Abstract: Mobile learning is a new learning landscape that offers opportunity for collaborative, personal, informal, and students’ centered learning environment. In implementing any learning system such as a mobile learning environment, learners’ expectations should be taken into consideration. However, there is a lack of studies on this aspect, particularly in the context of Kuwait higher education (HE) institutions. This study focused on how students perceive the use of mobile devices in learning. Although m-learning is considered as an effective educational tool in developed countries, it is not yet fully utilized in Kuwait. The study reports on the results of a survey conducted on 623 HE students in Kuwait to a better understand students' perceptions and opinions about the effectiveness of using mobile learning systems. An analysis of quantitative survey data is presented. The findings indicated that Kuwait HE students are very familiar with mobile devices and its applications. The results also reveal that students have positive perceptions of m-learning, and believe that video-based social media applications enhance the teaching and learning process.
Abstract: In this paper, a scalable augmented reality framework for handheld devices is presented. The presented framework is enabled by using a server-client data communication structure, in which the search for tracking targets among a database of images is performed on the server-side while pixel-wise 3D tracking is performed on the client-side, which, in this case, is a handheld mobile device. Image search on the server-side adopts a residual-enhanced image descriptors representation that gives the framework a scalability property. The tracking algorithm on the client-side is based on a gravity-aligned feature descriptor which takes the advantage of a sensor-equipped mobile device and an optimized intensity-based image alignment approach that ensures the accuracy of 3D tracking. Automatic content streaming is achieved by using a key-frame selection algorithm, client working phase monitoring and standardized rules for content communication between the server and client. The recognition accuracy test performed on a standard dataset shows that the method adopted in the presented framework outperforms the Bag-of-Words (BoW) method that has been used in some of the previous systems. Experimental test conducted on a set of video sequences indicated the real-time performance of the tracking system with a frame rate at 15-30 frames per second. The presented framework is exposed to be functional in practical situations with a demonstration application on a campus walk-around.
Abstract: Music has always been an integral part of human’s daily lives. But, for the most people, reading musical score and turning it into melody is not easy. This study aims to develop an Automatic music score recognition system using digital image processing, which can be used to read and analyze musical score images automatically. The technical approaches included: (1) staff region segmentation; (2) image preprocessing; (3) note recognition; and (4) accidental and rest recognition. Digital image processing techniques (e.g., horizontal /vertical projections, connected component labeling, morphological processing, template matching, etc.) were applied according to musical notes, accidents, and rests in staff notations. Preliminary results showed that our system could achieve detection and recognition rates of 96.3% and 91.7%, respectively. In conclusion, we presented an effective automated musical score recognition system that could be integrated in a system with a media player to play music/songs given input images of musical score. Ultimately, this system could also be incorporated in applications for mobile devices as a learning tool, such that a music player could learn to play music/songs.
Abstract: This research presents a multi-modal simulation in the reconstruction of the past and the construction of present in digital cultural heritage on mobile platform. In bringing the present life, the virtual environment is generated through a presented scheme for rapid and efficient construction of 360° panoramic view. Then, acoustical heritage model and crowd model are presented and improvised into the 360° panoramic view. For the reconstruction of past life, the crowd is simulated and rendered in an old trading port. However, the keystone of this research is in a virtual walkthrough that shows the virtual present life in 2D and virtual past life in 3D, both in an environment of virtual heritage sites in George Town through mobile device. Firstly, the 2D crowd is modelled and simulated using OpenGL ES 1.1 on mobile platform. The 2D crowd is used to portray the present life in 360° panoramic view of a virtual heritage environment based on the extension of Newtonian Laws. Secondly, the 2D crowd is animated and rendered into 3D with improved variety and incorporated into the virtual past life using Unity3D Game Engine. The behaviours of the 3D models are then simulated based on the enhancement of the classical model of Boid algorithm. Finally, a demonstration system is developed and integrated with the models, techniques and algorithms of this research. The virtual walkthrough is demonstrated to a group of respondents and is evaluated through the user-centred evaluation by navigating around the demonstration system. The results of the evaluation based on the questionnaires have shown that the presented virtual walkthrough has been successfully deployed through a multi-modal simulation and such a virtual walkthrough would be particularly useful in a virtual tour and virtual museum applications.
