8 research outputs found

    Interactive Games Using Hand-Eye Coordination Method for Autistic Children Therapy

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    Recent studies have found that imbalanced motor skills (hand-eye coordination) among autism spectrum disorder (ASD) or autistic children cause lower efficiency in daily routines. Autistic children need long-term rehabilitation programs to improve their abilities. However, problems with a lack of motivation to participate in conventional therapy and the high cost of therapy sessions arise over time. Autism children need to do repetitive activities every time therapy sessions been done. Repetitive activities cause children having less interest to participate ongoing therapy sessions. Other than that, the therapy process usually requires a long time to be implemented that cause the relatively high cost had to be paid by the patient's family. The use of technology is seen more effective and less boring for child with autism. However, the use of games technology require gamer to hold game controller. Proposals for motion-based touchless games using NUI technology, such as the Kinect Xbox 360, to be used in rehabilitation are exciting for patients, but the design elements do not meet the requirements of autistic people. Hence, this research proposes a Kinect game based on design elements for autistic rehabilitation. The objective of this research is to identify symptom of eye-hand coordination problem and develop serious game using Kinect technology as the solution for the problem faced by autism children. This technology provides a low-budget solution costs of therapy and games base on 3D sensor without the use of control equipment which must be hold or touch by hand. Moreover, Kinect does not need a controller or additional body-worn attachment during play time. A game prototype was developed and measured, and an evaluation resulted in positive feedback from the user and therapists, thus meeting the objective of this study

    Pengurusan rekod elektronik di bahagian governan dan pentadbiran, Universiti Kebangsaan Malaysia

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    Peningkatan penggunaan teknologi maklumat dan komunikasi (TMK) dalam pengurusan seharian semakin ketara. Ini kerana, pengguna berpendapat bahawa teknologi dapat memudah kerja dan sekali gus mampu meningkatkan kualiti kerja. Namun begitu, kebanyakan institusi pengajian di negara maju berhadapan dengan masalah pengurusan rekod walaupun sistem pentadbiran telah ditambah baik. Pengurusan rekod elektronik masih tidak diberi penekanan oleh kebanyakan universiti sama ada dari segi kebolehcapaian ataupun perlindungan rekod yang dicipta. Cabaran pengurusan rekod elektronik selaras dengan perkembangan teknologi yang pesat pada masa kini adalah genting dan memerlukan universiti mengadaptasi perubahan dengan pantas supaya rekod diurus dan ditadbir secara berkesan, cekap, dan berintegriti. Kajian ini dijalankan bertujuan mengenal pasti tahap kesedaran dalaman terhadap pelaksanaan pengurusan rekod elektronik dan mengenal pasti faktor kelemahan pengurusan rekod elektronik di Bahagian Governan dan Pendtadbiran (BGP), Universiti Kebangsaan Malaysia. Kajian ini menggunakan kaedah kajian tinjauan melalui teknik instrumen borang soal selidik. Seramai 19 responden terlibat dalam kajian ini. Kajian mendapati tahap kesedaran terhadap pelaksanaan rekod elektronik di BGP masih berada pada tahap sederhana. Antara faktor kelemahan pengurusan rekod adalah kerana tidak memahami konsep rekod dan kepentingan rekod, kesukaran untuk mengklasifikasikan rekod sedia ada, tidak ada infrastruktur yang lengkap, dan kakitangan rekod dan teknologi maklumat tidak bekerjasama dalam menjaya dan melaksana pengurusan rekod elektronik Hasil kajian diharap dapat membantu agensi awam, pihak BGP terutamanya dalam meningkatkan usaha ke arah pengurusan rekod elektronik yang lebih cemerlang

    Comparative study of 3D reconstruction methods from 2D sequential images in sports

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    The process of 3D reconstruction is a basic problem in Computer Vision. However, recent researches have been successfully addressed by motion capture systems with body worn markers and multiple cameras. To recover 3Dreconstruction from fully-body human pose by single camera still remains a challenging problem. For instance, noisy background, variation in human appearance and self-occlusion were among these challenges. This thesis investigated methods of 3D reconstruction from monocular image sequences in dynamic activities such as sports. Six recent methods were selected based on they focused on recovery fully automated system for estimating 3D human pose for 2D joint location. These researches have been developed the algorithm that be able to solve illposed problem. Evaluation of the methods was divided in two sections. First, the theoretical and comparative study of each method was disclosed to identify the technique used, the problems that enquired and the results achieved in their approach. After that, the advantages and disadvantages of each method were listed. Also, several factors such as accuracy, self-occlusion and so on have been compared amongst these methods. In Second stage, based on the advantages found in the first stage of evaluation, three methods were chosen to be evaluated using specific data set. Initially, the codes of the three methods on PennAction dataset (tennis) were run and the performance of the methods in 3D reconstruction is showed. Then, the methods were tested on a mixed activities sequence from the CMU motion capture database. The novel of this study is evaluation of recent methods based on the accuracy of their performance on the specific dataset of tennis player. Also, we proposed a technique which combining specific advantages of each method to create a more efficient method for 3D reconstruction of 2D sequential images in the context of outdoor activities

    Program pembudayaan literasi dan teknologi maklumat : Persatuan Pustakawan Malaysia 2011/2012

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    The Librarians Association of Malaysia in cooperation with Perbadanan Perpustakaan Awam Terengganu (PPAT), Perbadanan Perpustakaan Awam Negeri Sembilan (PPANS), Perbadanan Perpustakaan Awam Negeri Melaka (PERPUSTAM) and Kuala Selangor District Education Office with support from the Faculty of Information Management, Universiti Teknologi MARA (UiTM) through funds from the Malaysian Ministry of Information, Communication and Culture, Permodalan Nasional Malaysia and Telekom Malaysia (TM) organised the Culturalisation of Information Literacy and Technology Programme throughout 2011 dan 2012. The programme used a learning module that covers five aspects which focused on developing information literacy among students to equip them with the knowledge for recognising the need, searching, evaluating and using authoritative and useful information throughout their learning process

    Analysis of Enterprise Resource Planning System (ERP) in Small and Medium Enterprises (SME) of Malaysian Manufacturing Sectors: Current Status and Practices

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    Small and Medium-sized Enterprise (SME) requires to tap the power of Information Technology (IT) and integrate information system in order to stay competitive and customer oriented. Thus, the Enterprise Resource Planning (ERP) is one solution to integrate information technology infrastructure to meet global competition. This research paper investigates the factors that prevent Malaysian SMEs from fully adopting the ERP system. Through various literatures, this paper will address the degree of factors that gave an impact and provide rating of impact to the SMEs. Quantitative surveys were done in 21 SMEs to understand the actual situation of ERP adoption. The research instrument use was the online survey system. Results from the survey concludes that the on-availability of suitable ERP system the meets the SME business needs is one of the five important factors that prevents the adoption of such system

    Representing children’s digital flashcards using rapid serial and visual presentation techniques

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    This research implemented Rapid Serial and Visual Presentation (RS VP) technique to visualize digital flashcard images. Flashcard method is used to provide early exposure for children’s digital learning. This research involves two groups of students (6-8 years old) from typical and LINUS classes. Two main experiments were involved: 1) acceptance of the RSVP, and 2) comparison of difference modes in the RSVP. The results show that the RSVP was positively accepted.There were variations of acceptance amongst each group of students; in terms of performance and concentration. Sixty percent of the students chose the dynamic mode, and 40% chose the static mode. The memory and performance of students using the static mode was better, which the mean scores for the static mode achieved 3.4, higher than the dynamic mode of only 0.7. The significance of this study is to provide an early exposure through digital flashcard learning, using RSVP for children
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