CENTRE FOR INTERPRETATION AND EXPRESSION (CIE) Research Papers
Researchers:
-> Mr. Ahmad Zuhairi Abdul Majid
-> Mr. Rizal Husin and Dr. Ahamd Rafi Eshaq
-> Mr. Mohamed Nordin Zakaria
-> Ms. Norbayah Mohd Suki
Mr. Mohd Tajalli Abdullah
-> Mr. Che Zulkhairi Abdullah
-> Ms. Mastura Abdul Rahman
Dr. Ahmad Rafi Mohamed Eshaq
-> Ms. Elyna Amir Sharji
Dr. Ahmad Rafi Mohamed Eshaq
-> Ms. June Jong Sze Joon
Dr. Ahmad Rafi Mohamed Eshaq
-> Mr. Mohd Izani Zainal Abidin
Dr. Ahmad Rafi Mohamed Eshaq
-> Ms. Mastura Yunan
Dr. Ahmad Rafi Mohamed Eshaq
-> Ms. Forest Lim Yan-Peng
Prof. Peter Charles Wood
-> Mr. Mohd Nazri Md. Saad
Dr. Ahmad Rafi Mohamed Eshaq
-> Ms. Chin Wing Peng and
Dr. Ahmad Rafi Eshaq
-> Mr. Paramsothy Vijayan and
Dr. Ahmad Rafi Eshaq
-> Dr. Ahmad Rafi Mohamed Eshaq, Mr. Rozi Amin, Mr. Steve Bristow, Ms. Christian
-> Ms. Wong Chui Yin, Mr. Khong Chee Weng and Dr. Ahmad Rafi Eshaq
-> Dr. Ahmad Rafi Mohamed Eshaq, Mr. Azhar Ahmad @ Salleh, Mr. Mazlan Mahadzir, Mr. Fauzan Hj. Mustaffa, Mr. Zaini Kamarolzaman and Mr. Badrolhisham Hashim.
->

Dr. Ahmad Rafi Mohamed Eshaq, Mr. Kamaruzzaman Rusalli, Mr. Fauzee Nasir, Mr. Mazlan Mahadzir, Mr. Mohd Fazidin Jabar, Mr. Badrolhisham Hashim

-> Izuzi Marlia Hj. Khalid, Prof. Peter Woods, Dr. Ahmad Rafi
-> List of Publication by members
-> List of Publication 2005 - 2006

Focus Area I: Special Project


Researchers:
Mr. Paramsothy Vijayan and Dr. Ahmad Rafi Eshaq

Title:
Inhabiting the Virtual Bank: The Design of Interactive Socio-Business Environment for Banking Community in Cyberspace.

Type of Research: Product/Process Development Beneficiaries of the Project: Banking Industries and portal developers

Products/Services:
MSc. degree / Research publication / 2D and 3D avatars / Interactive interfaces / Software agents / Virtual banking environment

Status of Progress: Initial stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion:
Second quarter of year 2003

Objective:
To show that a virtual community bank has the potential to unleash valuable information previously locked in the demand chain, which could provide a medium for the exchange of high value contents, increase brand awareness and loyalty, promotes higher switching barrier and reduces bank operational costs.

To identify elements in consumer behaviours, creative art and interactive multimedia technology for achieving effective communication and content development within the context of virtual banking.

To experiment with various text and audio chats formats, animation, 2D and 3D visual representations for the purpose of identifying the respective strength and weaknesses of each design as a tool for interaction in the virtual banking community.

To recommend decision-making guidelines on which virtual design format best suits the various banking functions and services within a virtual banking environment.

Abstract:
Current banking strategies related to consumer preference based on traditional market need to be re-tested in the net economy. On-line service/product characteristics, such as content, navigation, visualisation and presentation are not well organised and technologically inexperienced customers need to be guided with user-friendly visual cues and online guidance to entice them to revisit. The thesis explores alternative. User Interfaces to interact within a Virtual Bank. The research will explore the importance of Internet Banks in relation to build brand affinity (loyalty) and add value to its customers (B2C), business partners (B2B) and employees (Intranet).

