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Page 1: Research highlight in citc 18 feb 2014 new4
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VisionVision• To contribute to the university through excellentcreative education and research; toexcellentcreative education and research; to serve as a valuable resource for industry and society; and remain a source of pride for allsociety; and remain a source of pride for all art, design  and creative practitioner.

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Mission• To generate new knowledge by engaging in cutting‐edge research and to promote academic growth.

• To identify based on an informed perception of• To identify, based on an informed perception of regional and global needs, areas of specialization upon which the center can concentrate.T d t k ll b ti j t hi h ff• To undertake collaborative projects which offer opportunities for long‐term interaction with academia and industry.

• To develop human potential to its fullest extent so that intellectually capable and imaginatively gifted leaders can emerge in a range of professions.g g p

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Values• Academic integrity and accountability. • Respect and tolerance for the views of every individual. 

• Attention to issues of national relevance as well as of global concernas of global concern. 

• Appreciation of intellectual excellence and creativity. y

• An unfettered spirit of exploration, rationality and enterprise. 

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Centre Activities (14)Centre Activities (14)

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Book Publication (7)Book Publication (7)

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Research Paper (2)Research Paper (2)

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Creative Artwork Content Building (21)Creative Artwork Content Building (21)

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Conference and Seminar (6)Conference and Seminar (6)

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Research Project ( Funded)‐ (2)Research Project ( Funded) (2)

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PHD Study ( 6)PHD Study ( 6)

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Master Study (2)Master Study (2)

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CITC 2014 ActivitiesCITC 2014  Activities

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3D CGI Convergence Project3D CGI Convergence Project

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Longhouse concept artLonghouse concept art

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3D CGI longhouse walkthrough practice

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Culture Preservation ProjectCulture Preservation  Project

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ExhibitionExhibition

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Big day for CITCBig day for CITC

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• A STUDY ON CULTURAL PRESERVATION: EXPLORINGWAYANG KULIT THROUGH ONLINE GAME• A STUDY ON CULTURAL PRESERVATION: EXPLORING WAYANG KULIT THROUGH ONLINE GAME AMONG NET GENERATION 

• Abstract • Wayang Kulit or Shadow Puppet play was once the most famous night entertainments during it first

approached Malay community in 1950’s (Ghulam‐Sarwar Yousof, 1999). The popularity of WayangKulit is decreasing especially among the Malaysian youth; therefore something should be done toKulit is decreasing especially among the Malaysian youth; therefore something should be done torevive its glory. The aim of this research is to expose the Malay traditional game to the Malaysianyouth mainly to the Net Generations. Prototype of Wayang Kulit online game was developed basedon the feedbacks gathered from interviews with Wayang Kulit expertise and game developers.Questionnaire and prototype of the Wayang Kulit Online Game were distributed among the youthat the age of 13‐25 years old. A total of 122 participated in the study and the data were analyzed.at the age of 13 25 years old. A total of 122 participated in the study and the data were analyzed.The findings from data analyzed shows that Wayang Kulit online game was well accepted amongour Net Generations. According to overall comments from this group, after playing Wayang Kulitonline game, they had a chance to learn about Wayang Kulit which they were not exposed tobefore. Subsequently, from the survey results, it shows that Wayang Kulit online game has a goodpotential in the game industry, but requires further development to make it more interesting,attractive and informative.

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• YouTube as Support for Learning 3D Animation Skills• Yuen May Chan 

• Faculty of Creative Multimedia Multimedia University Cyberjaya Selangor Malaysia• Faculty of Creative Multimedia, Multimedia University, Cyberjaya, Selangor, Malaysia •

Abstract. YouTube Videos as support for teaching and learning 3D animation. 3D animationstudents’ first preference for learning is using video instruction as compared to othermedium of instruction. Video as a rich medium have been known to be advantages in

i l t i d d t ti t t hi h diffi lt t ti l t ithengaging learners, capturing and demonstrating content which are difficult to articulate withtext or image alone, promoting collaboration as well as functioning as a medium forreflection. Video sharing websites as a social media platform allow students to share theirthoughts and feedback on the video they viewed. YouTube Videos may contain outdated,inappropriate or inaccurate content. As most of the videos are viewed out of the classroom,th f th id i bj t d t th di it l lit kill f th t d t th lthe use of these videos is subjected to the digital literacy skills of the students themselves.The use of video instruction for learning are investigated through 33 students undertakingcomputer modeling and animation course in the Faculty of Creative Multimedia. In the 14week progress in creating an animated talking head, through observation and their progressreport, the use of YouTube for solving animation problems are analysed. Results shown that

t t d t d f t t th t il bl li f l i i ti blmost students used free content that are available online for solving animation problemsrather than printed publications or learning from people.

