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Entrepreneur’s Creative Eco-system 
powerd by
Malaysia’s Digital Economy is Growing… 
 Malaysia’s Digital Economy is expected to 
contribute RM294 billion of GNI in 
2020  17% Contribution to Malaysia’s 
GDP 
 ICT spending in Malaysia totaled 
RM54 billion in 2012 and is expected to 
increase to RM67 billion in 2016 
 eCommerce spending in Malaysia is 
expected to increase 7.1 % CAGR to 
reach a total of RM87.6 billion in 2016 
*Figures: USD1 = RM3 
Sources: 
1. IDC ICT Spending 2012 
2. IDC New Media Market Model 2012 
Local digital economy trends 
powerd by
… and it’s impacting the nation in key areas 
 Malaysia’s Digital Economy has direct 
impact on the overall economy of the 
nation and has multiplying effect 
 Key aggregated components identified 
are: 
 ICT contribution to GDP/GNI 
 e-Commerce 
 ICT impact on productivity 
 ICT impact on standard of living 
 ICT investment and adoption that 
contributes to national 
competitiveness 
3 
powerd by
…and we are maximising its opportunities 
via Digital Malaysia 
"We will build an ecosystem that 
promotes the pervasive use of ICT 
in all aspects of the economy to 
create communities connected 
globally & interacting in real 
time." 
YAB Dato’ Sri Mohd Najib Abdul Razak 
Prime Minister of Malaysia 
at the Global Science & Innovation Advisory Council in 
New York, USA on 17th May, 2011 
Digital Malaysia is a national 
programme to advance the country 
towards a developed digital economy 
by 2020. 
It will create an ecosystem that 
promotes the pervasive use of Digital 
Technology in all aspects of the 
economy to connect communities 
globally and interact in real time 
resulting in increased GNI, enhanced 
productivity and improved standards 
of living.
Key trends & Industry drivers 
• Growth in digital content consumption across media 
• Rise in new age user devices 
• New age consumers adapting themselves to newer 
technologies 
• 30% subsidy given by the government for any 
production done out of Malaysia 
• Malaysian Digital Production Cost are 1/4th of USA 
and 30% lesser than Other Asian Countries. 
powerd by
3 Strategic Thrusts That Shapes 
Digital Malaysia 
To encourage Malaysians to 3 New Ways of Thinking 
About Using Digital Technologies 
Strategic Thrust#1 
Move from Supply to Demand 
Strategic Thrust #2 
Shift from Consumption 
to Production 
Strategic Thrust #3 
Grow from Low-Knowledge to 
High-Knowledge-added activities 
CREATE INNOVATE GROW 
powerd by
DIGITAL 
ENTREPRENEUR 
DM Communities & Initiatives 
B40 YOUTH SME 
Tap demand for digital 
products and services 
Improve income and 
quality of life of the B40 
community 
Create knowledge-workers 
of the future 
Enhance SME 
productivity 
GOALS 
4,000 
Digital Entrepreneurs 
1 MIL 
Increase income via 
digital means 
5 MIL 
Digital-savvy Youth 
Additional 
1% 
SME contribution to 
GDP
Will Generate Demographic Dividend If Gainfully 
Malaysia’s Workforce Demographic, 2010 vs 2020 
34% 
55% 
2010 2020 
Gen Y & 
Younger 
Others 
2010 – Gen Y & 
Younger (Mil) 
2020 – Gen Y & 
Younger (Mil) 
2020 New Additions 
(Mil) 
3.97 8.27 4.29 
Source: MOHR Strategic Plan 2011-2015, DOS, MDeC’s 
Analysis 
Rising Gen Y Population 
In 2010, Gen Y & younger 
made up 34% (3.97 Mil) of 
the workforce 
Employed
L2 
The Digital-savvy Youth Maturity Model 
Digital Novice 
Basic skills in 
usage of digital 
tools: 
• Access & 
manage digital 
information 
• Navigate 
digital tools , 
eg. Basic web-surfing, 
emailing, etc. 
