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Articles in Multimedia &
ItsApplications
The International Journal of Multimedia & Its Applications
(IJMA)
---ERA, WJCI Indexed---
ISSN: 0975-5578(Online); 0975-5934 (Print)
https://airccse.org/journal/ijma.html
THE CURRENT TRENDS OF AUGMENTED REALITY IN EARLY
CHILDHOOD EDUCATION
Masyarah Zulhaida Masmuzidin and Nor Azah Abdul Aziz Department of Creative Multimedia,
Universiti Pendidikan Sultan Idris, Tanjung Malim, Perak Darul Ridzuan, Malaysia.
ABSTRACT
Augmented Reality has been widely used in various level of education such as higher-level
education, secondary education (lower/upper secondary level), primary education, and in
informal learning. However, the implementation in early childhood education is still limited. By
using library research methodology, the objective of this paper is to investigate the existing work
of augmented reality in early childhood education between 2009-2018. Based on the results, it
shows that the publication of augmented reality in early childhood education increased slowly
within these past ten years. It has been found that the main advantage of augmented reality is to
enhance motivation. Early literacy has been found to be the most used topic with sampling less
than 30 children. Finally, ‘Marker-based’ augmented reality has been widely used with mobile
devices and in term of data collection methods, ‘Test’ has been used the most in this field of
research.
KEYWORDS
Augmented Reality, Child Computer Interaction, Early Childhood Education, Preschool
Full Text: https://aircconline.com/ijma/V10N6/10618ijma05.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
REFERENCES
[1] Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments,
6(4), pp. 355-385.
[2] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in
augmented reality. IEEE Computer Graphics & Application, 21(6), pp. 34-47.
[3] Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and
challenges of augmented reality in education. Computers & education, 62, pp. 41-49.
[4] Rambli, D. R. A., Matcha, W., & Sulaiman, S. (2013). Fun learning with AR alphabet book for
preschool children. Procedia computer science, 25, pp. 211-219.
[5] Gopalan, V. (2016). A study of students’ motivation based on ease of use, engaging, enjoyment and fun
using the augmented reality science textbook. Revista de la Facultad de Ingeniería, 31(5).
[6] Yilmaz, R. M., Kucuk, S., & Goktas, Y. (2017). Are augmented reality picture books magic or real for
preschool children aged five to six?. British Journal of Educational Technology, 48(3), pp. 824-841.
[7] Rasalingam, R. R., Muniandy, B., & Rass, R. (2014). Exploring the application of augmented reality
technology in early childhood classroom in Malaysia. Journal of Research & Method in Education (IOSR-
JRME), 4(5), pp. 33-40.
[8] Jeffri, N. F. S., & Rambli, D. R. A. (2017). Design and development of an augmented reality book and
mobile application to enhance the handwriting-instruction for pre-school children. Open Journal of Social
Sciences, 5(10), pp. 361.
[9] Hsu, Y. S., Lin, Y. H., & Yang, B. (2017). Impact of augmented reality lessons on students’ STEM
interest. Research and Practice in Technology Enhanced Learning, 12(1), pp. 2.
[10] Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2015). Mobile augmented reality in vocational
education and training. Procedia Computer Science, 75, pp. 49-58.
AUTHORS
Masyarah Zulhaida Masmuzidin obtained her MSc in Creative Media Technology with
Computer Animation and Special Effects from University of Bradford, United Kingdom.
Currently, she is a PhD student at Faculty of Art Computing and Creative Industry,
Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes Interactive
Multimedia, Child Computer Interaction, Virtual Reality and Augmented Reality.
Nor Azah Abdul Aziz is an Associate Professor at Faculty of Art Computing and Creative
Industry, Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes
Gestural Interface Design, Child Computer Interaction, Multimedia Application
Development, Islamic Spiritual Psychology , Information Technology, Internet/Web
Filtering, Internet & Society.
GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING
AND LEARNING – A REVIEW
Mohd Hishamuddin Abdul Rahman, Ismail @ Ismail Yusuf Panessai,Noor Anida Zaria Mohd
Noor and Nor Syazwani Mat Salleh
Department of Computing, Faculty of Art, Computing & Creative Industry,Universiti Pendidikan
Sultan Idris, Tanjung Malim, Perak, Malaysia
ABSTRACT
This paper discusses the results of a literature review to identify the elements of gamification in
learning that have been applied in previous studies and their impacts on student learning, with only
taking into account the related studies within the last three years (2016 to 2018). This is done to
determine the most effective and suitable elements of gamification to be applied in our study and at
the same time to identify research gaps that need to be fulfilled in future researches. The results of
this review show that gamification has positive impact on student learning particularly in their
engagement and achievement. Furthermore points, leaderboard and digital badge are the most
applied gamification elements in the studies. The findings will be used as a guide for us in
designing a gamified collaborative learning activities in the 3-dimensional virtual world that will be
carried out later.
KEYWORDS
Gamification, Game-based Learning, Virtual World
Full Text: https://aircconline.com/ijma/V10N6/10618ijma04.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
REFERENCES
[1] Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A
systematic mapping study. Journal of Educational Technology & Society, 18(3), 9.
[2] Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher
education: a systematic literature review. International Journal of Educational Technology in
Higher Education, 14(1), 22.
[3] Google Trend (2017). Game-based learning. Retrieved from https://trends.google.com/trends/
explore? date=today%205-y&q=gamebased%20 learning.
[4] Hoe, T. W. (2015). Gamifikasi dalam pendidikan: Pembelajaran berasaskan permainan.
Tanjong Malim: Universiti Pendidikan Sultan Idris.
[5] Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with
technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17.
[6] Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The
International Journal of Information and Learning Technology, 35(1), 56-79.
[7] Chan, K. Y. G., Tan, S. L., Hew, K. F. T., Koh, B. G., Lim, L. S., & Yong, J. C. (2017).
Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a
law of torts class. Research and Practice in Technology Enhanced Learning, 12(1), 7.
[8] Sepehr, S., & Head, M. (2013, October). Competition as an element of gamification for
learning: an exploratory longitudinal investigation. In Proceedings of the First International
Conference on Gameful Design, Research, and Applications (pp. 2-9). ACM.
[9] Szegletes, L., Koles, M., & Forstner, B. (2015). Socio-cognitive gamification: general
framework for educational games. Journal on Multimodal User Interfaces, 9(4), 395-401.
[10] Alexiou, A., & Schippers, M. C. (2018). Digital game elements, user experience and
learning: A conceptual framework. Education and Information Technologies, 1-23.
[11] Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in
initial teacher training in the social sciences: an experiment with MinecraftEdu. International
Journal of Educational Technology in Higher Education, 13(1), 2.
[12] González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero-
Gordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the
gamification of educational activities. Computers in Human Behavior, 55, 529-551.
[13] Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students
through game mechanics: Findings from two experiment studies. Computers & Education, 92,
221-236
[14] Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and
gamification to promote engagement and motivation in medical learning contexts. Smart
Learning Environments, 3(1), 5.
[15] Spires, H. A., & Lester, J. C. (2016). Game-based learning: creating a multidisciplinary
community of inquiry. On the Horizon, 24(1), 88-93.
Authors
Dr. Mohd Hishamuddin Abdul Rahman is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards
educational technology, multimedia, virtual learning environment, game-based learning and
gamification, virtual and augmented reality and also on new media in teaching and learning.
Dr. Ismail @ Ismail Yusuf Panessai is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards
Artificial Intelligence, Artificial Intelligence in education, VRP and Control System.
Dr. Noor Anida Zaria Binti Mohd Noor is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards
Information Technology, Knowledge Management, Knowledge Integration and Project
Management.
Dr. Nor Syazwani Binti Mat Salleh is a senior lecturer at the Faculty of Art, Computing &
Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards
ICTs in Education, Art & Design, Graphic Design and Personalized Learning.
EXPLORING VIRTUAL REALITY
APPLICATION IN TOURISM: VR BUKIT
PUTERI
Maizan Mat Amin, Wan Mohd Rizhan Wan Idris, Normala Rahim,Nur Saadah Mohd Sapri,
IsmahafeziIsmail,Wan Malini Wan Isa and Muhammad Hazwan Mohamad
School of Multimedia, Faculty of Informatics and Computing,Universiti Sultan Zainal Abidin,
BesutCampus,22200, Besut, Terengganu, Malaysia
ABSTRACT
Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence,
this application entitled VR Bukit Puteri is designed and developed as a medium to promote and
attract tourists to visit this natural cultural heritage place in Terengganu. This application is
particularly very useful for the user to get information or learn interactively about history and
artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the
development of this application. In addition, the gaze interaction technique had been successfully
used to add more interactivity and user- friendliness to this application. The framework, interface
design, testing and expert evaluation may also serve as guidelines in developing similar VR
application in another domain. The author would consider gamification elements, engaging
activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These
engagement elements can be a great counterpart to increase user experience in virtual world.
KEYWORDS
Virtual reality, tourism, expert evaluation, historic place, mobile based VR application
Full Text: https://aircconline.com/ijma/V13N6/13621ijma02.pdf
Volume Link: https://www.airccse.org/journal/ijma_current21.html
REFERENCES
[1] W. M. R. W. (2017) Amin, M. M., Rahim, N., Safei, S., & Idris, “Utilization of Automated
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[3] A. R. Amin, M. M., Lan, J. Y. A., Makhtar, M., & Mamat, “A Decision Tree Based
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45–48, 2018.
[4] A. Bec, B. Moyle, K. Timms, V. Schaffer, L. Skavronskaya, and C. Little, “Management of
immersive heritage tourism experiencs: A conceptual model,” Tour. Manag., 2019, doi:
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virtual reality heritage system: Applications for digital tourism,” Remote Sens., vol. 12, no. 16,
2020, doi: 10.3390/RS12162583. The International Journal of Multimedia & Its Applications
(IJMA) Vol.13, No. 6, December 2021 25
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[8] M. Harun, M. N. S., & Samsudin, “Sejarah Bukit Puteri Sebagai Tapak Warisan Kebudayaan
Semulajadi di Negeri Terengganu,” J. Perad., vol. 12(1), pp. 103–118, 2019.
