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Showing papers in "International Journal of Interactive Mobile Technologies (ijim) in 2018"


Journal ArticleDOI
TL;DR: Using a bibliometric analysis technique, this study examines the trends, topics, and challenges addressed by previous research for the past ten years on the topic of social media for teaching and learning in the higher education.
Abstract: Research on the topic of social media for teaching and learning in the higher education have received much attention from academia and practitioners. Social media technology was acknowledged not only as an important communication tool between faculty members and students but also shows great potential as the next social learning platform that better serves the teaching, learning and administration of a higher education institute. Its informal setting allows more flexibility for both students and faculty members to teach and learn anywhere and everywhere. Despite its important, little is known about how this research topic is evolving within the literature. Hence, using a bibliometric analysis technique this study examines the trends, topics, and challenges addressed by previous research for the past ten years (2008-2018). The paper ends by discussing future research directions related to this topic.

94 citations


Journal ArticleDOI
TL;DR: This study shows that the adoption of mobile banking is positively and significantly influenced by the mass media, trust, effort expectancy, performance expectancy, facilitating conditions, and social influence.
Abstract: The main purpose of this study is to investigate the determinants that affect the adoption of mobile banking services in Jordan. The current study extends the Unified Theory of Acceptance and Use of Technolgy2 (UTAUT2) by adding two important factors, mass media and trust utilizing by seven respondents based on qualitative approach, this study shows that the adoption of mobile banking is positively and significantly influenced by the mass media, trust, effort expectancy, performance expectancy, facilitating conditions, and social influence. In contrast, hedonic motivation seems to be insignificantly related to adoption of mobile banking services. There are numerous variables affect the of adoption mobile banking. While most previous studies address the relationship between these factors and the attitudes toward mobile banking services by using the quantitative approaches, this study adopts qualitative approach (focus group method) to provide further insight into the main factors which affect adoption of mobile banking. Furthermore, the current study extends the original UTAUT2 by testing the impact of two new variables. This is considered the important contribution in the paper.

53 citations


Journal ArticleDOI
TL;DR: The results of a research that investigated the relationship between performance in language of secondary school pupils and the occurrence of depression symptoms are presented, focusing in mobile applications that support literacy and mental health in students.
Abstract: Mobile technology seems crucial for learning and teaching as it plays an important role in student’s social, emotional and academic life. This paper examines its role in secondary education focusing in mobile applications that support literacy and mental health in students. The results of a research that investigated the relationship between performance in language of secondary school pupils and the occurrence of depression symptoms are presented.

50 citations


Journal ArticleDOI
TL;DR: Some of the most well known mobile procedures that are used for secondary students in order to promote their learning and their skills are presented and its role in secondary students who face learning and other difficulties is investigated.
Abstract: Technology has the potential to improve many aspects of our daily lives, including learning. It has been proven to increase student engagement and learning outcomes. With recent advances in the capabilities of smart mobile devices and their growing penetration rate among the student cohort, it is possible to take advantage of these devices to design appropriate exercises and tools that foster student’s knowledge and learning. In this paper we present some of the most well known mobile procedures that are used for secondary students in order to promote their learning and their skills. Additionally, its role in secondary students who face learning and other difficulties is investigated. Lastly, the results of a study that examined whether there is a relationship between the performance of secondary school Greek students in the language lesson, in mathematics lesson and index of verbal intelligence, index of intelligence practice and general index of intelligence are showed thoroughly.

40 citations


Journal ArticleDOI
TL;DR: The current article aims to carry out a systematic review of mobile applications on improving emotional intelligence in children and adolescents with Autistic Spectrum Disorders.
Abstract: The ability to understand and regulate emotions in ourselves and others is essential for the healthy development of all human beings. It helps people comprehend themselves and other people, it guides response and decision making and enhances the capacity to develop social relationships. People with Autistic Spectrum Disorders have deficiencies in Emotional Intelligence skills and that leads to difficulties in understanding themselves and the people in their social environments in relation to emotions, feelings and thoughts. The usability of mobile applications developed for children and adolescents with ASD is important because it gives the opportunity to practice in an accessible and creative way to enhance their emotional intelligence. The current article aims to carry out a systematic review of mobile applications on improving emotional intelligence in children and adolescents with Autistic Spectrum Disorders.

