10 research outputs found

    An Optimized Machine Learning and Deep Learning Framework for Facial and Masked Facial Recognition

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    In this study, we aimed to find an optimized approach to improving facial and masked facial recognition using machine learning and deep learning techniques. Prior studies only used a single machine learning model for classification and did not report optimal parameter values. In contrast, we utilized a grid search with hyperparameter tuning and nested cross-validation to achieve better results during the verification phase. We performed experiments on a large dataset of facial images with and without masks. Our findings showed that the SVM model with hyperparameter tuning had the highest accuracy compared to other models, achieving a recognition accuracy of 0.99912. The precision values for recognition without masks and with masks were 0.99925 and 0.98417, respectively. We tested our approach in real-life scenarios and found that it accurately identified masked individuals through facial recognition. Furthermore, our study stands out from others as it incorporates hyperparameter tuning and nested cross-validation during the verification phase to enhance the model's performance, generalization, and robustness while optimizing data utilization. Our optimized approach has potential implications for improving security systems in various domains, including public safety and healthcare. Doi: 10.28991/ESJ-2023-07-04-010 Full Text: PD

    Desktop vs. Headset: A Comparative Study of User Experience and Engagement for Flexibility Exercise in Virtual Reality

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    This study aimed to investigate the effectiveness of Virtual Reality (VR) technology for flexibility exercise and compare the physical outcomes, user experience, and engagement of VR desktops and VR headsets. The VR exercise application was designed using motion capture technology and exported to different VR devices. Each of the devices was used by 30 participants to perform a flexibility exercise in VR. Physical outcomes were measured using the sit-and-reach test, and user experience and engagement were evaluated using questionnaires and group discussions. The results showed that VR desktop participants had higher sit-and-reach scores. However, VR headset participants reported a more immersive experience (reality judgment) and motivation (value and usefulness). They also had higher engagement (focused attention and reward) levels than VR desktop participants. There were no significant differences between the two approaches in terms of enjoyment, effort, pressure, choice, correspondence, absorption, perceived usability, and aesthetic appeal. The study highlights the importance of considering physical outcomes, user experience, and engagement by comparing two different VR approaches for flexibility exercise. Further research is needed to explore the limitations and potential benefits of VR technology for physical activity. Doi: 10.28991/ESJ-2023-07-04-03 Full Text: PD

    Modelling the player and avatar attachment based on student’s engagement and attention in educational games

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    The Player and Avatar attachment help to motivate a student to strengthen their engagement in gameplay. The different types of avatar designs deployed in a game have an impact on students' engagements. The avatars are designed with different roles, wherein each role offers varying motivational effects on students' engagement. Several research in human and computer interaction have assessed user engagement and user attention in a computer or system application as well as in gameplay. Among the usual approaches to assess user engagement are using questionnaire and eye-tracking. Investigating the possible use of these approaches in determining the player and avatar attachment, particularly the attachment that associated with the various avatar designs and their effect on students' engagement are inconclusive and remains untapped. Essentially, studying students' engagement and attention perception while learning enriches one's comprehension about engagement in the education segment. As such, this study proposes a new model of player and avatar attachment based on the students' engagement and focus attention on the gameplay of digital educational games (DEGs). The model is developed follows a stepwise approach consisting component identification, relationship of the components, model development, and model validation. Several components were scrutinized, summarized, and developed into the model proposed in this study. A significant attachment can determine the avatar design that may influence a student's engagement in gameplay. Hence, this study offers several constructive recommendations for future avatars in game design for education purpose, which may validate the user's engagement based on his or her focus attention

    A Review of Multimedia Usage in Embryology Education

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    Embryology, which is a part of anatomy curriculum, is well known to be most difficult to teach. Applied embryology is important in medical practice especially in obstetrics and gynecology. To support teaching embryology, a few multimedia methods have been introduced for the past twenty years, such as animations, two dimensional illustrations, three-dimensional illustrations, movies, and video. Innovative anatomy teaching and learning technology, particularly in the embryology syllabus, dramatically boosts students’ understanding and interest while also indirectly simplifies anatomists’ job. Students are excited to be able to visualize the embryo changes at any gestational age from fertilization to fetus development. Students’ motivation is increased, and their comprehension and memorization are improved. In this review, we elaborate on the details of multimedia methods used for embryology teaching and learning as an alternative to traditional lectures and tutorials. The variety of approaches aids in reducing boredom and maintaining high levels of concentration. As a result, the multimedia usage is useful for long-term memorization

    A Dashboard-based System to Manage and Monitor the Progression of Undergraduate IT Degree Final Year Projects

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    Having a system to process and store information securely is crucial for an e-learning environment in a higher learning institute. Data recorded manually is deemed unsuitable as it may lead to mishandling of documents, poor record of documents movements, and even missing documents. A final year project (FYP) subject for a particular university’s course would need a specific management system to alleviate the work processes of supervision and monitor student progress. This system would reduce cost, paperwork, staffing and even simplify the workflow process. Therefore, introducing a student dashboard-based system for the FYP course is proposed in this study. This paper presents a smart system utilizing data analytics and a dashboard that enables the students to self-monitor, track progress and manage important information related to their FYP. The system development followed stepwise Rapid Application Development (RAD) methodology in developing the system. The developed system has been designed, developed, and tested by university students taking FYP courses. A Technology Acceptance Model (TAM) was adopted in the testing phase to examine the system acceptance and user behavior intention in using the proposed system. The results showed a significant effect on a positive implementation in the faculty’s course management and monitoring the student’s FYP progress. For the dashboard based system to reach its full potential, it is highly recommended to implement the system in its course management fully

