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GUJARAT TECHNOLOGICAL UNIVERSITY

Chandkheda, Ahmedabad
Affiliated

Sardar Vallabhbhai Patel


Institute Of Technology, Vasad.
A Report On

Smart I-Card
Under subject of
DESIGN ENGINEERING – 1B
B. E. II, Semester – IV
(Computer Branch)

Submitted by: Group:

Sr. Name of student Enrollment No.

1. Shruti Deshmukh 210410107115


2. Bhavy Bhatt 210410107114
3. Aarya Shah 210410107051
4. Priya Parmar 210410107142

Mr. SAHANI GURUCHARANSINGH

(Faculty Guide)

Dr. Neha Soni


(Head of the Department)

Academic year
(2022-2023)
SARDAR VALLABHBHAI PATEL INSTITUTE OF TECHNOLOGY VASAD–388306

Certificate

Date: 13/06/2023

This is Certify that

1. Shruti Deshmukh 210410107115


2. Bhavy Bhatt 210410107114
3. Aarya Shah 210410107051
4. Priya Parmar 210410107142

Of program computer Engineering SecondYear, 4thSemester has satisfactorily completed their


Project activities in course Design Engineering 1B-[3140005] for the term ending 2022-2023.

Mr. SAHANI GURUCHARANSINGH Dr. Neha Soni

Internal Guide Head of the Department


Table of Contents

Acknowledgement ..........................................................................................................

Abstract…………………………………………………………………………………

Chapter 1 Introduction ..................................................................................................................................................

Chapter 2 Reverse Engineering .................................................................................................................................

Chapter 3 Canvas Activities ........................................................................................................................................

3.1 AEIOU Canvas. ...............................................................................................

3.2 Ideation Canvas………………………………………………………………

3.3 Mind Mapping ………………………………………………………………

3.4 Empathy Canvas..…………………………………………………………….

3.5 Product Development Canvas ………………………………………………

3.6 Prototype ……………………………………………………………………

3.7 LN Matrix Canvas …………………………………………………………..

Chapter 4 Conclusion…………………………………………………………………………………………………………..

References...........................................................................................................................................................................
ACKNOWLEDGEMENT

We take this occasion to thank God, almighty for blessing us with his grace and taking our endeavor to a
successful culmination. We extend our sincere and heartfelt thanks to our esteemed guide, Mr. SAHANI
GURUCHARANSINGH, for providing us with the right guidance and advice at the crucial junctures and for
showing me the right way. We also take this opportunity to express a deep sense of gratitude to Sardar
Vallabhabhai Patel Institute of Technology, Vasad. We would like to thank our friends and family for the
support and encouragement they have given us during the course of our work.
ABSTRACT

All institutions in our country are concerned about regularity of attendance. Mainly there are two conventional
methods for attendance taking and they are by calling names or by taking sign on paper. They both were more
time consuming and inefficient method. Hence, there is a requirement of smart i-card. This project defines the
basic problem of attendance management in various organization as well as adding credits to a student’s profile
which can be considered for this overall assessments. This project also supports updating book issue status for
libraries. In this project the various computerized system which is being developed by using different techniques
and QR-codes. Based on this a new approach for attendance, credits and updating book issue status is proposed to
be used for various organization
INTRODUCTION

The technology aims in imparting a tremendous knowledge oriented technical innovation these days. Deep
Learning is one among the interesting domain that enables the machine to train itself by supplying some datasets
as input and supplies a suitable output during testing by applying different learning algorithms.

Nowadays Attendance is considered as a key factor for Industries as well as an educational organization. With the
advancement of the deep learning technology the machine automatically detects the attendance performance and
keeps a record of those collected data. In general, the attendance system can be kept in two different forms
namely, Manual Attendance System (MAS) Automated Attendance System (AAS). Manual Attendance
Management system is a process where an Industries as well as an educational organization concerned with the
subject need to call the name and mark the attendance manually. So, the problem arises when we think about the
traditional process of taking attendance in the classroom. To solve all these issues, we go with Automatic
Attendance System (AAS). Automated Attendance System (AAS) is a process to automatically estimate the
presence or the absence of the student in the classroom by using scanning the QR code technology.

It can also be implemented in the exam sessions to ensure the presence of the student. And to avoid excess stress
of the unsorted library system we will assign a QR which represents the basic info of the particular student so the
librarian can easily understand and arrange the details and books taken and returned by the student. We will also
include credit system which is a credit-based system where the selected admins or in our case the faculties can
give credits which the students can use to avail special offers to the books the Eligibility of exam can be availed
and the leaves and the internal markings can be achieved by the credential system.
Reverse Engineering

Reverse Engineering for Smart I-Card Project:

The given project aims to develop an Automated Attendance System using QR code scanning. The system is
intended to replace the traditional manual attendance process in industries and educational organizations.
Additionally, the project proposes the use of QR codes for managing library books, implementing a credit system,
and facilitating exam eligibility, leaves, and internal markings. To reverse engineer the project, we will outline the
steps involved in its implementation.

