450 research outputs found

    Malacca Tourism WAP Portal

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    Tourism sector is a leading revenue generator and an umbrella industry in Malaysia. Malacca has been chosen as the scope of study because tourism industry in Malacca has experienced a rapid and continuous growth. Nowadays, time is considered as valuable as gold. Once time is used sensibly, access to a lot of information is possible. Currently, tourists visiting Malacca having problem to search for information using paper maps. Important information such as available transportation (bus number, taxi phone number, fare), distance form one place to another place are not available in paper maps. This is because paper maps are only able to show limited information mainly determined by the map size. Tourists who want to go sightseeing in different places may need this information to plan their travel. Therefore, Malacca Tourism WAP Portal aims to ease tourists to find information about places of interest and sightseeing in Malacca using hand phone in connection with WAP service. This project covers two main areas which are GIS in tourism and WAP Based GIS. The realization of Malacca Tourism WAP Portal starts when user accesses the application and make request. Thgj-equest will be processejLbyJfacjsgebserver and MySQL.^ The result wjll be sent back to user and is displayed on the jphone screen. As a conclusion, Malacca Tourism WAP Portal aim to benefit tourists by providing essential information about tourism places in Malacca. Tourists can find information regarding tourism places (address, open hour, etc.), nearest hotel to stay and also travel information which includes available transportation, distance and others. This become as an alternative way to get information and beside that can assist them to make decision during their visit in Malacca

    Irish Legal System.Com; An Educational Game about the Irish Legal System

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    The major project is about the design, development and implementation of an educational game which focuses on the Irish legal system. The written report describes how the idea for the game came about, how the project was managed and implemented, and how it works to provide the user with information about principal areas of law in Ireland. The project involved four phases across a fifteen week calendar schedule. Each phase was broken down into separate steps to enable easier management. Milestones were used to indicate progress and best practices were followed throughout each stage of the project. Research material and content was gathered and analysed. The information was used to determine the application’s visual metaphor and user gameplay experience. The two games within the application relate to conveyancing and tort. Land Law is an action maze game and Law of Torts is a game show based on legal knowledge. Once the application’s graphical user interface was designed it was used to build the ‘look and feel’ prototype which was redesigned and retested based on feedback from user testing. ActionScript, the authoring language built into Macromedia Flash, was used to programme the prototype. Each line of code was tested to its limits as it was authored to ensure clean execution. Sound was integrated into the application to enhance interactivity and user gameplay experience. The application was rigorously playtested to ensure that everything worked as intended. The files relating to the application were then uploaded to the web server for online distribution. The major project report describes the four phases of the project’s lifecycle in detail and evaluates the application and the reasoning behind all design and management decisions made during development

    Online 3D Housing Showroom

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    Online virtual housing showroom is developed for the housing estate developers to promote and advertise their houses effectively. By using this method, they do not haveto build a model house for the potential buyers to evaluate their housing project. They can promote their housing by publishing it in the internet andat the same time giving the user the same experience as visiting the site. Currently, the potential buyers have to visit the site to see and evaluate the house offered by the developers. The needs to visit the site lead to time consuming for the potential buyers. They have to spend their time to visit a few sites in order to see and evaluate the houses before making the decision. There are a lot of websites offered to promote the housing estate; however, they did not have an ability to explore the house itself. The potential buyers still have to visit the site in order to have a closer look of the house. The approach taken for handling this project will be divided into two parts; 3D model development and website development. The modeling stage will developed a model house that will be able to view thoroughly inside and outside the house. The model will be integrated with web page developed to create online housing showroom. As conclusion, the application is beneficial for both housing estate developers and potential buyers because it helps the buyers save their time and cost to make purchasing decision and offers the housing estate developers an interactive promotion strategy for their housing project

    Secure portable execution and storage environments: A capability to improve security for remote working