39 citations


Journal ArticleDOI
TL;DR: Investigation of the degree to which other predictors contribute to adult learners’ satisfaction in online learning environment showed that the items such as learner-content interaction, self-regulated learning design, and Internet self-efficacy were good predictors of students” satisfaction.
Abstract: The demand for online programmes is continuously increasing at varying degrees, with the major appeal coming from adult learners whom are managing with the numerous demands from other work and life domains. These adult learners have their own varied expectations from the online learning process. The purpose of this paper is to investigate the degree to which other predictors contribute to adult learners’ satisfaction in online learning environment. A mixed-methods design was used, selecting both quantitative methods (utilizing survey research) and qualitative methods (employing open-ended questionnaire items), gathering the feedback of 200 adult learners whom comprises of secondary school teachers and college level teachers, enrolled in professional online courses. The online courses were designed using a problem-centered and case-based approach to learning and utilized technologies including learning management system (LMS) such as Moodle as well as functions from the LMS. The results showed that the items such as learner-content interaction, self-regulated learning design, and Internet self-efficacy were good predictors of students’ satisfaction. Implications of these findings for higher education in providing blended or online programmes for adult learners are also discussed.

23 citations


Posted ContentDOI
TL;DR: The purpose of this study is to create a framework for providing the communication security among smart devices network for the internet of things using cloud computing.
Abstract: The internet of smart devices is a network of intelligent gadgets with sensors, programs, Wi-Fi and communication network connections. These devices store the data in cloud and process data outside the device using the proposed Cloud-Internet communication framework. These devices can communicate with other devices using the proposed framework. However, there are many challenges for communication security among the internet of smart devices. The Cloud can store the device data with security, reliability, privacy and service availability. The communication Security has been raised as one of the most critical issues of cloud computing where resolving such an issue would result in a constant growth in the use and popularity of cloud computing. Our purpose of this study is to create a framework for providing the communication security among smart devices network for the internet of things using cloud computing. Our main contribution links a new study for providing communication security for the internet of smart devices using the cloud-Internet framework. This study can be helpful for communication security problem in the framework of the Internet of Things. The proposed study generates a new framework for solving the issue of communication security among internet of smart devices.

20 citations


Journal ArticleDOI
TL;DR: Author used the K-Nearest Neighbor (KNN) method, which will use some of the data that obtained from some AP to assist in positioning the device, and would be able to determine the position of the devices in a storied building.
Abstract: The existence of mobile devices as a location pointing device using Global Positioning System (GPS) is a very common thing nowadays. The use of GPS as a tool to determine the location of course has a shortage when used indoors. Therefore, the used of indoor location-based services in a room that leverages the use of Access Point (AP) is very important. By using the information of the Received Signal Strength (RSS) obtained from AP, then the location of the device can be determined without the need to use GPS. This technique is called the location fingerprint technique using the characteristics of received RSS’s fingerprint, then use it to determine the position. To get a more accurate position then authors used the K-Nearest Neighbor (KNN) method. KNN will use some of the data that obtained from some AP to assist in positioning the device. This solution of course would be able to determine the position of the devices in a storied building.

20 citations


Journal ArticleDOI
TL;DR: Fuzzy AHP have the highest accuracy between all of these methods, but, AHP TOPSIS shows the best performance in time complexity, with order of growth in quadratic class (n2)
Abstract: Mobile based culinary recommendation system has become critical topic in mobile application. Some methods presented in the literature propose the use of the AHP (Analytic Hierarchy Process), AHP TOPSIS (Technique for Order of Preference by Similarity to Ideal Solution) and fuzzy AHP for mobile based culinary recommendation system. However, there are no comparative studies of these three methods when applied to mobile based culinary recommendation system. Thus, this research presents a comparative analysis of these three methods in the context of culinary recommendation system in mobile environment. The comparison was made based on accuracy and time complexity because mobile application environment needs low time complexity. The results have shown that all of these methods are suitable for culinary recommendation system in mobile environment. Fuzzy AHP have the highest accuracy between all of these methods, it have 66,67 % accuracy. But, AHP TOPSIS shows the best performance in time complexity, with order of growth in quadratic class (n2)

