Reportfinal
Reportfinal
Narration
Submitted by
MENILA M (310622205082)
MONISHA S (310622205089)
BACHELOR OF TECHNOLOGY
in
INFORMATION TECHNOLOGY
(Autonomous Institution)
affiliated to
ANNA UNIVERSITY: CHENNAI 600025
September 2025
EASWARI ENGINEERING COLLEGE, CHENNAI
(AUTONOMOUS INSTITUTION)
BONAFIDE CERTIFICATE
Certified that this project report titled “2D ANIMATION BASED DSA LEARNING
(310622205082), MONISHA S (310622205089) who carried out the project work under
SIGNATURE SIGNATURE
ii
PHASE-I EXAMINATION REPORT
The Phase –I examination report submitted by the below students in partial fulfilment for
the award of Bachelor of Technology degree in Department of Information Technology
under Anna University.
MENILA M
1. 2D Animation Based
(310622205082) DSA Learning Dr. S. GNANAPRIYA, M.E.,
Platform With Audio Ph.D., Assistant Professor
MONISHA S Narration Department of IT
2.
(310622205089)
iii
ACKNOWLEDGEMENT
We express our sincere thanks and deep sense of gratitude to our Founder Chairman,
Dr. T. R. Parivendhar, and our beloved Chairman, Dr. R. Shivakumar, M.D.,
Ph.D., for their constant support, encouragement, and inspiration which motivated us
to successfully complete this project.
We would like to record our respectful thanks to our Principal, Dr. P. Deiva Sundari,
M.E., Ph.D., and our Head of the Department, Dr. N. Ananthi, M.E., Ph.D., for their
valuable guidance, encouragement, and continuous support throughout the project.
We also sincerely thank our project coordinator, Dr. K. Johny Elma, M.Tech.,
Ph.D., for her continuous assistance and support during the course of this work.
Finally, we would like to extend our heartfelt thanks to all the teaching and non-
teaching staff members of the Department of Information Technology for their
cooperation and encouragement which greatly facilitated the smooth completion of
this project.
IV
ABSTRACT
Data Structures and Algorithms form the backbone of computer science education,
yet students often struggle to grasp these abstract concepts through traditional text-
based learning methods. This paper proposes a 2D Animation based DSA Learning
ABSTRACT v
LIST OF TABLES ix
x
LIST OF FIGURES
xi
LIST OF ABBREVIATIONS
1. INTRODUCTION
1.1. GENERAL 1
1.6. SUMMARY 4
2. LITERATURE SURVEY
2.1. INTRODUCTION 5
vi
2.6. SUMMARY 10
3.1. INTRODUCTION 11
3.5. SUMMARY 16
4. METHODOLOGY
4.1. INTRODUCTION 18
4.8. SNAPSHOTS 26
4.9. SUMMARY 27
vii
5. TESTING AND RESULTS
5.3. RESULTS 30
5.4. SUMMARY 30
6. CONCLUSION
6.1. INTRODUCTION 31
6.2. CONCLUSION 31
6.3. SUMMARY 31
REFERENCES 38
viii
LIST OF FIGURES
4.8 Output1 27
4.9 Output2 27
x
LIST OF ABBREVIATIONS
AI Artificial Intelligence
TTS Text-to-Speech
UI User Interface
UX User Experience
xi
LIST OF TABLES
ix
CHAPTER 1
INTRODUCTION
1.1 GENERAL
1
⚫ They fail to show live execution of algorithms, making it hard for students to see
how the concepts operate in practice.
⚫ They struggle to hold learners’ attention, especially for complex ideas like
recursion or tree traversal.
⚫ They do not offer personalized learning experiences, such as language options or
flexible playback.
⚫ They lack integrated assessments that provide timely feedback on understanding.
⚫ These drawbacks result in weak foundations, decreased motivation, and
difficulties in applying DSA knowledge. The proposed solution addresses these
gaps by combining animated visualizations with synchronized audio narration and
interactive quizzes, thereby making the learning process more engaging and
effective.
