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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    Kaizen: Computer Vision Based Interactive Karate Training Platform
    (Institute of Electrical and Electronics Engineers Inc., 2022-11-04) Jayasekara, S. M; Weerasinghe, S. S.; Abayawardana, D.Y.W.; Welagedara, A. R.; Siriwardana, S.E.R.; Koralalage, M. N
    All types of martial arts consist of several forms of combat used in self-defense, which are deeply rooted in many countries. Of all the martial art types, karate is considered the most well-known out of them all. Due to the pandemic situation in Sri Lanka, karate enthusiasts have lost the opportunity to train in a well-guided environment. As a result, even though virtual training came into play, it has continuously proved its ineffectiveness in evaluating the performance and accuracy of the trainees. The main objective of this proposed system is to virtualize the processes of a physical karate dojo. Kaizen - A Computer Vision-Based Interactive Karate Training Platform is a web-based application that functions as a virtual instructor. The proposed system consists of two main core components for Training and Assessments. The karate training component evaluates the techniques against a set of predefined joint angles. The BlazePose model is used for keypoint detection, and Analytic Geometry is used to extract joint angles. It is also integrated with Amazon Polly, a Deep Learning-based Text-To-Speech (TTS) service to produce real-time audio feedback. The assessment component has the capability to evaluate the trainees through a built-in Smart Evaluator based on a Recurrent Neural Network (RNN). Additionally, the capability to manage the assessments supports the instructors in conducting all the assessments virtually, overcoming the barriers in physical training.
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    Arunalu: Learning Ecosystem to Overcome Sinhala Reading Weakness due to Dyslexia
    (2020 2nd International Conference on Advancements in Computing (ICAC), SLIIT, 2020-12-10) Sandathara, L.; Tissera, S.; Sathsarani, R.; Hapuarachchi, H.; Thelijjagoda, S.
    Dyslexia is an impairment in ability in reading. People having Dyslexia has difficulties in identifying specific letters and words and identifying speech sounds and decoding the letters which leads to difficulties in comprehension, spelling and writing. Dyslexia may severely affects language development and impacts reading and other language based improvement and functioning. “ARUNALU: Learning ecosystem to overcome reading disabilities in Sinhala language due to Dyslexia” has been proposed as a multi-sensory mobile solution, in native language of Sri Lanka (Sinhala) and with effective screening and intervention methodologies recommended by health professionals. Objective is to deliver, a phonological support to enhance reading skills of dyslexic children by providing a machine learning based automated screening and intervention mobile solution. Through these reading environments, there's a reward system in intervention process to encourage the user, and also users and respective parties can analyze user's progress. The proposed system is mainly based on Voice recognition, Natural Language Processing, Machine Learning and Deep Learning concepts collaborating with reading and gaming environments. Core Objective of the proposed system is to come up with a better and effective screening and intervention methodologies for early identification of Dyslexia and provide phonological training to overcome Sinhala reading difficulties due to Dyslexia in a user friendly manner.