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[13] E. Marchiori, E. Niforatos, and L. Preto, “Measuring the Media Effects of a Tourism-Related
Virtual Reality Experience Using Biophysical Data,” in Information and Communication
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[14] R. Yung and C. Khoo-Lattimore, “New realities: a systematic literature review on virtual
reality and augmented reality in tourism research,” Curr. Issues Tour., vol. 22, no. 17, pp. 2056–
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[15] N. E. M. Mofokeng and T. K. Matima, “Future tourism trends: Virtual Reality based tourism
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[16] J. Beck, M. Rainoldi, and R. Egger, “Virtual reality in tourism: a state-of-the-art review,”
Tour. Rev., vol. 74, no. 3, pp. 586–612, 2019, doi: 10.1108/TR-03-2017-0049.
RECENT TRENDS AND RESEARCH ISSUES IN VIDEO ASSOCIATION
MINING
Arindam Sarkar1
and J. K. Mandal2
Vijayakumar.V 1
and Nedunchezhian.R 2
1
Research Scholar, Bharathiar University, Coimbatore, & Department of Computer
Applications, Sri Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India - 641 022
2
Professor and Head, Department of Information Technology, Sri Ramakrishna Engineering
College, Coimbatore, Tamil Nadu, India-641 022
ABSTRACT
With the ever-growing digital libraries and video databases, it is increasingly important to
understand and mine the knowledge from video database automatically. Discovering association
rules between items in a large video database plays a considerable role in the video data mining
research areas. Based on the research and development in the past years, application of association
rule mining is growing in different domains such as surveillance, meetings, broadcast news, sports,
archives, movies, medical data, as well aspersonal and online media collections. The purpose of this
paper is to provide general framework of mining the association rules from video database. This
article is also represents the research issues in video association mining followed by the recent
trends.
KEY WORDS
Temporal Frequent Pattern; Video classification; Event Detection
Full Text: https://aircconline.com/ijma/V3N4/3411ijma05.pdf
Volume Link: https://www.airccse.org/journal/ijma_current11.html
REFERENCES
[1] Bhatt, C.A. & Kankanhalli, M.S., (2011) “Multimedia data mining: state of the art and
challenges”, Multimedia Tools Appl., Vol. 51, pp. 35–76.
[2] Zhu, X., Wu, X., Elmagarmid, A., Feng, Z. & Wu, L., (2005) “Video Data Mining: Semantic
Indexing and Event Detection from the Association perspective”, IEEE Transactions on
Knowledge and Data Engineering, Vol. 17, No.5, pp. 1-14.
[3] Oh, J., Lee, J., & Hwang, S., (2005) “Video Data Mining,” Idea group.
[4] Marcela X. Ribeiro, Agma J. M. Traina, Caetano Traina, Jr., & Paulo M. Azevedo-Marques,
(2008) “An Association Rule-Based Method to Support Medical Image Diagnosis With
Efficiency”, IEEE Transactions On Multimedia, Vol. 10, No. 2, pp. 277-285.
[5] Lin Lin, Mei-Ling Shyu, Guy Ravitz & Shu-Ching Chen, (2009) “Video Semantic Concept
Detection via Associative Classification”, In the proceedings of IEEE International Conference
on Multimedia and Expo (ICME09), USA, pp. 418-421.
[6] Sunita Soni & O.P.Vyas, (2010) “Using Associative Classifiers for Predictive Analysis in
Health Care Data Mining”, International Journal of Computer Applications , Vol 4 – No.5, pp.
33-37.
[7] Lin Lin, , & Mei-Ling Shyu, (2010) “Weighted association rule Mining for Video Semantic
Detection”, International Journal of Multimedia Data Engineering and Management, Vol 1- No-1,
pp. 37-54.
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association rule mining to enrich semantic concepts for video retrieval”, In proceedings of
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items in large databases”, In Proceedings of ACM SIGMOD Conference on Management of
Data, Washington DC, USA, pp 207-216.
[10] Lin Lin, Guy Ravitz, Mei-Ling Shyu, & Shu-Ching Chen, (2007) “Video Semantic Concept
Discovery Using Multimodal-Based Association Classification”, In Proceedings of ICME, pp.
859- 863.
[11] Min Chen, Shu-Ching Chen, & Mei-Ling Shyu, (2007) “Hierarchical Temporal Association
Mining for Video Event Detection in Video Databases”, In Proceedings of IEEE 23rd
International Conference on Data Engineering Workshop.
[12] J. Han, J. Pei, & Y. Yin, (2000) “Mining frequent patterns without candidate generation”, In
Proceedings of ACM-SIGMOD Int’l Conf on Management of Data (SIGMOD’00). Dallas, TX,
New York: ACM Press, pp. 1-12.
[13] R. Agrawal, & R. Srikant, (1994) “Fast algorithms for mining association rules”, In
Proceedings of the 20th Int’l Conf on Very Large Databases (VLDB’94), Santiago, pp. 487-499.
[14] Nan Jiang & Le Gruenwald, (2006) “Research Issues in Data Stream Association Rule
Mining”, SIGMOD Record, Vol. 35, No. 1, pp.14-20.
[15] Jian Pei (2002) “Pattern-Growth Methods for Frequent Pattern Mining”, Doctoral
Dissertation Simon Fraser University Burnaby, BC, Canada, Canada
Authors
Vijayakumar.V, Assistant Professor in the Department of Computer Applications, Sri
Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India. He is currently pursuing his
doctoral degree at Bharathiar University, Coimbatore, Tamil Nadu, India in the area of
Multimedia Data Mining. He obtained his M.C.A degree and M.Phil degree in Computer-Science
from Bharathiar University, Coimbatore. His research interests are Data Mining, Multimedia
Information Retrieval, Image and Video Processing. He has presented four papers in National /
International Conference and one in journal. He has guided several undergraduate, post-graduate
projects and seven M.Phil research scholars. He is a student member of IEEE and life member of
ISTE.
Dr. Nedunchezhian. R. is working as the Professor and Head in the department of Information
Technology, Sri Ramakrishna Engineering College, Coimbatore. He has more than 18 years of
experience in research and teaching. Currently, he is guiding many Ph.D scholars of the Anna
University, Coimbatore, and the Bharathiar University. His research interests are knowledge
discovery and data mining, distributed computing, and database security. He has published many
research papers in national/international conferences and journals. He has edited a book entitled
“Handbook of Research on Soft Computing Applications for Database Technologies: Techniques
and Issues” which was published by IGI publications, USA in April, 2010. He is a Life member
of Advanced Computing and Communication Society and ISTE.
AR-SIS: AUGMENTED REALITY APPLICATION TO ENCOURAGE
STEM TEACHING AND LEARNING
Nadia Akma Ahmad Zaki, Nor Zuhaidah Mohamed Zain and Asmafitri Zanilabdin Computing
Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan
Idris, Tanjong Malim, Perak, Malaysia
ABSTRACT
Augmented reality in STEM education has been identified to be useful to students as indicated in
many studies. However, the interest of the students towards STEM education is reportedly
declining. Thus, this study supports the concept of STEM education through the development of
an AR application namely ARSiS that aims to encourage students to study Science subjects. The
objective of this study is to develop and evaluate the usability AR-SiS application in teaching the
solar system sub-topic. The respondents of this study consist of two categories, namely five
teachers and twenty students (Year 4 to 6). The result found that both categories of respondents
showed a high mean score on learnability and satisfaction toward the use of AR-SiS application.
Hence, it is hoped that this study will benefit the students who are interested in STEM education
and contribute the teachers a chance to diversify the teaching aids in the classroom.
KEYWORDS
Augmented Reality, Encourage, Teaching, Learning, STEM
Full Text: https://aircconline.com/ijma/V10N6/10618ijma01.pdf
Volume Link: https://www.airccse.org/journal/ijma_current18.html
REFERENCES
[1] Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality
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Technology & Society, 17(4), 133–149. https://doi.org/ISSN 1436-4522 (online)
[2] Chen, C.-M., & Tsai, Y.-N. (2012). Interactive Augmented Reality Game for Enhancing
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contextual mobile learning. Interactive Technology and Smart Education, 13(2), 123 –146.
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[4] Lin, C.-Y., Chai, H.-C., Wang, J., Chen, C.-J., Liu, Y.-H., Chen, C.-W., Huang, Y.-M.
(2016). Augmented reality in educational activities for children with disabilities. Displays, 42,
51–54. https://doi.org/https://doi.org/10.1016/j.displa.2015.02.004
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[6] Muhammad Abd Hadi Bunyamin. (2015, November). Pendidikan STEM Bersepadu:
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Persatuan Pendidikan Sains Dan Matematik Johor, (25(1)), 1–6. Retrieved from
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[8] Taucan, R. J. (2017, October 30). Hanya 21 peratus pelajar minat STEM. Retrieved from
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[9] Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A
systematic review. Computers and Education, 123, 109–123.
https://doi.org/10.1016/j.compedu.2018.05.002
[10] Hsu, Y.-S., Lin, Y.-H., & Yang, B. (2017). Impact of augmented reality lessons on
students’ STEM interest. Research and Practice in Technology Enhanced Learning, 12(1), 2.
https://doi.org/10.1186/s41039-016-0039-z The International Journal of Multimedia & Its
Applications (IJMA) Vol.10, No.6, December 2018 10
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EDUCON, (April 2014), 803–806. https://doi.org/10.1109/EDUCON.2014.6826187
[12] Gebril, Z. M., Ah-choo, K., May-chan, Y., & Parhizkar, B. (2012). Innovative Learning
of Solar System using Augmented Reality for Primary School Children. International
Proceedings of Economics Development & Research, 41(June), 156–160.