17 citations


Journal ArticleDOI
TL;DR: This paper will analyze the problems of online transportation services applications through cases that have occurred and complaints of users of online transport applications and propose solutions to protect consumers and drivers for the security of transactions.
Abstract: Online transport service is currently popular in Indonesia. Not only provide ride-sharing service, but also other services such as food delivery, medicine delivery, and courier service. Ease of use and low cost make online transportation service more favored by consumers. However, this service has several disadvantages that cause inconvenience to the user until the occurrence of fraud action by the driver or the customer. Therefore identification of system deficiencies needs to be done to improve the security and convenience of customer and drivers of online transport services. This paper will analyze the problems of online transportation services applications through cases that have occurred and complaints of users of online transport applications. Through this analysis, we propose solutions to protect consumers and drivers for the security of transactions.

17 citations


Journal ArticleDOI
TL;DR: A systematic review of pedagogical uses of mobile augmented reality makes it possible to see in which direction mobile AR systems for education are heading and how future mobile Augmented Reality systems should be designed to best fit the needs of future students so they can more effectively improve their learning.
Abstract: In the beginning of 2000, researchers started to see the potential of using Augmented Reality (AR) in educational and foresaw that further research within the field. Since then, AR research have taken many different approaches. This is also true for AR in relation to pedagogical purposes. This study is to investigate what has been studied within the AR field related to mobile augmented reality. It attempts to make systematic review of how learning and pedagogical aspects have been approached in the articles. In recent years, mobile augmented reality has become increasingly interesting due to the mobile devices small form factors and their ability to let the students move around freely while learning. The aim of this study is to make a systematic review of pedagogical uses of mobile augmented reality. Based on a review of previous literature of mobile AR systems for pedagogical purposes, published between 2000-2017, make it possible to see in which direction mobile AR systems for education are heading and how future mobile AR systems should be designed to best fit the needs of future students so they can more effectively improve their learning.

Journal ArticleDOI
TL;DR: It can be concluded that gender and study program have significant effects to GPA, while the use of mobile phone and its effect of distracting student’s focus are not significant to GPA.
Abstract: The use of mobile phone has been increasing nowadays in most part of the world and it has become the phenomenon where people cannot live without. This study aims to reveal whether mobile phone use affects student’s academic achievement compared to other factors such as study program, student’s focus and gender. The frequent of mobile phone use and how excellence student’s academic performance will be analysed. A survey has been conducted to a large number of college students. A questionnaire was developed and delivered by online questionnaire to 513 students of Universitas Pertamina, Jakarta, Indonesia. Using Ordinary Least Square’s result statistical analysis, it can be concluded that gender and study program have significant effects to GPA, while the use of mobile phone and its effect of distracting student’s focus are not significant to GPA. Furthermore , female students significantly scored higher GPA result by 0.23 point than male students, cateris paribus. Then, students from social sciences have higher GPA results by 0.2 point than students from engineering sciences, cateris paribus. Generally, the results should be interesting for decision maker in academic field on how important to embrace mobile phone for learning style.

Journal ArticleDOI
TL;DR: The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon.
Abstract: Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR) is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Based Studio, with learning materials of daily prayer for preschool student. The development of the characters and the animations were using Adobe Illustrator and Adobe After Effects. The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon. This is because the content Augmented Reality in the form of animation can gives more understanding and attention for preschool student to follow the learning process

