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Digital Malaysian Tradition Game: A Case Study of Baling Tin 数字马来西亚传统游戏:以《Baling Tin》为例
Pub Date : 2023-06-27 DOI: 10.5121/ijma.2023.15302
Nur Sufilea Izzati, Suzan Ahmad, Marina Ismail, N. Diah, Norharziana Yahaya Rashdi, S. A. Bakar
Baling Tin is one of Malaysia’s popular traditional children’s games. However, as time passes, Baling Tin has practically almost vanished. Children nowadays are more interested on digital games. This study aims to preserve the traditional games by digitalising it in tandem with the current interest. The challenge in this study is to re-create the physical game play into a digital game play. The game application which was developed for primary and middle school childrenalso includes interactive 3-D objects, images, sounds, and suitable theme colours.Furthermore, the user can explore many other captivating pages, including Shop and Quest. Even though the game was designed for Malaysian community, it comes with dual language to enhance user preference. The functionality of the game mechanics was tested. The game fulfils game characteristics and imitate the traditional physical gaming.This application is believed to help younger generations become more familiar with one of Malaysia’s traditional games, Baling Tin, and preserve traditional games.
打鼓是马来西亚最受欢迎的传统儿童游戏之一。然而,随着时间的流逝,八陵锡几乎消失了。现在的孩子对电子游戏更感兴趣了。这项研究旨在通过将传统游戏与当前的兴趣结合起来进行数字化来保护传统游戏。本研究的挑战在于将物理游戏玩法重新创造成数字游戏玩法。为中小学生开发的游戏应用程序还包括交互式3d对象,图像,声音和合适的主题颜色。此外,用户还可以探索许多其他迷人的页面,包括Shop和Quest。虽然这款游戏是为马来西亚社区设计的,但它带有双语,以增强用户的偏好。我们测试了游戏机制的功能。该游戏既满足了游戏特点,又模仿了传统的实体游戏。这款应用程序被认为可以帮助年轻一代更熟悉马来西亚的传统游戏之一——八陵锡,并保护传统游戏。
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引用次数: 0
Altruistic ASD (Autism Spectrum Disorder) Virtual Reality Game 利他的ASD(自闭症谱系障碍)虚拟现实游戏
Pub Date : 2023-05-20 DOI: 10.5121/ijma.2023.15301
Taraf Alshalan, Ghala Alamri, Maali Alabullhafith
Autism spectrum disorder is a developmental disability that can cause significant social, communication and behavioural challenges. Parents of children on the spectrum find it difficult for their kids to communicate with them and other people, which makes it challenging for social interactions. Researchers have introduced different solutions such as Therapy Robot that Teaches Social Skills to Children with Autism. Additionally, Virtual reality was used to teach emotional and social skills to children with autism spectrum disorder. However, these solutions focus only on the person on the spectrum, neglecting the fact that the social challenges that people on the spectrum face are partly due to the lack of understanding on the neurotypicals' end. In this study, the solution introduced focuses on the neurotypical perspective; An advanced and interactive intelligent technology that can educate neurotypical people on how to communicate with people on the spectrum in different scenarios and environments. It also allows the learner to see the consequences of the different interactions from the point of view of a person on the spectrum, be aware of their actions, and fully engage in the scenarios through Virtual Reality (VR). Virtual Reality is a technology that simulates experiences that can be similar to the real world. The project aim was achieved by implementing a storyline game that is VR-based.
