Research Publications
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Publication Embargo Investigation of Routing Techniques to Develop a Model for Software-Defined Networks using Border Gateway Protocol(IEEE, 2022-12-09) Dayapala, B; Palanisamy, V; Suthaharan, SIn many cases, children between this age are using smartphones and other technology devices, to play games, watch cartoons, take photos and sometimes the chance is getting higher than we think that children access unnecessary contents due to lack of guidance and unawareness of parents. This interactive mobile application is used as an adaptive learning tool for the primary school students. Utilizing children’s comfort with technology allows for the development of their talents. In math skills development, some attractively designed gamified activities to solve basic math questions are given according to the skill level the child is currently in. The accuracy was much higher in the Convolutional Neural Network approach as it recorded a value of 0.9919. In environmental skills development component, the app will ask child to identify the surroundings according to a flow, starting from the house and towards the garden using object detection and the results were detected with a higher accuracy level around 0.9-0.99 after training the Machine Learning model. And in the language skills development component the child is given activities to develop pronunciation skills using audio processing and finally the verification of online achievements of a child by Non-Fungible Token technology, is fulfilled via the app.Publication Embargo Rubber Buddy: A Mobile Application to Empower Rubber Planters of Sri Lanka(IEEE, 2022-12-09) Jayawardena, A; Ganegoda, K; Imbulana, S; Gunapala, G; Kodagoda, N; Jayasinghe, TThis research was conducted to develop a mobile application that provides expert solutions for the common problems faced by rubber planters in Sri Lanka. The application developed consists of four components, namely, identification of pests in immature rubber plantations and rubber nurseries; leaf disease identification; cover crop identification; and weed identification. Images taken using the mobile phone cameras are recognized using machine learning models developed using several convolutional neural network (CNN) architectures such as mobile net version 2 (MobileNet v2), VGG 16, VGG19, and residual networks (ResNet). After the images were recognized, the application will provide expert solutions and management strategies to the rubber planters. As most of the rubber plantations are located in areas with low network coverage, the application was designed to be operated in offline mode using TensorFlow lite technology.Publication Embargo SPAVIS: Mobile Application for Visually Impaired Based on Assistive Software and Volunteerism(IEEE, 2022-12-09) Mahir, M.A.M.; Hussain, M.N.M.; Perera, R.D.D; Upendra, Y.A.M; Wickramarathne, C. J.; Kasthurirathna, DSri Lankan population accounts up to almost one million visually impaired individuals out of which are mostly students and young individuals. As the educational structure for the visually impaired improves with funds, blind schools, and free education, assistance with minute needs for most visually impaired individuals comes at a cost. There are many assistive technologies, such as audio books, screen magnifiers, braille books, and screen readers, prevalent around the island. However, there are several limitations to these technologies, mainly their availability and affordability. In Sri Lanka, many individuals, societies, clubs, and many more are willing to volunteer to help those in need, even those that require physical attention. As much as it is anticipated to aid those in need, there is very little attention to the ways it can be done. Hence, this research provides a way to develop a user-friendly mobile application with assistive software and volunteerism to aid visually impaired students with their daily needs.Publication Embargo Mobile Application for Mental Health Using Machine Learning(IEEE, 2022-12-09) Mendis, E.S; Kasthuriarachchi, L.W; Samarasinha, H.P.K.L; Kasthuriarachchi, S; Rajapaksa, SIn present era, mental health has become one of the most neglected, yet critically important, factors of our overall well-being. A large number of people are affected by various types of mental illnesses and mental health disorders. Stress, anxiety, and depression are the most common disorders among children and adolescents in Sri Lanka, and their prevalence has increased over the years, likely to require immediate medical attention. In today’s world, mobile phones and applications play an important role in everyone’s life. With the rapid growth of mental illness, mental health-focused apps and websites have gradually increased globally in recent years. This study aims to develop a mobile application that will primarily serve Sri Lankans with mental health problems, helping them identify their levels of stress, anxiety, and depression (ADS) and receiving advice on how to deal with them. This app’s main objective is to support those who are dealing with mental illnesses and raise awareness of them locally using machine learning and image processing techniques. It does this by serving as a constant reminder of how crucial mental health is and how much of an impact it has on daily life. The GSE Scale, DASS 21 scale has been used to find the users’ mental health illness and the severity of each mental health illness such and Anxiety depression and stress. These methods are put to our mobile application using machine learning techniques such as Decision tree and Random Forest classifiers and uses image processing technologies, CNN machine learning algorithm to offer a variety of activities for reliving stress, depression, and anxiety,Publication Embargo Mobile and Simulation-based Approach to reduce the Dyslexia with children Learning Disabilities(Institute of Electrical and Electronics Engineers, 2022-09-16) Muthumal, S.A.D.M; Neranga, K.T.; Harshanath, S.M.B; Sandeepa, V.D.R.P; Lihinikaduwa, D.N.R; Rajapaksha, U.U.S.KLearning disabilties are frequently overlooked while treating various limitations. The primary causes for such a dropout might be a lack of awareness of the risks and access to adequate medical care. Because Learning Disabilities are neurological illnesses, their etiology is unknown. Learning Disabilities do not have a therapy or a cure. Dyslexia, Dysgraphia and Dyscalculia are the most common types of Learning Dis-abilities among school children. There are numerous approaches for diagnosing and treating this ailment available today. The optimal method is to make use of a mobile application. Existing applications either do not adequately handle the problem or have minor limitations in terms of meeting genuine expectations. We can mitigate this dysfunction by utilizing mobile and simulation-based technologies. Furthermore, earlier research has not given contact and curiosity among children a significant emphasis and children have not