Augmented Reality Storytelling – Narrative Design and Reconstruction of a Historical Event in situ
subject: Mobile augmented reality
subject: augmented reality
subject: AR
subject: mixed reality
subject: situated simulations
subject: sitsim
subject: archive
subject: narrative
subject: storytelling
subject: location-based media
subject: digital cultural heritage
subject: Omaha Beach
subject: D-Day
description: How may we best utilize mobile augmented reality for storytelling when reconstructing historical events onlocation? In this article we present a series of narrative design considerations when developing an augmented reality application recreating the assault on Omaha Beach in the early morning on D-Day. To what extent may we select existing genre conventions from, for example, documentary film, and adapt them to a location–based audio–visual medium like AR? How can we best combine sequence and access, the narrative flow of an unfolding historical event with the availability of background information, in order to enrich the experience of the story, but without distorting its coherence? To what extent may we draw from existing and well known media representations of the Omaha Beach landing? How was the battle documented with contemporary means? We present the rich documentation of photos, films, drawings, paintings, maps, action reports, official reports, etc., and discuss how these have been employed to create the published AR situated simulation. We also describe and discuss the testing and evaluation of the application on location with visitors, as well as online tracking of its current use.
creator: Liestoel, Gunnar
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 12 (2019); pp. 196-209
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2019-12-18
rights: Copyright (c) 2019 Gunnar Liestoel
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

The Potential of the ePortfolio as a Recruitment Tool: From the Perspective of HR Directors
subject: ePortfolio
subject: educational technology
subject: higher education
subject: employability
subject: human resources.
description: In this paper, the authors explore the potential of the electronic portfolio (ePortfolio) as a recruitment tool, in particular whether Human Resources directors would be willing to use it during the recruitment and selection process. The ePortfolio presents, documents, reflects on, and fosters students’ skills, credentials, certificates and diverse formal and informal experiences in a structured and well-organized manner. Because the ePortfolio is, by nature, flexible and adaptable, an ePortfolio developed with the help of professors over the course of a students' studies can easily be incorporated into professional networking platforms as a job search tool and showcase the skills required for a successful applicant. It is often said that the difference between what is taught in the academic world and the practical skills that are required by the business sector make it difficult for students to access the labor market. The ePortfolio may help to reconcile both worlds. In order to examine whether Human Resources directors are willing to use an ePortfolio as a recruitment tool, a survey was carried out among fifty-two Human Resources directors. The research findings reveal that an educational ePortfolio can count on significant approval in the business sector. This research study is relevant as it provides valuable information on this topic and it is the only one to date, conducted among HR directors in the context of Spanish-speaking countries.
creator: Ciesielkiewicz, Monika
creator: Bonilla, Claire
creator: Olave López de Ayala, Carlos
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 03 (2020); pp. 95-106
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2020-02-28
rights: Copyright (c) 2020 Monika Ciesielkiewicz, Claire Bonilla, Carlos Olave López de Ayala
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Social Media Usage for Enhancing English Language Skill
subject: social media
subject: English language skill
subject: English language learning media
description: One of the obstacles of learning English Language as a Foreign Language is the limitation of practicing media. Social media has many contents and facilities which can be used for practicing English. The aim of this study is to find out students’ intensity of using English-language social media content. The study was conducted by quantitative approach and survey method among the Senior High School students in Jakarta, Indonesia. Data analysis shows that as students’ intensity who used English-language social media content is low. Students’ perception of English skill in reading and writing is good, while students’ perception of listening and speaking is still low. The intensity of using English-language social media content is positively and significantly related to students' perceptions of their ability to speak English including reading, writing, listening and speaking aspects. Hence, social media is needed to be learning media for learning English language as a Foreign Language in Indonesia.