2
1.4 SCOPE OF THE PROJECT
The report is structured into six chapters, each addressing a key aspect of the project:
Chapter 1 – Introduction: This chapter sets the context by outlining the motivation
behind creating a 2D animation-based learning platform for Data Structures and
Algorithms (DSA). It covers the problem statement, project goals, and the scope of
the work.
Chapter 2 – Literature Review: This section examines current educational tools and
platforms, identifying their shortcomings in effectively conveying abstract concepts.
It establishes the need for a more interactive and engaging solution, positioning the
proposed platform as a novel approach.
3
Chapter 3 – System Design: Here, the focus is on the system’s feasibility,
architectural layout, and the design of key components such as animated visuals, audio
narration, and assessment features.
Chapter 5 – Testing and Evaluation: This section describes the testing strategy,
outlines specific test scenarios, and discusses the results. Visual evidence such as
screenshots is provided to showcase the system’s functionality and performance.
1.6 SUMMARY
4
CHAPTER 2
LITERATURE SURVEY
2.1 INTRODUCTION
A literature survey helps analyze existing research, tools, and methodologies related
to a project. For an educational platform focused on DSA, relevant areas include
algorithm visualization software, interactive learning systems, multimedia
instructional design, and animation-enhanced pedagogy. Although several tools
attempt to simplify DSA, most rely on static images or text and lack real-time
interaction. Furthermore, many do not include audio explanations or adaptive learning
features, which limits their effectiveness across diverse learner groups. This chapter
reviews the strengths and weaknesses of current tools and explains how the proposed
system fills these gaps by integrating 2D animation with synchronized narration and
interactivity.
Various resources are currently available for learning Data Structures and
Algorithms:
Textbook Learning: Traditional textbooks and lecture notes explain algorithms with
static images and pseudocode. Though informative, they don’t show the dynamic
behavior of algorithms.
Coding Practice Sites (Hacker Rank, Leet Code, Geeks for Geeks): Provide
problem-solving exercises but rarely offer visual step-by-step explanations.
5
Visualization Websites (e.g., Visual go): Display graphical demonstrations of
algorithm steps but often lack audio narration and multilingual options.
Video Courses (Coursera, Udemy, YouTube): Offer video lectures on DSA topics,
but these tend to be passive and lack interactive elements or replay control.
While these tools support DSA learning to some extent, none provide a fully
integrated, interactive, and personalized experience that effectively simplifies
algorithmic concepts.
Existing tools for learning Data Structures and Algorithms (DSA) present several
significant limitations that hinder effective comprehension:
6
• Insufficient Assessment Integration: Many platforms do not incorporate
formative assessments like quizzes or instant feedback mechanisms, making it
difficult to track progress or reinforce learning effectively.
• Narrow Content Coverage and Scalability Issues: Often, these tools focus on
a limited set of algorithms or data structures and lack the flexibility to expand
content or adapt to different curriculum requirements.
Collectively, these challenges highlight the need for a more versatile and engaging
learning solution that integrates dynamic animations, clear audio narration,
interactivity, and tailored learning pathways to better support diverse educational
needs.
Several studies and educational platforms have laid the groundwork for improving
algorithm learning through visualization and interactivity:
7
interactivity, such as live animations or immediate feedback mechanisms,
which are crucial for active learning.
Observations:
Existing research and educational tools consistently emphasize the significant role that
visualization and multimedia elements play in enhancing the learning of Data
Structures and Algorithms (DSA). Visual aids help demystify complex concepts by
making abstract processes more concrete, while multimedia components can cater to
diverse learning preferences. However, many current platforms fall short in several
key areas.
By addressing the limitations of existing tools, the proposed platform aspires to deliver
a more effective, inclusive, and motivating educational experience for students
studying Data Structures and Algorithms.
To overcome the identified gaps, the proposed platform introduces several innovative
features designed to elevate the learning experience:
9
• Interactive Quizzes: After each lesson segment, quizzes assess understanding,
providing immediate feedback and reinforcing learning outcomes. This fosters
active participation and helps track progress.
