13 research outputs found

    Online korean skincare decision support system

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    Despite the explosive growth of electronic commerce and the rapidly increasing number of consumers who use interactive media for pre-purchase information search and online shopping, very little is known about how consumers make purchase decisions in such settings. One desirable form of interactivity from a consumer perspective is the implementation of sophisticated tools to assist shoppers in their purchase decisions by customizing the electronic shopping environment to their individual preferences

    E-kenegaraan online exam practise

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    In the world of sophisticated technology, the use of internet is becoming the norm and no longer is something strange like a long time ago. Indirectly, the user makes the Internet as a major tool to facilitate their daily work. Various type of system are being designed and developed will be used for the purpose of facilitating and expediting for a daily work and will give a good information and beneficial to consumers. System is a set of components that work together in one environment to achieve specific objectives in which it is also a resource to save, collect, process and retrieve data by using certain procedures. To create something for their system, it is very concerned about planning and process system to produce a good and orderly system. This paper shows e-Kenegaraan Online Exam Practise which is a system that builds to enable the students to answer the questions of the subject Kenegaraan easily. The questions are taken from previous semesters. It also has a practise module where students can answer questions as an exercise. Besides, there are also some systems that are look alike same as the system to be built such system Zoom A, system Score A, system Latih Tubi, system Youth4work (Taylor, 2013), system of My English Pages (O'Brien, 2014) and system Astro Tutor TV UPSR (Vihar, 2015)

    Malaysian Sign Language Mobile Learning Application : A recommendation app to communicate with hearing-impaired communities

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    Malaysian Sign Language (MSL) is an important language that is used as the primary communication method for the deaf communities with the others. Currently, the MSL is poorly known by the Malaysians and the existing platform of learning the sign language is inefficient, not to mention the incomplete functionality of the existing mobile learning application in the market. Hence, the purpose of developing this application is aimed to increase the knowledge and recognition of the public towards the MSL and allows them to learn the sign language more effectively. One of the features in this application is sign detection, which could analyze the image captured by phone camera into sign meaning. The application also comprised various categories of the sign for efficient learning and quiz to test user knowledge against their learned sign language. Besides, there is a feedback module for the user to express their opinions and suggestions towards the application to the developer. This application is aimed to help the public to learn MSL efficiently by selecting the category of sign they wish to learn and test themselves by using the quiz module. Besides, the application could also detect the unknown sign by capturing the image and analyze it. The application helped to raise the recognition of MSL among the public and expose the public to the sign language knowledge. It had also become a small help in breaking the barrier of communication between the deaf communities and the public

    MIS: mommies information system

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    Internet and Internet of Things is very popular nowadays with various services related to many different fields. Internet is a truly versatile and help in solving many tasks easily by browsing the links available (O’brien, 2014). In the present technology, the Internet has grown to be a medium to deliver information quickly with network connectivity to users (Xia et al., 2012). Diary-based website is an engineering innovation where the diary can be accessed through the Website, which is a combination of pages contained in a domain or subdomain that are in the World Wide Web (WWW) on the Internet and subsequently displayed to the user via a web browser (Liu & Arnett, 2000). Development of diary based website has much to offer to the clinical world where it offers easily-accessible electronic medical records to the patients as wells as to the medical organizers

    A review of concurrency control technique in distributed database

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    Concurrency is a process where multiple simultaneous transactions of data in database system perform. Due to this condition, the concurrency control method can help and avoid the data inconsistencies when the system is accessed by the user. This paper elaborately discusses the distributed database in the aspect of concurrency control techniques. This research reviews three algorithms; DSL, VGA, and SBA in terms of the waiting time, validation, performance, delay and also the number of message exchange. SBA shows the best performance among others. Meanwhile, a comparison between FBS and S2PL be done in order to measure the time of response in high and low-security level. In Addition, the fairness level of the system also been measured. It is shown that FBS shows an improving of time and positive result when dealing with a high-security level performance of the transaction. FBS also improved in terms of fairness at the different level of security