Abstract: The technology of mobile devices has changed our daily lives. Since smartphone have become a multi-functional device, many people spend unnecessary time on them, and could be interrupted by inappropriate notifications such as unimportant messages from social media. Notifications from smartphone could draw people’s attention and distract them from their priorities and current tasks. This research investigated that if the users were notified by their surroundings instead of smartphone, would it create less distraction and keep their focus on the present task. The experiment was a simulation of a lamp and door notification. Notifications related to work will be embedded in the lamp such as an email from a colleague. A notification that is useful when going outside such as weather information, traffic information, and schedule reminder will be embedded in the door. The experiment was conducted by sending notifications to the participant while he or she was working on a primary task and the working performance was measured. The results show that the lamp notification had fewer interruption effects than the smartphone. For the door notification, it was simulated in order to gain opinions and insights on ambient notifications from participants. Many participants agreed that the ambient notifications are useful and being informed by them could lessen the usage of their smartphone. The results and insights from this research could be used to guide the design process of ambient notifications.
Abstract: The rise of smartphones brings new concept So-Lo-Mo (social-local-mobile) in mobile commerce area in recent years. However, current So-Lo-Mo services only focus on individual users but not a group of users, and the development of group commerce is not enough to satisfy the demand of real-time group buying and less to think about the social relationship between customers. In this research, we integrate mobile intelligence with group commerce and consider customers' preference, real-time context, and social influence as components in the mechanism. With the support of this mechanism, customers are able to gather near customers with the same potential purchase willingness through mobile devices when he/she wants to purchase products or services to have a real-time group-buying. By matching the demand and supply of mobile group-buying market, this research improves the business value of mobile commerce and group commerce further.
Abstract: Mobile Ad-hoc Network (MANET) is an infrastructure-less network of mobile devices, also known as nodes. These nodes heavily rely on each other’s resources such as memory, computing power, and energy. Thus, some nodes may become selective in forwarding packets so as to conserve their resources. These nodes are called misleading nodes. Several reputation-based techniques (e.g. CORE, CONFIDANT, LARS, SORI, OCEAN) and acknowledgment-based techniques (e.g. TWOACK, S-TWOACK, EAACK) have been proposed to detect such nodes. These techniques do not appropriately punish misleading nodes. Hence, this paper addresses the limitations of these techniques using a system called MINDRA.
Abstract: Lately, many media organizations in Thailand have started to produce 3D animation, so the quality of personnel should be identified. As an instructor in the school of Animation and Multimedia, the researchers have to prepare the students, suitable for the need of industry. The current study used exploratory research design to establish the knowledge of about this issue, including the required qualification of employees and the potential of animation industry in Thailand. The interview sessions involved three key informants from three well-known organizations. The interview data was used to design a questionnaire for the confirmation phase. The overall results showed that the industry needed an individual with 3D animation skill, computer graphic skills, good communication skills, a high responsibility, and an ability to finish the project on time. Moreover, it is also found that there were currently various kinds of media where 3D animation has been involved, such as films, TV variety, TV advertising, online advertising, and application on mobile device.
Abstract: Since Google launched Google Glass in 2012, numbers of commercial wearable devices were released, such as smart belt, smart band, smart shoes, smart clothes ... etc. However, most of these devices perform as sensors to show the readings of measurements and few of them provide the interactive feedback to the user. Furthermore, these devices are single task devices which are not able to communicate with each other. In this paper a new health promotion system, Ubiquitous Life People Informatics Engine (U-Life PIE), will be presented. This engine consists of People Informatics Engine (PIE) and the interactive user interface. PIE collects all the data from the compatible devices, analyzes this data comprehensively and communicates between devices via various application programming interfaces. All the data and informations are stored on the PIE unit, therefore, the user is able to view the instant and historical data on their mobile devices any time. It also provides the real-time hands-free feedback and instructions through the user interface visually, acoustically and tactilely. These feedback and instructions suggest the user to adjust their posture or habits in order to avoid the physical injuries and prevent illness.
