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The Content Management System (CMS) and e-commerce platforms are the website or e-commerce software platforms that are popular for their flexibility and ease of use. However, the usability of a website is one of the most important quality... more
The Content Management System (CMS) and e-commerce platforms are the website or e-commerce software platforms that are popular for their flexibility and ease of use. However, the usability of a website is one of the most important quality factors that is not easily measured as it depends on several other factors that are hard to measure. Therefore, this paper aims to provide a result on which of the compared CMSs is the best for assisting in usability issues and design concepts for a website developer. This paper compares several CMSs for e-commerce websites and lists some of its’ features that may help assist usability issues and the design concept of an e-commerce website. The usability principle used in this research is the E-commerce Total Quality Management framework (E-TQMF). For this purpose, we select the most popular e-commerce CMS; namely, Shopify, OpenCart, Magento, and WooCommerce. While a set of website design elements is used when evaluating the design concept. The result obtained from this research is the CMS features that can help in assisting usability issues and design concepts.
The rising population of older adult has contributed to the increasing number of elderly suffering from Alzheimer’s disease. Abundant new exciting applications have been developed to assist people with Alzheimer’s to support a better... more
The rising population of older adult has contributed to the increasing number of elderly suffering from Alzheimer’s disease. Abundant new exciting applications have been developed to assist people with Alzheimer’s to support a better quality of life. The design of software product for older people should be carefully carried out as it could reduce the gap between computer technology and older people. Efficient and effective user design needs to be considered when developing an application for the elderly with memory and cognitive impairments. This paper presents a report on the usability evaluation of a personalized digital memory book application (my-MOBAL) for people with Alzheimer’s disease. It is developed for a 74 years old woman who is diagnosed with mild AD. The application was evaluated on its usability and functionality using seven (7) experts in Gerontology and HCI with more than ten (10) years experience in their fields. The results show that the application is user frien...
Augmented Reality (AR) is a technology that enables a new information delivery environment. AR promotes both engagement and motivation for people to obtain and acquire certain knowledge or information including those concerning history.... more
Augmented Reality (AR) is a technology that enables a new information delivery environment. AR promotes both engagement and motivation for people to obtain and acquire certain knowledge or information including those concerning history. People, especially the young generation, often view history as an uninteresting and boring subject matter. This may be due to the lack of interactivity and visual images that accompanying the information on history. This could affect our level of understanding about the history of our country such as the fall of Melaka Empire and weaken our spirit of patriotism. Thus, this research aims to study the effect of combining the AR technology together with the traditional information to create excitement in learning history. The development of the AR application in this project is to enhance the traditional book by allowing users to see the digital visual of historical events. The development of the application involves five phases that are analysis, desig...
Abstract Mobile devices are becoming more complex with new embedded features that can turn mobile devices into miniaturized personal computers. Mobile games which are considered as entertainment can also become a creative medium of... more
Abstract Mobile devices are becoming more complex with new embedded features that can turn mobile devices into miniaturized personal computers. Mobile games which are considered as entertainment can also become a creative medium of learning that is enjoyable and flexible when infused with educational content. Apart from encouraging mobility, this technology allows education to be delivered in a more flexible way; anywhere, anytime and under any situation. This article discusses the Jawi WordSearch game, an ...
Abstract Jawi is the writing script for the Malay language derived from the Arabic alphabets. Jawi letters are considered to be difficult for children to write as they require the use of fine motor skills in order to write them properly.... more
Abstract Jawi is the writing script for the Malay language derived from the Arabic alphabets. Jawi letters are considered to be difficult for children to write as they require the use of fine motor skills in order to write them properly. This article will discuss the software development issues for children between the ages of 4 to 6 years old in learning to write the Jawi characters by focusing on the motor skills development in the writing process. The software has been developed using the Hannafin and Peck's Instructional Model [1] which is ...
Abstract—Tajweed is the rules of reading al-Quran together with the proper pronunciation of the Quranic letters. Learning tajweed requires a two-ways communication between the learner and the teacher. This paper will discuss the design... more
Abstract—Tajweed is the rules of reading al-Quran together with the proper pronunciation of the Quranic letters. Learning tajweed requires a two-ways communication between the learner and the teacher. This paper will discuss the design and development process of a ...
