Juliana A. Abubakar received her B.Eng.in Electronic Engineering from University ofLeeds and MSc. in Information Technologyfrom University Utara Malaysia. Shereceived her Ph.D from InternationalIslamic University Malaysia. She isa research fellow at Institute of Creative Humanities, Multimedia
Over the recent years, several persuasive strategies are integrated into the design of software i... more Over the recent years, several persuasive strategies are integrated into the design of software in the healthcare domain. However, most of the current systems are implementing persuasive strategies without describing how it should be integrated. Therefore, the practitioners face difficulties in implementing strategies due to the vague picture of this area. This paper proposes a generalizable software architecture in mobile healthcare to be used independently of the problem domain. One of these domains is the obesity problem among Malaysian children, which it is highest in Southeast Asia countries. In addition, most of the current mobile healthcare architectures lack the persuasive features to persuade parents to monitor their children’s obesity status. This study attempts to design a conceptual persuasive mobile healthcare architecture for parents to monitor their children’s obesity status.
This paper demonstrates a comparative study of three modes of digital media exhibits (high-intera... more This paper demonstrates a comparative study of three modes of digital media exhibits (high-interactive VR, passive video, and low-interactive kiosk). This study attempts to compare the effects of the participating digital media towards visitors' learning outcomes and to determine visitors' perception on their learning experience upon using one of these exhibits. The content of these exhibits focuses on historical and architectural information of a UNESCO World Heritage Site Fatehpur Sikri which majority participants were hardly went there and not even heard of it.This study attempts to perform experimental method with the use of designated tasks, short-term memory recall, questionnaire, and interview in the real museum settings to obtain real users' comments and feedback.The following section of this paper continues to describe the participating digital media.The subsequent section demonstrates the experimental design and procedures. It then presents the results and further discusses the findings. Finally, this paper concludes based on significant findings and proposes possible future research direction.
The importance of user-centered design and evaluation of virtual reality application (VR) cannot ... more The importance of user-centered design and evaluation of virtual reality application (VR) cannot be underestimated, especially for the development of applications that involves massive users. Based on an ongoing effort to develop a usable and meaningful VR to learn cultural heritage through architectural monuments, a series of user evaluation is required to identify usability issues and design improvements from user perspective.Museums has been selected as representatives of informal education settings, based on their role in the dissemination and popularization of knowledge of cultural heritage to the general public and the acquisition and preservation of heritage to displayed and disseminated among public. The objective of this paper is to deliver the results of such evaluation through gauging and analyzing the feedback and subjective opinions of the actual users of the system. This is to subsequently allow for a better implementation of modifications aimed at improving fidelity of the user interface and ease of the system in informal education. Progression and performance is evaluated as this is determined by user's ability to navigate in the VR environment and then recall historical as well as architectural information in order to impart architectural knowledge to the users. Result will provide a systematic approach of the evaluation of the VR system, information for guidance on system refinements and hence allow for comparison of usability levels with other types of learning systems.
Obesity among children around the world has now reached an alarming level. Obesity affects one ou... more Obesity among children around the world has now reached an alarming level. Obesity affects one out of every ten children or teenagers all over the world. Parents should be the one responsible for their children well-being. With the advent of mobile technology, various mobile app have been developed to help people to manage their daily lives. This paper discusses on the development and evaluation of the Body Mass Index (BMI) Percentile Monitor, a mobile app for monitoring children's obesity status by parents. The results of the evaluation indicated that the parents highly rated the application in terms of usefulness, ease of use, hedonic motivation, outcome/future Use and satisfaction.
Interactive media technology promotes self-directed and active learning approaches and has the ca... more Interactive media technology promotes self-directed and active learning approaches and has the capability to foster the learning process. Furthermore, the emergence of persuasive technology has increased the application of interactive media in learning in a variety of ways. Persuasive technology can be implemented in the design and development of a computer application that can persuade users to change their attitudes and behaviours so as to accelerate the learning process. The aim of this paper is to develop a conceptual model of an interactive persuasive learning system to encourage the elderly to use a computer application for learning. Based on a review of the related literature on persuasive technology and interactive media, a conceptual model is developed. The proposed conceptual model will be helpful in the design and development of an interactive media system that encourages engagement in learning processes among the elderly.
This paper presents a conceptual model of enhanced science textbook using Augmented Reality (e-ST... more This paper presents a conceptual model of enhanced science textbook using Augmented Reality (e-STAR). The conceptual model will be used as guidance in designing and developing the e-STAR prototype. Based on our preliminary investigation among form two students, it has been identified that students have the interest in learning science while in school. However, previous studies and statistics show that students lack the motivation to continually pursue their higher education and carrier related to science. Moreover, in Malaysia, there is a downward trend in student’s achievement in Science subject. Science plays a very important role in student’s future endeavors as well as for the development of a nation. Thus, this paper proposes a conceptual model of e-STAR as an effort to motivate students to be more interested in science through the use of Augmented Reality and interactive multimedia elements. The model incorporates several motivation theories and multimedia principles. This pap...
