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Abstract

Information is easily available through social medias, newspapers, notice boards, books, radio, television with each medium having its unique presentation techniques. This holds true for mobile applications with applications being developed to provide direct information per-taining shopping, travel, hotel and restaurant bookings, as well as reviews. To encourage usage and ensure user satisfaction, mobile applica-tions should be developed creatively with user friendly interface. It is essential for app developers to understand the techniques of infor-mation presentation. This project’s goal is to develop a mobile application that can efficiently provide information on food and beverage establishments that are available throughout Universiti Malaysia Sabah’s (UMS) campus. With daily foot traffic of more than thousands ranging from students, staffs, and visitors, it is essential to have a medium to convey food and beverage information that can be easily ac-cessible anytime and anywhere. Information visualization technique was used to aid information presentation in the development of a mobile app using the Android platform. This application allows users to identify information on meals that are available throughout the campus, and the food and beverage vendors will be able to market their daily specials to a wider audience.
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ABSTRACT
Information is easily available through social medias,
newspapers, notice boards, books, radio, television with each
medium having its unique presentation techniques. This holds
true for mobile applications with applications being
developed to provide direct information per-taining shopping,
travel, hotel and restaurant bookings, as well as reviews. To
encourage usage and ensure user satisfaction, mobile
applica-tions should be developed creatively with user
friendly interface. It is essential for app developers to
understand the techniques of infor-mation presentation. This
project’s goal is to develop a mobile application that can
efficiently provide information on food and beverage
establishments that are available throughout Universiti
Malaysia Sabah’s (UMS) campus. With daily foot traffic of
more than thousands ranging from students, staffs, and
visitors, it is essential to have a medium to convey food and
beverage information that can be easily ac-cessible anytime
and anywhere. Information visualization technique was used
to aid information presentation in the development of a mobile
app using the Android platform. This application allows users
to identify information on meals that are available throughout
the campus, and the food and beverage vendors will be able to
market their daily specials to a wider audience.
Key words: Information Visualization, Mobile Application,
Food and Beverage
1. INTRODUCTION
Good data presentation is essential in attracting people to read
and understand the message being conveyed. Information that
is seen as attractive activates individuals’ heuristic
information processing. Salient information acts as a shortcut
that triggers memory retrieval, allowing for fast decision
making. Though access to information aids in decision
making, abundant information can cause information
overload. Therefore, the development of a medium that can
efficiently present food and beverage (F&B) information and
allows users to compare and filter information is timely in the
context of Universiti Malaysia Sabah (UMS). UMS houses a
number of F&B establishments in various locations located
sporadically across the large campus. While each of these
establishments provide an array of food choices, the
information regarding meals being offered can only be
observed through a menu board that is normally hung near the
respective F&B premises. Due to space constraints, this menu
board will typically display a list of menu items with their
respective price that is neither appealing nor enticing to
prospective consumers. Having to walk to a particular
establishment just to see the meals that are being offered for
the day limits prospective consumers’ consumers choice to
select the best meal option that they could afford. Majority of
the consumers tend to resort to having lunch at the nearest
food premises without knowing that they could actually have
a better meal at the same amount of price elsewhere. Currently,
on campus foodservice operators do not have a medium to
advertise their daily specials or promotions to the larger
campus crowd, limiting their market to the nearby foot traffic.
Having an application that can act as a medium to disseminate
information attractively would be the perfect solution to this
problem.
The following are the problem statements of the project:
There are limited mobile applications that has been
developed using the information visualization technique.
Such constraints are caused by devices limitations (e.g.
screen size), making development intricate (Chittaro, 2006).
Moreover, there are scarce research that proves information
visualization technique is useful in mobile applications.
The effectiveness of a message can be affected by the way it
is presented. Information that are visually appealing are
more effective than the same information provided in a
textual format (Mitchell, 1986). Conveying information and
Information Visualization for Food Mobile Application: Hangri 2.0
Aslina Baharum
1
*, Nadia Hanin Nazlan
2
, Noorsidi Aizuddin Mat Noor
3
, Rozita Hanapi
4
, Ismassabah
Ismail5, Nor Azida Mohamed Noh5
1
Faculty
of
Computing
and
Informatics,
Universiti
Malaysia
Sabah,
88400
Kota
Kinabalu,
Sabah
Malaysia,
aslina@ums.edu.my
2Faculty of Hotel & Tourism Management, Universiti Teknologi MARA Cawangan Selangor,42300 Bandar
Puncak Alam, Selangor, Malaysia.
3UTM CRES, Faculty of Built Environment and Surveying, Universiti Teknologi Malaysia, 81310 Johor Bahru,
Johor, Malaysia.
