Senarai Penerbitan
Terdapat sebilangan besar penyelidikan berkaitan autisme yang boleh dijumpai di Malaysia yang umumnya menumpukan pada ASD, gangguan pembelajaran, alat bantu komunikasi, terapi dan banyak lagi. Senarai penerbitan disediakan di bawah:
- Klik ini untuk mencari menggunakan kata kunci yang ditentukan oleh pengguna.
- Ia akan membawa kepada laman web baru dengan kotak carian teks.
- Taip kata kunci anda di kotak carian
- Klik pada Kata kunci untuk mencari sebarang penerbitan. Kata yang lebih besar menunjukkan tanda yang paling banyak digunakan dan kata yang lebih kecil menunjukkan yang paling sedikit digunakan.
- Klik pada butang lungsur untuk memilih bertahun-tahun, jenis penerbitan atau pengarang pilihan anda.
- Klik pada perkataan bergaris bawah dalam perincian penerbitan untuk melihat lebih banyak maklumat.
2019 |
Shahbodin, F; Mohd, C K N C K; Azni, A H; Jano, DENGAN Permainan persepsi visual untuk pelajar autistik: Hasil penyelidikan Persidangan Persatuan untuk Jentera Pengkomputeran, 2019, ISBN: 9781450366212, (dipetik oleh 0). Abstrak | Pautan | BibTeX | Tag: Model ADDIE, Autisme, Kanak-kanak Autistik, Kanak-kanak dengan Autisme, Kaedah Konvensional, Alat diagnostik, Penyakit, Pendidikan, Pengkomputeran Pendidikan, Permainan yang serius, Pendidikan Khas, Pelajar, Penglihatan, Persepsi Visual @ persidangan{Shahbodin201956, tajuk = {Permainan persepsi visual untuk pelajar autistik: Hasil penyelidikan}, pengarang = {F Shahbodin dan C K N C K Mohd dan A H Azni dan Z Jano}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85064943370&doi=10.1145/3314527.3314534&rakan kongsi = 40&md5=d8f7013f1b7932097d9c65379ec94aab}, doi = {10.1145/3314527.3314534}, isbn = {9781450366212}, tahun = {2019}, tarikh = {2019-01-01}, jurnal = {Siri Prosiding Persidangan Antarabangsa ACM}, halaman = {56-60}, penerbit = {Persatuan untuk Jentera Pengkomputeran}, abstrak = {Pengenalpastian awal dan diagnosis autisme adalah kunci untuk meminimumkan kesan negatifnya dan membawa kanak-kanak autistik ke jalan yang betul. Kertas kerja ini menganalisis alat diagnostik autisme menggunakan teknik permainan serius iaitu Vi-Per Games. Ia adalah alat untuk guru pendidikan khas untuk mendiagnosis masalah persepsi visual dalam kalangan pelajar autisme. Pembangunan permainan adalah berdasarkan model ADDIE. Hasil kajian menunjukkan bahawa penggunaan Vi-Per Games berjaya membantu dan memudahkan guru semasa membuat diagnosis masalah persepsi visual murid autisme., berbanding dengan kaedah diagnosis konvensional. Mendiagnosis masalah persepsi visual menggunakan permainan yang serius memberikan guru dan pelajar pengalaman yang menyeronokkan dengan cara yang tidak boleh ditawarkan oleh medium lain. © 2019 Persatuan untuk Jentera Pengkomputeran.}, nota = {dipetik oleh 0}, kata kunci = {Model ADDIE, Autisme, Kanak-kanak Autistik, Kanak-kanak dengan Autisme, Kaedah Konvensional, Alat diagnostik, Penyakit, Pendidikan, Pengkomputeran Pendidikan, Permainan yang serius, Pendidikan Khas, Pelajar, Penglihatan, Persepsi Visual}, pubstate = {diterbitkan}, tppubtype = {persidangan} } Pengenalpastian awal dan diagnosis autisme adalah kunci untuk meminimumkan kesan negatifnya dan membawa kanak-kanak autistik ke jalan yang betul. Kertas kerja ini menganalisis alat diagnostik autisme menggunakan teknik permainan serius iaitu Vi-Per Games. Ia adalah alat untuk guru pendidikan khas untuk mendiagnosis masalah persepsi visual dalam kalangan pelajar autisme. Pembangunan permainan adalah berdasarkan model ADDIE. Hasil kajian menunjukkan bahawa penggunaan Vi-Per Games berjaya membantu dan memudahkan guru semasa membuat diagnosis masalah persepsi visual murid autisme., berbanding dengan kaedah diagnosis konvensional. Mendiagnosis masalah persepsi visual menggunakan permainan yang serius memberikan guru dan pelajar pengalaman yang menyeronokkan dengan cara yang tidak boleh ditawarkan oleh medium lain. © 2019 Persatuan untuk Jentera Pengkomputeran. |