• Keywords: Video instruction, YouTube, 3D animation, teaching and learning•

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• Factors that influence the implementation of IBL approach for • first year graphic design students in Malaysia

• Abstract• Learning is developing through creating new knowledge and understanding. Inquiry‐based

learning is an approach that helps students to develop critical thinking and a self‐directed learningmanner. Teacher‐centered teaching and learning method is no longer suitable for our society today.In order to prepare more innovative younger generation, institutions need to change teaching andl i h d hi d i i h li i h d b d i h h i ilearning method. This study is using the qualitative method by a case study with three participantswho teach in a private university in Malaysia to find out what could be the factors that affect orinfluence the implementation of inquiry‐based learning for first year graphic design students. An in‐depth structures interview and focus group discussion were used to collect descriptive data fromthe participants. Observation had also carry out to observe how the IBL approach take place indesign courses’ classroom The factors that influence the implementation of IBL in both case studydesign courses classroom. The factors that influence the implementation of IBL in both case studyof this study as compare with the literature reviewer’s finding are quite resemblance. A morecomprehensive study in identifying the factors that influence IBL in overall tertiary institutions inMalaysia for graphic design students should help strengthen the finding of this study.

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• PBS – The Convergence of New Media Practice• This is a practice led research which encompasses toward the direction of converting the• manual traditional method toward new media approaches. It is a practice from traditional art

il i b Thi h i f h Fi i h i• until presentation on web .This research consists of three stages. First stage is the preparation• of documentation and pre‐visualization. After study on the material and references, the• research team preparing 3D output by 3D CG approach. Hence, the compilation practice of• visual art in traditional nor digital presentation lead to the research team for setting up the• new media platform‐web‐based/ web site to present the outcome.

• *The outcome enclosed with exhibition

• Keyword s: Practice‐led, traditional, 3D CGI, web‐based• Researcher: Goh Kiang Kuan, Mohd. Fairuz Ali, Aloysius Yapp

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• Importance Of Intensive Induction Program To Enhance Students’ Learning‐Effective For Creative Design Studies At Tertiary Level

• Jackson Wong Su Cheong, PhD (candidate)• Department of Graphic Design & Multimedia

•• Abstract• Due to the change of technology and lifestyle in recent years, NetGen students are facing more challenges 

compared to previous generations during their learnings at higher institution. The challenges inclusive of competency in skill and language and lack of imagination in creative problem solving. 

• This paper is interested to investigate and document factors that influnecing students’ learning as a process in Practice‐Led Research. An Instructional Model will be introduced for the Intensive Induction Program prior to official classroom courses during orientation periods. The induction trainning will be focusing on time mangementskill, interpersonal skill, reflective thinking capability, learning‐effective strategy and career destination. The research will be started with questionnaire survey and interview during the first semester, and it will be monitored for the duration of three years. Factor Analysis will be chosen to analyze data collected along the three academic years learning.

• The research findings will be able to provide solutions to academicians and institutional managerial staffs in helping students learn effectively and perform better in academic results, as well as individual competency.

• Keywords• • Creative Design Studies • Induction Program • Learning‐Effective • Time Management • Interpersonal Skill  •  

Reflective Thinking  •  Learning‐Effective  • Career Destination••

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l h d f h b ’ b l d l h h• Title :The digitization of the western tombstones’ symbol and inscription at St. Paul Church, Malacca in the context ofmobile application.

• Abstract :• In 2008, Malacca has been awarded as “UNESCO World Heritage Site” which dated the history for about 413 years ago.

The ruins and the remaining of the western civilization are still available nowadays. Due to the fact that Malaysia has tropicalseason most of the historical relics are at risk of being exposed to the open weather without an appropriate preservationseason, most of the historical relics are at risk of being exposed to the open weather without an appropriate preservation.The western tombstone at St. Paul Church has been excavated and relocated by the British in early 1930’s. Severaltombstones were cracked, symbols and inscriptions were hard to interpret due to the age, damaged, uncompleted,vandalism and these granite stones were brought and carved by the Europeans.

Today smart phone has become popular device that would contribute in preserving and digitization of the western tombstonein Malacca. The mobile application or apps allows capturing QR code pattern on any platform of mobile devices at thedetermine location of the tombstone at St. Paul church. This would help the tombstones in meagre condition and among thep g grest to be digitally documented in the form of interactive mobile application which includes image gallery, translation of theclassical Dutch and Portuguese writings and the extraction of the interpretation of the symbol of the dead ones. Theseinformatics apps would help to attract tourists and preserve heritage closer to youngsters in more attractive, interactive andmobile for the future generation of Malaysian.

