17 research outputs found

    Design and Implementation of e-Book Authoring and Customization

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    Electronic book (e-Book) is an electronic version of traditional print book that can be read by using a personal computer or an e-Book reader. Users can purchase an e-Book on diskette or CD, but the most popular method of getting an e-Book is to purchase or download the e-Book from a Web site to be read from the user's computer or reading device. The e-Book future has not been clearly seen yet, as some says that nothing can beat the original printed books but some others would say that e-Book is the future of reading. This report is a final year project involving a research and implementation of an improved version of e-Book. The research is conducted to get a better understanding on the e-Book itself, what it is and what are the advantages and disadvantages of e- Books. On the implementation side, an improved version of e-Book is developed, with the focus on the design, and functionalities and the special facilities. The implementation will also improve the way e-Book is presented. The newly improved e- Book is expected to enhance the reading of e-Book. Scope of study will cover on the e- Book, the comparison between e-Books in the internet, the programming language that is used for the development of the project; which is HTML, PHP and JavaScript, and also on the human and computer interaction to ensure the interactivity between user and the computer. This project adopted the Rapid Application Development methodology to converge early towards an acceptable and a feasible design of the project. The results of this project will cover the survey analysis on e-Books, and the improved version of e- Book. i

    Design and Implementation of e-Book Authoring and Customization

    Get PDF
    Electronic book (e-Book) is an electronic version of traditional print book that can be read by using a personal computer or an e-Book reader. Users can purchase an e-Book on diskette or CD, but the most popular method of getting an e-Book is to purchase or download the e-Book from a Web site to be read from the user's computer or reading device. The e-Book future has not been clearly seen yet, as some says that nothing can beat the original printed books but some others would say that e-Book is the future of reading. This report is a final year project involving a research and implementation of an improved version of e-Book. The research is conducted to get a better understanding on the e-Book itself, what it is and what are the advantages and disadvantages of e- Books. On the implementation side, an improved version of e-Book is developed, with the focus on the design, and functionalities and the special facilities. The implementation will also improve the way e-Book is presented. The newly improved e- Book is expected to enhance the reading of e-Book. Scope of study will cover on the e- Book, the comparison between e-Books in the internet, the programming language that is used for the development of the project; which is HTML, PHP and JavaScript, and also on the human and computer interaction to ensure the interactivity between user and the computer. This project adopted the Rapid Application Development methodology to converge early towards an acceptable and a feasible design of the project. The results of this project will cover the survey analysis on e-Books, and the improved version of e- Book. i

    Think Before You Answer : Fostering Deep Thinking among Students Through Moodle's Certainty-based Marking (CBM)

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    The quality of students' grasp of what they have learned in class is unclear to the instructors in multiple-choice assessments. Multiple-choice assessments do not allow students to elaborate on their answer arguments because they are evaluated simply on the answers they have supplied. The student’s level of understanding, on the other hand, is unknown to them. We used Moodle's certainty-based marking (CBM) to encourage students to think deeply before settling on their final answers to these tests and quizzes. This CBM method feedback will reveal whether the students are overconfident in their knowledge. CBM assigns weightage to correct and incorrect responses, as well as certainty levels that students must select before settling on their final answers. After using this method in quizzes and multiple-choice assessments, students are more in tune with their knowledge levels, and they are aware of the learning units that they need to improve in their courses. Through this study, both students and instructors will be able to have the benefits to assess the class knowledge level on units and topics learned in class

    A Lightweight Multifactor Authentication Scheme for Wireless Sensor Networks in the Internet of Things

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    Internet of Things (IoT) has become an information bridge between societies. Wireless sensor networks (WSNs) are one of the emergent technologies that work as themain force in IoT. Applications based on WSN includeenvironment monitoring, smart healthcare, user legitimacy authentication, and data security. Recently, many multifactoruser authentication schemes for WSNs have been proposedusing smart cards, passwords, as well as biometric features. Unfortunately, these schemes are shown to be susceptibletowards several attacks and these includes password guessing attack, impersonation attack, and Man-in-the-middle (MITM) attack due to non-uniform security evaluation criteria. In this paper, we propose a lightweight multifactor authentication scheme using only hash function of the timestamp (TS) and One Time Password (OTP). Furthermore, public key and private key is incorporated to secure the communication channel. The security analysis shows that the proposed scheme satisfies all the security requirement and insusceptible towards some wellknown attack (password guessing attack, impersonation attack and MITM)