2020 Ambition: 5 mil k-workforce ready youth 
L3 
Digital 
Intermediate 
Confidence and 
capability in 
using digital 
tools: 
• Integrate and 
evaluate digital 
information for 
relevant usage 
• Use digital 
productivity 
tools 
L4 
Digital Advance 
Active participation in 
digital platforms: 
• Aware of digital 
challenges and can 
manage them 
effectively 
• Use of digital tools to 
communicate is 
second nature 
• Demonstrates 
honesty, integrity 
and ethical 
behaviour in using 
digital tools and 
content 
• Self-improvement 
through digital means 
L5 
Digital Innovator 
Use digital tools to 
contribute to socio-economic 
activities: 
• Able to innovatively 
and creatively 
generate problem-solving 
ideas 
• Capable of creating 
and curating content 
• Possess necessary 
competencies for net-entreprenuerial 
endeavours 
Varying levels of readiness 
L1 
Non-Digital 
Savvy Youth 
Zero ICT literacy
Digital Malaysia Youth mandate 
Empower Youth With Digital Competencies 
For The Future Workforce 
25000 
Digital 
Savvy 
Youth by 
2020 
Digital Tourism 
Academy Entrepreneurship Program 
• Finishing School 
• School-leavers 
• Visualization across faculty 
• Projects across Domains 
Basic 
Advanced 
SHOWCASE 
Builder 
DIGITAL 
CREATIVITY 
MARKET Place 
E-learning 
Hospitality 
Tourism 
Entrepreneurship 
Creative 
Academy 
Digital 
Visualisation
COLLABRATION WITH UiTM ON BLENDER 
TRAINING WITNESSED BY 
TUN DR MAHATHIR
1. PREMISE AND 
SUPERVISORY ON 
EXAMINATION. 
2. CERTIFICATION . 
3. INDUSTRY 
EXPERTISE. 
4. MENTORING. 
5. ENTREPRENEURIAL 
DEVELOPMENT. 
SCOPE OF COLLABRATION 
1. MENTORING. 
2. DEVELOPMENT 
OF COTTAGE 
INDUSTRY. 
3. BUSINESS 
GUIDANCE. 
4. BUSINESS 
NETWORK. 
5. MOTIVATION. 
1. ON LINE AND 
CLASS 
TRAINING. 
2. SHOWCASE 
3. MARKET PLACE 
PORTAL. 
4. LIVE PROJECTS.
PREMISE & 
EXAMINATION 
SUPERVISORY 
SCOPE OF COLLABRATION 
CERTIFICATION MENTORING 
ENTREPRENUERAL 
DEVELOPMENT
SCOPE OF COLLABRATION 
MOTIVATION MENTORING BUSINESS GUIDANCE NETWORKING
SOURCE OF 
FUNDS 
RECRUITMENT OF 
CANDIDATES 
SCOPE OF COLLABRATION 
TRANING PLATFORM 
PORTAL MARKET 
PLACE 
TO SEEK LIVE 
PROJECTS
PROPOSITION & OBJECTIVES 
PROPOSITION: 
• TO DEVELOP HUMAN CAPITAL FOR DIGITAL & CREATIVE 
ECONOMY 
OBJECTIVES: 
• TO CREATE NEW ENTREPRENEURS WITH HIGH VALUE INCOME. 
• EMPLOYABILITY. 
powerd by
3D & 
VISUALISATION 
ON-LINE SOFT SKILLS TRANING 
COMMUNICATION 
(ENGISH & OTHER 
LANGUAGES) 
SALES & 
MARKETING 
CUSTOMER 
SERVICES 
PRESENTATION
INTRODUCING BLENDER 
TOOL FOR DEVELOPMENT OF 3D AND 
VISUALISATION – THE SKILL SETS 
modelling texturing shading 
rigging animation dynamic 
compositing 
light 
ing 
powerd by
Creative Eco-system 
A simplified 
visualize program 
across domain 
Projects guided 
by Mentors from 
the Institution 
and Industry 
Students work 
collaboratively 
and showcase to 
the community 
Learners Showcase 
their work to be 
reviewed by 
potential recruiter 
Live Project : 
managed by 
mentors with 
aspiring Learners 
powerd by
Entrepreneur’s 
Creative 
Eco-System 
Visualisation 
Showcase 
Industry Experts 
Shared 
Community 
Reusable Digital 
Assets 
Review 
Explore & 
Discover 
Enabler Program 
Creative Eco-system 
Mentor 
Final Project 
Visualize 
Marketplace 
Live Project 
Enabler 
powerd by
Industry Reputed Tools : Category 
powerd by
Software Tool : Blender and its uses today… 
Film Advertising Architecture 
Product 
Design 
Medical 
Animation 
Gaming 
Blender (www.blender.org) is a free and open-source 3D 
computer graphics software product . Developed by the 
company 'Not a Number' (NaN), Blender now is continued as 
'Free Software', with the sources available under GNU GPL. 
