Journal of Computing Technologies and Creative Content
The Journal of Computing Technologies and Creative Content (JTeC) an open-access journal (e-ISSN: 2550-1550) is a peer-reviewed publication with original works by researchers, academicians and practitioners, covering Computing Technologies and Creative Contents and their innovative applications. This journal serves as a platform to promote the exchange of ideas with researchers around the world, as well as promoting Universiti Kuala Lumpur-Malaysian Institute of Information Technology (UniKL-MIIT) as an academic institution producing quality research. JTeC publishes one issue per year.
Universiti Kuala Lumpur, Malaysian Institute of Information Technology
Journal of Engineering Technology (JET) is an open-access journal that follows the Creative Commons Attribution-Non-commercial 4.0 International License (CC BY-NC 4.0)
Visualizing Energy: An AR Approach to Promoting Sustainable Consumption Habits
Energy consumption refers to the use of energy by household appliances, devices, and systems across residential, commercial, and industrial sectors. Beyond the total energy used, understanding consumption patterns is crucial in managing costs and promoting environmental sustainability. Many consumers lack awareness of how their daily energy usage impacts both expenses and the environment, leading to inefficient energy consumption, increased costs, and negative ecological consequences. This study explores the role of digital tools, particularly augmented reality (AR), in visualizing energy consumption and fostering sustainable habits. The research focuses on developing an AR-based Energy Consumption Awareness Application that provides users with interactive, real-time feedback on their energy usage. By leveraging a user-centered design approach and probability simple random sampling, this study evaluates how AR can enhance user engagement and encourage informed decision-making regarding energy efficiency. Results showed that 73.7% of participants were aware of appliance-level energy usage, 86.8% reported an increase in energy awareness after using the app, and 92.1% believed the app had the potential to influence their energy-efficient decisions. These findings support broader adoption of AR technology in energy management and present opportunities for collaboration with industry stakeholders such as Tenaga Nasional Berhad (TNB) or Suruhanjaya Tenaga.
Copyright (c) 2025 Journal of Computing Technologies and Creative Content https://creativecommons.org/licenses/by-nc/4.0
A Study of Catalogd: A Social Cataloging Application for Video Games
This paper presents the development of Catalogd, a social cataloging application designed to enhance the experience of video game enthusiasts through efficient management of game libraries and facilitation of community interaction. The primary research objective is to create a platform that allows users to catalog their gaming experiences, discover new titles, and engage with other gamers. The scope of the study encompasses three user types—guest, registered, and admin users—each with varying levels of access and interaction within the app. Functionally, Catalogd includes modules for authentication, navigation, game discovery, catalog management, and social networking. The methodology employed is the Rational Unified Process (RUP), which guides the structured development of the application, ensuring that project goals are met within the set timeframe. Catalogd aims to address the gap in dedicated video game cataloging services and to provide insights into user engagement and gaming trends.
Masakimia : A Mobile Application Learning Chemical Substance for Chemistry Students
This research paper addresses the necessity for a mobile learning application tailored to Malaysian chemistry students through the ”MasaKimia” (MK) project. The project aims to revolutionize chemistry education via an interactive mobile application. MK is designed to provide an engaging and effective learning experience by featuring an interactive periodic table, quiz games, and digital flashcards. Aligned with the latest Malaysian chemistry curriculum, this project seeks to bridge the gap in accessible, high-quality mobile learning resources for students. The anticipated outcome, the MK mobile learning application, promises to be a comprehensive and engaging edu- cational tool, poised to significantly enhance chemistry education in Malaysia. This paper envisions a future where technology and education converge, delivering a transformative learning experience and ensuring no student is left behind in their pursuit of knowledge.
