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Vision
• To contribute to the university through 
excellentcreative education and research; to
education and research; to 
serve as a valuable resource for industry and 
society; and remain a source of pride for all 
society; and remain a source of pride for all
art, design  and creative practitioner.
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
To undertake collaborative projects which offer 
d t k
ll b ti
j t hi h ff
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 
g
g
p
can emerge in a range of professions.
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 concern. 
as of global concern
• Appreciation of intellectual excellence and 
creativity. 
y
• An unfettered spirit of exploration, rationality and 
enterprise. 
Centre Activities (14)
Centre Activities (14)
Book Publication (7)
Book Publication (7)
Research Paper (2)
Research Paper (2)
Creative Artwork Content Building (21)
Creative Artwork Content Building (21)
Conference and Seminar (6)
Conference and Seminar (6)
Research Project ( Funded)
Research Project ( Funded)‐ (2)
PHD Study ( 6)
PHD Study ( 6)
Master Study (2)
Master Study (2)
CITC 2014  Activities
CITC 2014 Activities
3D CGI Convergence Project
3D CGI Convergence Project
Longhouse concept art
Longhouse concept art
3D CGI longhouse walkthrough 
practice
Culture Preservation  Project
Culture Preservation Project
Exhibition
Big day for CITC
Big day for CITC
•
•
•

A STUDY ON CULTURAL PRESERVATION: EXPLORING WAYANG 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 Wayang
Kulit is decreasing especially among the Malaysian youth; therefore something should be done to
revive its glory. The aim of this research is to expose the Malay traditional game to the Malaysian
youth mainly to the Net Generations. Prototype of Wayang Kulit online game was developed based
on 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 youth
at the age of 13‐25 years old. A total of 122 participated in the study and the data were analyzed.
13 25
The findings from data analyzed shows that Wayang Kulit online game was well accepted among
our Net Generations. According to overall comments from this group, after playing Wayang Kulit
online game, they had a chance to learn about Wayang Kulit which they were not exposed to
before. Subsequently, from the survey results, it shows that Wayang Kulit online game has a good
potential in the game industry, but requires further development to make it more interesting,
attractive and informative.
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 animation
students’ first preference for learning is using video instruction as compared to other
medium of instruction. Video as a rich medium have been known to be advantages in
engaging l
i learners, capturing and d
t i
d demonstrating content which are diffi lt t articulate with
t ti
t t hi h
difficult to ti l t ith
text or image alone, promoting collaboration as well as functioning as a medium for
reflection. Video sharing websites as a social media platform allow students to share their
thoughts 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,
the
th use of th
f these videos i subjected t th di it l lit
id
is bj t d to the digital literacy skills of th students th
kill f the t d t themselves.
l
The use of video instruction for learning are investigated through 33 students undertaking
computer modeling and animation course in the Faculty of Creative Multimedia. In the 14
week progress in creating an animated talking head, through observation and their progress
report, the use of YouTube for solving animation problems are analysed. Results shown that
most students used f
t t d t
d free content th t are available online f solving animation problems
t t that
il bl
li for l i
i ti
bl
rather 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 learning
manner. 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 and
learning method. This study i using the qualitative method b a case study with three participants
l
i
h d hi
d is i
h
li i
h d by
d ih h
i i
who teach in a private university in Malaysia to find out what could be the factors that affect or
influence 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 from
the participants. Observation had also carry out to observe how the IBL approach take place in
design courses’ classroom The factors that influence the implementation of IBL in both case study
courses classroom.
of this study as compare with the literature reviewer’s finding are quite resemblance. A more
comprehensive study in identifying the factors that influence IBL in overall tertiary institutions in
Malaysia 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
until presentation on web .This research consists of three stages. Fi stage i the preparation
il
i
b Thi
h
i
f h
First
is h
i
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 mangement
skill, 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
•

Title :The d
l
h digitization of the western tombstones’ symbol and inscription at St. Paul Church, Malacca in the context of
f h
b
’
b l d
l h h
mobile 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 tropical
season,
season most of the historical relics are at risk of being exposed to the open weather without an appropriate preservation
preservation.
The western tombstone at St. Paul Church has been excavated and relocated by the British in early 1930’s. Several
tombstones 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 tombstone
in Malacca. The mobile application or apps allows capturing QR code pattern on any platform of mobile devices at the
determine location of the tombstone at St. Paul church. This would help the tombstones in meagre condition and among the
p
g
g
rest to be digitally documented in the form of interactive mobile application which includes image gallery, translation of the
classical Dutch and Portuguese writings and the extraction of the interpretation of the symbol of the dead ones. These
informatics apps would help to attract tourists and preserve heritage closer to youngsters in more attractive, interactive and
mobile for the future generation of Malaysian.

