Abstract: Empirical insights into the implementation of logistics competencies at the top management level are scarce. This paper addresses this issue with an explorative approach which is based on a dataset of 872 observations in the years 2000, 2004 and 2008 using quantitative content analysis from annual reports of the 500 publicly listed firms with the highest global research and development expenditures according to the British Department for Business Innovation and Skills. We find that logistics competencies are more pronounced in Asian companies than in their European or American counterparts. On an industrial level the results are quite mixed. Using partial point-biserial correlations we show that logistics competencies are positively related to financial performance.
Abstract: The purpose of this paper is to conceptualize a futureoriented
human work environment and organizational activity in
deep mines that entails a vision of good and safe workplace. Futureoriented
technological challenges and mental images required for
modern work organization design were appraised. It is argued that an
intelligent-deep-mine covering the entire value chain, including
environmental issues and with work organization that supports good
working and social conditions towards increased human productivity
could be designed. With such intelligent system and work
organization in place, the mining industry could be seen as a place
where cooperation, skills development and gender equality are key
components. By this perspective, both the youth and women might
view mining activity as an attractive job and the work environment
as a safe, and this could go a long way in breaking the unequal
gender balance that exists in most mines today.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.
Abstract: Animation is simply defined as the sequencing of a
series of static images to generate the illusion of movement. Most
people believe that actual drawings or creation of the individual
images is the animation, when in actuality it is the arrangement of
those static images that conveys the motion. To become an animator,
it is often assumed that needed the ability to quickly design
masterpiece after masterpiece. Although some semblance of artistic
skill is a necessity for the job, the real key to becoming a great
animator is in the comprehension of timing. This paper will use a
combination of sprite animation, frame animation, and some other
techniques to cause a group of multi-colored static images to slither
around in the bounded area. In addition to slithering, the images
will also change the color of different parts of their body, much like
the real world creatures that have this amazing ability to change the
colors on their bodies do. This paper was implemented by using
Java 2 Standard Edition (J2SE).
It is both time-consuming and expensive to create animations,
regardless if they are created by hand or by using motion-capture
equipment. If the animators could reuse old animations and even
blend different animations together, a lot of work would be saved in
the process. The main objective of this paper is to examine a method
for blending several animations together in real time. This paper
presents and analyses a solution using Weighted Skeleton
Animation (WSA) resulting in limited CPU time and memory waste
as well as saving time for the animators. The idea presented is
described in detail and implemented. In this paper, text animation,
vertex animation, sprite part animation and whole sprite animation
were tested.
In this research paper, the resolution, smoothness and movement
of animated images will be carried out from the parameters, which
will be obtained from the experimental research of implementing
this paper.
Abstract: Students often adopt routine practicing as learning
strategy for mathematics. The reason is they are often bound and
trained to solving conventional-typed questions in Mathematics in
high school. This will be problematic if students further consolidate
this practice in university. Therefore, the Department of Mathematics
emphasized and integrated the Discovery-enriched approach in the
undergraduate curriculum. This paper presents the details of
implementing the Discovery-enriched Curriculum by providing
adequate platform for project-learning, expertise for guidance and
internship opportunities for students majoring in Mathematics. The
Department also provided project-learning opportunities to
mathematics courses targeted for students majoring in other science or
engineering disciplines. The outcome is promising: the research
ability and problem solving skills of students are enhanced.
Abstract: The people are differed by their capabilities, skills and mental agilities. The evolution of human from childhood when they are completely dependent up to adultness the time they gradually set the dependency free is too complicated, by considering they have all started from almost one point but some become cleverer and some less. The main control command of a cybernetic hand should be posted by remaining healthy organs of disabled Person. These commands can be from several channels, which their recording and detecting are different and need complicated study. In this research, we suppose that, this stage has been done or in the other words, the command has been already sent and detected. So the main goal is to control a long hand, upper elbow hand missing, by an interest angle define by disabled. It means that, the system input is the position desired by disables and the output is the elbow-joint angle variation. Therefore the goal is a suitable control design based on neural network theory in order to meet the given mapping.