Mohd, C K N C K; Shahbodin, F; Azni, A H; Jano, DENGAN Permainan persepsi visual untuk pelajar autistik: Reka bentuk & pembangunan Persidangan Persatuan untuk Jentera Pengkomputeran, 2019, ISBN: 9781450366212, (dipetik oleh 0). Abstrak | Pautan | BibTeX | Tag: Gangguan Spektrum Autisme, Kanak-kanak Autistik, Kanak-kanak dengan Autisme, Reka Bentuk dan Pembangunan, Diagnosis, Produk Diagnostik, Alat diagnostik, Penyakit, Pendidikan, Pengkomputeran Pendidikan, Insiden Tinggi, Teknologi komunikasi dan maklumat, Penggunaan Maklumat, Rawatan Pesakit, Permainan yang serius, Pendidikan Khas, Pelajar, Penglihatan, Persepsi Visual @ persidangan{Mohd20195b, tajuk = {Permainan persepsi visual untuk pelajar autistik: Reka bentuk & pembangunan}, pengarang = {C K N C K Mohd dan F Shahbodin dan A H Azni dan Z Jano}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85064918100&doi=10.1145/3314527.3314533&rakan kongsi = 40&md5=a3c6394e2cd86d31a30ed2d1f3b6e1e6}, doi = {10.1145/3314527.3314533}, isbn = {9781450366212}, tahun = {2019}, tarikh = {2019-01-01}, jurnal = {Siri Prosiding Persidangan Antarabangsa ACM}, halaman = {5-11}, penerbit = {Persatuan untuk Jentera Pengkomputeran}, abstrak = {Penggunaan teknologi komunikasi maklumat (ICT) dalam terapi menawarkan perspektif baharu untuk merawat banyak domain dalam individu yang mengalami gangguan spektrum autisme (ASD) kerana ia digunakan dalam pelbagai cara dan tetapan dan ia menarik kepada pesakit. Pelajar autisme mempunyai masalah persepsi visual yang tinggi. Mereka sering mengalami kesukaran untuk mengenali, mengingati, menyusun dan mentafsir imej visual. Akibatnya, mereka mudah keliru dalam situasi di mana simbol bertulis atau bergambar digunakan untuk pembelajaran. Kertas itu melaporkan reka bentuk dan pembangunan alat diagnostik autisme menggunakan teknik permainan yang serius. Ia adalah alat untuk guru pendidikan khas untuk mendiagnosis masalah persepsi visual dalam kalangan pelajar autisme. Permainan ini dikenali sebagai Vi-Per Games. Alat diagnostik yang dikenali sebagai Vi-Per Games telah dibangunkan berdasarkan model ADDIE. Vi-Per Games mampu mendiagnosis pelajar autistik tanpa memerlukan guru mempunyai sedikit pengalaman dan pengetahuan dalam mendiagnosis persepsi visual. Prototaip ini akan menjadi penyelesaian berteknologi tinggi untuk mendiagnosis masalah persepsi visual yang direka untuk kanak-kanak autistik. © 2019 Persatuan untuk Jentera Pengkomputeran.}, nota = {dipetik oleh 0}, kata kunci = {Gangguan Spektrum Autisme, Kanak-kanak Autistik, Kanak-kanak dengan Autisme, Reka Bentuk dan Pembangunan, Diagnosis, Produk Diagnostik, Alat diagnostik, Penyakit, Pendidikan, Pengkomputeran Pendidikan, Insiden Tinggi, Teknologi komunikasi dan maklumat, Penggunaan Maklumat, Rawatan Pesakit, Permainan yang serius, Pendidikan Khas, Pelajar, Penglihatan, Persepsi Visual}, pubstate = {diterbitkan}, tppubtype = {persidangan} } Penggunaan teknologi komunikasi maklumat (ICT) dalam terapi menawarkan perspektif baharu untuk merawat banyak domain dalam individu yang mengalami gangguan spektrum autisme (ASD) kerana ia digunakan dalam pelbagai cara dan tetapan dan ia menarik kepada pesakit. Pelajar autisme mempunyai masalah persepsi visual yang tinggi. Mereka sering mengalami kesukaran untuk mengenali, mengingati, menyusun dan mentafsir imej visual. Akibatnya, mereka mudah keliru dalam situasi di mana simbol bertulis atau bergambar digunakan untuk pembelajaran. Kertas itu melaporkan reka bentuk dan pembangunan alat diagnostik autisme menggunakan teknik permainan yang serius. Ia adalah alat untuk guru pendidikan khas untuk mendiagnosis masalah persepsi visual dalam kalangan pelajar autisme. Permainan ini dikenali sebagai Vi-Per Games. Alat diagnostik yang dikenali sebagai Vi-Per Games telah dibangunkan berdasarkan model ADDIE. Vi-Per Games mampu mendiagnosis pelajar autistik tanpa memerlukan guru mempunyai sedikit pengalaman dan pengetahuan dalam mendiagnosis persepsi visual. Prototaip ini akan menjadi penyelesaian berteknologi tinggi untuk mendiagnosis masalah persepsi visual yang direka untuk kanak-kanak autistik. © 2019 Persatuan untuk Jentera Pengkomputeran. |
2014 |