•
•
•
•
“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.
Living in
Li i i such challenging atmosphere persuades M li to d l proper strategies f h dli ongoing crises
h h ll
i
h
d Muslims develop
i for handling
i
i
in 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 handling
the contemporary challenges through visual. Graphic approach via a social media & mobile application was of
special 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 to
explore the thought of Islam in a form of visual. In conclusion, Islam appreciates the role of the intellect and
chooses a reasonable and convincing manner in confronting important challenges all over the time.
Keywords
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
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 of
my 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 I
started 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 a
connection 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
•
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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 of
the students are doing assignments for submission and credit-earning purpose. Those submissions have failed to demonstrate high
standard of creative communication in which reflect individual competency in knowledge and skills learned. This paper is interested to
investigate the possibility of Problem-based Learning infusion into creative design subjects, in order to help students to think active and
produce 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. The
objective of this research will provide evidences of PBL effectiveness in nurturing effective learning in creative design education. It also
helps to produce learners who are not only learning by memorizing theories, but will be able to think effectively and apply skills and
knowledge 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 advertising
campaign. From this research, the investigation studies will be focused on the design process documentation from the students’ design
workbook. The transformation process of the creative idea development will serve as evidences of PBL infusion effectiveness. The
research findings will able to provide educators as an extra reference to decide the implementation of PBL instruction model in future.
Keywords
• Problem-Based Learning • Real-World Problem • Design Process Documentation • C
Creative Idea Development • C
Critical Thinking •
Creative Thinking • Problem Solving • Graphic Design
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: maithreyi@utar.edu.my
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 visual
production. Students that are able to appreciate a work of art are also able to value and produce a good piece of
work. The research will be conducted using the proposed new model and correlated with studio production of
the first year graphic design students of Faculty of Creative Industries at a private university. The objectives of
this study are to identify degree of knowledge and understanding of art appreciation, to develop and enhance
y
y g
g
g
pp
,
p
art appreciation using the proposed approach to identify the significant correlation between students’ art
appreciation ability scores and studio production scores in visual communication subject. The conceptual
framework 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 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 speed
up the visualization process, reduce wastage and ultimately reduce costs bringing a ceramic art piece to market. Prototyping with the help of 3D
Modeling 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 way
of 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 the
mould to create subsequent ceramic copies Usually the mould‐making would go through several iterations and the original clay sculpture may be
copies. Usually,
mould making
discarded if the clay mould was way too different from the client’s requirements. This process could potentially be tedious and time‐consuming and
lack details in the ceramic product itself. This is partly to do with the limitations of the ceramic material itself. Finalised and glazed ceramic products
tend 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 3D
software. 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 virtual
mould was up to the client’s satisfaction, then 3D printing would commence. The choice material for 3D printing was plastic resin, which was cost
effective with fast turnaround times. The 3D printed object was then used as a mould by which to make subsequent ceramic products. This process is
not without its weaknesses and challenges The findings from this research shows a potential new workflow to create new and innovative ceramic
challenges.
products. In this study, only hollow, ceramic penholders with organic shapes were considered. More studies and tests need to done on other forms
of 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
Strengths of 3D Prototyping
Weaknesses of 3D prototyping
Strengths of 3D Printing
What can a 3D printer do?
Limitations of 3D Printing
Future explorations
•

PBS VR

•
•
•

PBS VR stands for Panglima Bukit Sadok Virtual Reality It is a transition practice from manual to
Reality.
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 concept
p
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
demonstration.

