The International journal of Multimedia & Its Applications
Latest Publications


TOTAL DOCUMENTS

244
(FIVE YEARS 12)

H-INDEX

9
(FIVE YEARS 0)

Published By Academy And Industry Research Collaboration Center

0975-5578, 0975-5934

2021 ◽  
Vol 13 (05) ◽  
pp. 1-9
Author(s):  
Rawiphon Charunphankasem

The majority of One Tambon One Product (OTOP) entrepreneurs desired a new packaging design that attracts the attention of consumers. The aims of this research were to 1) determine the packaging demands of entrepreneurs, 2) develop a conceptual framework for web applications, and 3) create web applications. Finally, 4) to ascertain entrepreneurs' satisfaction with the use of web applications in packaging design. The demographic and sample were recruited from the central region's population, entrepreneurs, and customers. Purposive sampling was used to choose 400 entrepreneurs and customers in Saraburi province. The main result was that requirement of entrepreneursabout package must be easy to portable. And Web Application must be also easy to use. By opinion of experts the result of web application development was overall high level and satisfaction of web application that help entrepreneurs to design package was high level. So the benefit of research is that entrepreneurs had web application to design the package and lower cost.


Author(s):  
Indah Fakhrani Arpin ◽  
Maizatul Hayati Mohamad Yatim

The high percentage of students who are still struggling with the English language is worrisome, even though there are many well-planned strategies and education policies that are developed to resolve this problem. It is a universal belief that learning a foreign language at a young age through reading plays an important role. Accordingly, the aim of this research is to design, develop and evaluate an interactive storybook application combined with suitable multimedia elements and features to encourage children to read. The interactive storybook entitled 'Jack and the Dirty Smelly Beast' was developed using Instructional System Design (ISD) and Rapid Prototyping model. An experimental study was conducted with 17 respondents between the ages of 6 – 8 years to test the effects of the multimedia elements and features in improving children’s learning. Their responses were recorded and analysed using descriptive analysis. The findings showed that respondents agreed that learning experience improved significantly and attracted children to read when using this application. In conclusion, by using correct multimedia elements and suitable features in the interactive storybook application, it is envisaged that the children’s comprehension in learning a foreign language can be expanded. This research foresees there is enormous opportunity for literacy development in foreign language learning in the early ages through the creation of an interactive storybook application with suitable multimedia elements and features for children.


Author(s):  
Valdirene Bento ◽  
Bruno Frederico Salaroli ◽  
Paula Santos

Lung X-ray images, if processed using statistical and computational methods, can distinguish pneumonia from COVID-19. The present work shows that it is possible to extract lung X-ray characteristics to improve the methods of examining and diagnosing patients with suspected COVID-19, distinguishing them from malaria, tuberculosis, and Streptococcus pneumonia. More precisely, an intelligent computational model was developed to process lung X-ray images and classify whether the image is of a patient with COVID-19. In partnership with the municipality of Itapeva, Minas Gerais, we carried out patient analysis and, at the same time, we evolved the algorithms to meet the needs of health professionals and also expand support in tracking COVID-19 in the municipality. In this project we will describe cases and even signs and symptoms that were similar to the clinical performed by the doctor. The average recognition accuracy of COVID-19 was 0.97,4 ± 0.043.


Author(s):  
Salamudeen Alhassan ◽  
Gabriel Kofi Armah ◽  
Issah Zabsonre Alhassan

As communication technologies surged recently, the secrecy of shared information between communication parts has gained tremendous attention. Many Cryptographic techniques have been proposed/implemented to secure multimedia data and to allay public fears during communication. This paper expands the scope of audio data security via an enhanced genetic algorithm. Here, each individual (audio sample) is genetically engineered to produce new individuals. The enciphering process of the proposed technology acquires, conditions, and transforms each audio sample into bit strings. Bits fission, switching, mutation, fusion, and deconditioning operations are then applied to yield cipher audio signals. The original audio sample is recovered at the receiver's end through a deciphering process without the loss of any inherent message. The novelty of the proposed technique resides in the integration of fission and fusion into the traditional genetic algorithm operators and the use of a single (rather than two) individual(s) for reproduction. The effectiveness of the proposed cryptosystem is demonstrated through simulations and performance analyses.


2021 ◽  
Vol 13 (3) ◽  
pp. 01-06
Author(s):  
Nor Masharah Husain ◽  
Nadia Akma Ahmad Zaki ◽  
Rasyidi Johan ◽  
Noor Anida Zaria Mohd Noor

A Portable server is the combination of popular web server software, namely Apache, MySQL, PHP and PhpMyAdmin. With a portable server, users can develop and display a developed website anywhere at any time as all web server configurations have been installed on the storage drive. Portable servers are ideal for displaying the offline version of the website anywhere when developing a website. Using a mobile server as well, users do not need hosting that requires complicated configuration and can be used to run tests before putting the website online. This study aims to obtain preliminary findings on building portable web server development kits for the teaching and learning process.


