An Investigation into the Factors Influencing the Purchase Intentions of Smart Wearable Technology by Students
The purpose of this study was to examine the factors which influence the purchase intentions of Smart wearable technology by students in South Africa. The researchers, guided by literature developed a conceptual framework with five constructs, namely, product quality, design, price, consumer attitudes and purchase intentions. The study followed a quantitative research design. Data was collected from 416 registered students at a selected higher education institution in South Africa who were older than 18 years. Data analysis techniques comprised of structural equation modelling which focused on confirmatory factory analysis to confirm conceptual relations and causal relations between the factors. SPSS 23 and AMOS 23 software were used to perform the data analysis. The results revealed that product quality and product design had a significant positive effect on purchase intentions. Price and attitudes were found to be mediating the effect of product quality and product design on purchase intentions. The paper contributes to existing literature on the marketing and purchase behavior of Smart wearable technology. Furthermore, it provides technology organisations with adequate insight into the factors which influence the purchase of Smart wearable technology.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 05 (2019); pp. 15-29
International Association of Online Engineering (IAOE), Vienna, Austria
Augmented Reality User Interface Evaluation – Performance Measurement of Hololens, Moverio and Mouse Input
Recent innovation in the field of Augmented Reality (AR) and Virtual Reality (VR) has brought new devices on the market. Many industries see a big future in AR business and applications. The present research focuses on the user input performance of these AR-devices. This paper proposes an evaluation procedure using a server based input interface with a built-in assessment control. The evaluation is performed by test persons exposed to two AR devices: Microsoft Hololens and Epson Moverio BT-200. A conventional mouse input is used as a benchmark. The assessment reveals a trend of strength and weaknesses of each device and can orient developers to create more optimized AR experiences and improve the user experience.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 03 (2019); pp. 95-107
An Application of Flipped Classroom in Mathematics Teacher Education Programme
A body of literature has suggested the benefits of flipped classrooms in mathematics learning at university. However, there is still a lack of evidence regarding the benefits in the context of mathematics teacher education programme. This study aimed to examine the effectiveness of a flipped classroom application in a mathematics teacher education programme at a private university in Indonesia. A total of thirty-one pre-service teachers participated in the study. Multiple data collection methods were employed including observation, written journals and tests. The data were then analysed both quantitatively and qualitatively. The findings showed that flipped classroom promotes independent learning, with the type of classroom encouraging students to work together with other peers and improved learning awareness. However, some challenges were highlighted in flipped classroom application such as technical issues, editing recording skills, and it was time consuming. Recommendations are offered in reference with the findings.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 03 (2019); pp. 68-80
Copyright (c) 2019 Khoerul Umam, Toto Nusantara, I Nengah Parta, Erry Hidayanto, Herri Mulyono
An Examination of the Determinants of the Adoption of Mobile Applications as Learning Tools for Higher Education Students
The main purpose of the present study was to examine whether mobile applica-tions could be adopted as feasible tools for learning purposes at higher education institutions. Furthermore the study’s intention was to conduct an empirical inves-tigation into students’ perceptions towards mobile applications being introduced as learning aids. The researcher developed a conceptual model derived from the technology acceptance model in order to measure the constructs used in the study. Adopting a quantitative approach, the field study was conducted in South Africa at a selected higher education institution. Research data was collected from 380 registered students at the selected higher education institution who were older than 18 years. Using SPSS 23 and AMOS 23 software programs, Structural Equation Modeling (SEM) was performed to analyse the data set. The results re-vealed that perceived usefulness, perceived ease of use, attitudes towards a mo-bile application, intention to use a mobile application were all significant predic-tors for the actual use of mobile applications for learning. The findings of the study illuminate the importance of the determinants of the adoption of mobile ap-plications for learning in higher education.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 03 (2019); pp. 53-67
Copyright (c) 2019 Tinashe Chuchu, Tinashe Ndoro
CrimeID: Towards Crime Prevention and Community Safety in Indonesia using Mobile and Web Technology
The rate of crime incidence in Indonesia is quite high. Some efforts to prevent crime and to create community safety have been already conducted. However, the information technology has not been implemented yet. CrimeID could be a technology tool for both individual and collective crime prevention. The citizen could participate individually as a crowd to annotate the crime data from news article through the crowdsourcing platform using gamification concept. The collected data could be used to raise the awareness among community members of the crime that happens surrounding them by using the location-aware system.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 09 (2019); pp. 52-65
Copyright (c) 2019 Yohanes Sigit Purnomo WP, Th. Devi Indriasari, Kusworo Anindito, Yoshua Andrean, Jaka Galih Prasetyo
Mobile Phone Sensing using the Built-in Camera