Available for Windows, Mac and Linux Operating Systems.
Our Approach to Teaching
A 
N 
I 
M 
A 
T 
I 
O 
N
Engineers and Product Designers 
powerd by
Architects and Civil Engineers 
powerd by
Course Road Map
Our unique approach to support
Visualization Opportunities 
Hospitality 
Home 
Stay 
Hotel Shopping Mall 
Tourism 
Virtual 
World 
Augmented Reality 
E-Learning Visualization 
Visualization for 
Engineering 
Science Subjects 
Higher Education 
Support Life 
Long 
Learning 
BIM 
Adopted in 
Middle East 
CIDB Reviewing to 
Adoption 
3D Printer Design BPO 
Bio Printing Medical Visualizations 
Entertainment 
Film, 
TV, 
Games, 
Advertising 
2D to 3D 
And HD to 4K
FIRST BATCH UNDER EMPOWERING THE 
YOUTH PROGRAM
SAMPLE WORK OF FIRST BATCH 
PROGRAM
SAMPLE WORK OF FIRST BATCH 
PROGRAM
UNICLIQ SDN BHD 
Plaza Damansara, Jalan Medan Setia 1, 
Bukit Damansara, 50490 Kuala Lumpur. 
Tel : +603-2092 5252 
Fax : +603-2093 6708

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EMPOWERING THE YOUTH TO PARTICIPATE IN THE DIGITAL ECONOMY

  • 2. Malaysia’s Digital Economy is Growing…  Malaysia’s Digital Economy is expected to contribute RM294 billion of GNI in 2020  17% Contribution to Malaysia’s GDP  ICT spending in Malaysia totaled RM54 billion in 2012 and is expected to increase to RM67 billion in 2016  eCommerce spending in Malaysia is expected to increase 7.1 % CAGR to reach a total of RM87.6 billion in 2016 *Figures: USD1 = RM3 Sources: 1. IDC ICT Spending 2012 2. IDC New Media Market Model 2012 Local digital economy trends powerd by
  • 3. … and it’s impacting the nation in key areas  Malaysia’s Digital Economy has direct impact on the overall economy of the nation and has multiplying effect  Key aggregated components identified are:  ICT contribution to GDP/GNI  e-Commerce  ICT impact on productivity  ICT impact on standard of living  ICT investment and adoption that contributes to national competitiveness 3 powerd by
  • 4. …and we are maximising its opportunities via Digital Malaysia "We will build an ecosystem that promotes the pervasive use of ICT in all aspects of the economy to create communities connected globally & interacting in real time." YAB Dato’ Sri Mohd Najib Abdul Razak Prime Minister of Malaysia at the Global Science & Innovation Advisory Council in New York, USA on 17th May, 2011 Digital Malaysia is a national programme to advance the country towards a developed digital economy by 2020. It will create an ecosystem that promotes the pervasive use of Digital Technology in all aspects of the economy to connect communities globally and interact in real time resulting in increased GNI, enhanced productivity and improved standards of living.