[13] Chen, C.-M., & Tsai, Y.-N. (2012). Interactive Augmented Reality Game for Enhancing
Library Instruction in Elementary Schools. Computers & Education, 59, 638–652.
[14] Freeman, B., Marginson, S., & Tytler, R. (2014). The Age of STEM: Educational Policy
and Practice Across the World in Science, Technology, Engineering and Mathematics.
Routledge.
[15] Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented
reality for the classroom. Computers & Education, 68, 557–569.
https://doi.org/https://doi.org/10.1016/j.compedu.2013.02.015
A SHORT SURVEY OF IRIS IMAGES DATABASES
Mustafa M. Alrifaee, Mohammad M. Abdallah and Basem G. Al
OkushAl-Zaytoonah University of Jordan, Amman,
Jordan
ABSTRACT
Iris recognition is the most accurate form of biometric identification. The robustness of iris
recognition comes from the unique characteristics of the human iris texture as it is stable over the
human life, and the environmental effects cannot easily alter its shape. In most iris recognition
systems, ideal image acquisition conditions are assumed. These conditions include a near infrared
(NIR) light source to reveal the clear iristexture as well as look and stare constraints and close
distance from the capturing device. However, recent advances on iris recognition have proposed
different methods to process iris images captured in unconstrained environments. These
environments include a visible wavelength (VW) light source, on the move and over distance from
the capturing device. This research states the most used iris databases and describes their imaging
framework along with all characteristics of iris images in each database.
KEYWORDS
Iris recognition, unconstrained environments, near infrared light, visible wavelength.
Full Text: https://aircconline.com/ijma/V9N2/9217ijma01.pdf
Volume Link: https://www.airccse.org/journal/ijma_current17.html
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database/. Last Accessed (Dec 2016).
[7] Multimedia-University. MMU Database [Online]. Available:
http://pesona.mmu.edu.my/~ccteo/. Last Accessed (Dec 2016).
[8] National-Institute-of-Standard-and-Technology. Iris Challenge Evaluation Database
[Online]. Available: http://www.nist.gov/itl/iad/ig/ice.cfm. Last Accessed (Dec 2016).
[9] West-Virginia-University. WVU Iris Database [Online]. Available:
http://www.csee.wvu.edu/~xinl/demo/nonideal_iris.html. Last Accessed (Dec 2016).
[10] University-of-Palackeho-and-Olomouc. UPOL Iris Database [Online]. Available:
http://phoenix.inf.upol.cz/iris/. Last Accessed (Dec 2016).
[11] H. Proença and L. Alex, "UBIRIS: A noisy iris image database," in Proceedings of the
13th International Conference on Image Analysis and Processing - ICIAP, 2005.
[12] H. Proenc
̧ a and L. A. Alexandre, "Toward noncooperative iris recognition: a
classification approach using multiple signatures," Transactions on Pattern Analysis and
Machine Intelligence, vol. 29, pp. 607-12, Apr 2007.
[13] H. Proenc
̧ a, S. Filipe, R. Santos, J. Oliveira, and L. A. Alexandre, "The UBIRIS.v2: a
database of visible wavelength iris images captured on-the-move and at-a-distance," IEEE
Transaction Pattern Analysis and Machine Intelligence, vol. 32, pp. 1529-35, Aug 2010.
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rmation-leaflet.pdf. Last Accessed (Dec 2016).
[15] S. Hosseini and S. Mohammad, "Review Banking on Biometric in the World’s Banks and
Introducing a Biometric Model for Iran’s Banking System," Basic and Applied Scientific
Research, vol. 2, pp. 9152-9160, 2012.
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http://www.sans.org/readingroom/whitepapers/authentication/iris-recognition- technology-
improvedauthentication-132. Last Accessed (Dec 2016).
ANALYTIC OF CHINA CYBERATTACK
Robert Lai, CISSP-ISSAP, ISSEP, CAP, CEH, CSSLP1
and Syed (Shawon) Rahman,
Ph.D.21
School of Business & Technology, Capella University, Minneapolis, MN 55402,
2
Assistant Professor, University of Hawaii-Hilo, Hilo,
USA and Adjunct Faculty, Capella University,
ABSTRACT
China cyberattack has become aggressive, disruptive, stealthy, and sophisticated. Apparently,
China’s advantage is more on the cognitive domain than technical domain since information
systems security is art and science—in some case, it is more art than science. Knowledge is the best
weapon for cyber warfare since one of the Sun Tze’s Art of War principles is “know your enemy”.
Therefore, an analytic of China cyberattack must scrutinize the national interest, goals and
philosophies, culture, worldview, and behavioral phenomena of China.
KEYWORDS
China, Cyberattack, Cyberattack, Analytic, Strategic Advantage, Information Warfare
Full Text: https://aircconline.com/ijma/V4N3/4312ijma04.pdf
Volume Link: https://www.airccse.org/journal/ijma_current12.html
REFERENCES
[1]. J. Arquilla and D. Ronfeldt, “Cyberwar is Coming!,” 1993. [Online]. Available:
http://www.rand.org/pubs/reprints/RP223/. [Accessed: 28-Apr-2012].
[2]. T. Galdi, “CRS 95-1170F: Revolution in Military Affairs?,” 11-Dec-1995. [Online].
Available: http://www.fas.org/man/crs/95-1170.htm. [Accessed: April 11, 2012].
[3]. L. Kamienski, “The RMA and War Powers,” Strategic Insights, vol. 2, no. 9, 2003.
[4]. B. Krekel, “Capability of the People’s Republic of China to Conduct Cyber Warfare and
Computer Network Exploitation,” DTIC Document, 2009.
[5]. J. E. Bruzdzinski, “Demystifying Shashoujian: China’s ‘Assassin’s Mace’ Concept,” Sep-
2004. [Online]. Available:
http://www.mitre.org/work/best_papers/04/bruzdzinski_demystify/bruzdzinski_demystify.pdf.
[6]. E. Talmadge, “Chinese Missile Could Shift Pacific Power Balance,” 06-Aug-2010.
[Online]. Available: http://www.csmonitor.com/From-the-news-wires/2010/0806/Chinese-
Missile-could-shift-Pacific-power-balance. [Accessed: May 11, 2012].
[7]. D. D. Clark and S. Landau, “Untangling Attribution,” 2010. [Online]. Available:
http://www.nap.edu/openbook.php?record_id=12997&page=25. [Accessed: 11-Dec-2011].
[8]. K. Coleman, “Defense Tech: China’s Cyber Forces,” 08-May-2008. [Online]. Available:
http://defensetech.org/2008/05/08/chinas-cyber-forces/. [Accessed: May 20, 2012].
[9]. B. Engelmann and P. Cordaro, Eds., Cyber Commander’s Handbook. 2010.
[10].D. Sevastopulo, “Hackers breach White House system,” Financial Times, United
Kingdom, London (UK), p. 6, 2008.
[11].J. Rogin, “The Top 10 Chinese Cyber Attacks (that we know of),” 22-Jan-2010. [Online].
Available:
http://thecable.foreignpolicy.com/posts/2010/01/22/the_top_10_chinese_cyber_attacks_that_
we_know_of.
[12].T. Greene, “Chinese Hack on U.S. Chamber of Commerce Went Undetected for 6
Months,” 21-Dec-2011. [Online]. Available:
http://podcasts.infoworld.com/d/security/chinese-hack-us-chamber-commerce-
wentundetected-6-months-182435?_kip_ipx=816219059-1326849376&source=rss_security.
[Accessed: 18-Jan-2012].
[13].G. Smith, “Chinese Hackers Used ‘Spear Phishing’ To Attack U.S. Chamber Of
Commerce,” 21-Dec-2011. [Online]. Available:
http://www.huffingtonpost.com/2011/12/21/chinese-hackers_n_1163524.html.
[14].“US Chamber of Commerce Hit by Chinese Hackers,” 21-Dec-2011. [Online]. Available:
http://thehackernews.com/2011/12/us-chamber-of-commerce-hit-by-chinese.html. [Accessed:
1/18/2012].
[15].M. Riley and J. Walcott, “China-Based Hacking of 760 Companies Shows Cyber Cold
War,” 14-Dec-2011. [Online]. Available: http://www.bloomberg.com/news/2011-12-
13/china-based-hacking-of-760-companiesreflects-undeclared-global-cyber-war.html.
[Accessed: 24-Jan-2012].
[16].J. Kirk, “iBahn, Supplier of Hotel Internet Services, Denies Breach,” 15-Dec-2011.
[Online]. Available: http://www.networkworld.com/news/2011/121511-ibahn-supplier-of-
hotel-internet-254110.html.
SELECTION SORTING ALGORITHM VISUALIZATION USING FLASH
Hadi Sutopo
Department of Informatics, Universitas Persada Indonesia YAI, Jakarta, Indonesia
hadi@topazart.info
ABSTRACT
This paper is intended to develop an algorithm visualization, particularly selection sorting for an
Algorithm and Programming course. Algorithm visualization technology graphically illustrates how
algorithms work. This visualization can be used to explain how all data move to the proper position
in order to be sorted in a display computer for education. This research consists of 6 steps which
are concept, design, obtaining content material, assembly, testing, and distribution. During the
testing step, the application is run and checked to confirm that it performs exactly what the author
has intended and the students can learn selection sorting algorithm by studying the visualization.
Subjects of the research were students at Department of Informatics Universitas Persada Indonesia
YAI for implementation of the learning. The data were analysed using the analytic descriptive
method and interpreted in a narrative way based on the research findings. The algorithm
visualization indicates that students increase their motivation and ability to program variety of
sorting in programming language they learn.