Journal ArticleDOI
TL;DR: The research utilizes the current trends and technology to design and develop a mobile application for the all members of the college to employ mobile affinity of especially students who ignore the circulars and notifications in notice board.
Abstract: Technology is developing and changing in every moment that all domains are patchy without it. Our research utilizes the current trends and technology to design and develop a mobile application for the all members of the college. The students are the fundamental members in the college and they are our targets. Mobile notification system is an emerging technology, which influence in solving various dimensions of life. The college announcements and events are disseminated to students and staff through circulars, notice boards, emails, etc. Our research was to employ mobile affinity of especially students who ignore the circulars and notifications in notice board. The tool may be installed from play store mobile. The tool supports the widely used mobile operating system like android and iphone. This tool helps and provides a flexible way for communication. It list all events and news at AlBuraimi University College (BUC) like announcement of training courses and scientific workshop or classes cancel and others events. It also helps in easy access of college portal for both students and staff. The evaluation held finds positive response towards the need of this mobile application. The result shows the interest and satisfaction of users with BUC NEWS mobile application tool

Journal ArticleDOI
TL;DR: Based on the overall results of the study, student opinion has been found to be positive related to Moodle LMS in an Educational Online Learning Environment.
Abstract: The purpose of this study is to develop a Student Opinion Scale Related to Moodle LMS (Learning Management System) in an Educational Online Learning Environment For this purpose, a scale form consisting of 34 items was created and then administered to a total of 280 first-year students from various departments of the Near East University Health Services Vocational High School Rotated principal component analysis was used to obtain information on the validity of the scale The data was processed using the SPSS 230 software package and the results are given as arithmetic average and standard deviation In this context, it has been determined that the related items for the scale are collected in 6 dimensions, which have been categorized by the researchers as: Proficiency and Motivation"; "Content and Feedback"; "Usability"; "Effectiveness"; "Educational Features" and “Communication" Additionally, the reliability coefficient calculated by Cronbach's alpha for the developed scale is 94 Based on the overall results of the study, student opinion has been found to be positive related to Moodle LMS in an Educational Online Learning Environment

Journal ArticleDOI
TL;DR: The results show that the local wisdom-based learning media is feasible to use based on the expert validation and limited test and can improve the students' vector representation and diagram representation abilities.
Abstract: The research aims to 1) develop a feasible physics learning media based on local wisdom (waterwheel); 2) measure the improvement of student’s representation abilities after using of learning media based on local wisdom . The development of media used 4D model ; (a) define, (b) develop, (c) design, and (d) disseminate. The feasibility of the learning media is obtained through expert validation and limited test. The improvement of the students' vector representation and diagram representation abilities was obtained through field test.The participants of field test were 25 students of experimental class and 25 students of control class in SMAN 3 Yogyakarta. The results show that the local wisdom-based learning media is feasible to use based on the expert validation and limited test. The gain score obtained from field test showed that that the learning media can improve the students' vector representation and diagram representation abilities.

Journal ArticleDOI
TL;DR: This paper represents the Wireless Sensor(WS) data communication using DHT11, Arduino, SIM900A GSM module, a mobile device and Liquid Crystal Display(LCD).
Abstract: Today there is demand to monitor environmental factors almost in all research institutes and industries and even for domestic uses. The analog data measurement requires manual effort to note readings and there may be a possibility of human error. Such type of systems fail to provide and store precise values of parameters with high accuracy. Analog systems are having drawback of storage/memory. Therefore, there is a requirement of a smart system which is fully automated, accurate and capable enough to monitor all the environmental parameters with utmost possible accuracy. Besides, it should be cost-effective as well as portable too. This paper represents the Wireless Sensor(WS) data communication using DHT11, Arduino, SIM900A GSM module, a mobile device and Liquid Crystal Display(LCD). Experimental setup includes the heating arrangement of DHT11 and transmission of its data using Arduino and SIM900A GSM shield. The mobile device receives the data using Arduino, GSM shield and displays it on LCD too. Heating arrangement is used to heat and cool the temperature sensor to study its characteristics.

Journal ArticleDOI
TL;DR: The results show that students using tablets are more motivated in the three dimensions measured by the test than those using the textbook.
Abstract: Intrinsic motivation is important and it can be divided in different dimensions. The Self-Determination Theory is based on intrinsic motivation. The test based on this theory was given to 14-year old students from three different schools: one where students used tablets in the science class during the 2015-16 school year, and two schools where students used textbooks and workbooks for the same subject in the classroom and at home. The test measured three dimensions of intrinsic motivation: interest and satisfaction in connection with the tasks they perform, how they perceive their competence to use the necessary tools to study and the value of the tasks they perform. The results show that students using tablets are more motivated in the three dimensions measured by the test than those using the textbook.

