
Volume 2, No. 2 (2017)
Published online on 1 September 2017

Articles
Ayman ALBEELI1, Shamsul Bahri Mohd TAMRIN1, Ng Yee GUAN1, Karmegam KARUPPIAH1
Page 1 – 14 | Vol. 2, No. 2 (2017) | Available online on 1 Sept 2017
Musculoskeletal disorders (MSDs) are a prevalent issue affecting office workers worldwide and resulting in economic losses and health problems. Pursuing of suitable ergonomic interventions approaches became an inescapable need in order of overcoming the future forecast that expects increased proportion of office-based worker as result of rapid growth of information technology. Participatory ergonomic intervention approaches emerge as a promising ergonomic intervention method to lower the work-related musculoskeletal disorders among office workers. This review underlines the ergonomic intervention methods that have been tried or tested for work-related musculoskeletal disorders reduction in office settings. The current status of using participatory ergonomic intervention approaches has shown potential effectiveness in reducing the prevalence of work-related MSDs. The future perspectives (strengths and opportunities) of these participatory ergonomic intervention approaches includes cost effectiveness, needed materials are simple and effortlessly acquired, and of low-cost. But then, the knowledge gaps (threats and weaknesses) regarding these participatory approaches comprise the lack of quality evaluation studies. Using participatory ergonomic intervention approaches is an imperative component that might help in reducing the prevalence of WMSDs among office-workers in both developed and developing countries and being reliable methods than other sophisticated or high-cost ergonomic intervention methods.
Muhammad Syafiq SYED MOHAMED
Page 15 – 20 | Vol. 2, No. 2 (2017) | Available online on 1 Sept 2017
In the past few years many advanced driver assistance systems (ADAS) has made their way into common passenger cars. ADAS such as autonomous emergency braking (AEB), blind spot information system (BLIS), and many more has slowly made their way into passenger cars in Malaysia. Examples of cars in Malaysia equipped with some ADAS technology include the 2016 Mazda 3, Hyundai Ioniq Hybrid, and the recently introduced Honda CR-V. Even though ADAS has been around in passenger cars as early as late 1990’s, ADAS has only been widely introduced into passenger cars in the last few years. In this study, a content analysis of Malaysian automotive online portal was conducted to determine the overall perception of Malaysian drivers towards ADAS. As many as 277 comments related to ADAS were obtained from the Malaysian automotive online portal. Only 63 comments were related to the perception of ADAS. The comments were divided further into 27 positive comments and 36 negative comments. Due to the attitude of Malaysian drivers, as well as their driving style, ADAS technology was perceived to be more of a nuisance rather than of assistance. Two famous Malaysian driving habits, e.g. the cutting of lanes and tailgating were discussed together with the related ADAS (Lane Departure Warning, Adaptive Cruise Control and Autonomous Emergency Braking). Future implications of ADAS in Malaysia were also discussed.
Steven J. KERR1, Carmen SIAU1
Page 21 – 33 | Vol. 2, No. 2 (2017) | Available online on 1 Sept 2017
Professionals who utilize communication devices may have to listen and monitor multiple audio streams whether from different Land Mobile Radio (LMR) or public broadband (LTE) channels whilst carrying out their day to day tasks. Understanding how humans cope with multiple audio streams is therefore important to help engineers design solutions that will allow professionals to both hear and understand vital information from numerous sources. This paper describes a usability study of a spatialized dual speaker system (one speaker on each shoulder) whereby 16 participants from age 23 to 54 had to listen to 2 audio streams played simultaneously, a primary audio stream on one speaker to be concentrated on to understand content and a secondary stream played on the other speaker to be scanned for keywords. Participants were asked true or false questions on the primary stream to gauge level of information understood whilst being scored on their ability to recognize when selected keywords were spoken in the secondary stream….
