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    Automated Water-Gate Controlling System for Paddy Fields
    (2020 2nd International Conference on Advancements in Computing (ICAC), SLIIT, 2020-12-10) Sanjula, W.A.K.L.; Kavinda, K.T.W.; Malintha, M.A.K.; Wijesuriya, W.M.D.L.; Lokuliyana, S.; de Silva, R.
    The Internet of things (IoT) is an attractive technology being used in almost every aspect of the world today. It allows connecting any of the objects that want to communicate with each other and to transfer data without human interaction. In this paper proposed system is discussed on canal automation for a smart irrigation system using IoT concepts. Automated Water Gate Controlling System collects few environmental factors through a smart module embedded with sensors to communicate with the water gate of the paddy field. Cloud computing is used to store a large amount of data gathered by the sensor module. All real-time sensed data are processed and demonstrated on a web dashboard with a convenient graphical user interface along with a rain and reservoir water level prediction analysis to the users. Automation supports distance monitoring and controlling by allowing minimum human intervention. This paper provides a solution for traditional irrigation systems to confront rural farming interferences and global climatic changes via a cloudbased automated wireless communication system to water their paddy fields, monitor them and smartly control them.
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    Sensor-Based Emotion Tracking System for Computer Games
    (2021 3rd International Conference on Advancements in Computing (ICAC), SLIIT, 2021-12-09) Wickramasinghe, W.R.M.G.K.; Devduni, R.M.B.; Dasanayaka, D.T.C.B.; Mohomed, M.N.N.; Kumari, S.; Dassanayake, T.
    The game development industry is among the leading industries globally, and in 2020, gaming emerged as a popular entertainment activity upon the COVID-19 outbreak. Thus, competition among gaming companies is high. Hence, they try to adopt new technologies often. Gaming brings multiple feelings for the gamer. At times, the conditions may get even worse from the game’s end where the gamer may end up venting out his rage and annoyance. Hence, there is a massive possibility for the gamer to switch to another game which may result in the company to lose its customers. In that scenario, this system can monitor the emotional states of the gamer while playing and manipulate the gaming environment, sound environment, enemy behavior, and gamer mechanism according to the emotional state of the gamer. The sensor-based emotion tracking system identifies the gamer's emotional state using facial emotions, detected through a webcam and heart rate, detected through sensors. The development was carried out through the machine learning models, open cv, Arduino techniques, and reactive programming. The emotional state and facial emotions that will be tracked will count to an accuracy of above 95%. Through that, the target will be to make the gamer satisfied by building appreciation for the services given and by improving the gamer's gaming experience and retain the gamer with the game provider.