The Malaysia's early scientific education is severely lacking in interactive and interesting learning materials for primary level 1 children (ages 7 to 9). To close this gap, Kiddo Sains AR has developed a cutting-edge Augmented Reality (AR) platform that improves science education by using easy, hands-on experiments tailored for young students. The importance of encouraging curiosity, critical thinking, and STEM abilities has grown as Malaysia moves away from traditional tests like the UPSR and towards a more experience-based educational approach. Beyond the confines of traditional classroom environments, Kiddo Sains AR enables children to explore and study science in an interesting and approachable way by converting abstract scientific topics into interactive virtual experiments. The study's main goals are to create an interesting science platform, analyze the influence of AR-based learning on students' comprehension and interest in STEM, and determine how effective AR-based learning is. To methodically design, build, and test the platform, the study adheres to the ADDIE instructional design methodology. According to preliminary research, Kiddo Sains AR greatly enhances students' understanding of scientific concepts and participation. But issues like device compatibility and accessibility need further work. Overall, this study shows how AR could completely transform early scientific education in Malaysia by giving young children more engaging, enjoyable, and productive learning experiences.
Animal Explorers project is an interactive Augmented Reality (AR) storybook designed to educate and engage children aged between 4 to 8 years on the subject of wildlife and environmental conservation. The storybook is enriched with 3D animal models, animations, and immersive auditory elements, offering a captivating learning experience that encourages curiosity about nature. Developed using Unity, Blender, and Adobe Illustrator, the project merges narrative storytelling with interactive AR content to introduce children to the concepts of biodiversity, ecosystems, and the importance of conservation. By integrating storytelling with AR, this project not only enhances traditional learning but also aligns with educational goals related to STEM (Science, Technology, Engineering, and Mathematics) and environmental awareness. The research methodology adopts the ADDIE model, guiding the project through structured phases of analysis, design, development, implementation, and evaluation. The goal of this study is to create an impactful learning tool that fosters environmental consciousness in young learners while promoting active engagement through technology.
Amir’s Eyes Adventure Learning Amblyopia AR Storybook
“Amblyopia, or ‘lazy eye,’ is a common vision problem in children. If not treated early, it can lead to permanent vision issues. However, the current educational methods such as printed books and standard medical explanations may not effectively capture children’s attention or encourage interactive learning. There is a need for an engaging, interactive, and immersive learning tool that makes understanding amblyopia fun and accessible for children. Therefore, the main objective of this research is to develop an augmented reality (AR) storybook that educates children about amblyopia, causes, symptoms, and treatments through an engaging and interactive experience. This research uses the ADDIE model for designing and developing the AR storybook. The prototype was tested with 30 children, selected using purposive sampling. Data will be collected through user experience testing and feedback surveys. Based on this research, it is expected that this project will have a better understanding of amblyopia in a more engaging and interactive way, which could improve early diagnosis and treatment adherence. Based on the results, it will be proven that AR technology can enhance children’s learning experiences about amblyopia and make health education more accessible and effective.
Oceanlens: Augmented Reality Experience Of Pulau Redang Marine Life
Pulau Redang, a well-known marine tourism spot in Malaysia, is facing serious environmental problems such as coral reef damage, pollution, and loss of marine life due to rising tourist activities. Traditional ways of teaching conservation often do not catch the attention of tourists, so new methods are needed to spread awareness and encourage responsible behavior. This study introduces OceanLens, an Augmented Reality (AR) mobile application designed to help users learn about marine conservation in a fun and interactive way. The app lets users explore digital 3D models of marine life, coral reefs, and pollution effects, making it easier to understand the impact of human actions on the ocean. Using the ADDIE model for development and a mix of surveys and usability testing, the study evaluated how well OceanLens helps users learn, stay engaged, and change behavior. Results show that AR helps users better understand and care about marine ecosystems, leading to more environmentally friendly actions. However, there were some challenges, such as poor internet connection at Pulau Redang, which can affect the AR experience. Also, some users had trouble using the app on certain devices, showing the need for better optimization. This study suggests that AR can be a powerful tool in conservation education. Other mobile apps, like Seek by iNaturalist or WWF Free Rivers, can also be useful for environmental learning in Malaysia. Future improvements could include adding more languages, AI features, and using AR in other ecotourism locations. By combining technology and education, OceanLens aims to support sustainable tourism and protect Malaysia’s marine heritage for future generations.