The thesis will discuss recent development in the design of interactive 2D and 3D user interfaces or Virtual Banking. The theoretical foundation for the research is drawn from traditional studies of socio-business culture, communication cues, developments in interactive web technology and from observation of current on-line banking sites. A comparison will be carried out between real and virtual bank. It examines the ways socio-business cues are communicated in the real world, the limits imposed on on-line communication due to their mediated and bodiless nature and directions that virtual banking communities.



Researchers: Ahmad Zuhairi Abdul Majid
Title: Utilising Rapid Prototyping in Product Design Development

Objective:
To analyse the feedback of rapid prototyping produced from local manufacturers and R&D organisations.

To identify the purpose of rapid prototyping in design.

To identify and experiment based on the existing process for the development of rapid prototyping tool.

Type of Research: Product/Process Development (Design and Engineering)
Beneficiaries of the Project: Computer Aided Engineering and Manufacturing
Products/Services: Design framework using Rapid Prototyping.

Status of Progress: Initial stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Third quarter of year 2003

Abstract:
The production of the prototype is a critical step in any product design development process. The prototype model is necessary for determining tooling considerations, aesthetic evaluation, and design verification. With the new technology of Rapid Prototyping (RP) can give solution in competitiveness but yet it is not perfect. Part volume is generally limited to 0.125 cubic meter or less, depending on the RP machine and some materials for producing RP are less strength to be used in testing purposes. This research investigates the effectiveness and usage of RP tools in relation to the product design development process.



Researchers:
Mr. Rizal Husin and Dr. Ahamd Rafi Eshaq
Title: The Impact of Internet Enabled Computer Aided Design in Malaysian Construction Industry: A Study on Malaysia's Preparation.

Objective:
To identify the working culture of iCAD users in Malaysia and their preparation for the new working environment.

To identify the iCAD's level of use in Malaysia.
To identify the roles of iCAD in fulfilling the need and desire of iCAD users in manipulating the tools in a design process.

To identify the areas that need extra attentions by the future iCAD equipped company.

To identify the areas that need extra attentions by the iCAD's infrastructure provider, manufacturers and solutions suites designer.

To identify the type and level of iCAD collaborations suitable for AEC company in Malaysia

Type of Research:
Process Development (Design and Engineering)
Beneficiaries of the Project:
Architectural, Engineering and Construction Industries (AEC) and Computer Aided Design Industries.

Products/Services:
MSc. degree/Research publication/iCAD framework
Status of Progress: Initial stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2003

Abstract:
The use of Computer Aided Design (CAD) in construction industry has given designers around the nations a powerful tool to increase their productivity as well as produce high quality drawings. Sharing and exchanging CAD drawing files together with text documents and spreadsheet has become a common practice/procedure among the consultants involved in a project as a method to communicate and share information. The born of Internet-based solutions CAD has opened a new dimensions to the designers; the function of CAD is becoming the core for design collaboration in Architectural, Engineering and Construction (AEC) industry. The vision of the Malaysian government to become an e-government in the near future provoked the AEC industry to prepare them for the future trend in the very short period. Some issues like data management, Internet infrastructure and CAD resources (hardware, software and trained Internet based CAD designers) have become mission critical than ever. This research explores the impact of Internet enabled Computer Aided Design in Malaysian Construction Industry.

Focus Area II: 3-Dimensional


Researchers:

Dr. Ahmad Rafi Mohamed Eshaq, Mr. Rozi Amin, Mr. Steve Bristow (Fat Lizard and Persistence of Vision), Ms. Christian (Vista New Media)

Title:
Using Human as Input Device to Capture Motion in a Collaborative Computer Animation Computer Animation and Production Environment

Objective:
To use human as the input device to capture motion in character animation

To develop an efficient method of capturing real-time facial emotion and expression in animation

To undertake research and development in group design and production so as to speed up and reduce cost of animation

To transfer the result of the research using multimedia technology to multimedia industries, private and public sectors

Type of Research: Product/Process Development (Design and Engineering)
Beneficiaries of the Project: Film, television and broadcasting industries, Computer Games Industries, Ministry of Education, Ministry of Energy, Telecommunication, & Multimedia and Multimedia Development Corporation (MDC)

Products/Services:
Prototype of animation to capture real-life movement in a cost-effective manner

Integrating the process of real-time animation in the production cycle

Developing an animation industry that uses local content as a guiding principle

Internet-based production systems software (protocol) that allows individual designer to work co-orperatively across the network

Status of Progress: Mocap lab will be completed in August 2001. Training will be conducted in August 2001. The faculty has singed the MoU with Vista New Media (Germany) for Mocap training and live project implementation.

