281 research outputs found

    Interactive Virtual Reality Fitness Game using Microsoft Kinect (KineFit)

    Get PDF
    KineFit is an interactive Virtual Reality (VR) fitness training application that utilized the Kinect sensor as its main input device. Kinect offers a controller-free gaming experience where user interacts with the game environment by using their whole body, hence, making the experience more natural and immersive. The game is incorporated with a gesture-based interface that removes any use of mouse and keyboard as a means to navigate the game environment. Moreover, this project is undertaken to motivate exercise as well as to inculcate healthy living culture among Malaysians since obesity has becoming a critical issue in the country lately. In addition, the Jack of exercise is one of the primary reasons that lead to obesity, which in turn is caused by the lack of time, motivation and dull exercise routine. Furthermore, most video games are desktop-based environment that limits the users' movement, thus, promoting sedentary lifestyle. Hence, KineFit is undertaken to change the current attitude and moves towards active lifestyle. Currently, KineFit consists of two exercise modules but flexible for expansion and uses only the Kinect sensor as the input device. This project implemented the incremental model which offers flexibility in time, requirements, manpower and risks. A total of 14 users participated in 2 different prototype testing to test the usability of the system and the users' perception of the game on their motivation, engagement and enjoyment to perform the exercise. The result of the first prototype testing is encouraging as users felt motivated to complete the exercise while having fun at the same time. The users suggested that the modules should be refmed for better user engagement. The second prototype testing improved in terms of engagement as the exercise modules are changed based on data gathered on the first prototype testing. Suggested future works for expansion are by adding a jogging module and implementing an Artificial Intelligence (AI) on character that is able to interact with the user to give the game more depth, motivation, engagement and importantly, enjoyment of performing exercise at the comfort of users' living room

    Study on the implementation of biometric device (Fingerprint) in attendance tracking for UiTM students / Norhazura Mohd Zubir

    Get PDF
    The use of biometrics in accordance with tracking attendance in secondary educational environments is a very controversial issue. In this research, biometric devices relating to the use of tracking attendance and addressing issues and concerns that educational institutions face in deciding whether or not this biometrics is implemented in attendance tracking for UiTM students. Biometrics Fingerprint device is a popular technique for determination of attendance no matter whether in the working place or for student attendance. Many companies and a few IPT in Malaysian have using it are as a part of daily transaction. With using this biometric Fingerprint device, we can make attendance tracking easier than traditional attendance tracking. A fingerprint is an imprint made by the pattern of skin on the pad of a human finger. These ridges are commonly believed to provide traction for grasping objects. No two humans, not even identical twins, have ever been found to have identical fingerprints. Fingerprints are widely believed to be unique. Also, fingerprints do not change significantly with age. Because of these characteristics, a person's fingerprint can be used as a method to identify human individual

    Development Of Steer-By-Wire (SBW) Controller System For Steering Respone

    Get PDF
    This research focuses on the development of Steer-By-Wire (SBW) controller system for steering response. The steering system is an essential part of the interface between the driver and the vehicle that provides the possibility of lateral guidance. SBW system is means as removing the mechanical linkages and hydraulic part with electronic system. The development of vehicle model consists of ride, tire and handling models used in this study. The vehicle model is then validated with CarSimEd. The relation between the rack and pinion is identified for the steering ratio on SBW model. The steering system is modeled combine with actuator model in MATLAB Simulink. There are several types of controller are used on SBW system to find the similar response with the conventional steering. The selected controller will be applied on SBW system to control the actuator in simulation and experimental. The simulation result is validated with Hardware-in-the-Loop Simulation (HiLS) in real time situation using xPC Target application in MATLAB Simulink to control SBW system in experiment. The target outcome of this study for SBW steering system is to get a responsiveness similarity to conventional steering system with selected controller by comparing both steering system. The study shows that such similarity was achieved. The study of SBW system response is beneficial in the SBW system with the proposed controller can be implemented on real vehicles

    A study on financial performance of Institut Terjemahan Negara Malaysia Berhad / Zakiah Mohd Zubir

