<p>The evolution of financial technology into digital payment has led to a new era of cashless society. In line with the global trend, the Malaysian Government has been committed to strengthen the agenda of a cashless society by actively promoting the use of e-Wallet through the establishment of the Interoperable Credit Transfer Framework (ICTF) policy in 2018. Although e-Wallet has been implemented since 2016, several previous studies have found that the level of acceptance is still relatively low while the main factors that influence the acceptance of e-Wallet in Malaysia still remain unclear. This study aims to identify the factors that influence the acceptance of e-Wallet towards establishing cashless society in Malaysia. Online survey using closed-ended questionnaires have been conducted among 400 respondents from students and employees of Malaysian public universities in Klang Valley. Collected data have been analyzed using descriptive statistics and inferential statistics which consist of Factor Analysis, Pearson Correlation and Multiple Linear Regression in Statistical Package for the Social Sciences (SPSS). Based on the findings, four factors are found to significantly influence e-Wallet acceptance, which consist of Performance Expectancy (PE), Social Influence (SI), Facilitating Conditions (FC) and Trust (T). Facilitating Conditions (FC) is the most influential significant factor behind the acceptance of e-Wallet among Malaysians.</p>
<span>In recent times, various studies have shown that Augmented Reality (AR) will be the next wave of online learning. This is because of the advent of powerful smartphones that has changed user experiences, thereby able to increase the capability of AR. There has been much concentration in previous studies on cognition towards the use of AR in education, in which little consideration has been given to emotions which is also an important aspect in learning. Based on this, the present research aims to identify salient connections between emotions and design elements of AR-based mobile learning material through the application of the Kansei Engineering (KE) approach. In order to achieve this study objective, the use of a human heart in relation to the mobile AR application of the KE approach was adopted in this research as a case study, in which seven specimens of the mobile AR application were evaluated including 55 emotions of Kansei Words (KW). Additionally, the kansei evaluation experiment of this study was carried out by 28 students from one of the public universities, after which the data were analysed using Factor and Principal Component Analysis. The results of this study show the important pillars of emotions or Kansei semantic space of emotions for AR-based mobile learning materials. Based on Factor Analysis, it revealed four main pillars; <em>professional-motivated</em>, <em>confused</em>, <em>wandering-thrilled</em>, <em>challenging</em> and one additional pillar; <em>trustable</em>. Besides that, this research also described design elements of AR-based mobile learning material that might evoke specific emotions based on the identified pillars. Finally, the findings of this research are hoped to be applicable as a guide in design during preparation of AR-based mobile learning materials with affective elements in the future.</span>
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