creator: Anwas, E. Oos Mukhamad
creator: Sugiarti, Yuni
creator: Permatasari, Anggraeni Dian
creator: Warsihna, Jaka
creator: Anas, Zulfikri
creator: Alhapip, Leli
creator: Siswanto, Heni Waluyo
creator: Rivalina, Rahmi
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 07 (2020); pp. 41-57
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2020-05-06
rights: Copyright (c) 2020 E. Oos Mukhamad Anwas, Anggraeni Dian Permatasari, Yuni Sugiarti, Jaka Warsihna, Zulfikri Zulfikri, Leli Alhapip, Heni Waluyo Siswanto
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Optimizing Android Malware Detection Via Ensemble Learning
subject: Android Malware Detection
subject: Machine Learning Models
subject: Base Learners
subject: Ensemble Learner
subject: Reverse Engineering
description: Android operating system has become very popular, with the highest market share, amongst all other mobile operating systems due to its open source nature and users friendliness. This has brought about an uncontrolled rise in malicious applications targeting the Android platform. Emerging trends of Android malware are employing highly sophisticated detection and analysis avoidance techniques such that the traditional signature-based detection methods have become less potent in their ability to detect new and unknown malware. Alternative approaches, such as the Machine learning techniques have taken the lead for timely zero-day anomaly detections. The study aimed at developing an optimized Android malware detection model using ensemble learning technique. Random Forest, Support Vector Machine, and k-Nearest Neighbours were used to develop three distinct base models and their predictive results were further combined using Majority Vote combination function to produce an ensemble model. Reverse engineering procedure was employed to extract static features from large repository of malware samples and benign applications. WEKA 3.8.2 data mining suite was used to perform all the learning experiments. The results showed that Random Forest had a true positive rate of 97.9%, a false positive rate of 1.9% and was able to correctly classify instances with 98%, making it a strong base model. The ensemble model had a true positive rate of 98.1%, false positive rate of 1.8% and was able to correctly classify instances with 98.16%. The finding shows that, although the base learners had good detection results, the ensemble learner produced a better optimized detection model compared with the performances of those of the base learners.
creator: Christianah, Abikoye Oluwakemi
creator: Gyunka, Benjamin Aruwa
creator: Oluwatobi, Akande Noah
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 09 (2020); pp. 61-78
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2020-06-17
rights: Copyright (c) 2020 Akande Noah oluwatobi, Benjamin Aruwa Gyunka, Abikoye Oluwakemi Christianah
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Using Modern Education Technique in Wasit University
subject: Higher Education
subject: Learning Management System
subject: Information and Communication Technology
subject: Canvas
description: This New learning educational methods, which depending on Learning Management System (LMS), have been used by universities in the top education universities in the world. However, most of the Iraqi universities use the traditional education methods in the classroom. The purpose of this study was to examine the benefit of using LMS in higher education. This study shows how to implement and use modern educational techniques in Engineering College of Wasit University. This paper shows that using modern education tools in the class lead to increase the productivity of student, save time with less effort for instructors with high accuracy of exam results. In addition, using LMS system allows students to obtain more information in a short time. Moreover, this system gives students an opportunity to interact with the instructor and among themselves. The findings show the benefits of integrating LMS in higher education and recommend other institutions to implement it.
creator: Alaidi, Abdul Hadi
creator: Yahya, Omar
creator: Alrikabi, Haider TH.Salim
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 06 (2020); pp. 82-94
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2020-04-17
rights: Copyright (c) 2020 Haider Alrikabi, Abdul Hadi Alaidi, Omar Yahya
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

The Application of Wireless Communication in IOT for Saving Electrical Energy
subject: Internet of Things (IOT)
subject: Power management
subject: Global System for mobile communication (GSM).
description: Energy consumption is a huge problem in Iraq, especially in government institutions. Many devices continue operating even after working hours. In this case study, by using IOT technology, we shall show it to be more efficient if we can control the main devices that are consuming a large amount of power. Internet of things (IOT), therefore, is an exciting solution for managing energy consumption in Iraqi government buildings.The proposed system has been designed to wake up the devices to start operating at 7:00 AM. 7:00 AM is the standard start of the working day in Iraq. In our proposed system, the case study has been taken based on the universities and institutions. In the universities and institutions, the working day ends at 8:00 PM. This is when our proposed system is designed to power off the main devices. In addition, after 8:00 PM and before 7:00 AM, if there is any device still in operation, the system will send a notification to the manager of the institution.Our proposed system has been designed using Arduino mega as a main controller. Also, the module SIM800L GSM has been used to make the communication for notification cases, and the Relay 8 CH has been used as electronic switches for the devices.
creator: Alrikabi, Haider
creator: Alaidi, Abdul Hadi
creator: Nasser, Khalid
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 01 (2020); pp. 152-160
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2020-01-20
rights: Copyright (c) 2020 Haider Alrikabi, Abdul Hadi Alaidi, Khalid Nasser
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Non-refereed Article

Road Information Collector Using Smartphone for Measuring Road Width Based on Object and Lane Detection
subject: Road Information
subject: Road Width
subject: Object Detection
subject: Lane Detection
subject: Vanishing Point
description: This paper proposed an application for Android smartphone to collect road information. That information will be extracted to acquire road width, so the drivers could use right alternate routes for their types of vehicle. Object and lane detection are both used for obtaining road width when lane boundaries are detected in road image otherwise, road width is obtained using a vanishing point method. The average error rate for road width measurement using object and lane detection is 19.71%. Meanwhile, the average error rate when there is no lane boundary is in the range of 10-15%, 8-18%, and 10-19% for various capturing sides. Reclassification of the road is done when the error rate of road width is set. Accuracy of road category reclassification is in the range of 70-75% in various sides.
