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Browsing by Author "Dassanayake, T."

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    SalFix: Solutions for Small Businesses Using Artificial Intelligence and Machine Learning
    (2021 3rd International Conference on Advancements in Computing (ICAC), SLIIT, 2021-12-09) Perera, T.; Kuganandamurthy, L.; Ameen, T.; Dassanayake, T.; Ganegoda, D.
    Every large organization was a small business before. There are many businesses starting every day. Most of them are small businesses. Managing a business is always a challenge. The owners face lots of challenges when they engage with a business. Small business owners do not have enough knowledge about advertising or promoting a product. New owners do not know the trendiest product at present, and they need to know to sell which product to be profitable. L ack o f communication with the customers will impact the customer base. These are the main problems that owners face. By introducing SalFix, these challenges can be conquered. SalFix is a web application that is suitable for current owners and new owners. SalFix uses Artificial I ntelligence t o g enerate a utomated a d i mages, predict what will happen to the business next year, predict which product is the trendiest. To improve customer communication, SalFix is embedded with a chatbot plugin that can be integrated into the small business’s website. SalFix can perform a SWOT analysis as well. Owners can use SalFix to fix t heir s ales and boost their income. SalFix is a yearly subscription service and will provide more accurate results.
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    Sensor-Based Emotion Tracking System for Computer Games
    (2021 3rd International Conference on Advancements in Computing (ICAC), SLIIT, 2021-12-09) Wickramasinghe, W.R.M.G.K.; Devduni, R.M.B.; Dasanayaka, D.T.C.B.; Mohomed, M.N.N.; Kumari, S.; Dassanayake, T.
    The game development industry is among the leading industries globally, and in 2020, gaming emerged as a popular entertainment activity upon the COVID-19 outbreak. Thus, competition among gaming companies is high. Hence, they try to adopt new technologies often. Gaming brings multiple feelings for the gamer. At times, the conditions may get even worse from the game’s end where the gamer may end up venting out his rage and annoyance. Hence, there is a massive possibility for the gamer to switch to another game which may result in the company to lose its customers. In that scenario, this system can monitor the emotional states of the gamer while playing and manipulate the gaming environment, sound environment, enemy behavior, and gamer mechanism according to the emotional state of the gamer. The sensor-based emotion tracking system identifies the gamer's emotional state using facial emotions, detected through a webcam and heart rate, detected through sensors. The development was carried out through the machine learning models, open cv, Arduino techniques, and reactive programming. The emotional state and facial emotions that will be tracked will count to an accuracy of above 95%. Through that, the target will be to make the gamer satisfied by building appreciation for the services given and by improving the gamer's gaming experience and retain the gamer with the game provider.

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