9 research outputs found

    A quality of experience approach in smartphone video selection framework for energy efficiency

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    Online video streaming is getting more common in the smartphone device nowadays. Since the Corona Virus (COVID-19) pandemic hit all human across the globe in 2020, the usage of online streaming among smartphone user are getting more vital. Nevertheless, video streaming can cause the smartphone energy to drain quickly without user to realize it. Also, saving energy alone is not the most significant issues especially if with the lack of attention on the user Quality of Experience (QoE). A smartphones energy management is crucial to overcome both of these issues. Thus, a QoE Mobile Video Selection (QMVS) framework is proposed. The QMVS framework will govern the tradeoff between energy efficiency and user QoE in the smartphone device. In QMVS, video streaming will be using Dynamic Video Attribute Pre-Scheduling (DVAP) algorithm to determine the energy efficiency in smartphone devices. This process manages the video attribute such as brightness, resolution, and frame rate by turning to Video Content Selection (VCS). DVAP is handling a set of rule in the Rule Post-Pruning (RPP) method to remove an unused node in list tree of VCS. Next, QoE subjective method is used to obtain the Mean Opinion Score (MOS) of users from a survey experiment on QoE. After both experiment results (MOS and energy) are established, the linear regression technique is used to find the relationship between energy consumption and user QoE (MOS). The last process is to analyze the relationship of VCS results by comparing the DVAP to other recent video streaming applications available. Summary of experimental results demonstrate the significant reduction of 10% to 20% energy consumption along with considerable acceptance of user QoE. The VCS outcomes are essential to help users and developer deciding which suitable video streaming format that can satisfy energy consumption and user QoE

    User Quality of Experience (QoE) Satisfaction for Video Content Selection (VCS) Framework in Smartphone Devices

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    يعد جدول الفديو الاكثر انتشارا اليوم. اضافة الى ذلك، وبسبب انتشار الوباء عالميا، كثير من الناس التزموا المنزل واعتمدوا على الخدمات الجدولية للاخبار والتعليم والتسلية. على اية حال، مستعمل تجربة (QoE (غير مقتنع باختيار محتوى الفديو بينما يتدفق في الاجهزة الذكية. ينزعج المستعملون بمسح نوعية الفيديو الغير متوقعة التي تحدث في اجهزتهم الذكية. في هذا البحث، نقترح مخطط لاختيار الفديو الهيكلي الذي يهدف الى زيادة قناعة مستعمل (QoE ). تم استعمال نظام الحلول الحسابية لاختيار محتوى الفديو لانشاء خريطة لاختيار الفديوالتي ترضي مستعمل نوعية الجدول الاكثراعتبارا.  تصنف اختيار محتوى الفديو الى مجاميع صفات الفديو. سينخفض مستوى جدول ( VCS) بالتدريج ليعتبر اقل اختيار الفديو الذي لا يقبلها المستعمل اعتمادا على نوعية الفديو. لتقييم مستوى القناعة ، استعملنا درجة الرأي الوضيع ( MOS) لقياس تكيف قبول المستعمل اتجاه نوعية جدول الفديو.  أظهرت النتائج الاخيرة بأن نظام الحلول الحسابية المقترح توضح بأن المستعمل يقتنع باختيار الفديو بواسطة تغيير صفات الفديو. Video streaming is widely available nowadays. Moreover, since the pandemic hit all across the globe, many people stayed home and used streaming services for news, education,  and entertainment. However,   when streaming in session, user Quality of Experience (QoE) is unsatisfied with the video content selection while streaming on smartphone devices. Users are often irritated by unpredictable video quality format displays on their smartphone devices. In this paper, we proposed a framework video selection scheme that targets to increase QoE user satisfaction. We used a video content selection algorithm to map the video selection that satisfies the user the most regarding streaming quality. Video Content Selection (VCS) are classified into video attributes groups. The level of VCS streaming will gradually decrease to consider the least video selection that users will not accept depending on video quality. To evaluate the satisfaction level, we used the Mean Opinion Score (MOS) to measure the adaptability of user acceptance towards video streaming quality. The final results show that the proposed algorithm shows that the user satisfies the video selection, by altering the video attributes