Abstract— For most children the first contact with the computer is through some sort of educational game. Therefore, it is important that computer games for children are well-designed and usable for the children. In order to evaluate the... more
Abstract— For most children the first contact with the computer is through some sort of educational game. Therefore, it is important that computer games for children are well-designed and usable for the children. In order to evaluate the usability of the computer game, children must be ...
Motion interaction games for children with developmental disability are the current research area. Developmental disability is a lifelong disability that prevents children to do their day-to-day activities such as dressing, bathing and... more
Motion interaction games for children with developmental disability are the current research area. Developmental disability is a lifelong disability that prevents children to do their day-to-day activities such as dressing, bathing and eating. There are a number of studies exploring the use of motion interaction games for children these children in English speaking countries. This study aimed to consider the design components for motion interaction games with Iranian children. Therefore, we considered the components of interaction games for rehabilitation through interviews with caregivers of children with developmental disability in Iran. Findings from this preliminary study suggest that motion games should focus on identified characteristics that are necessary to effectively support children, namely support for 1) using children`s contributions 2) designing multi-user motion games and 3) customization. Based on the results, we will make recommendations to design motion interaction games for Iranian children with developmental disability.
Components of stroke rehabilitation requires the input of dual cognitive tasks, which involves the multitask of both motor and cognitive skills simultaneously. An individual who had suffered a stroke may have problems executing dual... more
Components of stroke rehabilitation requires the input of dual cognitive tasks, which involves the multitask of both motor and cognitive skills simultaneously. An individual who had suffered a stroke may have problems executing dual cognitive task. Rehabilitation can help to improve the function of dual cognitive tasking. Games have been used for rehabilitation intensely. Virtual reality games have been acknowledged to assist the stroke patient in the rehabilitation process. However, stroke rehabilitations require special virtual reality game design for the patient to perform the dual cognitive task. A study has been conducted to determine the criteria and components that are directed for dual cognitive task for patients with stroke. The information was gathered through literature review and expert opinion from both the game experts, rehabilitation physicians and therapists. This paper will discuss the development of the virtual reality game incorporating dual cognitive task for stroke rehabilitation based on the principles and elements that has been identified. The focus of the study is to develop a virtual reality game on dual cognitive task for stroke patients that combine all the game elements, game type, virtual reality environment and also game theory for dual cognitive task rehabilitation. The adoption of the correct rehabilitation elements and principles in the design and development of a virtual reality game addressing dual cognitive task will be able to assist the stroke patient in the rehabilitation process.
Advances in mobile technology have lead to a more interesting and inspiring applications that could be used to help people with health problem. Together with rapid progress in mobile devices, new applications to support treatments have... more
Advances in mobile technology have lead to a more interesting and inspiring applications that could be used to help people with health problem. Together with rapid progress in mobile devices, new applications to support treatments have been developed tremendously. This technology has also been identified to assist patients with Alzheimer’s disease. This paper describes an application that was developed to improve the quality of life of a person who is suffering from Alzheimer’s disease. It was designed specifically for a patient with personalized contents. It was tested on an Android based mobile device where the patient could easily access the application at anytime and anywhere. Experts were interviewed to evaluate the usability and functionality of the system. The result from this study showed that the application is suitable for non-pharmacological therapy to assist Alzheimer’s patient. It can be used to enhance the reminiscent and stimulate cognitive function of the patient. The application is also being used as a support to improve the quality of life of the patient and encourage communication with the caretakers.
The use of augmented reality (AR) and gamification in various fields is currently gaining popularity for its capability in engaging users.Gamification is a term that defines the use of game-based elements, such as game mechanics,... more
The use of augmented reality (AR) and gamification in various fields is currently gaining popularity for its capability in engaging users.Gamification is a term that defines the use of game-based elements, such as game mechanics, aesthetics, dynamics, and game thinking in the non-game context environment.Meanwhile, AR is a technology that has an ability to overlap computer graphics onto the real environment.However, as a newly emerging concept, gamification seems to have some arguments related to its elements, concepts, and effectiveness in a similar intervention. Therefore, this paper discusses gamification. Although dozens of studies have implemented AR games, there is still an obvious lack in discussing and relating it to a gamified platform. Nevertheless, previous adaptation of games in AR seems that there are also potentials to utilise gamification and AR concepts and elements, as well as AR and AR games in brief.This paper also justifies several previous empirical studies in A...
