All Stories

  1. Development and validation of self-management education module of ChestCare app: Empowering healthy behaviours in chronic obstructive pulmonary disease
  2. Design Elements in Brain-Computer Interface for Working Memory: A Decade Review
  3. A DPE-Based Theoretical Framework for Haptic-Driven Serious Games: Cognitive Stimulation and Visual Impairment Mitigation in Older Adults (Preprint)
  4. A Haptic-Driven Serious Game for Cognitive Stimulation and Visual Impairment Mitigation in Older Adults: A Cross-Sectional Mixed-Methods Pilot Study Based on the DPE Framework (Preprint)
  5. Enhancing Older Adults Well-Being Through VR-Assisted Creative Arts: A Scoping Review (Preprint)
  6. "Multi-Modal Sentiment and Emotion Analysis Framework for Personalized Health Coaching Messages" (Preprint)
  7. "Multi-Modal Sentiment and Emotion Analysis Framework for Personalized Health Coaching Messages: An Experiment" (Preprint)
  8. Immersive Tai Chi for Home-Based Exercise in Older Adults: A Usability and Feasibility Study (Preprint)
  9. Immersive Tai Chi for Home-Based Exercise in Older Adults: A Usability and Feasibility Study (Preprint)
  10. Haptic-Driven Serious Card Games for Older Adults: User Preferences Study
  11. Haptic-Driven Serious Card Games for Older Adults: User Preferences Study (Preprint)
  12. A Literature Review of Virtual Reality Exergames for Older Adults: Enhancing Physical, Cognitive, and Social Health
  13. Information Characteristics and Social Media Information Sharing: Insights From Elaboration Likelihood Model (ELM) for Misinformation Mitigation
  14. A Bibliometric Analysis Exploring the Acceptance of Virtual Reality among Older Adults: A Review
  15. Evolution and Future of Serious Game Technology for Older Adults
  16. Mapping the landscape: A bibliometric analysis of information and communication technology adoption by older adults with cognitive frailty or impairment
  17. Intervention Strategies for Misinformation Sharing on Social Media: A Bibliometric Analysis
  18. Need analysis of a dietary application among caregivers of patients with disorders of amino acid metabolism (AAMDs): A mixed-method approach
  19. Optimization of Trash Identification on the House Compound Using a Convolutional Neural Network (CNN) and Sensor System
  20. A framework for design and usability testing of telerehabilitation system for adults with chronic diseases: A panoramic scoping review
  21. Digital technology usage among older adults with cognitive frailty: A survey during COVID-19 pandemic
  22. Exploring the Barriers and Motivators to Dietary Adherence among Caregivers of Children with Disorders of Amino Acid Metabolism (AAMDs): A Qualitative Study
  23. A Scoping Review for Usage of Telerehabilitation among Older Adults with Mild Cognitive Impairment or Cognitive Frailty
  24. MELODY TRAINING WITH SEGMENT-BASED TILT CONTOUR FOR QURANIC TARANNUM
  25. Effect of nutritional intervention on nutritional status among children with disorders of amino acid and nitrogen metabolism (AANMDs): A scoping review
  26. Multidomain Intervention for Reversal of Cognitive Frailty, Towards a Personalized Approach (AGELESS Trial): Study Design
  27. Feasibility and Acceptance of Telerehabilitation among Older Adults with Mild Cognitive Impairment or Cognitive Frailty: A Scoping Review (Preprint)
  28. Attention-Based Design and Selective Exposure Amid COVID-19 Misinformation Sharing
  29. Attention-Based Design and User Decisions on Information Sharing: A Thematic Literature Review
  30. Visual Selective Attention System to Intervene User Attention in Sharing COVID-19 Misinformation
  31. Validity of figural creativity model development based on robotic learning concept
  32. Robotic Technology for Figural Creativity Enhancement: Case Study on Elementary School
  33. VISUAL ANALYTICS EVALUATION PROCESS: PRACTICE GUIDELINES FOR COMPLEX DOMAIN
  34. Evaluation of Students' Acceptance of the Leap Motion Hand Gesture Application in Teaching Biochemistry
  35. The Effectiveness of a Web-Based Health Education Tool, WESIHAT 2.0, among Older Adults: A Randomized Controlled Trial
  36. Penjanaan Ringkasan Isi Utama Berita Bahasa Melayu berdasarkan Ciri Kata (Generation of News Headline for Malay Language based on Term Features)
  37. Comparison of the Effectiveness of Online and Face-to-Face Weight-loss Interventations in the Workplace: Evidence from Malaysia