•
•

Keyword s: Virtual Reality, Concept Art, Digital Painting
Researcher: Aloysius Yapp, Goh Bor Jen , Chong Hwee Teeng
Multimedia Content
Mascot Project
Search , Research, Researching(SR2)
Search , Research, Researching(SR2)
• Good luck
Good luck.

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Research highlight in citc 18 feb 2014 new4

  • 1.
  • 2. Vision • To contribute to the university through  excellentcreative education and research; to education and research; to  serve as a valuable resource for industry and  society; and remain a source of pride for all  society; and remain a source of pride for all art, design  and creative practitioner.
  • 3. 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 To undertake collaborative projects which offer  d t k ll b ti j t hi h ff 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  g g p can emerge in a range of professions.
  • 4. 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 concern.  as of global concern • Appreciation of intellectual excellence and  creativity.  y • An unfettered spirit of exploration, rationality and  enterprise. 
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  • 27. • • • A STUDY ON CULTURAL PRESERVATION: EXPLORING WAYANG 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 Wayang Kulit is decreasing especially among the Malaysian youth; therefore something should be done to revive its glory. The aim of this research is to expose the Malay traditional game to the Malaysian youth mainly to the Net Generations. Prototype of Wayang Kulit online game was developed based on 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 youth at the age of 13‐25 years old. A total of 122 participated in the study and the data were analyzed. 13 25 The findings from data analyzed shows that Wayang Kulit online game was well accepted among our Net Generations. According to overall comments from this group, after playing Wayang Kulit online game, they had a chance to learn about Wayang Kulit which they were not exposed to before. Subsequently, from the survey results, it shows that Wayang Kulit online game has a good potential in the game industry, but requires further development to make it more interesting, attractive and informative.
  • 28. 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 animation students’ first preference for learning is using video instruction as compared to other medium of instruction. Video as a rich medium have been known to be advantages in engaging l i learners, capturing and d t i d demonstrating content which are diffi lt t articulate with t ti t t hi h difficult to ti l t ith text or image alone, promoting collaboration as well as functioning as a medium for reflection. Video sharing websites as a social media platform allow students to share their thoughts 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, the th use of th f these videos i subjected t th di it l lit id is bj t d to the digital literacy skills of th students th kill f the t d t themselves. l The use of video instruction for learning are investigated through 33 students undertaking computer modeling and animation course in the Faculty of Creative Multimedia. In the 14 week progress in creating an animated talking head, through observation and their progress report, the use of YouTube for solving animation problems are analysed. Results shown that most students used f t t d t d free content th t are available online f solving animation problems t t that il bl li for l i i ti bl rather than printed publications or learning from people. Keywords: Video instruction, YouTube, 3D animation, teaching and learning • • •
  • 29. • • • • 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 learning manner. 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 and learning method. This study i using the qualitative method b a case study with three participants l i h d hi d is i h li i h d by d ih h i i who teach in a private university in Malaysia to find out what could be the factors that affect or influence 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 from the participants. Observation had also carry out to observe how the IBL approach take place in design courses’ classroom The factors that influence the implementation of IBL in both case study courses classroom. of this study as compare with the literature reviewer’s finding are quite resemblance. A more comprehensive study in identifying the factors that influence IBL in overall tertiary institutions in Malaysia for graphic design students should help strengthen the finding of this study.
  • 30. • • • • • • • • 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 until presentation on web .This research consists of three stages. Fi stage i the preparation il i b Thi h i f h First is h i 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
  • 31. • • • • • • • • • 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 mangement skill, 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
  • 32. • Title :The d l h digitization of the western tombstones’ symbol and inscription at St. Paul Church, Malacca in the context of f h b ’ b l d l h h mobile 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 tropical season, season most of the historical relics are at risk of being exposed to the open weather without an appropriate preservation preservation. The western tombstone at St. Paul Church has been excavated and relocated by the British in early 1930’s. Several tombstones 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 tombstone in Malacca. The mobile application or apps allows capturing QR code pattern on any platform of mobile devices at the determine location of the tombstone at St. Paul church. This would help the tombstones in meagre condition and among the p g g rest to be digitally documented in the form of interactive mobile application which includes image gallery, translation of the classical Dutch and Portuguese writings and the extraction of the interpretation of the symbol of the dead ones. These informatics apps would help to attract tourists and preserve heritage closer to youngsters in more attractive, interactive and mobile for the future generation of Malaysian. • • • •
