Abhimanyu Kumar

Abhimanyu Kumar

Köln, Nordrhein-Westfalen, Deutschland
8200 Follower:innen 500+ Kontakte

Info

Let's build great games together!

Aktivitäten

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Berufserfahrung

  • Naavik Grafik

    Naavik

    Cologne, North Rhine-Westphalia, Germany

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    Karlsruhe, Baden-Württemberg, Germany

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    Karlsruhe, Baden-Württemberg, Germany

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    Bengaluru, Karnataka, India

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    Bengaluru, Karnataka, India

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    Bangalore, India

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    New Delhi, India

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    Bangalore, India

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    Boston, Massachusetts, USA

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    Ahmedabad, India

Ausbildung

Ehrenamt

  • General Management Intern

    Kalam Foundation, Office of Dr. APJ Abdul Kalam (11th President of India)

    2 Monaten

    Armutsbekämpfung

    • 1 of 8 students selected across India for internship
    • Worked directly under the guidance of Dr. APJ Abdul Kalam (11th President of India)
    • Worked with a 8 member team on "What Can I Give" (WCIG) mission of The Kalam Foundation
    • Contributed towards researching and editing Dr. Kalam's speeches delivered in different countries
    • Completed this internship simultaneously with the Mango Games internship above

  • Founder

    STRAW (Stray Relief & Animal Welfare)

    –Heute 19 Jahre

    Tierschutz

    Founding member of STRAW (Stray Relief & Animal Welfare) - An NGO recognized by Animal Welfare Board of India (AWBI) and a member of World Society for the Protection of Animals (WSPA), USA.

Veröffentlichungen

  • Gamification - A Walkthrough

    2012 MICA Communications Review

    “Gamification” is slowly becoming a powerful and an important strategy for motivating and influencing large groups of people, and is bringing about an intense wave of change in a wide array of sectors. This paper surveys and situates the current uses of gamification within existing research to help explore the ways in which this concept has been and can be used to solve real world business and non-business problems. The core components of gamification are explored and various examples of how…

    “Gamification” is slowly becoming a powerful and an important strategy for motivating and influencing large groups of people, and is bringing about an intense wave of change in a wide array of sectors. This paper surveys and situates the current uses of gamification within existing research to help explore the ways in which this concept has been and can be used to solve real world business and non-business problems. The core components of gamification are explored and various examples of how gamification has been used to achieve business goals, promote education, combat world hunger and fight corruption are explained. Similar solutions for the Indian context have also been recommended and future trends of this nascent concept are studied.

    Andere Autor:innen
    Veröffentlichung anzeigen
  • Online Devanagari Isolated Character Recognition for the iPhone Using Hidden Markov Models

    Students' Technology Symposium (TechSym), 2010 IEEE

    In this paper, we present a novel scheme, which is to be implemented on the iPhone, for the recognition of online handwritten basic isolated characters of the Devanagari script. Devanagari is an Indian script that is used for several major languages such as Hindi, Sanskrit, Marathi & Nepali and is spoken as well as written by more than 500 million people. Unconstrained Devanagari writing is more complex than English cursive due to the possible variations in the order number, direction and shape…

    In this paper, we present a novel scheme, which is to be implemented on the iPhone, for the recognition of online handwritten basic isolated characters of the Devanagari script. Devanagari is an Indian script that is used for several major languages such as Hindi, Sanskrit, Marathi & Nepali and is spoken as well as written by more than 500 million people. Unconstrained Devanagari writing is more complex than English cursive due to the possible variations in the order number, direction and shape of constituent strokes. The Devanagari alphabet is split into 13 vowels & 36 consonants. A manual study of various characters was done and 42 stroke classes were created. A stroke based recognition approach has been designed where strokes are recognized using Hidden Markov Models (HMM). One HMM is constructed for each stroke class. A second stage of classification has been designed and is used for recognition of characters using stroke classification results along with look up tables. The distinguishing feature of our implementation of online handwriting recognition of isolated Devanagari characters is that it is being designed and implemented for the new iPhone platform and it takes care of various constraints this platform presents us with.

    Andere Autor:innen
    • Samit Bhattacharya
    Veröffentlichung anzeigen

Auszeichnungen/Preise

  • Zynga Champion

    Zynga

    Awarded for striking a great balance between looking for new areas of game revenue, while keeping an eye on player love and satisfaction. Further, for being focussed and going above and beyond always.

  • Zynga Samurai

    Zynga

    Awarded for exemplary work and sustained quality of output at Zynga.

  • Zynga Emerging Star

    Zynga

    Awarded for learning the Zynga Product Management code in less than 6 months.

  • 2011 IGDA ChinaJoy Scholar

    International Game Developers Association (IGDA) & Game Developers Conference (GDC)

    • One of 15 scholars worldwide
    • Invited to GDC China 2011
    • International gaming scholarship for excellence in forwarding the craft of game development

  • 2011 IGDA GDC Scholar

    International Game Developers Association (IGDA) & Game Developers Conference (GDC)

    • One of 25 scholars worldwide
    • Invited to GDC USA 2011
    • International gaming scholarship for excellence in forwarding the craft of game development

Sprachen

  • English

    Muttersprache oder zweisprachig

  • Hindi

    Muttersprache oder zweisprachig

  • German

    Grundkenntnisse

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