Adly, Helmi M N; Faaizah, S; Naim, C P Serious game for autism children: Conceptual framework Persidangan 58 VOL I , WITPress, 2014, ISSN: 17433517, (dipetik oleh 1). Abstrak | Pautan | BibTeX | Tag: Autisme, Communication Systems, Computer Games, Kerangka Konseptual, Diagnosis, Digital Games, Penyakit, Pendidikan, Teknologi maklumat, Prototype Development, Penyelidikan, Software Prototyping, Technical Solutions, Penglihatan, Persepsi Visual @ persidangan{HelmiAdly20141125, tajuk = {Serious game for autism children: Conceptual framework}, pengarang = {M N Helmi Adly and S Faaizah and C P Naim}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84903171670&doi=10.2495%2fICTE131392&rakan kongsi = 40&md5=ce514b70cd03f5ce4a27685992a45b17}, doi = {10.2495/ICTE131392}, terbitan = {17433517}, tahun = {2014}, tarikh = {2014-01-01}, jurnal = {WIT Transactions on Information and Communication Technologies}, isi padu = {58 VOL I}, halaman = {1125-1132}, penerbit = {WITPress}, abstrak = {An organized conceptual framework is an important component to acquired better understanding of prototype development. At this time, a systematic diagnose has been developed to assess visual perception problem for autism children. Walau bagaimanapun, the method for diagnosing is still conducted manually and hands-on technique. Dalam kertas ini, we present a conceptual framework to diagnose and assessing visual perception problem for autism children by using serious digital game. It will be used as a reference to construct a prototype using Adobe Flash software. This framework will be a technical solution from intervention to improve visual perception skills among autism children. The outcome from this research framework can be used for educational area and medical field. © 2014 WIT Press.}, nota = {dipetik oleh 1}, kata kunci = {Autisme, Communication Systems, Computer Games, Kerangka Konseptual, Diagnosis, Digital Games, Penyakit, Pendidikan, Teknologi maklumat, Prototype Development, Penyelidikan, Software Prototyping, Technical Solutions, Penglihatan, Persepsi Visual}, pubstate = {diterbitkan}, tppubtype = {persidangan} } An organized conceptual framework is an important component to acquired better understanding of prototype development. At this time, a systematic diagnose has been developed to assess visual perception problem for autism children. Walau bagaimanapun, the method for diagnosing is still conducted manually and hands-on technique. Dalam kertas ini, we present a conceptual framework to diagnose and assessing visual perception problem for autism children by using serious digital game. It will be used as a reference to construct a prototype using Adobe Flash software. This framework will be a technical solution from intervention to improve visual perception skills among autism children. The outcome from this research framework can be used for educational area and medical field. © 2014 WIT Press. |
2013 |
Assaf, M; Hyatt, C J; Wong, C G; Johnson, ENCIK; Schultz, R T; Hendler, T; Pearlson, G D Mentalizing and motivation neural function during social interactions in autism spectrum disorders Artikel Jurnal NeuroImage: klinikal, 3 , hlm. 321-331, 2013, ISSN: 22131582, (dipetik oleh 28). Abstrak | Pautan | BibTeX | Tag: Remaja, Dewasa, Artikel, Autisme, Brain Function, Anak-anak, Komputer, Kajian Terkawal, Perempuan, Pengimejan Resonans Magnetik Berfungsi, Permainan, Groups by Age, Manusia, Kajian Klinikal Utama, Lelaki, Mental Capacity, Middle Temporal Gyrus, Motivasi, Motor Performance, Nerve Cell, Nerve Function, Nucleus Accumbens, Jurnal Keutamaan, Punishment, Ganjaran, Budak sekolah, Kognisi Sosial, Social Environment, Interaksi Sosial, Task Performance, Theory of Mind, Penglihatan @artikel{Assaf2013321, tajuk = {Mentalizing and motivation neural function during social interactions in autism spectrum disorders}, pengarang = {M Assaf and C J Hyatt and C G Wong and M R Johnson and R T Schultz and T Hendler and G D Pearlson}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84885394367&doi=10.1016%2fj.nicl.2013.09.005&rakan kongsi = 40&md5=b63630c997b658167792266e40e855b6}, doi = {10.1016/j.nicl.2013.09.005}, terbitan = {22131582}, tahun = {2013}, tarikh = {2013-01-01}, jurnal = {NeuroImage: klinikal}, isi padu = {3}, halaman = {321-331}, abstrak = {Gangguan Spektrum Autisme (ASDs) are characterized by core deficits in social functions. Two theories have been suggested to explain these deficits: mind-blindness theory posits impaired mentalizing processes (i.e.. decreased ability for establishing a representation of others' state of mind), while social motivation theory proposes that diminished reward value for social information leads to reduced social attention, social interactions, and social learning. Mentalizing and motivation are integral to typical social interactions, and