Norizan Mat Diah
Universiti Teknologi MARA
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Featured researches published by Norizan Mat Diah.
2010 International Conference on Information Retrieval & Knowledge Management (CAMP) | 2010
Norizan Mat Diah; Marina Ismail; Suzana Ahmad; Mohd Khairulnizam Md Dahari
For most children the first contact with the computer is through some sort of educational game. Therefore, it is important that computer games for children are well-designed and usable for the children. In order to evaluate the usability of the computer game, children must be observed while exploring and playing the game and given the chance to express their opinions. Therefore, to involve children effectively, appropriate evaluation techniques are needed. This paper will discuss an observation method that has been adopted in a usability testing with the children. In this study, a computer game called Jelajah is chosen as the game to be tested for the usability evaluation with children. Jelajah is suitable for the experiment because it is an adventure game which is a very common game genre for children. Five preschool children aged between five and six years old are selected for this study. During the usability testing session, facilitator observes the child and fill in the observation checklist form in order to track the effectiveness and efficiency of the game. After the test session completed, the child is required to answer a simple interview-based questionnaire to know their level of satisfaction after playing the game. Data collected are both qualitative and quantitative. The collected data are analyzed to determine the levels of effectiveness, efficiency and satisfaction. The levels of effectiveness, efficiency and satisfaction are being measured by averaging them to a single metric that can represent the usability of Jelajah. The result obtained showed that the approach adopted to conduct a usability testing of a computer game with children using Jelajah can also be adopted for evaluating any educational computer game with children.
2011 International Symposium on Humanities, Science and Engineering Research | 2011
Marina Ismail; Norizan Mat Diah; Suzana Ahmad; Nor Ashikin Mohamad Kamal; Mohd Khairulnizam Md Dahari
Children learn through play [1]. According to Crawford [2] educational game is the childrens first contact with the computer. Therefore, it is important that the computer games for children are well designed and usable. Usability testing can also be adopted to assess learners motivation towards learning. Assessing the usability with children requires special consideration. Children must be allowed to play freely and expressed their opinion while being observed. This study explores the measuring consideration for the usability of an educational game called Jelajah. Jelajah, was designed to teach pre-schools children to learn the Malay words and was developed based on a solid research on educational approaches. Five pre-school children were selected for this study. During the usability testing session, children are observed and their behaviors are recorded in an observation checklist. The session was video-taped for further observation. A post test was administered after the session to seek the childrens satisfaction in using the game for learning. Data collected were quantitative and qualitative data. Data were later quantified to measure the effectiveness, efficiency and satisfaction towards the software. Based on the analysis, children showed interest and were highly motivated to learn when using educational game for learning.
international conference on electrical engineering and informatics | 2015
Norizan Mat Diah; Nor Azan Mat Zin; Hiroyuki Iida
Tracing is one of the preliminary activities for children in the process of learning to write Jawi characters. Jawi characters tracing activities using digital technology with a real-time feedback is one of the new technologies in teaching and learning Jawi writing in which children perform tracing activities on a tablet using a stylus pen as an input of Jawi characters tracing. The tracing engine is being developed to provide a real-time feedback on the accuracy of tracing activities performed by users. The accuracy of tracing activities feedback is evaluated using a comparative analysis by looking at the agreed score between the tracing engine real-time feedback and feedback furnished by the experts. Krippendorff Alfa Coefficient of Reliability Index (Krippendorff α) agreement score is used to measure the agreement between tracing engine real-time and experts feedbacks. The outcome of Krippendorff α agreement score found that the accuracy of the feedback trace activity generated by tracing engine is almost the same as the feedback provided by experts.
Indonesian Journal of Electrical Engineering and Computer Science | 2018
Shazwani Samsurim; Nor Ashikin Mohamad Kamal; Marina Ismail; Norizan Mat Diah
Received Dec 04, 2017 Revised Jan 11, 2018 Accepted Apr 15, 2018 Wireless Body Area Networks (WBANs) are fundamental technology in health care that permits the information of a patient’s essential body parameters to be gathered by the sensors. However, the safety and concealment defense of the gathered information is a key uncertain problem. A Hybrid Key Management (HKM) scheme [13] is worked based on Public Key Cryptography (PKC)-authentication scheme. This scheme uses a oneway hash function to construct a Merkle Tree. The PKC method increase the computational complexity and lacking scalability. Additionally, it increases expensive computation, communication costs and delay. To overcome this problem, Robust Security for Protected Health Information by ECC with signature Hash Function in WBAN (RSP) is proposed. The system employs hash-chain based key signature technique to achieve efficient, secure transmission from sensor to user in WBAN. Moreover, Elliptical Curve Cryptography algorithm is used to verifies the authenticate sensor. In addition, it describes the experimental results of the proposed system demonstrate the efficient data communication in a network.A Weblogs contains the history of User Navigation Pattern while user accessing the websites. The user navigation pattern can be analyzed based on the previous user navigation that is stored in weblog. The weblog comprises of various entries like IP address, status code and number of bytes transferred, categories and time stamp. The user interest can be classified based on categories and attributes and it is helpful in identifying user behavior. The aim of the research is to identifying the interested user behavior and not interested user behavior based on classification. The process of identifying user interest, it consists of Modified Span Algorithm and Personalization Algorithm based on the classification algorithm user prediction can be analyzed. The research work explores to analyze user prediction behavior based on user personalization that is captured from weblogs.Wireless Body Area Networks (WBANs) are fundamental technology in health care that permits the information of a patient’s essential body parameters to be gathered by the sensors. However, the safety and concealment defense of the gathered information is a key uncertain problem. A Hybrid Key Management (HKM) scheme [13] is worked based on Public Key Cryptography (PKC)-authentication scheme. This scheme uses a oneway hash function to construct a Merkle Tree. The PKC method increase the computational complexity and lacking scalability. Additionally, it increases expensive computation, communication costs and delay. To overcome this problem, Robust Security for Protected Health Information by ECC with signature Hash Function in WBAN (RSP) is proposed. The system employs hash-chain based key signature technique to achieve efficient, secure transmission from sensor to user in WBAN. Moreover, Elliptical Curve Cryptography algorithm is used to verifies the authenticate sensor. In addition, it describes the experimental results of the proposed system demonstrate the efficient data communication in a network.
