Mohd Fairuz Shiratuddin

Dr. Mohd Fairuz Shiratuddin


Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

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

Representative Publications

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4 February 2019 in ACM Computing Surveys
Verified
Journal Article
Open access
PDF file
ZHZakir Hossain
Zakir Hossain
Ferdous SohelFerdous Sohel
Ferdous Sohel
MSMohd Fairuz Shiratuddin
Mohd Fairuz Shiratuddin
HLHamid Laga
Hamid Laga
Generating a description of an image is called image captioning. Image captioning requires recognizing the important objects, their attributes, and their relationships in an image. It also needs to generate syntactically and semantically correct sentences. Deep-learning-based techniques are capable of handling the complexities and challenges of image captioning. In this survey article, we aim to present a comprehensive review of existing deep-learning-based image captioning techniques. We discuss the foundation of the techniques to analyze their performances, strengths, and limitations. We also discuss the datasets and the evaluation metrics popularly used in deep-learning-based automatic image captioning.

1 July 2015 in Procedia - Social and Behavioral Sciences
Verified
Journal Article
Open access
SJSiti Salmi Jamali
Siti Salmi Jamali
MSMohd Fairuz Shiratuddin
Mohd Fairuz Shiratuddin
KWKok Wai Wong
Kok Wai Wong
COCharlotte L. Oskam
Charlotte L. Oskam
Augmented Reality (AR) is a technology that augments reality with either two or three dimensional computer generated imagery (CGI), objects and/or information, and allows users to interact with them. AR on mobile devices are evolving and offer a great deal of potential in terms of learning and training. This paper discusses the development process of a mobile prototype learning environment that utilises mobile-Augmented Reality (mAR). The prototype is called the Human Anatomy in Mobile Augmented Reality or HuMAR, and the selected learning topic is the anatomy of the human skeletal structure. The main objective of HuMAR is to aid students and it could potentially enhance their learning process. There has been a report stating that there is a decline in retaining and generating long lasting information longer when learning the abovementioned topic. This paper describes the theory, concept, prototype development and results of HuMAR taken from a pilot test. The pilot test used the experimental method with science's students from three different universities. The objectives of the pilot test were to consolidate users’ experience from a didactic and technical point of view. Based on the results of the pilot test, it is concluded that students were satisfied with HuMAR in terms of its usability and features; which in turn could have a positive impact in their learning process

1 June 2018 in International Journal of Interactive Multimedia and Artificial Intelligence
Verified
Journal Article
Open access
HPHarshani Perera
Harshani Perera
MSMohd Fairuz Shiratuddin
Mohd Fairuz Shiratuddin
KWKok Wai Wong
Kok Wai Wong
KFKelly Fullarton
Kelly Fullarton
EEG is one of the most useful techniques used to represent behaviours of the brain and helps explore valuable insights through the measurement of brain electrical activity. Hence, plays a vital role in detecting neurological conditions. In this paper, we identify some unique EEG patterns pertaining to dyslexia, which is a learning disability with a neurological origin. Although EEG signals hold important insights of brain behaviours, uncovering these insights are not always straightforward due to its complexity. We tackle this using machine learning and uncover unique EEG signals generated in adults with dyslexia during writing and typing as well as optimal EEG electrodes and brain regions for classification. This study revealed that the greater level of difficulties seen in individuals with dyslexia during writing and typing compared to normal controls are reflected in the brainwave signal patterns.


15 June 2018 in Brain Informatics
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Journal Article
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HPHarshani Perera
Harshani Perera
MSMohd Fairuz Shiratuddin
Mohd Fairuz Shiratuddin
KWKok Wai Wong
Kok Wai Wong
Dyslexia is a disability that causes difficulties in reading and writing despite average intelligence. This hidden disability often goes undetected since dyslexics are normal and healthy in every other way. Electroencephalography (EEG) is one of the upcoming methods being researched for identifying unique brain activation patterns in dyslexics. The aims of this paper are to examine pros and cons of existing EEG-based pattern classification frameworks for dyslexia and recommend optimisations through the findings to assist future research. A critical analysis of the literature is conducted focusing on each framework’s (1) data collection, (2) pre-processing, (3) analysis and (4) classification methods. A wide range of inputs as well as classification approaches has been experimented for the improvement in EEG-based pattern classification frameworks. It was uncovered that incorporating reading- and writing-related tasks to experiments used in data collection may help improve these frameworks instead of using only simple tasks, and those unwanted artefacts caused by body movements in the EEG signals during reading and writing activities could be minimised using artefact subspace reconstruction. Further, support vector machine is identified as a promising classifier to be used in EEG-based pattern classification frameworks for dyslexia.

21 April 2022 in IEEE Access
Verified
Journal Article
Open access
RHRobert Herne
Robert Herne
MSMohd Fairuz Shiratuddin
Mohd Fairuz Shiratuddin
SRShri Rai
Shri Rai
DBDavid Blacker
David Blacker
HLHamid Laga
Hamid Laga
Engagement with upper limb rehabilitation post-stroke can improve rehabilitation outcomes. Virtual Reality can be used to make rehabilitation more engaging. In this paper, we propose a multiple case study to determine: (1) whether game design principles (identified in an earlier study as being likely to engage) actually do engage, in practice, a sample of stroke survivors with a Desktop Virtual Reality-based Serious Game designed for upper limb rehabilitation; and (2) what game design factors support the existence of these principles in the game. In this study, we considered 15 principles: awareness , feedback , interactivity , flow , challenge , attention , interest , involvement , psychological absorption , motivation , effort , clear instructions , usability , purpose , and a first-person view . Four stroke survivors used, for a period of 12 weeks, a Virtual Reality-based upper limb rehabilitation system called the Neuromender Rehabilitation System. The stroke survivors were then asked how well each of the 15 principles was supported by the Neuromender Rehabilitation System and how much they felt each principle supported their engagement with the system. All the 15 tested principles had good or reasonable support from the participants as being engaging. Use of feedback was emphasised as an important design factor for supporting the design principles, but there was otherwise little agreement in important design factors among the participants. This indicates that more personalised experiences may be necessary for optimised engagement. The insight gained can be used to inform the design of a larger scale statistical study into what engages stroke survivors with Desktop Virtual Reality-based upper limb rehabilitation.