neuroimaging evidence points to independent brain networks that support these processes in healthy individuals. Walau bagaimanapun, the simultaneous function of these networks has not been explored in individuals with ASDs. We used a social, interactive fMRI task, the Domino game, to explore mentalizing- and motivation-related brain activation during a well-defined interval where participants respond to rewards or punishments (i.e.. motivation) and concurrently process information about their opponent's potential next actions (i.e.. mentalizing). Thirteen individuals with high-functioning ASDs, ages 12-24, dan 14 healthy controls played fMRI Domino games against a computer-opponent and separately, what they were led to believe was a human-opponent. Results showed that while individuals with ASDs understood the game rules and played similarly to controls, they showed diminished neural activity during the human-opponent runs only (i.e.. in a social context) in bilateral middle temporal gyrus (MTG) during mentalizing and right Nucleus Accumbens (NAcc) during reward-related motivation (Pcluster < 0.05 FWE). Importantly, deficits were not observed in these areas when playing against a computer-opponent or in areas related to motor and visual processes. These results demonstrate that while MTG and NAcc, which are critical structures in the mentalizing and motivation networks, masing-masing, activate normally in a non-social context, they fail to respond in an otherwise identical social context in ASD compared to controls. We discuss implications to both the mind-blindness and social motivation theories of ASD and the importance of social context in research and treatment protocols. © 2013 Penulis.}, nota = {dipetik oleh 28}, kata kunci = {Remaja, Dewasa, Artikel, Autisme, Brain Function, Anak-anak, Komputer, Kajian Terkawal, Perempuan, Pengimejan Resonans Magnetik Berfungsi, Permainan, Groups by Age, Manusia, Kajian Klinikal Utama, Lelaki, Mental Capacity, Middle Temporal Gyrus, Motivasi, Motor Performance, Nerve Cell, Nerve Function, Nucleus Accumbens, Jurnal Keutamaan, Punishment, Ganjaran, Budak sekolah, Kognisi Sosial, Social Environment, Interaksi Sosial, Task Performance, Theory of Mind, Penglihatan}, pubstate = {diterbitkan}, tppubtype = {artikel} } Gangguan Spektrum Autisme (ASDs) are characterized by core deficits in social functions. Two theories have been suggested to explain these deficits: mind-blindness theory posits impaired mentalizing processes (i.e.. decreased ability for establishing a representation of others' state of mind), while social motivation theory proposes that diminished reward value for social information leads to reduced social attention, social interactions, and social learning. Mentalizing and motivation are integral to typical social interactions, and neuroimaging evidence points to independent brain networks that support these processes in healthy individuals. Walau bagaimanapun, the simultaneous function of these networks has not been explored in individuals with ASDs. We used a social, interactive fMRI task, the Domino game, to explore mentalizing- and motivation-related brain activation during a well-defined interval where participants respond to rewards or punishments (i.e.. motivation) and concurrently process information about their opponent's potential next actions (i.e.. mentalizing). Thirteen individuals with high-functioning ASDs, ages 12-24, dan 14 healthy controls played fMRI Domino games against a computer-opponent and separately, what they were led to believe was a human-opponent. Results showed that while individuals with ASDs understood the game rules and played similarly to controls, they showed diminished neural activity during the human-opponent runs only (i.e.. in a social context) in bilateral middle temporal gyrus (MTG) during mentalizing and right Nucleus Accumbens (NAcc) during reward-related motivation (Pcluster < 0.05 FWE). Importantly, deficits were not observed in these areas when playing against a computer-opponent or in areas related to motor and visual processes. These results demonstrate that while MTG and NAcc, which are critical structures in the mentalizing and motivation networks, masing-masing, activate normally in a non-social context, they fail to respond in an otherwise identical social context in ASD compared to controls. We discuss implications to both the mind-blindness and social motivation theories of ASD and the importance of social context in research and treatment protocols. © 2013 Penulis. |
