Technology Reports of Kansai University (ISSN: 04532198) is a monthly peer-reviewed and open-access international Journal. It was first built in 1959 and officially in 1975 till now by kansai university, japan. The journal covers all sort of engineering topic, mathematics and physics. Technology Reports of Kansai University (TRKU) was closed access journal until 2017. After that TRKU became open access journal. TRKU is a scopus indexed journal and directly run by faculty of engineering, kansai university.
Technology Reports of Kansai University (ISSN: 04532198) is a peer-reviewed journal. The journal covers all sort of engineering topic as well as mathematics and physics. the journal's scopes are
in the following fields but not limited to:
Zhonghua er bi yan hou tou jing wai ke za zhi = Chinese journal of otorhinolaryngology head and neck surgery
Interventional Pulmonology
This research work presents the multiply optimizing to minimize surface roughness and maximize cutting speed (Vc) when Electrical Discharge Machining (EDM) hardened 90CrSi steel. The input parameters used to investigate their effects on the responses are purposely selected such as Concentration of powder, Pulse on time, Pulse off time, Current, and Voltage. Grey Relational Analysis (GRA) is combined with Taguchi method to find the optimal set of machining parameters which can satisfy the responses. The results show that Pulse off time has the smallest effects (2,03%) but Current has the strongest influence (32,29%) on the grey grade value. The proposed model corfirmed by experiment and ANOVA exhibited the reability approche to predict surface roughness and material removal rate.
Technology reforms our daily life to become faster and fun. One way of making things fun and interesting is by creating games or applying gamification. Game is an emerging useful tool for dynamic engagement with users while gamification brings positive effects to improve the user engagement. However there are few problems merging with the advancement of digital games nowadays. Thus, in order to solve the problems discussed and to satisfy the needs of the kindness act in our community while bridge the gap in the current game system, this study is proposed. The study is conducted to design and develop an interactive multimedia game for children (7-12 years old) in order to nurture and inspire act of kindness and good moral values among the young ones. In such, it could motivate and spread positive values in real world from an individual to others in the Malaysian community. This paper is focus in discussing the design and development of Act of Kindness – Aoky game in terms of character design and development and game environment interfaces in details. The game is successfully developed, implemented online and achieved all the objectives. The usability evaluation of the prototype is more than min 4.0 showing that the game is suitable to promote the act of kindness. Therefore Aoky’s game could influence and encourage the teenager players to practice good deeds in their everyday lives in their real world.