KEYWORDS
Multimedia, Algorithm, Sorting, Flash movie, ActionScript
Full Text: https://aircconline.com/ijma/V3N1/3111ijma03.pdf
Volume Link: https://www.airccse.org/journal/ijma_current12.html
REFERENCES
[1] Semiawan, Conny R, (2009) Landasan Pembelajaran dalam Perkembangan Manusia,
Jakarta: Center for Human Capacity Development.
[2] Sfenrianto, (2009) “A Model of Adaptive E-Learning System Based on Student's
Motivation”, Proceedings from ICCIT-09: International Conference on Creative
Communication and Innovative Technology, 2009. Tangerang: CCIT Journal.
[3] Sedgewick, Robert , (2001) Algorithms in C++, Third Ediition, Massachusetss: Addison-
Wesley
[4] Tenenbaum M, Aaron & Augenstein, Moshe J, (1981) Data Structures Using Pascal,
Englewoods Cliffs, Prentice Hall.
[5] Hearn, Donald, and Pauline Baker, (1996) Computer Graphics C Version, 2nd edition.
Upper Saddle River, NJ: Prentice Hall International, Inc.
[6] Vaughan, Tay, (2006) Multimedia Making it Work, Yogyakarta: Andi Publisher.
[7] Anleigh, Prabath K & Thakar, Kiran, (1997) Multimedia Systems Design, Upper Saddle
River: Prentice Hall.
[8] Bhatnager, Gaurav, Sikha Metha and Sugata Mitra, (2001) Introduction to Multimedia
Systems, London: Academic Press.
[9] Luther, Arc C, (1994) Authoring Interactive Multimedia. Boston: AP Professional.
[10] Sutopo, Ariesto H, (2003) Multimedia Interaktif dengan Flash. Yogyakarta: Graha ilmu.
[11] Ypenburg, Derrick, (2009) ActionScript 3.0, Berkeley, CA: Peachpit Press.
[12] Franklin, Derek & Jobe Makar, (2002) Macromedia Flash MX ActionScripting
Advanced Training from the Source, Berkeley, CA: Macromedia Press.
[13] Sutopo, Ariesto H, (2003) Integrasi Flash dengan ASP, Jakarta: Elex Media Komputindo.
Authors
Hadi Sutopo was born in Cilacap, Indonesia on April 15, 1945. He is Doctor of Education in
Educational Technology of the Jakarta State University, graduated in November 2009. In 1998 he
earned Master of Information Systems at Post Graduate Program Gunadarma University, Jakarta. In
1995 he graduated from the Universitas Persada Indonesia YAI. Jakarta, majoring in Informatics.
Hadi is currently a lecturer of Multimedia at the Universitas Persada Indonesia YAI and some other
universities in Jakarta, Indonesia since 1998. He wrote many books on multimedia and information
technology. The books are Pemrograman Berorientasi Objek dengan Java (Yogyakarta, Indonesia:
Graha Ilmu, 1995), Desain Buku dengan Adobe InDesign Jakarta, Indonesia: Elex Media Komputindo,
2006), and Pemrograman Flash dengan PHP dan MySQL (Yogyakarta, Indonesia: Graha Ilmu, 2007).
Current interest research is information technology especially multimedia.
Dr. Hadi Sutopo, MMSI is a member of Indonesian Association of Educational Technology (IPTPI)
and Association of Education and Communication Technology (AECT). He works in editorial team of
Educational Technology Journal and Multimedia Journal in Jakarta, Indonesia.
MEASURING SUSTAINABLE DEVELOPMENT EDUCATION FOR INFORMATION
TECHNOLOGY EDUCATION PROGRAM REVIEW USING STAUNCH© CRITERIA
INSTRUMENT
Martin Shafiihuna Haufiku and Maizatul Hayati Mohamad Yatim
Department of Computing, Faculty of Arts, Computing and Creative Industry, Universiti Pendidikan
Sultan Idris, Malaysia
ABSTRACT
This article explains the results of a study that focuses on measuring Sustainable Development (SD)
education for Information Technology Education (ITE) program review in UPSI. A Sustainable
Development Education Model (SDEM) was constructed in this study using two integration
approaches, namely a horizontal integration and a vertical integration. Both integration approaches
were used to measure courses offered in the existing program with selected courses on the
implementation of the SD education. The SD education in the selected programming and networking
courses was measured using a self-assessment of sustainability criteria based on the Sustainability
Tool for Assessing Universities Curricula Holistically (or STAUNCH©). STAUNCH© is an
analytical software used to analyze courses and academic programs across all disciplines specifically
on assessing the contribution of their curricula to SD. The software analyzed two parts of SD
education evaluation which are curriculum evaluation and concept evaluation, using descriptive
statistics with percentage cross-tabulation method. The results from the first part show that there is a
normal distribution in ESD contribution by each course and a low indication on the grade strength for
SD contribution in curriculum evaluation. The results from the second part show that there is a high
importance to agree on the components used in the design of SD integration concept and an average
rate of SD integration into the curriculum. For the teaching and learning method used, it was found
that a cross-disciplinary approach, a mix-method approach, and a project-based learning (PBL) is
extremely important for the successful SD integration into the curriculum. The study concludes that
upon measuring the selected programming and networking courses in the ITE program, the SD
integration within these courses are above average and necessary steps are needed to be taken
accordingly. The study implies that SD education not only benefits the curriculum provider, but also
the students because they are the future inheritors of technology as it benefits a sustainable future.
KEYWORDS
Sustainability development (SD), STAUNCH©, information technology education program review
Full Text: https://aircconline.com/ijma/V14N1/14122ijma01.pdf
Volume Link: https://airccse.org/journal/ijma_current22.html
REFERENCES
[1] Adams, R., Martin, S., & Boom, K. (2018). University culture and sustainability:
Designing and implementing an enabling framework. Journal of Cleaner Production, 171,
434-445.
[2] De Andrade Guerra, J. B. S. O., Garcia, J., de Andrade Lima, M., Barbosa, S. B., Heerdt,
M. L., & Berchin, I. I. (2018). A proposal of a Balanced Scorecard for an environmental
education program at universities. Journal of Cleaner Production, 172, 1674–1690.
[3] Khalili, N. R., Duecker, S., Ashton, W., & Chavez, F. (2015). From cleaner production to
sustainable development: The role of academia. Journal of Cleaner Production, 96, 30-43.
[4] United Nations (1987). World Commission on Environment and Development, “Report of
the World Commission on Environment and Development: Our Common Future” in the
United Nations Conference on Environment and Development.
[5] Purvis, B., Mao, Y., & Robinson, D. (2019). Three pillars of sustainability: in search of
conceptual origins. Sustainability Science, 14(3), 681-695.
[6] Dlouhá, J., Henderson, L., Kapitulčinová, D., & Mader, C. (2018). Sustainability -oriented
higher education networks: Characteristics and achievements in the context of the UN DESD.
Journal of Cleaner Production, 172, 4263-4276.
[7] Trechsel, L. J., Zimmermann, A. B., Graf, D., Herweg, K., Lundsgaard-Hansen, L., Rufer,
L., . . . Wastl-Walter, D. (2018). Mainstreaming Education for Sustainable Development at a
Swiss University: Navigating the Traps of Institutionalization. Higher Education Policy,
31(4), 471-490.
[8] Dlouhá, J., & Pospíšilová, M. (2018). Education for Sustainable Development Goals in
public debate: The importance of participatory research in reflecting and supporting the
consultation process in developing a vision for Czech education. Journal of Cleaner
Production, 172, 4314- 4327.
[9] UNESCO (2021). The sustainable development goals.
https://unstats.un.org/sdgs/report/2021/TheSustainable-Development-Goals-Report-2021.pdf

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The International Journal of Multimedia & Its Applications (IJMA)

  • 1. January 2024: Top Read Articles in Multimedia & ItsApplications The International Journal of Multimedia & Its Applications (IJMA) ---ERA, WJCI Indexed--- ISSN: 0975-5578(Online); 0975-5934 (Print) https://airccse.org/journal/ijma.html
  • 2. THE CURRENT TRENDS OF AUGMENTED REALITY IN EARLY CHILDHOOD EDUCATION Masyarah Zulhaida Masmuzidin and Nor Azah Abdul Aziz Department of Creative Multimedia, Universiti Pendidikan Sultan Idris, Tanjung Malim, Perak Darul Ridzuan, Malaysia. ABSTRACT Augmented Reality has been widely used in various level of education such as higher-level education, secondary education (lower/upper secondary level), primary education, and in informal learning. However, the implementation in early childhood education is still limited. By using library research methodology, the objective of this paper is to investigate the existing work of augmented reality in early childhood education between 2009-2018. Based on the results, it shows that the publication of augmented reality in early childhood education increased slowly within these past ten years. It has been found that the main advantage of augmented reality is to enhance motivation. Early literacy has been found to be the most used topic with sampling less than 30 children. Finally, ‘Marker-based’ augmented reality has been widely used with mobile devices and in term of data collection methods, ‘Test’ has been used the most in this field of research. KEYWORDS Augmented Reality, Child Computer Interaction, Early Childhood Education, Preschool Full Text: https://aircconline.com/ijma/V10N6/10618ijma05.pdf Volume Link: https://www.airccse.org/journal/ijma_current18.html
  • 3. REFERENCES [1] Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators & Virtual Environments, 6(4), pp. 355-385. [2] Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Julier, S., & MacIntyre, B. (2001). Recent advances in augmented reality. IEEE Computer Graphics & Application, 21(6), pp. 34-47. [3] Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current status, opportunities and challenges of augmented reality in education. Computers & education, 62, pp. 41-49. [4] Rambli, D. R. A., Matcha, W., & Sulaiman, S. (2013). Fun learning with AR alphabet book for preschool children. Procedia computer science, 25, pp. 211-219. [5] Gopalan, V. (2016). A study of students’ motivation based on ease of use, engaging, enjoyment and fun using the augmented reality science textbook. Revista de la Facultad de Ingeniería, 31(5). [6] Yilmaz, R. M., Kucuk, S., & Goktas, Y. (2017). Are augmented reality picture books magic or real for preschool children aged five to six?. British Journal of Educational Technology, 48(3), pp. 824-841. [7] Rasalingam, R. R., Muniandy, B., & Rass, R. (2014). Exploring the application of augmented reality technology in early childhood classroom in Malaysia. Journal of Research & Method in Education (IOSR- JRME), 4(5), pp. 33-40. [8] Jeffri, N. F. S., & Rambli, D. R. A. (2017). Design and development of an augmented reality book and mobile application to enhance the handwriting-instruction for pre-school children. Open Journal of Social Sciences, 5(10), pp. 361. [9] Hsu, Y. S., Lin, Y. H., & Yang, B. (2017). Impact of augmented reality lessons on students’ STEM interest. Research and Practice in Technology Enhanced Learning, 12(1), pp. 2. [10] Bacca, J., Baldiris, S., Fabregat, R., & Graf, S. (2015). Mobile augmented reality in vocational education and training. Procedia Computer Science, 75, pp. 49-58. AUTHORS Masyarah Zulhaida Masmuzidin obtained her MSc in Creative Media Technology with Computer Animation and Special Effects from University of Bradford, United Kingdom. Currently, she is a PhD student at Faculty of Art Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes Interactive Multimedia, Child Computer Interaction, Virtual Reality and Augmented Reality. Nor Azah Abdul Aziz is an Associate Professor at Faculty of Art Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Malaysia. Her research interest includes Gestural Interface Design, Child Computer Interaction, Multimedia Application Development, Islamic Spiritual Psychology , Information Technology, Internet/Web Filtering, Internet & Society.
