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Browsing by Author "Rupasinghe, S"

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    PublicationEmbargo
    Deep Learning-Based Smart Infotainment System for Taxi Vehicles
    (IEEE, 2022-06-27) Dewalegama, M. P; de Zoysa, A.D.S; Kodikara, L. M; Dissanayake, D.M.J.C; Kuruppu, T. A; Rupasinghe, S
    Nowadays, people are more intent to use IoT to ease their day-to-day work. As a result of that, the transportation industry is being adopted to more IoT-based approaches rather than traditional methods. When it comes to taxi services, companies need to keep up the competition with their rivals. Along with the high demand, there are also being reporting number of problems around the taxi industry daily. Taking some of the most common problems into consideration, such as “Smart Infotainment System” will help to resolve most of those problems. Deep learning models such as CNN (Convolutional Neural Network), YOLO and SKLearn used to develop the proposed system. As a result of that, the reputation of the taxi service will be increased, and the taxi service consumers will be able to get a comfortable and safer journey to the end of the day.
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    ELIZA: Smart Monitoring and Reporting Toast Master System
    (IEEE, 2022-12-09) Nizer, F.S.A; Iksudha Bhargavi, R; Agalyah, P; Raveendran, M; Kuruppu, A; Rupasinghe, S
    Public speaking is the most common form of fear, and everyone feels uneasy with it. Fear of speaking in public is commonly called “glossophobia,” where people are discouraged from speaking in front of people due to embarrassment and rejection. Public speaking anxiety (PSA) is one of the most universal subtypes of anxiety where people fear, lose their confidence, and become uncomfortable physically and mentally. But public speaking is considered important in the educational sector and workplaces, where people get higher opportunities. Therefore, clubs like Toastmasters help people overcome their fear of public speaking and improve their confidence. We are launching the idea of a Smart Monitoring and Reporting Toastmasters System for people to improve their public speaking so they do not need a supervisor or mentor to train them. This smart monitoring system recognizes the candidate through image processing and deep learning. Moreover, this will analyze some features from the candidates’ speeches, such as facial emotion recognition, speech recognition, hand and body gesture recognition, and the candidates’ attire and appearance separately. This system will identify their mistakes and flaws and provide overall feedback to the users on the speech provided by the candidate. By implementing this web application, users can train themselves without a supervisor, and they can improve themselves and gain the confidence to participate in a Toastmasters competition as perfect candidates.
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    PublicationEmbargo
    Innovative use of Collaborative Teaching in Conducting a Large Scale Online Synchronous Fresher’s Programming Course
    (IEEE, 2021-04-21) Kodagoda, N; Gamage, A; Suriyawansa, K; Jayasinghe, B; Rupasinghe, S; Ganegoda, D; Jayalath, T; Kurrupu, A
    The COVID-19 pandemic has forced educationist to come up with innovative solutions in delivering, engaging synchronous online academic modules. An innovative collaborative teaching approach was utilized in delivering programming concepts for freshers. A team of six academics functioned as a resource panel in delivering synchronous online lecture content. These interactive sessions were led by a moderator inquiring the resource panel on topics related to the content of the lecture. This was done in the same spirit on how a panel discussion would be conducted led by a moderator in a conference. Microsoft Teams Live was used in the delivery of the content to an audience of up to 800 students. Delivering a freshers programming course is known to be challenging in face- to-face delivery. A collaborative programming environment was used to engage students in live coding activities during the lectures. Students had opportunities to interact with the resource panel through quizzes, QA and through coding related activities. These lectures also introduced the innovative use of QR codes to get students engagement through a mobile device for the interactive sessions. Results based on a survey shared among the participated students, confirmed the collaborative teaching approach in conducting webinar was more effective over a traditional webinar that is conducted by one person. Interactive programming environment (Repl.it) allowed the resource personal to give feedback on the programs submitted by the students during synchronous sessions conducted. The best practices used in delivering this course can be easily adopted in delivering highly engaging online lectures for other courses.
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    PublicationEmbargo
    Machine Learning Technique based Trip Planning System - TripMa
    (Institute of Electrical and Electronics Engineers, 2022-10-22) Vishwajith, L; Attanayake, H; Rangana, S; Ushara, T; Bandara, P; Rupasinghe, S
    Travel planning is a tedious task to engage from the perspective of travelers since it involves crucial and critical decision-making due to a lack of foreign geography and cultural knowledge. Initially, the concept of traveling through travel agencies was used and it was slowly diminishing due to the fact of freedom and exploration are too constant and bounded according to the organizer's perspective. The proposed model overcomes almost all existing challenges and removes the traveler's local knowledge gap by using the dynamic prediction and recommendation features. The proposed system has identified the importance of grouping or the sharing expectation of a traveler through mapping out the best matching companions along with identification of tourist attractions and the best time to visit those places, which also included safety precaution methodologies to the travelers, which provide them the capabilities of preparing and mitigating the potential risks along with the traveling areas. The inclusion of the user feedback analysis model will impact identifying the user's perspective of the system and ensures users' trust towards the system, The system has iteratively used location-based knowledge through third-party APIs such as GOOGLE MAP API. The below sections will describe and illustrate the modes of machine learning techniques used, weighted models, and the NLP data mining methodologies used to acquire the systems architecture.
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    PublicationOpen Access
    Mindscapes of the Gamer: A Phenomenological Study of Internet Gaming Disorder among Sri Lankan Adolescents
    (School of Psychology. Faculty of Humanities and Sciences, SLIIT, 2025-10-10) Rupasinghe, S; Ponnamperuma, L
    Internet Gaming Disorder (IGD) has emerged as a significant mental health concern among adolescents, undermining psychological well-being, academic performance, and interpersonal relationships. In Sri Lanka, stringent cultural values, such as strict familial hierarchies and high expectations for academic excellence, and intense educational pressures, shape gaming experiences. This study examined adolescentgamers’ lived experiences through in-depth semi-structured interviews with seven participants recruited via snowball sampling from online gaming communities. Participants were active gamers who reported significant daily-life disruptions. Interviews (30–40 minutes) were transcribed verbatim and analysed iteratively to ensure thematic credibility. Interpretative Phenomenological Analysis guided thematic exploration. Four superordinate themes emerged: Mindscapes of the Gamer; Connected Yet Fragmented; When Escape Becomes the Only Escape; and The Real Cost of Virtual Victories. This paper focuses on the Mindscapes of the Gamer theme, comprising two subthemes, Escaping Real-Life Stress and Gaming’s Effects on Thoughts and Actions, to illustrate gaming’s dual role as a refuge and a cognitive intruder. Participants described gaming as providing immediate emotional relief from academic and familial stress, yet their accounts revealed lingering mental preoccupations that disrupted concentration, decision-making, academic engagement, and self-care. Excessive gaming was also associated with academic neglect anddeterioration in self-care practices, compounding its adverse effects on mental health. Some adolescents reported enhanced self-worth and social validation, reflecting literature on digital belonging. These findings uncover a paradox in which brief relief may lead to enduring cognitive and emotional challenges. The paper underscores the need for culturally tailored interventions combining emotion-regulation training with strategies to interrupt gaming-related rumination. Focusing solely on Mindscapes of theGamer delivers in-depth psychological insights and actionable guidance for fostering resilience among adolescents in pressured environments.

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