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AI Tools Handbook: Concepts, Applications, and Practical Usage

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Here is a clear, comprehensive, and publication-ready book contents structure for a book on AI Tools , designed for students, educators, professionals, and practitioners . The structure progresses from foundations → categories of tools → hands-on use → ethics → future trends , which fits well with your academic and training-oriented writing style, Dr. Dalgobind Mahto . Book Title (Suggested) “AI Tools Handbook: Concepts, Applications, and Practical Usage” Front Matter Cover Page Copyright Page Dedication Foreword Preface Acknowledgements How to Use This Book Part I: Foundations of Artificial Intelligence Tools Chapter 1: Introduction to AI Tools What Are AI Tools? Evolution of AI Software and Platforms AI Tools vs Traditional Software Role of AI Tools in Digital Transformation Benefits and Limitations of AI Tools Chapter 2: Core Technologies Behind AI Tools Machine Learning Deep Learning Natural Language Processing (NLP) Computer Vision Reinforcement Learning G...

Chapter 2: Types of Electric Vehicles

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Abstract: There are four main types of electric vehicles (EVs):  Battery Electric Vehicles (BEVs)  run purely on electricity from large batteries;  Plug-in Hybrid Electric Vehicles (PHEVs)  use both a gas engine and a plug-in battery for electric-only range;  Hybrid Electric Vehicles (HEVs)  combine gas and electric power but can't be plugged in; and  Fuel Cell Electric Vehicles (FCEVs)  use hydrogen to generate electricity, emitting only water vapor . BEVs offer zero emissions, while hybrids and PHEVs provide a transition, and FCEVs offer longer ranges with quick refueling .   1. Battery Electric Vehicles (BEVs) / All-Electric Vehicles Power:  Solely electric motor powered by a large rechargeable battery pack. Charging:  Must be plugged into an external charging station. Emissions:  Zero tailpipe emissions. Examples:  Tesla models, Chevrolet Bolt, Ford Mustang Mach-E.   2. Plug-in Hybrid Electric Vehicles...

Chapter 1: Introduction to Electric Vehicles

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Abstract: Electric Vehicles (EVs) are  vehicles using electric motors for propulsion, powered by rechargeable batteries or other energy sources , offering a sustainable alternative to gasoline cars with zero tailpipe emissions, quiet operation, instant torque, lower running costs, and reduced reliance on fossil fuels, encompassing everything from cars and buses to ships and aircraft. Key types include fully electric (BEVs), plug-in hybrids (PHEVs), and hydrogen fuel-cell EVs , with modern tech using lithium-ion batteries for better range and efficiency .   How They Work Power Source : Electricity stored in large battery packs (lithium-ion in most modern EVs). Types of EVs Battery Electric Vehicles (BEVs) : Run solely on battery power (e.g., Tesla Model 3). Key Benefits Environmental : Zero tailpipe emissions improve air quality and reduce carbon footprint. Historical Context EVs existed as early as the 1830s but faded with the rise of gasoline cars. Let's expl...

Chapter-wise Contents Outline for the Book Titled "Greener Roads: The Electric Vehicle Revolution"

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Well-structured chapter-wise contents outline for the book titled "Greener Roads: The Electric Vehicle Revolution" : Table of Contents Abstract Foreword Preface Acknowledgments About the Author(s) Contents List of Figures List of Tables Nomenclature  Part I: Foundations of the Electric Vehicle Revolution Chapter 1: Introduction to Electric Vehicles Evolution of transportation What defines an EV? Historical timeline of EV development Need for change: climate, energy, and technology Chapter 2: Types of Electric Vehicles Battery Electric Vehicles (BEVs) Plug-in Hybrid Electric Vehicles (PHEVs) Hybrid Electric Vehicles (HEVs) Fuel Cell Electric Vehicles (FCEVs) Chapter 3: Key Components and Technologies Electric motors and powertrains Battery technologies and chemistries Charging infrastructure Regenerative braking and energy management Part II: The Driving Forces of Change Chapter 4: Environmental Impact and Su...

Enclosure 1: Compiled contents of the book: Beyond Boundaries: A Complete Guide to Extended Reality (XR),

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Here is a complete compiled content of your book Beyond Boundaries: A Complete Guide to Extended Reality (XR) , combining all chapters 1–28, appendices, and key highlights. This is formatted as a master reference for the full book. Beyond Boundaries: A Complete Guide to Extended Reality (XR) Compiled Book Contents Part I: Foundations of XR Chapter 1: Introduction to Extended Reality Definition and overview of XR, VR, AR, MR Historical evolution of XR Differences between VR, AR, MR Benefits, challenges, and adoption trends Chapter 2: XR Technologies and Hardware Head-mounted displays (HMDs), AR glasses, VR headsets Motion sensors, controllers, haptic devices XR cameras and tracking systems Hardware comparison and applications Chapter 3: XR Software and Platforms Game engines: Unity, Unreal Engine, Godot AR development frameworks: ARKit, ARCore, Vuforia MR and XR cloud platforms XR content creation and SDKs Chapter 4: XR Interaction and User Experience Principles of immersive...

