Research Papers - Dept of Software Engineering

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    E-tutor: Comprehensive Student Productivity Management System for Education
    (IEEE, 2022-12-09) Silva, K; Induwara, R; Wimukthi, M; Poornika, S; Samaratunge Arachchillage, U.S.S; Jayalath, T
    With the advancement of technology, e-learning has emerged as predominant in the education sector. As students, parents, and educators acknowledged, adopting e-learning can offer several benefits over traditional learning techniques. Since more individuals are becoming acclimated to online learning platforms, these online platforms can provide a simple, instructive, and efficient mode of delivery. This novel approach could be improved with the aid of Artificial Intelligence (AI) to comprehend consumers more thoroughly and provide valuable and better-suited services. Most sectors in education, including universities, swiftly adapted to new educational methodologies because of their flexibility and productivity. Nevertheless, there are some downsides that young demography experiences, such as less instructiveness, distraction due to the absence of teachers, and poor IT literacy. Consequently, these drawbacks would recede the capability of students to assimilate content during the lecture. Therefore, the main objective of this research is to implement an E-learning platform with AI learning analytics to enhance students’ performance regularly while reducing the significant drawbacks of the E-learning platforms. This research consists of students’ focus detection, essay-based answer evaluation, note summarization, mind map generation, and personalized guidance facilities.
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    PublicationOpen Access
    Source Code based Approaches to Automate Marking in Programming Assignments
    (Science and Technology Publications, 2021) Kuruppu, T; Tharmaseelan, J; Silva, C; Samaratunge Arachchillage, U. S. S; Manathunga, K; Reyal, S; Kodagoda, N; Jayalath, T
    With the embarkment of this technological era, a significant demand over programming modules can be observed among university students in larger volume. When figures grow exponentially, manual assessments and evaluations would be a tedious and error-prone activity, thus marking automation has become fast growing necessity. To fulfil this objective, in this review paper, authors present literature on automated assessment of coding exercises, analyse the literature from four dimensions as Machine Learning approaches, Source Graph Generation, Domain Specific Languages, and Static Code Analysis. These approaches are reviewed on three main aspects: accuracy, efficiency, and user-experience. The paper finally describes a series of recommendations for standardizing the evaluation and benchmarking of marking automation tools for future researchers to obtain a strong empirical footing on the domain, thereby leading to further advancements in the field.
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    Cognitive Rehabilitation based Personalized Solution for Dementia Patients using Reinforcement Learning
    (IEEE, 2021-04-15) Rathnayaka, M. H. K. R; Watawala, W. K. C. R; Manamendra, M. G; Silva, S. R. R. M; Kasthurirathna, D; Jayalath, T
    Dementia is one of the most challenging health problems faced globally with the increase in the ageing population. The estimated current prevalence of dementia is 47.5 million worldwide. This number will nearly double in every 20 years globally. Dementia is basically, a syndrome which cannot be cured by medicine, but non-pharmacological therapy can be used to treat Dementia patients, this is known as Cognitive Rehabilitation Therapy. According to the recommendations of the doctors, the use of a brain training application could be better than traditional approaches. There are number of Brain training mobile applications in the world that could be useful in improving human concentration, attention and all sorts of brain activities but there isn’t any customized software solution that has games or activities. Patients can be in different stages of Dementia. Therefore, for a better cognitive rehabilitation they need personalized therapies with the games and activities. Accordingly, developing this application is an actual global requirement for dementia patients. The world is evolving with new technologies and this application includes the mind games based on such technologies as Reinforcement Learning which predict the next level for patients based on user behavior. And there are some activities on speech recognition using Deep Neural Network as well. Patients, caregivers and doctors can view the progress reports of the patients. All the games have designed along with the supervision and recommendation from a Consultant Psychiatrist in Sri Lanka. The main objective is to help the Dementia patients in cognitive rehabilitation to improve the quality of life with best suited personalized games and activities.