Mohammad Hafiz IsmailChange photo
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  • Mohammad Hafiz,
    Pigeon Hole 154, Computer Science Dept,
    Universiti Teknologi MARA
    02600, Arau, Perlis, MALAYSIA
  • +60127605169
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Children need to have adequate information on danger of smoking because smoking is bad to their health. This can be achieved by using persuasive technology to change the attitudes or behaviors of the users through persuasion and social... more
Children need to have adequate information on danger of smoking because smoking is bad to their health. This can be achieved by using persuasive technology to change the attitudes or behaviors of the users through persuasion and social influence. The objectives of this research are to provide a new medium for campaigning on the danger of smoking and to propose a conceptual framework based on Bandura'Social Learning Theory and Fogg'Behavior Model. This research will apply the principles of persuasive ...
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Recent researches indicate that a lot of effort has been done to provide learners with personalized learning objects. Previous studies classified learning object based on the description of the learning style preference itself without... more
Recent researches indicate that a lot of effort has
been done to provide learners with personalized learning
objects. Previous studies classified learning object based on the
description of the learning style preference itself without
considering student preference. In this study, we propose a
data mining approach to the classification of learning objects
based on learning style while considering student preference
use of the learning objects. Relevance Vector Machine (RVM)
is used to build a classifier for the classification of learners. For
the purpose of comparison, Support Vector Machine (SVM)
and Neural Network (NN) were applied. Comparative
simulation results indicated that the propose RVM classifier
accuracy and computational time complexity is superior to the
NN, and SVM classifiers. The classifier proposes in this
research can be of help to educators in proposing appropriate
learning objects with high level of accuracy within a short
period of time. This in turn can significantly improve learner’s
performance in understanding the subject matter.
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Interactive Mathematical Learning Courseware 2.0 (iMLc 2.0) is an enhanced version of multimedia application which the aim is to expose the pre-school children in mental arithmetic technique. Unlike other form of conventional... more
Interactive Mathematical Learning Courseware 2.0 (iMLc 2.0) is an enhanced version of multimedia
application which the aim is to expose the pre-school children in mental arithmetic technique. Unlike
other form of conventional application which are using traditional methods, iMLc 2.0 display highly
efficient technique to users who are at early stage of learning mathematics. The application integrates
multimedia elements and mental arithmetic technique in an interactive and supportive way that is
suitable for pre-school children level. Six multimedia principles have been adapted into the
application in order to enhance the interface design. The application is divided into three modules,
addition, subtraction, and quizzes. The addition operation has been designed to apply the finger-brain
approach which is part of mental arithmetic technique while, mental-imagery approach is adapted for
subtraction operation. In order to evaluate the application, it goes through a series of testing which are
experimental test and user acceptance test. Mathematical courseware application can be used as
additional learning and teaching tools since it is interesting, user friendly, enjoyable, valuable, and
supportive. The implementation of iMLc 2.0 using interactive multimedia environment can motivate
the preschooler to be prepared for future mathematical learning.
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Abstract Children need to have adequate information on danger of smoking because smoking is bad to their health. This can be achieved by using persuasive technology to change the attitudes or behaviors of the users through persuasion and... more
Abstract Children need to have adequate information on danger of smoking because smoking is bad to their health. This can be achieved by using persuasive technology to change the attitudes or behaviors of the users through persuasion and social influence. The objectives of this research are to provide a new medium for campaigning on the danger of smoking and to propose a conceptual framework based on Bandura'Social Learning Theory and Fogg'Behavior Model.
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Abstract Pendiskritan data merupakan kaedah pra-pemprosesan yang penting dalam membangunkan model pengelasan. Teknik pendiskritan data digunakan untuk menukarkan atribut selanjar kepada atribut diskrit. Ia sangat penting dalam... more
Abstract
Pendiskritan data merupakan kaedah pra-pemprosesan yang penting dalam membangunkan model pengelasan. Teknik pendiskritan data digunakan untuk menukarkan atribut selanjar kepada atribut diskrit. Ia sangat penting dalam membangunkan model berasaskan petua seperti pepohon keputusan dan set kasar. Penggunaan teknik pendiskritan dapat meningkatkan ketepatan pengelas dan menjadikan pembelajaran lebih tepat dan laju. Objektif kajian ini ialah untuk mengaplikasikan teknik pendiskritan data yang terpilih ke atas empat set data daripada UCI Machine Learning dan membuat perbandingan prestasi berdasarkan ketepatan pengelas, bilangan petua dan panjang petua. Teknik pendiskritan yang digunakan ialah teknik Taakulan Boolean, Equal Frequency Binning dan Entropi. Setiap teknik ini diaplikasikan ke atas empat set data dari domain yang berbeza untuk mendapatkan satu teknik yang terbaik. Set data tersebut ialah Iris, Glass, Pima dan Wine. Model pengelasan perlombongan data dibangunkan menggunakan kaedah pengelas set kasar melalui beberapa proses seperti pra-pemprosesan data, pembahagian set data latihan dan ujian, perlombongan data, pengujian dan perbandingan. Satu analisis perbandingan ke atas teknik pendiskritan yang digunakan dihasilkan. Hasil analisis mendapati penggunaan teknik Taakulan Boolean menggeneralisasikan purata ketepatan yang tertinggi jika dibandingkan dengan dua teknik yang lain.