Abstract: The purpose of the study reported here was designing Information Dissemination System (IDS) based E-learning in agricultural of Iran. A questionnaire was developed to designing Information Dissemination System. The questionnaire was distributed to 96 extension agents who work for Management of Extension and Farming System of Khuzestan province of Iran. Data collected were analyzed using the Statistical Package for the Social Sciences (SPSS). Appropriate statistical procedures for description (frequencies, percent, means, and standard deviations) were used. In this study there was a significant relationship between the age , IT skill and knowledge, years of extension work, the extend of information seeking motivation, level of job satisfaction and level of education with use of information technology by extension agent. According to extension agents five factors were ranked respectively as five top essential items to designing Information Dissemination System (IDS) based E-learning in agricultural of Iran. These factors include: 1) Establish communication between farmers, coordinators (extension agents), agricultural experts, research centers, and community by information technology. 2) The communication between all should be mutual. 3) The information must be based farmers need. 4) Internet used as a facility to transfer the advanced agricultural information to the farming community. 5) Farmers can be illiterate and speak a local and they are not expected to use the system directly. Knowledge produced by the agricultural scientist must be transformed in to computer understandable presentation. To designing Information Dissemination System, electronic communication, in the agricultural society and rural areas must be developed. This communication must be mutual between all factors.
Abstract: Teachers form the backbone of any educational system, hence selecting qualified candidates is very crucial. In Malaysia, the decision making in the selection process involves a few stages: Initial filtering through academic achievement, taking entry examination and going through an interview session. The last stage is the most challenging since it highly depends on human judgment. Therefore, this study sought to identify the selection criteria for teacher candidates that form the basis for an efficient multi-criteria teacher-candidate selection model for that last stage. The relevant criteria were determined from the literature and also based on expert input that is those who were involved in interviewing teacher candidates from a public university offering the formal training program. There are three main competency criteria that were identified which are content of knowledge, communication skills and personality. Further, each main criterion was divided into a few subcriteria. The Analytical Hierarchy Process (AHP) technique was employed to allocate weights for the criteria and later, integrated a Simple Weighted Average (SWA) scoring approach to develop the selection model. Subsequently, a web-based Decision Support System was developed to assist in the process of selecting the qualified teacher candidates. The Teacher-Candidate Selection (TeCaS) system is able to assist the panel of interviewers during the selection process which involves a large amount of complex qualitative judgments.
Abstract: Graduate attributes have received increasing attention
over recent years as universities incorporate these attributes into the
curriculum. Graduates who have adequate technical knowledge only
are not sufficiently equipped to compete effectively in the work
place; they also need non disciplinary skills ie, graduate attributes.
The purpose of this paper is to investigate the impact of an eportfolio
in a technical communication course to enhance engineering
students- graduate attributes: namely, learning of communication,
critical thinking and problem solving and teamwork skills. Two
questionnaires were used to elicit information from the students: one
on their preferred and the other on the actual learning process. In
addition, student perceptions of the use of eportfolio as a learning
tool were investigated. Preliminary findings showed that most of the
students- expectations have been met with their actual learning. This
indicated that eportfolio has the potential as a tool to enhance
students- graduate attributes.
Abstract: School physical education, through its objectives and
contents, efficiently valorizes the pupils- abilities, developing them,
especially the coordinative skill component, which is the basis of
movement learning, of the development of the daily motility and also
of the special, refined motility required by the practice of certain
sports. Medium school age offers the nervous and motor substratum
needed for the acquisition of complex motor habits, a substratum that
is essential for the coordinative skill. Individuals differ as to the level
at which this function is performed, the extent to which this function
turns an individual into a person that is adapted and adaptable to
complex and various situations. Spatio-temporal orientation, together
with movement combination and coupling, and with kinesthetic,
balance, motor reaction, movement transformation and rhythm
differentiation form the coordinative skills. From our viewpoint,
these are characteristic features with high levels of manifestation in a
complex psychomotor act - valorizing the quality of one-s talent - as
well as indices pertaining to one-s psychomotor intelligence and
creativity.