creator: Nasution, Surya Michrandi
creator: Husni, Emir
creator: Kuspriyanto, Kuspriyanto
creator: Yusuf, Rahadian
creator: Mulyawan, Rahmat
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 02 (2020); pp. 42-61
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2020-02-10
rights: Copyright (c) 2020 Surya Michrandi Nasution, Emir Husni, Kuspriyanto Kuspriyanto
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Usability Evaluation of Mobile Health Application from AI Perspective in Rural Areas of Pakistan
subject: Healthcare
subject: Mobile Health (mHealth)
subject: Usability
subject: Artificial Intelligence
subject: Developing countries.
description: Purpose: This study endorses AI enabled Mobile Health application and investigates usability evaluation of the Mobile Health application by patients’ task performance evaluation and satisfaction.Materials and Methods: International Organization for Standards (ISO) 9241-11 standard metrics were used and 15 patients performed tasks on task success rate, errors, efficiency (time spent), satisfaction (SUS scale).Results: Getting registered was a top easy task while finding a relevant doctor was the most difficult task for users. The satisfaction scores by SUS suggest good rather excellent application user experience. Male were successful task achievers, while educational level and mobile know-how influence the usability scores in terms of time consumed, task errors occurred, and task completed.Conclusion: Methods used in this study suggest future research from different contexts. Using ISO 9241-11 usability standards, the SUS instrument for satisfaction, and measuring user characteristics influence performance and can provide considerable Mobile Health design.
creator: Samad Dahri, Abdul
creator: Al-Athwari, Ahmad
creator: Hussain, Azham
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 11 (2019); pp. 213-225
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2019-11-15
rights: Copyright (c) 2019 Abdul Samad Dahri, Ahmaed Al-Athwari, Azham Hussain, Kamal Ab Hamid
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Mobile Banking Usability Evaluation among Deaf: A Review on Financial Technology and Digital Economy Prospects
subject: M-banking Usability
subject: Financial Technology
subject: Digital Economy
subject: Deafness.
description: This study is aimed to explore the dimensions for appropriate deaf people usability evaluation model for M-banking application in order to enhancetheir satisfaction. Through the systematic literature review (SLR) conducted, four dimensions (efficiency, effectiveness, satisfaction and accessibility) have been identified to be appropriate to suit the need of m-banking application usability evaluation especially for the deaf people. Furthermore, innovation and technologies through digital economy are practical and aptly accessible to allows persons who are deaf to fully participate in society, education, and business while also providing prospects for personal and professional advancement. Moreover, this study will be able to provide recommendation to the upper management of Malaysia Banks to concern on mobile services in order to enhance the deaf customers’ satisfaction. Financial and economy implications together with future research suggestions are also discussed in this study.
creator: Vija Kumaran, Vikniswari
creator: Soosay Nathan, Shelena
creator: Hussain, Azham
creator: Hashim, Nor Laily
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 11 (2019); pp. 24-33
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2019-11-15
rights: Copyright (c) 2019 Vikniswari Vija Kumaran, Shelena Soosay Nathan, Azham Hussain, Nor Laily Hashim
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article

Incorporating a Smartphone Video in a Theatrical Activity to Promote an Authentic Language Learning Environment in a Lower Secondary School Classroom
subject: theatrical activities
subject: role-play
subject: smartphone video
subject: authentic learning
subject: authentic learning environment
description: Theatrical activities have been used to promote an authentic learning environment. However, the incorporation of simple daily technology, like smartphones, to enable students to produce a video of their theatrical activities has not been explored in the Indonesian language learning classroom. This paper documents a video project conducted by lower secondary school students at a private school in Jakarta, Indonesia to examine whether a video project task could help create an authentic learning environment in a language classroom setting. Although the benefits of theatrical activities to promote authenticity in students’ learning experiences are evident in the literature, only a few students have access to such benefits. Many students were reluctant to get involved in the theatrical activities prepared by the teachers and only one cohort of students successfully completed the advertisement video assignment. Teachers’ instructional issues as well as students’ motivation and commitment to work collaboratively were identified as the barriers to produce the video.
creator: Yanti, Prima Gusti
creator: Mulyono, Herri
source: International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 01 (2020); pp. 141-151
source: 1865-7923
publisher: International Association of Online Engineering (IAOE), Vienna, Austria
date: 2020-01-20
rights: Copyright (c) 2020 Prima Gusti Yanti
format: application/pdf
language: eng
type: info:eu-repo/semantics/article
type: info:eu-repo/semantics/publishedVersion
type: Peer-reviewed Article