4Faculty of Business Management, Universiti Teknologi MARA Cawangan Sarawak, 94300 Kota Samarahan,
Sarawak, Malaysia.
5Faculty of Computer and Mathematical Sciences, Universiti Teknologi MARA, Kampus Jasin, 77300 Merlimau,
Melaka, Malaysia.
ISSN 2278
-
3091
Volume 8, No.1.3, 2019
International Journal of Advanced Trends in Computer Science and Engineering
Available Online at http://www.warse.org/IJATCSE/static/pdf/file/ijatcse5781.32019.pdf
https://doi.org/10.30534/ijatcse/2019/5781.32019
Aslina Baharum et al., International Journal of Advanced Trends in Computer Science and Engineering, 8(1.3), 2019, 306 – 314
307
shortening users’ information processing time can be
achieved through proper information presentation methods.
Therefore, implementing information visualization technique
in the development of mobile applications assist users in
understanding the message presented while reduce their
cognitive efforts and decision making time. Such mobile
application is beneficial to users and admins alike as it is
convenient and easy to use.
2. INFORMATION VISUALIZATION
Information visualization is a process that represents data or
information in the form of chart, diagram, picture, or other
graphical format. It helps user to make sense of data and better
understand it. It also allows visual manipulation by the users,
permitting them to view information through different
perspectives. Information visualization plays an important
role in making data more digestible while simultaneously
turning raw information into actionable insights. It mostly
involves the interactivity of web and applications. Keim et al.
(2006) define information visualization as the communication
of abstract data through the use of interactive visual
interfaces.
Penrose (1998) stated that visualization is a graphical
representation that best conveys complicated ideas clearly,
precisely and efficiently. These graphical depictions are easily
understood and can be interpreted effectively. The process of
creating data visualization starts with understanding the
information needed by the users. Based on the information
gathered, information needed will be determined.
Visualization techniques consist of graphs, maps, diagram, or
graphics, will be applied based on the information gauged.
Albeit small, visualization has a crucial and expanding role in
human cognitive systems. Card (2008) stated that the purpose
of information visualization is not just to create interesting
pictures but to amplify cognitive performance. According to
Chittaro (2006), the six steps in designing a well-disciplined
visualization are mapping, selection, presentation,
interactivity, usability and evaluation.
3. RELATED WORKS
Information visualization is a hot topic in the field of data and
information services. Kanae (2011) proposed that information
visualization combines several theories and methods such as
scientific visualization, human-computer interaction, data
mining, figure, graphics, cognitive science, and discussions
on it are still developing.
Fayyad et al. (2002) suggested that information visualization
uses a combination of data visualization with data mining
techniques. Data mining deals with large databases and has
been growing steadily to a point that requires information
visualization with graphical displays. This assists in data
comprehension.
According to Yu (2012), information visualization works with
cloud computing to accelerate computing speed and display
efficient large-scale information visualization. But human
computer interactions needs to be further improved in order to
reduce user waiting time.
There are a lot of information visualization techniques that are
used in our everyday life. Try comparing information
presented in the newspaper and the television, and you’ll see
vast differences. Google has Google Maps and Google Earth.
Users’ ulterior need when using Google Maps is to get visual
picture of a location, and the routes to get to specific
destinations. Google Maps provide information in the form of
maps, pictures, interactive, and static navigation with
transportation and time options. The information provided by
Google Maps explains how to get to a particular location and
the amount of time needed to get there. On the other hand,
Google Earth allows user to access street view and other
details of a specific destination.
In terms of mobile applications, visualization is often used to
create interactivity with the user. Chittaro (2006) concludes
that visualization can be an important component of mobile
application development, allowing the creations of mobile
applications that are more useful, intuitive and productive.
4. METHODOLOGY
The development of mobile applications requires good
methodology practices to achieve the optimum output.
Various types of methodology can be used in the development
of mobile applications. For this project, the mobile-D
methodology was chosen for the development of Hangri 2.0.
The mobile-D method is based on extreme programming
(development practices), Crystal methodology (method
scalability), and the Rational Unified Process (life cycle
coverage).
This project is organized into five separate phases. The first
phase of it is ‘explore’. During this phase, the project’s
objectives, scopes, and outcomes are thoroughly discussed.
The project’s objectives are guided by the problem statements.
Users for this project were selected based on the project’s
scope, the community of UMS, Kota Kinabalu.
The second phase of the project is to initialize. A preliminary
study was conducted to assess users’ requirements and as well
as the appropriate features that are important to be included in
a mobile app. Questionnaires and interviews were conducted
to gauge users’ requirements and expectations on mobile
applications, food being offered in UMS, its location and price.