  • 4. GAMIFICATION ELEMENTS AND THEIR IMPACTS ON TEACHING AND LEARNING – A REVIEW Mohd Hishamuddin Abdul Rahman, Ismail @ Ismail Yusuf Panessai,Noor Anida Zaria Mohd Noor and Nor Syazwani Mat Salleh Department of Computing, Faculty of Art, Computing & Creative Industry,Universiti Pendidikan Sultan Idris, Tanjung Malim, Perak, Malaysia ABSTRACT This paper discusses the results of a literature review to identify the elements of gamification in learning that have been applied in previous studies and their impacts on student learning, with only taking into account the related studies within the last three years (2016 to 2018). This is done to determine the most effective and suitable elements of gamification to be applied in our study and at the same time to identify research gaps that need to be fulfilled in future researches. The results of this review show that gamification has positive impact on student learning particularly in their engagement and achievement. Furthermore points, leaderboard and digital badge are the most applied gamification elements in the studies. The findings will be used as a guide for us in designing a gamified collaborative learning activities in the 3-dimensional virtual world that will be carried out later. KEYWORDS Gamification, Game-based Learning, Virtual World Full Text: https://aircconline.com/ijma/V10N6/10618ijma04.pdf Volume Link: https://www.airccse.org/journal/ijma_current18.html
  • 5. REFERENCES [1] Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Journal of Educational Technology & Society, 18(3), 9. [2] Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22. [3] Google Trend (2017). Game-based learning. Retrieved from https://trends.google.com/trends/ explore? date=today%205-y&q=gamebased%20 learning. [4] Hoe, T. W. (2015). Gamifikasi dalam pendidikan: Pembelajaran berasaskan permainan. Tanjong Malim: Universiti Pendidikan Sultan Idris. [5] Tsay, C. H. H., Kofinas, A., & Luo, J. (2018). Enhancing student learning experience with technology-mediated gamification: An empirical study. Computers & Education, 121, 1-17. [6] Alsawaier, R. S. (2018). The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology, 35(1), 56-79. [7] Chan, K. Y. G., Tan, S. L., Hew, K. F. T., Koh, B. G., Lim, L. S., & Yong, J. C. (2017). Knowledge for games, games for knowledge: designing a digital roll-and-move board game for a law of torts class. Research and Practice in Technology Enhanced Learning, 12(1), 7. [8] Sepehr, S., & Head, M. (2013, October). Competition as an element of gamification for learning: an exploratory longitudinal investigation. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 2-9). ACM. [9] Szegletes, L., Koles, M., & Forstner, B. (2015). Socio-cognitive gamification: general framework for educational games. Journal on Multimodal User Interfaces, 9(4), 395-401. [10] Alexiou, A., & Schippers, M. C. (2018). Digital game elements, user experience and learning: A conceptual framework. Education and Information Technologies, 1-23. [11] Cózar-Gutiérrez, R., & Sáez-López, J. M. (2016). Game-based learning and gamification in initial teacher training in the social sciences: an experiment with MinecraftEdu. International Journal of Educational Technology in Higher Education, 13(1), 2. [12] González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero- Gordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 55, 529-551. [13] Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92, 221-236 [14] Pesare, E., Roselli, T., Corriero, N., & Rossano, V. (2016). Game-based learning and gamification to promote engagement and motivation in medical learning contexts. Smart Learning Environments, 3(1), 5. [15] Spires, H. A., & Lester, J. C. (2016). Game-based learning: creating a multidisciplinary community of inquiry. On the Horizon, 24(1), 88-93.
  • 6. Authors Dr. Mohd Hishamuddin Abdul Rahman is a senior lecturer at the Faculty of Art, Computing & Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards educational technology, multimedia, virtual learning environment, game-based learning and gamification, virtual and augmented reality and also on new media in teaching and learning. Dr. Ismail @ Ismail Yusuf Panessai is a senior lecturer at the Faculty of Art, Computing & Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). His research interests are towards Artificial Intelligence, Artificial Intelligence in education, VRP and Control System. Dr. Noor Anida Zaria Binti Mohd Noor is a senior lecturer at the Faculty of Art, Computing & Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards Information Technology, Knowledge Management, Knowledge Integration and Project Management. Dr. Nor Syazwani Binti Mat Salleh is a senior lecturer at the Faculty of Art, Computing & Creative Industry, Universiti Pendidikan Sultan Idris (UPSI). Her research interests are towards ICTs in Education, Art & Design, Graphic Design and Personalized Learning.
  • 7. EXPLORING VIRTUAL REALITY APPLICATION IN TOURISM: VR BUKIT PUTERI Maizan Mat Amin, Wan Mohd Rizhan Wan Idris, Normala Rahim,Nur Saadah Mohd Sapri, IsmahafeziIsmail,Wan Malini Wan Isa and Muhammad Hazwan Mohamad School of Multimedia, Faculty of Informatics and Computing,Universiti Sultan Zainal Abidin, BesutCampus,22200, Besut, Terengganu, Malaysia ABSTRACT Virtual Reality technologies can play essential role for the success of tourism inventiveness. Hence, this application entitled VR Bukit Puteri is designed and developed as a medium to promote and attract tourists to visit this natural cultural heritage place in Terengganu. This application is particularly very useful for the user to get information or learn interactively about history and artifacts of Bukit Puteri. The interaction design lifecycle model had been implemented in the development of this application. In addition, the gaze interaction technique had been successfully used to add more interactivity and user- friendliness to this application. The framework, interface design, testing and expert evaluation may also serve as guidelines in developing similar VR application in another domain. The author would consider gamification elements, engaging activities, 360’ VR experiences to be proposed to enhance VR applications for the future. These engagement elements can be a great counterpart to increase user experience in virtual world. KEYWORDS Virtual reality, tourism, expert evaluation, historic place, mobile based VR application Full Text: https://aircconline.com/ijma/V13N6/13621ijma02.pdf Volume Link: https://www.airccse.org/journal/ijma_current21.html
  • 8. REFERENCES [1] W. M. R. W. (2017) Amin, M. M., Rahim, N., Safei, S., & Idris, “Utilization of Automated Virtual Panoramic Environment in Online Public Accommodation Booking System,” J. Telecommun. Electron. Comput. Eng., no. 9(2–4), pp. 59–63, 2017. [2] R. Rahim, N., Wook, T. S. M. T., MatZin, N. A., Rawi, N. A., & Muda, “Usability Evaluation of a Virtual Museum Environment: A Case Study in Terengganu State Museum, Malaysia,” Adv. Sci. Lett., vol. 22(10), pp. 2780–2784, 2016. [3] A. R. Amin, M. M., Lan, J. Y. A., Makhtar, M., & Mamat, “A Decision Tree Based Recommender System for Backpackers Accommodations,” Int. J. Eng. Technol., vol. 7(2.15), pp. 45–48, 2018. [4] A. Bec, B. Moyle, K. Timms, V. Schaffer, L. Skavronskaya, and C. Little, “Management of immersive heritage tourism experiencs: A conceptual model,” Tour. Manag., 2019, doi: 10.1016/j.tourman.2018.10.033. [5] J. P. Guerra, M. M. Pinto, and C. Beato, “Virtual Reality - Shows a New Vision for Tourism and Heritage,” Eur. Sci. J., 2015. [6] F. Poux, Q. Valembois, C. Mattes, L. Kobbelt, and R. Billen, “Initial user-centered design of a virtual reality heritage system: Applications for digital tourism,” Remote Sens., vol. 12, no. 16, 2020, doi: 10.3390/RS12162583. The International Journal of Multimedia & Its Applications (IJMA) Vol.13, No. 6, December 2021 25 [7] D. A. Guttentag, “Virtual reality: Applications and implications for tourism,” Tour. Manag., 2010, doi: 10.1016/j.tourman.2009.07.003. [8] M. Harun, M. N. S., & Samsudin, “Sejarah Bukit Puteri Sebagai Tapak Warisan Kebudayaan Semulajadi di Negeri Terengganu,” J. Perad., vol. 12(1), pp. 103–118, 2019. [9] P. Burdea, G. C., & Coiffet, Virtual reality technology (Vol. 1). John Wiley & Sons., 2003. [10] D. Gutierrez, M., Vexo, F., & Thalmann, Stepping into virtual reality. London: Springer Science & Business Media., 2008. [11] A. B. (2018) Sherman, W. R., & Craig, Understanding Virtual Reality: Interface, Application, and Design (The Morgan Kaufmann Series in Computer Graphics) 2nd Edition. Morgan Kaufmann Publication, 2018. [12] M. R. Mine, “Virtual Environment Interaction Techniques,” Virtual Environ. Interact. Tech., vol. UNC Chapel, 1995. [13] E. Marchiori, E. Niforatos, and L. Preto, “Measuring the Media Effects of a Tourism-Related Virtual Reality Experience Using Biophysical Data,” in Information and Communication Technologies in Tourism 2017, 2017. [14] R. Yung and C. Khoo-Lattimore, “New realities: a systematic literature review on virtual reality and augmented reality in tourism research,” Curr. Issues Tour., vol. 22, no. 17, pp. 2056– 2081, 2019, doi: 10.1080/13683500.2017.1417359. [15] N. E. M. Mofokeng and T. K. Matima, “Future tourism trends: Virtual Reality based tourism utilizing Distributed Ledger Technologies,” African J. Hosp. Tour. Leis., vol. 7, no. 3, pp. 1–14, 2018. [16] J. Beck, M. Rainoldi, and R. Egger, “Virtual reality in tourism: a state-of-the-art review,” Tour. Rev., vol. 74, no. 3, pp. 586–612, 2019, doi: 10.1108/TR-03-2017-0049.
