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OWASP A03 Injection Vulnerability in Web Application Development
Web applications are crucial for businesses and individuals by providing efficient communication, collaboration, and access to services and information via browsers, boosting connectedness, productivity, and creativity in the digital era. Insecure web applications pose risks of data breaches, malware, and unauthorized access which jeopardize user privacy, trust, and organizational security. Web developers must be knowledgeable and prepared to deal with common vulnerabilities in web applications. A prototype web application (https://webriska3.tech) with lesson and editor module is developed to train web developers on the Open Web Application Security Project (OWASP) Top Ten security risks, focusing on A03 - Injection vulnerability. OWASP A03 Injection vulnerability is one of the most common vulnerabilities that is at the heart of any database-driven web applications. Evaluation on the prototype in improvement knowledge on A03 – Injection vulnerability, testers are recruited to complete two coding tasks in laboratory environment. 80% of testers mastered Output escaping/encoding defensive technique while Prepared statement/Parameterized Query defensive technique is the hardest to master. The prototype obtained average System Usability Scale (SUS) score of 57 that is below average, indicating issues with the prototype interface. This work showed promising results of increase understanding on A03 Injection vulnerability and implementation skills to protect web application against attack and exploitations
A field guide to the reptiles of Borneo
This book covers all currently valid species of reptile known in Borneo, described under their respective orders. Each description is provided under families, and within them under genera. The cut-off date for inclusion was 31 December 2024. A majority of species have been illustrated. Dichotomous identification keys to species are provided to facilitate identification of specimens, live as well as preserved ones. Typically, these keys present diagnostic (unique to the species) morphological features in a series of alternative choices. A total of 321 species of crocodiles, turtles and tortoises, lizards and snakes are covered. For each species, the text describes the identifying features, maximum size, common, scientific, and when available, vernacular names, habitat and conservation status. Distributional maps of all species are provided. An overview of snake-bite and the nature of venom, and when relevant, sources of antivenom serum, are included. Finally, a contemporary checklist and a reading list round up this work
Obus : A Two-Dimensional (2D) Game Preserving Bidayuh Folklore and Symbolism
Digital games have the potential to preserve cultural heritage, including the fading traditions of Bidayuh folklore and symbolism. This project aims to develop a 2D game that digitally adapts Bidayuh traditions, providing a modernised way to transmit this cultural knowledge. A 2D HTML game prototype titled Obus was designed and developed. The prototype was hosted on Itch.io for online testing and a separate executable file was distributed for offline testing. Distributed questionnaires consisted of open-ended and close-ended questions based on the Technology Acceptance Model (TAM). Responses were collected online and using non-probability sampling techniques. The study involved 33 participants across Malaysia, and their feedback was analysed to determine the feasibility of using game-based learning for cultural preservation. Perceived usefulness achieved a Cronbach’s alpha value of 0.74012 while perceived ease of use scored 0.54606. Overall, the System Usability Scale (SUS) results were encouraging (mean=72.27, SD=12.54, n=33), suggesting that the implementation of digital games was perceived as useful and usable. The findings indicated its potential as an engaging and educational tool for preserving Bidayuh heritage while needing to focus on ease of use
Creating an Immersive Learning Environment for Teaching Agile Scrum and Team Software Process : A Framework for Software Engineering Education
Most of the principles and concepts that need to be taught in Software Engineering courses are hard to share the realistic experiences because it is difficult to give the student practical exposure to the insight and processes involved. This paper presents an innovative framework tailored for the establishment of an immersive learning environment within the context of a Software Engineering Project course. The overarching objective is to effectively tackle the inherent challenges associated with teaching intricate software engineering concepts, notably Agile Scrum and Team Software Process (TSPi). Conventional pedagogical approaches often prove inadequate in providing a comprehensive and engaging learning experience for students, educatorsandstakeholders. In response, our study introduces a pioneering immersive learning approach, offering a robust solution to this educational gap. To gauge the framework's efficacy and pertinence, we conducted online surveys, specifically targeting third-year students enrolled in the Software Engineering Laboratory course and the project stakeholders involved. These surveys were instrumental in collecting valuable feedback on the practicality and impact of our approach in enhancing the teaching and learning processes. This study presents a thorough exposition encompassing the framework's conceptualization, implementationanditerative evolution. Our research outcomes reveal that our immersive learning approach has successfully met the predefined course objectives, effectively addressing the intrinsic challenge of imparting hands-on experiences associated with software engineering principles and concepts. As a significant contribution to the ongoing initiatives aimed at elevating software engineering education, our study underscores the importance of providing students with tangible exposure to vital concepts such as Agile Scrum and TSPi. Moreover, this paper delineates the collaborativejourney involved in the creation, executionandrefinement of the course framework. Ultimately, our research endeavoursto evaluate the degree to which our innovative framework aligns with the objectives established by both students and stakeholders
Leveraging AI for Nurturing Learners With Empathy, Ethics, and Social Responsibility
This chapter presents how leveraging artificial intelligence (AI) can create a transformative potential in fostering empathy, ethics, and social responsibility in higher education. It discusses the opportunities brought by AI technologies in enhancing both the emotional intelligence and social-emotional intelligence of learners by providing personalized support and developing empathy. While AI-driven tools offer personalised learning experiences that help in a deeper understanding of diverse perspectives, their adoption must be balanced so that technology enhances, not replace human-centric education. Accountability demands that institutions take responsibility for the consequences of the application of AI. Finally, the future of AI in values-based education depends on whether it can complement human educators by upgrading learning without compromising any core human element of teaching. Thoughtful and ethical adoption of AI will allow higher education to prepare learners as responsible global citizens in a fast-growing world
