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    Fakri Othman

    Aplikasi buku cerita interaktif telah mendapat sambutan yang menggalakkan pada masa kini. Hal ini kerana penggunaan elemen multimedia yang dapat menambah pengalaman dan keseronokan semasa menggunakan aplikasi. Walaupun terdapat banyak... more
    Aplikasi buku cerita interaktif telah mendapat sambutan yang menggalakkan pada masa kini. Hal ini kerana penggunaan elemen multimedia yang dapat menambah pengalaman dan keseronokan semasa menggunakan aplikasi. Walaupun terdapat banyak aplikasi buku cerita interaktif dalam pasaran, masih terdapat beberapa kelemahan yang dikenalpasti. Antaranya ialah kurangnya cerita yang menggunakan Bahasa Melayu serta terdapat banyak gangguan-gangguan antaramuka semasa proses penceritaan. Oleh itu aplikasi Aplikasi Buku Cerita Interaktif “Kisah Nabi Sulaiman A.S.” ini dibangunkan menggunakan teknik animasi 2D. Tujuan utama pembangunan aplikasi ini adalah untuk menyediakan kandungan buku cerita interaktif kisah Nabi Sulaiman untuk pelantar Android. Pengguna sasaran aplikasi adalah peringkat usia empat hingga enam tahun khususnya yang beragama Islam. Model MMCD dipilih sebagai metodologi untuk membangunkan sistem ini. Pengujian aplikasi telah dijalankan ke atas 23 orang murid Kelas Pra-Sekolah Sekolah...
    Program LINUS merupakan satu program yang diperkenalkan oleh Kementerian Pendidikan Malaysia (KPM) untuk mengatasi isu asas literasi dan numerasi yang masih tidak dapat dikuasai oleh murid sekolah rendah. Pada masa kini, kaedah... more
    Program LINUS merupakan satu program yang diperkenalkan oleh Kementerian Pendidikan Malaysia (KPM) untuk mengatasi isu asas literasi dan numerasi yang masih tidak dapat dikuasai oleh murid sekolah rendah. Pada masa kini, kaedah pelaksanaan Program LINUS ini memerlukan guru membawa modul yang disediakan oleh pihak KPM atau mana-mana bahan yang disediakan oleh guru untuk proses pengajaran dan pembelajaran. Oleh itu, aplikasi ini dibangunkan sebagai alat bantu mengajar alternatif kepada guru-guru untuk proses pengajaran dan pembelajaran. Selain itu, aplikasi ini juga boleh digunakan oleh ibu bapa untuk melakukan proses pembelajaran dan pengujian kendiri terhadap tahap kefahaman LINUS anak-anak mereka. Model ADDIE digunakan sebagai metodologi pembangunan aplikasi ini. Model ADDIE mempunyai lima fasa antaranya adalah menganalisis, reka bentuk, pembangunan, perlaksanaan dan penilaian yang mana setiap fasa adalah bersesuaian untuk pembangunan aplikasi pembelajaran. Pengujian aplikasi telah...
    Perkembangan terkini dalam dunia teknologi maklumat, terdapat banyak aplikasi permainan yang dibangun berasaskan sukan permotoran dalam perkembangan terkini teknologi maklumat. Ini kerana ramai yang meminati sukan permotoran di seluruh... more
    Perkembangan terkini dalam dunia teknologi maklumat, terdapat banyak aplikasi permainan yang dibangun berasaskan sukan permotoran dalam perkembangan terkini teknologi maklumat. Ini kerana ramai yang meminati sukan permotoran di seluruh dunia. Antara jenis motosikal yang diminati ramai ialah Vespa klasik. Namun begitu, golongan muda pada masa kini semakin melupakan motosikal klasik ini kerana munculnya banyak model motosikal baharu. Atas tujuan inilah Aplikasi Permainan Mudah Alih Vespa Ventures ini dibangunkan untuk memberi pengalaman dan pengetahuan kepada pengguna telefon pintar. Selain itu permainan ini memberi peluang kepada orang ramai untuk mengenali jenis-jenis motosikal Vespa yang ada. Metodologi yang digunakan untuk pembangunan aplikasi ini adalah model prototaip evolusi. Model ini mengandungi enam fasa iaitu fasa perancangan, fasa analisa, fasa rekabentuk, fasa pembangunan prototaip, fasa pengujian dan fasa penilaian aplikasi. Pengujian aplikasi telah dilakukan oleh ahli K...