Based on the data collected, required features were included
in the development of Hangri 2.0.
The third phase is productionize. After analysing the data
collected, an initial prototype was developed. The
development begins with drawing a DFD and ERD diagrams
to obtain a clear view on the development process. A database
for the application was then created followed by the designing
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308
of user interface for prototype 1. User testing was conducted
to get users’ feedback and perception on prototype 1.
The fourth phase is stabilize, where the improvement of the
prototype will be done based on users’ feedback of prototype
1. A content management system is then created as a method
of updating the application information from time to time.
Only food service operators and administrator will have the
special access to the system. Another round of user testing is
then conducted for system testing of the currently-
improved-prototype.
The final phase is system test & fix. Hangri 2.0 application
was published in this phase. Usability testing was conducted
to evaluate the app’s usability. CUE-Model method was
applied to evaluate usability. The process of testing, updating
and analysing were repeatedly conducted until all user
requirements have been fulfilled. A documentation is then
produced for future references of the development.
5. ANALYSIS
5.1 Research Design
To obtain in depth understanding of user requirements and
their food choices, a mixed research design this study. Content
analysis, survey, and interview was conducted to gauge
respondents’ food preferences and their purchasing habits.
5.1.1. Content Analysis
Prior application development, a content analysis was
conducted to study the features and characteristics of existing
F&B related mobile applications. Four food mobile
applications was analysed: ‘JJCM’, ‘Jom Makan’, ‘Makan
Jom’ and ‘Burpple’. Based on the content analysis, ‘Burpple’
has the most optimal features and functions in terms of food
searches. ‘Burpple’ was chosen as an anchor to determine
appropriate function and features to be included in the
development of F&B related mobile application. The other
three applications was analysed for the user requirements.
5.1.2 Interview
Interviews was conducted to gauge both users’ and
foodservice operators’ needs and requirements. According to
Morgan (2001), interviewing is a specific form of
emphasizing, participating and observing trends that takes
place between two people (the interviewer and the
interviewee). A minimum of five foodservice operators and
five consumers were interviewed. This method allows the
researcher to gain in-depth understanding of the phenomena
of interest. The qualitative methods are also helpful in
understanding or explaining unusual situations that could not
be identified through quantitative methods.
In this project, the researchers created a friendly,
non-threatening atmosphere for the interview session. The
questions asked during the interview were adapted from
Johnson et al. (2014). The questions were as follows:
What did you like about this application?
What did you not like about this application?
Is there something that we should add to make this
application better?
How would you use this application in your daily life?Do
you see yourself using this application to help with your
food choice?
Do you think the colours and images influence your
decision?
The questions were adapted to suit the purpose of the
interview, which is to gauge users’ perception and
requirements of food mobile application. Respondents were
initially asked easy questions, followed by questions that
requires deliberate thinking.
5.1.3 Survey
A survey on food selection behavior was conducted. The
survey was randomly distributed across campus and 100
usable responses were obtained. Respondents were
approached randomly on campus and were asked to
participate in the questionnaire using a link provided. The
online link was opened for a minimum of 10 days and was
promoted only to the UMS community. The questionnaire
was designed to gauge respondents’ requirements of the food
mobile application, appropriate features for data presentation,
as well as their demographic profiling.
6. RESULTS
Respondents’ demographic profile was collected in the first
section of the questionnaire. Table 1 illustrates respondents’
demographic profiling. There are 36% of male and 64% of
female. 33% of them resides inside the UMS campus while
67% are living outside the campus. 63% of the respondents
are between 22-24 years of age, 17% are aged between 18-21,
6% are between 25-27 years of age and only 14 are at least 28
years old. Based on the data collected, vast differences can be
observed in the number of male and female. This is not
unusual as the male to female ratio is almost similar across all
universities in Malaysia.
Table1: Statistics of Demography
Figure 1 reports the factors influencing respondents’ selection
of where to eat. Majority of the respondents believe that
affordability is the main factor that influences their meal
selection, followed by distance, and environment. It is
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309
surprising to observe that food taste, quality, cleanliness and
others are not as important as the first three factors. This
information is used to determine the appropriate features that
needs to be included in the application. This information is
also used in deciding whether an application must contain
food prices, location, rating, pictures of the premises and
user-generated reviews.
Figure 1: Factors selected to choose places to eat
Figure 2 shows the price range that the consumers are willing
to spend for food. The result indicates that most students
typically expect to purchase a meal that has a price range of
between RM4-RM8. 18% of students are willing to pay
between RM 1 - RM4 for their meal. This question determines
what is considered as affordable by the UMS community,
particularly the students. Based on this information, a function
that allows users to sort food based on its price were included
in the application.
