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Healthy river should ideally have well balanced social and natural functions. It is expected that by 2050, people, especially from developing countries like Africa and Asia, will suffer from clean water scarcity due to high population density and industrial and agricultural activities. The most important aspects in river health management are to secure the needs of water and its sustainable water use, to ensure water safety for the use of various aspects, including the suitability of water use. However, none of the proposed studies embraced all the principles of water sustainability, safety, and suitability in their evaluation for river health situations and socio-economic development. The limitation on data quality from in-situ data is widely discussed in the literature as an ongoing issue in water resource management. The need for a paradigm shift in using the latest technology, i.e., the Fourth Industrial Revolution (4IR), like extraction of real-time data from satellite and other on-land devices, is of great help in bridging the gap between developed and developing countries. This research aims to propose a comprehensive river health assessment system model based on the 3S principles: Safety, Suitability and Sustainability, to be deployed in a machine learning system, IoT-based system, and demonstrate its applicability using three different river systems located in Penang, Malaysia case study.
Universiti Kuala Lumpur (UniKL)
Leonardo Parra Agudelo is an Assistant Professor in the Design Department, Faculty of Architecture and Design at Universidad de los Andes. (Bogota, Colombia). Leonardo finished a PhD in urban development and social innovation at QUT, Brisbane, Australia. He holds an MFA in Design and Technology from Parsons the New School for Design, New York, USA.
Water is an important element in the water soaking process of white pepper berries. White pepper berries are typically soaked for 7 to 14 days on running water. A good way to start in ensuring the quality of white pepper berries is by routinely checking the quality of the water. However, it takes a lot of time and work for farmers to carry out the water soaking process manually. The purpose of these studies is to analyse the water quality for the water soaking process of white pepper berries using an algorithm from deep learning methods with the integration of IoT technology. In this study, an IoT based water soaking tank is built with few sensors that will monitor the water quality during white pepper berries water soaking process. Then, the water quality data obtained from an IoT sensors will be analyse and evaluate. The findings of this study can help the farmers to improve the existing production of white pepper berries with more hygienic and environmental friendly approach.
Universiti Malaysia Sarawak (UNIMAS)
Leonardo Parra Agudelo is an Assistant Professor in the Design Department, Faculty of Architecture and Design at Universidad de los Andes. (Bogota, Colombia). Leonardo finished a PhD in urban development and social innovation at QUT, Brisbane, Australia. He holds an MFA in Design and Technology from Parsons the New School for Design, New York, USA.
Using technology, museums and cultural heritage galleries have created interactive exhibits and educational tools to stimulate the interest of visitors. The rise of technologies such as Augmented, Virtual, and Mixed Reality has facilitated the development of digital experiences that can engage and educate visitors to explore and communicate with the artifacts, especially in museums or cultural heritage galleries. There are many types of digital technology for enhancing user experience in museums that had been developed, but an understanding of the user expectation will be the main key point to develop better-design digital technology applications.
Universiti Teknologi Malaysia (UTM)
Leonardo Parra Agudelo is an Assistant Professor in the Design Department, Faculty of Architecture and Design at Universidad de los Andes. (Bogota, Colombia). Leonardo finished a PhD in urban development and social innovation at QUT, Brisbane, Australia. He holds an MFA in Design and Technology from Parsons the New School for Design, New York, USA.
Gamification has become one of the most popular electronic markets and commerce trends. Gamification has already been employed and researched in several domains such as commerce, education, healthcare, and logistics (Huotari et al. 2017). 2020 has marked a great change in marketing activities for Higher Education Institutions (HEI) due to COVID-19. In common practice, the marketing team will involve in education roadshows around Malaysia and overseas, education exhibitions, and school tours. But due to the pandemic, the Malaysian government has implemented the Movement Control Order (MCO) from 18 March 2020 until 1 November 2021 which encompassed restrictions on movement, assembly, and international travel, and mandated the closure of the business, industry, government, and educational institutions to curb the spread of SARS-CoV-2, the virus that causes COVID-19. Reaching out to Gen Z, who is the major population of the higher education prospective undergraduate students, needs to evolve with the current technology. The importance to have an alternative approach for marketing engagement also needs to be considered just in case Malaysia goes for another MCO in the future. Introducing gamification to Gen Z could lend some solutions as gamification technology has become their part of daily routine (Saxena and Mishra. 2021). This research aims to design and implement an effective gamification model as a marketing tool for Higher Education Institutions (HEI) to assist in engagement and enrollment with prospective undergraduate students which is known as Generation Z (Gen Z). The objectives of this research are to identify the best game elements for the gamification model of the digital marketing tool for the HEI, to introduce a new gamification model suitable for marketing HEI, and to measure the impact of the gamification model on HEI enrollment. ADDIE Methodology is used as the framework for Project Management. The method that will be used for this research is a mix of experimental and quantitative. Questionnaires will be distributed together with the prototype to get the feedback for the analysis to see the effectiveness of the tool produced. A simple random sampling method will be applied for data collection for the analysis. The sampling size will be 10% of the target intake of undergraduate students. The concurrent validation will be performed during the implementation of the prototype.
