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  <title>DSpace Collection:</title>
  <link rel="alternate" href="https://ptsldigital.ukm.my/jspui/handle/123456789/388954" />
  <subtitle />
  <id>https://ptsldigital.ukm.my/jspui/handle/123456789/388954</id>
  <updated>2026-09-17T22:33:32Z</updated>
  <dc:date>2026-09-17T22:33:32Z</dc:date>
  <entry>
    <title>Model integratif kepercayaan kesihatan dan keterlibatan teknologi bagi perubahan tingkah laku pengguna aplikasi kesihatan aktiviti fizikal</title>
    <link rel="alternate" href="https://ptsldigital.ukm.my/jspui/handle/123456789/784769" />
    <author>
      <name>Nur Farahin Mohd Johari</name>
    </author>
    <id>https://ptsldigital.ukm.my/jspui/handle/123456789/784769</id>
    <updated>2026-09-08T03:48:03Z</updated>
    <published>2026-07-30T00:00:00Z</published>
    <summary type="text">Title: Model integratif kepercayaan kesihatan dan keterlibatan teknologi bagi perubahan tingkah laku pengguna aplikasi kesihatan aktiviti fizikal
Authors: Nur Farahin Mohd Johari
Abstract: Mobile health (mHealth) merujuk kepada penggunaan teknologi mudah alih seperti&#xD;
telefon pintar dan aplikasi digital bagi menyokong pemantauan kesihatan, promosi gaya&#xD;
hidup sihat dan perubahan tingkah laku pengguna. Walaupun aplikasi kesihatan&#xD;
semakin mudah dicapai, isu penggunaan dan pengekalan aplikasi kesihatan aktiviti&#xD;
fizikal masih rendah. Kebanyakan intervensi digital kesihatan juga cenderung&#xD;
menjelaskan perubahan tingkah laku berdasarkan faktor kepercayaan kesihatan atau&#xD;
keterlibatan aplikasi secara berasingan. Oleh itu, kajian ini bertujuan untuk&#xD;
membangunkan dan mengesahkan satu model integrasi perubahan tingkah laku&#xD;
pengguna aplikasi kesihatan aktiviti fizikal berasaskan Model Kepercayaan Kesihatan&#xD;
(HBM) dan Model Keterlibatan Pengguna (UEM). Model integrasi ini dibangunkan&#xD;
bagi menambah baik kekangan model terdahulu dengan menggabungkan dimensi&#xD;
kepercayaan kesihatan dan keterlibatan aplikasi dalam menerangkan perubahan tingkah&#xD;
laku pengguna. Kajian ini menggunakan pendekatan campuran berurutan yang&#xD;
melibatkan tinjauan kuantitatif berskala besar, temu bual pakar, kajian kes penggunaan&#xD;
sebenar aplikasi kesihatan aktiviti fizikal dan temu bual susulan pengguna. Populasi&#xD;
sasaran bagi tinjauan kuantitatif ialah pengguna dewasa berumur 18 tahun dan ke atas&#xD;
yang memiliki telefon pintar serta pernah menggunakan aplikasi kesihatan aktiviti&#xD;
fizikal. Data kuantitatif dianalisis menggunakan Partial Least Squares Structural&#xD;
Equation Modeling (PLS-SEM), manakala data kualitatif dianalisis secara analisis&#xD;
tematik bagi menyokong dan mentafsir dapatan model. Hasil kajian menunjukkan&#xD;
bahawa efikasi kendiri, persepsi manfaat, halangan objektif, halangan subjektif dan&#xD;
persepsi keterukan daripada HBM mempunyai pengaruh yang signifikan terhadap&#xD;
Pengambilan Tingkah Laku Sihat (HBA). Sementara itu, persepsi kebolehgunaan,&#xD;
tarikan estetik dan faktor ganjaran daripada UEM mempunyai pengaruh yang signifikan&#xD;
terhadap Keterlibatan Teknologi Kesihatan (EAP). Seterusnya, kedua-dua HBA dan&#xD;
EAP didapati mempunyai pengaruh yang signifikan terhadap perubahan tingkah laku.&#xD;
Sebaliknya, petunjuk kepada tindakan tidak menunjukkan pengaruh yang signifikan&#xD;
terhadap HBA, manakala perhatian terfokus tidak menunjukkan pengaruh yang&#xD;
signifikan terhadap EAP. Kajian ini menyumbang kepada pengembangan teori&#xD;
perubahan tingkah laku digital dengan memperkenalkan model integrasi HBM-UEM&#xD;
khusus dalam konteks aplikasi kesihatan aktiviti fizikal. Implikasi praktikal&#xD;
menunjukkan bahawa pembangun aplikasi perlu menekankan reka bentuk mesra&#xD;
pengguna, maklum balas bermakna, pengukuhan efikasi kendiri dan elemen ganjaran&#xD;
bagi meningkatkan pengekalan pengguna serta menyokong gaya hidup aktif secara&#xD;
mampan.