    Mobile games have become one of the most popular entertainment medium nowadays. Mobile games with wide variety of genres can be found and downloaded easily through digital marketplace such as Google Play and Apps Store. Elements of... more
    Mobile games have become one of the most popular entertainment medium nowadays. Mobile games with wide variety of genres can be found and downloaded easily through digital marketplace such as Google Play and Apps Store. Elements of cultural festival has also been developed as mobile games. However, the amount of existing mobile games that contain Malaysia’s local cultural content are limited. Malaysia is a unique country consists of multiple ethnics and cultures. Therefore, a game has been developed in this project to introduce the unique elements of Malaysia’s culture to the user. The game is created based on the theme of Chinese New Year celebration in Malaysia. Game Development Life Cycle (GDLC) was used as a methodology. The game is implemented in mobile platform and in English language. The game uses a 2D side scrolling design approach where swiping method is used to control the game character. Technology Acceptance Model (TAM) is adapted to measure user acceptance level in terms of game design, functionality and overall game performance. Results of user acceptance test shows that 50 % of respondents agreed that the developed mobile game able to provide general idea of how Chinese New Year is celebrated in Malaysia
    The Virtual Kiosk: Taman Herba is a virtual reality application that enables user to explore Taman Herba at UTHM in a virtual world by controlling the movement using keyboard. However, the exposure of benefits of herbs is very low due to... more
    The Virtual Kiosk: Taman Herba is a virtual reality application that enables user to explore Taman Herba at UTHM in a virtual world by controlling the movement using keyboard. However, the exposure of benefits of herbs is very low due to no clear sign and there is not enough information about the herbs. Therefore, this application provide user with a virtual world of Taman Herba and the guidance to use the herbs. The virtual world of Taman Herba also includes with the information of each herbs. To ensure this application is well-developed, TRES-D methodology is used during development. This application will be implemented as a kiosk that will be located nearby the garden. This application expected to be a medium to educate committees to preserve our nature and educate them about the benefits of the herbs. After development of this application, most of the users agree that the overall function of this application is good.
    Advertising plays a vital role in businesses. Businesses use advertising to achieve various goals and spread their brand as well as to directly sell products and services to the public. As technology advances, mobile advertising is... more
    Advertising plays a vital role in businesses. Businesses use advertising to achieve various goals and spread their brand as well as to directly sell products and services to the public. As technology advances, mobile advertising is becoming more and more critical for brands and services. Therefore, Augmented Reality (AR) technology has entered the mobile advertising industry to enable advertisers to increase consumer engagement and revenue. Hence, in this project, an implementation of AR technology for local automobile advertising on Android platform is proposed as an alternative to advertising new cars. Perodua Myvi is chosen as the case study in this implementation. By using a marker, users will have an unprecedented way to interact and view the car’s exterior, features and specification regardless of time and location. This project has been developed successfully to provide an alternate method of advertising to the automobile consumer.
    This paper compares between four instructional design approaches used to enhance pupils’ numeracy skill. A literature review performed on four approaches that have potential in enhancing pupil’s numeracy skill. Those approaches are... more
    This paper compares between four instructional design approaches used to enhance pupils’ numeracy skill. A literature review performed on four approaches that have potential in enhancing pupil’s numeracy skill. Those approaches are e-Learning, Mobile Learning, Gamification and Problem Based Learning (PBL). The review focuses on design and development of the selected approaches and compares those approaches based on previous studies. The literature survey suggests that e-Learning and gamification are the most suitable instructional design tools to enhance pupils’ numeracy skill.
    This paper is proposed an artificial neural network (ANN) to apply in the system of prediction of power output from photovoltaic (PV) panel system. In order to test the efficiency and reliability of a proposed ANN model experimental... more
    This paper is proposed an artificial neural network (ANN) to apply in the system of prediction of power output from photovoltaic (PV) panel system. In order to test the efficiency and reliability of a proposed ANN model experimental output will be comparing with mathematical equation. The objectives of this project are to develop the ANN model that capable of predicting power output. The activation functions using for the hidden layer is hyperbolic tangent. The training algorithm is used Levenberg-Marquardt backpropagation. The meteorology data as input data was obtained from RET screen database in the period from 1st January 2015 until 31st August 2016. There were two locations in Malaysia to be the subject test; Melaka and Kuala Lumpur. From the result, for Melaka, Malaysia the outputs Vm (MAPE = 0.0003% and RMSE = 8.5%) and Im (MAPE = 4.3% and RMSE = 26.8%). Then, for Kuala Lumpur, Malaysia have a less error and good correlation with Vm (RMSE = 0.2%) and Im (MAPE = 0.008% and RMSE = 0.3%). Hence, average power output was high level in January to March for both locations. The conclusion shows that the performance of power output is depending on the level of solar radiation on the day.
    We explain the implementation of series of prototypes to assist the teaching of handwriting skills for children with dyspraxia, using a computer animation technique called Rotoscopy. We discuss usability testing issues which include... more
    We explain the implementation of series of prototypes to assist the teaching of handwriting skills for children with dyspraxia, using a computer animation technique called Rotoscopy. We discuss usability testing issues which include parameters and scales used to evaluate the prototype systems.
    Abstract— The paper will report on work in progress that aims to give children with dyspraxia a playful and physical experience in developing handwriting skills using the specialist animation technique known as rotoscopy. This technique... more
    Abstract— The paper will report on work in progress that aims to give children with dyspraxia a playful and physical experience in developing handwriting skills using the specialist animation technique known as rotoscopy. This technique has been investigated in order to identify ...
    ... Page 2. Seminar ICT Dalam Pendidikan 2005 PEMBELAJARAN BERBANTUKAN ANIMASI 3D UNTUK AMALI FIZIK Mohd Kamarulzaki B Mustafa, Muhammad Fakri B Othman, Nurul Hidayah Bte Othman ... Animasi ini boleh dihasilkan samada dalam satu, dua atau... more
    ... Page 2. Seminar ICT Dalam Pendidikan 2005 PEMBELAJARAN BERBANTUKAN ANIMASI 3D UNTUK AMALI FIZIK Mohd Kamarulzaki B Mustafa, Muhammad Fakri B Othman, Nurul Hidayah Bte Othman ... Animasi ini boleh dihasilkan samada dalam satu, dua atau tiga dimensi. ...