Abstract: Taking into consideration the real time situation specifically the higher academic institutions, small, medium to large companies, public to private sectors and the remaining sectors, do experience the inventory or asset shrinkages due to theft, loss or even inventory tracking errors. This happening is due to a zero or poor security systems and measures being taken and implemented in their organizations. Henceforth, implementing the Radio Frequency Identification (RFID) technology into any manual or existing web-based system or web application can simply deter and will eventually solve certain major issues to serve better data retrieval and data access. Having said, this manual or existing system can be enhanced into a mobile-based system or application. In addition to that, the availability of internet connections can aid better services of the system. Such involvement of various technologies resulting various privileges to individuals or organizations in terms of accessibility, availability, mobility, efficiency, effectiveness, real-time information and also security. This paper will look deeper into the integration of mobile devices with RFID technologies with the purpose of asset tracking and control. Next, it is to be followed by the development and utilization of MongoDB as the main database to store data and its association with RFID technology. Finally, the development of a web based system which can be viewed in a mobile based formation with the aid of Hypertext Preprocessor (PHP), MongoDB, Hyper-Text Markup Language 5 (HTML5), Android, JavaScript and AJAX programming language.
Abstract: The development of web technologies and mobile devices makes creating, accessing, using and sharing information or communicating with each other simpler every day. However, while the amount of information constantly increasing it is becoming harder to effectively organize and find quality information despite the availability of web search engines, filtering and indexing tools. Although digital technologies have overall positive impact on students’ lives, frequent use of these technologies and digital media enriched with dynamic hypertext and hypermedia content, as well as multitasking, distractions caused by notifications, calls or messages; can decrease the attention span, make thinking, memorizing and learning more difficult, which can lead to stress and mental exhaustion. This is referred to as “information overload”, “information glut” or “information anxiety”. Objective of this study is to determine whether students show signs of information overload and to identify the possible predictors. Research was conducted using a questionnaire developed for the purpose of this study. The results show that students frequently use technology (computers, gadgets and digital media), while they show moderate level of information literacy. They have sometimes experienced symptoms of information overload. According to the statistical analysis, higher frequency of technology use and lower level of information literacy are correlated with larger information overload. The multiple regression analysis has confirmed that the combination of these two independent variables has statistically significant predictive capacity for information overload. Therefore, the information science teachers should pay attention to improving the level of students’ information literacy and educate them about the risks of excessive technology use.
Abstract: With the rapid development of computer technology,
the design of computers and keyboards moves towards a trend of
slimness. The change of mobile input devices directly influences
users’ behavior. Although multi-touch applications allow entering
texts through a virtual keyboard, the performance, feedback, and
comfortableness of the technology is inferior to traditional keyboard,
and while manufacturers launch mobile touch keyboards and
projection keyboards, the performance has not been satisfying.
Therefore, this study discussed the design factors of slim
pressure-sensitive keyboards. The factors were evaluated with an
objective (accuracy and speed) and a subjective evaluation
(operability, recognition, feedback, and difficulty) depending on the
shape (circle, rectangle, and L-shaped), thickness (flat, 3mm, and
6mm), and force (35±10g, 60±10g, and 85±10g) of the keyboard.
Moreover, MANOVA and Taguchi methods (regarding
signal-to-noise ratios) were conducted to find the optimal level of each
design factor. The research participants, by their typing speed (30
words/ minute), were divided in two groups. Considering the
multitude of variables and levels, the experiments were implemented
using the fractional factorial design. A representative model of the
research samples were established for input task testing. The findings
of this study showed that participants with low typing speed primarily
relied on vision to recognize the keys, and those with high typing
speed relied on tactile feedback that was affected by the thickness and
force of the keys. In the objective and subjective evaluation, a
combination of keyboard design factors that might result in higher
performance and satisfaction was identified (L-shaped, 3mm, and
60±10g) as the optimal combination. The learning curve was analyzed
to make a comparison with a traditional standard keyboard to
investigate the influence of user experience on keyboard operation.
