Research Publications
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Publication Open Access Smart Health Monitoring System(SLIIT, Faculty of Engineering, 2024-03) Gajanayake, G. M. T. S.; Ekanayake, W. E. M. K. D. D; Malinda, G. D. C.; Malasinghe, L; De Silva, SDue to the high inpatient population in hospitals, regular monitoring of inpatients' vital signs is currently a practical concern. As a solution, our proposed system manages the continuous analysis of the vital signs of every inpatient in the general wards, and informs medical professionals in any location at any time about their inpatients' current states in real-time to improve inpatients' health. The suggested system consists of the following arrangements; arrangement for acquiring health readings, identifying the on-duty reported doctors in charge of wards, arrangement for health data exhibiting unit, fall detection, and ECG acquisition. In addition to these arrangements, a website, and an android mobile application were designed to publish measured inpatient vital signs. This proposed product is both novel and different from the existent products because, it comprises of collective arrangements, and is developed in order to assess hospital wards’ inpatients, whereas other systems are designed for remote health monitoring of patients at home. This paper describes the system that was developed and tested successfully.Publication Open Access LEXISGURU: Mobile Application for Learning Basic Lexis in English for Kids(Springer Science and Business Media Deutschland GmbH, 2021-11-05) Jayasinghe, M. J. W; Hennayaka, W. H. M. A. D. H; Fernando, M. P. M; Thilakarathne, K. N. U; Samarakoon, U; Kumari, SLexis is an essential part of English vocabulary that puts a good foundation on a child’s English knowledge. In this rapidly globalizing world, it is fundamentally essential to learn English from a young age. In recent years eLearning, mobile applications have been developed for teaching Lexis to children. The market of educational mobile apps, especially for English language learning, has been rapidly growing. Especially in a country like Sri Lanka, English is not the mother tongue, it is the second language. So, when that second language is not taught right the child will lose interest in learning that language. The problem is that the existing lexical learning mobile applications does not aim at keeping the child interested and interactive in the learning process and in Sri Lanka, children find it difficult to understand these lexical parts. As a result, teachers and parents had to spend a lot of time to teach them those lexical parts. We designed and developed a mobile application called “LexisGuru” that uses interactive and effective ways to teach three lexical parts that are homophones, synonyms, and antonyms to children aged between 8–10 in Sri Lanka. This mobile application uses Machine Learning (ML), Image Processing (IP), gamification that includes collaborative environments, and speech recognition techniques. The developed mobile application was introduced to primary level learners, and they were all very attracted and interested while using this application. The attractive user interfaces, the pretests, and posttests, notifying the child when he loses focus while learning, using interesting stories and activities to teach lexis, playing a game with multiple players, and asking questions from the lesson and taking the voice inputs gave a new experience and showed that making the mobile application interactive as possible is an effective way to teach lexis to children.Publication Embargo 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.