    WEB BASED MANAGEMENT SYSTEM FOR ENACTUS MALAYSIA NATIONAL CUP (E-EMNC)

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    Web Based Management System of Enactus Malaysia National Cup (E-EMNC) is event management system that specially designed for the uses of Enactus Malaysia National Cup. Without a proper event management system, Enactus Malaysia National Cup cannot be perfect enough due to several outburst issues such as miss update of payment, long queue at registration counter, misunderstand of information and others. Thus, this event management system was developed to overcome most of the problem that occurs before, during and after the events. Related objectives are stated to solve the problem. System Development Life Cycle Waterfall model is used as the methodology to develop this system. This system is developed by using PHP as server-side scripting and Bootstrap as front end framework. The prototype of the system was considered success because it could navigate student leader to complete submit the report by shown the flow of system. This system is expected to lighten the burden of event committees and educated team leader on filing document through internet

    Malware awareness tool for internet safety using gamification techniques

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    Malwares are detrimental to those who are ignorant of their existence. However, the adverse effects of malwares can be easily avoided by being aware of Internet safety. In this paper, a malware awareness tool targeted for university students was developed. The Game Development Lifecycle (GDLC) model was applied in developing this tool. The tool development phase began with initiation, then pre-production, production, testing, beta testing, and ended with the release phase. Once the malware awareness tool was developed, functionality tests and awareness level tests were conducted on university students to ensure the tool is fully operative. Through the tests, it was shown that this tool was received with positive responses from its target users. As for the awareness level test, a majority of 15 students were aware of the purpose of the gamification in the malware awareness tool. In a nutshell, the malware awareness tool that was developed raised university student's consciousness on malwares and increased their awareness level pertaining to Internet threats

    WEB BASED WATERMARKING SYSTEM

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    The recent progress in the digital multimedia technologies has offered many facilities in the transmission, reproduction and manipulation of data. However, this advance has brought the problem such as copyright protection for content providers. Watermarking is one of the proposed solutions for copyright protection of multimedia. Most of the content provider use Photoshop to create a watermark photo, but Photoshop involve many procedures to complete a watermarked image. In addition, watermark image using Photoshop easily destroy by attacker where attacker can modifies the image to remove the watermark from the image. Hence, it has become a tough task to protect copyright of an individual’s creation. Thus, i-Mark is developed to solve the problem to protect the watermarked image. An invisible watermark embeds an imperceptible signal into data such as image, which indicates whether or not the content is copyrighted. By using i-Mark, invisible watermarking was provided where steganography method was implemented for users to encrypt message into an image. Hence, the image is protected from been easily modifies or copy by others. Meanwhile, i-Mark allow user to store their invisible watermarked image in database and can be view later. In addition, i-Mark also can made a visible watermark where user can adding text on the cover of image more convenient than Photoshop. In conclusion, i-Mark provides users to watermark their image either visible watermark or invisible watermark. Hence, throughout the project, user may use the system user friendly compare to Photosho

    Improving sports participation among students through mobile application

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    Technologies are advancing at incredible speed with great purposes. Unfortunately, as technologies grow, some people have lost their motivation to keep up with their health by neglecting their physical activities like sports, outdoor games, etc. There are less people willing to step outside to do physical activities especially those which requires companions or members. We cannot deny the fact that there are still people who are willing to come out and do sports in a group. However, most of the time they do not have enough members to conduct the sport. This situation can lead to discouragement and stopping them from doing any more sports activity just because of insufficient team member. This situation can lead to discouragement and stopping them from doing any more sports activity just because of insufficient team members. The Sports Team Finder is a mobile application that helps the students in Universiti Tun Hussein Onn Malaysia (UTHM) to reach other people who has the same intention, i.e., to get team members. Students can use this application to find team members for team-oriented games such as basketball, football, netball, etc. The aim is to design an application where it motivate users to engage other people through sports and meeting new friends along the way. The application is able to function properly and successfully gather users with similar interest together. It has shown that the application has caused an improvement of sport involvement among students in UTHM
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