International Conference on Advancements in Computing [ICAC]

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The International Conference on Advancements in Computing (ICAC) is organized by the Faculty of Computing of the Sri Lanka Institute of Information Technology (SLIIT) as an open forum for academics along with industry professionals to present the latest findings and research output and practical deployments in computing.

The primary objective of ICAC is to promote innovative research that addresses real-world challenges and contributes to the social well-being of communities. The conference provides a dynamic platform for researchers from around the world to present groundbreaking findings, exchange ideas, and establish meaningful collaborations.

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    A Gamified Approach for Screening and Intervention of Dyslexia, Dysgraphia and Dyscalculia
    (2019 International Conference on Advancements in Computing (ICAC) -SLIIT, 2019-12-05) Kariyawasam, R.; Nadeeshani, M.; Hamid, T.; Subasinghe, I.; Ratnayake, P.
    This paper aims to diagnose children with specific learning disabilities and provide treatments via a mobile game. Learning disabilities are neurological disorders that affect the brain. Children with learning disabilities have trouble with learning compared to their fellow peers and quite often fall back academically since a majority of them go undiagnosed. The specific learning disabilities for which this paper provides screening are dyslexia a reading disability, dyscalculia a mathematical disability, letter dysgraphia and numeric dysgraphia are both writing disabilities. Deep learning and machine learning techniques are used in the screening process of these specific learning disabilities. Trained convolutional neural networks are used to detect the spoken letter/word, detect the written letter/word and detect the written number on the mobile application. Outputs from the convolutional neural network are fed into the models used for screening learning disabilities. The machine learning algorithms used in building the models include k-nearest neighbors, random forest and support vector machine. Screening results from the models built in this research provided an accuracy of 89%, 90%, 92%, 92% for dyslexia, letter dysgraphia, dyscalculia and numeric dysgraphia respectively. This is the first game based screening and intervention tool for dyslexia, letter dysgraphia, dyscalculia and numeric dysgraphia.