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Oh Ying San

Bio: Oh Ying San is an academic researcher from Universiti Sains Malaysia. The author has contributed to research in topics: Persuasive technology & Data management. The author has an hindex of 2, co-authored 2 publications receiving 18 citations.

Papers
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Proceedings ArticleDOI
03 Jun 2014
TL;DR: A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO, a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active.
Abstract: Obesity is a condition in which the body has excess fat. Childhood obesity has become an important public health issue because affects every aspect of the life of a child. More specifically, the condition leads to poor health and negative social perceptions. Many risk factors are linked to obesity. The varying aspects of the problem and its serious implications for future health and well-being of children are enormous. The most effective solution can be achieved via programs geared to prevent such diseases. Children spend an average of more than three hours daily in front of the television, an hour at the computer, and 30 minutes playing video games, which opens major opportunities for us to propose a mobile game approach to prevent childhood obesity (MACO) using persuasive technology. MACO is a game-based persuasive mobile technology designed to inspire children to apply healthy eating habits as well as to begin and continue being physically active. This technology also introduces fun activities to motivate children to exercise more and encourage them to choose healthier food in appropriate amounts. A study on persuasive technologies application and childhood obesity prevention is conducted to determine the best persuasive technology application for MACO. The study proposes a framework and develops a system prototype.

27 citations

Proceedings ArticleDOI
03 Jun 2014
TL;DR: Maternity data management system utilizing cloud computing (E-Maternity) is proposed in this paper to enhance the existing service handling and management of maternity and baby development data in government maternity clinics.
Abstract: The existing maternity data management in government maternity clinics lags behind most other industries in new technology adoption. No electronic system exists to share maternity data between hospitals and clinics. The existing systems continue to rely on hardcopy logbooks to record maternity data. Therefore, maternity data management system utilizing cloud computing (E-Maternity) is proposed in this paper to enhance the existing service handling and management of maternity and baby development data in government maternity clinics. The main objective of E-Maternity is to provide a convenient method to manage the maternity data and enhance the efficiency and effectiveness of existing services. Existing pregnancy related applications are discussed, and the architecture of the proposed system is presented. Furthermore, the system requirements and design of the proposed system are presented.

3 citations


Cited by
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01 Jan 2016
TL;DR: In this article, the authors describe persuasive technology using computers to change what we think and do. But, instead of enjoying a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their laptop.
Abstract: Thank you very much for reading persuasive technology using computers to change what we think and do. As you may know, people have look numerous times for their chosen books like this persuasive technology using computers to change what we think and do, but end up in infectious downloads. Rather than enjoying a good book with a cup of tea in the afternoon, instead they juggled with some infectious virus inside their laptop.

35 citations

Journal ArticleDOI
TL;DR: An intelligent method for personalizing the features of an online store according to the users’ personality is presented and empirical assessment of the obtained equations shows that the proposed personalization method improves the user satisfaction.
Abstract: The decisions made by the customers in online environments are influenced by their personality characteristics. Each customer in an online environment relies more heavily on certain features of a store to make decisions while ignoring others. Thus, personalizing these features may streamline the decision-making process and increase satisfaction. In this paper, an intelligent method for personalizing the features of an online store according to the users’ personality is presented. In the proposed method, using genetic programming several equations are developed to estimate how users with different personality characteristics prefer various features of an online store. These equations are then used for personalization of the store features to increase customers’ satisfaction and persuade them to make larger purchases. The evaluation on a sample of 194 individuals indicates that the obtained equations are able to estimate the user’s preferences with over 80% accuracy in most cases. In addition, empirical assessment of the obtained equations shows that the proposed personalization method improves the user satisfaction.

14 citations

Journal ArticleDOI
TL;DR: In this paper, a new index called National Obesity Behavior Index (NOB-Index) was proposed to evaluate the relationship between obesity and productivity in Malaysia, and a series of recommendations and policies to help solve this deep health problem in Malaysia were provided.
Abstract: This paper shows how obesity can affect the productivity of any country. In our case, we evaluate its impact on Malaysia. The main objective of this paper is to evaluate any relationship between obesity and productivity. We then assess the association between obesity and the growth in labor productivity. We propose a new index entitled “The National Obesity Behavior Index (NOB-Index).” The NOB-Index offers the possibility to evaluate and monitoring expansion or contraction of obesity on the national and regional level. Finally, we provide a series of recommendations and policies to help solve this deep health problem in Malaysia.

9 citations

Journal ArticleDOI
TL;DR: In this paper , the authors conducted a qualitative study with 568 participants to investigate whether the effectiveness of the persuasive strategies implemented vary within each domain and whether the effect of various strategies vary across two distinct domains, and how people belonging to different personality traits respond to these strategies.
Abstract: Persuasive gamified systems for health are interventions that promote behaviour change using various persuasive strategies. While research has shown that these strategies are effective at motivating behaviour change, there is little knowledge on whether and how the effectiveness of these strategies vary across multiple domains for people of distinct personality traits. To bridge this gap, we conducted a quantitative study with 568 participants to investigate (a) whether the effectiveness of the persuasive strategies implemented vary within each domain (b) whether the effectiveness of various strategies vary across two distinct domains, (c) how people belonging to different personality traits respond to these strategies, and (d) if people high in a personality trait would be influenced by a persuasive strategy within one domain and not in the other. Our results show that there are significant differences in the effectiveness of various strategies across domains and that people’s personality plays a significant role in the perceived persuasiveness of different strategies both within and across distinct domains. The Reward strategy (which involves incentivizing users for achieving specific milestones towards the desired behaviour) and the Competition strategy (which involves allowing users to compete with each other to perform the desired behaviour) were effective for promoting healthy eating but not for smoking cessation for people high in Conscientiousness. We provide design suggestions for developing persuasive gamified interventions for health targeting distinct domains and tailored to individuals depending on their personalities.

8 citations

Proceedings ArticleDOI
21 Jun 2021
TL;DR: In this paper, the authors examined the effectiveness of persuasive strategies implemented in a disease awareness persuasive game, called "COVID Dodge", for promoting COVID-19 awareness and safety precautions among the African audience and the moderating gender effects.
Abstract: Persuasive gamified systems have been effective at motivating behaviour change in various domains of life and for various user types. However, according to research, various user characteristics can impact the effectiveness of these systems. One of these user characteristics is user gender. In this paper, we examine the effectiveness of persuasive strategies implemented in a disease awareness persuasive game, titled “COVID Dodge”, for promoting COVID-19 awareness and safety precautions among the African audience and the moderating gender effects. In an in-the-wild study of 51 participants, we reveal that all the persuasive strategies implemented were highly effective overall and for each gender, with the Verifiability strategy being the most effective and the Reminders strategy as the least effective. We also uncovered that while all the persuasive strategies effectively motivated all genders, there was no significant difference in the effectiveness of any of the strategies across genders. We conclude with a discussion on implementing some persuasive strategies for African audiences.

6 citations