  • 5. Key trends & Industry drivers • Growth in digital content consumption across media • Rise in new age user devices • New age consumers adapting themselves to newer technologies • 30% subsidy given by the government for any production done out of Malaysia • Malaysian Digital Production Cost are 1/4th of USA and 30% lesser than Other Asian Countries. powerd by
  • 6. 3 Strategic Thrusts That Shapes Digital Malaysia To encourage Malaysians to 3 New Ways of Thinking About Using Digital Technologies Strategic Thrust#1 Move from Supply to Demand Strategic Thrust #2 Shift from Consumption to Production Strategic Thrust #3 Grow from Low-Knowledge to High-Knowledge-added activities CREATE INNOVATE GROW powerd by
  • 7. DIGITAL ENTREPRENEUR DM Communities & Initiatives B40 YOUTH SME Tap demand for digital products and services Improve income and quality of life of the B40 community Create knowledge-workers of the future Enhance SME productivity GOALS 4,000 Digital Entrepreneurs 1 MIL Increase income via digital means 5 MIL Digital-savvy Youth Additional 1% SME contribution to GDP
  • 8. Will Generate Demographic Dividend If Gainfully Malaysia’s Workforce Demographic, 2010 vs 2020 34% 55% 2010 2020 Gen Y & Younger Others 2010 – Gen Y & Younger (Mil) 2020 – Gen Y & Younger (Mil) 2020 New Additions (Mil) 3.97 8.27 4.29 Source: MOHR Strategic Plan 2011-2015, DOS, MDeC’s Analysis Rising Gen Y Population In 2010, Gen Y & younger made up 34% (3.97 Mil) of the workforce Employed
  • 9. L2 The Digital-savvy Youth Maturity Model Digital Novice Basic skills in usage of digital tools: • Access & manage digital information • Navigate digital tools , eg. Basic web-surfing, emailing, etc. 2020 Ambition: 5 mil k-workforce ready youth L3 Digital Intermediate Confidence and capability in using digital tools: • Integrate and evaluate digital information for relevant usage • Use digital productivity tools L4 Digital Advance Active participation in digital platforms: • Aware of digital challenges and can manage them effectively • Use of digital tools to communicate is second nature • Demonstrates honesty, integrity and ethical behaviour in using digital tools and content • Self-improvement through digital means L5 Digital Innovator Use digital tools to contribute to socio-economic activities: • Able to innovatively and creatively generate problem-solving ideas • Capable of creating and curating content • Possess necessary competencies for net-entreprenuerial endeavours Varying levels of readiness L1 Non-Digital Savvy Youth Zero ICT literacy
  • 10. Digital Malaysia Youth mandate Empower Youth With Digital Competencies For The Future Workforce 25000 Digital Savvy Youth by 2020 Digital Tourism Academy Entrepreneurship Program • Finishing School • School-leavers • Visualization across faculty • Projects across Domains Basic Advanced SHOWCASE Builder DIGITAL CREATIVITY MARKET Place E-learning Hospitality Tourism Entrepreneurship Creative Academy Digital Visualisation
  • 11. COLLABRATION WITH UiTM ON BLENDER TRAINING WITNESSED BY TUN DR MAHATHIR
  • 12. 1. PREMISE AND SUPERVISORY ON EXAMINATION. 2. CERTIFICATION . 3. INDUSTRY EXPERTISE. 4. MENTORING. 5. ENTREPRENEURIAL DEVELOPMENT. SCOPE OF COLLABRATION 1. MENTORING. 2. DEVELOPMENT OF COTTAGE INDUSTRY. 3. BUSINESS GUIDANCE. 4. BUSINESS NETWORK. 5. MOTIVATION. 1. ON LINE AND CLASS TRAINING. 2. SHOWCASE 3. MARKET PLACE PORTAL. 4. LIVE PROJECTS.