    Get PDF
    The focus of this study is to investigate on the financial performance of Institut Terjemahan Negara Malaysia. The researcher focuses on the financial analysis tools in analyzing the company’s performance. There are five analysis tools which is comparative financial statement analysis, common size financial statement analysis, ratio analysis, cash flow analysis and valuation. The researcher focus only on the three analysis tools mentioned above. This study will focus on the financial analysis of the company for the past five year’s period range from 2005 to 2009. The company’s annual report is examined for the reporting of valuating financial ratios. The objective of this study is to provide relevant information about the financial position, performance and changes in financial position of the organization besides enhance the companies’ profitability. This study will use the secondary data which is the company’s annual report of Institut Terjemahan Negara Malaysia Berhad (ITNM), 2005-2009

    Pembangunan elemen kemahiran hijau dalam pengajaran dan pembelajaran (PdP) bagi pensyarah kolej vokasional

    Get PDF
    Kemahiran hijau (Green Skill) merupakan satu kemahiran berasaskan kepandaian dan kecekapan yang menjadi aset kepada setiap individu sebelum menerokai semua bidang pekerjaan ke arah pembangunan yang mampan. Kajian kualitatif ini menggunakan kaedah penerokaan sebagai reka bentuk kajian yang bertujuan untuk membangunkan elemen kemahiran hijau dalam pengajaran dan pembelajaran (PdP) bagi pensyarah kolej vokasional. Pada fasa pertama iaitu fasa pembangunan, pengkaji telah menjalankan temu bual bersama tiga (3) orang pensyarah yang mempunyai kepakaran di dalam bidang PdP dan Teknologi Pembinaan. Selepas melaksanakan protokol temu bual maklumat telah ditemakan melalui analisis tematik dan seterusnya telah dianalisis melalui analisis matrik bersama semakan literatur sistematik bagi mendapatkan persamaan dan perbezaan maklumat. Pada fasa kedua iaitu fasa pengesahan, seramai lima (5) orang pakar telah membuat pengesahan terhadap format dan kandungan itemitem yang telah dikeluarkan. Fasa ini melibatkan dua belas (12) orang pakar yang terdiri daripada pensyarah yang mempunyai pengalaman selama sepuluh (10) tahun dan ke atas sebagai responden utama. Melalui teknik Fuzzy Delphi sebagai prosedur penganalisian data, Data kajian telah di analisis bagi mendapatkan nilai purata m 1 (nilai minimum), m 2 (nilai paling munasabah) dan m 3 (nilai maksimum), seterusnya nilai ‘d’ Threshold value, konsensus 75% pengesahan kumpulan pakar dan Fuzzy Evaluation. Di dalam kajian ini, hanya satu (1) item iaitu “mengguna kertas terpakai untuk sebarang tugasan” daripada elemen kemahiran hijau dalam penilaian dan tugasan telah ditolak kerana nilai d≤0.2 iaitu 0.243 dan peratus kesepakatan tidak mencapai >75% namun peratusan keseluruhan konstuk bagi elemen tersebut diterima dengan jumlah sebanyak 97.92% dan nilai d= 0.126. Seterusnya, item-item yang lain untuk keseluruhan elemen telah diterima oleh pihak kumpulan pakar bagi meneruskan kajian. Kesimpulanya, elemen kemahiran hijau dalam PdP perlu dilanjutkan sebagai garis panduan di dalam PdP untuk para pendidik pada masa akan datang

    Agriculture Exports Performance In Malaysia / Zubir Azhar and Noor Zahirah Mohd Sidek

    Get PDF
    This paper examines the impact of exchange rate risk on the agriculture exports in the era of recurring financial crises and global economic instability. Exchange rate risk is captured by misalignments in the real bilateral US-RM exchange rate. This paper is divided into two parts. First, the incidence of exchange rate misalignment is observed using price-based approach (purchasing power parity) and model-based approach (behavioural equilibrium exchange rate). Then, the estimated exchange rate misalignment is used as a variable in the export model to capture the impact of risks. In addition, the estimated misalignments are segregated into events of overvaluation and undervaluation to further comprehend their individual impact. Results suggest that in the long run, overvaluation has a significant negative impact on palm oil exports. The opposite however, could not be construed in the case of undervaluation which suggests asymmetries in the impact of over and undervaluation of the exchange rate. Other agriculture exports do not exhibit significant long run relationship with exchange rate misalignment. In summary, it is imperative that policy-makers avoid both over- and under-valuation and keep the real exchange rate in line with the economic fundamentals especially in the case of palm oil exports