Figure 2: Selected range of price to spend for food
Figure 3 illustrates the frequency of eating in UMS food
premises. 65% of the respondents are reported to eat at least
once a day in UMS food premises. 25% eats at least twice a
day on campus. 6.25% eats three times and only 2% of the
respondents do not eat on campus. The findings indicate that
there are sufficient number consumers who frequent the
foodservice establishments in UMS. Therefore, the
development of food related mobile application is appropriate
and timely.
Figure 3: Frequency of eating in UMS
Figure 4 shows the factors influencing respondents’ food and
beverage choices. In tandem with affordability which was
stated in Figure 1, price (70%) was voted as the most
important factor affecting respondents’ food selection,
followed by food description (14%), recommendation (10%),
and location (6%). Based on the findings, Hangri 2.0 was
developed with a focus on food prices.
Figure 4: Food and drinks decision
Figure 5 suggests that 94% of the respondents believe that the
food price in UMS are not standardized. Therefore, having a
mobile application that allows the user to compare food prices
will be beneficial for the entire UMS community, especially
for students whom price seemed to be a main concern. The
need for a price comparison feature in Hangri 2.0 is therefore
validated.
Figure 5: Food prices in UMS are not standardize
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Figure 6 displays the level of consumer awareness on the
existence of a menu board often hung on the wall of some
foodservice establishments across campus. The menu board is
typically used in small food premises around UMS. Results
indicate that 30% of the respondents did not notice the
existence of the menu list. This may be attributed to the menu
board being placed at the back of the premise wall, decreasing
the likelihood for it to be noticed by everyone. Therefore, a
medium of information that can disseminate available food
options on campus at the touch of one’s finger is beneficial for
the campus community at large.
Figure 6: Awareness on the existence of menu list
Figure 7 suggests that a small percentage of the food premises
in UMS do not have a menu and price list being displayed.
This indicates that not all on campus foodservice operators
understand the effect that prices have on consumer decision
making. This result also support the need for a food related
mobile application that displays the availability of food
options and its prices on UMS campus.
Figure 7: Awareness on the existence of menu list
Figure 8 indicates respondents’ knowledge on all available
food premises in UMS. Only 35% of the respondents are
aware of all available food premises while the remaining 65%
only know some of these premises. This is not surprising
considering the size of the campus. Having navigational
features on Hangri 2.0 is therefore justified.
Figure 8: Awareness of food premises location
Figure 9 indicates that 71% of the respondents have not been
to all of the available food premises on campus, while only 29%
have actually visited all available premises. This can be
attributed to the fact that these 71% are not aware of the
premises’ location. Having a navigational feature will solve
this issue.
Figure 9: Food Premises Familiarity
Figure 10 show that 96% of the respondents agree that the
menu and price list is important. While, only 1% is saying no
and 3% is undecided. This finding validates the need to access
the list of available food options and prices to be displayed.
Figure 10: Importance of menu and prices list
Figure 11 suggests that majority of the respondents (92%)
agree that food price comparison will help consumers in
choosing meals that is of the best value to them. This finding
supports the development of food prices comparison feature
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on the application.
Figure 11: Food prices comparison
Figure 12 indicates respondents’ perception of the foodservice
operators’ performance in UMS. The food vendors’
performance was evaluated based on quality, affordability,
prices consistency, menu display, special menus and
advertising. The findings suggest that consumers are
generally unsatisfied with the performance of the foodservice
operators. Quality, menu display, special menus, affordability
were barely satisfactory, and prices were inconsistent. Hangri
2.0 will assist to improve services provided by these vendors
by becoming a platform of updated menu information and
promotion.
Figure 12: Analysis on food premises services
Figure 13 displays two forms of data presentation, namely list
1 and list 2. List 1 utilizes a full text presentation that includes
menu item name, price and description while list 2 displays
visual imagery of the food item with its name and price. Based
on the survey, 91% of the respondents selected List 2 with a
various reasons. Among the reasons provided by the
respondents are: list 2 is attractive, simple, described the food,
visual attractiveness, clear vision of what the meal will look
like, tangible. This finding indicates that using visual
presentation is a good data presentation technique. Based on
the survey’s result, appropriate needs and requirements were
taken into consideration during the application development.
Figure 13: Data presentation style
7. DEVELOPMENT OF HANGRI 2.0
7.1. User Interface
Hangri 2.0’s interface and features were built using Android
Studio version 2.3.3. These features were then sync to to
Firebase, an online real-time database by Google. Figures 14
to 28 illustrate the interface of Hangri 2.0.