Description: Full-text</summary>
    <dc:date>2026-07-30T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Kerangka kerja konseptual untuk mereka bentuk aplikasi realiti luasan (AR) berasaskan pengecaman objek bagi masalah komunikasi dalam kalangan kanak-kanak autisme</title>
    <link rel="alternate" href="https://ptsldigital.ukm.my/jspui/handle/123456789/784766" />
    <author>
      <name>Intan Nadiah Abdul Hakim</name>
    </author>
    <id>https://ptsldigital.ukm.my/jspui/handle/123456789/784766</id>
    <updated>2026-09-08T03:43:28Z</updated>
    <published>2026-07-30T00:00:00Z</published>
    <summary type="text">Title: Kerangka kerja konseptual untuk mereka bentuk aplikasi realiti luasan (AR) berasaskan pengecaman objek bagi masalah komunikasi dalam kalangan kanak-kanak autisme
Authors: Intan Nadiah Abdul Hakim
Abstract: Teknologi Realiti Luasan (AR) mempunyai potensi besar dalam bidang pendidikan, terutamanya dalam menangani cabaran komunikasi unik yang dihadapi oleh kanakkanak autisme. Kajian ini membangunkan Kerangka Kerja Konseptual Reka Bentuk Aplikasi AR (KRAR) berasaskan pengecaman objek bagi menangani cabaran komunikasi asas kanak-kanak autisme, dengan objektif (i) mengenal pasti keperluan pengguna melalui pemerhatian dan temu bual, (ii) membangunkan KRAR berdasarkan sintesis literatur dan dapatan empirikal, dan (iii) menilai keberkesanan KRAR melalui pembangunan dan penilaian prototaip aplikasi AR. Kajian menggunakan pendekatan User-Centred Design (UCD) berfasa, merangkumi analisis tematik data lapangan dan pengesahan pakar menggunakan Content Validity Index (CVI). Dapatan kajian menunjukkan tiga penemuan utama. Pertama, pemerhatian terhadap 15 kanak-kanak autisme (analisis mendalam bagi lima responden), temu bual bersama dua pakar pendidikan khas dan dua ibu bapa, serta soal selidik tiga guru, menghasilkan 25 tema awal yang dimurnikan kepada lapan (8) komponen keperluan pengguna, disahkan dengan kesahan kandungan yang sempurna (I-CVI=1.00; S-CVI/Ave=1.00). Kedua, sintesis 18 kerangka kerja terdahulu menghasilkan 100 komponen reka bentuk yang dipetakan kepada lapan komponen pengguna tersebut; empat komponen iaitu Tahap Kendiri Terhad, Masalah Pembelajaran Asas, Corak Kognitif &amp; Ingatan Selektif, dan Potensi &amp; Kesediaan Teknologi AR dikenal pasti sebagai sumbangan baharu tanpa padanan literatur sedia ada. Kerangka akhir, dinamakan Model TERAS-KRAR, mencatatkan kesahan kandungan yang tinggi (S-CVI/Ave=0.90) hasil penilaian enam pakar. Ketiga, prototaip aplikasi AR (ARFUNC) yang dibangunkan berasaskan KRAR diuji melalui pemerhatian lapan dimensi tingkah laku terhadap lima kanak-kanak autisme, mencatatkan purata 64% penyelesaian tugasan tanpa bantuan dengan median masa respons 4.5 saat, walaupun wujud variasi individu yang ketara antara responden. Penilaian kebolehgunaan oleh sembilan pakar dan guru merentas tujuh konstruk turut mencatatkan skor min melebihi 4.00 daripada skala 5 mata, tertinggi bagi Kepuasan (min=4.91) dan terendah bagi Keberkesanan (min=4.13) akibat cabaran teknikal pengecaman objek halus; penilaian oleh lima ibu bapa turut mengukuhkan dapatan ini (Kepuasan min=4.47) sambil mengenal pasti pengendalian ralat (min=3.60) sebagai ruang penambahbaikan. Secara keseluruhan, sumbangan kajian ini merangkumi tiga aspek utama iaitu (i) sumbangan terhadap pemahaman reka bentuk komunikasi berasaskan objek bagi kanak-kanak autisme, (ii) sumbangan konseptual dan metodologi melalui pembangunan Model TERAS-KRAR, dan (iii) pengesahan praktikal kerangka reka bentuk AR melalui prototaip ARFUNC. Kajian ini menegaskan bahawa KRAR menyediakan asas empirikal dan praktikal bagi menyokong pembangunan aplikasi AR yang bukan sahaja inovatif dari sudut teknologi, tetapi juga selari dengan keperluan perkembangan, pedagogi dan etika pengguna sasaran.