Universiti Kuala Lumpur (UniKL)
Leonardo Parra Agudelo is an Assistant Professor in the Design Department, Faculty of Architecture and Design at Universidad de los Andes. (Bogota, Colombia). Leonardo finished a PhD in urban development and social innovation at QUT, Brisbane, Australia. He holds an MFA in Design and Technology from Parsons the New School for Design, New York, USA.
The growing usage of Agile methodology in software development projects among industry professionals (software engineers, system analysts, requirement engineers, etc.) and academia (software engineering students) leads to the needs for implementation of UML diagram for requirements modelling. Use case diagram, which is an example of UML diagram is a very powerful tool to model the requirements specified by the users while also helping the development teams to understand the functionalities and interactions between users and the system. However, there is lack of a system or tool that can perform the operation to visualise the use case diagram directly from user stories because generating this diagram manually require deep understanding of the requirements, effective communications with stakeholders, and it consume lots of time while previous studies which relate to this study are unable to fulfil the relationship elements of use case diagram. This study will introduce a method to visualise the use case diagram from structured textual user stories by utilizing Natural Language Processing (NLP) and application of logical rules which will be done in four stages namely Requirement Gathering, Natural Language Processing, Application of Logical Rules, and UML Diagram Generation. A tool named Stanford CoreNLP will be used to perform four techniques of NLP which are tokenisation, stemming and lemmatisation, POS tagging, and dependency parsing to process the textual user stories, followed by applying the logical rules before generating the use case diagram. This study will solve the gap which is the problem with the relationship elements while contribute a semi-automated approach to generate use case diagram from user stories.
Universiti Malaysia Sarawak (UNIMAS)
Leonardo Parra Agudelo is an Assistant Professor in the Design Department, Faculty of Architecture and Design at Universidad de los Andes. (Bogota, Colombia). Leonardo finished a PhD in urban development and social innovation at QUT, Brisbane, Australia. He holds an MFA in Design and Technology from Parsons the New School for Design, New York, USA.
E-government has received a great deal of attention in recent years and has evolved into a potent tool for providing services to citizens. E-government aims to deliver services in electronic form and effectively via official websites and platforms to foster an interactive relationship between citizens and government sectors. Consequently, the government increasingly uses ICT as a means to present their public e-services and interact and communicate with the citizens. However, public administrations tend to develop these public e-services according to their inside perspective, meaning that users' needs are typically ignored. In turn, this resulted in developing public e-services with a lack of a clear understanding of the potential users' needs. Therefore, they are likely to be rejected because they are not viewed as superior alternatives to existing methods of interacting with public administrations. User participation has added value to systems development projects for a long time, and current expectations are that the same will be true for public e-service development. However, existing research indicates that introducing user participation in the development of public e-services can be difficult. In addition, existing research on user participation in public e-service development provides scant guidance on how different approaches to user participation fit within the context of public e-service development and which form of user participation is most suitable for a particular development project setting. This study will focus on citizen participation in public e-service development and how they can be involved in enhancing the design of public e-services, thereby increasing e-participation.
Universiti Teknologi Malaysia (UTM)
Leonardo Parra Agudelo is an Assistant Professor in the Design Department, Faculty of Architecture and Design at Universidad de los Andes. (Bogota, Colombia). Leonardo finished a PhD in urban development and social innovation at QUT, Brisbane, Australia. He holds an MFA in Design and Technology from Parsons the New School for Design, New York, USA.