••

••

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• “The Significant Role of the new media • for muslim

• in Confronting Contemporary Global Challenges”•

• Hasleena Hamzam, MA, PhD (candidates)• Department of Graphic Design & Multimedia

•• Abstract• Nowadays, the Islamic world is confronting constant challenges in terms of physical and spiritual, as a whole.

Li i i h h ll i h d M li d l i f h dli i iLiving in such challenging atmosphere persuades Muslims to develop proper strategies for handling ongoing crisesin a way arguably compatible with the Islamic codes and practices, as well as the fast growing universal demands.This paper, based on the taught of the Holy Quran & Hadith aimed to finding out a modest approach to handlingthe contemporary challenges through visual. Graphic approach via a social media & mobile application was ofspecial interest in this paper.

• The Qur’an is the basis of Islam and an intrinsic part of a Muslim life. It is the strong rope that connects Muslims to( )their Lord, Allah, the Straight Path (al‐Sirat al‐Mustaqim)leading them to everlasting bliss and the backbone of

their success in both existences, i.e. al‐Dunya and al‐Akhirah (here and hereafter). The purpose of this paper is toexplore the thought of Islam in a form of visual. In conclusion, Islam appreciates the role of the intellect andchooses a reasonable and convincing manner in confronting important challenges all over the time.

• Keywords• NewMedia, Quran, Islamic thought, Islamic world, global challenges, Graphic Design, Visual Design,New Media, Quran, Islamic thought, Islamic world, global challenges, Graphic Design, Visual Design,•

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• Artist’s Statement••• The paintings presented here represent the studio based work completed for my research project• The paintings presented here represent the studio based work completed for my research project.•• Buddhism and painting have always been significant for me. I have been practicing my religion and art since I was a child. But, I did not

consider about a link between these two important parts in my life until I went to Australia. Due to the circumstances and difficulties ofmy life in Australia, I began to realise that these two important parts of my life were separated from my day‐to‐day existence and so Istarted to make links between my art, Buddhism and my life through my painting.

•• My mind is always influenced by Eastern thinking. I have been contacting with Western art tradition since I was a child, so I use Western

painting as a vehicle to explore my mind. Due to my painting “style”—figuration, I studied Western painters like Caravaggio, Jacques‐Louis David and Eugene Delacroix in order to improve my use of figure, painting skill and technique, and also the knowledge of art.

•• I have used painting as a way to express my thoughts and feelings about the circumstances that have happened to or around me. These

paintings enable me to question my life and my religious belief. From these questions, I tried to put Buddhism into practise and make aconnection to my lifeconnection to my life

•• I believe that, as a Buddhist and artist, I have a responsibility to raise the realization of the need for humanity and spiritual life in

contemporary society, and my painting is a vehicle for conveying my understanding of Buddhism and sharing my life experience.••• Wang Chain Khiang• Wang Chain Khiang

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•• Problem Based-Learning As Instructional Strategy To Enhance Creative Design Training At

Tertiary Level• By Jeevamalar a/p Kumarasamy and Jackson Wong

• Abstract•• In the conventional Practicum Learning, creative students learn by doing assignments and projects. According to Action Research reports

from course instructors, most of the creative works produced are stereotype and lack of original characteristics. At tertiary level, most ofthe students are doing assignments for submission and credit-earning purpose. Those submissions have failed to demonstrate highstandard of creative communication in which reflect individual competency in knowledge and skills learned. This paper is interested toinvestigate the possibility of Problem-based Learning infusion into creative design subjects, in order to help students to think active andproduce quality design portfolios.

•• Problem-Based Learning is an instructional methodology in which students are encouraged to engage with all possible problems and

solutions before making any conclusive decision. One of the important features of Problem-Based Learning is to expose students with‘real-world’ problems, and PBL is a learning methodology through series of active critical thinking and creative thinking process. Theobjective of this research will provide evidences of PBL effectiveness in nurturing effective learning in creative design education. It alsohelps to produce learners who are not only learning by memorizing theories, but will be able to think effectively and apply skills andknowledge taught in classes.

•• At UTAR, final year Graphic Design students are required to propose a project brief from a self-directed market analysis. The project brief

could possible come from a new created commercial brand from either a product, a service or a new business idea. Subsequently,students are expected to produce a series of effective communications in supporting the new commercial brand in a proposed advertisingcampaign. From this research, the investigation studies will be focused on the design process documentation from the students’ designworkbook. The transformation process of the creative idea development will serve as evidences of PBL infusion effectiveness. Theresearch findings will able to provide educators as an extra reference to decide the implementation of PBL instruction model in future.