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    Remote working is a practice that provides economic benefits to both the employing organisation and the individual. However, evidence suggests that organisations implementing remote working have limited appreciation of the security risks, particularly those impacting upon the confidentiality and integrity of information and also on the integrity and availability of the remote worker’s computing environment. Other research suggests that an organisation that does appreciate these risks may veto remote working, resulting in a loss of economic benefits. With the implementation of high speed broadband, remote working is forecast to grow and therefore it is appropriate that improved approaches to managing security risks are researched. This research explores the use of secure portable execution and storage environments (secure PESEs) to improve information security for the remote work categories of telework, and mobile and deployed working. This thesis with publication makes an original contribution to improving remote work information security through the development of a body of knowledge (consisting of design models and design instantiations) and the assertion of a nascent design theory. The research was conducted using design science research (DSR), a paradigm where the research philosophies are grounded in design and construction. Following an assessment of both the remote work information security issues and threats, and preparation of a set of functional requirements, a secure PESE concept was defined. The concept is represented by a set of attributes that encompass the security properties of preserving the confidentiality, integrity and availability of the computing environment and data. A computing environment that conforms to the concept is considered to be a secure PESE, the implementation of which consists of a highly portable device utilising secure storage and an up-loadable (on to a PC) secure execution environment. The secure storage and execution environment combine to address the information security risks in the remote work location. A research gap was identified as no existing ‘secure PESE like’ device fully conformed to the concept, enabling a research problem and objectives to be defined. Novel secure storage and execution environments were developed and used to construct a secure PESE suitable for commercial remote work and a high assurance secure PESE suitable for security critical remote work. The commercial secure PESE was trialled with an existing telework team looking to improve security and the high assurance secure PESE was trialled within an organisation that had previously vetoed remote working due to the sensitivity of the data it processed. An evaluation of the research findings found that the objectives had been satisfied. Using DSR evaluation frameworks it was determined that the body of knowledge had improved an area of study with sufficient evidence generated to assert a nascent design theory for secure PESEs. The thesis highlights the limitations of the research while opportunities for future work are also identified. This thesis presents ten published papers coupled with additional doctoral research (that was not published) which postulates the research argument that ‘secure PESEs can be used to manage information security risks within the remote work environment’

    Implementation of Middleware for Internet of Things in Asset Tracking Applications: In-lining Approach

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    ThesisInternet of Things (IoT) is a concept that involves giving objects a digital identity and limited artificial intelligence, which helps the objects to be interactive, process data, make decisions, communicate and react to events virtually with minimum human intervention. IoT is intensified by advancements in hardware and software engineering and promises to close the gap that exists between the physical and digital worlds. IoT is paving ways to address complex phenomena, through designing and implementation of intelligent systems that can monitor phenomena, perform real-time data interpretation, react to events, and swiftly communicate observations. The primary goal of IoT is ubiquitous computing using wireless sensors and communication protocols such as Bluetooth, Wireless Fidelity (Wi-Fi), ZigBee and General Packet Radio Service (GPRS). Insecurity, of assets and lives, is a problem around the world. One application area of IoT is tracking and monitoring; it could therefore be used to solve asset insecurity. A preliminary investigation revealed that security systems in place at Central University of Technology, Free State (CUT) are disjointed; they do not instantaneously and intelligently conscientize security personnel about security breaches using real time messages. As a result, many assets have been stolen, particularly laptops. The main objective of this research was to prove that a real-life application built over a generic IoT architecture that innovatively and intelligently integrates: (1) wireless sensors; (2) radio frequency identification (RFID) tags and readers; (3) fingerprint readers; and (4) mobile phones, can be used to dispel laptop theft. To achieve this, the researcher developed a system, using the heterogeneous devices mentioned above and a middleware that harnessed their unique capabilities to bring out the full potential of IoT in intelligently curbing laptop theft. The resulting system has the ability to: (1) monitor the presence of a laptop using RFID reader that pro-actively interrogates a passive tag attached to the laptop; (2) detect unauthorized removal of a laptop under monitoring; (3) instantly communicate security violations via cell phones; and (4) use Windows location sensors to track the position of a laptop using Googlemaps. The system also manages administrative tasks such as laptop registration, assignment and withdrawal which used to be handled manually. Experiments conducted using the resulting system prototype proved the hypothesis outlined for this research

    Consuming online communities : computer operating systems, identity and resistance