    The use of User Experience (UX) and Multimedia Project Management (MPM) to produce learning-module videos for autism children: A post-study focus group session with autism caretakers

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    Autism is a condition where one has challenges in controlling their social skills and behaviours. Autism affects their communications with people surrounding them. WHO reports one in every 160 children has autism. Interventions are needed by the autism community to assist them in teaching the autism students and managing the autism centers. User Experience (UX) and Multimedia Project Management (MPM) are used to produce learning-module videos for autism children. An 8-week field study of a summative evaluation on the use of the video was conducted. A post-study focus group discussion was then discussed with three caretakers regarding the use of the video for 1) the students learning skills and for 2) the caretakers to teach the students. The findings show using MPM and UX for developing videos for autism children is positive for both questions. However, further investigation on the learning capability of the autism students can be explored

    Design and development of an augmented reality application to learn Mandarin

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    This paper presents the design and development of an augmented reality (AR) app to enhance learning Mandarin among university students using a user-centered design life cycle (UCDL). A survey was conducted to investigate the difficulty of learning Mandarin and the thoughts of using technology to assist the students in learning the language. Forty-five students participated in the survey. The results show that participants have difficulty learning to speak, write, read, or listen in Mandarin, with writing was found to be the most difficult (M = 3.49, SD = .94). The majority of the participants (n = 39, 87%) reported having never seen or used an AR education app. However, most (n = 36, 80%) also said that they are interested in using an AR app to learn Mandarin. A low-fidelity prototype of an AR app to assist students in learning Mandarin was designed. An expert usability evaluation was conducted with three experts. Thirty-three usability problems were found, and further changes to the low-fi were designed. A usability evaluation of the low-fi with a group of students will be conducted followed by the app’s development. A final round of usability testing of the final app will also be conducted

    An Indoor Navigation Support for the Student Halls of Residence using Augmented Reality: A Design Perspective

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    Augmented Reality (AR) technology has become increasingly popular due to its potential use in an indoor environment. AR technology enables virtual information, such as navigation instructions, to be merged into the actual environment via a mobile screen. Using an AR-based Indoor Navigation speeds uptime while also being interactive in searching for a particular building location. Every year when new semester students enroll in the university, some students will have difficulty finding a particular location on the campus. The most searched for building upon arrival at the university is the student halls of residence. While searching for it, students waste time asking others for information or looking for a nearby campus map. Therefore, this project investigates the requirements needed for an AR-based indoor navigation application to be applied within the student halls of residence and identifies technical issues through a small-scale prototype development within a small navigational area. Seventy-one students participated in the feasibility study by responding to a set of questionnaires related to the Student Residence AR indoor navigation application. At the same time, four users with and without previous experience with AR applications evaluated the prototype application. The results identified that the more the students have difficulty searching, the more they require additional time to reach their destination and seek help from others, an excellent reason to implement the Student Residence AR indoor navigation. In addition, the prototype evaluation results discussed issues related to arrow path confusion, distance accuracy, assistive guideline, and software development challenges in AR development that could be beneficial to future developers and researchers

    Student engagement in learning: a preliminary study on digital educational application

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    In this modern age, more children are becoming frequent smartphone users. This research presents an approach to engage students with Digital Educational Games. The emergence of digital technologies has increased interest in education and the learning process. Particularly in e-learning, teachers face difficulties in promoting and engaging students in the learning process, and vice versa. However, thanks to new technology that incorporates new methods into the e-learning process overcomes these problems. The objectives of this study are to identify the features and guidelines for designing an engaging Digital Educational Games using qualitative method. A locally developed educational application was used in the preliminary study to identify the gamification elements on 15 participants, and seven elements were identified. A proposed guideline to encourage learning engagement from this study and literature review was suggested. This research shows gamification, which by hope future research can develop educational games that engages students to learn

    Gamification for Tourist Guide Application

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    Tourist Guide application is a mobile application that will be useful for all visitors for a holiday. This application (app) is proposed to provide visitor information about attractive places. Through the app, visitors easily find out the most attractive places by using the map as the app will recommend visitors the top destination to visit. Thus, it is important as they do not have to waste their time seeking information about the location's place and details. The less attractive of the current system affects the user engagement. Thus, the gamification elements that will be implemented in the app can provide a new way of interaction and engagement in a fun and rewarding way. The elements of gamification that will be implemented are point, reward and challenge. The challenge or mini-game, such as quizzes, will make visitors go to the location to find the answers. Not only that, but the visitors also may receive some reward based on the point they collect for each of the correct answers they give. Hence, the app was developed to provide information about the attractions to users and encourage and motivate the users who visit the places. The methodology used for developing the Tourist Guide app is prototyping. The software will be developed in a few phases, including an initial requirement, design, prototyping, customer evaluation, review and update, and final system development
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