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Mobile Augmented Reality Application for Primary School Education 移动增强现实在小学教育中的应用
Pub Date : 2021-12-31 DOI: 10.5121/ijma.2021.13601
Normala Rahim, Rizhan Wan, M. Mat Amin, Wan Malini Wan Isa, Ismahafezi Ismail, Nur SaadahMohd Shapri, Rafhanah Ramlan
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
基于移动的增强现实(AR)在包括教育领域在内的各个领域迅速发展。该技术支持方便用户执行日常任务,如教学和学习工具。然而,在教学和学习活动中,仍然采用传统的方法,即使用书籍,使学生感到无聊,无法集中精力。因此,随着“BelajarBacaanSolat”使用增强现实(AR-BBS)应用程序的出现,这些学生可以利用它来提高学生的理解水平,并吸引他们集中精力学习。该项目的目的是帮助小学生学习一门伊斯兰学科,即《可兰经》(KAFA)。此外,该项目还可以使KAFA教师更有效地教学学生。本研究以祈祷中的“BacaanSolat”为主题。本研究提出的框架包括实体、平台和内容三个项目。总之,这个项目可以帮助学生,特别是KAFA学生更有效地学习。相信该应用程序可以帮助学生提高他们的技能,并有效地吸引学生学习KAFA。
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引用次数: 0
Exploring Virtual Reality Application in Tourism: VR Bukit Puteri 探索虚拟现实在旅游中的应用:VR武吉普特里
Pub Date : 2021-12-31 DOI: 10.5121/ijma.2021.13602
M. Mat Amin, Wan Mohd Rizhan Wan Idris, Normala Rahim, Nur Saadah Mohd Sapri, Ismahafezi Ismail, Wan Malini Wan Isa, Muhammad Hazwan Mohamad
Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence, this application entitled VR Bukit Puteri is designed and developed as a medium to promote and attract tourists to visit this natural cultural heritage place in Terengganu. This application is particularly very useful for the user to get information or learn interactively about history and artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the development of this application. In addition, the gaze interaction technique had been successfully used to add more interactivity and user-friendliness to this application. The framework, interface design, testing and expert evaluation may also serve as guidelines in developing similar VR application in another domain. The author would consider gamification elements, engaging activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These engagement elements can be a great counterpart to increase user experience in virtual world.
虚拟现实技术对旅游创新的成功起着至关重要的作用。因此,这个名为VR Bukit Puteri的应用程序被设计和开发为一种媒介,以促进和吸引游客参观丁加奴的自然文化遗产。这个应用程序对于用户获取信息或交互式学习武吉puteri的历史和文物特别有用。交互设计生命周期模型已经在这个应用程序的开发中实现了。此外,还成功地使用了注视交互技术,为该应用增加了更多的交互性和用户友好性。框架、界面设计、测试和专家评估也可以作为在其他领域开发类似VR应用的指导方针。作者将考虑游戏化元素,引人入胜的活动,360度的VR体验,以增强未来的VR应用。这些粘性元素能够有效提升虚拟世界中的用户体验。
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引用次数: 0
Development of Web Application for Packaging Design 包装设计Web应用程序的开发
Pub Date : 2021-10-31 DOI: 10.5121/ijma.2021.13501
Rawiphon Charunphankasem
The majority of One Tambon One Product (OTOP) entrepreneurs desired a new packaging design that attracts the attention of consumers. The aims of this research were to 1) determine the packaging demands of entrepreneurs, 2) develop a conceptual framework for web applications, and 3) create web applications. Finally, 4) to ascertain entrepreneurs' satisfaction with the use of web applications in packaging design. The demographic and sample were recruited from the central region's population, entrepreneurs, and customers. Purposive sampling was used to choose 400 entrepreneurs and customers in Saraburi province. The main result was that requirement of entrepreneursabout package must be easy to portable. And Web Application must be also easy to use. By opinion of experts the result of web application development was overall high level and satisfaction of web application that help entrepreneurs to design package was high level. So the benefit of research is that entrepreneurs had web application to design the package and lower cost.