自闭症谱系障碍是一种发展性残疾,可导致重大的社交、沟通和行为挑战。自闭症儿童的父母发现他们的孩子很难与他们和其他人沟通,这对社交互动构成了挑战。研究人员已经推出了不同的解决方案,比如向自闭症儿童教授社交技能的治疗机器人。此外,虚拟现实被用来教授自闭症谱系障碍儿童的情感和社交技能。然而,这些解决方案只关注频谱上的人,而忽略了一个事实,即频谱上的人面临的社会挑战部分是由于缺乏对神经典型者的理解。在本研究中,引入的解决方案侧重于神经典型视角;一种先进的交互式智能技术,可以教育神经正常的人如何在不同的场景和环境中与频谱上的人交流。它还允许学习者从频谱上的人的角度看到不同互动的后果,意识到他们的行为,并通过虚拟现实(VR)充分参与场景。虚拟现实是一种模拟与现实世界相似的体验的技术。这个项目的目标是通过执行一个基于vr的故事情节游戏来实现的。
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引用次数: 0
A Comparative Study on Human Views in Mythologies and Webtoons 神话与网络漫画中的人情观比较研究
Pub Date : 2023-04-29 DOI: 10.5121/ijma.2023.15201
Y. Seo
Myths can provide a cross-section of human views in ancient societies. This study compared Zeus in Greek mythology and Hwanung in Korean mythology. This study also analyzed Lore Olympus and Baro-Jamneun-Sunaebo to derive their views of human beings. As a result, this study derived the following findings: First, it is confirmed that the Zeus and Hwanung who appear in the webtoons are similar to their prototypes. However, the Zeus and Hwanung in webtoons live and dress in the context of the modern era. Second, there was a difference between the two cultures in how humans are viewed in the two myths and webtoons. Lore Olympus shows that humans, as seen through Zeus, are imperfect beings with divine origins and nature and the relationship between humans and gods is vertical. In addition, human beings worship heroes who must endure hardships while constantly learning in a person-centered way. This study also reveals that in Baro-Jamneun-Sunaebo, based on Korean mythology, human beings examined through Hwanung prioritize community, value moral life, and grow through training and overcoming hardships because they are beings who can become gods themselves. This study presents the human view of the two cultures through the analysis of webtoon characters, which is expected to contribute academically and practically to understanding different cultures.
神话可以提供古代社会中人类观点的一个横截面。本研究比较了希腊神话中的宙斯和韩国神话中的桓雄。本研究还分析了洛尔·奥林匹斯和巴罗-詹恩-苏内博,得出了他们对人类的看法。结果,得出了以下结论:首先,确认了网络漫画中出现的宙斯和黄雄与原型相似。然而,网络漫画中的宙斯和黄雄的生活和穿着都是在现代的背景下。其次,两种文化在神话和网络漫画中对人类的看法是不同的。《奥林匹斯山》表明,在宙斯的眼中,人类是不完美的存在,有着神圣的起源和本性,人与神之间的关系是垂直的。此外,人类崇拜的英雄必须吃苦,并以人为本不断学习。该研究还揭示出,以韩国神话为基础的《八罗敬恩-修内卜》中,通过黄雄审视的人类,因为是可以成为神的人,所以优先考虑共同体,重视道德生活,通过训练和克服困难而成长。本研究通过对网络漫画人物的分析,展现了人类对两种文化的看法,以期在学术和实践上对理解不同的文化有所贡献。
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引用次数: 0
Thematic Analysis of the Lyrics of Five Extant Pansoris 五部现存板索里歌歌词的主题分析
Pub Date : 2022-12-30 DOI: 10.5121/ijma.2022.14601
Hwihyun You, Austin Kang
This paper aims to examine the themes of five extant pansoris, Korean traditional music. Therefore, this study collected the lyrics of the five works, including Chunhyangga, Simcheongga, Heungboga, Jeokbyeokga, and Sugungga. This study examined the theme of each pansori using thematic analysis of the collected data. According to the results of this study, the themes of the five works could be summarized as love, loyalty, filial piety, moderation, and Confucianism and humor. This study has the significance of deriving a common theme through thematic analysis of the lyrics of five extant pansoris.
本文旨在探讨韩国传统音乐中现存的五种双腔曲的主题。因此,本研究收集了《春香歌》、《心清歌》、《兴堡歌》、《赤边歌》、《寿宫歌》等5首作品的歌词。本研究通过对收集数据的主题分析来检验每个盘索里的主题。根据本研究的结果,这五部作品的主题可以概括为爱、忠诚、孝、节制和儒学与幽默。本研究通过对现存五部双调歌词的主题性分析,得出一个共同的主题,具有重要意义。
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引用次数: 0
GPCR Protein Feature Representation using Discrete Wavelet Transform and Particle Swarm Optimisation Algorithm 基于离散小波变换和粒子群优化算法的GPCR蛋白特征表示
Pub Date : 2022-10-31 DOI: 10.5121/ijma.2022.14501
N. Kamal, A. Bakar, S. Zainudin
Features play an important role in representing classes in the hierarchy structure, and using unsuitable features will affect classification performance. The discrete wavelet transform (DWT) approach provides the ability to create the appropriate features to represent data. DWT can produce global and local features using different wavelet families and decomposition levels. These two parameters are essential to obtain a suitable representation for classes in the hierarchy structure. This study proposes using a particle swarm optimisation (PSO) algorithm to select the suitable wavelet family and decomposition level for G-protein coupled receptor (GPCR) hierarchical class representation. The results indicate that the PSO algorithm mostly selects Biorthogonal wavelets and decomposition level 2 to represent GPCR protein. Concerning the performance, the proposed method achieved an accuracy of 97.9%, 85.9%, and 77.5% at the family, subfamily, and sub-subfamily levels, respectively.