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This paper describes the development and evaluation of a virtual tour prototype for tourist destinations. Four interesting destinations in Perlis, located in the northern region of Malaysia were selected. It allows the users to navigate... more
This paper describes the development and evaluation of a virtual tour prototype for
tourist destinations. Four interesting destinations in Perlis, located in the northern
region of Malaysia were selected. It allows the users to navigate and to listen to the
background sounds and narration, as well as to read brief information about each place.
Each panorama contains hotspots that enable the users to further explore the
surroundings All pictures were combined using photo stitching technique to produce
panoramic images. The planar panorama was set as the panorama type. The first
usability test was conducted to gain user feedbacks towards the virtual tour and to make
refinement to the prototype. The second usability test was intended to measure its
usability in terms of user satisfaction and effectiveness. The virtual tour received positive
feedbacks and all participants agreed that it could attract tourists to visit the actual
place
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Students may seek information for various reasons such as to understand a specific subject matter or to conduct a research. In this digital age, they may not have a problem to find information. However, they are having problem to find... more
Students may seek information for various reasons such as to understand a specific subject matter or to conduct a research. In this digital age, they may not have a problem to find information. However, they are having problem to find scholarly information that suits their learning needs. This is because they are having difficulties to find the scholarly information that suitable for their learning styles. The objectives of this research are (a) to investigate information retrieval tools that students use to find scholarly information; (b) to compare the tools in terms of access, search techniques, and search facilities and (c) to propose architecture of information retrieval tool for learning needs. Therefore, this research investigates several information retrieval tools such as Online Public Access Catalogues (OPAC), Internet search engine, online databases and digital libraries. Survey questionnaire was conducted on 129 postgraduate's students of Faculty of Science Computer and Information Technology, University of Malaya. They were chosen because of their level of education and their proficiency in using IT infrastructure. The quantitative data were analyzed using statistical program SPSS. The result shows that postgraduate students having difficulties in finding information that suitable to their learning style using available information retrieval tools.
This paper describes participatory activities with university lecturers to design an online community. The objective of this study is to engage the users of an online community to collaboratively design their online community. We... more
This paper describes participatory activities with university lecturers to design an online community. The objective of this study is to engage the users of an online community to collaboratively design their online community. We speculated that by involving them in the design team, we can identify their specific requirements, and they will accept and use the system. However, lecturers have heavy workload and tight schedule. For that reason, we thought that paper prototyping is the most suitable tool to be used because it is fast and easy to create. Therefore, paper prototyping technique has been adapted in a two-day participatory design session. We found that paper prototyping is indeed the most suitable technique to elicit requirements from the end users under a time constraint. Moreover, participants came out with unexpected requirements and novel interface.