    Wearable Sensor Feature Fusion for Human Activity Recognition (HAR) : A Proposed Classification Framework

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    Human Activity Recognition (HAR) focuses on detecting people's daily regular activities based on time-series recordings of their actions or motions. Due to the extensive feature engineering and human feature extraction required by traditional machine learning algorithms, they are time consuming to develop. To identify complicated human behaviors, deep learning approaches are more suited since they can automatically learn the features from the data. In this paper, a feature-fusion concept on handcrafted features and deep learning features is proposed to increase the recognition accuracy of diverse human physical activities using wearable sensors. The deep learning model Long-Short Term Memory based Deep Recurrent Neural Network (LSTM-DRNN) will be used to extract deep features. By fusing the handcrafted produced features with the automatically extracted deep features through the use of deep learning, the performance of the HAR model can be improved, which will result in a greater level of accuracy in the HAR model. Experiments conducted on two publicly available datasets show that the proposed feature fusion achieves a high level of classification accuracy

    Dilemmas Of The English-Melanau Translators In Sarawak Language Technologies Project

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    The Sarawak Language Technology (SaL T) project aims to preserve languages through the use of language technologies such as machine translation of English and Bahasa Melayu to indigenous languages in Sarawak. and vice versa. As part of the larger project. a study was conducted to examine the difficulties encountered by the Melanau native speakers who were engaged to translate English texts to Melanau to provide the source data for the development of the English-Melanau translation software. A total of 20 Melanau translators were involved in the translation of a corpus of 1098 English sentences approximating 10,534 words (Including repeated words such as aku, kamu, dia). The translators were educated in English and Bahasa Melayu, and they had jobs ranging from government officers, teachers and students. They did not have degrees in translation but were chosen because of their familiarity with Melanau, English and/or Bahasa Melayu. The Interviews with the Melanau translators indicated that the areas of difficuffies include Melanaa being an oral language without a standardised spelling system, the foreignness of certain concepts to the Melanau language and culture as well as their unfamiliarity with particular expressions and concepts in the source language, English. Insights on improvements in the methodology of obtaining English-Melanau translations were also obtained from the study

    Sociolinguistic input in English - Melanau translation

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    The Sarawak Language Technology (SaL T) project aims to preserve languages through the use of language technologies such as machine translation of English and Bahasa Melayu to indigenous languages in Sarawak. and vice versa. As part of the larger project. a study was conducted to examine the difficulties encountered by the Melanau native speakers who were engaged to translate English texts to Melanau to provide the source data for the development of the English-Melanau translation software. A total of 20 Melanau translators were involved in the translation of a corpus of 1098 English sentences approximating 10,534 words (Including repeated words such as aku, kamu, dia). The translators were educated in English and Bahasa Melayu, and they had jobs ranging from government officers, teachers and students. They did not have degrees in translation but were chosen because of their familiarity with Melanau, English and/or Bahasa Melayu. The Interviews with the Melanau translators indicated that the areas of difficuffies include Melanau being an oral language without a standardised spelling system, the foreignness of certain concepts to the Melanau language and culture as well as their unfamiliarity with particular expressions and concepts in the source language, English. Insights on improvements in the methodology of obtaining English-Melanau translations were also obtained from the study

    Design of Stroke Rehabilitation Robots

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    One of the most frequent cause of limb disabilities worldwide is stroke. In order to achieve high recoverability, stroke patients require repetitive and consistent rehabilitation treatment. However, the increasing number of stroke patients with limited number of therapists and transportation problem among patients from rural places limit the accessibility to have better treatment. Hence, it is important to have a Rehabilitation Robot Devices (RRDs) to minimize the problems. This research is aimed to design an upper limb rehabilitation robot device that is portable and adjustable. In order to ensure that the robot arm design achieve the desired movement, CATIA V5R22 was used to simulate the design with a human builder. Motion analysis in SolidWork 2018 was used to investigate the angular displacement of the robot arm link. The simulation showed that, the robot arm design corresponds with the Malaysian anthropometry dimensions. The motion analysis showed that, the movement pattern of the robot arm achieved the desired angle of movement during rehabilitation process with the wrist extension recorded the highest time cycle which is 16 seconds for 45 degrees of extension
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