Nazreen Abdullasim

Nazreen Abdullasim
Technical University of Malaysia Malacca | utem · Department of Interactive Media

Master of Science Sofware Engineering

About

23
Publications
24,059
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71
Citations
Introduction
Nazreen Abdullasim currently works at the Department of Interactive Media, Technical University of Malaysia Malacca. Nazreen does research in Game Technology, Virtual and Augmented Reality, Crowd Simulation and Collision Detection in Virtual Environment. Currently working on the application of Game Technology for Engineering, Medical and Education sectors. Some of his works are i-VR(Full body Immersion VR), Arm-Kinect (3 DOF Robotic arm controlled with Kinect), i-HO (Interactive Hologram)

Publications

Publications (23)
Chapter
Human Factors Engineering (HFE) study is an established process used by ergonomists and HFE practitioners to analyze human-system interactions during engineering design stages of new and remodeled work facilities. Human accessibility and clearance evaluation is one of the basic components in the task analysis process conducted during HFE study. Thi...
Article
Full-text available
Manual material handling (MMH) activities utilize human’s effort with minimal aid from mechanical devices. MMH is typically associated with poor lower back posture which can lead to lower back injury. The likelihood to develop musculoskeletal disorders (MSDs) increases when poor working posture exist in combination with repetition and/or forceful e...
Article
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Manual material transfer tasks are common in occupational settings. Repetitive lifting tasks usually involve twisting and bending which are associated with occupational lower back injuries. One of the approaches to reduce bending and twisting is to separate the distance between lifting origin and destination, which will encourage lifters to step an...
Chapter
On the consumer level, VR Headset can be categorized into 2 major types. 6 DOF(Degree of Freedom) and 3 DOF VR HMD(head-mounted Display). 6 DOF HMD such as oculus rift, HTC VIVE, and Oculus Quest enable the user to move between 3 axes in term of position and rotation in virtual space that mimicking the experience in the real-life situation. Moreove...
Article
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In the 21st century, much progress has been made following the industrial revolution 4.0. Therefore, the field of animation has also been injected into technological advances. The transmission of information is difficult to convey accurately and interactively to users. In providing users with more exposure and convenience in a more attractive and c...
Article
Full-text available
Poor wrist postures due to work requirements is one of the established risk factors contributing to the development of work-related musculoskeletal disorders. This study systematically investigates the underlying hypothesis that identification and monitoring of poor wrist postures at work should be in the function of normalized wrist range-of-motio...
Article
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Identification and quantification of poor wrist postures at the occupational setting are generally challenging due to rapid changes in wrist movement. A system prototype was developed to capture and assess wrist postural behaviour at the workplace. This manuscript describes the development and initial validation process of the system prototype. The...
Article
Full-text available
Collision detection is a collision between two or more object. Collision computing by detecting the intersection between the two objects. There are two types of collision detection in research, such as rigid bodies and deformable. Besides, the main issue of collision detection normally involves efficiency, speed, and effectiveness. Therefore, it is...
Article
Full-text available
Collision detection includes the detection of a collision between the object in the virtual environment especially to stop the moving object through each other. However, the collision detection refers to the detection of the intersection between two or more objects. There are two basic types of collision detection namely rigid bodies that refer to...
Book
Game design is an important elements in Game Development. A good game design is not only for determining how good the game it will be, but also crucial as a development guideline for game developer to complete their project. Game Design starts from as early as ideation, conceptual phase and subsequently to the process of block out stages in the ear...
Chapter
Game design is an important elements in Game Development. A good game design is not only for determining how good the game it will be, but also crucial as a development guideline for game developer to complete their project. Game Design starts from as early as ideation, conceptual phase and subsequently to the process of block out stages in the ear...
Conference Paper
Full-text available
The emergence of studies on man-machine cognitive interaction has created humanoids that are indistinguishable from real humans. This study marks the initial step towards developing the first socially interactive robot with Malay features. The robot appears as a young adult Malay male and able to express three basic facial expressions i.e. neutral,...
Article
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Autism Spectrum Disorder (ASD) is a pervasive developmental disorder which affects individuals with varying degrees of impairment. Children with autism have been shown to demonstrate deficits in their facial processing skills and are known to less eye contact than typically developing children. It has also been assumed that children with autism are...
Conference Paper
Full-text available
Automated smart system has been an emerging trend in Industry 4.0. A RULA-Kinect system has been developed to automate the traditional Rapid Upper Limb Assessment (RULA). Avalidation study was conducted to compare RULA assessment between the system and human assessors. T-Test results showed that the RULAscores of 9 tasks are comparable (no statisti...
Article
Full-text available
The objective of this study is to quantitatively incorporate user observation into usability evaluation of game interface design. In this study, an experiment was conducted to monitor and record users' behavior using built in videocam. The experiment was done after the user play "A Garuda" game. All the character movement controlled by user were ca...
Conference Paper
Full-text available
The objective of this study is to investigate the effects of user’s gameplay experience on the generated game interface design. This paper focuses only on the findings from a conducted questionnaire involving 94 users who utilized the game interface design of “A Garuda”. The seven factors observed from the gaming experience are immersion, flow, cha...
Article
Full-text available
Crowd simulation is a large complex system that interactions with the virtual environment. Crowd model is usually integrated into a virtual environment to make the environment alive. In the context of agent-based simulation (as in crowd simulation), it encompasses collision checking between moving agents that are present in the same environment. He...
Article
In this paper we present a hybrid collision detection technique in crowd simulation by constructing a field of vision for each agent. The field of vision is represented as a bounding volume that is dependent to the agent’s locomotion variation that results in a variation of its length and angle. The variation will hence create more dynamic executio...
Article
Full-text available
Collision avoidance behavior is always about maintaining free collision between virtual objects. It is also about generating evasion routing for the agents in virtual environment such as in crowd simulation. It consists of three processes which are construction of Field of Vision, Collision handling and collision response. Constructing field of vis...

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