Senan, Norhalina
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Systematic Literature Review on Augmented Reality with Persuasive System Design: Application and Design in Education and Learning Nasirudin, Mohd Asrul; Md Fudzee, Mohd Farhan; Senan, Norhalina; Che Dalim, Che Samihah; Witarsyah, Deden; Erianda, Aldo
JOIV : International Journal on Informatics Visualization Vol 8, No 2 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.2.2702

Abstract

Augmented Reality (AR) is an innovative technology that has gained significant scholarly attention. It uses computer-generated sensory inputs like visuals, sounds, and touch to enhance how we perceive the real world, providing a transformative impact on human sensory experiences. Motivated by the possibilities of augmented reality (AR) in the realm of the educational learning environment, this research aims to document the evolving landscape of augmented reality (AR) applications in education and training, with a specific emphasis on the incorporation of persuasive system design (PSD) elements. The study also explores the diverse technologies and methodologies for developing these applications. A systematic literature review was conducted, analyzing 44 articles following the protocol for PRISMA assessments. Four research questions were formulated to investigate trends in AR applications. Between 2016 and 2023, publications on AR applications doubled, with a significant focus on the educational field. Marker-based AR methods dominated (68.49%), while markerless methods constituted 31.51%. Unity and Vuforia were the most used platforms, accounting for 77.27% of applications. Most research papers assessed application effectiveness subjectively through custom-made questionnaires. University students were identified as the primary target users of AR applications. Only a few applications integrated persuasive elements, even for adult users. This highlights the need for further studies to fully grasp the possibilities of combining persuasive system design with augmented reality applications in education
Systematic Literature Review of Gender Bias within Video Games Character Design Ibrahim, Najwa Sabirah; Senan, Norhalina; Othman, Muhammad Fakri; Azmi, Shahdatunnaim; Erianda, Aldo; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 9, No 4 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.4.3297

Abstract

Gender bias in video games refers to the unequal treatment and discrimination that players experience based on gender, which is often normalized within the gaming community. Gender bias is widespread in Multiplayer Online Battle Arena (MOBA) games, where it can take many different forms. Common examples include assumptions made about players' abilities, character design in games, and the roles given to characters according to gender. This situation has created an unwelcoming environment, especially for female players, leading to feelings of exclusion. This study conducts a systematic literature review to examine gender bias in MOBA games, explicitly focusing on character representation, hypersexualized character models, and gameplay mechanics. By analyzing data from peer-reviewed articles, theses, and research papers, the study highlights the recurring patterns of bias and identifies gaps in current approaches. Although prior studies have explored the elements that contribute to gender bias, few studies have offered practical solutions to mitigate this bias. However, there is still a lack of research proposing a practical game design framework that integrates strategies to reduce this bias. In conclusion, efforts to address gender bias are not only significant in terms of design ethics, but also a good strategy in expanding the game's audience. This study identifies possible solutions that might help future research and be developed into a conceptual framework model that developers can understand to create a more inclusive, fair, and profitable gaming environment in the long term.
Fast Clustering Environment Impact using Multi Soft Set Based on Multivariate Distribution Yanto, Iwan Tri Riyadi; Apriani, Ani; Hidayat, Rahmat; Mat Deris, Mustafa; Senan, Norhalina
JOIV : International Journal on Informatics Visualization Vol 5, No 3 (2021)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.5.3.628

Abstract

Every development activity is always related to human or community aspects. This can also lead to changes in the characteristics of the community. The community's increasing awareness and critical attitude need to be accommodated to avoid the emergence of social conflicts in the future. This research is to find out how the public perception about the impact of development on the environment. Two methods are used, i.e., MDA (Maximum Dependency Attribute) and MSMD (the Multi soft set multivariate distribution function). The MDA is to determine the most influential attribute and the Multi soft set multivariate distribution function (MSMD) is to group the selected data into classes with similar characteristics. This will help the police producer plan the right mediation and take quick activity to make strides in the quality of the social environment. The experiment conducted level of impact based on the clustering results with the greatest number of member clusters is cluster 1 (very low impact) with 32.25 % of total data following cluster 5 (Very High impact) with 24.25 % of total data. The experiment obtains the level of impact based on the clustering results. The greatest number of member clusters is cluster 1 (extremely low impact) with 32.25 % of total data following cluster 5 (Very High impact) with 24.25 % of total data. The scatter area impact is spread at districts 6, 7, 10, 11, the most of very high impact and districts 1,2,3,4,5,8 the lowest impact.Â