  • 9. RECENT TRENDS AND RESEARCH ISSUES IN VIDEO ASSOCIATION MINING Arindam Sarkar1 and J. K. Mandal2 Vijayakumar.V 1 and Nedunchezhian.R 2 1 Research Scholar, Bharathiar University, Coimbatore, & Department of Computer Applications, Sri Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India - 641 022 2 Professor and Head, Department of Information Technology, Sri Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India-641 022 ABSTRACT With the ever-growing digital libraries and video databases, it is increasingly important to understand and mine the knowledge from video database automatically. Discovering association rules between items in a large video database plays a considerable role in the video data mining research areas. Based on the research and development in the past years, application of association rule mining is growing in different domains such as surveillance, meetings, broadcast news, sports, archives, movies, medical data, as well aspersonal and online media collections. The purpose of this paper is to provide general framework of mining the association rules from video database. This article is also represents the research issues in video association mining followed by the recent trends. KEY WORDS Temporal Frequent Pattern; Video classification; Event Detection Full Text: https://aircconline.com/ijma/V3N4/3411ijma05.pdf Volume Link: https://www.airccse.org/journal/ijma_current11.html
  • 10. REFERENCES [1] Bhatt, C.A. & Kankanhalli, M.S., (2011) “Multimedia data mining: state of the art and challenges”, Multimedia Tools Appl., Vol. 51, pp. 35–76. [2] Zhu, X., Wu, X., Elmagarmid, A., Feng, Z. & Wu, L., (2005) “Video Data Mining: Semantic Indexing and Event Detection from the Association perspective”, IEEE Transactions on Knowledge and Data Engineering, Vol. 17, No.5, pp. 1-14. [3] Oh, J., Lee, J., & Hwang, S., (2005) “Video Data Mining,” Idea group. [4] Marcela X. Ribeiro, Agma J. M. Traina, Caetano Traina, Jr., & Paulo M. Azevedo-Marques, (2008) “An Association Rule-Based Method to Support Medical Image Diagnosis With Efficiency”, IEEE Transactions On Multimedia, Vol. 10, No. 2, pp. 277-285. [5] Lin Lin, Mei-Ling Shyu, Guy Ravitz & Shu-Ching Chen, (2009) “Video Semantic Concept Detection via Associative Classification”, In the proceedings of IEEE International Conference on Multimedia and Expo (ICME09), USA, pp. 418-421. [6] Sunita Soni & O.P.Vyas, (2010) “Using Associative Classifiers for Predictive Analysis in Health Care Data Mining”, International Journal of Computer Applications , Vol 4 – No.5, pp. 33-37. [7] Lin Lin, , & Mei-Ling Shyu, (2010) “Weighted association rule Mining for Video Semantic Detection”, International Journal of Multimedia Data Engineering and Management, Vol 1- No-1, pp. 37-54. [8] Fatemi, Nastaran, Poulin, Florian, Raileany, Laura E. & Smeaton, Alan F, (2009) “Using association rule mining to enrich semantic concepts for video retrieval”, In proceedings of International Conference on Knowledge Discovery and Information Retrieval, Portugal. [9] Agrawal R, Imielinski T, & Swami A , (2009) “Mining association rules between sets of items in large databases”, In Proceedings of ACM SIGMOD Conference on Management of Data, Washington DC, USA, pp 207-216. [10] Lin Lin, Guy Ravitz, Mei-Ling Shyu, & Shu-Ching Chen, (2007) “Video Semantic Concept Discovery Using Multimodal-Based Association Classification”, In Proceedings of ICME, pp. 859- 863. [11] Min Chen, Shu-Ching Chen, & Mei-Ling Shyu, (2007) “Hierarchical Temporal Association Mining for Video Event Detection in Video Databases”, In Proceedings of IEEE 23rd International Conference on Data Engineering Workshop. [12] J. Han, J. Pei, & Y. Yin, (2000) “Mining frequent patterns without candidate generation”, In Proceedings of ACM-SIGMOD Int’l Conf on Management of Data (SIGMOD’00). Dallas, TX, New York: ACM Press, pp. 1-12. [13] R. Agrawal, & R. Srikant, (1994) “Fast algorithms for mining association rules”, In Proceedings of the 20th Int’l Conf on Very Large Databases (VLDB’94), Santiago, pp. 487-499. [14] Nan Jiang & Le Gruenwald, (2006) “Research Issues in Data Stream Association Rule Mining”, SIGMOD Record, Vol. 35, No. 1, pp.14-20. [15] Jian Pei (2002) “Pattern-Growth Methods for Frequent Pattern Mining”, Doctoral Dissertation Simon Fraser University Burnaby, BC, Canada, Canada
  • 11. Authors Vijayakumar.V, Assistant Professor in the Department of Computer Applications, Sri Ramakrishna Engineering College, Coimbatore, Tamil Nadu, India. He is currently pursuing his doctoral degree at Bharathiar University, Coimbatore, Tamil Nadu, India in the area of Multimedia Data Mining. He obtained his M.C.A degree and M.Phil degree in Computer-Science from Bharathiar University, Coimbatore. His research interests are Data Mining, Multimedia Information Retrieval, Image and Video Processing. He has presented four papers in National / International Conference and one in journal. He has guided several undergraduate, post-graduate projects and seven M.Phil research scholars. He is a student member of IEEE and life member of ISTE. Dr. Nedunchezhian. R. is working as the Professor and Head in the department of Information Technology, Sri Ramakrishna Engineering College, Coimbatore. He has more than 18 years of experience in research and teaching. Currently, he is guiding many Ph.D scholars of the Anna University, Coimbatore, and the Bharathiar University. His research interests are knowledge discovery and data mining, distributed computing, and database security. He has published many research papers in national/international conferences and journals. He has edited a book entitled “Handbook of Research on Soft Computing Applications for Database Technologies: Techniques and Issues” which was published by IGI publications, USA in April, 2010. He is a Life member of Advanced Computing and Communication Society and ISTE.