2021 ◽  
Vol 13 (2) ◽  
pp. 1-14
Author(s):  
Suzani Mohamad Samuri ◽  
Dorroity Anak Emang ◽  
Rahmadi Agus ◽  
Bahbibi Rahmatullah ◽  
Nurul Salini Mohamed Salleh ◽  
...  

Learning Analytics for Children's Logic Development (LACLOD) is a web-based and mobile friendly learning analytic platform for assessing the logic development of children age 3 to 4 years old in TASKA PERMATA UPSI Malaysia. The platform is developed using Unity and connected through Google Analytics (GA) plugin where it tracked the user interaction for the application. LACLOD is designed only for mobile or tablet which is using Android. In this paper, the development of this learning analytic platform is presented. For evaluation of this system, observation and survey have been used, to get the feedback from 2 teachers (female) and 3 children (2 female and 1 male). Based on the evaluation, it can be seen that there are still rooms for improvement. Female children found it quit hard to understand the game but the male children looked satisfy because he knew on how to navigate the app and he actively played the app by himself. As for teachers, the acceptance to this kind of assessment is moderate, however they agree that this application can better improve the children’s learning especially in logic development.


2021 ◽  
Vol 13 (2) ◽  
pp. 27-34
Author(s):  
Laili Farhana Md Ibharim ◽  
Maizatul Hayati Mohamad Yatim ◽  
Nor Zuhaidah Mohamed Zain ◽  
Ummu Husna Azizan ◽  
Norasikin Fabil

Today’s Alpha generation have high competency playing digital games. This privileged ability demands creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing digital games. Therefore, this study aims to delineate the process of developing a rubric to measure primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality, fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ = .81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88 (excellent). Researchers found that by adopting the concept of game-based learning specifically through game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity would be essential for sustainable performance of quality education to produce a generation of critical thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative personality towards digital generation.


2021 ◽  
Vol 13 (2) ◽  
pp. 15-26
Author(s):  
Xuecheng Gong ◽  
Wanggen Li ◽  
Wang Jing

Digital watermark technology hides copyright information in digital images, effectively protecting the copyright of digital images. At present, the color image digital watermarking algorithm still has defects such as the inability to balance robustness, invisibility and the weak anti-attack ability. Aiming at the above problems, this paper studies the digital watermarking method based on discrete wavelet transform and discrete cosine transform. Then this paper proposes a color image blind digital watermarking algorithm based on QR code. First, convert the color image from RGB space to YCbCr space, extract the Y component and perform the second-level discrete wavelet transform. secondly, block the LL2 subband and perform the discrete cosine transform. finally, use the embedding method to convert the watermark information after the Arnold transform embedded in the block. The experimental results show that the PSNR of the color image embedded with the QR code is 56.7159 without being attacked. After being attacked, its PSNR and NC values are respectively 30dB and 0.95 or more, which proves that the algorithm has good robustness and can achieve watermarking blind extraction.


2020 ◽  
Vol 12 (6) ◽  
pp. 1-16
Author(s):  
Nor Zuhaidah Mohamed Zain ◽  
Maizatul Hayati Mohamad Yatim ◽  
Ummu Husna Azizan ◽  
Hasrina Baharum

Modern technology has become an integral part of education field. Undeniably, the use of multimedia technology has a major impact on teaching and learning (T&L) process of the new generation. This article focuses on designing and developing a mobile learning application of Malay vocabulary for lower secondary school level. The design and development of the application called “Kuasa Kosa Kata” (3K henceforth) was based on a novel entitled “Sejambak Bakti”. The context of this study is closely related to game-based learning (GBL) method in the 3K application that encourages independent learning among the targeted students. Designing the 3K application was based on a storyboard for the idea and story-making whilst the development of it was done using Adobe Flash. The data on participants’ comments and opinions on the learning application were qualitatively gathered from semi-structured interviews. As conclusion, focus is on the importance of game-based learning implementation in the development of mobile learning application. It is hoped that use of 3K application as teaching material will boost the mastery of Malay Language vocabulary among lower secondary school students.


2020 ◽  
Vol 12 (5) ◽  
pp. 1-8
Author(s):  
Nahyan Al Mahmud ◽  
Shahfida Amjad Munni

The performance of various acoustic feature extraction methods has been compared in this work using Long Short-Term Memory (LSTM) neural network in a Bangla speech recognition system. The acoustic features are a series of vectors that represents the speech signals. They can be classified in either words or sub word units such as phonemes. In this work, at first linear predictive coding (LPC) is used as acoustic vector extraction technique. LPC has been chosen due to its widespread popularity. Then other vector extraction techniques like Mel frequency cepstral coefficients (MFCC) and perceptual linear prediction (PLP) have also been used. These two methods closely resemble the human auditory system. These feature vectors are then trained using the LSTM neural network. Then the obtained models of different phonemes are compared with different statistical tools namely Bhattacharyya Distance and Mahalanobis Distance to investigate the nature of those acoustic features.


Sign in / Sign up

Export Citation Format

Share Document