Scopus Index Publications
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This collection consists of all Scopus-indexed publications produced by SLIIT researchers. Scopus is recognized worldwide as a leading and reputable academic indexing database.
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Publication Embargo BlossomSnap: A Single Platform for all Anthurium Planters Based on The Sri Lankan Market(Institute of Electrical and Electronics Engineers, 2022-10-15) Rathnayake, R.M.S.T; Tharika Pramodi, M.L.A.D.; Gayathree, I. R; Rashmika, L.K.R; Gamage, M; Gamage, AThe popular and extensively grown flowering plant known as the Anthurium is prized for its beauty. In Sri Lanka, anthuriums have a substantial international market. Although it is a significant field that can be further developed by expanding the market, but it has led to a lack of attention, resources, and a moderate cost of production, as well as from the absence of an appropriate market channel, all of which have led to lower productivity and quality. As a result, Anthurium growers have numerous challenges both in terms of production and marketing. This paper introduces a novel mobile application 'BlossomSnap' which involves automating and significantly enhancing the outdated manual process. Using natural language processing, machine learning, and deep learning approaches, the proposed system analyzes the diseases, pests, varieties, and the highest quality plants to create a more secure growing environment. It will provide high-quality, cost effective, and timely services. The first step of anthurium plant disease and pest diagnosis is carried out using image processing, deep learning, and machine learning technologies. In order to identify the infection stage, the following steps involve extracting, classifying, and detecting images of Anthurium flowers and leaves. The accuracy was checked by comparing actual results taken from experts with the predicted results obtained from the proposed system. 'BlossomSnap' achieves an average accuracy of more than 80% and produces a better overall result. An in-place chatbot technology is intended to assist new planters with their problems. The Anthurium plant variety and quality detection methodology is used in concert with to determine the optimum market opportunity.Publication Embargo Smart Monitor for Tracking Child's Brain Development(researchgate.net, 2019-03) Anparasanesan, T; Mathangi, K; Seyon, S; Kobikanth, S; Gamage, AThis paper provides a way to track the brain development of children and improving it via gamification. Machine Learning and Gamification are the key technologies used here. As the population rises, the demand for cost-effective methods to reduce the rate of cognitive decline becomes higher. A mobile application is developed to track and develop the brain development of children. In the mobile application, the child initially undergoes an evaluation phase to determine the current level of the cognitive skills of the child. Milestones particular to that age category are also tracked in this evaluation phase. The results of this evaluation phase are analyzed by the machine learning model and suitable brain games are suggested. K-means algorithm is used to develop the model which is an unsupervised learning algorithm. The dataset is prepared by storing the results of each game category in the evaluation phase. Data preprocessing is done to clean up the dataset. During this period, data undergoes a series of steps. The dataset is divided into 80% and 20%. 80% of the dataset is used as the training dataset and the remaining 20% as the test dataset. The accuracy of the model is checked several times against the test data. Model accuracy is improved through model training and finally, the model got an accuracy of 88.49%. For the child, proper training is given to improve his cognitive skills and thus the brain development using Gamification. Games are developed using the UNITY game engine. The system generates a report and notifies parents about their child's statistics periodically. This paper elaborates the procedure of model development, model training, model testing and development of suitable brain games in details. The results of the research work and future works are also discussed in the following sections.