  • 12. AR-SIS: AUGMENTED REALITY APPLICATION TO ENCOURAGE STEM TEACHING AND LEARNING Nadia Akma Ahmad Zaki, Nor Zuhaidah Mohamed Zain and Asmafitri Zanilabdin Computing Department, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Tanjong Malim, Perak, Malaysia ABSTRACT Augmented reality in STEM education has been identified to be useful to students as indicated in many studies. However, the interest of the students towards STEM education is reportedly declining. Thus, this study supports the concept of STEM education through the development of an AR application namely ARSiS that aims to encourage students to study Science subjects. The objective of this study is to develop and evaluate the usability AR-SiS application in teaching the solar system sub-topic. The respondents of this study consist of two categories, namely five teachers and twenty students (Year 4 to 6). The result found that both categories of respondents showed a high mean score on learnability and satisfaction toward the use of AR-SiS application. Hence, it is hoped that this study will benefit the students who are interested in STEM education and contribute the teachers a chance to diversify the teaching aids in the classroom. KEYWORDS Augmented Reality, Encourage, Teaching, Learning, STEM Full Text: https://aircconline.com/ijma/V10N6/10618ijma01.pdf Volume Link: https://www.airccse.org/journal/ijma_current18.html
  • 13. REFERENCES [1] Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented Reality Trends in Education : A Systematic Review of Research and Applications. Educational Technology & Society, 17(4), 133–149. https://doi.org/ISSN 1436-4522 (online) [2] Chen, C.-M., & Tsai, Y.-N. (2012). Interactive Augmented Reality Game for Enhancing Library Instruction in Elementary Schools. Computers & Education, 59, 638–652. [3] Sungkur, R. K., Panchoo, A., & Bhoyroo, N. K. (2016). Augmented reality, the future of contextual mobile learning. Interactive Technology and Smart Education, 13(2), 123 –146. https://doi.org/10.1108/ITSE-07-2015-0017 [4] Lin, C.-Y., Chai, H.-C., Wang, J., Chen, C.-J., Liu, Y.-H., Chen, C.-W., Huang, Y.-M. (2016). Augmented reality in educational activities for children with disabilities. Displays, 42, 51–54. https://doi.org/https://doi.org/10.1016/j.displa.2015.02.004 [5] Johnson, L., Adams, B., Estrada, V., & Freeman, A. (2014). Horizon Report: 2014 K-12 Edition. Horizon Report. https://doi.org/ISBN 978-0-9914828-5-6 [6] Muhammad Abd Hadi Bunyamin. (2015, November). Pendidikan STEM Bersepadu: Perspektif Global, Perkembangan Semasa di Malaysia, dan Langkah Kehadapan. Buletin Persatuan Pendidikan Sains Dan Matematik Johor, (25(1)), 1–6. Retrieved from https://www.researchgate.net/publication/301567750 [7] Hazlina Aziz. (2018, March 14). Making STEM a priority for students. Retrieved from https://www.nst.com.my/opinion/columnists/2018/03/344956/making-stem-priority-students [8] Taucan, R. J. (2017, October 30). Hanya 21 peratus pelajar minat STEM. Retrieved from http://www.utusan.com.my/berita/nasional/hanya-21-peratus-pelajar-minat-stem-1.544994 [9] Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers and Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002 [10] Hsu, Y.-S., Lin, Y.-H., & Yang, B. (2017). Impact of augmented reality lessons on students’ STEM interest. Research and Practice in Technology Enhanced Learning, 12(1), 2. https://doi.org/10.1186/s41039-016-0039-z The International Journal of Multimedia & Its Applications (IJMA) Vol.10, No.6, December 2018 10 [11] Restivo, T., Chouzal, F., Rodrigues, J., Menezes, P., & Lopes, J. B. (2014). Augmented reality to improve STEM motivation. IEEE Global Engineering Education Conference, EDUCON, (April 2014), 803–806. https://doi.org/10.1109/EDUCON.2014.6826187 [12] Gebril, Z. M., Ah-choo, K., May-chan, Y., & Parhizkar, B. (2012). Innovative Learning of Solar System using Augmented Reality for Primary School Children. International Proceedings of Economics Development & Research, 41(June), 156–160. [13] Chen, C.-M., & Tsai, Y.-N. (2012). Interactive Augmented Reality Game for Enhancing Library Instruction in Elementary Schools. Computers & Education, 59, 638–652. [14] Freeman, B., Marginson, S., & Tytler, R. (2014). The Age of STEM: Educational Policy and Practice Across the World in Science, Technology, Engineering and Mathematics. Routledge. [15] Cuendet, S., Bonnard, Q., Do-Lenh, S., & Dillenbourg, P. (2013). Designing augmented reality for the classroom. Computers & Education, 68, 557–569. https://doi.org/https://doi.org/10.1016/j.compedu.2013.02.015
  • 14. A SHORT SURVEY OF IRIS IMAGES DATABASES Mustafa M. Alrifaee, Mohammad M. Abdallah and Basem G. Al OkushAl-Zaytoonah University of Jordan, Amman, Jordan ABSTRACT Iris recognition is the most accurate form of biometric identification. The robustness of iris recognition comes from the unique characteristics of the human iris texture as it is stable over the human life, and the environmental effects cannot easily alter its shape. In most iris recognition systems, ideal image acquisition conditions are assumed. These conditions include a near infrared (NIR) light source to reveal the clear iristexture as well as look and stare constraints and close distance from the capturing device. However, recent advances on iris recognition have proposed different methods to process iris images captured in unconstrained environments. These environments include a visible wavelength (VW) light source, on the move and over distance from the capturing device. This research states the most used iris databases and describes their imaging framework along with all characteristics of iris images in each database. KEYWORDS Iris recognition, unconstrained environments, near infrared light, visible wavelength. Full Text: https://aircconline.com/ijma/V9N2/9217ijma01.pdf Volume Link: https://www.airccse.org/journal/ijma_current17.html
  • 15. REFERENCES [1] J. G. Daugman, "High confidence visual recognition of persons by a test of statistical independence," Transactions on Pattern Analysis and Machine Intelligence, IEEE, vol. 15, pp. 1148-1161, 1993. [2] J. Daugman, "How Iris Recognition Works," IEEE Transactions on Circuits and Systems for Video Technology, vol. 14, pp. 21-30, 2004. [3] J. Daugman, "The importance of being random: statistical principles of iris recognition," Pattern Recognition Society, pp. 279-291, 2002. [4] BIT. CASIA Iris Image Database [Online]. Available: http://biometrics.idealtest.org/. Last Accessed (Dec 2016). [5] Smart-Sensor-Ltd. BATH Iris Database [Online]. Available: http://www.smartsensors.co.uk/products/iris-database/. Last Accessed (Dec 2016). [6] SmartSensores. Available: [Online] http://www.smartsensors.co.uk/products/iris- database/. Last Accessed (Dec 2016). [7] Multimedia-University. MMU Database [Online]. Available: http://pesona.mmu.edu.my/~ccteo/. Last Accessed (Dec 2016). [8] National-Institute-of-Standard-and-Technology. Iris Challenge Evaluation Database [Online]. Available: http://www.nist.gov/itl/iad/ig/ice.cfm. Last Accessed (Dec 2016). [9] West-Virginia-University. WVU Iris Database [Online]. Available: http://www.csee.wvu.edu/~xinl/demo/nonideal_iris.html. Last Accessed (Dec 2016). [10] University-of-Palackeho-and-Olomouc. UPOL Iris Database [Online]. Available: http://phoenix.inf.upol.cz/iris/. Last Accessed (Dec 2016). [11] H. Proença and L. Alex, "UBIRIS: A noisy iris image database," in Proceedings of the 13th International Conference on Image Analysis and Processing - ICIAP, 2005. [12] H. Proenc ̧ a and L. A. Alexandre, "Toward noncooperative iris recognition: a classification approach using multiple signatures," Transactions on Pattern Analysis and Machine Intelligence, vol. 29, pp. 607-12, Apr 2007. [13] H. Proenc ̧ a, S. Filipe, R. Santos, J. Oliveira, and L. A. Alexandre, "The UBIRIS.v2: a database of visible wavelength iris images captured on-the-move and at-a-distance," IEEE Transaction Pattern Analysis and Machine Intelligence, vol. 32, pp. 1529-35, Aug 2010. [14] UK. brp-information-leaflet. Available: [Online] https://www.gov.uk/government/uploads/system/uploads/attachment_data/file/261497/brpinfo rmation-leaflet.pdf. Last Accessed (Dec 2016). [15] S. Hosseini and S. Mohammad, "Review Banking on Biometric in the World’s Banks and Introducing a Biometric Model for Iran’s Banking System," Basic and Applied Scientific Research, vol. 2, pp. 9152-9160, 2012. [16] SANS Institute InfoSec Reading Room. Available [Online]: http://www.sans.org/readingroom/whitepapers/authentication/iris-recognition- technology- improvedauthentication-132. Last Accessed (Dec 2016).
  • 16. ANALYTIC OF CHINA CYBERATTACK Robert Lai, CISSP-ISSAP, ISSEP, CAP, CEH, CSSLP1 and Syed (Shawon) Rahman, Ph.D.21 School of Business & Technology, Capella University, Minneapolis, MN 55402, 2 Assistant Professor, University of Hawaii-Hilo, Hilo, USA and Adjunct Faculty, Capella University, ABSTRACT China cyberattack has become aggressive, disruptive, stealthy, and sophisticated. Apparently, China’s advantage is more on the cognitive domain than technical domain since information systems security is art and science—in some case, it is more art than science. Knowledge is the best weapon for cyber warfare since one of the Sun Tze’s Art of War principles is “know your enemy”. Therefore, an analytic of China cyberattack must scrutinize the national interest, goals and philosophies, culture, worldview, and behavioral phenomena of China. KEYWORDS China, Cyberattack, Cyberattack, Analytic, Strategic Advantage, Information Warfare Full Text: https://aircconline.com/ijma/V4N3/4312ijma04.pdf Volume Link: https://www.airccse.org/journal/ijma_current12.html
  • 17. REFERENCES [1]. J. Arquilla and D. Ronfeldt, “Cyberwar is Coming!,” 1993. [Online]. Available: http://www.rand.org/pubs/reprints/RP223/. [Accessed: 28-Apr-2012]. [2]. T. Galdi, “CRS 95-1170F: Revolution in Military Affairs?,” 11-Dec-1995. [Online]. Available: http://www.fas.org/man/crs/95-1170.htm. [Accessed: April 11, 2012]. [3]. L. Kamienski, “The RMA and War Powers,” Strategic Insights, vol. 2, no. 9, 2003. [4]. B. Krekel, “Capability of the People’s Republic of China to Conduct Cyber Warfare and Computer Network Exploitation,” DTIC Document, 2009. [5]. J. E. Bruzdzinski, “Demystifying Shashoujian: China’s ‘Assassin’s Mace’ Concept,” Sep- 2004. [Online]. Available: http://www.mitre.org/work/best_papers/04/bruzdzinski_demystify/bruzdzinski_demystify.pdf. [6]. E. Talmadge, “Chinese Missile Could Shift Pacific Power Balance,” 06-Aug-2010. [Online]. Available: http://www.csmonitor.com/From-the-news-wires/2010/0806/Chinese- Missile-could-shift-Pacific-power-balance. [Accessed: May 11, 2012]. [7]. D. D. Clark and S. Landau, “Untangling Attribution,” 2010. [Online]. Available: http://www.nap.edu/openbook.php?record_id=12997&page=25. [Accessed: 11-Dec-2011]. [8]. K. Coleman, “Defense Tech: China’s Cyber Forces,” 08-May-2008. [Online]. Available: http://defensetech.org/2008/05/08/chinas-cyber-forces/. [Accessed: May 20, 2012]. [9]. B. Engelmann and P. Cordaro, Eds., Cyber Commander’s Handbook. 2010. [10].D. Sevastopulo, “Hackers breach White House system,” Financial Times, United Kingdom, London (UK), p. 6, 2008. [11].J. Rogin, “The Top 10 Chinese Cyber Attacks (that we know of),” 22-Jan-2010. [Online]. Available: http://thecable.foreignpolicy.com/posts/2010/01/22/the_top_10_chinese_cyber_attacks_that_ we_know_of. [12].T. Greene, “Chinese Hack on U.S. Chamber of Commerce Went Undetected for 6 Months,” 21-Dec-2011. [Online]. Available: http://podcasts.infoworld.com/d/security/chinese-hack-us-chamber-commerce- wentundetected-6-months-182435?_kip_ipx=816219059-1326849376&source=rss_security. [Accessed: 18-Jan-2012]. [13].G. Smith, “Chinese Hackers Used ‘Spear Phishing’ To Attack U.S. Chamber Of Commerce,” 21-Dec-2011. [Online]. Available: http://www.huffingtonpost.com/2011/12/21/chinese-hackers_n_1163524.html. [14].“US Chamber of Commerce Hit by Chinese Hackers,” 21-Dec-2011. [Online]. Available: http://thehackernews.com/2011/12/us-chamber-of-commerce-hit-by-chinese.html. [Accessed: 1/18/2012]. [15].M. Riley and J. Walcott, “China-Based Hacking of 760 Companies Shows Cyber Cold War,” 14-Dec-2011. [Online]. Available: http://www.bloomberg.com/news/2011-12- 13/china-based-hacking-of-760-companiesreflects-undeclared-global-cyber-war.html. [Accessed: 24-Jan-2012]. [16].J. Kirk, “iBahn, Supplier of Hotel Internet Services, Denies Breach,” 15-Dec-2011. [Online]. Available: http://www.networkworld.com/news/2011/121511-ibahn-supplier-of- hotel-internet-254110.html.