Journal ArticleDOI
TL;DR: This study empirically analyzed a survey conducted on South Korean undergraduate students to determine the factors that influence their decision to adopt mobile learning, and identified three distinct consumer groups: critical adopters, pro-technology, and ambivalent.
Abstract: This study empirically analyzed a survey conducted on South Korean undergraduate students to determine the factors that influence their decision to adopt mobile learning. The consumer typology approach was applied based on their mobile technology readiness, and identified three distinct consumer groups: critical adopters, pro-technology, and ambivalent. Critical adopters were the largest of the three groups, indicating that a significant portion of university students in South Korea might be critical adopters of mobile learning. Compatibility and observability positively influenced the intention to use mobile learning in all consumer groups. In the critical adopter and ambivalent groups, mobile learning resistance had the greatest effect on the intention to use mobile learning, while in the pro-technology group mobile learning self-efficacy had the greatest effect on this intention. Results identified significant differences across consumer groups in the antecedents and consequences of the intention to use mobile learning.

Journal ArticleDOI
TL;DR: Results show that perceived usefulness and perceived ease of use are the most important factors in determining individual’s behavioral intention to adopt the mobile application in their decision support processes.
Abstract: Health professionals are increasingly using and relying on mobile applications to support their decisions in Jordan. Nursing staff have the opportunity to use a wide variety of already existed mobile applications to support their tasks when providing health services to both inpatients and outpatients. This study attempted to investigate the key factors that affect adoption of mobile applications that support nursing staff health decision making in Jordan. These key factors include perceived usefulness, perceived ease of use, subjective norms, job relevance, perceptions of external control. In addition, this study intended to investigate the moderating effect of self-efficacy, age and gender. The study validated the proposed model using data collected from 241 nursing staff in three public and private hospitals in Jordan. Results show that perceived usefulness and perceived ease of use are the most important factors in determining individual’s behavioral intention to adopt the mobile application in their decision support processes.

Journal ArticleDOI
TL;DR: The aim of the study is to establish the main determinants for the complete and purposeful application of smart devices in school education.
Abstract: The use of mobile devices is increasing in daily learning activities, providing single-person use combined with interactive learning materials, simulations, voice recognition and educational games. Mobile app stores bring to learners a large amount of mobile applications, but their value and effectiveness to support these learning activities is far from being adequately studied. In this paper, we present our recent study related to the opportunities for smart devices to be used in school education, outlining the main obstacles and challenges. The subject of the research is students' interest in the use of multimedia mobile devices for educational purposes. The aim of the study is to establish the main determinants for the complete and purposeful application of smart devices in school education.

Journal ArticleDOI
TL;DR: This application is designed to know, recognize, and understand the characteristics of Dewata Nawa Sanga using gyroscope and serves to fulfill the object of the deities in the coordinates to be determined.
Abstract: Dewata Nawa Sanga in Hinduism has an important role as the foundation of the religious concept implemented by Hindus in Bali, Indonesia. It has the meaning of nine deities or manifestations of Ida Sang Hyang Widhi Wasa (God Almighty) that guard or control the nine wind direction. Dewata Nawa Sanga in terms of education in Bali has been learned by the elementary school students. However, in social life the concept of Dewata Nawa Sanga itself has not been attached and understood by all Balinese Hinduism yet. Based on the problem in social life, there is an idea to develop Markerless Augmented Reality Utilizing Gyroscope to Demonstrate the Position of Dewata Nawa Sanga . This application is designed to know, recognize, and understand the characteristics of Dewata Nawa Sanga using gyroscope. This sensor serves to fulfill the object of the deities in the coordinates to be determined. Furthermore, it serves to provide information about Dewata Nawa Sanga along with the innovative and informative 3D animation. The result of usefulness questionnaire of this application percentage value average is 88.4%. It can be concluded that AR Dewata Nawa Sanga is very useful and helpful for learners in exploring the Dewata Nawa Sanga position in a real-world environment. The result of usability and satisfaction questionnaire of this application percentage value average is 84.8%. It shows that the application is very useful for the participants to learn Dewata Nawa Sanga and very satisfied to use.