Motion interaction games for children with developmental disability are the current research area. Developmental disability is a lifelong disability that prevents children to do their day-to-day activities such as dressing, bathing and... more
Motion interaction games for children with developmental disability are the current research area. Developmental disability is a lifelong disability that prevents children to do their day-to-day activities such as dressing, bathing and eating. There are a number of studies exploring the use of motion interaction games for children these children in English speaking countries. This study aimed to consider the design components for motion interaction games with Iranian children. Therefore, we considered the components of interaction games for rehabilitation through interviews with caregivers of children with developmental disability in Iran. Findings from this preliminary study suggest that motion games should focus on identified characteristics that are necessary to effectively support children, namely support for 1) using children`s contributions 2) designing multi-user motion games and 3) customization. Based on the results, we will make recommendations to design motion interaction...
Videos can be useful for teaching and learning. However, a conventional video does not allow interaction which is the key to learning. Hence, interactive video is recommended. Designing interactive video for learning requires special... more
Videos can be useful for teaching and learning. However, a conventional video does not allow interaction which is the key to learning. Hence, interactive video is recommended. Designing interactive video for learning requires special consideration. It must adopt the suitable learning approach and video development technology. This chapter will discuss the design of an interactive video which uses the picture-in-picture video design approach, iconic metaphor, and storytelling as a learning approach for teaching English vocabulary to Secondary 1 students in Malaysia. The interactive video uses pictures and sounds to assist students in learning vocabulary. Icons are used for symbolic representations. To make learning interesting, the storytelling approach is adopted. Students interact with the video sequence and feedback is provided to create a two ways interaction. The effectiveness of the interactive video has been tested on 50 students from two schools in Kelantan and Selangor. The ...
Pathfinding has been a major research area in video games for decades. It is usually utilised as the core of any Artificial Intelligence movement system in computer games. This paper reviews the pathfinding algorithms employed in the... more
Pathfinding has been a major research area in video games for decades. It is usually utilised as the core of any Artificial Intelligence movement system in computer games. This paper reviews the pathfinding algorithms employed in the platformer genre of video games and focuses on determining better-suited algorithms to be used. In order to determine the algorithms used in platformer games, first, we need to determine the existing pathfinding algorithms that are currently in use today. Then, the algorithms are narrowed down to ones that are most widely used due to their advantages over other algorithms. The findings indicate that A* and Djiktra are the most suitable algorithms to be used. However, past researches did not include vertical movements in 2D platformers, thus, it raises further questions concerning how much of a difference in terms of efficiency will be seen if these algorithms are tested in that particular environment.
Gamification and augmented reality are among the technologies that promise a lot of advantages to the learners. Previous studies have shown that both can motivate learners and make a learning process enjoyable. Nevertheless, Islamic... more
Gamification and augmented reality are among the technologies that promise a lot of advantages to the learners. Previous studies have shown that both can motivate learners and make a learning process enjoyable. Nevertheless, Islamic content learning such as tajweed is claimed to be a very dry and plain content. The statement is affirmed by the outcome of our preliminary investigation that reveals tajweed learning is not attractive and it needs to be revolutionized as to make it more attractive and interesting to the present digitally native generation. Producing a high-quality tajweed learning tool is possible through good design and development process. Therefore, this study utilized a gamification and augmented reality in the design and development of tajweed learning in order to make the learning more captivating and meaningful. The ADDIE model was employed to conduct the design and development processes. Hopefully, the combination of the two technologies can attract the learners, particularly the children, and engage them in the tajweed learning process.