Targeted Date of Completion:
Second quarter of year 2002
Source of Funding: MMU Internal Funding and Telekom R&D Research Funding

Abstract:

This research will explore motion capture as a tool for capturing real-time human motion and facial expression. Several live experiments and productions will be conducted for developing contents and libraries for the motion and related movements. The results will be used to develop and improve production cycle as well as improving software development.



Researchers:
Ms. Norbayah Mohd Suki and
Mr. Mohd Tajalli Abdullah
Title: Non-linear Storytelling: A Vehicle for Creativity.

Objective:

To identify element in visual art and abstraction for achieving effective communication and creative design

To identify non-linear storytelling in various media application such as multipath game, game design, internet and interactivity in multimedia

Type of Research:
Process Development (Design and Engineering)
Beneficiaries of the Project: Animation Industries Products/Services: MSc. degree / Research publication / Experimental 3D animation
Status of Progress: Initial stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2003

Abstract:
A lot of artworks involve with the manipulation of visual abstraction leading to different and creative way of interpretation, imagination, expression and storytelling. Currently time base media emergence is based on linear storytelling. The limitations are minimal particularly in the overall interaction and choices of story path between viewer and visual abstraction. Non linear storytelling is suggested as the exploration of interactivity in storytelling through visual abstraction manipulation. According to Dodsworth (1998) "...storytelling and interactivity are exclusive… Interactivity allows the player …to do … whatever he or she wants. Storytelling…dictate…acting in way that make sense dramatically."

However, the skill to understand and being able to develop the visual abstraction is difficult because of the level of understanding the abstraction becomes apparent. The convergence of technology has shown that there are possibilities of exploring the abstraction especially the Internet, multimedia, games and virtual reality. According to Rachman (1995), 'the real problem of cinema is not that of image and reality anymore than medium and message (or medium being the message)'. This research will explore the possibilities of multimedia technology in particular non linear storytelling as a platform to reveal the representation of the abstraction for effective communication. It is also suggested that 3D experimental animation will be used as a medium to accelerate design creativity. A few experiments will be developed to support the thesis proposal. This research will recommend the creative way of telling story based on non-linear and interactive technology and approach.



Researchers:
Mr. Mohamed Nordin Zakaria
Title: Techniques for Character Animation.

Objective:

To analyse and implement the proposed evolutionary animation paradigm in a prototype software program

To analyse and enhance the prototype with real model and animation.

To analyse and apply techniques in multi-creation optimisation

To evaluate the effectiveness of the proposed approach in actual animation studio

Type of Research: Product Process Development (Design and Engineering)
Beneficiaries of the Project: Animation Industries animation software industries
Products/Services:
Techniques to improve key frame animation
Status of Progress: Initial stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2003

Abstract:
Genetic algorithm serves as a mean of exploring the space of possible animations of a character model. While genetic algorithm is used for the generation of controller in physically modelled articulated figure (Sims94), the research will focus on kinematics data, rather than a dynamic model. A set of kinematics motion data for an articulated model is evolved to generate a set of varied motion that performs according to an objective function set by the user. The research explores the possibilities of re-active or 'supervisor's' role while the computer does the exploration, as explain by Ventrella (1995). The approach also relates Lim and Thalman (1999) pro-active interactive evolution synthesise example motions form single motion.

Focus Area III: Interactive Media



Researchers:
Ms. Wong Chui Yin, Mr. Khong Chee Weng and Dr. Ahmad Rafi Mohammed Eshaq
Title: Human-Computer Interaction Approach: Enhancing Motion-Based Advertisement for Multimedia Application in the Internet.