Figure 14 displays Hangri 2.0’s start page. Users can sign in
or sign up by clicking on the ‘Sign Up’ or ‘Sign In’ button. If
user is an admin, they may choose for ‘click here for admin’
button. Figure 15 shows the ‘Sign Up’ page. Users need to fill
in their email and create a password to sign up.Figure 16
shows the ‘Sign In’ page. Users need to enter their email and
password to log in to the application.
Figure 14 Figure 15 Figure 16
Figure 17 Figure 18 Figure 19
Figure 17 displays the main page after users are signed in. On
this page, the admins can publish promotions or deals that are
available throughout campus. Figure 18 illustrates the food
category option and the search function after the Food button
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is clicked. Each button will bring user to the food list based on
the food category. Users can utilize the search function by
typing in their food choice. Figure 19 shows the food list page
for rice category. It displays the image and name of each food.
Users can click the menu item for further details.
Figure 20 shows the clicked food item details. Information
such as the menu item’s name, price, description, and location
is provided. The page also shows similar items that are
available elsewhere. Figure 21 shows the list of café after
“Cafe” button from the homepage is clicked. Cafés are listed
by name and location. Figure 22 displays café details such as
name, picture, and location. User can navigate via a map to the
location by click on the View Location button. It will prompt a
message as shown in Figure 23 to open a google maps in
browser or google maps application to show directions to the
cafe.
Figure 20 Figure 21 Figure 22
The ‘add’ menu button brings user to the add menu page as in
Figure 24 to allow them to choose category of food to be
added. Users may enter the food details in the page as shown
in Figure 25. Figure 26 shows the authentication page for
admin access. Admin need to Sign in with the given ID from
the application administrator. Then, admin can publish new
menu by category as in Figure 27 and publish advertisement
as in Figure 28.
Figure 23 Figure 24 Figure 25
Figure 26 Figure 27 Figure 28
7.2. Evaluation on Usability of Hangri 2.0
A testing was conducted to evaluate the usability of Hangri
2.0 using the meCUE questionnaire. meCUE is a flexible,
adaptable, and lean questionnaire that has been validated for
measuring user experience based on the CUE model. meCUE
has 4 set of modules that includes users’ perception on
instrumental and non-instrumental qualities, user emotions,
consequence of use and overall evaluation on the application.
The questionnaire was adapted from the original document to
match to test usability of a mobile application. There are total
of 35 number of tester chosen using a clustering technique by
faculties. Each faculty has 5 testers. The faculties involve are
FKI, FKJ, FSSA, FKSW, FPP, FSMP, FPEP and FPSK. 82.9 %
of the tester were aged between 19-24, with 77.1% are living
on campus and 22.9% are non-residents. The usability testing
started with the distribution of the Hangri 2.0 application to
the testers. After the testers have installed the application, they
are required to complete the meCUE questionnaire.
The evaluation results are presented based on the separate
modules below:
Module 1: User Perception of Instrumental Qualities
Figure 29 shows respondents perception of Module 1, user
perception of instrumental qualities. Majority of the
respondents agrees that the application was quick and easy to
use. They also agreed that the application is useful and helpful
for the end users. It can be concluded that the application is
beneficial to users.
Figure 29: User perception of instrumental qualities
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Module 2: User Perception on Non-Instrumental Qualities
Figure 30 shows the chart for Module 2, user perception on
non- instrumental qualities. This module is separated into two
sections: positive and negative perceptions. For positive
perception, majority of the respondents agree that the
application was creatively designed (65%), attractive, stylish
(46%), and enhances their standing among their peers (63%).
As for the negative perception, testers were not unanimous in
their votes on whether the application will make them
devastated, envied and perceived differently. It can be
concluded that this application will be greatly accepted.
Module 3: User Emotion on using Hangri 2.0.
The results indicate that users are not annoyed (40%), tired
(37%), exhausted (43%), angry (54%) and passive while
using the applications. Findings also indicate that the users
believes that the application makes them calms and cheerful.
Thus, Hangri2.0 does not burden the users.
Figure 30: User perception of non-instrumental qualities
Figure 31: User emotions
Module 4: The consequence use of Hangri 2.0
Figure 32 shows the graph for Module 4, the consequences
use of Hangri 2.0. Based on the testers’ votes, the application
is likely to be used by users (54%). According to the testers,
they may use the application daily (54%), unlikely to swap it
with other applications (28%), and would get Hangri 2.0 for
themselves at any other time (37%).
Overall, Hangri 2.0’s usability can be rated as 4 over 5. Figure
33 displays the result on the overall evaluation on user’s
experience pertaining to the use of the application. This
module provide options on a scale of -5 to +5, with -5 to 0
being bad and 0 to 5 being good. Based on 35 respondents,
69% voted 4. 16% vote for scale 5 and 9% voted 3. Only 6%
voted -4. It can be concluded that the average score for the
overall evaluation is 4. This indicates that the testers rated
Hangri 2.0 positively.
