Browsing by Author "Kumari, S."
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Publication Embargo Automated Diabetic Retinopathy Screening With Montage Fundus Images(2020 2nd International Conference on Advancements in Computing (ICAC), SLIIT, 2020-12-10) Kumari, S.; Padmakumara, N.; Palangoda, W.; Balagalla, C.; Samarasingha, P.; Fernando, A.; Pemadasa, N.Diabetic retinopathy (DR), also known as diabetic eye disease is one of the major causes of blindness in the active population. The longer a person has diabetes, higher the chances of developing DR. This research paper is an attempt towards finding an automatic way to staging DR using montage eye images through artificial intelligence (AI). Convolutional neural networks (CNNs) play a big role in DR detection. Using transfer learning and hyper-parameter tuning DR staging is analyzed through different models. VGG16 gave the highest classification accuracies for the stages Proliferative DR (PDR) & Non-proliferative DR (NPDR). The highest level of NPDR is severe DR which achieved 94.9% classification accuracy (CA) & special features like cotton wool & laser treatment performed at 83.3% CA for each. Moreover, by using patient's history data such as age, right eye & left eye value accuracies & diabetic diagnosed year, system can predict the DR stages. That predictive model has achieved the best CA of 94 % by using Xgboost classifier. Overall, a fully functional app has been developed to detect DR stages with Montage Fundus images using AI.Publication Embargo EduHelp – An Online Tutoring Application(2021 3rd International Conference on Advancements in Computing (ICAC), SLIIT, 2021-12-09) Fernandopulle, S.R.; Warnasooriya, W.M.C.D.B.; Jayasinghe, J.M.H.N.; Theeraj, S.M.D.; Samarakoon, U.; Kumari, S.E-learning via electronic mail, the Internet, the Worldwide Web (WWW), and multimedia has emerged as a result of the convergence of digital technologies and growing interest in the computerized delivery of higher education. The rapid emergence of Covid-19, a lethal disease caused by the Corona Virus, shocked the entire world. It was labeled a pandemic by the World Health Organization. This has posed a challenge to the global education system, forcing instructors to switch to an online form of instruction overnight. Many academic institutions that had previously been hesitant to adapt their traditional pedagogical method now have no choice but to fully embrace online teaching-learning. Because the platform is new to students and teachers, it appears that they are having some difficulties conducting their classes. Hence in this paper, we proposed an E-learning Application called EduHelp to design and build a tutoring platform that includes payment validation for each student, lesson summaries with a video summary note, and more. Upload relevant files and papers by automatically identifying and directing them, as well as creating automated questions and monitoring student attention.Publication Embargo 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.