大多数的一个Tambon一个产品(OTOP)的企业家希望一个新的包装设计,吸引消费者的注意。本研究的目的是1)确定企业家的包装需求,2)开发web应用程序的概念框架,以及3)创建web应用程序。最后,4)确定企业家对在包装设计中使用web应用程序的满意度。人口统计和样本是从中部地区的人口、企业家和客户中招募的。采用有目的抽样的方法,在萨拉武里省选取了400名企业家和消费者。主要结果是,企业家对包装的要求必须便于携带。并且Web应用程序也必须易于使用。专家认为,网络应用程序开发的结果总体上是高水平的,帮助企业家设计软件包的网络应用程序的满意度是高水平的。因此,研究的好处是,企业家有了网络应用程序来设计包装和降低成本。
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引用次数: 0
Need Analysis: Portable Web Server Development Kits for Teaching and Learning 需求分析:教学和学习的便携式Web服务器开发工具包
Pub Date : 2021-06-30 DOI: 10.5121/ijma.2021.13301
Nor Masharah Husain, Nadia Akma Ahmad Zaki, Rasyidi Johan, Noor Anida Zaria Mohd Noor
A Portable server is the combination of popular web server software, namely Apache, MySQL, PHP and PhpMyAdmin. With a portable server, users can develop and display a developed website anywhere at any time as all web server configurations have been installed on the storage drive. Portable servers are ideal for displaying the offline version of the website anywhere when developing a website. Using a mobile server as well, users do not need hosting that requires complicated configuration and can be used to run tests before putting the website online. This study aims to obtain preliminary findings on building portable web server development kits for the teaching and learning process.
便携式服务器是流行的web服务器软件的组合,即Apache, MySQL, PHP和PhpMyAdmin。使用便携式服务器,用户可以随时随地开发和显示已开发的网站,因为所有web服务器配置都已安装在存储驱动器上。在开发网站时,便携式服务器非常适合在任何地方显示网站的离线版本。使用移动服务器,用户不需要托管,需要复杂的配置,可以在将网站上线之前运行测试。本研究旨在为教学过程构建便携式web服务器开发工具包获得初步结果。
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引用次数: 1
LACLOD: Learning Analytics for Children’s Logic Development 儿童逻辑发展的学习分析
Pub Date : 2021-04-30 DOI: 10.5121/IJMA.2021.13201
S. Samuri, Dorroity Anak Emang, R. Agus, B. Rahmatullah, Nurul Salini Mohamed Salleh, M. Mustafa
Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA PERMATA UPSI Malaysia. The platform is developed using Unity and connected through Google Analytics (GA) plugin where it tracked the user interaction for the application. LACLOD is designed only for mobile or tablet which is using Android. In this paper, the development of this learning analytic platform is presented. For evaluation of this system, observation and survey have been used, to get the feedback from 2 teachers (female) and 3 children (2 female and 1 male). Based on the evaluation, it can be seen that there are still rooms for improvement. Female children found it quit hard to understand the game but the male children looked satisfy because he knew on how to navigate the app and he actively played the app by himself. As for teachers, the acceptance to this kind of assessment is moderate, however they agree that this application can better improve the children’s learning especially in logic development.
儿童逻辑发展学习分析(LACLOD)是一个基于网络和移动友好的学习分析平台,用于评估马来西亚TASKA PERMATA UPSI 3至4岁儿童的逻辑发展。该平台是使用Unity开发的,并通过Google Analytics (GA)插件连接,它可以跟踪应用程序的用户交互。LACLOD仅适用于使用Android的手机或平板电脑。本文介绍了该学习分析平台的开发过程。为了对该系统进行评价,采用了观察和调查的方法,获得了2名教师(女)和3名儿童(2女1男)的反馈。通过评价,可以看出还有改进的余地。女性孩子发现很难理解游戏,但男性孩子看起来很满意,因为他知道如何导航应用程序,他自己也积极地玩应用程序。教师对这种评估的接受程度一般,但他们认为这种应用可以更好地提高孩子的学习,特别是在逻辑发展方面。
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引用次数: 0
Blind Extraction of Digital Watermarking Algorithm for Color Images 彩色图像数字水印盲提取算法
Pub Date : 2021-04-30 DOI: 10.5121/IJMA.2021.13202
Wan-Cyun Li, Wang Jing
Digital watermark technology hides copyright information in digital images, effectively protecting the copyright of digital images. At present, the color image digital watermarking algorithm still has defects such as the inability to balance robustness, invisibility and the weak anti-attack ability. Aiming at the above problems, this paper studies the digital watermarking method based on discrete wavelet transform and discrete cosine transform. Then this paper proposes a color image blind digital watermarking algorithm based on QR code. First, convert the color image from RGB space to YCbCr space, extract the Y component and perform the second-level discrete wavelet transform. secondly, block the LL2 subband and perform the discrete cosine transform. finally, use the embedding method to convert the watermark information after the Arnold transform embedded in the block. The experimental results show that the PSNR of the color image embedded with the QR code is 56.7159 without being attacked. After being attacked, its PSNR and NC values are respectively 30dB and 0.95 or more, which proves that the algorithm has good robustness and can achieve watermarking blind extraction.
