15 research outputs found

    M-Learning: A New Paradigm of Learning Mathematics in Malaysia

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    M-Learning is a new learning paradigm of the new social structure with mobile and wireless technologies.Smart school is one of the four flagship applications for Multimedia Super Corridor (MSC) under Malaysian government initiative to improve education standard in the country. With the advances of mobile devices technologies, mobile learning could help the government in realizing the initiative. This paper discusses the prospect of implementing mobile learning for primary school students. It indicates significant and challenges and analysis of user perceptions on potential mobile applications through a survey done in primary school context. The authors propose the m-Learning for mathematics by allowing the extension of technology in the traditional classroom in term of learning and teaching.Comment: Wireless technology, teaching mathematics, flexible learning, m-Learnin

    Analyzing Users' Performance Interacting with a Digitized Traditional Game on Multi-Touch Display Using Fitts's Law

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    This paper presents an analysis of digitalizing traditional games by using multi-touch digital tabletop through Fitts’s law. The objectives of this paper are to study the accuracy of the user aiming performance using the Fitts’s Law towards the application, and to determine the movement time with different index of difficulty of the application. Besides, it’s to determine the appropriate size of the shooter marble and the target marble for the game design on the multi touch digital tabletop based on traditional games. The development encourage the collaborative works among the children to communicate with each other for increasing their social skills. The conducted experiment concludes the suitable size of the object in the application with the size of tabletop in guiding the user interface (UI) development

    Factors affecting awareness on information security in Internet banking among Universiti Teknologi Petronas (UTP) students

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    Internet banking is becoming one of the important services to many consumers.Most of the banking transactions can now be done online regardless of time and place.Information security is one of the crucial components in Internet banking where it ensures the confidentiality of bank users’ information.It was found that there is lack of empirical studies on awareness of information security in Internet banking among tertiary education students.Therefore, this study is conducted to fulfill two objectives; (1) to identify potential factors that can influence awareness on information security in Internet banking among tertiary education students, and (2) to measure the relationship between the identified factors and the level of awareness on information security for Internet banking among tertiary education students.Seven factors have been identified from the literature including security concern, security care, social norm, computer literacy, regulatory literacy, recovery facility and information support.This study applied questionnaire instrument to evaluate the relationship between the identified factors and the level of awareness on Internet banking information security among tertiary education students.Universiti Teknologi PETRONAS (UTP) students have been selected as subject for this study which represent tertiary education students. Descriptive and inferential analyses were used to analyze the consolidated data.Results showed that all seven factors influenced the level of awareness except the social norm

    Task Automation Intelligent Agents: A Review

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    As technological advancements increase exponentially, mobile phones become smarter with machine learning and artificial intelligence algorithms. These advancements have allowed mobile phone users to perform most of their daily routine tasks on mobile phones; tasks performed in daily routines are called repetitive tasks and are performed manually by the users themselves. However, machine learning and artificial intelligence have enabled those tasks to be performed automatically, known as task automation. The users can perform task automation, e.g., through creating automation rules or an intelligent agent, e.g., conversational agents, virtual personal assistants, etc. Several techniques to achieve task automation have been proposed, but this review shows that task automation by programming by demonstration has had massive developmental growth because of its user-centered approach. Apple Siri, Google Assistant, MS Cortana, and Amazon Alexa are the most known task automation agents. However, these agents are not widely adopted because of their usability issues. In this study, two research questions are evaluated through the available literature to expand the research on intelligent task automation agents: (1) What is the state-of-the-art in task automation agents? (2) What are the existing methods and techniques for developing usability heuristics, specifically for intelligent agents? Research shows groundbreaking developments have been made in mobile phone task automation recently. However, it must still be conducted per usability principles to achieve maximum usability and user satisfaction. The second research question further justifies developing a set of domain-specific usability heuristics for mobile task automation intelligent agents

    Visual Signifier for Large Multi-Touch Display to Support Interaction in a Virtual Museum Interface

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    The signifier is regarded as a crucial part of interface design since it ensures that the user can manage the device appropriately and understand the interaction that is taking place. Useful signifiers keep users’ attention on learning, but poorly designed signifiers can disrupt learning by slowing progress and making it harder to use the interface. The problem is that prior research identified the qualities of signifiers, but their attributes in terms of being visually apparent in broad interaction areas were not well recognized. Implementing the signifier without sufficient visual features such as a picture, figure or gesture may interfere with the user’s ability to navigate the surface, particularly when dealing with domains that demand “leisure exploration,” such as those in culture and heritage, and notably the museum application. As technology has evolved and expanded, adopting a multi-touch tabletop as a medium of viewing should be advantageous in conserving cultural heritage. As technology advances and improves, employing a multi-touch tabletop as a public viewing medium should be advantageous in maintaining cultural heritage. Some visual elements should be incorporated into the signifier to produce a conspicuous presentation and make it easier for users to identify. In this study, a preliminary study, a card sorting survey, and a high-fidelity experiment were used to investigate users’ experience, perspective, and interpretation of the visual signifier of the museum interface for large displays. This work offered a set of integrated visual signifiers on a big multi-touch display that makes a substantial contribution to supporting navigation and interaction on a large display, therefore aiding comprehension of the exhibited information visualization
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