Objective:
To enhance the current web advertisement for more flexible usage in e-shopping purpose

To identify the elements and principles of advertisements in different mediums such as television, cinema and World-Wide-Web

To design a more attractive and efficient prototype for motion-based advertisement on the Internet

To identify and categorise the respond and feedback of the audiences in viewing advertisements in different means

Type of Research: Product/Process Development (Design and Engineering)
Beneficiaries of the Project: Advertising and E commerce Agencies, Multimedia Development Corporation, Ministry of Education, Ministry of Energy, Telecommunication, & Multimedia and Courses in MMU (Media Innovation)

Products/Services: MSc. degree / Research publication / Template for web-based advertising
Source of Funding: MMU Internal Funding
Status of Progress: Survey Targeted Date of Completion: First quarter of year 2002

Abstract:
Advertisement plays an important role for companies or industries to promote their products or services. Using different means to advertise has been immensely changing since decades from traditional broadcasting, such as print, television and cinema to digital era in World-Wide-Web. The Internet is found to be an ttractive, worldwide tool and cost saving for advertisers to promote their products or services. However, according to Neil Barrett, " web users downloading the popular page would be presented with the sponsor's ads in a passive manner: the ads required no interaction or activity from the user." Hence, most of the viewers will simply skip or ignore the presence of advertisement in the web page. In other words, most of the advertisements on the Internet in banners or simple Gif animations are found to lose their attention, persuasiveness and effectiveness to attract attention. As such, this research focuses
n the possibility of enhancing the Internet motion based advertisement for the future usage. An interview will be carried out with a specific age group. It will focus on three different mediums, namely cinema, television and the Internet. This research will also concentrate on the elements of Human-Computer-Interaction (HCI) that encompasses psychology approach, cognitive-perception, behavioural method, user interface design, screen technology and computer-supported-co-operative-work (CSCW).




Researchers:
Dr. Ahmad Rafi Eshaq, Mr. Kamaruzzaman Rusalli, Mr. Fauzee Nasir, Mr. Mazlan Mahadzir, Mr. Mohd Fazidin Jabar, Mr. Badrol Hisham Hashim.

Title: Putrajaya Integrated Land Use Database System (ILUDS)

Objective:
To create a presentation of Putrajaya Development for international roadshow.

To package a marketing tool for potential investors to buy property in Putrajaya.

To leave part of the system opens for changes in database, design and interface.

To integrate the presentation and marketing system for CD-ROM and online information.

To be able to extract information interactively at micro (e.g. lots, building) to macro (e.g. precinct, area) level.

Type of Research:
Consultancy (product development)
Beneficiaries of the Project: Putrajaya Holdings, Perbadanan Putrajaya, Multimedia Development Corporation (MDC), Multimedia University

Status of Progress: Completed
Products/Services:
Research publication / 3D animation / CD-ROM / Web-page design
Source of Funding: Putrajaya Holdings/I-Design Sdn. Bhd. And MMU Internal Funding

Abstract:
Putrajaya, being the new Administrative Center of the Federal Government of Malaysia is poised to be a model Garden City with sophisticated infrastructure and information network based on multimedia technologies. Termed as Malaysia's first Intelligent Garden City, Putrajaya will become a vital development catalyst, due to the role it may assume as a model city -as the nerve centre of the nation and an ideal place to live, work, conduct business and engage in sports and recreational activities. Architecturally, Putrajaya will be an indigenous city with a modern look. Planned to the most minute details, this intelligent garden city may attract investors from the world over to be a part of the development of the city. As a new concept in property development for a unique, intelligent garden city, the deciphering of information to potential investors should be clear, precise and immediate accessibility to the required information. The structure for information retrieval should be based on investor 's perspective with additional information available with minimal click and non-intimidating.



Researchers:

Dr. Ahmad Rafi Mohamed Eshaq, Mr. Azhar Ahmad @ Salleh, Mr. Mazlan Mahadzir, Mr. Fauzan Hj. Mustaffa, Mr. Zaini Kamarolzaman and Mr. Badrol Hisham Hashim.

Title: The Interactive Content of the Golok River Development

Objective:

To inform the general public about the importance of The Golok River Development.

To inform the local that this project has solved the problems of flooding and making life more comfortable (e.g. fishing industries)

To inform the general public that this project is a joint venture between Malaysian and Thailand government.

