20 research outputs found

    The Significance of 'Nila' In Malay Foundation Myths: A Study of Sri Nila Pahlawan

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    This article examines the true significance of nila (blue) in the Malay literature from an ocular point of view. The origins of Malay foundation myths as written in the Malay Annals by Tun Sri Lanang, which contain a detailed description of the ancestry of Raja Iskandar Zulkarnain, Sang Sapurba, his miraculous appearance at Bukit Seguntang and introduces the renowned covenant with Demang Lebar Daun, the ruler of Palembang. This study outlines the appearance of nila in ancient texts (Sri Nila Pahlawan, Sang Nila Utama, Tuan Putri Nila Panjadi). A visual and textual approach was employed to investigate the importance of nila in ancient Malay myths and the determination of its usage in the narratives. Each description was examined and drawn in detail from the aspects of depictions, compared to other texts on the same point and degrees in the Malay world. The aim of this inquiry was to separate the history part from the mythical part and to determine the meaning of the nila designation that occurs in multiple accounts throughout the literature. As a conclusion, according to the usage of nilain the Malay Annals it can be seen as a name to represent the divine or supreme status of the ruling royal family

    Redesigning Nusantara Oral Narratives to Character Design: New Potential Process Application in A Trading Card Game Model

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    This research is to establish the process of designing oral Nusantara folklores characters. The applied creative process adapting Trading Card Game Model by Miller (2011) commonly used as a playable trading cards among enthusiast and collector. The Nusantara characters selected in this study were found potentials to translate into final cards, modified and redesign characters based on commercial requirements. The adaptation of selected folklores “Barongan” Character design selected among many potential characters from Nusantara, Javanese, Singapore, Thailand and Malaysia, shared the same concept. The process of creation the character in the trading cards using DACIDFM (Design>Analysis>ConceptTextual>Defining>Ideation>Media) is an efficient creative process that is potential to enforce towards animation concept industries. These practices accelerate the product outcome, compared the conventional processes that were known strictly bound to the content scope, which cause lengthy process in game and animation studios. The method established to be efficient and economical with multiple and various complicated characters were created apart from “Barongan” with the same manner, in other hand preserved the character originality and yet, appealing to the current market requirement. By adopting the process, the Trading Card Game Model and its applications, currently practiced at Kromosom Sdn. Bhd. an animation studio in Kuala Lumpur. The suggested method on the other hand, not only beneficial to animation and game industry at large, but to the character design itself; has wide potential for Intellectual property in the toy industry, at the same time promoting traditional elements within the textual accuracy

    Perceived Visual Enjoyment Factor in Artistic Playability : In Case Study Real Time Strategy (RTS) Game

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    Each game has their own unique feature, which attracts gamers by constantly playing the game daily. The game appeal also regards the interface attributes, Game mechanics, and interfaces as a factor towards excitement in playing the game. Nevertheless, there is limited discussion pertaining to perceived visual enjoyment factor in artistic playability, especially among youth based on the Real Time Strategy (RTS) game to support the statement. For this purpose, Defence of the Ancients 2 (DOTA 2) were used as a case study as inspired game play. The game according to gamers is essential for each level to deliver challenges that encourage the gamers themselves as motivational goal. In contrary in winning factor, there are also aspects of UX indicates substantially important as the game experience, that is: anatomy of function, and menus, plays important role in achieving goals, especially for the gamers. Therefore, this paper discusses the components of successful game. Method: The sample was tested using System Usability Scale (SUS) for interviews and questionnaire. Despite of a small sampling, SUS is trusted with its accuracy and reliability, also has established an industry standard, with numerous previous references. Based on findings, the online questionnaire distribution (N=10) Results: The result indicates that the players were satisfied with the mechanics of the game, comparatively, the player felt enthusiastic with the competitive challenge to finish the game, and to achieve their objectives. The findings in the paper also established that the visual was not the driven factor for the user’s engagement in continuously playing the game, but desire to complete the challenge in order to gain satisfaction upon completion. The significant finding in this article, that DOTA 2 game largely by definition depends on CTPM (Critical Thoughts Per-Minutes) and communication within the team because critical thinking is highly required in other to perceive the enjoyment; but the intensity, breadth, and acceleration also significantl

    A PRELIMINARY STUDY OF LOW-CODE/NO-CODE ECOSYSTEM PRACTICES: TRANSLATING DESIGN STUDENT VIEWS ON CRAFTING INTERACTIVE DESIGN

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    The low-code/no-code (LCNC) ecosystem practices for interactive design platforms has started to emerged to alleviate the processes of digital transformation by enabling individuals with nonprogramming experience to participate in crafting digital products. Indirectly, the waves of this ecosystem affect learning environments in design education and act as a catalyst for translating design ideas into front-end logical code without coding. This article highlights the insights of design students' experiences from LCNC practices during an interactive design course at UNIMAS, Malaysia. This study used a qualitative research approach strategy of an online survey. This study has shed light on the important need for a new paradigm in teaching-learning activities in design education, as evidenced by the advancement of LCNC practices that can be embedded in related design courses. It was discovered that minimizing the time required to synthesize UX design to completion and reducing the complexity of the design process within a given timeframe, are the two most critical views of LCNC practices in the learning process for interactive design. In conclusion, by understanding the LCNC ecosystem for design education, this approach offers a window into an alternative method for practical interactive design learning and can assist students in breaking the programming barrier, as LCNC platforms continue to grow in trend steadil

    Familiarity and Overcoming of Uncanny Valley towards Computer-Generated Imagery Characters in Malaysian Film