  • 33. “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. Living in Li i i such challenging atmosphere persuades M li to d l proper strategies f h dli ongoing crises h h ll i h d Muslims develop i for handling i i in 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 handling the contemporary challenges through visual. Graphic approach via a social media & mobile application was of special 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 to explore the thought of Islam in a form of visual. In conclusion, Islam appreciates the role of the intellect and chooses a reasonable and convincing manner in confronting important challenges all over the time. Keywords New Media, Quran, Islamic thought, Islamic world, global challenges, Graphic Design, Visual Design,
  • 34. • • • • • • • • • • • • • • • Artist’s Statement The paintings presented here represent the studio based work completed for my research project 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 of my 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 I started 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 a connection 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
  • 35. • • • • • • • • • • • • • 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 of the students are doing assignments for submission and credit-earning purpose. Those submissions have failed to demonstrate high standard of creative communication in which reflect individual competency in knowledge and skills learned. This paper is interested to investigate the possibility of Problem-based Learning infusion into creative design subjects, in order to help students to think active and produce 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. The objective of this research will provide evidences of PBL effectiveness in nurturing effective learning in creative design education. It also helps to produce learners who are not only learning by memorizing theories, but will be able to think effectively and apply skills and knowledge 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 advertising campaign. From this research, the investigation studies will be focused on the design process documentation from the students’ design workbook. The transformation process of the creative idea development will serve as evidences of PBL infusion effectiveness. The research findings will able to provide educators as an extra reference to decide the implementation of PBL instruction model in future. Keywords • Problem-Based Learning • Real-World Problem • Design Process Documentation • C Creative Idea Development • C Critical Thinking • Creative Thinking • Problem Solving • Graphic Design
  • 36. 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: maithreyi@utar.edu.my 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 visual production. Students that are able to appreciate a work of art are also able to value and produce a good piece of work. The research will be conducted using the proposed new model and correlated with studio production of the first year graphic design students of Faculty of Creative Industries at a private university. The objectives of this study are to identify degree of knowledge and understanding of art appreciation, to develop and enhance y y g g g pp , p art appreciation using the proposed approach to identify the significant correlation between students’ art appreciation ability scores and studio production scores in visual communication subject. The conceptual framework 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 Level
  • 37. • • • • • • • • • • • • • • • • 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 speed up the visualization process, reduce wastage and ultimately reduce costs bringing a ceramic art piece to market. Prototyping with the help of 3D Modeling 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 way of 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 the mould to create subsequent ceramic copies Usually the mould‐making would go through several iterations and the original clay sculpture may be copies. Usually, mould making discarded if the clay mould was way too different from the client’s requirements. This process could potentially be tedious and time‐consuming and lack details in the ceramic product itself. This is partly to do with the limitations of the ceramic material itself. Finalised and glazed ceramic products tend 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 3D software. 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 virtual mould was up to the client’s satisfaction, then 3D printing would commence. The choice material for 3D printing was plastic resin, which was cost effective with fast turnaround times. The 3D printed object was then used as a mould by which to make subsequent ceramic products. This process is not without its weaknesses and challenges The findings from this research shows a potential new workflow to create new and innovative ceramic challenges. products. In this study, only hollow, ceramic penholders with organic shapes were considered. More studies and tests need to done on other forms of 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 Strengths of 3D Prototyping Weaknesses of 3D prototyping Strengths of 3D Printing What can a 3D printer do? Limitations of 3D Printing Future explorations
  • 38. • PBS VR • • • PBS VR stands for Panglima Bukit Sadok Virtual Reality It is a transition practice from manual to Reality. 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 concept p 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 demonstration. • • Keyword s: Virtual Reality, Concept Art, Digital Painting Researcher: Aloysius Yapp, Goh Bor Jen , Chong Hwee Teeng
  • 40.
  • 41. Search , Research, Researching(SR2) Search , Research, Researching(SR2) • Good luck Good luck.