Suhas Gupta
Biographic Data
| ID | 10130634 |
|---|---|
| NAME | Suhas Gupta |
| GIVEN NAMES | Suhas |
| FAMILY NAME | Gupta |
| SIGNATURE | GUPTA S |
| AFFILIATIONS | Chitkara University |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Virtual Reality-Based Sculpture Education Frameworks
With the emergence of Virtual Reality (VR) technologies, the field of sculpture education has gained the opportunity to overcome the limitations of physical materials, studio environment, and conventional teaching structures. The proposed paper suggests a cohesive VR-based Sculpture Education Framework consisting of the combination of immersive tools and the recognized sculptural practices to improve learning of creativity, development of technic…
Virtual Performances and Ai-Driven Audience Analytics
Entertainment business is going into computers and this has brought a change in the manner shows are produced, shown and enjoyed. The creation of the interactive platform and the greater global connectivity has propelled the growth of the virtual performances as a dynamic substitute of the traditional live performances. These are digital programs, theatre, and music shows. In this paper, the author will discuss how artificial intelligence (AI) is…
Ai-Driven Simulation of Material Behavior in Sculptural Arts
The arts of sculpture are adopting digital design and creation, although sculptors are still struggling to anticipate the behaviour of complicated materials like deformation, stress distribution, fracture, and surface reaction during modeling and post-processing. The main goal of the study is to create an AI-based simulation platform that should be able to predict the behavior of materials used in sculptural artworks with high precision to make i…
No prominent works on this page.
Virtual Reality-Based Sculpture Education Frameworks
With the emergence of Virtual Reality (VR) technologies, the field of sculpture education has gained the opportunity to overcome the limitations of physical materials, studio environment, and conventional teaching structures. The proposed paper suggests a cohesive VR-based Sculpture Education Framework consisting of the combination of immersive tools and the recognized sculptural practices to improve learning of creativity, development of technic…
Virtual Performances and Ai-Driven Audience Analytics
Entertainment business is going into computers and this has brought a change in the manner shows are produced, shown and enjoyed. The creation of the interactive platform and the greater global connectivity has propelled the growth of the virtual performances as a dynamic substitute of the traditional live performances. These are digital programs, theatre, and music shows. In this paper, the author will discuss how artificial intelligence (AI) is…
Ai-Driven Simulation of Material Behavior in Sculptural Arts
The arts of sculpture are adopting digital design and creation, although sculptors are still struggling to anticipate the behaviour of complicated materials like deformation, stress distribution, fracture, and surface reaction during modeling and post-processing. The main goal of the study is to create an AI-based simulation platform that should be able to predict the behavior of materials used in sculptural artworks with high precision to make i…
Sculpture (2 works) · Aesthetic Perception and Analysis (1 works) · Analytics (1 works) · Architecture (1 works) · Architecture and Computational Design (1 works) · Art Education and Development (1 works) · Art, Technology, and Culture (1 works) · Artificial Intelligence in Games (1 works) · Augmented reality (1 works) · Business Intelligence (1 works)