  • 13. PREMISE & EXAMINATION SUPERVISORY SCOPE OF COLLABRATION CERTIFICATION MENTORING ENTREPRENUERAL DEVELOPMENT
  • 14. SCOPE OF COLLABRATION MOTIVATION MENTORING BUSINESS GUIDANCE NETWORKING
  • 15. SOURCE OF FUNDS RECRUITMENT OF CANDIDATES SCOPE OF COLLABRATION TRANING PLATFORM PORTAL MARKET PLACE TO SEEK LIVE PROJECTS
  • 16. PROPOSITION & OBJECTIVES PROPOSITION: • TO DEVELOP HUMAN CAPITAL FOR DIGITAL & CREATIVE ECONOMY OBJECTIVES: • TO CREATE NEW ENTREPRENEURS WITH HIGH VALUE INCOME. • EMPLOYABILITY. powerd by
  • 17. 3D & VISUALISATION ON-LINE SOFT SKILLS TRANING COMMUNICATION (ENGISH & OTHER LANGUAGES) SALES & MARKETING CUSTOMER SERVICES PRESENTATION
  • 18. INTRODUCING BLENDER TOOL FOR DEVELOPMENT OF 3D AND VISUALISATION – THE SKILL SETS modelling texturing shading rigging animation dynamic compositing light ing powerd by
  • 19. Creative Eco-system A simplified visualize program across domain Projects guided by Mentors from the Institution and Industry Students work collaboratively and showcase to the community Learners Showcase their work to be reviewed by potential recruiter Live Project : managed by mentors with aspiring Learners powerd by
  • 20. Entrepreneur’s Creative Eco-System Visualisation Showcase Industry Experts Shared Community Reusable Digital Assets Review Explore & Discover Enabler Program Creative Eco-system Mentor Final Project Visualize Marketplace Live Project Enabler powerd by
  • 21. Industry Reputed Tools : Category powerd by
  • 22. Software Tool : Blender and its uses today… Film Advertising Architecture Product Design Medical Animation Gaming Blender (www.blender.org) is a free and open-source 3D computer graphics software product . Developed by the company 'Not a Number' (NaN), Blender now is continued as 'Free Software', with the sources available under GNU GPL. Available for Windows, Mac and Linux Operating Systems.
  • 23. Our Approach to Teaching
  • 24. A N I M A T I O N
  • 25. Engineers and Product Designers powerd by
  • 26. Architects and Civil Engineers powerd by
  • 28. Our unique approach to support
  • 29. Visualization Opportunities Hospitality Home Stay Hotel Shopping Mall Tourism Virtual World Augmented Reality E-Learning Visualization Visualization for Engineering Science Subjects Higher Education Support Life Long Learning BIM Adopted in Middle East CIDB Reviewing to Adoption 3D Printer Design BPO Bio Printing Medical Visualizations Entertainment Film, TV, Games, Advertising 2D to 3D And HD to 4K
  • 30. FIRST BATCH UNDER EMPOWERING THE YOUTH PROGRAM
  • 31. SAMPLE WORK OF FIRST BATCH PROGRAM
  • 32. SAMPLE WORK OF FIRST BATCH PROGRAM
  • 33. UNICLIQ SDN BHD Plaza Damansara, Jalan Medan Setia 1, Bukit Damansara, 50490 Kuala Lumpur. Tel : +603-2092 5252 Fax : +603-2093 6708

Notes de l'éditeur

  1. GDP is part of GNI.  Gross National Income comprises the total value of goods and services produced within a country (i.e. its Gross Domestic Product), together with its income received from other countries (notably interest and dividends), less similar payments made to other countries. 
  2. Talking pts: 98% of youth use the internet (source?) Youth unemployment rose from 8.7% in 1998 to 10.9% in 2008 – higher than Singapore or Thailand. 24.6% of grads in a MoHE survey in 2010 indicated they hadn’t found jobs 6 months after graduation Rising youth unemployment globally – projected at 13-15 % by 2018 in South East Asia.
  3. http://wikieducator.org/Digital_Citizenship/Secondary/Defining_Digital_Citizenship NetSafe provides the following definition for Digital Citizenship: "Drawing from the Key Competencies and Values in the NZ Curriculum and a growing body of research knowledge, NetSafe, in consultation with New Zealand teachers has produced this definition of a New Zealand Digital Citizen. A digital citizen: is a confident and capable user of ICT uses technologies to participate in educational, cultural, and economic activities uses and develops critical thinking skills in cyberspace is literate in the language, symbols, and texts of digital technologies is aware of ICT challenges and can manage them effectively uses ICT to relate to others in positive, meaningful ways demonstrates honesty and integrity and ethical behaviour in their use of ICT respects the concepts of privacy and freedom of speech in a digital world contributes and actively promotes the values of digital citizenship Digital literacy or the ability to understand and fully participate in the digital world is fundamental to digital citizenship. It is the combination of technical and social skills that enable a person to be successful and safe in the information age. Like literacy and numeracy initiatives which provide people with the skills to participate in the work force, digital literacy has become an essential skill to be a confident, connected, and actively involved life long learner.[1]