    Design and development of a small-scale 12S-14P outer rotor HEFSM

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    Simulation, prototype experimental, and mathematical modelling is an essential process to provide sufficient evidence before a full-scale development or mass production. Hence, this study focuses on validating a small scale of 12S-14P outer-rotor hybrid excitation flux switching motor (OR-HEFSM) through simulation, experimental, and mathematical modelling. The JMAG-Designer software as finite element solver is used to design and analyse the designed geometry structure. Throughout simulation process, the rotor design with direct drive structure as illustrated in Appendix A is chosen based on optimisation process. Thus, the generated back EMF, torque, and power through simulation at a speed of 1,200 r/min is 6.58 V, 16.4 Nm, and 12.4 kW, correspondingly. The designed model has been fabricated using actual prototype analysis (APA) approach, which is involves five stages, namely 3-D design, material selection, fabrication, assembly, and experimental test. The computer-aided software of SolidWorks is used to implement the first stage of APA while the prototype structure is fabricated using a computer numerical control (CNC) machine. The prototype has been tested experimentally using a measurement tool such as Fluke Analyser and oscilloscope. The back EMF showed a good agreement between simulation and preliminary experimental results with percentage differences approximately 5.1% at a speed of, 1,200 r/min. In contrast with the prediction results based on mathematical modelling using sizing equation, the calculated back EMF, torque, and power is 7.58%, 8.6%, and 8.4% higher than simulation results, respectively. Even so, the results had proven that the concept of three-phase working principle for small-scale 12S-14P OR-HEFSM with direct drive structure remained the same for simulation, experiment, and prediction

    Kiddo disleksia mobile application: a dyslexia screen tool in Malay language

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    Identification of potential dyslexic among Malaysia student is crucial to ensure earlier intervention is given. Current practice in the Malaysian school system, screening test has been given based on teacher’s observation and intervention. The low number of student enrol in special education indicate this task is difficult. It is due to untrained and lack of awareness regarding dyslexia among Malaysia teacher. Therefore, the easy, simple and accurate screen test tool are required. Kiddo Disleksia, a dyslexia screening tool based on mobile application has been designed and developed. The application exploits the uses of text, video, audio and graphic in multimedia to screen student with dyslexia based on visual and auditory. Kiddo Disleksia is developed by using Malay language as it’s specifically develops for student in earlier learning to recognize and distinguish the alphabet. Besides, this application able to use as learning tool for dyslexia student to identify alphabet letter and phonic (alphabet sound). The mobile gamed based approach is used to screen the student with fun and innovative way. A usability study has been conducted towards 20 dyslexia students and result shows 85% of respondent feel the application able to help them learn easier. They agree that Kiddo Disleksia able to screen the dyslexia student with fun and easy way

    Enhancing quality of experience (QoE) in IM-Tahfiz framework for predictive acceptance influence of user screening test

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    Tahfiz teaching has become progressively more conventional and is growing as an essential educational course. This significance is in line with the prospect above that is placed on the ability of tahfiz schools to produce Quran memorising students who can thrive and improve the nation’s Islamic education. Due to this endeavour, the tahfiz learning management process must satisfy the user QoE related to the increasing student intake issues. These issues impact this education process due to insufficient tahfiz resources, infrastructure, and facilities. This paper proposes the Integrated Management Tahfiz (IM-Tahfiz) Framework’s suitability for selected education satisfaction at the empirical level. The primary purpose of this framework is about the Quality of Experience (QoE) based on user satisfaction for the screening test of stakeholder decision in selecting tahfiz centre to educate students. This framework design was implemented in three phases; data selection, where instruments and experiment setup gather resources from the mobile to the server to finalize data; user QoE setup, where the users’ data is obtained by using the Mean Opinion Score (MOS) to determine this matter’s solution regarding the suitability of tahfiz students to tahfiz centers; and execution phase, where both phases combine to finalize the data output. The final result illustrates the initial research question (RQ) was the factor that had effects on the problem of the tahfiz center that can be solved accordingly

    Quality of experience (QOE) aware video attributes determination for mobile streaming using hybrid profiling