This research attempts to identify and analyze the extent of Capability Maturity Model Integration (CMMI) and other associated process model or frameworks in Malaysian organizations. There is a number of studies have been conducted on... more
This research attempts to identify and analyze the extent of Capability Maturity Model Integration (CMMI) and other associated process model or frameworks in Malaysian organizations. There is a number of studies have been conducted on software process improvement by using above models and methodologies in other continents such as Europe, Australia, New Zealand and North America. However, there is still lack of published studies on software process improvement or software best practices in Southeast Asia, especially Malaysia itself. Surveys in Malaysian software organizations which have an experience in initiating and conducting software process improvement initiative have been done. The surveys were conducted by using paper survey and also online survey. Two different type of survey was conducted because of the different risk or constraint of cost, time, and distance can be overcome. There were 20 respondents involved in this research. Most of the respondents were professionals who are directly involved in SPI initiative. In the data analysis, the respondents are characterized according to the attribution of weight to their answers. We found that the IT Malaysian organizations are employing CMMI, Prince 2, PMBOK and also Six Sigma. This study shows that Malaysian organizations have already take an initiative to adopt software process improvement models in their organization
The paper presents the result of a study conducted on a prototype mobile travel guide to improve its usability of mobile application. It discusses the findings in terms of suitable contents and interface design for such application that... more
The paper presents the result of a study conducted on a prototype mobile travel guide to improve its usability of mobile application. It discusses the findings in terms of suitable contents and interface design for such application that is implemented for devices with limited screen size. The prototype of mobile travel guide consists of travel information that aids its users in their journey at a particular destination. The prototype has been tested on the field against 12 participants, aged between 10 to 39 years old who has between 4-12 years of experience of using mobile phones. This study has summarized the differences between two distinct user group based on their age and their reaction to the prototype contents and appearance.
Abstract— As mobile devices become increasingly prominent in the lives of children worldwide, many researchers are experimenting with the use of these popular devices for a range of different teaching and learning purposes. A mobile... more
Abstract— As mobile devices become increasingly prominent in the lives of children worldwide, many researchers are experimenting with the use of these popular devices for a range of different teaching and learning purposes. A mobile learning application for the young ones should be designed and developed with respect to their technological skill, learning capability and language proficiency. This paper discusses the heuristic evaluation of a mobile learning prototype for children aged between 10 and 12 years old. It was developed using JCreator LE and Sun Wireless Toolkit 2.5.2 platform software. The prototype consists of learning material from the Science subject that is taught in all primary schools in Malaysia. It focuses on a subtopic relating to Basic Needs of Human. The researchers envisioned that such application can be used as a revision aid that will complement the use of textbooks and workbooks in the classroom learning. The first prototype was evaluated using heuristic evaluation technique with five software ergonomic experts. The evaluation revealed few design issues that should be refined in order to improve its usability before testing it on the real users, the children. It is hoped that the mobile learning prototype will boost the interest of Malaysian children to learn Science at their own pace, regardless of time and location.
The paper describes a location-aware travel guide prototype that was implemented into a Nokia Symbian Series 60 phone with Location API (JSR-179) support. It contains relevant travelling information that could assist users while they are... more
The paper describes a location-aware travel guide prototype that was implemented into a Nokia Symbian Series 60 phone with Location API (JSR-179) support. It contains relevant travelling information that could assist users while they are travelling or when they arrive at a particular destination. The objectives of the study were to discover user preferences towards fisheye and list style menus in the user interface as well as user satisfaction on the prototype. A field test to evaluate the prototype was done with participants ranging from 10 to 39 years old. The results indicated that the fisheye style and the prototype itself were easily comprehended and accepted by the participants.
Screen transition and animation has long been used to represent information, cues and to enhance visual appeals on screen presentation. However, the use of screen transition and animation on mobile application has been restricted in the... more
Screen transition and animation has long been used to represent information, cues and to enhance visual appeals on screen presentation. However, the use of screen transition and animation on mobile application has been restricted in the past due to mobile device constraints. Recent development of more powerful devices has sparked interest in implementing animation technique to improve usability on mobile device. This paper describes a usability study performed to evaluate the effects of animations on mobile application learnability. The study was conducted using two prototypes of mobile travel guide application to 12 users of different gender between the ages of 17 to 39 years old. One of the prototypes incorporated some animations on its interface while another prototype served as control. The two prototypes were implemented using Java Micro Edition (JavaME) platform on Nokia Symbian E-Series phone. Users were asked to perform a set of tasks without the aid of on-screen help or application documentation in order to observe the application learnability. The outcome of this study showed that 83% of the users agreed the animations helped them to use the application intuitively and improved the visual appeal of the application in general.
The paper describes a location-aware travel guide prototype that was implemented into a Nokia Symbian Series 60 phone with Location API (JSR-179) support. It contains relevant travelling information that could assist users while they are... more
The paper describes a location-aware travel guide prototype that was implemented into a Nokia Symbian Series 60 phone with Location API (JSR-179) support. It contains relevant travelling information that could assist users while they are travelling or when they arrive at a particular destination. The objectives of the study were to discover user preferences towards fisheye and list style menus in the user interface as well as user satisfaction on the prototype. A field test to evaluate the prototype was done with participants ranging from 10 to 39 years old. The results indicated that the fisheye style and the prototype itself were easily comprehended and accepted by the participants.
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