  • 18. SELECTION SORTING ALGORITHM VISUALIZATION USING FLASH Hadi Sutopo Department of Informatics, Universitas Persada Indonesia YAI, Jakarta, Indonesia hadi@topazart.info ABSTRACT This paper is intended to develop an algorithm visualization, particularly selection sorting for an Algorithm and Programming course. Algorithm visualization technology graphically illustrates how algorithms work. This visualization can be used to explain how all data move to the proper position in order to be sorted in a display computer for education. This research consists of 6 steps which are concept, design, obtaining content material, assembly, testing, and distribution. During the testing step, the application is run and checked to confirm that it performs exactly what the author has intended and the students can learn selection sorting algorithm by studying the visualization. Subjects of the research were students at Department of Informatics Universitas Persada Indonesia YAI for implementation of the learning. The data were analysed using the analytic descriptive method and interpreted in a narrative way based on the research findings. The algorithm visualization indicates that students increase their motivation and ability to program variety of sorting in programming language they learn. KEYWORDS Multimedia, Algorithm, Sorting, Flash movie, ActionScript Full Text: https://aircconline.com/ijma/V3N1/3111ijma03.pdf Volume Link: https://www.airccse.org/journal/ijma_current12.html
  • 19. REFERENCES [1] Semiawan, Conny R, (2009) Landasan Pembelajaran dalam Perkembangan Manusia, Jakarta: Center for Human Capacity Development. [2] Sfenrianto, (2009) “A Model of Adaptive E-Learning System Based on Student's Motivation”, Proceedings from ICCIT-09: International Conference on Creative Communication and Innovative Technology, 2009. Tangerang: CCIT Journal. [3] Sedgewick, Robert , (2001) Algorithms in C++, Third Ediition, Massachusetss: Addison- Wesley [4] Tenenbaum M, Aaron & Augenstein, Moshe J, (1981) Data Structures Using Pascal, Englewoods Cliffs, Prentice Hall. [5] Hearn, Donald, and Pauline Baker, (1996) Computer Graphics C Version, 2nd edition. Upper Saddle River, NJ: Prentice Hall International, Inc. [6] Vaughan, Tay, (2006) Multimedia Making it Work, Yogyakarta: Andi Publisher. [7] Anleigh, Prabath K & Thakar, Kiran, (1997) Multimedia Systems Design, Upper Saddle River: Prentice Hall. [8] Bhatnager, Gaurav, Sikha Metha and Sugata Mitra, (2001) Introduction to Multimedia Systems, London: Academic Press. [9] Luther, Arc C, (1994) Authoring Interactive Multimedia. Boston: AP Professional. [10] Sutopo, Ariesto H, (2003) Multimedia Interaktif dengan Flash. Yogyakarta: Graha ilmu. [11] Ypenburg, Derrick, (2009) ActionScript 3.0, Berkeley, CA: Peachpit Press. [12] Franklin, Derek & Jobe Makar, (2002) Macromedia Flash MX ActionScripting Advanced Training from the Source, Berkeley, CA: Macromedia Press. [13] Sutopo, Ariesto H, (2003) Integrasi Flash dengan ASP, Jakarta: Elex Media Komputindo. Authors Hadi Sutopo was born in Cilacap, Indonesia on April 15, 1945. He is Doctor of Education in Educational Technology of the Jakarta State University, graduated in November 2009. In 1998 he earned Master of Information Systems at Post Graduate Program Gunadarma University, Jakarta. In 1995 he graduated from the Universitas Persada Indonesia YAI. Jakarta, majoring in Informatics. Hadi is currently a lecturer of Multimedia at the Universitas Persada Indonesia YAI and some other universities in Jakarta, Indonesia since 1998. He wrote many books on multimedia and information technology. The books are Pemrograman Berorientasi Objek dengan Java (Yogyakarta, Indonesia: Graha Ilmu, 1995), Desain Buku dengan Adobe InDesign Jakarta, Indonesia: Elex Media Komputindo, 2006), and Pemrograman Flash dengan PHP dan MySQL (Yogyakarta, Indonesia: Graha Ilmu, 2007). Current interest research is information technology especially multimedia. Dr. Hadi Sutopo, MMSI is a member of Indonesian Association of Educational Technology (IPTPI) and Association of Education and Communication Technology (AECT). He works in editorial team of Educational Technology Journal and Multimedia Journal in Jakarta, Indonesia.
  • 20. MEASURING SUSTAINABLE DEVELOPMENT EDUCATION FOR INFORMATION TECHNOLOGY EDUCATION PROGRAM REVIEW USING STAUNCH© CRITERIA INSTRUMENT Martin Shafiihuna Haufiku and Maizatul Hayati Mohamad Yatim Department of Computing, Faculty of Arts, Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Malaysia ABSTRACT This article explains the results of a study that focuses on measuring Sustainable Development (SD) education for Information Technology Education (ITE) program review in UPSI. A Sustainable Development Education Model (SDEM) was constructed in this study using two integration approaches, namely a horizontal integration and a vertical integration. Both integration approaches were used to measure courses offered in the existing program with selected courses on the implementation of the SD education. The SD education in the selected programming and networking courses was measured using a self-assessment of sustainability criteria based on the Sustainability Tool for Assessing Universities Curricula Holistically (or STAUNCH©). STAUNCH© is an analytical software used to analyze courses and academic programs across all disciplines specifically on assessing the contribution of their curricula to SD. The software analyzed two parts of SD education evaluation which are curriculum evaluation and concept evaluation, using descriptive statistics with percentage cross-tabulation method. The results from the first part show that there is a normal distribution in ESD contribution by each course and a low indication on the grade strength for SD contribution in curriculum evaluation. The results from the second part show that there is a high importance to agree on the components used in the design of SD integration concept and an average rate of SD integration into the curriculum. For the teaching and learning method used, it was found that a cross-disciplinary approach, a mix-method approach, and a project-based learning (PBL) is extremely important for the successful SD integration into the curriculum. The study concludes that upon measuring the selected programming and networking courses in the ITE program, the SD integration within these courses are above average and necessary steps are needed to be taken accordingly. The study implies that SD education not only benefits the curriculum provider, but also the students because they are the future inheritors of technology as it benefits a sustainable future. KEYWORDS Sustainability development (SD), STAUNCH©, information technology education program review Full Text: https://aircconline.com/ijma/V14N1/14122ijma01.pdf Volume Link: https://airccse.org/journal/ijma_current22.html
  • 21. REFERENCES [1] Adams, R., Martin, S., & Boom, K. (2018). University culture and sustainability: Designing and implementing an enabling framework. Journal of Cleaner Production, 171, 434-445. [2] De Andrade Guerra, J. B. S. O., Garcia, J., de Andrade Lima, M., Barbosa, S. B., Heerdt, M. L., & Berchin, I. I. (2018). A proposal of a Balanced Scorecard for an environmental education program at universities. Journal of Cleaner Production, 172, 1674–1690. [3] Khalili, N. R., Duecker, S., Ashton, W., & Chavez, F. (2015). From cleaner production to sustainable development: The role of academia. Journal of Cleaner Production, 96, 30-43. [4] United Nations (1987). World Commission on Environment and Development, “Report of the World Commission on Environment and Development: Our Common Future” in the United Nations Conference on Environment and Development. [5] Purvis, B., Mao, Y., & Robinson, D. (2019). Three pillars of sustainability: in search of conceptual origins. Sustainability Science, 14(3), 681-695. [6] Dlouhá, J., Henderson, L., Kapitulčinová, D., & Mader, C. (2018). Sustainability -oriented higher education networks: Characteristics and achievements in the context of the UN DESD. Journal of Cleaner Production, 172, 4263-4276. [7] Trechsel, L. J., Zimmermann, A. B., Graf, D., Herweg, K., Lundsgaard-Hansen, L., Rufer, L., . . . Wastl-Walter, D. (2018). Mainstreaming Education for Sustainable Development at a Swiss University: Navigating the Traps of Institutionalization. Higher Education Policy, 31(4), 471-490. [8] Dlouhá, J., & Pospíšilová, M. (2018). Education for Sustainable Development Goals in public debate: The importance of participatory research in reflecting and supporting the consultation process in developing a vision for Czech education. Journal of Cleaner Production, 172, 4314- 4327. [9] UNESCO (2021). The sustainable development goals. https://unstats.un.org/sdgs/report/2021/TheSustainable-Development-Goals-Report-2021.pdf