Urban farming has the potential to utilise unused space in the community to alleviate food shortages and increase the community’s income through local food production. When Internet of Things (IoT) technology is integrated with urban... more
Urban farming has the potential to utilise unused space in the community to alleviate food shortages and increase the community’s income through local food production. When Internet of Things (IoT) technology is integrated with urban farming, it can further improve its efficiencies and yield. The work in this paper improved our previous work of using an IoT-based climate control system to regulate the cultivation environment of oyster mushrooms automatically. Even though the climate control system could produce two batches of mushroom yields, there were several limitations, such as less efficient climate control due to threshold-based corrective action, water wastage, and system instability. This paper aims to address these stated limitations by implementing a fuzzy logic algorithm and redesigned the climate control system. Two crisp input variables from DHT22 sensors representing temperature and humidity were fed into the Node MCU microcontroller’s fuzzy logic coded in C language. ...
In Malaysia, most farmers only depend on traditional agricultural practices. To improve the efficiency as well as the productivity of their farms, modern agricultural technology was proven to be better than traditional practices. Internet... more
In Malaysia, most farmers only depend on traditional agricultural practices. To improve the efficiency as well as the productivity of their farms, modern agricultural technology was proven to be better than traditional practices. Internet of Things (IoT) is usually related in modern agriculture which provides the farmer with a real-time monitoring condition of their farm from anywhere and anytime. Nowadays, oyster mushroom is one of the favorite plants to be cultivated among Malaysian farmers. However, it is still overshadowed by the traditional cultivation approach, which is costly, low productivity and more maintenance. Therefore, this work aims to develop an automatic climate control system at a minimized cost, which can control the condition of the farm as well as optimize the resources. Our proposed IoT-based design was tested in real environment at NASOM Bandar Puteri Centre. Oyster mushroom requires an optimum temperature ranging from 20 to 30°C and humidity from 70 to 80 percent. Two sensors were placed at the center and corner of the mushroom house to measure the temperature and humidity which were transmitted to the remote monitoring station via a micro-controller unit for further action. The result conducted for six days showed that an efficient automatic monitoring system, which can control the farm's house as well as minimized the resources and human efforts.
Learning is part of education. The involvement of affective domain in education is very important for holistic learning. Affective domain is part of Bloom’s Taxonomy that consists of five major stages which are attending, receiving,... more
Learning is part of education. The involvement of affective domain in education is very important for holistic learning. Affective domain is part of Bloom’s Taxonomy that consists of five major stages which are attending, receiving, valuing, organization and characterization. Every stage has its own action verb and its own meaning. The study of affective domain has been tackled for over a decade but not much focus on assessing it by level. Affective is very vague and uncertainties as it is more towards attitude, emotion and behavior. Affective is very hard to be predict, challenging and can change rapidly. This study compares several techniques that are possible for assessing affective domain. From the studies, the most used technique to measure affective is fuzzy logic. Fuzzy logic is the technique that able to measure uncertainties and vague values.
Segmentation plays an important aspect in persona modelling. Numerous researches directed to discover better choices to improve the accuracy of the segmentation process so that the narrative writing will produce the best persona model.... more
Segmentation plays an important aspect in persona modelling. Numerous researches directed to discover better choices to improve the accuracy of the segmentation process so that the narrative writing will produce the best persona model. Modelling persona that suit the different children behaviors, goals and attitudes towards the use of gamification in Children Computer Interaction (CCI) might be difficult. Interviews and observations conducted during the data collection phase before show that children have different expectations when playing games and their emotions and attitudes change when asked the same questions repeatedly and sometimes, they are not sure of the answer. Thus, this paper aims to discuss the relationship between cognitive and physical development with social/emotional development using correlation and regression analysis.
Virtual Reality (VR) is currently popular technology that has been used by people in various areas such as architecture, medical, training and many more.  In this paper, the researcher proposed collaborative VR for interior design that... more
Virtual Reality (VR) is currently popular technology that has been used by people in various areas such as architecture, medical, training and many more.  In this paper, the researcher proposed collaborative VR for interior design that allows customer and designer work together at different location.  Commonly, the designer draw their design in two-dimensional (2D) graphics at the drawing paper and presents to the customer.  However, 2D drawings led to an ambiguity, indistrinct and uncertainty on the design.  In addition, redesign any changes lead to re-build the prototype.  These will be costly and wasting time, therefore, researcher proposed collaborative VR application which provide an intense feelings about the design which is presented in form of three-dimensional (3D) graphics.  Additionally, proposed application would allow the designer and customer to work in real-time.  In conclusion, collaborative VR will give the benefits for interior design manufacturing to prosper along...