Type of Research:
Consultancy (product development). Beneficiaries of the Project:Department of Irrigation and Drainage (DID), Government of Malaysian and Thailand, State Government of Kelantan, Ministry of Tourism and Culture, Multimedia University

Products/Services:
Web-page / 3D animation / Video production

Status of Progress:
Production for aerial view shooting and web page design
Targeted Date of Completion: September 2001
Source of Funding: Department of Irrigation and Drainage (DID), Malaysia (RM82,000)

Abstract:

This project will develop an interactive content for the Golok River Development. It is aimed to inform and present the general public, in a more interactive manner information about the progress and the development made by the Malaysian and Thailand government. This will be made available on the web through the Department of Irrigation and Drainage (DID), Malaysia.



Researchers:
Ms. Chin Wing Peng and Dr. Ahmad Raafi Mohammed Eshaq
Title: Sound Database Development for Mood Music at Pre-production Stage

Objective:

To propose a mood music database system for the producer

To classify mood music base on Max Schoen 20,000 mood charts. Select specific mood from Schoen's chart, which is most commonly use by all producers

Type of Research:
Product/Process Development (Design and Engineering) Beneficiaries of the Project: Courses in MMU (all majoring programmes in Faculty of Creative Multimedia), Music Industries, Content Developers

Products/Services: MSc. degree / Research publication /
Database for Mood Music at Pre-production Stage
Source of Funding: MMU Internal Funding
Status of Progress: Writing up thesis.
Targeted Date of Completion: Fourth quarter of year 2002

Abstract:
This research describes an investigation into the mood in music. Music arouses feelings in listeners. A preliminary experiment indicated that a piece of mood music could influence the visual images presented on a film "storyboard". Two experiments were undertaken to attempt to establish at a basic level, if a valid and reliable relationship may exist between the parameters of mood music and visual images. The result of ANOVA analysis showed that rhythm and intensity are important components in matching "mood" and "images". Further analysis using the Wilcoxon matched-pairs signed-ranks test and one-sample chi-square test continue to show that pitch and rhythm are important component in the choices of matching romantic and horror storyboards. The findings suggest that emotional moods in music are related to elements in music, such as rhythm, pitch, intensity and mode. Communication of emotions in music is conveyed in production in non-verbal manner. The usefulness of mood music evokes atmosphere, can focus attention and symbolise meaning. Research carried out by Hevner (1936) showed that the variety of moods arranged in eight clusters. Understanding the musical elements help message designers to decide on the type music that increases the effectiveness of their productions. The comprehension of the essence of mood music is the underlying rationale for studying its significance.



Researchers:
Mr. Che Zulkhairi Abdullah
Title: Interactive Documentary
Objective:
To define a few modelling approaches to animate, while describing the potential mental image created.

To determine the approach to implementing a syllabus based on 'directed-interactive animation' product

To determine the approach to designing directed interactive animation product's portal infrastructure.

Type of Research:
Product/ process development (design and engineering)

Beneficiaries of the Project:
Film and Animation Course in the Faculty of Creative Multimedia, MMU, Multimedia Development Corporation (MDC), Film and Animation Industries, 3D content Developers

Products/Services:

· an interactive documentary walkthrough
· a manually-made model - to be controlled via RC device
· linear painting (manually constructed set) to be composited with CG character and live-action footages

Status of Progress: Recording Experiments
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2002

Abstract:
The research intends to define a few models of story telling of interactive documentary based on stimulated-visual theory. These descriptions shall be based on the viewer's pre-defined and developed comprehension, perception, interpretation and meaning. The outcome of the research determines the approach to implement a framework on stimulated-visual product for creative media schools and the industry itself. This research selects knowledge-based learning as part of the experimentation for younger audience. It will be used to explain simple concepts, basic patterns and normal activities of certain subject matters and its immediate effecting elements found in the setting. The new approach to producing documentaries shall include animation strategies that involve analog-to-digital 'intelligent' animating models, to balance the requirements for technical know-how and computing power. The intelligent system that drives 30% of the directive-interactive animation product components will be based on the LEGO Mindstorms technologies and the open intelligent theory.




Researchers:
Ms. Mastura Abdul Rahman and Dr. Ahmad Rafi Mohamed Eshaq
Title: A study on the process of making an art project using multimedia tools
Objective:
To identify the factors that affect change in the working process of an art project using multimedia.

To understand the related theories or thoughts underpinning the working process of the project.