international visual informatics conference | 2017
Haslizatul Mohamed Hanum; Norizan Mat Diah; Zainab Abu Bakar
This paper describes a system to identify Quran recitation (referred as Qur’anic) segment from speech video recording using the extracted acoustic signal. Identifying the Qur’anic sequence pattern from mixed-combination of speech and Qur’anic signal will contribute to more efficient segmentation of video segments. The random forest classifier algorithm is employed to classify the dynamic pattern of the extracted audio. Two feature sets which are pitch and intensity are extracted from the audio, and constructed into sequence of speech patterns which then classified as Qur’anic or non-Quranic segments. A collection of 40 segmented videos were trained and compared with the segmented videos which have been segmented manually. This project achieves classification accuracy of 57% using pitch and 85% using intensity. While using pitch feature only, 85% of the identified segments match the manually segmented collection while using intensity feature gives 95% match accordingly).
international colloquium on signal processing and its applications | 2017
Muhammad Amir Azwan Mohamad Aminordin; Noor Latiffah Adam; Norizan Mat Diah
Haptic technology is well known in providing real-time feedback. Real-time feedback may helps with early detection when children incorrectly performing their writing tasks. Haptic device is a popular learning approach in which it does not only provide real-time feedback but also able to track users hand position and motion including pen position. This paper will discuss the key elements of haptic technology in pre-writing activities. These key elements will help to determine the usability of the haptic device. The findings will formulate a framework related to the elements in the haptic device and pre-writing activities.
international visual informatics conference | 2015
Rosmah Abd Latiff; Hilda A. Rahman; Norizan Mat Diah; Rose Hafsah Abd. Rauf
Digital watermarking is a process whereby arbitrary information is encoded into an image in such way that the additional payload is imperceptible to the image observer. In the modern era, providing authenticity is becoming increasingly important as more of the world’s information is stored as readily transferable bits. Halal is an Arabic word which means lawful or permissible by Islamic laws. Halal logo is an image given by JAKIM to companies that have been issued Halal certificates. The companies need to produce the logo on their product packages and it is optional to display the halal logo on their websites. However, the Halal logo in the digital form used is not specific to one company and they can simply copy and alter it from other sources. Hence this matter causes the confusion on ensuring the authenticity of the Halal logo displayed on the websites of companies. Thus, a prototype applying watermarking using spread spectrum technique is developed to ensure authenticity of the Halal logo. This prototype has successfully embeds the watermark in the Halal logo image and several tests were done to ensure the system is working. Comparisons between texts files, images, sizes and histograms are conducted. In conclusion, by applying watermarking in Halal logo, the authenticity of it is assured and it is hoped to discourage and probably prevent people or companies to claim their product as Halal without receiving the Halal certification.
ieee conference on open systems | 2015
Siti Hazyanti Binti Mohd Hashim; Norizan Mat Diah
Developing games is such a tedious task for Non-Programming background. They need assistance from a game engine to provide them with some elements so that they can easily develop the games despite not having any programming background. Currently game engine are full of programming and coding. So, although to help Non-programming background develop their game, the elements of game engine are improvise. The methodology involved are conducting preliminary research, identifying game engine elements, identifying research model, and obtaining research findings. This research will focus on game engine elements that help Non-programming background in developing games. The outcome will formulate a framework of game engine elements for Non-programming background.
international visual informatics conference | 2011
Norizan Mat Diah; Nor Azan Mat Zin
There have been a number of studies carried out on computer-based Jawi writing. However, most of the studies focused on academic learning based on Roman letters. Jawi is a writing script for the Malay language, adopted from Arabic alphabets. Jawi characters are considered very difficult for children to write as it requires fine motor skills and need to be properly written. This article will discuss about the attributes involve in constructing the framework for digital training tools for Jawi character formation. There are four attributes concerning the pertaining to the formation of Jawi characters highlighted in this study. The four leading dimensions of the study are: Pre-writing activity, Jawi character formation process, Practice activities and Jawi character recognition. Previous and current studies discussed in this paper suggest that all of the dimensions highlighted are compatible with the formation of Jawi characters, even though most of the reviews are not about Jawi script.
ieee conference on open systems | 2011
Norizan Mat Diah; Marina Ismail; Putri Mazliana Abdul Hami; Suzana Ahmad