FinLearn: An Online Finance Learning Platform
The FinLearn is an online learning platform which developed to improve financial literacy among young adults in Malaysia. This approach implied self-paced learning on its online platform consists of progress tracking and personalization for users. Users can gain access to different courses and quizzes which allows them to learn more about personal finance topics such as debt management, savings, and more. The online learning platform is made available on the web to give easy access to the users from various backgrounds and locations. Programming languages used in this project include PHP, HTML, CSS, and JS with the aid of development tools such as Visual Studio, Code, Laragon, Github, Microsoft 365, and Firefox via MySQL database. Besides, FinLearn is expected to benefit users by enabling them to keep engaged in finance learning digitally interactively, as well as allowing them to track their progress and adjust their learning strategies. Hence, this abstract is focus in outlining the online learning platform’s functions and emphasizing the roles and benefits of FinLearn in improving financial literacy among Malaysian young adults
Enhancing Security in Discord’s Server: Creating Anti-Spam & Phishing Discord Bots
Online communities are increasingly threatened by spam and phishing attacks, compromising user experience and security. This project develops a specialized Discord bot using Python and Discord API to combat these issues. The bot uses Natural Language Processing (NLP) to detect and mitigate spam, including repetitive messages, unsolicited links, and suspicious user behavior. By analyzing message patterns and leveraging community feedback, the bot adapts and evolves its detection capabilities. Rigorous testing across different Discord servers assessed the bot's effectiveness, focusing on detection accuracy, false positive rates, and overall security impact. The results contribute to robust security measures for online communities, particularly on Discord, and offer insights for combating spam and phishing across digital platforms, fostering a safer online ecosystem.
Bouma Studio: A Web Solution for Encapsulated Moments in Motion
The web application, Bouma Studio, aims to over- come the challenges of service management for its potential customers by providing a seamless platform to access package information and prices, browse the photography portfolio, book packages, and receive updates about quotations and invoices. Key challenges identified include inefficient reservation processes, reliance on studio admin efforts to find freelancers online, and difficulty for customers in accessing Bouma Studio’s information, leading to missed reservations. To address these issues, the project involved studying customer and administrator requirements, designing, and implementing a web application using an iterative model. The methodology included interviews with the three di- rectors of Bouma Studio and 19 previous and potential customers for context analysis, followed by evaluations using questionnaires and interviews. The findings show that the system significantly reduced the time spent searching for online photographers by 83.52%, improved access to package information by 90%, and enhanced the efficiency of receiving quotations and invoices by 100%, resulting in an improved overall booking experience.
Smart Scheduler: A Web-based Time Management and Productivity Tool
This research paper presents ”Smart Scheduler,” a web-based task management and productivity tool designed to enhance organizational and individual efficiency by integrating cutting-edge Artificial Intelligence (AI) technologies, including Natural Language Processing (NLP) from OpenAI. The tool aims to transform traditional task management by enabling dynamic team interactions and facilitating seamless workflows through intuitive user interfaces and automated processes. ”Smart Sched- uler” leverages AI to assist in writing enhancement, tone ad- justments, idea generation, and task summarization, setting it apart from conventional scheduling tools. The system was developed using the Agile methodology, ensuring adaptability and user-centered design. Evaluation results indicate significant improvements in task management efficiency, user satisfaction, and system usability. This study demonstrates the potential of AI-enhanced tools to revolutionize productivity landscapes in professional and personal settings, providing a blueprint for future advancements in digital task management.
PetPals : A Pet Care Companion Mobile Application for Pet Owners
PetPals is an innovative mobile application designed to revolutionize pet care management for pet owners. In today’s dynamic pet care landscape, where pets are cherished members of the family, the need for accessible and efficient solutions has never been greater. PetPals aims to address this need by providing a comprehensive platform that enables users to manage various aspects of their pets’ lives conveniently. From pet profile management and vet clinic locator to pet insurance management and real-time pet assistance, PetPals offers a range of features tailored to enhance the pet ownership experience. Through the integration of machine learning algorithms and intuitive user interfaces, PetPals empowers users to track their pets’ growth, access timely veterinary care, and receive expert guidance on pet- related queries. With PetPals, pet owners can confidently navigate the challenges of pet care, ensuring the health and happiness of their furry companions.