数字水印技术将版权信息隐藏在数字图像中,有效地保护了数字图像的版权。目前,彩色图像数字水印算法仍然存在鲁棒性、不可见性和抗攻击能力弱等缺陷。针对上述问题,本文研究了基于离散小波变换和离散余弦变换的数字水印方法。然后提出了一种基于QR码的彩色图像盲数字水印算法。首先,将彩色图像从RGB空间转换为YCbCr空间,提取Y分量,进行二级离散小波变换。其次,阻塞LL2子带并进行离散余弦变换。最后,利用嵌入方法对嵌入块中的阿诺德变换后的水印信息进行转换。实验结果表明,嵌入QR码的彩色图像的PSNR为56.7159,没有受到攻击。经过攻击后,其PSNR和NC值分别在30dB和0.95以上,证明该算法具有良好的鲁棒性,可以实现水印的盲提取。
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引用次数: 1
Development of Rubric to Measure Children’s Creativity in Game Design 衡量儿童游戏设计创造力的指标开发
Pub Date : 2021-04-30 DOI: 10.5121/IJMA.2021.13203
Laili Farhana Md Ibharim, M. H. M. Yatim, N. Z. M. Zain, Ummu Husna Azizan, Norasikin Fabil
Today’s Alpha generation have high competency playing digital games. This privileged ability demands creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing digital games. Therefore, this study aims to delineate the process of developing a rubric to measure primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality, fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ = .81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88 (excellent). Researchers found that by adopting the concept of game-based learning specifically through game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity would be essential for sustainable performance of quality education to produce a generation of critical thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative personality towards digital generation.
今天的阿尔法一代玩数字游戏的能力很高。在设计和开发数字游戏时,这种特殊能力需要在认知和高级思维技能方面的创造力。因此,本研究旨在描述开发一个衡量小学生(7至12岁)在作为数字游戏设计师创造游戏时创造力的指标的过程。标题的构建受到Torrance创造力理论的启发,该理论强调原创性、流畅性、灵活性和精细化,以适应游戏设计过程的概念。红布的发展经历了三个不同的阶段;1)图书馆研究;Ii)可行性研究;三是专家评价。采用Cohen 's Kappa系数公式进行验证,其平均值κ = 0.81(优);采用Cronbach 's Alpha公式进行信度测量,其值α = 0.88(优)。研究人员发现,通过游戏设计活动采用游戏学习的概念,儿童的创造力得到了显著的提高。儿童创造力这一主题对于优质教育的可持续发展至关重要,以培养一代批判性思考者和问题解决者,同时庆祝儿童的独特性和多样性,以培养面向数字一代的创造性个性。
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引用次数: 0
Development of a Mobile Learning Application of Malay Vocabulary for Lower Secondary School Level 初中马来语词汇移动学习应用的开发
Pub Date : 2020-12-30 DOI: 10.5121/IJMA.2020.12601
N. Z. M. Zain, M. H. M. Yatim, Ummu Husna Azizan, Hasrina Baharum
Modern technology has become an integral part of education field. Undeniably, the use of multimedia technology has a major impact on teaching and learning (T&L) process of the new generation. This article focuses on designing and developing a mobile learning application of Malay vocabulary for lower secondary school level. The design and development of the application called “Kuasa Kosa Kata” (3K henceforth) was based on a novel entitled “Sejambak Bakti”. The context of this study is closely related to game-based learning (GBL) method in the 3K application that encourages independent learning among the targeted students. Designing the 3K application was based on a storyboard for the idea and story-making whilst the development of it was done using Adobe Flash. The data on participants’ comments and opinions on the learning application were qualitatively gathered from semi-structured interviews. As conclusion, focus is on the importance of game-based learning implementation in the development of mobile learning application. It is hoped that use of 3K application as teaching material will boost the mastery of Malay Language vocabulary among lower secondary school students.