Description: Full-text</summary>
    <dc:date>2026-07-30T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Developing a Dynamic Barrier Framework (DBF) for older adults’ engagement and attrition in immersive exergames</title>
    <link rel="alternate" href="https://ptsldigital.ukm.my/jspui/handle/123456789/784759" />
    <author>
      <name>Song, Xiacheng.</name>
    </author>
    <id>https://ptsldigital.ukm.my/jspui/handle/123456789/784759</id>
    <updated>2026-09-08T03:17:10Z</updated>
    <published>2026-07-17T00:00:00Z</published>
    <summary type="text">Title: Developing a Dynamic Barrier Framework (DBF) for older adults’ engagement and attrition in immersive exergames
Authors: Song, Xiacheng.
Abstract: Immersive exergames delivered through Virtual Reality (VR) and Mixed Reality (MR) can support older adults' health and well-being, yet sustained engagement remains difficult because many users discontinue soon after initial contact. Prior work has emphasized usability and short-term outcomes, but it provides limited process-level explanation of when attrition occurs, why barriers shift across usage stages, and how these shifts can be translated into design guidance. This thesis addresses this gap by identifying stage-specific barriers to attrition and by proposing the Dynamic Barrier Framework (DBF), a phase-sensitive explanatory framework for older adults' engagement with immersive exergames. The objectives were to identify and categorize key barriers across usage stages (RO1), integrate empirical findings into a phase-sensitive framework (RO2), and validate the framework through expert evaluation (RO3). The study adopted a multistage methodology combining two user experiments, framework construction, and expert validation. Experiment A (Initial contact, RO1) examined first-contact experiences and documented dropout timing and reasons in VR and MR conditions. Experiment B (Repeated Exposure, RO1) used a six-session repeated-exposure protocol to examine whether engagement-related performance and experience changed among participants who continued. Results showed substantial and stage-dependent attrition: 86 participants entered Experiment A, 70 completed it (81.4%), 40 proceeded to Experiment B (57.1% of Experiment A completers), and 35 completed all stages (40.7% overall). Dropout reasons progressed from physiological constraints during initial contact, to socio-psychological concerns at the decision-to-continue stage, and to motivational factors during repeated exposure. Based on these findings, the DBF conceptualizes attrition across Phase 1 Physical Adjustment, Phase 2 Developing Trust, and Phase 3 Maintaining Value and Interest. Expert validation supported the framework's content validity and practical relevance, indicating that the DBF contributes a novel staged account of attrition and offers actionable guidance for designing safer, more adaptive, and more sustainable immersive exergames for older adults.