Development of a Web-Based Event Management System for Optimizing Volleyball Tournaments in Malaysia
Emtoz Volleyball, a sports organization in Malaysia, faces challenges in manually managing and organizing volleyball events. To address this, we developed the Sport Local Event Management System (SLEMS), a centralized platform for event creation, registration, and scheduling. The system was built using the Iterative and Incremental Development Model, allowing for phased enhancements and continuous feedback. To evaluate SLEMS, we conducted User Acceptance Testing (UAT) with 30 respondents, including organizers, supervisors, and participants, through a structured questionnaire. The results showed high user satisfaction, with 46.7% "Very Satisfied" and 33.3% "Satisfied", confirming that the system meets all functional requirements. Our findings demonstrate that SLEMS effectively streamlines event administration, reducing manual efforts while improving efficiency. This system provides a scalable solution for sports organizations seeking to optimize event management processes.
Model of a Home Patient Monitoring System With An Alert Systems Using Blynk
This paper introduces a home-based health monitoring system tailored for elderly patients who face challenges attending regular physical checkups. Designed for non- hospitalized individuals receiving care at home, the system tracks vital health metrics such as heart rate and oxygen saturation, and includes a push button for emergency alerts. Using a prototype methodology, biomedical sensors capture data that is displayed in real time via the Blynk IoT platform, while simultaneously being stored in an Excel worksheet to maintain long-term patient history. When the alert button is pressed, immediate notifications are sent to the caregiver’s smartphone and email, enabling swift response. The system aims to address accessibility barriers in traditional healthcare by offering continuous monitoring, timely alerts, and a reliable data storage framework that empowers caregivers and improves safety within domestic care environments.
Integration of 5G Technology in TVET Education: Opportunities, Challenges, and Implementation Strategies
The development of 5G technology, which is distinguished by its fast speeds, low latency, and reliable, effective internet access, has created new opportunities to improve the educational system, especially in the area of Technical and Vocational Education and Training (TVET). The purpose of this study is to investigate how 5G technology might enhance the standard of instruction at Malaysian TVET institutions, with an emphasis on real-time simulations, augmented reality (AR), virtual reality (VR), and remote industrial training. This study's methodology compares the deployment of 5G technology in TVET systems across a number of developed nations as a baseline and source of documentation. The results show that incorporating 5G technology into TVET curriculum creation could increase educational access across geographic borders, speed up students' acquisition of technical knowledge, and improve learning experience interaction. Additionally, this report suggests that the TVET system's use of 5G technology be reinforced by means of industrial partnerships, rigorous teacher training, and the availability of appropriate auxiliary equipment. To sum up, one of the most important ways to create a workforce that is highly qualified and competitive in the Fourth Industrial Revolution is to fully integrate 5G technology into the TVET education ecosystem.
Development Of Patient Dental Charting (CDAS): A Case Study for OMG Dental Clinic
The development of a Clinical Dental Analysis System (CDAS) specifically designed and tailored for the O.M.Gigi Dental Titiwangsa Clinic. It is examined this thesis is to address the invaluable tool for caries detection in dentistry, International Caries Detection and Assessment System (ICDAS) has emerged as a invaluable tool, offering a standardized framework for the evaluation. However, the traditional manual charting associated with ICDAS are time-consuming, often error-prone, and poor visualisation on paper-based records. The clinic recognizes the need to enhance efficiency and achieve it objective by switching to a digitized ICDAS charting methodology. The study has concluded that thorough assessment, strategic architecture planning, and user-friendly design are essential for successful CDAS implementation. Making sure the system is user-friendly and effective for patient registration, booking appointments, and dental chart tracking, usability testing is essential. The system has been greatly influenced by the information provided by the staff at the administration, dental assistants, and dentists. An overall user satisfaction score of 80% in the usability test results from survey methodology indicates the app is functional and easy to use. Although the interface received positive reviews, users recommended enhancements for the patient registration text field, search functionality, error handling, and navigation features. With an overall satisfaction rating of 80% (effectiveness), 78% (efficiency), satisfaction at 79%, These results point to areas that should be improved to maximize the CDAS for dental professionals.
Intelligent Q&A System Based on Knowledge Graph and Its Application in Education
Question-answering (Q&A) systems enhance knowledge sharing but face accuracy challenges. This study proposes an intelligent Q&A framework combining a traditional retrieval module and a knowledge graph (KG) inference module, optimized through topic clustering and context awareness. Applied in education, the system integrates teacher feedback and extended functions (e.g., attention modeling, personalized recommendations). Teaching practice verifies its effectiveness and supports sustainable educational technology through knowledge reuse.