  38. Evaluating Engagement Level and Analytical Support of Interactive Visualizations in Virtual Reality Environments
  39. Development and assessment of a web-based for older people
  40. Smartphone Application for Physical Activity Enhancement at Workplace: Would Office Workers Actually Use It?
  41. A Conceptual Framework for Designing Virtual Heritage Environment for Cultural Learning
  42. Penentuan Fitur bagi Pengekstrakan Tajuk Berita Akhbar Bahasa Melayu (Determining Features of News Headline in Malay News Document)
  43. Understanding Emotional Engagement Amongst Primary School Children for Designing Gamification in Learning
  44. Personal Information Management: Evaluation of the PHOTO REFINDER System
  45. A user study on trust perception in persuasive technology
  46. A Study on Persuasive Technologies. The Relationship between User Emotions, Trust and Persuasion
  47. Understanding NUI Among Children: A Usability Study on Touch-Form and Free-Form Gesture-Based Interaction
  48. Mobile Application on Healthy Diet for Elderly based on Persuasive Design
  49. Natural User Interface for Children: From Requirement to Design
  50. MyRedList: Virtual Application for Threatened Plant Species
  51. Technological Intervention for Moral Education Among Teenagers: A Review
  52. Visualization Principles for Facilitating Strategy Development Process in the Organization
  53. TEKNIK INTERAKSI UNIMANUAL PUSH AND PULL MENGGUNAKAN DATA GLOVE
  54. HANDLING EMERGENCE OF DYNAMIC VISUAL REPRESENTATION DESIGN FOR COMPLEX ACTIVITIES IN THE COLLABORATION
  55. Trust perceptions in using persuasive technologies
  56. Designing a persuasive physical activity application for older workers: understanding end-user perceptions
  57. Designing persuasive application to encourage physical activity at workplace among older workers
  58. Interaction and game engagement based on players' background and preferences
  59. Measuring Student Satisfaction Towards iPVD
  60. Using Socio-ecological Model to Inform the Design of Persuasive Applications
  61. What influence cultural learning in virtual heritage environment
  62. Web-Based Physical Activity Interventions for Older Adults: A Review
  63. Advances in Visual Informatics
  64. Systemic Visual Structures: Design Solution for Complexities of Big Data Interfaces
  65. Understanding the User Perception in Visual Lifelogging: A Pilot Study in Malaysian Context
  66. A study of smartphone usage and barriers among the elderly
  67. Framing the Design of Novel Applications Inspired by Emerging Media Technologies
  68. Designing Interactive Applications with Multimedia Content-based Analysis Techniques
  69. Exploring user experience in game interface: a case study of The Sims 3
  70. A Study on the Naturalness of Gesture-Based Interaction for Children
  71. Nutritional Information Visualization Using Mobile Augmented Reality Technology
  72. Engendering Trust through Emotion in Designing Persuasive Application
  73. Designing Interactive Applications to Support Novel Activities
  74. Reflection on Reflection: Daily Review of Lifelog Photos and the Usability of Wearable Digital Camera
  75. Exploring the User Engagement in Interacting with Game Interfaces
  76. Understanding Big Picture and Its Challenges: Experts and Decision Makers Perspectives
  77. Design, Deployment and Assessment of a Movie Archive System for Film Studies - A Case Study
  78. Trends in the Final Year Project for Multimedia Undergraduate Programme: Supervisory Experience
  79. Determining Course Outcomes Achievement Through Examination Difficulty Index Measurement
  80. Investigating User Perception in a Development of Crime News Retrieval System
  81. Design of an interactive digital nutritional education package for elderly people
  82. Using moving and static RSVP presentation modes on children's digital flashcard
  83. A conceptual framework for an interactive personal information management system
  84. Designing an Interface for a Digital Movie Browsing System in the Film Studies Domain
  85. Measuring flow experience in gaming devices interactions
  86. Measuring user engagement levels in social networking application
  87. Personal information management systems and interfaces: An overview
  88. Measuring user engagement attributes in social networking application
  89. An Interactive Malaysia Crime News Retrieval System
  90. Measuring flow in gaming platforms
  91. i-JEN: Visual Interactive Malaysia Crime News Retrieval System
  92. Cultural Learning in Virtual Heritage: An Overview
  93. Use of Content Analysis Tools for Visual Interaction Design
  94. A Visual Art Education Tool to Create Logo (APH-Pensil) Based on the Fundamental Design Theory Approach
  95. A Visual Measurement Model on Human Capital and ICT Dimensions of a Knowledge Society (KS) Framework for Malaysia towards an Innovative Digital Economy
  96. An Improved Course Assessment Measurement for Analyzing Learning Outcomes Performance Using Rasch Model
  97. Use of RSVP Techniques on Children’s Digital Flashcards
  98. Developing, Deploying and Assessing Usage of a Movie Archive System among Students of Film Studies
  99. Are Visual Informatics Actually Useful in Practice: A Study in a Film Studies Context
  100. A Domain Specific Ontology Driven to Semantic Document Modelling
  101. ISTILAH SAINS: A Malay-English Terminology Retrieval System Experiment Using Stemming and N-grams Approach on Malay Words
  102. Indigenous Digital Multimedia Content Development for E-learning: Instructional and Cognitive Design Model Approach
  103. Intelligent tutoring tool for digital logic design course (ITDiL)