Description: Full-text</summary>
    <dc:date>2026-07-17T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>An ontologically founded and governance-integrated information dashboard design method</title>
    <link rel="alternate" href="https://ptsldigital.ukm.my/jspui/handle/123456789/784755" />
    <author>
      <name>Ahadi Haji Mohd Nasir</name>
    </author>
    <id>https://ptsldigital.ukm.my/jspui/handle/123456789/784755</id>
    <updated>2026-09-08T03:08:59Z</updated>
    <published>2025-12-30T00:00:00Z</published>
    <summary type="text">Title: An ontologically founded and governance-integrated information dashboard design method
Authors: Ahadi Haji Mohd Nasir
Abstract: Information dashboards have become essential monitoring and decision-support tools in smart waste management systems, providing stakeholders with real-time operational insights to enhance efficiency and effectiveness. Despite their widespread adoption, existing dashboard design practices remain fragmented and ad hoc, with most studies focusing on domain-specific implementations using diverse approaches. Critically, no standardized Information Dashboard Design Method (IDDM) exists that integrates Information Governance (IG) principles or employs ontological approaches, resulting in inconsistent design practices, limited knowledge reuse, and insufficient attention to governance requirements such as data quality, compliance, and accountability. This research addresses this gap by developing the IDDM Canvas, an ontology-based method that embeds IG principles to enable a systematic, accountable, and reusable dashboard design approach that reduces reliance on ad hoc practices. The research employed Design Science Research Methodology (DSRM) and synthesized common elements from thirteen recent dashboard design studies into twelve core building blocks organized across three categories: Defining and Planning, Design and Visualization, and Testing and Improvement. These building blocks are governed by eight IG principles: Effectiveness, Transparency, Accountability, Quality, Integrity, Compliance, Security, and Availability, which are integrated within the Information Dashboard Design Ontology (IDDO). The IDDO was developed using the Unified Ontology Approach (UOA), a customized Ontology Development Methodology (ODM), and formalized using OntoUML grounded in the Unified Foundational Ontology (UFO). The IDDM Canvas operationalizes IDDO into a structured, governance-aware method demonstrated through the Intelligent Monitoring Recycle System (i-MORSYS), where two independent designers applied the IDDM Canvas to create operational and analytical dashboards on Tableau and Looker Studio. Evaluation through semi-structured interviews with the two designers and one waste management expert, analyzed using Braun and Clarke's thematic analysis, revealed positive outcomes across seven themes: Framework usability and learning experience, Enhanced design thinking and user-centricity, Comprehensive coverage with implementation gaps, Practical implementation challenges, Framework flexibility and adaptability, Recommendations for enhancement, and Overall assessment and adoption potential. Participants rated the framework's usefulness at 8.5/10, with all expressing willingness to adopt the method in future projects. This research contributes theoretically through the invention of IDDO and the improvement of dashboard design method through the IDDM Canvas, positioning both within the Design Science Research contribution matrix. Practically, the framework provides a reusable, standardized method bridging ad hoc design practices and governance-aware, systematic approaches. The integration of IG principles establishes a foundation for ensuring data quality, regulatory compliance, and organizational accountability. The framework's ontological foundation enables potential adaptation beyond waste management to other domains requiring governance-aware dashboard design. Future work includes developing iterative design support, operationalizing governance principles with actionable guidance, and exploring the IDDM Canvas's potential as input for AI-assisted dashboard generation tools.
Description: Full-text</summary>
    <dc:date>2025-12-30T00:00:00Z</dc:date>
  </entry>
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