This paper presents a research study on developing and enhancing hiking mobile applications, focusing on features like trail search, social media integration, and comprehensive tools for hikers. The study examines how user experience affects the effectiveness and adoption of these apps and includes a comparative analysis of existing apps such as Strava, AllTrails, and Gaia GPS.The research aims to create a new, feature- rich, and user-friendly hiking mobile application that addresses current gaps and enhances the overall hiking experience. By providing insights into user preferences and behaviors and emphasizing user-centered design, the study aims to set new standards for functionality and user experience. The findings and methodologies are intended to guide future developments in mobile applications for outdoor activities, ensuring they are more intuitive, effective, and engaging for users.
G7 Altitude: Hikes through Peninsular Malaysia’s highest peaks (3D Game)
Raising environmental awareness among young people requires innovative approaches, as traditional methods often fail to sustain interest and participation in eco-tourism and conservation. This project addresses the issue by developing a three-dimensional educational hiking game designed to promote Malaysia’s natural heritage and encourage forest conservation among users aged 15 to 25. The objective is to combine entertainment and learning through an immersive experience that engages players in both gameplay and environmental education. The development follows the ADDIE model, the project progresses through structured phases including Analysis, Design, Development, Implementation, and Evaluation. The outcome is a functional game refined through user testing and feedback, ensuring effectiveness and enjoyment. The findings demonstrate the potential of serious games to foster environmental awareness and support sustainable behaviours among younger generations.
Development of Environmental Low-Cost Acid Precipitation Sampler IoT-Based (ELCAPSIoT)
The Malaysian Meteorological Department (MET Malaysia) participates in the Acid Deposition Monitoring Network in East Asia (EANET), utilizing Acid Precipitation Samplers (APS) to monitor wet and dry deposition across Malaysia. These instruments are critical in evaluating acid rain and its environmental impacts. This project aimed to develop a low-cost alternative to the existing APS control system, incorporating Internet of Things (IoT) features and the additive manufacturing to reduce OD (OD) at sites and operational expenses, for EANET and METMalaysia. The current system faced frequent breakdowns, inefficiently refurbished components and increasing maintenance costs. The ELCAPSIoT was developed using microcontroller programmed with Arduino IDE. A cost-effective enclosure and mechanical parts were fabricated using 3D printing. System improvements, based on end users’ feedback, included RC filtering for actuator noise suppression, analog-based rain detection, and expanded sensor area. Deployment at selected sites showed a reduction in APS failure rate from 70% to 30%, while component cost was reduced by over 94%, with the new system costing RM 1,360 compared to RM 23,000 previously. Field tests are in compliance with WMO GAW and EANET standards. The ELCAPSIoT project successfully demonstrated the feasibility of a low- cost, IoT-integrated acid precipitation sampler, meeting international monitoring standards while enhancing maintainability, cost efficiency, and technological adaptability. Future developments will explore renewable energy integration and broader environmental applications.
An Online Child Adoption Application System
The Child Adoption Application System developed for the OrphanCare Foundation serves the purpose of facilitating the management of adoption applications. This web-based technology platform enables individuals to submit their adoption applications and streamlines the online application process. Users are required to register to access the system, and its objectives encompass researching and analyzing the system's requirements, incorporating stakeholder feedback, and designing an application system that caters to both users and administrators. The system leverages software tools such as Visual Studio Code, XAMPP, phpMyAdmin, Bootstrap, MySQL, and others. It also provides functionality for users to apply for the adoption process through the OrphanCare Foundation. Rigorous testing, including system and user acceptance testing, ensures the system's effectiveness. It can verify user eligibility based on specific criteria and maintains comprehensive records of children's information. Additionally, qualified users can access and submit adoption applications conveniently via the website.
adoption; web-based application; waterfall model
Copyright (c) 2023 Journal of Computing Technologies and Creative Content https://creativecommons.org/licenses/by-nc/4.0
This paper presents the development of the SMART UniCafe System—a web-based platform aimed at improving the food ordering system experience in UniKL MIIT cafeterias. The system addresses challenges such as manual ordering processes, unorganized order management, limited payment options, and lack of time estimation. XAMPP, MySQL, Visual Studio Code, and Draw.io were utilized in the development process. The objectives were to create a user-friendly web interface, improve the efficiency of the food ordering process, and enhance customer satisfaction. The SMART UniCafe System aims to revolutionize the dining experience by providing a seamless and user-friendly platform for customers, sellers, and administrators. The findings presented in this paper serve as a foundation for future updates to meet evolving user needs and remain competitive in the market. With the recommended improvements, the system has the potential to transform cafeteria dining into a more streamlined and convenient process.