• Modular Architecture: The platform is designed for scalability, enabling easy
addition of new topics and content updates, ensuring it remains relevant across
various computer science curricula.
• Cross-Device Compatibility: Designed to function seamlessly on desktops,
tablets, and mobile devices, allowing learners to access the content anytime,
anywhere.
2.6 SUMMARY
The review of existing literature reveals that many current tools designed for learning
Data Structures and Algorithms (DSA) often rely on static presentations or passive
teaching methods, which can limit learner engagement and understanding.
Furthermore, these tools frequently lack features that allow for interactivity or
personalized learning paths, which are essential for addressing the diverse needs of
students.
Studies indicate that combining visual elements with auditory explanations enhances
cognitive processing and retention, especially when paired with active learning
techniques such as quizzes and hands-on exercises. The proposed learning platform
stands out by seamlessly integrating animated visuals with synchronized narration,
interactive controls, and assessments. This combination not only makes complex DSA
concepts easier to grasp but also fosters a more immersive and participatory
educational experience.
10
CHAPTER 3
PROPOSED SYSTEM DESIGN
3.1 INTRODUCTION
System design plays a vital role in transforming project requirements into a practical
solution, especially for educational software. The objective of this project is to
develop an interactive learning platform that uses 2D animations paired with audio
narration to simplify learning of Data Structures and Algorithms (DSA). This design
focuses on three fundamental features:
Active Learning and Evaluation: Including quizzes and exercises to engage users
and assess their progress continuously.
This chapter provides an overview of the proposed system, including its feasibility,
architecture, and main components.ules.
Input Handling: Users select specific DSA topics like arrays, stacks, queues, trees,
or sorting techniques.
Technical Feasibility:
Utilizes modern web technologies like HTML, CSS, JavaScript, and frameworks such
as React or Angular. Animations are created using open-source or freely available
animation tools and paired with audio narration.
Operational Feasibility:
The platform features a simple interface with playback controls, making it accessible
for students of varying skill levels. The narrated animations offer a more immersive
experience similar to classroom teaching.
Financial Feasibility:
12
3.4 SYSTEM ARCHITECTURE
13
3.4.2 Processing and Delivery Layer
Content Management System (CMS): Functions as the core repository for all
learning materials, including animations, voice recordings, quizzes, and exercises. The
CMS streamlines content organization by categorizing resources based on topics and
difficulty levels, ensuring quick retrieval and efficient content updates. It also supports
version control to manage revisions and maintain consistency across the platform.
Quiz and Assessment Engine: Embeds interactive evaluation tools throughout the
learning modules to measure understanding in real time. It offers a variety of question
formats, such as multiple-choice, fill-in-the-blanks, and drag-and-drop activities.
Immediate feedback and hints help learners correct mistakes and deepen their grasp of
concepts. Additionally, the engine tracks performance over time, helping both learners
and instructors monitor progress and identify areas requiring further focus.
Analytics and Reporting Module: Gathers detailed data on user interactions, quiz
results, time spent on each module, and overall engagement metrics. This data is
presented through comprehensive dashboards and reports, enabling educators and
administrators to evaluate the effectiveness of the learning materials. Insights gained
14
can guide content improvements, identify struggling learners, and optimize teaching
strategies.
Additional Features:
15
3.4.3 User Interaction and Reporting Layer
• Cloud-Based Storage and Activity Logging: Securely saves user data such as
progress markers, quiz outcomes, and feedback responses in the cloud. This
ensures that information is preserved across sessions, accessible from multiple
devices, and protected against data loss, supporting a seamless and reliable
learning experience.
3.5 SUMMARY
The designed platform provides a versatile and modular framework for teaching Data
Structures and Algorithms, leveraging the power of animated graphics paired with
synchronized audio narration. This dual-modality presentation transforms abstract
concepts into tangible, easily understandable lessons, catering to different learning
preferences. By integrating interactive elements such as quizzes, exercises, and real-
time feedback, the platform actively involves learners in the educational process,
16
promoting deeper comprehension and retention compared to conventional lecture-
based or textbook-driven approaches.
