Research Publications Authored by SLIIT Staff

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This collection includes all SLIIT staff publications presented at external conferences and published in external journals. The materials are organized by faculty to facilitate easy retrieval.

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Now showing 1 - 6 of 6
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    STEP UP: Systematically Motivating the Children with Low Psychological Maturity Level and Disabled Children using Gamification and Human Computer Interaction
    (IEEE, 2022-07-18) Dharmarathne, R. S. C. K; Medagedara, K. A; Madhubashinee, N. B. W. N.; Maitipe, P. T.; Sriyaratna, D
    Children are the future of this world. Therefore, teaching them to have a better future is very important. Also, as the adults we have to motivate them to overcome the obstacles and challenges they face throughout their lifetime. When considering about the children, there are various types of children in our society. As examples there are children with special needs and there are children who are mentally and physically stable. Children with special needs require special attention than the other children. These kinds of children with special needs have various types of development disabilities. They are children with low psychological maturity level, autism, down syndrome, genetic disorders etc. We have proposed a system to motivate these children who are with low psychological maturity level named as ‘STEP-UP’. This system is a combination of four individual modules that have the common goal to motivate these kinds of children which were implemented using gamification, Image processing, machine learning and Human Computer Interaction. One individual module is focused on disabled children, and it will motivate those children using gamification. Another two modules are focusing on the children who are with low psychological maturity level. And that will motivate those kinds of children using gamification and HCI based technologies like Virtual Reality. The other module is a protocol to secure the data sent between the system and the database. The common goal of this overall STEP-UP system is to motivate the children with low psychological maturity level and disabled children.
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    ATHWEL: Gamification Supportive Tool for Special Educational Centers in Sri Lanka
    (IEEE, 2019-12-19) Kiriwaththage, P. N; Morawaka, A
    Learning Disability is a neurologically-based problem which involves in learning basic skills such as reading, writing and math. Intellectual Disability is characterized by below-average intelligence. Children with Intellectual Disability can do and learn new skills, but they learn them more slowly than average children of their age. Game-based learning is an effective way of getting learners actively involved in educational activities. Educating children with Intellectual Disability is a challenging process. They usually learn and progress more slowly than average children. Such children may have issues with motivation and interest in education; the use of Gamification approach becomes important as a motivational and interested affordance. A prototype desktop Gamification Supportive Tool called “ATHWELA” is proposed which operates through Assistive Technology. Assistive technology can be a device or a service that is used to increase, maintain, or improve functional capabilities of individuals with disabilities. Children with Intellectual Disability can be less interested in Mathematics, some can be not good in reading and some can be not good in writing. ATHWELA is targeting at increasing, maintaining, or improving these three points and ATHWELA can be used in special education classrooms as a tool of gratification and extrinsic motivation. Points and rewards will be presented as the motivational technique. The main objective of our research is to help children with Intellectual Disability with their primary educational skills with less effort and in an interactive way and this prototype desktop application is developed in the Sinhala language because the Sinhala is the mother-tongue of Sri Lanka. In addition, it has used Machine Learning and Image Processing techniques to improve the educational skills of children with Intellectual Disability.
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    Memory Improvement Tool for Dementia Alzheimer’s Patients
    (Elsevier, 2018-01-01) Weerakoon, D. S. D; Kahandawaarachchi, K. A. D. C. P; Dissanayake, J. D. S. Y; Thilakasiri, W. P. M; Shanthakumara, W. D. M. B
    The Alzheimer’s disease is one of the top ten causes of death among the elderly. Studies show that there is a significant increase in deaths reported after early 1990s due to the lack of a cure in preventing the disease in modern medicine. Hence, there are numerous attempts made towards managing the progression of the disease which results in improving the wellbeing of the patient. One of the recommended methods of managing it long-term is through providing many memory related activities to the patients. With the limited amount of resources and investments, Sri Lanka is finding it difficult to manage the significant number of patients. Furthermore, not all patients get the opportunity to visit the Alzheimer’s Foundation and receive treatments. This research is a small step towards creating a computer-aided platform for Alzheimer’s patients to improve their livelihood thorough activities focusing on 4As of Alzheimer’s (long-term memory, short-term memory, language and communication skills and fine motor skills) disease under the guidance of clinical Psychiatrists (1). The application is tested with over 75 Alzheimer’s patients under the guidance of their physicians. The comprehensive record keeping for patient condition analysis, gamification-based environment for patients and assistive tool for memory management are among the benefits of this application.
