10 research outputs found

    An Investigation of Utilising Hashtags to Enhance Teaching and Learning Experiences among Art Students

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    This paper aims to investigate the visibility of students’ artwork by utilising hashtags as a management tool to enhance their teaching and learning experiences. This study uses primary data analysis from 269 arts students from various universities in Malaysia who were randomly chosen. The questionnaires were distributed at these universities/colleges and sent online for the respondents to participate in the questionnaire. The data was analysed based on descriptive analysis such as frequency counts, validity and means by using Statistical Package for Social Sciences (SPSS). Based on the preliminary study, students have indicated that they prefer the lecturers to incorporate social media in their teaching and learning as they found it more relaxing and entertaining. By encouraging students to include hashtags to label their artworks via social media, the visibility of their artwork will be enhanced thus improving the chance for them to be discovered by potential employers. This paper concludes that by using hashtags, there is a significantly high level of potential for teaching and learning to be a more fun and engaging learning experience where students connect, share their artworks, gather ideas and receive comments from a wider audience including their peers, artists or even experts in the field

    Co-creation Tourism Experience in Perceived Usability of Interactive Multimedia Features on Mobile Travel Application

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    The aim of this paper is to explore the use of interactive multimedia features on mobile travel services to improve touristic experiences. This study delivered a workable prototype with visiting Sarawak as a case study by integrating locality/authenticity design and interactive multimedia features content. User-testing was carried out to identify whether the mobile application usability can improve visitor experiences. A total of 40 visitors (18 male and 22 female) were recruited to participate in the user-testing study. The results indicated a positive SUS score 81 out of 100 and that multimedia interactivity on mobile travel application could enrich tourist’s co-creation experiences compared to just static navigation and limited interaction. The outcome also significantly enhanced tourism experiences through authenticity design attractions such as iconicity and heritage elements value of a destination region. Overall, the findings provide perception of how tourists perceived usability of interactive mobile travel application and the impact of interface motif. Implications and suggestion are further discussed in this paper

    An Investigation on the Usability of Mobile Travel Guide Application: A Comparison Study

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    The sophistication of interactive travel guide mobile application technologies has increased rapidly over the years. A dynamic travel app-user interaction during traveling is an important part of user experience (UX). However, in regular travel application settings, essential user interface (UI) design for easy navigation can be a challenged for some user. In this paper, a study of three different travel guide applications available on the market was carefully chosen to further experiment and measure the user experience through System Usability Scale (SUS). The method of 1-Way Within Subjects ANOVA (or repeated measure design) was conducted to determine the significant differences between the three travel guide applications design on a sample size of 30 participants. Findings show that there was a significant effect of travel guide type, with reading of Wilks’ Lambda = 0.35, F(2,28) = 25.23, p = 0.00. Hence, Paired Samples T -Tests were conducted to compare the three post hoc tests. Results indicated that interface design type does have an effect on user experience. Consequently, the application with the most familiar function and the simplest, straight forward visual display were thought to be the most effective, efficient, and satisfied from participants

    Character of Apai Saloi in Iban Folktales

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    Apai Saloi is a comic hero in Iban folktales. Back in the old days, Apai Saloi folktales are often told to youngsters by an elderly caretaker at night. This kind of folktales contains lots of moral value in it. Based on the preliminary study done, Apai Saloi is famous with his foolish and stupid deeds. The objective of this paper is to investigate on the character of Apai Saloi in selected documented Iban folktales because the looks and characteristics of Apai Saloi was remained unknown. This paper explains in detail the analysis of Apai Saloi in 15 stories to measure what is major characteristic of Apai Saloi by using conceptual method in determining the highest ranking of Apai Saloi characteristic in the selected documented stories. Finding shows that Apai Saloi character is proven to have a significant characteristic that was able to pull the interest of the targeted members of the readers. The study will provide new possibilities to be further developed to form a character design of Apai Saloi to present Iban culture to a greater audience and most importantly to promote local culture as well as to educate people from in and out of Sarawak about the importance of preserving local content

    Integrating Interactive Multimedia Objects in Mobile Augmented Reality for Sarawak Tourism

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    Augmented Reality (AR) is a form of technology that superimpose virtual object or content in a real-world environment to create a mixture of reality. This research studies ARToolKitPlus tracking and developed an Android based AR system which integrate mobile graphics and interaction modules, such as audio, video and 3D objects. The development of multimedia based mobile AR system involved video capturing, image processing, mobile graphics and interactive multimedia features. Android camera Application Programming Interface (API) was implemented for video capturing purposes. In order to perform image processing tasks, an image library was built such as greyscale transformation and thresholding. The graphics module for this system was built using OpenGLES and PowerVR graphics API. Whereas, audio and video API for Android platform were used to build multimedia based audio and video module. As for interaction module, technique of color picking algorithm was applied. Henceforth, a prototype of mobile Sarawak Tourism system was developed to evaluate the multimedia based modules functionalities testing; text, animations, audio, video, 2D/3D object interactions. A preliminary survey was conducted to measure the interaction performance and usability of multimedia based modules AR on Sarawak Tourism application

    Enhancing Arts Teaching and Learning Through Mooc

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    This project is a collaborative effort by a group of Faculty of Applied and Creative Arts lecturers whom were involved in a MOOC project titled Application of ICT in Applied and Creative Arts. The objectives of this present project are twofold. First, it strives to identify problems rendered by using MOOC in the process of teaching and learning arts courses. Secondly, to enhance the use of MOOC by proposing solutions to the problems. Throughout the implementation of our MOOC project, it was found that while we were able to assess students’ understanding of the theoretical part of the project through quizzes, essays and polls, it was rather difficult to observe their overall process of completion such as drawing techniques, lighting set-ups for video production, reading notes and playing musical instruments, character design and other crucial elements that needs to be assessed

    Case study of Keith Haring's illustrations and techniques in realization of local experimental animation

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    This research emphasized on the study of illustrations and techniques by Keith Haring. Based on the case study, complete observation on Haring's style of illustrations and existed experimental animation was conducted to have a clear understanding on how to create a great experimental music video animation with simple illustration. As a result, a new experimental animation in local context had been create

    User’s Expectations on Interactive Travel Guide eBook: A Case Study

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    The use of modern interactive travel guide eBook is becoming a necessity of many destinations to stay competitive and attractive to the modern tourist. The aim of this paper is to study users’ expectations for the development of a mobile travel guide eBook/ book app. Hence, an experimental investigation was conducted to explore and determine users’ demand of acceptance – the requirements and expectations of interactive multimedia features content to bring travel guide eBook to life with video, audio and other interactive features in an engaging way. This study uses primary data analysis from 128 respondents who were randomly chosen in Malaysia and some other countries. A preliminary survey, based on online questionnaires and brainstorming sessions were conducted to identify the influential of users’ perception towards features content requirements and expectations prerequisite. Analyzing reliability and validity factor has been conducted to further support users’ acceptance of travel guide eBook technology revolution. Findings show that there is a significantly high level of potential demand of merging graphic design and interactive multimedia features being implemented in an attractive and meaningful way in the tourism industry
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