This research presented a preliminary study on designing a rehabilitation game for children with Autism Spectrum Disorder. It has been proved that children with Autism are not interested in attending traditional rehabilitation treatments.... more
This research presented a preliminary study on designing a rehabilitation game for children with Autism Spectrum Disorder. It has been proved that children with Autism are not interested in attending traditional rehabilitation treatments. Existing researches have shown that games and their usage in the rehabilitation area are growing fast. However, there is less research used to design a rehabilitation game ensuring that the proposed design criteria are based on the preference and requirements of users in order to maximize the engagement rate of the game. In this research, one-month observation sessions were conducted with five autistic participants with no design expertise in order to collect essential design considerations for a rehabilitation game. This paper proposed design considerations, which can be helpful to design a rehabilitation game to promote user engagement by addressing game mechanics and behavioral techniques according to the result of our observations.
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and... more
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that...
Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be... more
Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer ...
Students need to be equipped with high order thinking skill in order to prepare them with future world. Eventhough variety of programs on teaching high order thinking skills has been implemented formally in schools in Malaysia and also... more
Students need to be equipped with high order thinking skill in order to prepare them with future world. Eventhough variety of programs on teaching high order thinking skills has been implemented formally in schools in Malaysia and also placed in the school curriculum, the results are not to the satisfactory.  This research is proposing a suitable educational tool which can  increase higher thinking skills among students. Keeping in mind that learning is a conceptualized multidimensional development involving three components: cognitive learning achievement, meta-cognition and motivation, an educational game with Meta-cognitive activity is proposed.  An animated puzzle game that adapts acitivities that enables to nurture meta-cognitive skills has been developed and tested.  Heuristic testing and functionality testing has been done towards the project prototype and positive results has been obtained.  An enhancement of prototype will embark a new perspective of educational mechanism a...
Currently, most Malaysian teenagers know very little about Islamic history and its civilizations.  Although Islamic history and civilizations are covered briefly in Malaysian school syllabus, appreciation towards the subject is very... more
Currently, most Malaysian teenagers know very little about Islamic history and its civilizations.  Although Islamic history and civilizations are covered briefly in Malaysian school syllabus, appreciation towards the subject is very little.  This is because of traditional approach of learning Islamic history does not appealing enough for the students to enjoy and understand the subject matter.  The capability of new powerful multimedia tools have enable an improved applications to be developed in order to facilitate a better teaching and learning environment.  Nevertheless, anticipation of mental abilities is also significant to engage a better learning process.  Due to this matter, a ‘Mind Mapping’ approach along with the theoretical foundations of teaching and learning tasks are studied and adapted in the Islamic History courseware development. The developed courseware was tested with (n=10) for its effectiveness and user experience.  The outcome yielded positive results based on ...
Massive Multiplayer Online (MMO) game is one of the famous game genres among teenagers nowadays. MMO games allow gamers to interact and play with up to thousand players. Rainbow Six Siege (RSS) belongs to MMO type of game. However, due to... more
Massive Multiplayer Online (MMO) game is one of the famous game genres among teenagers nowadays. MMO games allow gamers to interact and play with up to thousand players. Rainbow Six Siege (RSS) belongs to MMO type of game. However, due to many operators that are available in this game, the player needs to choose the right operator to counter the enemy operator. Therefore, based on the characteristic of the selected operator, this paper attempted to predict the outcomes of the game.  In our prediction model, characteristics for these operators were extracted from 120 live stream replays. Three classification algorithms were utilized to predict the outcome of the game. Among these algorithms, IBK had obtained outstanding performance in the dataset. The accuracy of the model is 93.75%, applying 5-fold cross-validation test. The success rate reveals that our proposed model is suitable to predict the outcome of the game.