The current digital ecosystem increasingly demands citizens who are highly digitally competent (knowledge, Skill, and attitude). Citizens’ Digital Competence (DC) influences the nature and frequency of their Digital Economy Participation (DEP). There exists a DC gap despite government efforts in providing affordable and accessible digital infrastructure to its citizens. The lack of these DC makes citizens easy prey for data theft, scams, and disinformation, or barring their access to services they should be able to afford. As we are bombarded with vast technological advancement and the internet, citizen need to consider their authenticity to avoid being misled and misinformed (digital security competency). When accessing digital services citizens/users would need certain competences to make effective use of the service. The complexity and multiplicity of the digital world provide a plethora of opportunities and risks for digital citizens or users. A competent digital user will have confidence in digital interaction and play an active and assertive role in the digital ecosystem. There is a need for digital proficiency level development for specific and general purposes in a digital society. The Sarawak Digital Economy Strategy SDES 2018 and the Post covid development strategy (PCDS) 2030 set out how Sarawak will secure its future as a high-income state and leading digital society by 2030. The Strategy recognizes that the Government plays an enabling role. The businesses and individuals will ultimately determine the success of such government pro-active initiatives. Before Sarawak can maximize the true value potential of the digital investments and initiatives, issues such as the digital competence of citizens, enhancing collaboration between government and corporations, and improving existing technical infrastructure, must be given special consideration. This research presents an assessment framework for digital competence for citizen’s digital economy participation.
Universiti Malaysia Sarawak (UNIMAS)
Digital divide continues to be an issue globally. Though several reports are stating improvement in broadband penetration, yet pandemic emerges, and the digital divide continues to exacerbate. A4AI stressed that we cannot depend on simple metrics as everyone is connected to the Internet differently. As digital inclusion is defined as the ability to access and use information and communication technologies, a different approach is needed to assess not only the coverage but effective access and use. Lately, the UN has also stated that the Internet has become the medium to practice human rights, and the right-based development approach should be the approach to be utilised for introducing meaningful connectivity to the rural community. Therefore, in this study, the definition of digital divide is first being explored with the current status happening in Malaysia. Different digital inclusion programmes and development approaches are also reviewed to understand different programmes and approaches in detail. Lastly, this study will introduce the four targets of meaningful connectivity which are: a fast internet, an appropriate device, enough data and regular internet use. The QoS proposed by ITU and MCMC are also compared and reviewed in an attempt to identify the important indicators that both international and national organisations are currently focused in. Those indicators would then compared once again with the four targets of meaningful connectivity before contextualizing the meaningful connectivity for the indigenous communities in Sarawak
University of Technology Sarawak (UTS)
Online abuse and sexual harassment in developing and under developed countries as research review pay surprisingly little or no attention to issues of online harassment in these countries. Our review also shows that the previous studies are based on small-sample, qualitative approaches, and primary data. In this thesis, we propose a study of the determinants of reported cyber crimes in five districts of Pakistan, which will guide us to localize the space transition theory within the local context and further co-designing a digital tool for the prevention of cybercrimes.
University of Technology Sarawak (UTS)
netStethoscope: Internet Diagnostic Tool (IDT) integrated with Geographical Information System (GIS) to display the speed test results on the map. It allows the user and decision maker to know better how the user experience is. Also, netStethoscope uses Raspberry Pi for community testing for network blackout detection, especially in rural areas.
University of Technology Sarawak (UTS)
Multisensory learning is proven to provide better effectiveness comparing with unisensory learning. When a person touches the physical material, kinesthetic and tactile sensory works and create better memorization. Tangible user interface is a technology that is able to provide multisensory for learners with the tangible part of the interface which represent the real physical object in the aspect of metaphor. It can be used to bring back the multisensory aspect which is originally come with the Oroo’ sign language and important when learner wants to learn the language. With this technology, learner can sense the sign of Oroo’ sign and learn about the semantic and discover the way to construct the message. It is believed that this tool will bring positive effectiveness in the learning process of the Oroo’s language. The tool that developed will be tested and evaluated regarding the effectiveness and cognitive load aspects toward the community.
University of Technology Sarawak (UTS)
Undergraduate
University of Technology Sarawak (UTS)
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