Overall, this platform aims to enhance the quality and accessibility of computer
science education by combining innovative teaching methodologies with practical
usability, thereby empowering learners to master complex algorithmic principles more
effectively.
17
CHAPTER 4
METHODOLOGY
4.1 INTRODUCTION
This chapter describes the organized process followed to develop the 2D Animation-
Based Learning Platform for Data Structures and Algorithms (DSA). It provides a
detailed overview of the development lifecycle, covering planning, design, and
implementation stages. The focus is on building an intuitive and engaging educational
tool that transforms complex DSA topics into clear, animated visuals synchronized
with audio narration to facilitate better understanding.
Additionally, this chapter outlines the required software environments and hardware
specifications necessary to support the platform. It explains the design of individual
system components, the algorithms powering animations and interactivity, as well as
the datasets used to illustrate concepts. By integrating multimedia with an interactive
interface, the platform aims to create a rich learning environment that encourages
active participation and improves knowledge retention.
The methodology serves as a guide for blending technical design principles with
educational best practices, ensuring the platform is both efficient and adaptable to the
diverse needs of computer science learners.
18
4.2 SOFTWARE SPECIFICATIONS
The platform development leverages the following software tools and technologies:
Operating Systems: Designed for compatibility with Windows 10/11, Ubuntu, and
macOS to support cross-platform deployment.
Programming Languages:
Backend: Python 3.x, chosen for its extensive libraries and API capabilities.
19
Animation and Audio Tools: Software like Blender, Synfig, or Adobe Animate is
used for crafting 2D animations, alongside audio recording programs for clear
narration.
The Toxic Filter for Kids system operates through a well-organized workflow
designed to deliver real-time, precise, and transparent child safety monitoring. The
detailed stepwise process includes:
20
1. Input Collection: The system gathers diverse types of data including textual
content from sources such as YouTube transcripts, user comments, and live
chats, alongside visual inputs like video frames and image snapshots or
thumbnails.
2. Data Preprocessing: Collected data undergoes cleaning to remove noise and
irrelevant elements. Multilingual texts are translated to a common language for
uniform analysis. Videos are processed to extract individual frames for
subsequent visual evaluation.
3. Model Initialization: Advanced natural language processing models based on
RoBERTa are loaded to identify toxic language patterns. Additionally, the
system integrates the Gemini API to provide reasoning capabilities and make
the detection results more interpretable.
4. Detection of Toxicity and Cyberbullying: The textual data is segmented and
analyzed by the RoBERTa model, which assigns probability scores indicating
the presence and severity of toxicity or cyberbullying.
5. Deep Reasoning via Gemini: Text samples flagged as high-risk or ambiguous
by RoBERTa are further processed by the Gemini model. This step enables
nuanced understanding of complex language features like sarcasm, implicit
negativity, and psychological undertones, enhancing the system’s
interpretability.
6. Visual Emotion Analysis: Extracted video frames are examined for emotional
signals, such as facial expressions and mood indicators, to detect potentially
harmful or disturbing visuals that could affect child viewers.
7. Risk Evaluation and Categorization: Results from the text analysis
(RoBERTa), interpretive reasoning (Gemini), and visual emotion recognition
are synthesized into a composite risk score. Based on weighted factors, content
is classified into LOW, MEDIUM, or HIGH risk categories.
8. Responsive System Actions: Depending on the risk classification, the system
initiates appropriate interventions. These may include recording safe content
interactions, issuing warnings for questionable content, blocking access to
21
harmful material, notifying parents or guardians, and securely storing incident
data for future audits.
This comprehensive process not only identifies unsafe content but also provides
explainable insights behind each decision, fostering greater confidence among
parents, educators, and platform administrators. By combining multimodal analysis
and interpretability, the system ensures timely and effective protection for children in
digital environments.
The proposed Toxic Filter for Kids system is organized into multiple functional
modules, each responsible for a specific task in the workflow. This modular design
ensures scalability, maintainability, and efficient execution. The identified modules
are as follows:
1. Input Module
Collects raw data from diverse sources including text (transcripts,
comments, live chats) and images (video frames, thumbnails). Uses
OpenCV to extract frames from YouTube video streams for further
analysis.
