61 research outputs found
The study on online booking among young Malaysian
Our research’s main motivation was to investigate the preference on online booking among undergraduate from different faculties in University Malaya.This paper highlights the output of the pros and cons for online booking and was written based on findings of a survey conducted among the undergraduates of University Malaya.The study was further broken down into five categories, which consisted of cinemas, books order, transportation, hotels and restaurants.The samples of this study were 150 undergraduate students from different faculties in University Malaya.We obtained our samples by using random sampling method. The conclusion is based on the analysis results of the survey. Online booking through Internet is where the visitor visits your website to a) Choose services according to customer’s preference b) Check for its availability c) Fill in the booking form d) Pay by secured server.Services can be purchased individually or as a package
The study of learning organisations in Malaysia: Knowledge workers perspective
The use of the technology has advanced from the
automation of structured processes to systems that are truly revolutionary in that they introduce change into fundamental business procedures, work flow and the management of an organisation.The study with users from different organisations with exposure to information systems was conducted to provide an in-depth insight into the trend of learning organisations in Malaysia.As a result, observation has been made that changes in organisation procedures, workflows and management require knowledge based workers.This leads to recommendations on how an organisation can develop its information systems to nurture knowledge worker
Evaluation of IoT-Based Computational Intelligence Tools for DNA Sequence Analysis in Bioinformatics
In contemporary age, Computational Intelligence (CI) performs an essential
role in the interpretation of big biological data considering that it could
provide all of the molecular biology and DNA sequencing computations. For this
purpose, many researchers have attempted to implement different tools in this
field and have competed aggressively. Hence, determining the best of them among
the enormous number of available tools is not an easy task, selecting the one
which accomplishes big data in the concise time and with no error can
significantly improve the scientist's contribution in the bioinformatics field.
This study uses different analysis and methods such as Fuzzy, Dempster-Shafer,
Murphy and Entropy Shannon to provide the most significant and reliable
evaluation of IoT-based computational intelligence tools for DNA sequence
analysis. The outcomes of this study can be advantageous to the bioinformatics
community, researchers and experts in big biological data
Exact string matching algorithms : survey, issues, and future research directions
String matching has been an extensively studied research domain in the past two decades due to its various applications in the fields of text, image, signal, and speech processing. As a result, choosing an appropriate string matching algorithm for current applications and addressing challenges is difficult. Understanding different string matching approaches (such as exact string matching and approximate string matching algorithms), integrating several algorithms, and modifying algorithms to address related issues are also difficult. This paper presents a survey on single-pattern exact string matching algorithms. The main purpose of this survey is to propose new classification, identify new directions and highlight the possible challenges, current trends, and future works in the area of string matching algorithms with a core focus on exact string matching algorithms. © 2013 IEEE
E-payment in terms of trustworthiness among Klang Valley community
Electronic commerce (e-commerce) as we know today has evolved through various stages of technological development.Besides that, e-commerce offers various types of services and product to provide better services to the customers.However, there are many aspects which become the barriers for consumers to make an e-payment transaction on the Internet.For e-payment, trust means a person willingness to invest time, money and personal data in the e-commerce in return for a goods or a service that meet certain expectations. This research is to determine the
level of trustworthy of the e-payment for the Klang Valley community and the current e-payment system’s weakness
Self regulated learning in flipped classrooms: A systematic literature review
The flipped classroom is considered an instructional strategy and a type of blended learning instruction that focused on active learning and student engagement. Over the years, flipped classroom studies have focused more on the advantages and challenges of flipped instruction and its effectiveness, but little is known about the state of self-regulation in flipped classrooms. This study investigates the self-regulation strategies as well as the supports proposed for self-regulated learning in flipped classrooms. Findings show that relatively few studies have focused on self-regulated learning in flipped classrooms compared to the overall research and publication productivity in flipped classrooms. Also, the existing solutions and supports have only focused on either self-regulation or online help-seeking, but have not focused on other specific types of self-regulation strategies. Our study proposed some future research recommendations in flipped classrooms
Activity River: Visualizing Planned and Logged Personal Activities for Reflection
We present Activity River, a personal visualization tool which enables
individuals to plan, log, and reflect on their self-defined activities. We are
interested in supporting this type of reflective practice as prior work has
shown that reflection can help people plan and manage their time effectively.
Hence, we designed Activity River based on five design goals (visualize
historical and contextual data, facilitate comparison of goals and
achievements, engage viewers with delightful visuals, support authorship, and
enable flexible planning and logging) which we distilled from the Information
Visualization and Human-Computer Interaction literature. To explore our
approach's strengths and limitations, we conducted a qualitative study of
Activity River using a role-playing method. Through this qualitative
exploration, we illustrate how our participants envisioned using our
visualization to perform dynamic and continuous reflection on their activities.
We observed that they were able to assess their progress towards their plans
and adapt to unforeseen circumstances using our tool.Comment: 9 pages, 6 figures, AVI '20, September 28-October 2, 2020, Salerno,
Italy 2020 Association for Computing Machiner
Time Estimation Bias in Knowledge Work: Tasks With Fewer Time Constraints Are More Error-Prone
Previous research has found that people often make time estimation errors in their daily planning at work. However, there is limited insight on the types of estimation errors found in different knowledge work tasks. This one-day diary study with 20 academics compared the tasks people aimed to achieve in the morning with what they actually did during the day. Results showed that participants were good at estimating the duration of time-constrained tasks, such as meetings, however they were biased when estimating the time they would spend on less time-constrained tasks. Particularly, the time needed for email and coding tasks was underestimated, whereas the time needed for writing research and planning activities was overestimated. The findings extend previous research by measuring in situ whether some tasks are more prone to time estimation errors than others. Planning and scheduling (AI) tools could incorporate this knowledge to help people overcome these time estimation biases in their work
A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior, cognition and emotion. The aim of the study is to review the related articles in educational games and the function of games as interaction design tools, which affect student’s cognition, emotion and social skills interaction when playing games. We use thematic analysis to classify the papers including the following: (a) data familiarization (b) initial code generation (c) review themes (d) themes search (e) Define & Name Themes. The articles were found from four databases: web of science, IEEE, ACM, and Springer. All the articles were analyzed based on three main research questions (1) what are the issues of survey papers in educational games? (2) What are the trends of research models in educational game? (3) What is the technology used in educational games? The results show that educational games are affective interaction design tools for learning outcomes
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