2011 |
Freeth, M; Panggil, D; Mitchell, P; Kapten, P; Loher, S Jurnal Autisme dan Gangguan Perkembangan, 41 (3), hlm. 364-371, 2011, ISSN: 01623257, (dipetik oleh 21). Abstrak | Pautan | BibTeX | Tag: Remaja, Artikel, Association, Perhatian, Autisme, Gangguan Perkembangan Kanak-kanak, Anak-anak, Artikel Klinikal, Kajian Terkawal, Cues, Emosi, Eye Fixation, Pergerakan Mata, Eye Tracking, Perempuan, Gaze, Manusia, Intelligence Quotient, Lelaki, Mental Function, Kesihatan mental, Persepsi, Meresap, Photic Stimulation, Photostimulation, Jurnal Keutamaan, Aspek Psikologi, Budak sekolah, Aspek Sosial, Social Perception, Stimulus Response, Komunikasi Lisan, Penglihatan, Persepsi Visual, Visual Stimulation @artikel{Freeth2011364, tajuk = {Brief report: How adolescents with ASD process social information in complex scenes. Combining evidence from eye movements and verbal descriptions}, pengarang = {M Freeth and D Ropar and P Mitchell and P Chapman and S Loher}, url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-79956006659&doi=10.1007%2fs10803-010-1053-4&rakan kongsi = 40&md5=35b5c8dd813f7eab2963b27081f11e78}, doi = {10.1007/s10803-010-1053-4}, terbitan = {01623257}, tahun = {2011}, tarikh = {2011-01-01}, jurnal = {Jurnal Autisme dan Gangguan Perkembangan}, isi padu = {41}, nombor = {3}, halaman = {364-371}, abstrak = {We investigated attention, encoding and processing of social aspects of complex photographic scenes. Twenty-four high-functioning adolescents (berumur 11-16) with ASD and 24 typically developing matched control participants viewed and then described a series of scenes, each containing a person. Analyses of eye movements and verbal descriptions provided converging evidence that both groups displayed general interest in the person in each scene but the salience of the person was reduced for the ASD participants. Namun begitu, the verbal descriptions revealed that participants with ASD frequently processed the observed person's emotion or mental state without prompting. They also often mentioned eye-gaze direction, and there was evidence from eye movements and verbal descriptions that gaze was followed accurately. The combination of evidence from eye movements and verbal descriptions provides a rich insight into the way stimuli are processed overall. The merits of using these methods within the same paradigm are discussed. © Springer Science+Business Media, LLC 2010.}, nota = {dipetik oleh 21}, kata kunci = {Remaja, Artikel, Association, Perhatian, Autisme, Gangguan Perkembangan Kanak-kanak, Anak-anak, Artikel Klinikal, Kajian Terkawal, Cues, Emosi, Eye Fixation, Pergerakan Mata, Eye Tracking, Perempuan, Gaze, Manusia, Intelligence Quotient, Lelaki, Mental Function, Kesihatan mental, Persepsi, Meresap, Photic Stimulation, Photostimulation, Jurnal Keutamaan, Aspek Psikologi, Budak sekolah, Aspek Sosial, Social Perception, Stimulus Response, Komunikasi Lisan, Penglihatan, Persepsi Visual, Visual Stimulation}, pubstate = {diterbitkan}, tppubtype = {artikel} } We investigated attention, encoding and processing of social aspects of complex photographic scenes. Twenty-four high-functioning adolescents (berumur 11-16) with ASD and 24 typically developing matched control participants viewed and then described a series of scenes, each containing a person. Analyses of eye movements and verbal descriptions provided converging evidence that both groups displayed general interest in the person in each scene but the salience of the person was reduced for the ASD participants. Namun begitu, the verbal descriptions revealed that participants with ASD frequently processed the observed person's emotion or mental state without prompting. They also often mentioned eye-gaze direction, and there was evidence from eye movements and verbal descriptions that gaze was followed accurately. The combination of evidence from eye movements and verbal descriptions provides a rich insight into the way stimuli are processed overall. The merits of using these methods within the same paradigm are discussed. © Springer Science+Business Media, LLC 2010. |