2. Preprocessing Module o Cleans raw text by removing unwanted
symbols, URLs, and noise.
o Translates multilingual text into English using NLP translation
pipelines.
o Splits long transcripts into smaller chunks suitable for model input.
3. Toxicity & Cyberbullying Detection Module Employs RoBERTa-
based NLP models to analyze text chunks.
o Generates toxicity and bullying probability scores. Implements early
stopping logic to save computational resources if high toxicity is
detected.
22
Fig 4.7 Cyberbullying Detection Module at Fog Layer
4.5 ALGORITHM
24
Pseudocode: Bubble Sort Execution Tracer
STARTInput array A of size nFOR i from 0 to n-1:
FOR j from 0 to n-i-2:
Highlight elements A[j] and A[j+1]
Narrate "Comparing A[j] and A[j+1]"
IF A[j] > A[j+1]:
Swap A[j], A[j+1]
Animate swap
Narrate "Swapped A[j] and A[j+1]"
ENDIF
ENDFOR
ENDFOR
Narrate "Array is now sorted"
Display final arrayEND
25
4.7 DATASET AND IMPLEMENTATION DETAILS
Unlike traditional ML projects, this platform does not rely on large datasets. Instead,
it uses:
4.8 SNAPSHOTS
26
4.8 SNAPSHOTS
4.9 SUMMARY
This chapter presented the methodology for developing the DSA visualization
platform. The approach combined execution tracing, visualization, AI tutoring, and
27
audio narration into a single interactive tool. By leveraging Python for backend
tracing, React + D3.js for frontend visualization, and AI APIs for narration, the system
bridges the gap between abstract algorithm theory and practical comprehension.
The methodology ensures the platform is modular, scalable, and user-centric, making
it a valuable resource for students learning programming and DSA.
28
CHAPTER 5
TESTING AND RESULTS
5.3 RESULTS
5.4 SUMMARY
Testing validated the platform’s usability, functionality, and effectiveness for teaching
Data Structures and Algorithms. The results confirm that the integration of animations,
audio narration, and quizzes enhances comprehension and student engagement.
30
CHAPTER 6
CONCLUSION
6.1 INTRODUCTION
6.2 CONCLUSION
Impact: The platform bridges the gap between abstract theory and practical
understanding, improving motivation and problem-solving skills among students.
6.3 SUMMARY
32
SAMPLE SOURCE CODE
app = Flask(__name__)
class OutputCatcher:
def __init__(self):
self.buf = []
self.buf.append(str(data))
def flush(self):
pass
def get_and_clear(self):
s = ''.join(self.buf)
self.buf = []
return s
"""
Each step: {
'line_no': int,
'line': str,
'output': str,
"""
code_lines = code_str.splitlines()
steps = []
output = OutputCatcher()
old_stdout = sys.stdout
step_counter = {'n': 0}
stack = []
def safe_repr(v):
try:
r = repr(v)
except Exception:
r = '<unrepresentable>'
r = r[:200] + '...'
return r
34
def tracer(frame, event, arg):
step_counter['n'] += 1
lineno = frame.f_lineno
func_name = frame.f_code.co_name
if event == 'call':
if stack:
stack.pop()
new_out = output.get_and_clear()
steps.append({
'event': event,
'func': func_name,
'line_no': lineno,
'line': line_text,
35
'locals': local_snapshot,
'output': new_out,
})
return tracer
error = None
try:
sys.stdout = output
sys.settrace(tracer)
rem = output.get_and_clear()
if rem:
except Exception:
error = traceback.format_exc()
finally:
sys.settrace(None)
sys.stdout = old_stdout
@app.route('/')
36
def index():
return render_template('index.html')
@app.route('/trace', methods=['POST'])
def trace():
try:
except Exception:
max_steps = 500
return jsonify(result)
if __name__ == '__main__':
app.run(debug=True)
37
REFERENCES
38