Affective assessment is getting attention in education as it relates towards students' emotion in learning. Studies also showed that emotions play a vital role for students during learning session. Currently, there is no specific... more
Affective assessment is getting attention in education as it relates towards students' emotion in learning. Studies also showed that emotions play a vital role for students during learning session. Currently, there is no specific mechanism to access the affective value during the computer based learning environment. This paper presents the preliminary work done on the elements needed in order to assess the affective value during computer-based learning by incorporating fuzzy logic. A thorough literature has been conducted in order to determine the elements required for affective assessment. In order to apply the fuzzy logic in the assessment it requires elements of affective value, preference questions and suitable assessment rubrics. This finding will help to design and develop a comprehensive affective assessment module. Measuring the students' emotion while learning will enable the teacher/ parents/ learning agent to assist learner to better grasp the lesson learnt.
Abstract With the disturbing increase of children with Autism Spectrum Disorder (ASD) in Malaysia, a lot of efforts and studies are put forward towards understanding and managing matters related to ASD. One way is to find means of easing... more
Abstract With the disturbing increase of children with Autism Spectrum Disorder (ASD) in Malaysia, a lot of efforts and studies are put forward towards understanding and managing matters related to ASD. One way is to find means of easing the social communications among these children and their caretakers, particularly during intervention. If the caretaker is able to comprehend the children emotional state of mind prior to therapy, some sort of trust and attachment will be developed. However, regulating emotions is a challenge to these children. Nonverbal communication such as facial expression is difficult for ASD children. Therefore, we proposed the use of walking patterns (i.e. gait) to detect the type of emotions of ASD children. Even though using gait for emotion recognition is common among normal individuals, none can be found done on children with ASD. Thus, the aim of this paper is to conduct a preliminary review on the possibilities of carrying out gait-based emotion detection among ASD children with regards to the emotional types, gait parameters and methods of gait data acquisition.
Waiting room is defined as a room or part of the building that is dedicated for people to wait until the specified event occurs. As the name implies, the main concern of this room to people is how they would cope with the dull, noisy,... more
Waiting room is defined as a room or part of the building that is dedicated for people to wait until the specified event occurs. As the name implies, the main concern of this room to people is how they would cope with the dull, noisy, crowded and long queue environment. Furthermore, lengthy waiting time can create an anxiety which may be happen especially waiting for a result or for uncertain waiting time. Some of the service only provided seating without any substance that can help to occupy the waiting time. Despite having traditional visual aid such poster and pamphlets, these materials are repetitive and outdated in terms of content. Meanwhile, visual illustration is considered important for most people to keep their eye on any information display. Our prior study found in recent years, there is a few researchers have taking the concept of incorporating therapy in waiting room. However, the study of keeping uncertainty of waiting time in check is still under-researched. Hence, the proposed research taking advantage of the focus in principle of keeping-up with user uncertainty waiting time and aware about their status using real-time status-graphic.
Abstract Websites have widely been used as a gateway to disseminate information and knowledge in various areas including Islam history. The Islamic history website will be more understandable, attractive and informative if delivered using... more
Abstract Websites have widely been used as a gateway to disseminate information and knowledge in various areas including Islam history. The Islamic history website will be more understandable, attractive and informative if delivered using the multimedia elements. A study was conducted to assess the use of multimedia elements in delivering the Islamic historical content on the web. A total number of 50 Islamic history websites were randomly picked with focus on the websites that features the seerah (history) of Prophet Muhammad (PbuH) and the mean was calculated. The analysis showed that most of the contents were text-based and less than 5% of the studied websites actually utilized the multimedia elements in their presentation. It is believed that an improved approach for delivering the Islamic historical content is required as the existing literature already shows that multimedia elements are able to increase user retention and understanding as well as their user experience. Keywords :
The aim of this study is to investigate the ability of spatiotemporal gait analysis to identify the Autistic Spectrum Disorder child (ASD). Even though the interest in gait analysis is becoming popular among researchers these days, yet... more
The aim of this study is to investigate the ability of spatiotemporal gait analysis to identify the Autistic Spectrum Disorder child (ASD). Even though the interest in gait analysis is becoming popular among researchers these days, yet very few quantitative studies are done on children with autism. Since motor development is not influenced by both social and linguistic development, it is believed to be a probable bio-marker of autism. The spatiotemporal gait pattern is being explored to understand the difference it may bring upon in the future. Six findings from previous researches are reviewed and analyzed to understand the crucial factor involves in this research. From the literature review and critical analysis done, spatiotemporal gait analysis may be used to identify the ASD child because the gait patterns of ASD child are discovered to be different from normal children.