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    Today, consumers use a smartphone device to display the media contents for work and entertainment purposes, as well as watching online video. Online video streaming is the main cause that consume smartphone’s energy quickly. To overcome this problem, smartphone’s energy management is crucial. Thus, a hybrid energy-aware profiler is proposed. Basically, a profiler will monitor and manage the energy consumption in the smartphone devices. The hybrid energy-aware profiler will set up a protocol preference of both the user and the device. Then, it will estimates the energy consumption in smartphone. However, saving energy alone can contribute to the Quality of Experience (QoE) neglection, thus the proposed solution takes into account the client QoE. Even though there are several existing energy-aware profilers that have been developed to manage energy use in smartphones however, most energy-aware profilers does not consider QoE at the same time. The proposed solution consider both, the performance of the hybrid energy-aware profiler is compared with the baseline energy models against a variation of content adaptation according to the pre-defined variables. Three types of variables were determined; resolution, frame rate and energy consumption in smartphone devices. In this area, QoE subjective methods based on MOS (Mean Opinion Score) are the most commonly used approaches for defining and quantifying real video quality. Nevertheless, although these approaches have been established to consistently quantify users’ amounts of approval, they do not adequately realize which are the criteria of video attribute that important. In this paper, we conducted an experiment with a certain devices to measures user’s QoE and energy usage of video attribute in smartphone devices. Our results demonstrate that the list of possible solution is a relevant and useful video attribute that satify the users

    Aplikasi pembelajaran haiwan menggunakan teknik visualisasi

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    Pada masa kini, aplikasi mudah alih semakin mendapat perhatian dan populariti. Namun begitu, kandungan aplikasi pembelajaran yang dibangunkan oleh pembangun tempatan masih kurang. Oleh itu, Aplikasi Pembelajaran Haiwan Menggunakan Teknik Visualisasi untuk platform mudah alih ini dibangunkan. Aplikasi ini bertujuan untuk membenarkan kanak-kanak bermain sambil belajar menggunakan telefon mudah alih. Ini akan dapat menyelesaikan masalah kekurangan aplikasi pembelajaran di platform mudah alih. Aplikasi ini dibangunkan menggunakan model ADDIE sebagai metodologi pembangunan disebabkan ianya bersesuaian dengan konsep pembelajaran yang digunakan di dalam aplikasi ini. Model ini melibatkan 5 fasa iaitu fasa analisis, fasa reka bentuk, fasa pembangunan, fasa implementasi dan fasa penilaian. Aplikasi ini telah diuji oleh beberapa pengguna sasaran yang dipilih secara rawak. Berdasarkan pengujian, semua responden bersetuju setuju bahawa aplikasi telah berfungsi dengan baik dan memenuhi objektif pembangunan aplikasi. Kesimpulannya, matlamat projek bagi mereka bentuk kandungan sebuah aplikasi pembelajaran haiwan yang diberi nama Animalia dengan menggunakan teknik visualisasi dalam platform mudah alih adalah berjaya

    Fullerene-to-MWCNT Structural Evolution Synthesized by Arc Discharge Plasma

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    The growth of multi-walled carbon nanotubes (MWCNTs) has been extensively studied using electron microscopy. The ex situ structural behavior was examined to investigate the growth of the MWCNTs under different environments and pressures using electron microscopy. The arc discharge plasma technique was applied to synthesize the MWCNTs by evaporating carbon through the arc plasma between two cylindrical graphite rods, with a background pressure of 10−2 to 102 mbar, inside a vacuum chamber under different ambient environments. The results showed that long MWCNT structures were successfully grown. We suggest that the mechanism involves: (i) fullerene formation; (ii) the elongation of fullerenes; and (iii) the growth of MWCNTs. Agglomeration with other structures then forms MWCNT bundles. We note that the pressure and environment in the vacuum chamber can affect the structure of the MWCNTs

    Aplikasi asas bolasepak untuk kanak-kanak bagi pelantar android

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    Bolasepak merupakan antara sukan yang paling popular di Malaysia dan di seluruh dunia. Kanak-kanak juga tidak terkecuali meminati bolasepak. Selain itu kanak-kanak juga amat tertarik dengan aplikasi permainan di telefon pintar. Namun begitu, aplikasi yang mengajar kanak-kanak bermain bola sepak masih kurang dibangunkan di Malaysia. Oleh yang demikian, aplikasi ini dibangunkan. Aplikasi Asas Bolasepak Untuk Kanak-kanak Bagi Pelantar Android merupakan satu sistem berasaskan telefon pintar Android yang berfungsi sebagai alternatif kepada pembelajaran bermain bolasepak. Objektif pembangunan aplikasi ini adalah untuk mendidik kanak-kanak tentang cara-cara bermain bolasepak dengan betul. Model ADDIE diimplementasikan sebagai metodologi pembangunan aplikasi ini. Keputusan daripada pengujian terhadap pengguna sasaran menunjukkan 80% responden bersetuju aplikasi ini membantu meningkatkan pemahaman mereka tentang asas sukan bolasepak. Kesimpulannya, aplikasi ini telah berjaya mencapai objektif pembangunan serta berjaya memenuhi kehendak pengguna sasaran
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