Research Papers - Dept of Information Technology

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    Cloud-based Salesman-Bot for Ontology-based Negotiation
    (IEEE, 2023-04-06) Fernando, A; Rahubedda, T; Jayasinghe, B; Mallikahewa, S; Hettiarachchi, O; Rajapaksha, S
    We have proposed a cloud-based ChatBot (Salesman-Bot) approach to handling multiple negotiation scenarios in a supermarket environment. The web application is a simple interface that can be implemented on a single standalone device or interacted with through a mobile phone. The Salesman-Bot responds both via text and speech. By introducing a Salesman-Bot, efficient negotiation, with quick preferences and suggestions can be provided. A new architecture proposed to operate the Salesman-Bot together with Google APIs and libraries such as Natural Language AI, Vision AI, Speech to Text API, Text to Speech API and Machine Learning using TensorFlow. The application also uses the Google Cloud Platform with related services such as Google App Engine. The goal is to make ChatBots more efficient in negotiating in different business scenarios. This paper presents the work carried out with ontology and machine learning in a cloud-based environment to handle multiple negotiation scenarios based on a negotiation hierarchy. It also proposes the opportunities and drawbacks of such a system.
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    Know More: Social Media based Student Centric E-learning platform with Machine Learning Approaches
    (IEEE, 2022-07-18) Malavige, O; Nasome, V; Costa, M; Jayasinghe, B; Karunasena, A; Samarakoon, U
    Social media has become increasingly popular among the younger generation in the last decade. Students engage with social media on daily basis, and it affects their interests, lifestyle, and attitude. There are many existing e-learning applications used by higher educational institutes, but such applications are mainly focused on delivering teaching content rather than facilitating active and interactive learning. This paper proposes a novel e-learning platform to create an active and interactive learning environment for students leveraging social media strategies, especially those of “Facebook.” The objective of this platform is to promote self-motivation, self-learning, and interaction. The platform features were built on considering three aspects important for learning, which are personal knowledge management, learning management, and collaborative learning. Features of the proposed platform that it comprises are Newsfeed, Classmates, Profile, Cluster, Repository, Knowledgebase, Bookmark, Topic Map, Search Engine, Test Mark Prediction, and Slide Show Summary generator. Machine Learning techniques and Natural Language Processing were used to build some of the platform features. The feedback collected on the proposed system, “KnowMore,” shows that the satisfaction of the students has increased with the system.
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    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.