Dyslexia has been defined in different ways and it has been around for a long time. TheWorld Federation of Neurologists in 1968 has defined dyslexia as a children who cannot get the good language skills of reading, writing abilities and a children who in condition that conformist classroom experience, achieve the good grade in study.
Users and food marketers alike would share images of food in the hopes that viewers would be able to capture the emotion/sensation presented by the food. This is a form of food digitization, shifting away from the mechanical aspect of taste stimulation to the use of digitized visuals. This paper aim to evaluate the performance of taste perception made by users by just looking at food image. Using food images as a medium of taste stimulation, this paper reports international users’ perception of the taste of Malaysian local food through an online channel. By applying SPSS analysis, the author studied the patterns of similarity and dissimilarity of users’ perception of food images that have been compiled using an online survey. Interestingly observed, the results of the analysis enable the author to assess how close user perceptions were akin to the real taste. The author found that most user perceptions are closely matched with the food’s real taste which allows the author to conclude that visual media is possible in stimulating food taste experience. It is good news for food marketers and food tourism. Nevertheless, more samples of food images are required to further attest these findings.
At school, students must learn mathematics not only as a formality to participate in exams, but also to use their mathematical knowledge to solve problems in their daily lives. When students deal with numerical information, they tend to have a negative feeling or fear, and this is known as mathematical anxiety. The aim of the project is to develop a mobile application that integrates augmented reality technology into mathematical education and to evaluate the technological acceptance of the mobile application. This mobile app is reviewed and tested by 23 end users, most of whom are educators and parents. The technique to achieve the objective is to use the Acceptance Model Questionnaire (TAM). In the technology acceptance model there are three sections that are perceived as useful, user-friendly and intended for use. Based on the results, it can be concluded that the three technology acceptance sections are acceptable and that educators and parents are satisfied with it. For future work, the research recommends adding a variety of exercises with diversifying forms of questions with answers in the mobile application. It is further recommended that the augmented reality output to implement a 3D modeling design to project a better virtual images.
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