In-between animated transition can be utilized for various purposes. Among others it can be used for screen savers on PC or advertising on billboard. In the case of advertising on the billboard, a series of video clip or still images will... more
In-between animated transition can be utilized for various purposes. Among others it can be used for screen savers on PC or advertising on billboard. In the case of advertising on the billboard, a series of video clip or still images will be displayed to the prospective users. Between these clips, animated transitions will be applied so that the change from one clip to another can be smoothly displayed. Currently various transition technique can be used for achieving this effect, mathematical-based interpolation such as linear or spline-based interpolation can be used. Similarly, nature movement pattern such as flowing water and flaming fire model are also utilized. It is widely known that Quranic verses give soothing effect to its listeners. However, not much has been studied on applying the soothing effect on visual medium. This paper looks at recreating the soothing effect on something which is visual-based. This sound-induced visualization re-creates the transition animation using Quranic verses recitation derived pattern as its model. Comparison is done with existing interpolation technique and nature based interpolation. Visual Attractive Rating experiments are conducted to measure the attractiveness level among each other. The results shows that the Quranic verses pattern can potentially produced attractive animated transition on par with general transition to be implemented for application such as advertising billboard or screen savers.
Mobile application has existed due to the advancement in mobile technology. It takes place in knowledge dissemination and learning by utilizing the portability and anywhere anytime access of mobile phone. The substance of mobile... more
Mobile application has existed due to the advancement in mobile technology. It takes place in knowledge dissemination and learning by utilizing the portability and anywhere anytime access of mobile phone. The substance of mobile storytelling reaches from folktale, personal information, public history and historical event. However, from the studies conducted, a methodology for developing framework for historical event storytelling on mobile platform was barely found. The purpose of this paper is to discuss the methodology conducted in order to develop the proposed framework. The framework has been verified thru an implementation of M-Seerah on mobile phone. Result from the Heuristic Evaluation Approach of M-Seerah to the usability experts has given positive feedback. Therefore, the contribution of this framework through content segmentation and bee comb architecture design hopefully can increase the user's interest towards learning and knowledge dissemination in general, specifically in Seerah (Islamic History).
M-Seerah is an application that was developed to provide a different approach in gaining knowledge on Islamic history. The existing design of user interface and content segmentation of Islamic history content especially mobile Seerah, is... more
M-Seerah is an application that was developed to provide a different approach in gaining knowledge on Islamic history. The existing design of user interface and content segmentation of Islamic history content especially mobile Seerah, is rarely discussed. Therefore, this paper will introduce the theoretical and technical foundations for designing an M-Seerah in disseminating the Islamic history content through storytelling approach. This paper proposed a user interface design inspired from the bee comb architecture and derived a theorem that can be used for other mobile application. This paper also discussed the segmentation of history content based on the Ibnu Khaldun theory of history that can be used in any historical narration. Both the design has been successfully applied to the M-Seerah application and gets the positive review from the usability expert in Heuristic Evaluation.
Adaptive Web-Based Learning Framework is a research that combines seven learning approaches in a learning framework for an adaptive web-based learning. The framework is designed for secondary school students and is employed through an... more
Adaptive Web-Based Learning Framework is a research that combines seven learning approaches in a learning framework for an adaptive web-based learning. The framework is designed for secondary school students and is employed through an online learning prototype. An online survey is conducted to verify the suitability of the framework by requesting a random sample that consists of thirty students aged between 16 to 17 years old to complete a set of questionnaire. Based on the data collected, an overall result showed a positive responds from the respondents, thus, it can be summarized that the combination of the seven approaches suggested through this study is suitable to be applied for secondary school students aged between 16 to 17 years old for effective online learning.

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