Modern mobile phones or smartphones have multipurpose functions apart from being used as a device for voice and text communications. They are also embedded with many useful sensors, including camera, barometer, accelerometer, and digital compass. Unlike other types of sensor, the smartphone camera has been underutilized. This paper aims to fill the gap by analyzing and reviewing the hardware and software components of smartphones and highlighting the potential uses of the smartphone camera to support human daily life activities. A simple search of research papers indexed in Google Scholar was carried out using guided terms. The papers were filtered to match the research questions for this study. Only relevant papers were analyzed and reviewed. The results of the analysis suggested that the rapid development in the smartphone hardware has extended the use of the smartphone cameras beyond personal and social photography. Consequently, applications (apps) based on smartphone cameras emerge, such as barcode readers, document digitizing tools, augmented reality, translation tools, and indoor positioning device. These apps benefit users and facilitate them in their daily life activities.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 02 (2019); pp. 102-114
Copyright (c) 2019 Norliza Katuk, Nur Haryani Zakaria, Ku-Ruhana Ku-Mahamud
Defining Stable Touch Area Based on a Large-Screen Smart Device in 3D-Touch Interface
Touch interface technologies for mobile devices are essentially in use. The purpose of such touch interfaces is to run an application by touching a screen with a user’s finger or to implement various functions on the device. When the user has an attempt to use the touch interface, users tend to grab the mobile device with one hand. Because of the existence of untouchable areas to which the user cannot reach with the user’s fingers, it is possible to occur for a case where the user is not able to touch a specific area on the screen accurately. This results in some issues that the mobile device does not carry out the user’s desired function and the execution time is delayed due to the wrong implementation. Therefore, there is a need to distinguish the area where the user can stably input the touch interface from the area where the users cannot and to overcome the problems of the unstable touch area. Furthermore, when the size of the screen increases, these issues will become more serious because of an increase in the unstable touch areas. Especially, an interface that receives position and force data like 3D-touch requires the stable area setting different from the conventional 2D-touch. In this paper, we search and analyze the stable touch areas on the large screen where the user can do 3D-touch inputs.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 02 (2019); pp. 115-127
Copyright (c) 2019 Younghoon Seo, DongRyeol Shin, Choonsung Nam
Fully Automated Classroom Attendance System
This paper is based on study and implementation of the pilot project for customized, automated, highly secured class room management system known as JIC CMS (Jubail Industrial College Class room management System). In this research paper, the strategies, design, development and implementation of a pilot project for class room attendance management systems is explained in detail. As a pilot project, mobile app is built on Android platform using Xamarin programming. Prototype of proposed system provides high level of authentication by embedding face recognition and biometric verification together with RFID system. Though given model features are specially designed for our college needs, but this model can be modified for general usage and can be applied for all academic levels i.e. school, college, universities. Among the other features of system, one important feature is selection of system to work in smart mode in which system closes after predefined time and uploaded automatically to the web server.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 08 (2019); pp. 95-106
Smart Car Parking Mobile Application based on RFID and IoT
The common problem that is mostly found in urban area and the organizations service numbers of people such as government places, university, department store, and hospital, is the insufficient car parking. This problem is the result of the continuing increasing number of vehicle. Further, the car parking management is insufficient so the service users waste their time and fuel trying to look for the available parking. The objective of this research was to develop mobile application for smart car parking using Radio-Frequency Identification (RFID) and Internet of Thing (IoT) which can detect the available parking lot so it is time saving for people. Moreover, the parking area management is more efficient as it minimizes the limitation of traditional system which the users have to access web application which is unable to automatically alert when the parking lot status has changed. Further, the data can be applied to the management and planning such as analyzing numbers of vehicle daily to compare with the parking lot if it is sufficient or not in order to improve and provide more parking space appropriately.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 05 (2019); pp. 4-14
Copyright (c) 2019 Aekarat Saeliw, Watcharasuda Hualkasin, Supattra Puttinaovarat, Kanit Khaimook
This study was undertaken to address the need to modernize the modes of teaching and learning pedagogy by taking advantage of the proliferation of electronic gadgets and mobile devices since, as counted there are more computers than the people in the world (Boren, 2014). This research found out how learning in the new platform could be adopted by teachers and students. In addition, it tested the different variables involved in the use of mobile in learning by faculty and students of Centro Escolar University (CEU) to determine factors that made implementing technology a success or a failure.To attain the set objectives, this study made use of descriptive and inferential method to the data gathered from respondents via stratified random sampling. Specifically, it employed frequency, mean, standard deviation, t-test, analysis of variance and multiple linear regressions for the treatment of data derived from the survey questionnaires. To complete the triangulation approach and for consistency of findings, observation and interview were also conducted.Subsequently, in order to determine adoption to mobile learning the modified Unified Theory of Acceptance and Use of Technology (UTAUT) model was employed. This model shows relationship of moderating variables which are age, gender, voluntariness of use and experience from independent variables like performance expectancy, effort expectancy, social influence, facilitating conditions, anxiety and self-efficacy. After all the statistical treatments were applied, Anxiety, Self-Efficacy, Effort Expectancy, Performance Expectancy and Facilitating Condition contribute to the success of the introduction of technology to the organization, while social influence was excluded as the reasons why users adopt it.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 08 (2019); pp. 124-138
Copyright (c) 2019 Eliza Bundoc Ayo, Marcial Leyton Anacio, Teresita Sacdalan Mijares, Rosemarievic Abejero Bustamante, Lani Estrada Sakay