Figure 32: Consequences use of Hangri 2.0
Figure 33: Consequences use of Hangri 2.0
Based on the evaluation, Hangri 2.0 is useful based on its
usability characteristics. The results of the evaluation survey
for each module was used to measure the usability indicated
positive feedbacks in which testers are satisfied for both
instrumental and non-instrumental qualities. Testers also
reported positive emotions while using the application, and
suggested that they were likely to use the application again
based on their positive encounter with Hangri 2.0.
8. CONCLUSION
Hangri 2.0 has become a useful platform for food search
around UMS campus since most of the students are concerned
about getting the most value out of their money. The
comparison feature on the app allows students to compare
food prices and avoid wasting money when they could have
similar food item that are more affordable. The usage of
information visualization technique has simplified the works
of conveying the food information. Hangri 2.0 have a
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314
potential to grow more in the future. This mobile application
could be improved by adding more features such as variations
of search filters, booking and order for food and simplified
interface design to minimize the number of clicks. The
information visualization concept on developing the
application the can be improved with more involvement of a
graphical contents such as café location by mapping to its
location in an image instead of a list view.
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Based on The Traffic Light Diet. CREU (Collaborative
Research Experience for Undergraduates) final report,
May 2013. http://foodtracker.cs.arizona.edu
... At this point, AR has been today's one of the most popular perspectives to improve the effectiveness of the elearning on courses including abstract or technical subjects to be learned. It can be expressed that the AR can improve learning processes in such courses, by using its effectiveness on affecting students' multi senses and enabling them to experience the learning approach, which is enhanced with real-world based practices, explorations and discoveries [1]. Thus, AR also can be used for Computer Science (CS) subjects like coding. ...
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Coding is being part of the curriculum study for Malaysian primary and secondary school since 2017. The introduction of Computer Science subject was to expose the young to digital technology and groom them to become digital makers. The programming field is very challenging especially to those who still triggering what programming is all about. One of the problems is students have difficulty in certain subtopics of programming. Coding to a specific task by using much complex algorithm is not an easy task as student needs to understand and know how to use it to solve a problem. For a beginner who does not have a background in a programming language, some might experience it hard to grasp the concept at the beginning of the learning process. This paper is to identify secondary school student's problems in the subject. Based on the study conducted using an online survey with 37 respondents, results indicated that they faced difficulties in various subtopics of programming from an easy to complex concept based on the scope of learning content they have learned. From the process of computational thinking techniques, algorithm concepts, declaring constant and variable, control structures, search and sorting approach, and several more, these subtopics of programming were hard for some of the respondents. The results showed the subtopic of function and procedure was difficult for most of the respondents, regardless kind of programming languages they learned.
... Expert participants were involved in this process and included assessment based on the depression, anxiety, and stress scale (DASS-21). In phase 3, the MeCUE (Method Component User Experience) approach [2] was applied during the evaluation phase to study the proposed application's effectiveness. That being said, phase 3 will not be discussed in this preliminary study since it is beyond the scope of the article. ...
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Depression is a serious mental problem that does not neglect university students. There has been an increase in the number of cases in recent times and several alternatives for recovery have been made. Mobile health applications and technologies for depression were initiatives to improve treatment options. However, recent studies had revealed that there was a lack of proven therapeutic outcomes associated with these health applications, especially in concerning depression disorders. Nonetheless, besides a few studies that had applied psychological measures into their depression detector application, insufficient heuristic designs (i.e., features and functions) for health and well-being technologies in depression have also been reported. Therefore the main focus of this project is to identify features/functions needed in a Depression Detector Application and to apply psychological measures that can provide accurate detection of depression among the users. The objective of this project is to identify the features needed through the observation method and to develop a depression detector mobile application using a psychological measure known as the Depression, Anxiety, and Stress Scale (DASS-21). A total of 30 participants were involved in the initial gathering phase and two experts in applying psychological measures in the development phase. The contribution of this study is to gain knowledge about the applicability of using psychological measures on mobile depression detector applications with feedback from medical experts in the development process. Future sequential studies from the study would be studying the effectiveness of the application and enhancing the usability aspects.
... In addition, the notion of "foodstagramming", food hashtags and instagrammable food trends are popular among social media users which gives appealing food experience through visual cues and sound effects. Past researches shows the environmental and visual food cues do contribute to one's appetite and food craving [4], [5], [6], [8] [9]. In addition, the food's texture, appearance, feel, smell, taste, temperature and even the sounds produced while consuming the food contribute a great impact in gaining food experiences [6], [7]. ...