The research results indicated the optimal combination provided input
performance to inferior to a standard keyboard. The results could serve
as a reference for the development of related products in industry and
for applying comprehensively to touch devices and input interfaces
which are interacted with people.
Abstract: In this work, we propose an algorithm developed under Python language for the modeling of ordinary scalar Bessel beams and their discrete superpositions and subsequent calculation of optical forces exerted over dielectric spherical particles. The mathematical formalism, based on the generalized Lorenz-Mie theory, is implemented in Python for its large number of free mathematical (as SciPy and NumPy), data visualization (Matplotlib and PyJamas) and multiprocessing libraries. We also propose an approach, provided by a synchronized Software as Service (SaaS) in cloud computing, to develop a user interface embedded on a mobile application, thus providing users with the necessary means to easily introduce desired unknowns and parameters and see the graphical outcomes of the simulations right at their mobile devices. Initially proposed as a free Android-based application, such an App enables data post-processing in cloud-based architectures and visualization of results, figures and numerical tables.
Abstract: In recent years, a wide variety of applications are developed with Support Vector Machines -SVM- methods and Artificial Neural Networks -ANN-. In general, these methods depend on intrusion knowledge databases such as KDD99, ISCX, and CAIDA among others. New classes of detectors are generated by machine learning techniques, trained and tested over network databases. Thereafter, detectors are employed to detect anomalies in network communication scenarios according to user’s connections behavior. The first detector based on training dataset is deployed in different real-world networks with mobile and non-mobile devices to analyze the performance and accuracy over static detection. The vulnerabilities are based on previous work in telemedicine apps that were developed on the research group. This paper presents the differences on detections results between some network scenarios by applying traditional detectors deployed with artificial neural networks and support vector machines.
Abstract: This paper presents the development of a mobile
application for students at the Faculty of Information Technology,
Rangsit University (RSU), Thailand. RSU upgrades an enrollment
process by improving its information systems. Students can
download the RSU APP easily in order to access the RSU substantial
information. The reason of having a mobile application is to help
students to access the system regardless of time and place. The objectives of this paper include: 1. To develop an application
on iOS platform for those students at the Faculty of Information
Technology, Rangsit University, Thailand. 2. To obtain the students’
perception towards the new mobile app. The target group is those
from the freshman year till the senior year of the faculty of
Information Technology, Rangsit University. The new mobile application, called as RSU APP, is developed by
the department of Information Technology, Rangsit University. It
contains useful features and various functionalities particularly on
those that can give support to students. The core contents of the app
consist of RSU’s announcement, calendar, events, activities, and ebook.
The mobile app is developed on the iOS platform. The user
satisfaction is analyzed from the interview data from 81 interviewees
as well as a Google application like a Google form which 122
interviewees are involved. The result shows that users are satisfied
with the application as they score it the most satisfaction level at 4.67
SD 0.52. The score for the question if users can learn and use the
application quickly is high which is 4.82 SD 0.71. On the other hand,
the lowest satisfaction rating is in the app’s form, apps lists, with the
satisfaction level as 4.01 SD 0.45.