Over the recent years, several persuasive strategies are integrated into the design of software i... more Over the recent years, several persuasive strategies are integrated into the design of software in the healthcare domain. However, most of the current systems are implementing persuasive strategies without describing how it should be integrated. Therefore, the practitioners face difficulties in implementing strategies due to the vague picture of this area. This paper proposes a generalizable software architecture in mobile healthcare to be used independently of the problem domain. One of these domains is the obesity problem among Malaysian children, which it is highest in Southeast Asia countries. In addition, most of the current mobile healthcare architectures lack the persuasive features to persuade parents to monitor their children’s obesity status. This study attempts to design a conceptual persuasive mobile healthcare architecture for parents to monitor their children’s obesity status.
This paper demonstrates a comparative study of three modes of digital media exhibits (high-intera... more This paper demonstrates a comparative study of three modes of digital media exhibits (high-interactive VR, passive video, and low-interactive kiosk). This study attempts to compare the effects of the participating digital media towards visitors' learning outcomes and to determine visitors' perception on their learning experience upon using one of these exhibits. The content of these exhibits focuses on historical and architectural information of a UNESCO World Heritage Site Fatehpur Sikri which majority participants were hardly went there and not even heard of it.This study attempts to perform experimental method with the use of designated tasks, short-term memory recall, questionnaire, and interview in the real museum settings to obtain real users' comments and feedback.The following section of this paper continues to describe the participating digital media.The subsequent section demonstrates the experimental design and procedures. It then presents the results and further discusses the findings. Finally, this paper concludes based on significant findings and proposes possible future research direction.
The importance of user-centered design and evaluation of virtual reality application (VR) cannot ... more The importance of user-centered design and evaluation of virtual reality application (VR) cannot be underestimated, especially for the development of applications that involves massive users. Based on an ongoing effort to develop a usable and meaningful VR to learn cultural heritage through architectural monuments, a series of user evaluation is required to identify usability issues and design improvements from user perspective.Museums has been selected as representatives of informal education settings, based on their role in the dissemination and popularization of knowledge of cultural heritage to the general public and the acquisition and preservation of heritage to displayed and disseminated among public. The objective of this paper is to deliver the results of such evaluation through gauging and analyzing the feedback and subjective opinions of the actual users of the system. This is to subsequently allow for a better implementation of modifications aimed at improving fidelity of the user interface and ease of the system in informal education. Progression and performance is evaluated as this is determined by user's ability to navigate in the VR environment and then recall historical as well as architectural information in order to impart architectural knowledge to the users. Result will provide a systematic approach of the evaluation of the VR system, information for guidance on system refinements and hence allow for comparison of usability levels with other types of learning systems.
Obesity among children around the world has now reached an alarming level. Obesity affects one ou... more Obesity among children around the world has now reached an alarming level. Obesity affects one out of every ten children or teenagers all over the world. Parents should be the one responsible for their children well-being. With the advent of mobile technology, various mobile app have been developed to help people to manage their daily lives. This paper discusses on the development and evaluation of the Body Mass Index (BMI) Percentile Monitor, a mobile app for monitoring children's obesity status by parents. The results of the evaluation indicated that the parents highly rated the application in terms of usefulness, ease of use, hedonic motivation, outcome/future Use and satisfaction.
Interactive media technology promotes self-directed and active learning approaches and has the ca... more Interactive media technology promotes self-directed and active learning approaches and has the capability to foster the learning process. Furthermore, the emergence of persuasive technology has increased the application of interactive media in learning in a variety of ways. Persuasive technology can be implemented in the design and development of a computer application that can persuade users to change their attitudes and behaviours so as to accelerate the learning process. The aim of this paper is to develop a conceptual model of an interactive persuasive learning system to encourage the elderly to use a computer application for learning. Based on a review of the related literature on persuasive technology and interactive media, a conceptual model is developed. The proposed conceptual model will be helpful in the design and development of an interactive media system that encourages engagement in learning processes among the elderly.
This paper presents a conceptual model of enhanced science textbook using Augmented Reality (e-ST... more This paper presents a conceptual model of enhanced science textbook using Augmented Reality (e-STAR). The conceptual model will be used as guidance in designing and developing the e-STAR prototype. Based on our preliminary investigation among form two students, it has been identified that students have the interest in learning science while in school. However, previous studies and statistics show that students lack the motivation to continually pursue their higher education and carrier related to science. Moreover, in Malaysia, there is a downward trend in student’s achievement in Science subject. Science plays a very important role in student’s future endeavors as well as for the development of a nation. Thus, this paper proposes a conceptual model of e-STAR as an effort to motivate students to be more interested in science through the use of Augmented Reality and interactive multimedia elements. The model incorporates several motivation theories and multimedia principles. This pap...
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