特征在表示层次结构中的类方面起着重要的作用,使用不合适的特征会影响分类性能。离散小波变换(DWT)方法提供了创建适当特征来表示数据的能力。小波变换可以利用不同的小波族和分解层次产生全局和局部特征。这两个参数对于在层次结构中获得合适的类表示是必不可少的。本文提出了一种基于粒子群优化(PSO)算法的g蛋白偶联受体(GPCR)分层类表示的小波族和分解水平选择方法。结果表明,粒子群算法主要选择双正交小波和分解水平2来表示GPCR蛋白。在性能方面,该方法在家族、亚家族和亚亚家族水平上的准确率分别为97.9%、85.9%和77.5%。
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引用次数: 0
Deliverable of Youtube Platform as a Commercial Health Awareness Communication to Malaysian Traveler Youtube平台作为马来西亚旅行者商业健康意识传播的交付成果
Pub Date : 2022-08-31 DOI: 10.5121/ijma.2022.14401
Norasikin binti Alimom, Liyana Mohd Ramly, Nurul Atiqah binti Mohd Azlan
YouTube video search is the number one source of views in aggregation, the related video recommendation is the main source of views for most of the videos on YouTube. Health awareness also significant to economic progress, as healthy population live longer and will be increasingly productivity. Positive mental and physical health is a state of well-being in which the individual realizes his or her own abilities, can cope with the normal stresses of life, can work productively and fruitfully and can contribute to his or her community. In addition, our results reveal that there is a strong correlation between the view count of a video and the average view count of its top referrer videos. The aim of this study are to know the impacts of YouTube as a health awareness video to traveler from Malaysia, and also to find out factors of usage of YouTube rather than other medium applications . Besides that, the factors and the impact of usage is influencing the YouTube as a main website popular and the most websites trending in the worldwide. Health awareness is very crucial information that each person needs to know to ensure that they can maintain a better and healthier life. This study conducted out of 68 respondents where is 35 of female and 33 of male. Most of respondents are in range 15 to 45 years old that are users of new media platforms especially YouTube and interact frequently on these platforms. The questionnaire is made up of three major sections which collect data on the respondents’ demographic profile, their exposure to YouTube, and their knowledge about health awareness video. As the result, this study showed that YouTube as a main platform to find any precautions about health awareness video or materials. In the meanwhile, the researcher agrees personally that YouTube is the best place to look for any videos or materials on health awareness precautions. With this study, it is made evident that YouTube's effects as a health awareness film for travelers from Malaysia altered a respondent's willingness to agree with the study's objectives.
YouTube视频搜索是浏览量的第一来源,相关视频推荐是YouTube上大多数视频浏览量的主要来源。健康意识对经济进步也很重要,因为健康的人口寿命更长,生产力也会越来越高。积极的身心健康是一种幸福状态,在这种状态下,个人能够实现自己的能力,能够应付正常的生活压力,能够富有成效地工作,并能为他或她的社区作出贡献。此外,我们的研究结果显示,视频的观看次数与其顶级推荐视频的平均观看次数之间存在很强的相关性。本研究的目的是了解YouTube作为健康意识视频对马来西亚游客的影响,并找出使用YouTube而不是其他媒体应用程序的因素。除此之外,使用的因素和影响正在影响YouTube作为一个主要的网站流行和全球最热门的网站。健康意识是每个人都需要知道的非常重要的信息,以确保他们能够保持更好、更健康的生活。这项研究对68名受访者进行了调查,其中35名女性和33名男性。大多数受访者年龄在15至45岁之间,是新媒体平台(尤其是YouTube)的用户,并且经常在这些平台上互动。调查问卷由三个主要部分组成,这些部分收集了受访者的人口统计资料、他们对YouTube的了解以及他们对健康意识视频的了解。因此,这项研究表明,YouTube作为一个主要的平台,可以找到任何预防健康意识的视频或材料。与此同时,研究人员个人同意YouTube是寻找有关健康意识预防措施的视频或材料的最佳场所。通过这项研究,很明显,YouTube作为马来西亚旅行者的健康意识电影的影响改变了受访者同意研究目标的意愿。
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引用次数: 0
A Conceptual Frame Work Supporting Obesity Awareness in Serious Game 支持严肃游戏中肥胖意识的概念框架
Pub Date : 2022-06-30 DOI: 10.5121/ijma.2022.14301
Noor Izdhora Mohd Bazid, Suzan Ahmad, Norizan Mat Diah
There is an increasing number of Malaysians being overweight and obese over the years. Lack of health awareness on obesity issue primely, leads to the high number of people being unhealthy and obese. Hence, the need to raise health awareness on obesity. Conventionally, there are various programmes to create obesity awareness by various organizations. Since technology applications have been common among the people nowadays, implementation of serious game in supporting obesity awareness will be able to attract users to play the game whilst gain knowledge and lead to behaviour change. This paper aimed to develop a proposed conceptual framework in serious game that intends to raise health awareness on obesity. Previous research suggested only a few methodologies, frameworks and models have been proposed to guide the serious game design and development. In this study, the conceptual framework proposed is based on Information-Motivation-Behavioural (IMB) model that serve health promotion and influence change of behaviour. The development of this conceptual framework includes the implementation of game components suitable in creating obesity awareness game and could impact the players’ cognitive and behaviour change.
