Suzana Ahmad
Universiti Teknologi MARA (UiTM)

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Modelling the recommendation technique for achieving awareness in serious game for obesity Muhammad Syafiq Bin Mohd Omar; Marina Ismail; Norizan Mat Diah; Suzana Ahmad; Hayati Abd Rahman
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.857 KB) | DOI: 10.11591/eei.v8i4.1627

Abstract

Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players.
Modelling the recommendation technique for achieving awareness in serious game for obesity Muhammad Syafiq Bin Mohd Omar; Marina Ismail; Norizan Mat Diah; Suzana Ahmad; Hayati Abd Rahman
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.857 KB) | DOI: 10.11591/eei.v8i4.1627

Abstract

Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players.
Collaborative filtering content for parental control in mobile application chatting Muhamad Ridhwan Bin Mohamad Razali; Suzana Ahmad; Norizan Mat Diah
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (470.825 KB) | DOI: 10.11591/eei.v8i4.1634

Abstract

Mobile phone is an important medium of communication for most people regardless their age. One of the most used mobile phone application is chat application. Since mobile users are across different age groups, from youngsters to senior citizen, each age level has their own ways or styles of communication when using mobile application chatting. Adult mostly used proper syntax with complete sentences while youngsters normally use short forms with incomplete sentences. In addition, improper communication styles, usage of bad and inappropriate words has become a trend among youngsters. This matter gives negative impact on the education system in a short-term and national language preservation in a long term. Hence, in this paper, researchers present a tool that provides word recommendations for mobile application chatting. This tool would be is an education material to younger generation users with subtle approach. Implementation of the tool is by adapting Collaborative Filtering approach with User-Based model which focusing on recommendation on similar interest between users. Collaborative filtering content tool is functioning well during the functionality testing and it is thriving as a mobile application chatting guidance.
Collaborative filtering content for parental control in mobile application chatting Muhamad Ridhwan Bin Mohamad Razali; Suzana Ahmad; Norizan Mat Diah
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (470.825 KB) | DOI: 10.11591/eei.v8i4.1634

Abstract

Mobile phone is an important medium of communication for most people regardless their age. One of the most used mobile phone application is chat application. Since mobile users are across different age groups, from youngsters to senior citizen, each age level has their own ways or styles of communication when using mobile application chatting. Adult mostly used proper syntax with complete sentences while youngsters normally use short forms with incomplete sentences. In addition, improper communication styles, usage of bad and inappropriate words has become a trend among youngsters. This matter gives negative impact on the education system in a short-term and national language preservation in a long term. Hence, in this paper, researchers present a tool that provides word recommendations for mobile application chatting. This tool would be is an education material to younger generation users with subtle approach. Implementation of the tool is by adapting Collaborative Filtering approach with User-Based model which focusing on recommendation on similar interest between users. Collaborative filtering content tool is functioning well during the functionality testing and it is thriving as a mobile application chatting guidance.
Modelling the recommendation technique for achieving awareness in serious game for obesity Muhammad Syafiq Bin Mohd Omar; Marina Ismail; Norizan Mat Diah; Suzana Ahmad; Hayati Abd Rahman
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.857 KB) | DOI: 10.11591/eei.v8i4.1627

Abstract

Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players.
Collaborative filtering content for parental control in mobile application chatting Muhamad Ridhwan Bin Mohamad Razali; Suzana Ahmad; Norizan Mat Diah
Bulletin of Electrical Engineering and Informatics Vol 8, No 4: December 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (470.825 KB) | DOI: 10.11591/eei.v8i4.1634

Abstract

Mobile phone is an important medium of communication for most people regardless their age. One of the most used mobile phone application is chat application. Since mobile users are across different age groups, from youngsters to senior citizen, each age level has their own ways or styles of communication when using mobile application chatting. Adult mostly used proper syntax with complete sentences while youngsters normally use short forms with incomplete sentences. In addition, improper communication styles, usage of bad and inappropriate words has become a trend among youngsters. This matter gives negative impact on the education system in a short-term and national language preservation in a long term. Hence, in this paper, researchers present a tool that provides word recommendations for mobile application chatting. This tool would be is an education material to younger generation users with subtle approach. Implementation of the tool is by adapting Collaborative Filtering approach with User-Based model which focusing on recommendation on similar interest between users. Collaborative filtering content tool is functioning well during the functionality testing and it is thriving as a mobile application chatting guidance.
Collaborative virtual reality application for interior design Haziq Izwan Rahmat; Suzana Ahmad; Marina Ismail
Indonesian Journal of Electrical Engineering and Computer Science Vol 16, No 1: October 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v16.i1.pp500-507

Abstract

Virtual Reality (VR) is currently popular technology that has been used by people in various areas such as architecture, medical, training and many more.  In this paper, the researcher proposed collaborative VR for interior design that allows customer and designer work together at different location.  Commonly, the designer draw their design in two-dimensional (2D) graphics at the drawing paper and presents to the customer.  However, 2D drawings led to an ambiguity, indistrinct and uncertainty on the design.  In addition, redesign any changes lead to re-build the prototype.  These will be costly and wasting time, therefore, researcher proposed collaborative VR application which provide an intense feelings about the design which is presented in form of three-dimensional (3D) graphics.  Additionally, proposed application would allow the designer and customer to work in real-time.  In conclusion, collaborative VR will give the benefits for interior design manufacturing to prosper along with current technology.