... These days, they are depended upon to provide users with customized recommendations of personalized items, for example, news, films, music, books, and other relevant pages of Websites [6]. Each medium of information such as newspaper, books, television, notice board, radio, social media has different uniqueness in their techniques of presenting information [7]. The goal of an RS is to bring out useful suggestions for users a collection of things or items that may intrigue them [8]. ...
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The increase in the number of job Websites that have a multiplier effect on the number of online job information, especially in Nigeria is causing information overload in the area of information management for those seeking for a job. There is a need to fetch job information from different job Websites and suggest job information based on the profile of the user. In the architecture presented in this paper, the user profiles was extracted from social networks and job information from job Websites in Nigeria. Jaccard Similarity Coefficient was used to measure the similarity between terms in the profile of the user and job information to make a recommendation of the job for each user. The architecture complies with service-oriented architecture principles and drew on the Jaccard coefficient for similarity measurement, and content-filtering retrieval feature for the recommendation for its formulation. In determining the preset threshold, similarity coefficients of 275 sample of job information were measure against 10 user profile using classification accuracy. The threshold was set to 0.1 and varied up to 1 per job information to determine the point at which the level of correctness was the highest. The result showed that the lowest level of correctness was achieved at 0.1 thresholds while the highest level of correctness was achieved at 0.8 thresholds. The implementation of job Recommender application(s) from this architecture was able to reduce the problem of information overload and asymmetry. Users of the implemented application was also freed from the problem of subscribing to more than one job website.
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Background Smartphone apps can aid consumers in making healthier and more sustainable food purchases. However, there is still a limited understanding of the different app design approaches and their impact on food purchase choices. An overview of existing food purchase choice apps and an understanding of common challenges can help speed up effective future developments. Objective We examined the academic literature on food purchase choice apps and provided an overview of the design characteristics, opportunities, and challenges for effective implementation. Thus, we contribute to an understanding of how technologies can effectively improve food purchase choice behavior and provide recommendations for future design efforts. Methods Following the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) guidelines, we considered peer-reviewed literature on food purchase choice apps within IEEE Xplore, PubMed, Scopus, and ScienceDirect. We inductively coded and summarized design characteristics. Opportunities and challenges were addressed from both quantitative and qualitative perspectives. From the quantitative perspective, we coded and summarized outcomes of comparative evaluation trials. From the qualitative perspective, we performed a qualitative content analysis of commonly discussed opportunities and challenges. Results We retrieved 55 articles, identified 46 unique apps, and grouped them into 5 distinct app types. Each app type supports a specific purchase choice stage and shares a common functional design. Most apps support the product selection stage (selection apps; 27/46, 59%), commonly by scanning the barcode and displaying a nutritional rating. In total, 73% (8/11) of the evaluation trials reported significant findings and indicated the potential of food purchase choice apps to support behavior change. However, relatively few evaluations covered the selection app type, and these studies showed mixed results. We found a common opportunity in apps contributing to learning (knowledge gain), whereas infrequent engagement presents a common challenge. The latter was associated with perceived burden of use, trust, and performance as well as with learning. In addition, there were technical challenges in establishing comprehensive product information databases or achieving performance accuracy with advanced identification methods such as image recognition. Conclusions Our findings suggest that designs of food purchase choice apps do not encourage repeated use or long-term adoption, compromising the effectiveness of behavior change through nudging. However, we found that smartphone apps can enhance learning, which plays an important role in behavior change. Compared with nudging as a mechanism for behavior change, this mechanism is less dependent on continued use. We argue that designs that optimize for learning within each interaction have a better chance of achieving behavior change. This review concludes with design recommendations, suggesting that food purchase choice app designers anticipate the possibility of early abandonment as part of their design process and design apps that optimize the learning experience.
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Prefabricated buildings are assembled from factory prefabricated parts, components, and materials transported to the construction site. Its construction process is often called “building blocks”, and the focus is on “prefabrication” and “assembly”. This paper aims to study how to analyze and study the intelligent construction of prefabricated buildings based on the P-ISOMAP algorithm, and describe the information visualization. This paper presents the problem of information visualization, which is based on the P-ISOMAP algorithm and BIM technology. Therefore, the concepts and related algorithms of the two are expounded, and the case design and analysis of the information visualization of the intelligent construction of prefabricated buildings are carried out. The experimental results show that in the questionnaire survey, 87.61% hope to visualize architectural-related information, 82.30% of structural information, and 91.15% of model display, all of which are very high. The information visualization of intelligent construction meets the needs of the masses. In addition to guiding the assembly of prefabricated components, informatization is also convenient for manufacturing and quality management. According to the data generated by real-time monitoring during the construction process, the construction period and the construction material plan are controlled. In the completion stage, these data can be directly exported to complete the completion report for completion acceptance.