Abstract: Background: To improve the delivery of paediatric
healthcare in low resource settings, Community Health Workers
(CHW) have been provided with a paper-based set of protocols
known as Community Case Management (CCM). Yet research has
shown that CHW adherence to CCM guidelines is poor, ultimately
impacting health service delivery. Digitising the CCM guidelines via
mobile technology is argued in extant literature to improve CHW
adherence. However, little research exist which outlines how (a) this
process can be digitised and (b) adherence could be improved as a
result. Aim: To explore how an electronic mobile version of CCM
(eCCM) can overcome issues associated with the paper-based CCM
protocol (inadequate adherence to guidelines) vis-à-vis service
blueprinting. This service blueprint will outline how (a) the CCM
process can be digitised using mobile Clinical Decision Support
Systems software to support clinical decision-making and (b)
adherence can be improved as a result. Method: Development of a
single service blueprint for a standalone application which visually
depicts the service processes (eCCM) when supporting the CHWs,
using an application known as Supporting LIFE (SL eCCM app) as
an exemplar. Results: A service blueprint is developed which
illustrates how the SL eCCM app can be utilised by CHWs to assist
with the delivery of healthcare services to children. Leveraging
smartphone technologies can (a) provide CHWs with just-in-time
data to assist with their decision making at the point-of-care and (b)
improve CHW adherence to CCM guidelines. Conclusions: The
development of the eCCM opens up opportunities for the CHWs to
leverage the inherent benefit of mobile devices to assist them with
health service delivery in rural settings. To ensure that benefits are
achieved, it is imperative to comprehend the functionality and form
of the eCCM service process. By creating such a service blueprint for
an eCCM approach, CHWs are provided with a clear picture
regarding the role of the eCCM solution, often resulting in buy-in
from the end-users.
Abstract: Maintaining factory default battery endurance rate
over time in supporting huge amount of running applications on
energy-restricted mobile devices has created a new challenge for
mobile applications developer. While delivering customers’
unlimited expectations, developers are barely aware of efficient use
of energy from the application itself. Thus, developers need a set of
valid energy consumption indicators in assisting them to develop
energy saving applications. In this paper, we present a few software
product metrics that can be used as an indicator to measure energy
consumption of Android-based mobile applications in the early of
design stage. In particular, Trepn Profiler (Power profiling tool for
Qualcomm processor) has used to collect the data of mobile
application power consumption, and then analyzed for the 23
software metrics in this preliminary study. The results show that
McCabe cyclomatic complexity, number of parameters, nested block
depth, number of methods, weighted methods per class, number of
classes, total lines of code and method lines have direct relationship
with power consumption of mobile application.
Abstract: Mobile Ad Hoc Networks (MANETs) is a collection
of mobile devices forming a communication network without
infrastructure. MANET is vulnerable to security threats due to
network’s limited security, dynamic topology, scalability and the lack
of central management. The Quality of Service (QoS) routing in such
networks is limited by network breakage caused by node mobility or
nodes energy depletions. The impact of node mobility on trust
establishment is considered and its use to propagate trust through a
network is investigated in this paper. This work proposes an
enhanced Associativity Based Routing (ABR) with Fuzzy based
Trust (Fuzzy- ABR) routing protocol for MANET to improve QoS
and to mitigate network attacks.
Abstract: Mobile Adhoc Networks (MANETs) are
infrastructure-less, dynamic network of collections of wireless mobile
nodes communicating with each other without any centralized
authority. A MANET is a mobile device of interconnections through
wireless links, forming a dynamic topology. Routing protocols have a
big role in data transmission across a network. Routing protocols,
two major classifications are unipath and multipath. This study
evaluates performance of an on-demand multipath routing protocol
named Adhoc On-demand Multipath Distance Vector routing
(AOMDV). This study proposes Energy Aware AOMDV (EAAOMDV)
an extension of AOMDV which decreases energy
consumed on a route.
Abstract: The following paper presents the results of a study
aimed at achieving a better understanding of the psychological
readiness for mobile learning (m-learning) among Saudi students,
while also evaluating m-learning readiness as a whole in Saudi
Arabia - a topic that has not yet received adequate attention from
researchers. Data was acquired via a questionnaire administered to
131 Saudi students at UK universities, in July 2013. The study
confirmed that students are confident about using mobile devices in
their daily lives, and that they would welcome more opportunities for
mobile learning. The findings also indicated that Saudi higher
education students are very familiar with, and psychologically ready
for, m-learning.