现代技术已经成为教育领域不可或缺的一部分。不可否认,多媒体技术的使用对新一代的教与学(T&L)过程有着重大影响。本文的重点是设计和开发一个初中马来语词汇的移动学习应用程序。这款名为“Kuasa Kosa Kata”(以下简称3K)的应用程序的设计和开发是基于一本名为“Sejambak Bakti”的小说。本研究的背景与3K应用中鼓励目标学生自主学习的基于游戏的学习(GBL)方法密切相关。3K应用的设计是基于故事板的构思和故事制作,而开发是使用Adobe Flash完成的。参与者对学习应用的评论和意见的数据通过半结构化访谈进行定性收集。综上所述,重点关注基于游戏的学习实现在移动学习应用开发中的重要性。希望以3K应用程式为教材,促进低年级学生对马来语词汇的掌握。
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引用次数: 1
Improving PSNR and Processing Speed for HEVC Using Hybrid PSO for Intra Frame Prediction 利用混合粒子群算法提高帧内预测的PSNR和处理速度
Pub Date : 2020-08-31 DOI: 10.5121/ijma.2020.12401
S. V. Sakhare, U. Dalal
High efficiency video coding (HEVC) is the newest video codec to increase significantly the coding efficiency of its ancestor H.264/Advance Video Coding. However, the HEVC delivers a highly increased computation complexity. In this paper, a coding unit partitioning pattern optimization method based on particle swarm optimization (PSO) is proposed to reduce the computational complexity of hierarchical quadtree-based coding unit partitioning. The required coding unit partitioning pattern for exhaustive partitioning and the rate distortion cost are efficiently considered as the chromosome and the fitness function of the PSO, respectively. To reduce the computational time, the cellular automata-based (CA) rule based time limit is used in order to find out the best possible modes of operation. Compared to the current state of the art algorithms, this scheme is computationally simple and achieves superior reconstructed video quality (12% increase in PSNR compared to existing methods) at less computational complexity (overall delay by 40%).
高效视频编码(HEVC)是一种最新的视频编解码器,它大大提高了H.264/高级视频编码的编码效率。然而,HEVC提供了一个高度增加的计算复杂性。为了降低分层四叉树编码单元划分的计算复杂度,提出了一种基于粒子群算法的编码单元划分模式优化方法。将穷极划分所需的编码单元划分模式和速率失真代价分别视为粒子群算法的染色体和适应度函数。为了减少计算时间,采用基于元胞自动机(CA)规则的时间限制来找出可能的最佳操作模式。与目前最先进的算法相比,该方案计算简单,并以更少的计算复杂度(总延迟减少40%)实现了卓越的重建视频质量(与现有方法相比,PSNR提高了12%)。
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引用次数: 1
Performance Analysis of Different Acoustic Features based on LSTM for Bangla Speech Recognition 基于LSTM的不同声学特征孟加拉语语音识别性能分析
Pub Date : 2020-08-31 DOI: 10.5121/ijma.2020.12402
N. Mahmud
In this work a new Bangla speech corpus along with proper transcriptions has been developed; also various acoustic feature extraction methods have been investigated using Long Short-Term Memory(LSTM) neural network to find their effective integration into a state-of-the-art Bangla speech recognition system. The acoustic features are usually a sequence of representative vectors that are extracted from speech signals and the classes are either words or sub word units such as phonemes. The most commonly used feature extraction method, known as linear predictive coding (LPC), has been used first in this work. Then the other two popular methods, namely, the Mel frequency cepstral coefficients (MFCC) and perceptual linear prediction (PLP) have also been applied. These methods are based on the models of the human auditory system. A detailed review of the implementation of these methods have been described first. Then the steps of the implementation have been elaborated for the development of an automatic speech recognition system (ASR) for Bangla speech.
在这项工作中,一个新的孟加拉语语料库连同适当的转录已开发;此外,还研究了使用长短期记忆(LSTM)神经网络的各种声学特征提取方法,以找到将其有效集成到最先进的孟加拉语语音识别系统中的方法。声学特征通常是从语音信号中提取的一系列有代表性的向量,类可以是词或子词单位,如音素。最常用的特征提取方法被称为线性预测编码(LPC),在这项工作中被首先使用。另外两种流行的方法,即Mel频率倒谱系数(MFCC)和感知线性预测(PLP)也得到了应用。这些方法都是基于人类听觉系统的模型。首先对这些方法的实施进行了详细的审查。然后针对孟加拉语语音自动识别系统(ASR)的开发,详细阐述了实现步骤。
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引用次数: 2
期刊
The International Journal of Multimedia & Its Applications
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