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In recent years, everybody can get many kinds of real-time digital information easily, especially by using API as an infrastructure system which provides information data sets via the Internet. This system has changed a style of spreading information on the Internet. In a case of web developers, they utilize the real-time data sets which are created per time set by providers to create the web applications. These applications provide real-time information for the users then the users can get real-time information from them simply. However, there is a problem. This situation means many web applications using same source leads the situation which the users have to see same information often. Spreading same information leads too much information which the users cannot find out the information they need. To solve these problems, we propose a framework using the method of information visualization. This framework has two functions also has a purpose to make an environment to create information visualized web applications easily. One of them is to extract only important information from the large amount of information for understanding its essence of meaning well. The other is to generate values for visual effects like size and color which could be used for user interface to encourage the users to understand information's essence quickly. Both function are processed in a data base. The data base provides data sets including important information and visual values as XML data format to web developers. Therefore, they only focus on how express information on the user interface. As a result, the users can get only meaningful information with visual effects. To evaluate this framework's validity, we count how many processes are needed to make an information visualized web application with a ordinal way and the other way used our proposed framework's data sets. This result count shows that the proposed framework has more success over the ordinal method.
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Visualization has a relevant role in almost every domain of computer applications. It is thus natural to think about bringing visualization techniques to mobile devices (such as PDAs and mobile phones) to harness the power of visualization anytime, anywhere. Unfortunately, limitations of mobile devices make it impossible to follow a trivial porting approach from desktop computers. A considerable research effort is needed to understand how to design effective visualizations for mobile devices. This paper deals with the different aspects of visualizing information on mobile devices. We first discuss in detail the peculiarities of the mobile visualization context that motivate research needs. Then, we summarize the different steps of mobile visualization design. We provide concrete examples from a mobile application we have recently developed and also present a taxonomy of the different classes of visualizations that are being investigated in the mobile context.
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This article presents the results of a study designed to obtain a better understanding of the effects of using valenced visual information in advertising. In the study, subjects saw advertisements for hypothetical products that contained affect-laden photographs with different valences (Picture Type Manipulation). The results indicate that the affect-laden photographs had an effect on both attitude toward the advertisement ( A ad ) and brand attitudes; however, no differences were found in the product attribute beliefs that were formed. Photographs that were evaluated positively created more favorable attitudes toward the advertisements and brand attitudes, whereas the reverse was true for photographs that were evaluated negatively. The results of an analysis of covariance indicate that the inclusion of both the predicted attitude from structured scales (ΣΣ b i , e i ) and elicited beliefs did not eliminate all the reliable Picture Type effects on brand attitudes; however, the inclusion of A ad did eliminate these effects. In addition, A ad was found to affect brand attitudes for advertisements that contain only copy, and evidence is presented that A ad and brand attitudes are separate hypothetical constructs. Finally, a Dual Component model is presented to explain the effects of visual and verbal information in advertisements.
Conference Paper
In today’s applications data is produced at unprecedented rates. While the capacity to collect and store new data grows rapidly, the ability to analyze these data volumes increases at much lower pace. This gap leads to new challenges in the analysis process, since analysts, decision makers, engineers, or emergency response teams depend on information "concealed" in the data. The emerging field of visual analytics focuses on handling massive, heterogenous, and dynamic volumes of information through integration of human judgement by means of visual representations and interaction techniques in the analysis process. Furthermore, it is the combination of related research areas including visualization, data mining, and statistics that turns visual analytics into a promising field of research. This paper aims at providing an overview of visual analytics, its scope and concepts, and details the most important technical research challenges in the field.
Service computation 2012: The Fourth International Conferences on Advanced Service Computing
  • M Yu
Yu, M. (2012). Visualization method Based on Cloud Computing for Real Estate Information. Service computation 2012: The Fourth International Conferences on Advanced Service Computing, pp. 100
A Mobile Food Recommendation System Based on The Traffic Light Diet. CREU (Collaborative Research Experience for Undergraduates) final report
  • T Johnson
  • J Vergara
  • C Doll
  • M Kramer
  • G Sundararaman
  • H Rajendran
  • A Efrat
  • M Hingle
Johnson, T., Vergara, J., Doll, C., Kramer, M., Sundararaman, G., Rajendran, H., Efrat, A. and Hingle, M. (2014). A Mobile Food Recommendation System Based on The Traffic Light Diet. CREU (Collaborative Research Experience for Undergraduates) final report, May 2013. http://foodtracker.cs.arizona.edu