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    Recently, the idea of the uncanny valley has drawn interest in robotics and other scientific circles and popular culture. Several scholars have discussed its implications and reactions towards human-like robots. However, only several previous studies examined overcoming the uncanny valley for realistic looking computer-generated actors in films and animation. This seeks to examine the familiarity of participants with the use of digital characters as actors. This paper explains how computer-generated imagery (CGI) was used to create actors in Malaysian films, the uncanny valley characteristics that may affect the audience’s attention. The researcher has chosen visual stimuli consisting of 1 genuine human character and 1 less humanlike subject. A self-administered survey (n = 127) with sample film footage and photos were delivered online via email and social networks to responders. Surprisingly, based on the data, the human resemblance of the humanlike characters was substantially higher than expected. This research concluded that the artificial CGI characters had higher perceived eeriness if the character was highly familiar to the audience. As a result, the digital actor’s replacement an impression of eeriness and disbelief, which confirms the uncanny valley theory

    Visual Factors On Social Media Influence Youth Tourist Purchasing Decision: A Meta Analysis Review

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    The increasing trend of young tourists today is a global phenomenon due to the influence of social media and new technologies, as in the case of traveler’s destination choice and making a purchase decision. Short form video is another new trend such as TikTok, Instagram and Facebook platform which are growing fastest worldwide. Due to the fact that youth tourists are more likely to make purchases based on social media referrals,therefore creating tourism product awareness and its visual impact on social media acts important to capture their attention,especially during this covid-19 pandemic period. This study aims to figure out the perception of youth tourists and visual features on social media that affecting their purchase intention before visiting in a destination. This paper provides significant information for tourism products that can be brought up globally via social media platforms

    Team Learning in Motion Capture Operations and Independent Rigging Processes

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    This article discusses team learning activities among motion captures operators and how such occasions contribute to the producing successful on recording human movement. This paper specifically monitors between each team behaviors reacts, communicate members in performing successful optical motion capture tasks. Among task's component discussed in this article were team members ability to operate the equipment, calibrate, and most significantly, the social interaction between team in avoiding numerous of errors in motion capture operations. The tests were influenced of the reason of high requirement by animation industry in Malaysia, where most graduates are required highly skilled in multiple software platform. This study aim to obtain practice-based factors among team learning , which can be implement to the simulated start-ups environments, which can be applied and simulate beyond current education systems. Method-The motion capture test activities were advertised among undergraduate students, with unrestricted level of undergraduate and postgraduate students. Two tasks given, team-based task, and individual-based tasks. All participants were required to attend the tests which in 5 days duration. The required background of all participants skills in Motion Capture operations were not required, only with minimal multimedia knowledge background. Most of demographics were mixture gender participants with 11 animation students of (8 freshmen) and (3 sophomore) and divided into 3 teams. All task was based on test-time learning to all participants. Each team learning activities also observed with repeated Motion Capture operations and include individual tests. Results-The time-based team result showed all team successfully calibrated all process setup in Motion Capture accordingly, where the outcome indicated each team member communicate effectively in perform all operations tasks. In opposite of independent tasks, the findings indicated individual tasks took longer duration as compared team-based task. As a result, team of learners positively contributed to efficient productivity than individual learners. As conclusion, the study discovered the importance of practice-based learning in teams for staging production work and found new elements by acknowledging the differences and similarities in each team members work cultures and environments

    Young Malaysian Consumers’ Attitude and Intention to Imitate Korean Celebrity Endorsements

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    This study addressed the issue of young Malaysian consumers’ intention to imitate Korean celebrities’ endorsement in advertisements. The researchers specifically focused on the impact of Korean celebrity characteristics and the consumer’s individual characteristics on the latter’s attitude towards imitating celebrity endorsements and the consumer’s intention to imitate. 602 young Malaysian consumers in the Klang Valley participated in this study. The results pointed to celebrity characteristics namely attractiveness and trustworthiness as directly and indirectly significant, whilst credibility and expertise were directly and indirectly not significant predictors on consumer attitude toward imitating celebrity endorsements. In addition, individual characteristics namely self-satisfaction and expression of power were directly and indirectly significant predictors on consumer attitude towards imitating celebrity endorsements. There was also a significant effect on attitude towards imitating celebrity endorsements on intention to imitate. Suggestions for future research are discussed at the end of this paper

    Physical Rigging Procedures Based on Character Type and Design in 3D Animation

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    In 3D (Three-Dimensional) animation pipeline, the term rigging is commonly used to describe the process of creating skeleton system inside the finishing 3D character geometry and assigning animation controllers for animators to animate the 3D character. In order to establish a fluidity movement on the character, the proper setting must be planned and the flexibility of the controller must be setup properly. However, the discussion and understanding about rigging setup for specific 3D characters from previous researcher is very limited. Hence, the process of rigging will take longer time to complete especially for novice rigger artist. This study will explore the fundamental process of character rigging system and identify the method and techniques for rigging characters based on their anatomy designs. The analysis of this study will look on the conceptual design of the character; how to implement proper techniques and workflow based on the primary and secondary data provided in this study. The findings in this paper indicate common techniques for human rig object in 3D characters is using Biped, CAT or auto rigs. From our experiment, we found biped or CAT rigging is the best setting for the animals and realism characters. Custom rig is suitable for cartoony characters. Rigging system for anthropomorphism character is a bit different from the human rigs system. Anthropomorphism character requires several modifications on their physical appearances in which adding or subtracting the limb that physically taken from specific animal or any objects. For this type of character, we suggested to use biped rigging system. However, for complex anthropomorphism characters with many form structures, the study of movement, exaggeration and bone limitation must be analyzed before deciding the proper technique for rigging. Hence, the chain rig system is the best option for this type of anthropomorphism character. Therefore, rigging in animation is the process assembling the skeleton system into the character. The use of proper rigging style will determine how the character move and pose in final animation
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