近年来,越来越多的马来西亚人超重和肥胖。对肥胖问题缺乏健康意识,导致大量的人不健康和肥胖。因此,有必要提高对肥胖的健康意识。传统上,不同的组织有不同的项目来提高人们对肥胖的认识。由于科技应用在人们中已经很普遍,在支持肥胖意识方面实施严肃游戏将能够吸引用户玩游戏,同时获得知识并导致行为改变。本文旨在开发一个建议的概念框架,在严肃游戏,旨在提高健康意识的肥胖。之前的研究表明,只有少数方法、框架和模型能够指导严肃的游戏设计和开发。本研究提出的概念框架是基于信息-动机-行为(IMB)模型,该模型服务于健康促进和影响行为改变。这一概念框架的发展包括游戏组件的实施,适合创建肥胖意识游戏,并可能影响玩家的认知和行为改变。
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引用次数: 0
An Evaluation of the use of Audio Guidance in Augmented Reality Systems Implemented at Sites of Cultural Heritage 在文化遗产遗址实施的增强现实系统中使用音频引导的评估
Pub Date : 2022-04-30 DOI: 10.5121/ijma.2022.14201
Benjamin Wilson, Joshua Hull, D. Schofield
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history” exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
最近,博物馆和历史遗址已经开始超越传统的观众群体,使用更创新的数字显示技术来寻找和吸引新的观众。虚拟、混合和增强现实(AR)技术在我们的社会中变得越来越普遍,“虚拟历史”展览也开始向公众开放。有许多研究聚焦于增强现实,但是很少有研究是在历史遗址进行的。最初的实验使用重复测量法(ANOVA)对文化遗产遗址中使用的三种不同类型的AR设备进行比较和排名。然后进行了进一步的实验,观察参与者使用两种不同的AR设备,有声音和没有声音,以确定使用哪种设备或声音的存在是否会影响设备的可用性,或者用户对特定设备的满意度/偏好。提供了几项调查,包括人口和可用性调查,以便收集一系列用户数据。采用双向重复测量(ANOVA)对收集的定量数据进行分析。根据调查提供的定量数据,没有观察到明显的影响,表明所有设备都同样可用和令人满意,并且在这种情况下声音没有产生重大影响。然而,定性数据表明,用户可能更喜欢在智能手机设备上使用AR技术,并且更喜欢将该设备与声音配对使用。
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引用次数: 0
M2M: Universally Designed Multimedia Training and Learning Application for Maternal Health M2M:通用设计的孕产妇保健多媒体培训和学习应用
Pub Date : 2022-04-30 DOI: 10.5121/ijma.2022.14203
Bisrat Betru, G. Giannoumis
The figure of Maternal Mortality Ratio in the global south is worrying and requires a serious attention from all stakeholders. Despite the progress made on maternity healthcare in the last two decades, a huge effort is still required to achieve the SDG3 target. The effort includes capacitating the health professionals and local doulas through training and learning application platforms. Universally designed multimedia training and learning applications plays such a significant role in facilitating this effort. To design an accessible maternity training and learning application, the accessibility barriers of the target diverse user groups must be identified, and the impact of the barriers need to be quantified. In this research work, we have developed a prototype called M2M that comprises VR-based animation to identify the possible accessibility barriers of multimedia-based maternity training and learning application experienced by people with low vision through the combination of heuristic and barrier walkthrough methods. We studied the severity of the identified accessibility barriers and their impact which will serve as a benchmark to develop a fully-fledged maternity health training and learning application for the global south. We have shown the strong correlation between the number of UI elements and the prevalence of accessibility barriers that must be considered in designing the UI/UX of the fully-fledged maternity training and learning application. We have also observed that multimedia contents must be evaluated independently for any accessibility issues before integrating the contents to training applications.