Journal ArticleDOI
TL;DR: The results were analyzed using four emergency event scenarios with a total score of 87% and an average user time of less than 0:42 sec indicating that the study was successful in designing a mobile medical emergency call application according to user requirements.
Abstract: Deaf or hearing loss is a condition of inability to hear something, either totally or partially Hearing loss greatly affects the life of a person in communicating with the people around him Deaf people will be very difficult when in a medical emergency, this is because the medical emergency situation requires fast action The Healthy Phone application is a mobile medical emergency call application that can help people with hearing impaired when in emergency situations With the Healthy Phone application, the user only needs to select an icon that suits the situation encountered in touchscreen mobile device then the message will be sent to the nearest hospital To search for icons corresponding to emergencies, the User Centered Design (UCD) method is used This application is very helpful for deaf people because this application does not require audio communication and user location is also sent automatically to the nearest hospital The results were analyzed using four emergency event scenarios with a total score of 87% and an average user time of less than 0:42 sec indicating that the study was successful in designing a mobile medical emergency call application according to user requirements

Journal ArticleDOI
TL;DR: The results show that trust, security, adjustability, and reliability are important factors to users, especially in unknown environments, when using a mobile context-aware tourism application.
Abstract: The objective of this study was to unveil the importance of emotions and feelings in developing mobile-based tourism applications. We gathered and analyzed emotional requirements to develop a mobile context-aware application for tourists. Emotional requirements are non-functional requirements affecting users’ emotional experiences around using applications, which are important for sustainable application usage. Many tourism applications exist, but were designed without considering emotional requirements or related UX factors and emotions. We developed a proof-of-concept prototype service-based context-aware tourism application (SCATA), and users participated in the design and evaluation processes. Emotional requirements are key to sustainable usage, especially regarding security. This paper details the application design and evaluation processes, emotional requirements analysis in each design phase, and the emotional effects of content accessibility in the application’s offline mode in unknown environments. The results show that trust, security, adjustability, and reliability are important factors to users, especially in unknown environments.

Journal ArticleDOI
TL;DR: The findings shed lights on the relevance of TAM in reasoning the adoption of mobile commerce via mobile applications and provide insightful implications for marketers to understand consumer behaviour and strengthen the mobile commerce market.
Abstract: Given the prevalence of online technology nowadays, mobile commerce continues to attract considerable attention for marketing research. However, studies on the factors that impact mobile commerce adoption via mobile applications are still limited. Moreover, there is minimal study that investigates the importance of attitudes towards mobile commerce as antecedents of mobile commerce adoption using Technology Acceptance Model (TAM), especially in the Malaysian market. These factors are crucial since the population of online users are massive and their influence is forming the untapped potential for marketers. By knowing the factors that drive the use of mobile commerce, this study seeks to facilitate marketers on how to use the findings and intensify the growth of online business in Malaysia. This quantitative study is cross-sectional in nature with 160 samples. Results showed that out of six hypotheses, five hypotheses were supported. The findings shed lights on the relevance of TAM in reasoning the adoption of mobile commerce via mobile applications. Also, this study provides insightful implications for marketers to understand consumer behaviour and strengthen the mobile commerce market.