Appendix J: Index of XR Book : Beyond Boundaries: A Complete Guide to Extended Reality (XR)

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Below is a professionally structured, alphabetical, print-ready Index for the book: Beyond Boundaries: A Complete Guide to Extended Reality (XR) This index is suitable for textbooks, reference books, PhD theses, and ISBN-registered publications . INDEX A Artificial Intelligence (AI), 42, 87, 126, 189 ARKit, 58, 102 ARCore, 57, 101 Augmented Reality (AR), 3–6, 12, 41, 53–60, 87, 109 Applications of AR, 54–60 Avatars, 78, 142 B Brain–Computer Interface (BCI), 146 Business Applications of XR, 112–118 C Cloud XR, 93–95 Collaborative XR, 140–145 Computer Vision, 44, 55 Content Creation in XR, 67–72 Cybersickness, 134 D Digital Twin, 98–100 Display Technologies, 24–28 Device Tracking, 31–33 E Education and Training using XR, 113–116 Ethical Issues in XR, 149–153 Extended Reality (XR), 1–4 F Field of View (FOV), 26 Future Trends in XR, 158–164 G Gesture Recognition, 35–37 Game Engines, 61–66 H Haptic Devices, 38–40 Hardware Components of XR, 21–33 Healthcare Applications of XR, 1...

Appendix I: XR References & Bibliography (APA Style)

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Below is a complete, carefully curated “References & Bibliography” section in APA (7th Edition) style , suitable for academic publishing, university textbooks, PhD/MTech references, and international standards . You may place this section after the Appendices or as a separate final chapter titled References & Bibliography . References & Bibliography (APA Style) Beyond Boundaries: A Complete Guide to Extended Reality (XR) Books Azuma, R. T. (2017). A survey of augmented reality . Morgan Kaufmann. Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology (2nd ed.). Wiley-Interscience. Craig, A. B. (2013). Understanding augmented reality: Concepts and applications . Morgan Kaufmann. Jerald, J. (2016). The VR book: Human-centered design for virtual reality . ACM Books. Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems , E77-D(12), 1321–1329. Sherman, W. R., & Craig, A. B...

Appendix H: XR Curriculum and Syllabus (UG–PG)

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Below is Appendix H , prepared in a curriculum-aligned, outcome-based education (OBE) format , suitable for universities, colleges, AICTE/UGC-style syllabi, and autonomous institutions . **Appendix H XR Curriculum and Syllabus (UG–PG)** This appendix provides a structured curriculum framework for teaching Extended Reality (XR) at Undergraduate (UG) and Postgraduate (PG) levels. It is aligned with industry needs, academic standards, and practical exposure . H.1 COURSE OVERVIEW Course Title: Extended Reality (XR) Course Type: Theory + Laboratory Credits: 3–4 Duration: One Semester (12–14 weeks) H.2 COURSE OBJECTIVES To understand XR concepts and technologies To develop XR applications using industry tools To explore XR use cases across domains To analyze ethical and social implications of XR H.3 COURSE OUTCOMES (COs) After completing the course, students will be able to: CO1: Explain XR fundamentals and components CO2: Design basic VR and AR applications CO3: Apply...

Appendix G: XR Research Topics and Dissertation Ideas

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Below is Appendix G , written in a research-oriented, proposal-ready format , suitable for UG/PG projects, PhD research, funded proposals, and academic publications . **Appendix G XR Research Topics and Dissertation Ideas** This appendix presents emerging, applied, and interdisciplinary research topics in Extended Reality (XR) . Topics are categorized for students, researchers, and academicians , with scope clearly indicated. G.1 XR RESEARCH AREAS XR Systems and Architecture Human–Computer Interaction (HCI) XR + Artificial Intelligence XR in Healthcare and Rehabilitation XR in Education and Skill Development XR for Industry 4.0 XR Ethics, Privacy, and Safety G.2 UG-LEVEL PROJECT TOPICS Development of a Virtual Classroom using VR AR-Based Educational Content for School Students VR Safety Training Simulation AR Product Visualization Application VR Museum Tour Gesture-Based Interaction in XR WebXR-Based Virtual Experience VR Game with Haptic Feedback AR Navigation System XR-B...

Appendix F: XR Laboratory Experiments and Mini Projects

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Below is Appendix F , prepared in a laboratory-manual + academic-project format , suitable for UG/PG labs, project work, and practical examinations . **Appendix F XR Laboratory Experiments and Mini Projects** This appendix provides structured laboratory experiments and mini projects in Extended Reality (XR). It is designed for hands-on learning , skill development, and academic assessment. F.1 OBJECTIVES OF XR LABORATORY To understand XR development environments To design immersive XR experiences To implement interaction techniques To integrate XR with real-world applications F.2 SOFTWARE & HARDWARE REQUIREMENTS Hardware Meta Quest / HTC Vive / Smartphone (AR) VR controllers / hand tracking PC with GPU (minimum 8 GB RAM) Software Unity 3D XR Interaction Toolkit ARCore / ARKit Blender (optional) F.3 LIST OF XR LAB EXPERIMENTS Experiment 1: Setting Up XR Development Environment Aim: To install and configure Unity for XR development. Procedure: Install Unity Hub Add XR In...