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    Technology in retail marketing and the way forward with Gamification: An exploratory study
    (SLIIT Business School, 2019-12-10) Alles, T.; Jayasooriya, S.
    The retail landscape is evolving rapidly as firms embrace innovative technologies in an attempt to stay ahead of the aggressive competition prevalent within the industry. The focus of this paper deems to be to explore technologies used by retail firms in the execution of their marketing efforts as well as the drivers and challenges in adopting Gamification for such efforts. A qualitative inductive research approach was taken whereby critical analysis of literature was followed through with in-depth interviews with marketing professionals in the moderntrade retail industry. The interviewees were selected through judgmental purposive sampling technique and the thematic analysis was conducted in generating insights. Findings show that the retail firms currently employ several technologies in line with those discussed in existing literature such as loyalty card systems, digital signage, VR technologies, online Gamification amidst others in carrying out their marketing efforts. Mobile Instant Messaging & Autonomous shopping carts are to be employed in the near future while firms are receptive to experiment on Hologram technologies and In-store Gamification. Furthermore, key drivers that propel firms to implement novel technology like Gamification are; to generate customer insights, enhance customer experience and achieve marketing related KPI targets. Conversely, inadequate technology infrastructure, justifying focus on a niche crowd of tech-oriented customers and slow ROI pose as challenges in the process of Gamification adoption. The study offers theoretical contribution to the knowledge gap in this domain especially in the Sri Lankan context and while it is limited to modern-trade retailers future research can be extended to other formats of retail.
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    Amazon Biology: An Augmented Reality-Based E-Book for Biology
    (2020 2nd International Conference on Advancements in Computing (ICAC), SLIIT, 2020-12-10) Somakeerthi, D.C.S.; De Silva, G. W. I.U.; De Silva, L.D.T.; Chandrasiri, S.; Joseph, J.K.
    Biology is a conventionally struggling subject to learn from both high school and college students due to its complexity. Students are used to learning Biology from various methods such as reading textbooks, attending lectures. Biology is based on more practical and most of the schools not available proper lab facilities, anatomic structures, and resources to learn the module easily. And teachers who teach the module face a considerable number of issues when delivering the concepts. Some of them face unavailability of teaching aids, time-consuming, lack of lecture materials. Apart from that, the nature of the topic and the teaching style are the main learning problems faced by the students. Therefore, students do not learn the concepts perfectly and interest in the module has been reduced day by day. To overcome these difficulties “Amazon Biology,” mobile application has been proposed. The application consists of three major modules including image processing for the plant classification, augmented reality for human anatomy, and gamification. The proposed application has used the techniques in augmented reality and game-based learning. The developed system delivers nearly 85% level of accuracy and provides more advantages for students. They are effective and efficient learning, teaching via visual materials, and practical.
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    ‘GAIMS’ — Gamified aid information management system to connect donor and requester
    (Faculty of Graduate Studies and Researchz`, 2017-01-26) Weerawarna, N.T.; Abeysiri, L.; Madhushan, A.
    Eradicating poverty remains one of the greatest challenges in the world. In recent years, governments of number of developing countries have begun to implement their own domestic aid tracking systems, generally known as Aid Information Management System (AIMS). An AIMS has an overwhelming effect on connecting donors and requester. Currently there is lack of studies on the usefulness of gamified AIMS applications. This research addresses that by investigating how to map real world actions of donation process into a platform as a game. Though there are protocols established to help needy people, including AIMS they did not shown success because of different reasons such as the communication gap between requester and donors, slow growth of donor base, fail to track donating activities and fail to maintain interest of donors. Using gamification to develop AIMS is exciting and it allows donors to be more productive while they engaged in donation process. The outcome of ‘GAIMS’ research is proposing a cloud based gamified social communication platform to connect donors and underprivileged people with necessities. This research effort is to improve donor engagement, motivation for donation activities, quality of information, tracking and monitoring donation records which should necessarily implemented in AIMS as its key success factors. This paper discusses the process and framework of gamification and proposes an approach for applying game mechanics and dynamics in AIMS development.