Journal ArticleDOI
TL;DR: This application could be used as a supporting media to introduce types of fish in the teaching and learning process conducted in the kindergarten, concerning the theme of aquatic animals with the subtheme of fish.
Abstract: This research aimed at developing a virtual reality based learning media application on the introduction of types of fish. The development of this application intended to facilitate the learning process in the kindergarten concerning on the introduction of aquatic animals, and specifically about fish. There were 10 types of saltwater fish and 10 types of freshwater fish which would be introduced to the kindergarten students. The development of this application is expected to attract children's learning enthusiasm about the types of fish in our environment. The development of this virtual reality-based learning media application used the ADDIE model. This ADDIE model comprises of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. With the consideration of this model, the developed product could be finalized within fine quality. It could be achieved since this model allows the developer to perform evaluation and revision during every completed stage. The result of the user’s experience testing was 89.8 %, indicating that this virtual reality-based learning media application was considered excellent. Therefore, this application could be used as a supporting media to introduce types of fish in the teaching and learning process conducted in the kindergarten, concerning the theme of aquatic animals with the subtheme of fish

Journal ArticleDOI
TL;DR: This study aims to provide a clear vision on available functionalities during the process of building IoT systems based on most used IoT tools and to help users to choose the most adapted tool depending on their needs.
Abstract: The Internet of things(IoT) is now considered among the most emerging technologies aiming to interconnect heterogeneous smart devices in several areas without human interaction . From sensing and identification to data processing and storing. The Building and the monitoring of smart systems like smart homes, smart campus and smart cities pass through several stages on which different tools and platforms coexist to answer this need. In this paper, we present a survey on recent works using IoT tools to build their systems. Particularly, we classify and compare them according to layers and characteristics that we have defined such as data acquisition, data processing , software used, conformity to standards. Hence , our study aims to provide a clear vision on available functionalities during the process of building IoT systems based on most used IoT tools and to help users to choose the most adapted tool depending on their needs.

Journal ArticleDOI
TL;DR: This paper seeks to devise a puzzle game application based on eye tracking, which will assist with focusing attention, as well as a chatbot that can motivate users that should prove beneficial to individuals with dyslexia, parents of dyslexics, or experts such as reading professionals, instructors and teachers who are assisting Dyslexics.
Abstract: Dyslexia is a problem that an individual has since birth; it poses difficulties for the rest of their life, similar to other learning disabilities. Spelling, writing, reading and in certain instances speech can all be undermined by the language processing disorder. Idleness or a lack of intellect are not associated with dyslexia. Furthermore, sight problems do not cause dyslexia. Rather, data is evaluated and understood by the brain in alternative ways, making dyslexia a neurological ailment afflicting both children and grown-ups. This paper seeks to devise a puzzle game application based on eye tracking, which will assist with focusing attention, as well as a chatbot that can motivate users. This should prove beneficial to individuals with dyslexia, parents of dyslexics, or experts such as reading professionals, instructors and teachers who are assisting dyslexics. Based on the best current understanding of how to assist dyslexics, we meticulously assessed every application prior to its inclusion.

Journal ArticleDOI
TL;DR: The design of notification system that runs on the Android operating system is proposed that can meet the needs of academic announcement broadcast quickly and massively and cut the cost that stakeholders need to operate the academic announcement system in the campus environment.
Abstract: Through this article, we try to propose the design of notification system that runs on the Android operating system. This notification will be used for the academic announcement in the campus environment. The current announcement system only depends on the web portal, phones, groups in social media or short message system. The use of web portals and phones still has many limitations. Our proposed notification system can meet the needs of academic announcement broadcast quickly and massively. In the end, this will cut the cost that stakeholders need to operate the academic announcement system in the campus environment. The design of smart notification system that we proposed in the future will be integrated with the academic information system.

Journal ArticleDOI
TL;DR: An intelligent framework for KM system, embedded with deep learning model, is proposed, which alleviates the heavy burden of video materials management in KM system and enhances the agility of the system.
Abstract: Knowledge Management (KM) system is a core feature in facilitating intellectual growth in organization. However, there are numerous difficulties in maintaining a reliable KM system. One of the challenges is to manage knowledge materials in video format. A video file contains complex data that lead to the difficulties in managing them. Without an intelligent system, managing videos for KM requires a laborious effort. In this paper, an intelligent framework for KM system, embedded with deep learning model, is proposed. The use of the deep learning model alleviates the heavy burden of video materials management in KM system. To enhance the agility of the system, mobile-based deep learning model is utilized in the framework.