Food ordering system; web-based platform; future updates; customer satisfaction; streamlined and convenient process
GOOTI PASTRIES: Online Cake Ordering System
This paper presents the development of Gooti Pastries' web-based Cake Ordering System. Objectives included analyzing requirements, designing a user-friendly interface, implementing efficient ordering and customization features, and conducting thorough testing. The system addresses manual order recording issues, repetitive bank detail sharing, order mix-ups, and difficulty visualizing custom cakes. Using Visual Studio Code, Laragon, MySQL, PHP, and Draw.io, the system was successfully developed and evaluated, resulting in improved cake ordering experiences. Recommendations focus on scalability, customization, and mobile compatibility to meet evolving customer needs. Gooti Pastries' system demonstrates efficient service delivery and adaptability in the digital age.
Cake ordering system, web-based platform, user interface design, customization features, testing, scalability, mobile compatibility
2D Storytelling: Responsiveness Among Malaysian Society of Covid-19
This purpose of this research is to create a storytelling video about responsiveness among Malaysian society of COVID-19 using 2D animation which provides storytelling contents on the topic. This study is focusing on creating storytelling that will expose storytelling animation. ADDIE model is the most suitable method to use for the project as it consists all of the methods which are analysis, design, development, implementation and lastly evaluation. Overall, this study will provide users with self-awareness stepped forward knowledge of the coronavirus and a useful understanding of sanitation, self-care, and infected viruses, particularly whilst defined in the storytelling technique. Through this storytelling, it's miles anticipated that the reality approximately the historic tale thru this lively 2D storytelling may be transmitted to our network and could have a fantastic impact on the country of Malaysia in the future.
2D Animation PSA: Cleft Lip and Palate Awareness
This study is a Public Service Announcement (PSA) video for parents on Cleft Lip and Palate Awareness. The most common serial congenital anomalies affecting the orofacial region are cleft lip and palate. These defects affect approximately 1.7 out of every 1000 liveborn babies, with ethnic and geographic variations. Cleft lip and palate are two of the most common congenital disabilities in children. Cleft lip and palate are caused by the failure of these structures to fuse during the early stages of fetal development. Parents were unaware of the symptoms, factors, and treatment associated with cleft lip and palate. There are few platforms for sharing knowledge and information. The PSA focuses on educating parents about cleft lip and palate symptoms, factors, causes, complications, diagnosis, and treatment. The goal of this project is to educate parents about the symptoms of cleft lip and palate and how to spread awareness about it. The next step is to create a 2D public service announcement animated video to raise awareness about cleft lip and palate. The final goal is to assess the PSA's effectiveness in communicating the message about cleft lip and palate to parents. The ADDIE Model was used in the PSA development with multimedia instruction al solution. In conclusion, this study hopes to gain recognition for educating parents about cleft lip and palate. As a result, this PSA 2D Animation will raise their awareness about how to spread awareness, gain a better understanding of the cleft, and gain useful knowledge about cleft lip and palate.
Public Service Awareness (PSA); 2D Animation, Cleft Lip and Palate; Spread Awareness; Parents.
