describe how Gamifire was successfully applied in four different cases. Finally, the applicability of GaDeP beyond MOOC is presented by reporting on a case study where GaDeP has been successfully applied by four student research and development projects. From both, the Gamifire cases and the GaDeP cases we derive the key contribution of this article: insights in the strengths and weaknesses of the Gamifire infrastructure as well as lessons learned about the applicability and limitations of the GaDeP framework. The paper ends detailing our future works and planned development activities.

9 October 2022
Verified
Book Chapter
Closed access
PDF file
Daniele Di MitriDaniele Di Mitri
Daniele Di Mitri
Jan SchneiderJan Schneider
Jan Schneider
Bibeg LimbuBibeg Limbu
Bibeg Limbu
MSMat Sanusi
Mat Sanusi
KAKhaleel Asyraaf
Khaleel Asyraaf
RKRoland Klemke
Roland Klemke