Nur Sufilea Izzati, Suzan Ahmad, Marina Ismail, N. Diah, Norharziana Yahaya Rashdi, S. A. Bakar
{"title":"Digital Malaysian Tradition Game: A Case Study of Baling Tin","authors":"Nur Sufilea Izzati, Suzan Ahmad, Marina Ismail, N. Diah, Norharziana Yahaya Rashdi, S. A. Bakar","doi":"10.5121/ijma.2023.15302","DOIUrl":"https://doi.org/10.5121/ijma.2023.15302","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127450154","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Altruistic ASD (Autism Spectrum Disorder) Virtual Reality Game","authors":"Taraf Alshalan, Ghala Alamri, Maali Alabullhafith","doi":"10.5121/ijma.2023.15301","DOIUrl":"https://doi.org/10.5121/ijma.2023.15301","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130853883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Comparative Study on Human Views in Mythologies and Webtoons","authors":"Y. Seo","doi":"10.5121/ijma.2023.15201","DOIUrl":"https://doi.org/10.5121/ijma.2023.15201","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126342762","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Thematic Analysis of the Lyrics of Five Extant Pansoris","authors":"Hwihyun You, Austin Kang","doi":"10.5121/ijma.2022.14601","DOIUrl":"https://doi.org/10.5121/ijma.2022.14601","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133243811","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"GPCR Protein Feature Representation using Discrete Wavelet Transform and Particle Swarm Optimisation Algorithm","authors":"N. Kamal, A. Bakar, S. Zainudin","doi":"10.5121/ijma.2022.14501","DOIUrl":"https://doi.org/10.5121/ijma.2022.14501","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116666387","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Norasikin binti Alimom, Liyana Mohd Ramly, Nurul Atiqah binti Mohd Azlan
{"title":"Deliverable of Youtube Platform as a Commercial Health Awareness Communication to Malaysian Traveler","authors":"Norasikin binti Alimom, Liyana Mohd Ramly, Nurul Atiqah binti Mohd Azlan","doi":"10.5121/ijma.2022.14401","DOIUrl":"https://doi.org/10.5121/ijma.2022.14401","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123629554","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Noor Izdhora Mohd Bazid, Suzan Ahmad, Norizan Mat Diah
{"title":"A Conceptual Frame Work Supporting Obesity Awareness in Serious Game","authors":"Noor Izdhora Mohd Bazid, Suzan Ahmad, Norizan Mat Diah","doi":"10.5121/ijma.2022.14301","DOIUrl":"https://doi.org/10.5121/ijma.2022.14301","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133311812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Evaluation of the use of Audio Guidance in Augmented Reality Systems Implemented at Sites of Cultural Heritage","authors":"Benjamin Wilson, Joshua Hull, D. Schofield","doi":"10.5121/ijma.2022.14201","DOIUrl":"https://doi.org/10.5121/ijma.2022.14201","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"117 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124129705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"M2M: Universally Designed Multimedia Training and Learning Application for Maternal Health","authors":"Bisrat Betru, G. Giannoumis","doi":"10.5121/ijma.2022.14203","DOIUrl":"https://doi.org/10.5121/ijma.2022.14203","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126551476","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Development of a Blended Learning Management Model with Synectics Teaching and out-of-the-box Thinking Techniques to Foster Creativity","authors":"Senawee Roekmongkol, Thanatcha Rattanaphant","doi":"10.5121/ijma.2022.14202","DOIUrl":"https://doi.org/10.5121/ijma.2022.14202","url":null,"abstract":"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.","PeriodicalId":133327,"journal":{"name":"The International journal of Multimedia & Its Applications","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128592628","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}