71 research outputs found

    Learning through playing for children with cerebral palsy

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    Guidelines for designing and developing a learning prototype that are compatible with the limited capabilities of children with Cerebral Palsy (CP) are established in the form of a model, known as Learning Software User Interface Design Model (LSUIDM), to ensure children with CP are able to grasp the concepts of a learning software application prototype. In this paper, the LSUIDM is applied in developing a learning software application for children with CP. We present a user study on evaluating a children education game for CP children at Pemulihan dalam Komuniti in Johor Bahru. The findings from the user study shows that the game, which was built, based on the LSUIDM can be applied in the learning process for children with CP and most notably, the children are engaged and excited using the software. This paper highlights the lessons learned from the user study, which should be significant especially in improving the application. The results of the study show that the application is proven to be interactive, useful and efficient as the users used it

    MyHcI-UX: taking HCI in Malaysia to greater heights

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    The Kuala Lumpur ACM SIGCHI chapter, myHCI-UX, is now two years old. HCI was first starting to find its place in Malaysia circa 2005–2007, when many Malaysian researchers were returning home after completing their postgraduate degrees in HCI. After many meet-ups of HCI academics and practitioners, support from ACM SIGCHI, and with the urge to make a difference and to contribute back to society, the chapter was officially formed on July 27, 2017. Prior to 2017, ACM SIGCHI had been giving moral support to various activities and programs. During i-USEr 2016, Eunice Sari from the Indonesia ACM SIGCHI chapter organized the CoCo (Connect and Collaborate) workshop to give insights about the HCI and UX landscape in Southeast Asia, particularly Indonesia and Malaysia, and how HCI researchers should collaborate to unlock the HCI and UX potential of these two countries. Our current committed members had also been involved in other activities in the greater ACM SIGCHI communities, such as the SEACHI and Asian HCI symposiums, which have been successfully held since 2015 at the annual CHI conferences. Apart from that, some of our members also had the opportunity to be involved in the international CHI reviewing process and in regional initiatives, such as the Japan ACM SIGCHI chapter and Australia's OzCHI. In addition, our members had been actively participating in CHIuXiD, the Indonesia ACM SIGCHI conference, as presenters and reviewers

    Dark Lancaster

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    In this position paper we'll outline a few ongoing and planned projects at Lancaster that are not all sweetness and light. In some we are interested in some of the darker aspects of human nature: frustration when things go wrong in order to design games with the right emotional impact; and anger of those seeking jobs in order to help train those who need to defuse fraught situations. In others we deliberately seek to design ‘bad’ situations; obviously this is necessary to study issues like frustration, but also we design bad things in order to understand what is good! Finally, there are times when good is dark and the bright light of day needs to be shrouded just a little

    Analysis of physicality aspects in physical user interfaces of embedded systems

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    Embedded systems are becoming more significant in our daily lives with the advent of ubiquitous computing. The increasing demands of multifarious functionalities and other factors lead to an increased focus of development on internal software issues. Negligence towards the interaction aspects of physical interface is resulting in the generation of interaction complexities for the user. This work evaluates, compares, and highlights the significance of physicality aspects of embedded system interfaces using five subjects including; washing machine; camera; oven; sound system; and MP3 player. The quantitative evaluation approach helps in a simple investigation by applying the numeric values for each aspect. The result analysis highlights the significance of exposed state, tangible transition, and inverse action over other physicality aspects. This study is especially valuable for the embedded system developers who may not have exposure or expertise to Human–Computer Interaction or its sub–field, Physicality. Managing and incorporating physicality aspects in embedded systems is a key factor for producing natural interaction product

    A review on usability, security and privacy for mobile health applications

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    Mobile health applications, or mHealth, deal with health issues or medical supported by smartphones. mHealth applications are able to improve both the safety of the patients and the quality of medical services. It is considered to be a recent field with great potential that appeal to the interests of the stakeholders and the developers. By adopting the systematic literature review method, this paper presents a broad review of usability, security and privacy for mHealth applications. Specifically, we discussed the limitations as well the recommendations of USP characteristics in mHealth applications. It is crucial to learn and understand to overcome the conflict between usability, security and privacy in mHealth applications