interacted with robots. Therefore, this paper, introduces interactive and collaborative mobile appli-cation called 'Helply' with a robotic based simulation that may foster learning and help children improve and encour-age Color identification skills, Reading skills and Short-term memory skills the learning process while reducing their other dyslexic disorders. Also, NAO Robot is used to taking inputs as voice clip using voice recognition technology and images using image processing technology which embedded in NAO robot. We constructed three models for three distinct disorders and obtained accurate findings. CNN model for colour disorder had a training accuracy of 93%, FFNN model for short-term memory disorder had a training accuracy of 98%, and CNN model for reading disorder had a training accuracy of 94%.Publication Embargo BlindAid - Android-based Mobile Application Guide for Visually Challenged People(IEEE, 2021-12-06) Senarathne, G; Punchihewa, D; Liyanage, D. I; Wimalaratne, G; De Silva, HMillions of people across the world are affected by visual impairments. The proposed application is designed for visually impaired people consists of three components which are face recognition with emotion, obstacle identification through distance measurement, extract and convey critical information like text, labels, and currency details. Most works reported in the literature depends on the availability of specific hardware. The proposed proof of concept prototype aims to make visually impaired people more independent and carry out tasks conveniently and safely.Publication Embargo BlindAid-Android-based Mobile Application Guide for Visually Challenged People(IEEE, 2021-10-27) Senarathne, G; Punchihewa, D; Liyanage, D. I; Wimalaratne, G; De Silva, HMillions of people across the world are affected by visual impairments. The proposed application is designed for visually impaired people consists of three components which are face recognition with emotion, obstacle identification through distance measurement, extract and convey critical information like text, labels, and currency details. Most works reported in the literature depends on the availability of specific hardware. The proposed proof of concept prototype aims to make visually impaired people more independent and carry out tasks conveniently and safely.Publication Embargo Eduscope. Mobile-Mobile Application for Teaching and Learning(IEEE, 2018-12-06) Fernando, K. H. M; Gunasekara, I. S; Krishani, J. V. G. A; Dilshani, A. G. C; Wijesundara, MSmart Phones and Tablets are very common devices among people at Present. They have many additional features i.e. camera, internet, GPS etc than the basic phone has. Smart devices make easier the work of social, business and academic life of people. M-Learning is used to make easier works of academic life. M-Learning describes the Teaching and Learning using mobile devices. Eduscope.Mobile represents the M-Learning by providing virtual classroom. It will cover the whole classroom scenario. The lecturer can do their lectures from anywhere as well as students can learn the lectures from anywhere. Eduscope.Mobile is a cross-platform mobile application for M-Learning. It provides Live session facility for both Lecturers and students to connect from anywhere to the lecture at the same time. It creates a virtual classroom for lecturers and students. Lecturers and Students perform any activity in a normal classroom by using this mobile application.Publication Embargo A Mobile Application to Predict and Manage High Blood Pressure and Personalized Recommendations(IEEE, 2019-12-05) Rajapaksha, S. K; Abhayarathne, W. J. A; Kumari, S. G. K; De Silva, M. V. L. U; Wijesuriya, W. M. S. MThe purpose of this investigation is to present a mobile application using AI expert and how to predict and manage high blood pressure and provide personalized recommendations to lower it. Basically, the system interprets the inadequate and inappropriate intake of food is known to cause various health issues and diseases. Due to the diversity of food components and a large number of dietary sources, it is challenging to perform a real-time selection of diet patterns that must fulfill one's nutrition needs and with considering your health issues and diseases. In this research, to address this issue to present an android based system, called Smart Blood Pressure Recommendation app. The purpose of this system is to allow patients to have an easy way to monitor their health and to see how their blood pressure has changed over time. This offer advice or suggestions, without having to schedule an appointment. As the system continues to gather data from a patient, it begins to offer advice its own if it finds that the patient's current conditions fit a certain condition or pattern. To generate a recommendation, it refers to an Ontology based data model. The data model gains information about its knowledge by doctors and nutritionists that can be used by AI expert. This research helps users to identify their previous record charts of blood pressure, reliable alarms for user blood pressure medication, popup notifications, build health diary and also share log data processing through the AI expert.Publication Embargo A Bilingual Audio Based Online Shopping Mobile Application for Visually Impaired and the Elderly People(IEEE, 2021-12-07) Kangeswaran, V; Vasandarai, D; Eliyas, C; Munsil, M. M. M; Kodagoda, N; Suriyawansa, KDespite the widespread success of online shopping, it is not available to all consumer types. In this sense, visually impaired and elderly users, in particular, frequently face daunting barriers. Due to the inaccessibility and difficulty of current online shopping mobile applications, millions of visually impaired and elderly people are unable to benefit from the convenience provided by online shopping. Developing ideas that inspire people is really essential for visually impaired and elderly people to engage in social life. Generic product explanations, unhelpful images, and visually appealing user experiences are provided to average eyes in online shopping, and they are incompatible with visually impaired people, even with visually impaired assistive devices. Due to visual barriers and inaccessible user experiences, the visually impaired are struggling to do online shopping independently. During this COVID-19 pandemic situation, online shopping is one of the better ways to meet everyone's needs and wants. Ordinary individuals can meet their needs and desires, but the visually impaired and elderly people who live alone find it difficult to manage their daily life. Therefore, we have come up with a solution for this by having an online shopping mobile application. Our objective with this application is to assist visually impaired and elderly individuals in meeting their underlying needs and to help them in this pandemic situation. This paper presents an online shopping mobile application for visually impaired and elderly people that allows them to shop online in a variety of convenient ways.