1. Data Collection:
- Gather a sufficient amount of attendance data, including both positive (presence) and negative (absence)
instances, to train the deep learning model.
- Collect student information such as names, unique identifiers, and other relevant details required for generating
QR codes.

2. QR Code Generation:
- Develop a system to generate unique QR codes for each student, containing their basic information and unique
identifiers.
- Establish a method to associate the generated QR codes with the corresponding student records in the attendance
database.

3. Attendance Tracking:
- Implement a mechanism to scan QR codes using appropriate technology, such as a dedicated QR code scanner
or a mobile device with a camera.
- Develop software or algorithms to process the scanned QR codes and extract the relevant student information.
- Update the attendance database based on the scanned QR codes and mark the students as present or absent
accordingly.

4. Integration with Library System:


- Create a library management system that utilizes the QR codes associated with each student.
- Develop a database to store information about borrowed and returned books, along with corresponding due
dates and penalties (if any).
- Enable librarians to scan QR codes to retrieve student information and track their book transactions.

5. Credit System and Exam Eligibility:


- Design a credit-based system to allow selected administrators or faculty members to assign credits to students.
- Develop a mechanism for students to redeem their credits for special offers related to library books or other
privileges.
- Implement rules and conditions for determining exam eligibility based on credit accumulation or other criteria
specified by the faculty.

6. Leave and Internal Markings:


- Establish a credential system that allows students to apply for leaves and track their attendance-related
information.
- Develop a mechanism for faculty members to review and approve leave requests, update internal markings, and
manage student attendance records.

By following these reverse engineering steps, the project can be implemented to create an Automatic Attendance
System using QR codes and additional features like library management, credit system, exam eligibility, leaves,
and internal markings.
3. Canvas Activities

3.1 AEIOU Canvas


AEIOU charts describe overall ideas about all details about previous concrete.
This comprises of five elements
1. Activities: the general observation or activities done in the domain.
2. Environment: the activities done in a specific surrounding is called environment.
3. Interaction: all type of interaction performed to get the job done.
4. Object: all the props, tools or objects used to get the job done.
5. Users: all the individuals that took part in the process are users.

3.1.1 Activities
These are goal-directed sets of action towards things people want to accomplish. What are the modes
people work in, and the specific activities and processes they go through?
In Summary of activities We describe general Impression, elements and summary of activities in general
impression we describe what is happening on site with people. Here are some activities

• Scanner
• QR Extraction
• Attendance marking in excel
• Updating book issue status
• Updating credits points

3.1.2 Environment

It includes the entire arena where activities take place. In Summary of ENVIRONMENT.
We describe general impressions, elements, and features.
In general, we describe the surroundings.

• Smart I-Card
• Area with sufficient light
• Website Scanner

3.1.3 Interaction
These are between a person and someone or something else; they are the building block of activities,
In Summary of INTERACTIONS, we describe interactions that how people should interact with each
other

Here we describe general impression and elements

• Faculty-Student
• Librarian-Student
• Class coordinator-Student
• Hod-Student
• Student-Student
3.1.4 Object
These are between a person and someone or something else. They are the building blocks of the
environment of activities.
Here we describe general impression and elements
• Camera
• QR Code
• Website
• Storage Device
• Mobile/Computer
3.1.5 Users
Users are the people whose behavior's, preferences, and needs are being observed.
In Summary of USERS, we describe in general impression and elements.
In general impression we describe this as the individual who participates in the process.

• College Administrator
• Librarian
• School Administrators
• Principal
• HOD
• Student
• Parents
• Faculties
AEIOU CANVAS
3.2 Ideation Phase
3.2.1 People
This is software related to technical as well as education fields so it affects the people attached to it.
Some of the people mentioned below are affected indirectly.

• Teacher
• Professor
• Manger
• Principal
• Librarian
• Administrator
• Students

3.2.2 Activities
Here people are engaged in some other activities some of us are mentioned below:

• Daily attendance
• Reduce manual work significantly
• Data analysis of attendance report
• Monthly and yearly book issue report
• Data analysis of credits points
• SMS or Email if absent
3.2.3 Situation/Context/Location
Then thought for context/location/situation and finally for possible solutions. We conclude that people's
emotions when using an interactive system do not only influence the current interaction itself.