Interactive Documentary: The Impact of Covid-19 on The Creative Industry Faced by Local Artists in Pasar Seni, Kuala Lumpur and How They Overcome It
COVID-19 had a significant impact on everyone and has affected many sector industries in Malaysia. There are many people who have lost their jobs because businesses had to shut down, and employers can no longer afford to pay salaries. Hence, there is still a lack of effort in spreading awareness of the situation faced by local artists, although the creative industries, which have contributed RM29.4 billion to the Malaysian economy, have shown a decline in 2020 due to COVID-19. The research method for this research is qualitative research to gather in-depth information. This study aims to evaluate the effectiveness of documentary platforms in spreading knowledge and educating the public about the topic raised. The Addie Model is utilized as a research method. The findings indicate that the documentary has benefited society. Also, storytelling played a pivotal role in connecting with the audience. Therefore, this research concludes that a documentary is the best way to assist people in understanding current issues.
documentary, creative industry, awareness, benefits, impacts
2D Games “Go Flu Away” Influenza Education, Information and Awareness
Influenza viruses are usually one each of the viruses that popular among us that even are called “the flu” and it's the communicable disease. There are four types of influenza but common influenza or famous influenza that always attack human is Influenza type A, type B, and type C. Studies were conducted to identify certain people that did not care and aware about the influenza and provide one interactive platform such as 2D games to give them education, information, and awareness about influenza virus. In this game, the AGILE model is used as a guide while manufacturing this game. This is the best method to provide the simplest method and easy step to follow to implement in this game. The step in this methodology is to plan, design, develop, test, release, and feedback. Based on the research, mostly youth generations are now less concerned to find out or to worry about the virus danger of influenza compare to other generations. So by developing this interactive game, the youth generation can discover and understand where the illness comes from and obtain more data or signs of influenza and how to avoid influenza virus by using attractive interfaces and content to attract young generations. Overall, this interactive game is very good to help people become more aware of this influenza virus, so people are not easily infected by the influenza virus. The results of the study that have been collected show that they are satisfied with it and successfully make this as an interactive game at the same time gain knowledge about the influenza virus. This interactive game will help people not easily get infected if users are using all the information and awareness implemented in this game
2d game; influenza virus; interactive; education and information
MULTIFACTOR AUTHENTICATION FOR ONLINE SHOPPING SYSTEM
In this project, a multifactor authentication system was integrated with an online store. Digital and computer security are now crucial for safeguarding user data. One threat is shoulder surfing [10], in which a criminal can steal a password by watching directly or by videotaping the authentication process. There are several methods for this authentication, with the multifactor authentication method being the most common and simple. Therefore, a novel strategy is proposed to address this issue, namely the development of multiple layers of system security through the use of multifactor authentications. Text, colour, and graphical representations are the three types of multifactor authentication that are used. At the conclusion of this project, an online shopping system is created to evaluate the effectiveness of the algorithm.
Cybersecurity, Multifactor Authentication, Website
Muhammad Syazwan Nadzmi Bin Mohd Salwazi
In the era of globalization, technological advancements influence how people live their lives. For example, the online scheduling is an amazing technology add-on for outpatients looking for convenience during their treatment phase. However, the web application must be patched with security to develop a secure system. Rapid Application Development Model (RAD) is the methodology in this project since it is a prototype. This research presents a study of Secure Web Application for Clinic which is a web-based application system developed for allowing the outpatient to make an online booking appointment using the system, and the admin can add a session for the doctor or add a new doctor to the clinic. In addition, the doctor can be remotely updated on the latest session or appointments that have been made. Furthermore, this research paper will study the web's security implementation, which is OWASP's Top 10 2021 guideline for developing a secure web application and protecting the patient's sensitive data, such as their password for authentication, by using a cryptography method, MD5. Finally, this research paper tests the security as it results that the OWASP guideline is significant for assuring the system's reliability and may be implemented as an example by other web developers, particularly when developing web applications for the healthcare industry.
Web Application, OWASP Top 10, Appointment
Misi Angkasa Interactive Comic an interactive comic project based on a comic book by Skuad Misi that was published by PTS Media Group. The number if students who are pursuing a higher degree in science as their first choice and the lack of awareness of outer space research. The goal of the project is to promote space exploration among secondary school student and piques their interest in STEM-related field careers. This project intended to suggest ways to create an exciting medium using a mobile app for students to learn more about outer space study. For the project’s methodology, the ADDIE model is used as the primary methodology in developing this project which contains analyze phase, design phase, design phase, development phase, implementation phase, and evaluation phase. The results of the tests indicate that the project's goal was met, which was to evaluate the effectiveness of interactive comic. In conclusion, Interactive comic is proven to be a suitable medium to promote outer space study among students.
Outer space study, Interactive Comic, STEM field