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    A defining feature of the modern era of computer technologies has been a massive reliance upon the mass consumption of personal operating system software. Currently three products dominate how the world experiences computer operating system – Microsoft‘s Windows, Apple‘s Mac, and Linux. The near monopoly held by Windows has been a crucial enabler of the ICT revolution, while the small but significant markets held by Mac and Linux provide alternatives to Windows monoculture. Aside from their technical differences each offers distinct examples of modern-day branding, with individuals forming communities in which members signify their allegiance with these products. This thesis presents these individuals as User-Fans – those who develop an affinity with the mundane products of modern culture. Adapted from the fan models forwarded by Thorne and Bruner (2006), and Hunt, Bristol and Bashaw (1999), it is proposed that User-Fans are an acknowledgement of the extremes of devotion displayed by modern consumerism while also conveying an acceptance that consumerism is a form of discourse where strong allegiances can exist. Central to this thesis is the idea that brand communities exist as a consumer response to the emerging influence of the consumer society. Muñiz and O‘Guinn‘s (2001) brand community theory provides an apt description of the behaviour and bonds exhibited by the consumers central to this study. In outlining the convergence of individual and communal worship‘ of brands the brand community concept is adopted as both a form of communal interaction and the outcome of consumer devotion. The emergence of brand communities and User-Fandom reflects wider shifts in a society enveloped within the rhetoric of consumerism and the influence of the consumer society. Central to this is the manner in which the relationship between producers and consumers has evolved. In noting this relationship it becomes important to determine whether individuals are active agents within this system or if they are passive to the hegemonic forces that surround them. For the purpose of this research the consumer perspective was focused upon. It is the description of these converging forces that stands as the major theoretical contribution of this study. In performing netnographic research on the postings of operating systems users on online forums, the research identifies distinct forms of social interaction and consumer-product relationships. The broad concepts of community, identity, the consumer society and resistance have been brought together to establish a framework in an attempt to explain the socielity within this context. The analysis of the forums through the theoretical grounding allow for the concepts of brand communities, User-Fandom and resistance through consumerism to be explored

    Aligning with the rapidly shifting technological goalposts : the review and update of the RIMPA technology survey

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    In 2008 the Records and Information Management Professionals Australasia (RIMPA) organisation (then known as the Records Management Association of Australasia – RMAA) launched its Technology Survey. The survey attempted to capture a snapshot, predominantly but not exclusively in Australia and New Zealand, and gain empirical evidence about the use of technology adoption trends, RIM capabilities in host organisations and the role of RIM personnel in technology selection and adoption. The survey had a particular focus on Records Management (RM) and Enterprise Content Management (ECM) systems and processes, but also featured questions on the demographics of the participants, organisational policies and processes around these technologies and peripheral devices. In 2010 the survey was repeated. Consequently, the survey became more than a one-off cross-sectional snapshot and could lay claim to being a longitudinal study, however as a longitudinal study instrument the current survey is lacking validity and reliability. A consensus exists, however, that changes are required going forward if the survey is to continue. This consensus is based on issues that have emerged from analysis of the two iterations of the current instrument. The issues that need to be addressed are: • Low participation rate • The relatively high number of questions skipped • The overall length of the survey • Ensuring the survey has a clear and distinct aim • Ensuring what is captured is core to the survey’s aim • Ensuring what is captured is relevant to the RIM profession • The ambiguity of questions • Misunderstanding of questions • Scope – expansion of the instrument to encompass technology learning, knowledge and skills of RIM professions These issues were identified by Brogan and Roberts in their analyses of the 2008 and 2010 data (2009, 2011 and 2012). This study is an examination and revision of the current technology survey instrument, aimed at ensuring that issues of relevancy, currency, usability, design and clarity of terms and definitions are all addressed, resulting in a valid and reliable longitudinal study instrument. The research design employed involved: a) investigation of the peer reviewed literature on survey participation and instrument design; b) investigation of peer reviewed and non-peer reviewed literature on technology in the RIM space; c) Convening of a panel of experts (focus group) to provide feedback on the existing instrument; d) Re-design of the existing instrument taking into account outcomes from a-c; and e) Validation of the re-designed instrument via the Focus Group The Focus Group review involved six highly regarded and knowledgeable participants pro-active in the RIM profession who trialled the instrument in a subsequent Pilot Test. The Focus Group provided additional feedback on scope and usability from a user perspective. The final survey produced will enable RIMPA to be informed on the technology education and training needs of its members, as well as continuing to track technology adoption and RIM program trends in the workplace

    Towards a task aware operating system user interface

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    Tese de mestrado. Engenharia Informática. 2006. Faculdade de Engenharia. Universidade do Port
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