• KeywordsC C• • Problem-Based Learning • Real-World Problem • Design Process Documentation • Creative Idea Development • Critical Thinking •

Creative Thinking • Problem Solving • Graphic Design••

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• The Need of New Model for Art Appreciation Directed to • Visual Communication At Tertiary Level: 

• A Conceptual Framework• M. Subramaniama,*

• a Department of Multimedia and Animation, Faculty of Creative Industries,• University Tunku Abdul Rahman,

• 46200 Petaling Jaya, Selangor•

• *corresponding author: [email protected]• Abstract—One of the objective of Art Education by the Ministry of Education Malaysia is to enable students to

develop the ability to appreciate, evaluate, analyze and discuss the production of various types of art and visualproduction. Students that are able to appreciate a work of art are also able to value and produce a good piece ofwork. The research will be conducted using the proposed new model and correlated with studio production ofthe first year graphic design students of Faculty of Creative Industries at a private university. The objectives ofthis study are to identify degree of knowledge and understanding of art appreciation, to develop and enhancey y g g g pp , part appreciation using the proposed approach to identify the significant correlation between students’ artappreciation ability scores and studio production scores in visual communication subject. The conceptualframework was developed for this study. Basically, the whole guideline reflects the conventional theory“Broudy’s Art Appreciation” was applied to develop a new approach.

•• Author Keywords: New Model; Art Appreciation; Visual Communication; Tertiary LevelAuthor Keywords: New Model; Art Appreciation; Visual Communication; Tertiary Level

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• Rapid and Cost Effective Ceramic Prototyping using Computer‐Aided Design• This paper looks at the process of creating a prototype for a ceramic art piece with the use of computer‐aided design; namely 3D Visualisation and 3D

Printing. As time and costs are important factors in commercial, mass‐produced ceramic products, this research looks into alternative ways to speedup the visualization process, reduce wastage and ultimately reduce costs bringing a ceramic art piece to market. Prototyping with the help of 3DModeling software is looked at, and the pros and cons of this technique are considered. Also, with the help of state‐of‐the‐art 3D printing, a new wayof ceramic mould‐making is introduced. In the past, a mould was created out of clay, shaped according to the client’s requirements then used as themould to create subsequent ceramic copies Usually the mould‐making would go through several iterations and the original clay sculpture may bemould to create subsequent ceramic copies. Usually, the mould making would go through several iterations and the original clay sculpture may bediscarded if the clay mould was way too different from the client’s requirements. This process could potentially be tedious and time‐consuming andlack details in the ceramic product itself. This is partly to do with the limitations of the ceramic material itself. Finalised and glazed ceramic productstend to lose fine details in the final stages once it is fired up in the oven. With the new workflow, the ceramic mould is previsualised using 3Dsoftware. Changes to the looks could be easily manipulated and done with fast turn‐around times. Also, with the intricacies of a high‐end 3D printer,higher and finer detail could be incorporated into the ceramic mould; especially details too fine for human hands to sculpt. Only when the virtualmould was up to the client’s satisfaction, then 3D printing would commence. The choice material for 3D printing was plastic resin, which was costeffective with fast turnaround times. The 3D printed object was then used as a mould by which to make subsequent ceramic products. This process isnot without its weaknesses and challenges The findings from this research shows a potential new workflow to create new and innovative ceramicnot without its weaknesses and challenges. The findings from this research shows a potential new workflow to create new and innovative ceramicproducts. In this study, only hollow, ceramic penholders with organic shapes were considered. More studies and tests need to done on other formsof ceramic products to see the effectiveness of the new workflow and whether it can be applied to other forms of ceramic production.

•• Challenges Faced• Cost. Not economic to mass produce. Printer itself• Design limitations• Material flaws• Material flaws•• Strengths of 3D Prototyping• Weaknesses of 3D prototyping•• Strengths of 3D Printing• What can a 3D printer do?• Limitations of 3D Printing•• Future explorations

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• PBS VR

• PBS VR stands for Panglima Bukit Sadok Virtual Reality It is a transition practice from manual toPBS VR stands for Panglima Bukit Sadok Virtual Reality. It is a transition practice from manual to• digital. This research encompasses the real world practice into Virtual Reality (VR) environment• presentation.

• PBS VR is a practice‐led research which consists of three stages of practices. First is the conceptp g p p• art practice. The researcher, in this stage, prepares a sequence of images or visual references.

• The compilation of documentation (in writing and visuals) leads towards the second stage called• the digital painting practice. The researcher at the end of this stage delivers a series of digital• paintings for reference of digital environment walkthrough practice, which is considered as third• stage for PBS VR.

• In summary, PBS VR is a practice‐led research to transform manual artwork presentation to• digital environment demonstration• digital environment demonstration.

• Keyword s: Virtual Reality, Concept Art, Digital Painting• Researcher: Aloysius Yapp, Goh Bor Jen , Chong Hwee Teeng

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Multimedia ContentMascot Project

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Search , Research, Researching(SR2)Search , Research, Researching(SR2)

• Good luckGood luck.