Fakhrul Yusoff

2017–2019 Distinguished Speaker
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Dr. Fakhrul Hazman Yusoff is a senior lecturer in the Department of Computer and Mathematical Science (FSKM), Universiti Teknology MARA (UiTM). He graduated with a B.Sc. (Management – Information System) degree from Case Western Reserve University, Cleveland Ohio, USA in 1998. He earned his M.Sc. (Information Technology) degree from Universiti Putra Malaysia, Malaysia in 2001 and obtained his Ph. D in Computer Graphics in 2010—also from Universiti Putra Malaysia, Malaysia. His research interests include computer graphics, games, gamification and visualization.

Dr. Yusoff leads an academic-based research entity, known as Spatial Visual Analytics Group (SVAG). He was also involved in UiTM development planning involving audio visual technology implementation inclusive of classroom, halls and meeting rooms. At ministerial level (Ministry of Higher Learning), he was a committee member for a task force on Malaysian Academic Network Infrastucture improvement (2013 – 2015).

Dr. Yusoff is an active member of the IEEE. He held the position of IEEE Malaysia Computer Chapter past chair for the year 2016. He was the chair for the term of 2014–2015. He organized various activities under IEEE banner, including talks, workshop and conferences. He was the General Chair for the International Conference on Open Systems (ICOS) for the year 2014 and 2015. He was also the General Chair for International Conference on e-Learning, e-Management and e-Services (IC3e) for the year 2014 and 2015. Likewise, he was the General Chair for the International Conference on Wireless Sensors (ICWiSE) for the year 2014 and 2015.

Universiti Teknology MARA (UiTM) (Malaysia)
Faculty of Computer and Mathematical Science (FSKM)
fakhrul@tmsk.uitm.edu.my

DVP term expires December 2019


Presentations

Adaptation of Enjoyment in Learning through Gamification

Enjoyment is one of the most prominent values in learning, and is among the most desired experiential qualities for satisfying users. Myriad approaches have been implemented and researched for bringing enjoyment to the learning process, and one of them is the emergence of a new approach called gamification. It emphasizes the use of points, badges, and other virtual rewards, as well as the use of dynamic and aesthetic elements brought by digital games to be used in the non-entertainment area. Gamification has potential in many fields. While the gamification concept has been vastly explored for user engagement towards certain interventions or behavior, it is no doubt that gamification also promotes the effects of enjoyment to the users, a topic less discussed in previous studies and should be explored further.

Visual Aid and Waiting Room

The waiting room is a common area wherein a visitor to a premise is told to stay shortly before a service is rendered to them. This area exists in various places including those who seek counselling. Anxiety may happen to a visitor/patient during the waiting process. Among the common things being made available in the waiting room include television and sofa for the visitor to utilize during a visit. The visual aid is supposedly being used to entertain the patient. Unfortunately, there is not much study being done on optimizing the usage of these audio/visual elements in alleviating visitors’ anxiety in the waiting room. The study of harnessing visual and audio tools in integrative nature can potentially be used to alleviate anxiety during the waiting period.

Presentations

  • Adaptation of Enjoyment in Learning through Gamification
  • Visual Aid and Waiting Room

Read the abstracts for each of these presentations