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Muhd Dzulkhiflee Hamzah

dblp:74/3027 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
0.112006
Effectiveness of annotating by hand for non-alphabetical languages · CHI 2006
Interaction techniques and input › text entry
keyboard interaction
0.012006
Effectiveness of annotating by hand for non-alphabetical languages · CHI 2006

Methods — techniques the papers use, named apart from their topics

quantitative user study · 0.1
YearPublicationVenuePosition
2012 Three design principles learned through developing a series of 3D sketch systems: "Memory Capacity", "Cognitive Mode", and "Life-size and Operability"
abstract
We have been studying the creativity-centered media to ensure that systems truly support creative and intelligent human activities. However, it has gradually become obvious that current advanced support systems have a serious drawback: instead of promoting creative work, they often discourage creativity or let us stop thinking. In this paper, we focus on the 3D sketch system that supports the design of 3D objects by drawing them in the 3D space directly, because they are not used by designers in real fields but are just treated as a mere attraction in an amusement park. We propose three design principles, “Memory Capacity”, “Cognitive Mode”, and “Life-size and Operability”, which make the 3D sketch system truly useful for the designer. They have been gradually derived in the accordance with our cognitive experiment and developing series of 3D sketch system.
Shun'ichi Tano, Shinya Yamamoto, Muhd Dzulkhiflee Hamzah, Junko Ichino, Tomonori Hashiyama, Mitsuru Iwata
SMC3
2006 Effectiveness of annotating by hand for non-alphabetical languages
abstract
Unlike documents, annotation for multimedia information needs to be input as text, not in the form of symbols such as underlines and circles. This is problematic with keyboard input for non-alphabetical languages, especially the East Asian languages such as Chinese and Japanese, because it is labor intensive and imposes a high cognitive load. This study provides a quantitative analysis of the effectiveness of making annotations by hand during a note-taking task in Japanese. Although the lessons learned from this study come from Japanese text input, they are also generally applicable to other East Asian Languages which use ideographic characters such as Chinese. In our study, we focused on both the ergonomic and cognitive aspects and found that during annotation and note-taking task input by hand is more effective than input by keyboard. Finally, we anatomized the keyboard input problem and discuss it in this paper.
Muhd Dzulkhiflee Hamzah, Shun'ichi Tano, Mitsuru Iwata, Tomonori Hashiyama
CHI1