Research Publications

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    Pubudu: Deep learning based screening and intervention of dyslexia, dysgraphia and dyscalculia
    (IEEE, 2019-12-18) Kariyawasam, R; Nadeeshani, M; Hamid, T; Subasinghe, I; Samarasinghe, P; Ratnayake, p
    Dyslexia, Dysgraphia and Dyscalculia are significant learning disabilities that affect around 10% of children in the world. Despite the advancement of technology literacy in the community, limited attention has been given for screening and intervention of these disabilities using mobile applications in Sri Lanka. In this research, one of the first deep learning and machine learning based mobile applications, named “Pubudu” was developed for screening and intervention of dyslexia, dysgraphia and dyscalculia supporting local languages. In “Pubudu” we have followed up clinical screening and diagnostic procedures recommended by health professionals for screening and intervention. The screening of dyslexia, letter dysgraphia and numeric dysgraphia was carried out using deep neural network and the screening for dyscalculia was carried out using machine learning techniques. Intervention techniques are implemented using gamified environments. System testing was carried out using 50 differently abled children and 50 typical children. With the initial dataset 88%, 58%, 99% screening accuracies are achieved in neural networks for letter dysgraphia, dyslexia and numeric dysgraphia screening while dysgraphia, whereas 90% accuracy was achieved for dyscalculia. Handwritten letters and numbers were fed as inputs to CNN model in letter dysgraphia and numeric dysgraphia while embedded audio clips of letter pronunciation were fed in to voice recognition CNN model in dyslexia. “Pubudu” shows significant potential for screening and intervention of dyslexia, dysgraphia and dyscalculia in local languages motivating children and interactively making them able and would be an enabling app for most of the underprivileged children in Sri Lanka.
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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.
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    A Mobile-Based Screening and Refinement System to Identify the Risk of Dyscalculia and Dysgraphia Learning Disabilities in Primary School Students
    (IEEE, 2021-08-11) Hewapathirana, C; Abeysinghe, K; Maheshani, P; Liyanage, P; Krishara, J; Thelijjagoda, S
    Learning Disability is a condition that has a direct effect on the brain and there is no cure or any identified medical treatments. Most of these cases remain undiagnosed due to the lack of awareness from their parents and teachers in underdeveloped countries like Sri Lanka. Mobile application-based solution ‘Nana Shilpa’ was developed for the screening and intervention processes for the specific Learning Disabilities which are Verbal and Lexical Dyscalculia, Operational and Practognostic Dyscalculia, Letter Level Dysgraphia and Numeric Dysgraphia. Deep Learning with Machine Learning techniques is used in the screening process to provide a better solution. To detect the written letters/numbers, trained Convolutional Neural Networks (CNN) achieved the accuracy of 92%, 99%, 99% for Verbal and Lexical Dyscalculia, Letter Level Dysgraphia and Number Dysgraphia respectively. The Machine Learning algorithms used for screening processes are Support Vector Machine (SVM) and Random Forest (RF). In the machine learning models, it is achieved the accuracy of 98%, 97% for Operational and Practognostic Dyscalculia and Number Dysgraphia respectively. In Sri Lanka, this has been recognized as an acceptable solution for screening and intervention via a mobile-based application for above mentioned four variants of learning disability conditions which are developed based on the gaming environment.