Nur Aisyah binti ALIAS, Yee Guan NG, Shamsul Bahri Md TAMRIN
Page 34 – 40 | Vol. 2, No. 2 (2017) | Available online on 1 Sept 2017
This is a cross-sectional study with the objective to determine the association between self-reported musculoskeletal symptoms (MSSs) and mismatch of the seats in lecture hall of Faculty of Medicine and Health Sciences (FMHS), Universiti Putra Malaysia (UPM). A total of 132 respondents (47 male and 85 female) whom were undergraduate students. Eight anthropometric and five furniture parameter dimensions were measured. Instruments used were questionnaire modified from Nordic Musculoskeletal Questionnaire, Martyn anthropometer set, measuring tape, height scale and weighing scale. Findings showed 51.5% mismatch of seat height, 5.3% mismatch of seat depth, 94.7% mismatch of desk height and 18.2% mismatch of upper edge of back rest. For the prevalence of MSSs in the past seven (7) days, 61.4% reported low back pain followed by neck pain (50%) and upper back pain (43.9%). There was significant difference between genders in anthropometric body measurement. Significant association were found between MSSs and mismatch. Based on the findings, it is recommended that in the event of long lecture hour, intermittent break should be allowed for students to stretch, move or better yet assume different posture such as standing or walking.
Nik Fakhri MANSOR1, Ammar ADNAN1, Radin Zaid RADIN UMAR2, Siby SAMUEL3, Malek HAMID1, *
Page 41 –44 | Vol. 2, No. 2 (2017) | Available online on 1 Sept 2017
E-sports or electronic sports have been attracting a lot of attentions especially younger audience with the promise of wealth just through playing video games. Staring into monitor screen regardless of devices for an extended amount of time will lead to Digital Eye Strain (DES) in general, more particularly visual fatigue. The study is to explore the effect of extended exposure of blue light wave while playing video games to gamers, focusing on DOTA players. This study will investigate visual fatigue with and without blue light monitor filter. From a total of 20 participants who were recruited, 10 participants performed the experiment with blue light monitor filter and the remaining without blue light monitor filter. Visual fatigue was measured by the perceived frequency of light observed by each participant using critical flicker frequency (CFF) before and after the experiment. Participants were also required to perform subjective evaluation (SE) by answering questionnaire on visual fatigue symptoms that they experienced after the experiment. SE was used to establish correlation between the reading obtained from CFF to determine visual fatigue. The result shown that With_Filter and Without_Filter scored a positive and negative average difference in CFF score respectively. Teary eye was discovered to be the most common symptom in With_Filter and Without_Filter group although Without_Filter group experienced more symptoms than With_Filter group such as red eyes, twitching eyelids, blurred near and distant vision, and pain in and around eyes.
Luqman APENDAI1, Ammar ADNAN1, Radin Zaid RADIN UMAR2, Siby SAMUEL3, Malek HAMID1, *
Page 45 – 47 | Vol. 2, No. 2 (2017) | Available online on 1 Sept 2017
Computer mouse design has evolved throughout generation. Most people are using computer mouse to do work and for entertainment. However, due to repetitive actions involving hand, it could lead to Trigger Finger and Carpal Tunnel syndromes. Objectives of the study are: (i) to evaluate the relationship between computer mouse’s usage during playing online games – number of keystroke, number of buttons clicking, distance of computer mouse dragging, and duration of active on game – and Trigger Finger syndrome via Trigger Finger test; and (ii) to evaluate the relationship between computer mouse’s usage during playing online games – number of keystroke, number of buttons clicking, distance of computer mouse dragging, and duration of active on game – and Carpal Tunnel syndrome via Phalen’s test. Thirty participants are recruited for the study. A participant are asked to download a software called ‘Mousotron’ on his computer system that provide data of his or her pattern of computer mouse usage – number of keystroke, number of buttons clicking, distance of computer mouse dragging, and duration of active on game. After that, participants are required to come to the laboratory for the assessment phase in which the Trigger Finger and Phalen’s tests are assessed. The interactions between the variables are analyzed and the results show a positive correlation for all interactions. The findings show how spending time playing video games will affect one’s health – specifically the hands.