Enhancing English Proficiency in Non-Native Speaking Children Through Design Thinking-Driven Game-Based Learning App
This paper describes the interaction between the design thinking process and design sprint activities in developing a game-based learning (GBL) app for teaching English to non-native speaking children in a Borneoan state of Malaysia. The research gap in GBL app development lies in the absence of a structured framework for integrating children's preferences and attitudes towards the subject into the app design. While design thinking presents an iterative, human-centred strategy for comprehending learning challenges among non-native speakers, its application in GBL tool development is inadequately explored. The study's objective is to investigate the potential of design thinking in fostering a fun and educational game app for improving vocabulary acquisition. Collaborating with a rural school, design thinking activities were performed to capture requirements and refine game features. Interviews, observations, artifact analysis, and surveys facilitated personalized user input. Pre- and post-tests gauged the tool's impact, with data collected during the design stages, assessing usability, user satisfaction, and involvement. The study's outcome is projected to illuminate design thinking's efficacy in shaping GBL tools and extracting user requisites, contributing to educational technology by highlighting its constructive role in creating engaging learning solutions
Enhancing Wearable-Based Human Activity Recognition with Binary Nature-Inspired Optimization Algorithms for Feature Selection
This research paper explores the performance of binary nature-inspired optimization algorithms as feature selection to enhance the identification of human activities using
wearable technology. Utilization of nature-inspired algorithms for feature selection, as documented in scholarly literature, presents a promising opportunity to enhance
machine learning and data analysis tasks, given their effectiveness in identifying relevant features, resulting in models with reduced computational complexity,
improved predictive accuracy and easier interpretation. In the experiment, we conducted an evaluation of the effectiveness and efficiency of four nature-inspired
binary algorithms for optimization namely Binary Particle Swarm Optimization (BPSO), Binary Grey Wolf Optimization algorithm (BGWO), Binary Differential Evolution
algorithm (BDE), and Binary Salp Swarm algorithm (BSS) - in the context of human activity recognition (HAR). The outcomes of this comprehensive experimentation,
conducted on two distinct human activity recognition (HAR) datasets, provide valuable insights. BPSO algorithm emerges as an adaptable and well-rounded performer, achieving a competitive balance between feature selection quality and computational efficiency in SBHAR dataset. Conversely, for the PAMAP2 dataset, BDE algorithm displays superior feature selection quality and BPSO algorithm maintains competitive
performance and adaptability. In both datasets, the nature-inspired optimization algorithms have achieved remarkable feature reduction, demonstrating reductions of
48% and 50% respectively. The experiment results show how these algorithms could be used to improve methods for recognizing human activities using wearables technology,
such as feature selection, parameter adjustment, and model optimization
MRSI: Mobile Road Safety Information Application using Crowdsourcing
Road deterioration poses a significant challenge for all. Enhancing road security and minimizing accidents necessitates an effective, dependable tool to assist road users, particularly in UNIMAS and Kota Samarahan. Presently, a gap exists as there is no intuitive application available to offer and report on road traffic information. The development of an app to communicate road conditions and safety is therefore essential. With the growing preference for smartphones over traditional desktops or notebooks, leveraging these devices for rapid dissemination and notification about road status and safety proves to be a more time-efficient and convenient method. Test results indicate that over 70% of users found the application to be user-friendly with stable functionality. Additionally, the app provides real-time traffic condition updates
Visualisation of User Stories to UML use Case Diagram
The growing usage of Agile methodology in software development projects among industry professionals (software engineers, system analysts, requirement engineers, etc.) and academia (software engineering students) leads to the need for the implementation of UML diagram for requirements modelling. Use case diagram, an example of UML diagram, is a very powerful tool to model the requirements specified by the users while also helping the development teams understand the functionalities and interactions between users and the system. However, there is a lack of a system or tool that can perform the operation to visualise the use case diagram directly from user stories because generating this diagram manually requires a deep understanding of the requirements and effective communications with stakeholders and it consume lots of time while previous studies which relate to this study are unable to fulfil the relationship elements of use case diagram. This study will introduce a method to visualise the use case diagram from structured textual user stories by utilising Natural Language Processing (NLP) and application of logical rules which will be done in four stages, namely Requirement Gathering, Natural Language Processing, Application of Logical Rules and UML Diagram Generation. A tool named Stanford CoreNLP will be used to perform four techniques of NLP: tokenisation, stemming and lemmatisation, POS tagging and dependency parsing to process the textual user stories, followed by applying the logical rules before generating the use case diagram. This study will propose a method to solve the gap, which is the problem with the generation of relationship elements, while contribute a semi-automated approach to generate a use case diagram from user stories
Mining Service Quality Dimensions from User-Generated Content : A Case Study on Chinese Fresh Food E-Commerce
This study explores the key dimensions of service quality in China’s fresh food e-commerce sector by analyzing large-scale user-generated content (UGC) from four major platforms. Employing the BERTopic model, the research extracted 18 latent topics from 56,765 customer reviews, which were further mapped into six overarching service quality dimensions: Product Quality, Logistics & Cold Chain, Economic Efficiency, Customer Service, Platform Experience, and Packaging & Hygiene. These dimensions reflect both classical service constructs from SERVQUAL and E-S-QUAL frameworks and unique operational characteristics specific to fresh e-commerce, such as perishability and cold-chain logistics. The study demonstrates the effectiveness of topic modeling in capturing authentic consumer perceptions and offers a more context-sensitive framework for service evaluation. The findings provide theoretical contributions by refining existing models and offer actionable insights for platform operators to optimize service design, enhance customer satisfaction, and improve competitive advantage in China’s evolving digital marketplace