    A study on investor’s behavior towards investment avenues in Malaysia / Fatin Syafiqah Mohamad Ghazali and Masitah Salleh

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    Nowadays people start to realize the importance of stability of finance to ensure future life. One of the ways is by make an investment. But, from the study done by Howard (2013) stated that there are some investor make an investment based on emotional and not by rational. The main purpose of this study is to determine the factors that influence the investor behavior towards the investment avenues in Malaysia. This study was done to identify the most effective variables that will influence investor behavior such as investor’s effort, risk appetite and market psychology. Primary data was used in this using distribution of questionnaire. The aim is to get 150 respondents. From the distributed questionnaires, the data collected are analyzed using the Statistical Package for the Social Sciences (SPSS) 19.0. The Pearson Correlation was used to find the significant relationship between those variables. From the findings, all independent variables have significant result toward dependent variable and can be used in making evaluation for this study

    An Evaluation Study on Dengue-Entomological Surveillance System using Alpha Acceptance Test

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    Regular practice of an alpha test in system acceptance test is to involve users, who are internal to the organization, which takes place at the developers' site. The aim of an alpha test is to get early feedbacks from users and to identify bugs in order for improvements to be made. Instead of carrying out regular alpha test activities, System Usability Scale (SUS) method is used in the alpha test. The main aim of this paper is to report on how the SUS is applied as a part of an acceptance test for a newly built multi-platforms application, known as Dengue-Entomological Surveillance (DES) system. The DES system is built both as an interactive mobile application and a hybrid web application that allows its end-users; Entomology and Pest Unit (EPU) team from State Health Office of Ministry of Health of Malaysia, to collect real-time data encompassing data from ovitraps installation, automatized data analysis, as well as, entomological surveillance operations' reports concerning dengue outbreaks. Experimental design and procedures of the alpha test were carefully planned and successfully implemented. Participants' (EPU team) demographic data, execution and completion time for given tasks, and user experience on DES system comprising usability, as well as, general comments and feedbacks from users were collected and analysed. The findings of the alpha test reveal a higher percentage total of SUS score usability of the web-based application with 72.75%, as compared to 68.75% for mobile-based application

    Relax App: designing mobile brain-computer interface app to reduce stress among students

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    Students especially at universities undergo a lot of pressure and stress, and mental health is something that must not be taken lightly, especially at the time of pandemic as we are experiencing now. The need for us to look into the mental health is constantly reminded everywhere. There are a lot of ways to reduce stress such as meditation, getting involved in sports and one of the most practiced methods is by listening to music. Music has been indeed proved to have positive effects on humans and that it aids healing process such as binaural beats and Solfeggio frequency. These frequencies of music have impact towards the brainwave. This study reports on how the design thinking process was used to better identify the most suitable means on integrating mobile Brain-Computer Interface (BCI) as an application to know the impacts of different type of frequencies of music on the human brain to reduce stress. Besides suggesting a generic guideline to develop an application for mobile BCI, this study also provides us insights into the readiness of mobile BCI as an application for common usage

    Online Crowdfunding as Academic Grants: A Systematic Literature Review

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    Funding is one of the main factors for academic researchers to achieve success throughout their academic career. The traditional method of requesting research grants from corporations (through research and development departments) and government (primarily carried out through universities and specialized government agencies) takes a long time to process, and in addition, the competition is fierce. The review is carried out by performing a systematic literature review in order to identify and discover what and how online crowdfunding is being used, and, to recognize its role in any kind of academic grants. Several research questions are designed and multiple of research papers and studies are collected and analyzed. The data collected from the studies were then used to answer the research questions. The findings include, the types of crowdfunding models, advantages and disadvantages of crowdfunding for the research domains, crowdfunding platform evaluation and the crowdfunding scenes in Malaysia. With this review, the data collected and answers from the questions could provide insights into crowdfunding as an alternative for academic grants funding in Malaysia, other than the conventional methods
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