    Interactive Virtual Reality Fitness Game using Microsoft Kinect (KineFit)

    Get PDF
    KineFit is an interactive Virtual Reality (VR) fitness training application that utilized the Kinect sensor as its main input device. Kinect offers a controller-free gaming experience where user interacts with the game environment by using their whole body, hence, making the experience more natural and immersive. The game is incorporated with a gesture-based interface that removes any use of mouse and keyboard as a means to navigate the game environment. Moreover, this project is undertaken to motivate exercise as well as to inculcate healthy living culture among Malaysians since obesity has becoming a critical issue in the country lately. In addition, the Jack of exercise is one of the primary reasons that lead to obesity, which in turn is caused by the lack of time, motivation and dull exercise routine. Furthermore, most video games are desktop-based environment that limits the users' movement, thus, promoting sedentary lifestyle. Hence, KineFit is undertaken to change the current attitude and moves towards active lifestyle. Currently, KineFit consists of two exercise modules but flexible for expansion and uses only the Kinect sensor as the input device. This project implemented the incremental model which offers flexibility in time, requirements, manpower and risks. A total of 14 users participated in 2 different prototype testing to test the usability of the system and the users' perception of the game on their motivation, engagement and enjoyment to perform the exercise. The result of the first prototype testing is encouraging as users felt motivated to complete the exercise while having fun at the same time. The users suggested that the modules should be refmed for better user engagement. The second prototype testing improved in terms of engagement as the exercise modules are changed based on data gathered on the first prototype testing. Suggested future works for expansion are by adding a jogging module and implementing an Artificial Intelligence (AI) on character that is able to interact with the user to give the game more depth, motivation, engagement and importantly, enjoyment of performing exercise at the comfort of users' living room

    Streamyx product: relationship between marketing mix strategy with sales improvement at business sales TM Melaka / Mohd Akmal Zubir

    Get PDF
    This research is about Department Business Sales TM Melaka. The purpose of this research is to figure out what are the factors relationships between marketing mix strategy with sales improvement. Streamyx product is the main factor of this study. Streamyx is a broadband access service which provides 'always on' connections to the Internet with bandwidth speeds from 384Kbps up to 2Mbps. With high-speed connectivity/bandwidth, the service is ideal to support most broadband applications such as web hosting, video streaming, e-commerce, distance learning and others. Business Sales main function is to market the products and services of Telekom Malaysia. Streamyx product that Business Sales provided has problem with their sales improvement since the competitors such as Celcom, Maxis and DiGi was establish in Melaka. Business Sales should compete and try to attract customers to buy streamyx product. The price for streamyx product in Business Sales is higher rather than the competitors' price. So that, it is difficult to BS to create their business opportunity cause by the price offered. Obviously ineffective promotion is one of the problems that Business Sales TM Melaka faces nowadays. Promotion activities about this streamyx product can contribute to the perception customers toward TM Melaka. Thus, Business Sales should think the best strategies and the best ways in order to solve all these problems. In that way, they can improve their sales improvement

    The Development of Sustainable Manufacturing Practices and Sustainable Performance in Malaysian Automotive Industry

    Get PDF
    This paper shows a model to conduct an empirical study in Malaysian automotive industry in order to improve their sustainable performance. The problems of sustainability are becoming a global concern by many manufacturing companies especially in automotive industry. The sustainability research in this study targets the measures and studies at the three basic elemental levels involved; environmental, economic and social. The presented review categorizes the literature into three main research areas; sustainable manufacturing practices, sustaining lean improvements, and sustainable performance. Also, the text attempts to draw the link between these research themes, expose any relationship and inter-relationships, and discuss the physics behind some of the sustainability models presented to analyze the automotive sustainability. Keywords: Sustainable Manufacturing Practices; Sustaining Lean Improvements; Sustainable Performance; Automotive Industr
    corecore