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 Peer Learning – An Interactive and Collaborative E-Learning Application for College Students(IEEE, 2022-12-26) Sirithunga, H. A. P. M.; Deshan, B. G. S; Sigera, P. H. D; Udagedara, P.Y; Samarakoon, U; Kumari, SSince the start of the COVID-19 epidemic in 2020, the entire educational system has been challenging and Sri Lanka economic crisis, but this is especially effect for students who are now enrolled. This developmental milestone is reached when adolescents begin to assume responsibilities and acquire leadership skills through participation in a range of team activities. It is easiest to gain experience working in a group setting while still in school. Nevertheless, given the current stage of the Sri Lanka economic crisis, students will face a range of challenges. They are incapable of participating in group activities that are relevant to the subjects they teach, and, as previously indicated, enhancing their leadership skills, which is particularly problematic when working with students. The “Peer Learning” solution is a web-based application that supports students in enhancing their collaborative learning skills. Through the system, students have the opportunity to study a variety of collaborative tasks, which improves their educational and interpersonal abilities. In addition, professors can share their knowledge with students by personalizing questions, posting films, and demonstrating figures. Students can easily comprehend the system’s operation due to its user-friendly design, which enables advanced technological methods for monitoring and guiding students’ activities simultaneously.Publication Embargo An Interactive E-Learning Tool(IEEE, 2022-07-18) Kodagoda, D. G; Ishara, K.G.R.U; Kumara, R. M. R. P; Dilshan, W. A. D.T; Weerasinghe, L; Premadasa, NUse of E-learning systems has surged immensely during the Covid-19 pandemic, which started around 2020. This research specifically conducted to introduce novel features with the purpose of enhancing traditional E Learning platforms. The suggested features are namely, avoid unauthorized users from accessing private video sessions using face recognition, manipulating 3D objects by hand gestures, analyzing student’s attention using face landmarks, smart QAs using voice recognitions. These features will provide not only an enhancement for e-Learning platforms but also it will improve user experience, efficiency, and effectiveness of current tools up to a certain distinguishable level.Publication Embargo Interactive Game Application for Garbage Disposal using Image Processing and Location Based Services(IEEE, 2018-12-21) Nanayakkara, P; Rathnaweera, T; Weerasingha, S; Pieris, YWaste disposal is one of the major contemporary topics which is being discussed globally. The main reason for this issue to have such prominence is due to the fact that people are not aware how far-reaching this topic has become. In this paper we propose ScrapWrap, an interactive game for garbage disposal where the main objective is to make people aware how imperative it is to dispose garbage and assist people to have a change of attitude towards this complication. In Scrapwrap, people will be awarded considering several facts such as for notifying littered areas, for cleaning the area, for verifying the cleaned area, and for arranging cleaning campaigns. A chat-based community is created within ScrapWrap so that players could interact with each other, and this strategy is useful when arranging campaigns or scavenger hunt activities to clean the waste. An assistive chat bot is introduced to solve the problems a player might have, and to remind the event details and guide the player throughout the game flawlessly. The long-term goal of introducing Scrapwrap is to let people be aware of the importance of garbage disposal in an interactive manner and to improve the cleanliness of the surroundings.