Abstract: Information and communication technology (ICT) is
essential to the operation of business, and create many employment
opportunities. High volumes of students graduate in ICT however
students struggle to find job placement. A discrepancy exists between
graduate skills and industry skill requirements. To address the need
for ICT skills required, universities must create programs to meet the
demands of a changing ICT industry. This requires a partnership
between industry, universities and other stakeholders. This situation
may be viewed as a critical systems thinking problem situation as
there are various role players each with their own needs and
requirements. Jackson states a typical critical systems methods has a
pluralistic nature. This paper explores the applicability and suitability
of Maslow and Dooyeweerd to guide understanding and make
recommendations for change in ICT WIL, to foster an all-inclusive
understanding of the situation by stakeholders. The above methods
provide tools for understanding softer issues beyond the skills
required. The study findings suggest that besides skills requirements,
a deeper understanding and empowering students from being a
student to a professional need to be understood and addressed.
Abstract: This research analyzes factors affecting the success of
Litecoin Value within Thailand and develops a guideline for selfreliance
for effective business implementation. Samples in this study
included 119 people through surveys. The results revealed four main
factors affecting the success as follows: 1) Future Career training
should be pursued in applied Litecoin development. 2) Didn't grasp
the concept of a digital currency or see the benefit of a digital
currency. 3) There is a great need to educate the next generation of
learners on the benefits of Litecoin within the community. 4) A great
majority didn't know what Litecoin was.
The guideline for self-reliance planning consisted of 4 aspects: 1)
Development planning: by arranging meet up groups to conduct
further education on Litecoin and share solutions on adoption into
every day usage. Local communities need to develop awareness of
the usefulness of Litecoin and share the value of Litecoin among
friends and family. 2) Computer Science and Business Management
staff should develop skills to expand on the benefits of Litecoin
within their departments. 3) Further research should be pursued on
how Litecoin Value can improve business and tourism within
Thailand. 4) Local communities should focus on developing Litecoin
awareness by encouraging street vendors to accept Litecoin as
another form of payment for services rendered.
Abstract: The Malaysian government is promoting
entrepreneurship development skills amongst farmers through informal
courses. These courses will concentrate on teaching managerial skills as
inevitable means for small farms to succeed by making farmers more
creative and innovative. Therefore it is important to assess the effect of
informal agri-entrepreneurial training in developing entrepreneurship
among the farmers in Malaysia. Seven hundred and ninety six farmers
(796) farmers were interviewed via structured questionnaire to define
their opinion on whether the current informal educational and training
establishments are sufficient to teach and develop entrepreneurial
skills. Factor analysis and logic regression analysis were used to
determine the motivating factors and predict their impact on the
development of entrepreneurial skills. The result from the factor analysis
led us to investigate the association between these factors and farmers-
opinions about the development of entrepreneurial skills and traits
through participating in informal entrepreneurship training or education.
The outcome has shown us that the importance of informal training to
promote entrepreneurship among farmers is crucial. The training should
be intensified to encourage farmers to not only focus on the modern
technologies but also on the fundamental changes in their attitude towards
agriculture as a business.
DOA:
KMO: Kaiser- Meyer- Olkin Test
MOA: Ministry of Agriculture
NMP: Ninth Malaysia Plan
NAP: Third National Agricultural Policy (2000-2010)
Abstract: This paper presents a system for tracking the movement of laparoscopic instruments which is based on an orthogonal system of webcams and video image processing. The movements are captured with two webcams placed orthogonally inside of the physical trainer. On the image, the instruments were detected by using color markers placed on the distal tip of each instrument. The 3D position of the tip of the instrument within the work space was obtained by linear triangulation method. Preliminary results showed linearity and repeatability in the motion tracking with a resolution of 0.616 mm in each axis; the accuracy of the system showed a 3D instrument positioning error of 1.009 ± 0.101 mm. This tool is a portable and low-cost alternative to traditional tracking devices and a trustable method for the objective evaluation of the surgeon’s surgical skills.
