Tengku Siti Meriam Tengku Wook

Dr. Tengku Siti Meriam Tengku Wook

orcid

Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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19 May 2025 in npj Heritage Science
Verified
Journal Article
Open access
PDF file
YCYang Chunlan
Yang Chunlan
TWTengku Siti Meriam Tengku Wook
Tengku Siti Meriam Tengku Wook
FRFadhilah Rosdi
Fadhilah Rosdi
Museum digitization provides feasibility for preserving, displaying, and sharing cultural heritage and increases public engagement and education. This study aims to systematically examine the progress of Chinese museums’ digitization and understand its achievements and limitations in the last decade. To this end, a systematic literature review was conducted in three scientific databases: Web of Science, Scopus, ScienceDirect, and Google Scholar as a supporting database. The sample was selected based on the PRISMA guidelines. The results indicate that the digital reform of Chinese museums includes the digital management system, digitization information collection, online exhibitions, virtual tours, and the application of virtual reality, augmented reality, big data, and artificial intelligence. These technologies offer visitors new and exciting experiences, enrich exhibition forms, and promote public learning. Immersive technologies and interactive experiences are the hot topic of research. Therefore, the effectiveness of museum exhibitions can be improved by encouraging visitor engagement and interaction.

22 February 2023 in Computers
Verified
Journal Article
Open access
PDF file
YRyuli Rohmiyati
yuli Rohmiyati
TWTengku Siti Meriam Tengku Wook
Tengku Siti Meriam Tengku Wook
NSNoraidah Sahari
Noraidah Sahari
SHSiti Aishah Hanawi
Siti Aishah Hanawi
Faizan QamarFaizan Qamar
Faizan Qamar
Persona is a method to create a user profile by describing a fictitious user through user experience. This persona study needs to be carried out for the benefit of system design according to the users’ wishes because, so far, electronic resources (e-resources) are not widely used due to cognitive and affective factors such as limited subscription resources, limited user manuals, limited navigation features, and frequent errors when using electronic resources. This leaves the user feeling confused and stressed. The aim of this study is to obtain profiles of e-resource users in college libraries. The method used is an empathy map created with data from 32 users who answered questionnaires and participated in interviews. This study found four e-resource user personas in university libraries: lecturers, students, research assistants, and librarians. Users want a guide for using electronic resources that allows for chat and sharing, and which is fun and can be accessed from any device anytime and anywhere. The benefits of this study will be useful for designing e-resource systems according to users’ wishes.

19 December 2023 in Universal Access in the Information Society
Verified
Journal Article
Closed access
PDF file
TWTengku Wook
Tengku Wook
TWTengku Siti Meriam Tengku Wook
Tengku Siti Meriam Tengku Wook
MNMat Noor
Mat Noor
SFSiti Fadzilah
Siti Fadzilah
NANoraidah Sahari Ashaari
Noraidah Sahari Ashaari
RZRasheedah Zakariya
Rasheedah Zakariya

27 August 2024 in TEM Journal
Verified
Journal Article
Open access
YRYuli Rohmiyati
Yuli Rohmiyati
TWTengku Siti Meriam Tengku Wook
Tengku Siti Meriam Tengku Wook
NSNoraidah Sahari
Noraidah Sahari
SHSiti Aishah Hanawi
Siti Aishah Hanawi
SASatria Abadi
Satria Abadi
In this preliminary investigation, a discerning evaluation reveals that users face pervasive challenges accessing e-resources within university libraries. A social presence interface design for e-resources is introduced, recognizing the need for user support through effective communication with librarians and assistance for swift information navigation and system function. This research presents a meticulous usability assessment grounded in heuristic evaluation, engaging six expert evaluators comprising specialists in human-computer interaction and librarians. The primary objective is to ascertain the intuitiveness of the interface design and identify potential issues through expert scrutiny. The study unveiled compelling insights by employing a tailored usability heuristic questionnaire encompassing 39 questions aligned with the developed design. Notably, 75.54% of evaluators agreed unanimously regarding the design’s adherence to heuristic principles, indicating their concurrence with the established criteria. Additionally, evaluators provided valuable commentary and feedback focusing on aspects related to icons, labels, and the efficacy of the help function. This comprehensive evaluation informs and enhances the ongoing discourse surrounding optimal user interface design for e-resources in university library settings.

12 October 2021
Verified
Conference Paper
Closed access
NSNelson Budin Sana
Nelson Budin Sana
SASiti Norul Huda Sheikh Abdullah
Siti Norul Huda Sheikh Abdullah
TWTengku Siti Meriam Tengku Wook
Tengku Siti Meriam Tengku Wook
MLMeng Chun Lam
Meng Chun Lam
RIRozmi Ismail
Rozmi Ismail
MEMahadzir Elias
Mahadzir Elias
Gamified surveys have much potential for capturing data such as behavior, motivation, and enjoyment. The main challenge of data collection with traditional (paper-based) and online web surveys is the lengthy and monotonous questionnaire design, resulting in unsatisfying behaviors. We use game elements as motivational affordances to motivate respondent involvement in screening tests. This paper presents our attempt on gamified drug abuse screening test, the Alcohol, Smoking and Involvement Screening Test Lite version (ASSIST-Lite). We design and develop our prototype after conducting two focus group discussion (FGD) sessions to get design feedback. Results from FGD show experts agreed that gamified versions of ASSIS-Lite with avatar and narrative elements could provide a more entertaining and motivating experience than the traditional version. Finally, we address our research plan for moving this project forward.

21 August 2026
Verified
Book Chapter
Closed access
PDF file
DNDanish Nabil Mohd Nazri
Danish Nabil Mohd Nazri
TWTengku Siti Meriam Tengku Wook
Tengku Siti Meriam Tengku Wook
HMHazura Mohamed
Hazura Mohamed
IZIntan Yusrina Zairon
Intan Yusrina Zairon
In the educational landscape, a collaborative virtual reality (VR) platform for learning computer science is playing an important role, especially in light of the move towards Education 4.0, which emphasises innovative teaching methods that engage students in active learning. By integrating VR technology, classrooms can change the way computer science is taught. Such a platform allows students to interact with digital environments and collaborate in real time, promoting hands-on learning. VR offers students unique opportunities to visualise complex algorithms, simulate real-life scenarios and work on collaborative projects as if they were in the same room. This immersive experience deepens understanding and makes learning memorable. However, there are also challenges, as many current VR applications tend to focus on individual learning and lack collaborative elements that are crucial for teamwork in computer science. To overcome these challenges, the development of a VR platform with tools for group interaction is essential. Features such as virtual meeting rooms can improve communication and teamwork. Educators also need to be trained to guide effective use of the platform, ensure participation and maximise the benefits for all students. By focusing on collaboration and communication, educators can prepare their students for the demands of the evolving computing industry, where teamwork is becoming increasingly important.