ACES OUTLINE The Newsletter 2019 | Page 34

32 ACES Newsletter 2019 - University of Peradeniya ACES Newsletter 2019 - University of Peradeniya purchasing habits in stores to determine the placement of products accordingly. MerchX is a software platform to give merchandising suggestions in order to increase the revenue of shopping malls. It is made as a scalable tool that can be used as both commercial software that is helpful for retailers and also as a data mining tool for future research purposes. Detecting Dengue Spreading in Sri Lanka based on News Articles Nishara Kavindi, Prabhashi Meddegoda, Peshali Randika Improvements for Existing Computer Supervisors: Mr. D.S.Deegalla Adaptive Systems with Efficient Question The use of indicator-based surveillance Classification Techniques systems is the traditional approach of W.M.K.D. Abeysinghe, K.L.D. Deshapriya, W.A.M.N. monitoring diseases, which use structured data. The use of event-based surveillance Weerasooriya systems is the modern approach, where Supervisors: Mr. D.S.Deegalla, Prof. Roshan G. Ragel unstructured data such as information from Smart learning and adaptive learning are the internet and social media are used. The replacing the traditional methods of learning. aim of this research was to implement an This research focused on the improvements automated event based system which query to existing adaptive testing systems in for newly published online news articles terms of a Moodle Adaptive Quiz Plugin by and classify them as Dengue-related or not, integrating question classification with it. extract useful information out of Dengue- Questions were classified based on subject related articles about Dengue outbreaks in areas and difficulty levels using different Sri Lanka and store them in a database and machine learning techniques. visualize through a web application. MerchX - A Scalable Software Platform to Give Merchandising Suggestions for Retail Industry J.A. Upeksha Iwanthi, D.A. Dilki Mahindika, E.L. Nimodi Dilka Madubhashini Supervisors: Mr.D.S.Deegalla, Dr. Suneth Namal Karunarathna, Dr. Asitha Bandaranayake This research was based on analyzing correlations, new trends, and customers’ an optimization scheme based on advised reinforcement learning. Neuro-Fuzzy Dynamic Difficulty Adjustment for Computer Games Theekshana Dissanayake, Yasitha Rajapaksha, Heshan Sandeepa Supervisors: Prof.Roshan G. Ragel, Dr. Isuru Nawinne Context-Aware Selective Optimization in Wireless Mesh Networks with Artificial Dynamic Difficulty Adjustment (DDA) in Intelligence computer games is a relatively new research area which focuses on improving the gaming Samurdhi Karunarathne, Kalana Suraweera experience by adjusting the difficulty level of Supervisors: Dr. Asitha Bandaranayake the game depending on user performance. IEEE 802.11 (Wi-Fi) network access has This research focused on the design and become so ubiquitous in recent years that implementation of a performance-based one expects such connectivity everywhere, DDA system which employs a combination of whether at home, workplace, restaurant or a neural network and a fuzzy system. In this plane. Due to their poor coverage and low system, a multilayer perceptron (MLP) neural QoS guarantees, single access point (AP) network acts as the difficulty detector and a networks have failed to meet increasing fuzzy system acts as the difficulty adjuster. broadband service requirements, resulting Both these components were integrated into in a demand for multi-AP networks called a first-person shooter game developed from Wireless Mesh Networks (WMNs). A WMN scratch. The MLP neural network developed generally consists of mesh gateways (MGs), uses the game parameters to predict the mesh routers (MRs), mesh clients (MCs) difficulty level of the next section, and then and a set of wireless links among them. A feed the results into the fuzzy engine. After network request originating at an MC would that, the fuzzy engine incorporates the game be transferred through its associated MR onto state parameters and the difficulty value the wireless backbone, where it takes one or with the knowledge base and computes an more hops to reach an MG before reaching adequate difficulty adjustment. the Internet (and vice versa). This research identified that there is something amiss in past work that has attempted to increase throughput or reduce delay for the average user. It may be sub-optimal to optimize either throughput or delay for all clients in a generalized fashion; enhancing throughput for throughput-demanding clients and reducing delay for delay-sensitive clients may lead to much better-perceived performance. In this work, they have ventured to find such 33