Abstract: Using the animations video of teaching materials is an
effective learning method. However, we thought that more effective learning method is to produce the teaching video by learners
themselves. The learners who act as the producer must learn and understand well to produce and present video of teaching materials to
others. The purpose of this study is to propose the project based learning (PBL) technique by co-producing video of IT (information
technology) teaching materials. We used the T2V player to produce
the video based on TVML a TV program description language. By
proposed method, we have assigned the learners to produce the
animations video for “National Examination for Information
Processing Technicians (IPA examination)" in Japan, in order to get
them learns various knowledge and skill on IT field. Experimental
result showed that learning effect has occurred at the video production
process that useful for IT personnel resources development.
Abstract: In this paper, a class of predator-prey-chain model with harvesting terms are studied. By using Mawhin-s continuation theorem of coincidence degree theory and some skills of inequalities, some sufficient conditions are established for the existence of eight positive periodic solutions. Finally, an example is presented to illustrate the feasibility and effectiveness of the results.
Abstract: The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.
Abstract: Implementing Information Technology/ Information
System (IT/IS) is critical for every industry as its potential benefits
have been to motivate many industries including the Malaysian
construction industry to invest in it. To successfully implement IT/IS
has become the major concern for every organisation. Identifying the
critical success factors (CSFs) has become the main agenda for
researchers, academicians and practitioners due to the wide number
of failures reported. This research paper seeks to identify the CSFs
that influence the successful implementation of IT/IS in construction
industry in Malaysia. Limited factors relating to people issue will be
highlighted here to showcase some as it becomes one of the major
contributing factors to the failure. Three (3) organisations have
participated in this study. Semi-structured interviews are employed as
they offer sufficient flexibility to ensure that all relevant factors are
covered. Several key issues contributing to successful
implementations of IT/IS are identified. The results of this study
reveal that top management support, communication, user
involvement, IT staff roles and responsibility, training/skills, leader/
IT Leader, organisation culture, knowledge/ experience, motivation,
awareness, focus and ambition, satisfaction, teamwork/ collaboration,
willingness to change, attitude, commitment, management style,
interest in IT, employee behaviour towards collaborative
environment, trust, interpersonal relationship, personal characteristic
and competencies are significantly associated with the successful
implementations of IT/IS. It is anticipated that this study will create
awareness and contribute to a better understanding amongst
construction industry players and will assist them to successfully
implement IT/IS.
Abstract: This paper explores the use of project work in a
content-based instruction in a Rajabhat University, a teacher college,
where student teachers are instructed to perform teaching roles
mainly in basic education level. Its aim is to link theory to practice,
and to help language teachers maximize the full potential of project
work for genuine communication and give real meaning to writing
activity. Two research questions are formulated to guide this study:
a) What is the academic achievement of the students- writing skill
against the 70% attainment target after the use of project to enhance
the skill? and b) To what degree is the development of the students-
writing skills during the course of project to enhance the skill? The
sample of the study comprised of 38 fourth-year English major
students. The data was collected by means of achievement test,
student writing works, and project diary. The scores in the summative
achievement test were analyzed by mean score, standard deviation,
and t-test. Project diary serves as students- record of the language
acquired during the project. List of structures and vocabulary noted in
the diary has shown students- ability to attend to, recognize, and
focus on meaningful patterns of language forms.
Abstract: The paper presents the service learning project titled
DicDucFac (idea-leadership-product), that was planned and
conducted by the team of information sciences students. It was
planned as a workshop dealing with the application of modern social
media (Facebook, YouTube, Gmail) for the purposes of selfpromotion,
free advertising via social networks and marketing own
ideas and/or products in the virtual world. The workshop was
organized for highly-skilled computer literate unemployed youth.
These youth, as final beneficiaries, will be able to apply what they
learned in this workshop to “the real world“, increasing their chances
for employment and self-employment. The results of the project
reveal that the basic, active-learning principles embodied in our
teaching approach allow students to learn more effectively and gain
essential life skills (from computer applications to teamwork) that
can only be learned by doing. It also shows that our students received
the essentials of professional ethics and citizenship through direct,
personal engagement in professional activities and the life of the
community.