全球南方的孕产妇死亡率数字令人担忧,需要所有利益攸关方予以认真关注。尽管过去二十年来在孕产妇保健方面取得了进展,但仍需作出巨大努力才能实现可持续发展目标三的具体目标。这项工作包括通过培训和学习应用平台,提高保健专业人员和当地助产师的能力。通用设计的多媒体培训和学习应用程序在促进这一努力方面发挥着重要作用。为了设计一个无障碍的产妇培训和学习应用程序,必须确定目标不同用户群体的无障碍障碍,并对障碍的影响进行量化。在这项研究工作中,我们开发了一个名为M2M的原型,该原型包括基于vr的动画,通过启发式和障碍演练相结合的方法来识别弱视人群在基于多媒体的产科培训和学习应用中可能遇到的无障碍障碍。我们研究了已确定的无障碍障碍的严重程度及其影响,这将作为基准,为全球南方国家制定全面的产妇保健培训和学习应用程序。我们已经展示了UI元素的数量与无障碍障碍的普遍性之间的强烈相关性,这在设计成熟的产妇培训和学习应用程序的UI/UX时必须考虑到。我们还注意到,在将内容集成到培训应用程序之前,必须独立评估多媒体内容的可访问性问题。
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引用次数: 0
The Development of a Blended Learning Management Model with Synectics Teaching and out-of-the-box Thinking Techniques to Foster Creativity 综合教学与创新思维相结合的混合式学习管理模式的发展
Pub Date : 2022-04-30 DOI: 10.5121/ijma.2022.14202
Senawee Roekmongkol, Thanatcha Rattanaphant
The objectives of this research are: 1 ) to develop and determine the quality of a blended learning management model using synectics teaching and out-of-the-box thinking techniques; 2 ) to compare creativity thinking score after receiving the blended learning management by teaching synectics and outof-the-box thinking techniques to foster creativity and 3) to study the satisfaction of students learning with the blended learning management model. The sample group used in this research was the 1 st year Bachelor of Education students, Faculty of Education, Rajabhat Nakhon Si Thammarat University including 60 students enrolled in the course of innovation and information technology for communication and learning in semester 2, academic year 2020. They were divided into experimental groups and control groups. The research tools included web-based lessons, lesson plans and satisfaction assessments including mean, S.D. and hypothesis testing with independent t-test. The results showed that:1) the results of the development and quality assessment of the blended learning model by using synectic teaching and out-of-the-box thinking techniques to promote creativity were at a very good level; 2) comparison of creativity scores of the experimental group students after receiving the learning management with the developed instructional model were higher than the control group, indicating that the mean scores have statistically significantly different at . 05 and 3) the overall student satisfaction assessment in all aspects was high level. It was concluded that the research results were in accordance with the hypothesis testing.
本研究的目的是:1)利用综合教学和创新思维技术开发和确定混合式学习管理模式的质量;2)通过综合教学和创新思维方式培养学生的创造性思维,比较学生接受混合学习管理后的创造性思维得分;3)研究学生对混合学习管理模式的学习满意度。本研究使用的样本组为拉贾巴特那空大学教育学院教育学士一年级学生,包括60名在2020学年第二学期注册的创新与信息技术交流与学习课程的学生。他们被分为实验组和对照组。研究工具包括网络课程、课程计划和满意度评估,包括均值、标准差和独立t检验的假设检验。结果表明:1)运用综合教学和创新思维促进学生创造力的混合学习模式的开发和质量评价结果处于较好的水平;2)实验组学生接受学习管理后的创造力得分高于对照组,表明平均分差异有统计学意义。05、3)学生整体满意度评价各方面均处于较高水平。结论是研究结果符合假设检验。
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引用次数: 0
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The International journal of Multimedia & Its Applications
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