• Educational Institutes
• Libraries
• Taking attendance
• Maintaining credits
• For smart administration
• For finding persona in database
• For time efficiency

3.2.4 Props/Tools/Objects

• Camera
• Database handler
• Scanner
• Website
• Display
• Storage device
• I-Card PVC
IDEATION CANVAS
3.3Mind Mapping
Mind mapping gives us the detailed information of how the project works with all its participants,
dependencies and the objects used.
3.4 Empathy Phase
3.4.1 Users
In an empathy canvas it shows you the details or the basic summary of multiple behavioral relation
between different objects in this case users have different empathetic relations like.

• Educational institutes
• Banks
• Airport authorities
• Security services

3.4.2 Stakeholders
This section defines the different empathetic behaviors of stakeholders in that particular domain.
This could be an individual or group of individuals or even some corporation.
These are below mentioned stakeholders.

• Engineers
• Teachers
• Librarian
• Staff
3.4.3 Activities
This section of the empathy canvas determines all the activities performed by all participants.
Activities are as listed below:

• User Registration
• QR scanning by user
• Unique code extraction and processing
• Attendance marked
• Book issue status updated
• Credits added or subtracted

3.4.4 Story Boarding


HAPPY:While attending a conference, we checked-in using QR code. This was a seamless process and
convenient too.
HAPPY: During techfest, as all registrations are done online, it is easy to maintain database.
SAD: In lectures, a considerable amount is spent by the faculty in taking attendance. During this time,
students create a lot of chaos.
SAD: The student is unaware about his dues to be paid in library, which increases with time.
EMPATHY CANVAS
3.5Product Development Phase
1. Purpose

• To develop a time efficient attendance system


• Excluding the manual work
• To maintain records of library
• To develop a secure system
• To Maintain credits given by faculty

2. People

• Students
• Faculty
• Hod
• Parents
• Librarian
3. Product experience

• 24*7 working
• Time efficient
• Zero error system
• Well maintained records

4. Product functions

• QR code recognition
• Compare code with database
• Alert through SMS or Email
• Update student’s credit for evaluation
• Update library book status

5. Product features

• Quick response
• High sensitivity
• Cost effective solution
6. Components

• Computer
• QR Code scanner
• Mobile
• PVC Plastic
• Printer
• Internet
PRODUCT DEVELOPMENT CANVAS
3.6Prototype
3.7 LEARNING NEED MATRIX
In the context of design engineering, a Learning Need Matrix (LNM) is a tool used to identify and
prioritize the learning needs of individuals or teams working on a design project. It helps assess the
knowledge and skills required to successfully complete the project and identifies any gaps that need to be
addressed through learning or training activities.
3.7.1 Purpose/Product concept
The product in the context of the Learning Need Matrix refers to the outcome or result of using the matrix.
It represents the deliverable or tangible output of the assessment process.

3.7.2 BE II / Stage II
It is to differentiate between different stages of learning and skill development. It helps to assess the
current proficiency level of individuals or teams and identify the gaps that need to be addressed through
learning activities during semester 4.
It includes following 4 sections:
1. Theories/ Methods/ Application Process Involved/ Mathematical Requirement
It includes the theories, methods, application processes, and mathematical requirements that
collectively contribute to the effective and efficient practice of design engineering, enabling the
development of innovative, functional, and reliable products.
2. Applicable Standards and Design Specifications/ Principles & Experiments
In design engineering, there are various applicable standards, design specifications, principles, and
experiments that guide the design process and ensure the development of high-quality and reliable
products.
3. Software/ Tools/ Simulation Methods/ Skill
Developing proficiency in software, tools, simulation methods, and skills mentioned in this section
enhances the design engineer's ability to create, analyze, and optimize designs efficiently, leading
to better products and systems. Continuous learning and staying updated with advancements in
relevant technologies are also essential in design engineering.
Learning Need Matrix
CONCLUSION

Concluding, Reverse engineering is a valuable process we used in our project in this semester to understand the
inner workings of a product, system, or technology. By deconstructing and analyzing the design, functionality,
and components of an existing object or system, reverse engineering can provide valuable insights and benefits.
Here are some common conclusions that we drew from the use of reverse engineering in our project:
Understanding Functionality, Identifying Design and Construction Techniques, Troubleshooting and Debugging
and Enhancing our Performance and Optimization.

Thus, the team acknowledged how to do documentation of a project and learnt how to make the canvases, which
gives the idea regarding project. Canvases helped us to be specified regarding project features and decide the
basic problem statement upon which we are working. Through this project users can rent properties easily without
much hassle. By making it online and in such a way that procedure is very smooth and easy going.
REFERENCES

Google: www.google.com
Wikipedia: the free encyclopedia www.wikipedia.com

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