SLIIT Conference and Symposium Proceedings

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All SLIIT faculties annually conduct international conferences and symposiums. Publications from these events are included in this collection.

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    PublicationOpen Access
    Keynote Speech
    (SLIIT Business School, 2023-12-14) Bogers, M
    Marcel Bogers is a Professor of Open & Collaborative Innovation at the Innovation, Technology Entrepreneurship & Marketing group at the Department of Industrial Engineering & Innovation Sciences of Eindhoven University of Technology. He is also an Affiliated Professor of Innovation & Entrepreneurship at the Department of Food and Resource Economics at the Faculty of Science of the University of Copenhagen as well as a Garwood Research Fellow at the Garwood Center for Corporate Innovation at the Haas School of Business of the University of California, Berkeley. His main interests center on the design, organization and management of technology, innovation, and entrepreneurship. More specifically, his research explores openness and participation in innovation and entrepreneurial processes within, outside and between organizations. In this context, he has studied issues such as open innovation, business models, family businesses, users as innovators, collaborative prototyping, improvisation, and universityindustry collaboration.
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    PublicationOpen Access
    Digital Distilleries: Navigating Industry 4.0 Trends in Sri Lanka’s Beverage Industry
    (ICSDB 2024 and SLIIT Business School, 2024-12-10) Thakshila, P.; Kushani, M.; Darshana, S.; Herath, B.; Pathirana, G.; Jayasinghe, P.; Ehalapitiya, S.
    Industry 4.0 is a rapidly evolving paradigm allowing industries to explore digital transformation opportunities to provide services and products to both existing and new markets at competitive prices. Developed nations have largely capitalized on Industry 4.0, creating fresh market opportunities by embedding advanced technologies in industrial processes. This research assesses the readiness for implementing Industry 4.0 in Sri Lanka’s beverage sector through primary data. Using focus group interviews with managerial-level employees in large-scale beverage firms, this study identifies technical, operational, and market/environmental factors as key influences in adopting Industry 4.0 in this sector. The findings contribute actionable insights into strategic pathways for digital transformation.
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    PublicationEmbargo
    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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    PublicationEmbargo
    Science Zone : An Augmented Reality based Mobile Application for Science
    (2020 2nd International Conference on Advancements in Computing (ICAC), SLIIT, 2020-12-10) De Silva, W.; Naranpanawa, P.; Hettihewa, U.; Liyanage, P.; Samarakoon, U.; Amarasena, N.
    In recent years, technology has rapidly developed, and it has provided many technological advancements for the field of education with an attempt to improve and overcome its limitations. Augmented Reality is among these latest technologies which support to improve learning environment around the world. It can bring education to a new level which can help students in many significant ways. In Sri Lanka, augmented reality is rarely been used for the purpose of educational enhancements. Therefore, it was decided to develop an augmented reality embedded mobile application for the G.C.E Ordinary Level Students in order to make it easy for them to learn Science with more enthusiasm and interest. This research has been used marker-based approach to transmit images or objects in the text book into the real-world scenes in order to create a more productive learning environment for the students. The first version of the application covers four main areas in the Science curriculum, such as; Preparation of Acids, Human Anatomy, Organization of Plants and Biosphere Cycles. Feedback for the application was taken from randomly selected ten science teachers and twenty grade eleven students and accordingly the application was further developed. Their feedback proves that the application would satisfy the common requirements of students, and it would be an immense support in scoring good results for science.