To postulate a general working methodology suitable for artists working with multimedia

Type of Research: Process Development (Design)

Beneficiaries of the Project:
Solutions for the factors that affect change in the process of making and exhibiting a body of artworks using multimedia.

Products/Services:

MSc. degree / Research publication / Exhibition

Status of Progress: Ongoing
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2003

Abstract:
In the process of making a body of artworks, artists seldom come across the problem of change in approaches, techniques as well as the direction of their artistic styles. The change may strengthened or worsen the quality of the artworks. It is imperative for artists to identify the factors that affect change in his or her working process to ascertain his or her artistic development and direction. Multimedia, as an art making media and technique, offers many possibilities of changes in the working process and styles. The researcher, who is a practicing artist, has taken an interest in making artworks using multimedia and plans to make an art project. She has previously worked with traditional art forms of drawing and painting. She is aware of the change that awaits her and interested to study the factors that effects the change in the appearance and direction of her works. The working process and audience comments during the exhibition will be recorded for analyses and interpretation. The study will be useful for artists wanting to explore multimedia. It will also be beneficial for students and the public to understand the creative process of a contemporary artist.




Researchers:
Ms. Elyna Amir Sharji and Dr. Ahmad Rafi Mohamed Eshaq
Title: Space Appreciation using Multimedia as a Tool.
Objective:
To select a few categories of building type, do spatial research, transfer data into a report and use 3D-multimedia tool to visualise all data and findings. End users get to view the 3D simulation of the external and internal of buildings studied.

Type of Research: Process Development (Design)

Beneficiaries of the Project:
Understanding and appreciation of space contained within and about buildings.

Products/Services:

MSc. degree / Research publication / 3D Images & Animation, CD Rom on the analysis and synthesis of the meaning space.

Status of Progress: Ongoing
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2003

Abstract:
A building comprises of more than the skin and the structural works. It is the soul that comes in the form of SPACE that is intriguing and provokes the mind. To be able to experience a building relies heavily on the spatial concept and internal lay out. How one is captured right from entering the entrance and through the layering of space, of horizontal and vertical planes and finally the euphoria, or depressed feeling that concludes the tour ( depending on the feeling intended ).
The common norm at present celebrates the outer skin and grandeur of facades. Not many include the hidden grids and fragmentations that can lead to a surprisingly good form AND space. Thus a number of them fail, in the sense of a sensuous building.

The client is only exposed to the workings of architecture for the duration of their project, whereas the architect is constantly developing his own thoughts and ideas on architecture. So the architect requires an independence that is akin to leadership. It is up to him to define the issues.
- Thom Mayne, Morphosis

This study aims to analyse different types of building and their accompanying space. The result will be recorded. A comparison between good, condusive space and vice versa will be tabulated. The usage of 3D multimedia tool will be implemented to give the audience a clearer vision on the journey of internal space. The data recorded will come in handy as a reference tool.




Researchers:
Ms. June Jong Sze Joon and Dr. Ahmad Rafi Mohamed Eshaq
Title: Techniques in Lip-Sync and Facial Tracking Using MoCap: An Experimentation on the Usage and Effectiveness by Exploring Different Approaches of MoCap in 3D

Objective:
To recommend a creative and effective way of using MoCap for lip-sync and facial-tracking in 3D animation.

To understand MoCap system and study the techniques to improve the quality of motion capture data, and to develop new algorithms to manipulate these data.

To identify the elements and usage of MoCap and its effectiveness in lip-sync and facial-tracking in 3D animation.

To conduct surveys to find out the usage and effectiveness of using MoCap techniques for lip-sync and facial-tracking in 3D animation

To compare the usage and effectiveness of MoCap techniques in various 3D softwares in 3D animation.

To conduct experiments on exploring different techniques of lip-sync and facial- tracking using MoCap for animation.

Type of Research: Process Development (Design and Engineering)
Beneficiaries of the Project: Animation based on MoCap will be able to carry edutainment development courses with the ability to focus on the developing the content and creative abilities of the educators and animators and without reliance upon traditional way of animation or programming-skilled personnel.

By having a standardized guideline edutainment development the facilities will be able to focus their syllabus on skill development instead of spending time having the users to become familiar with various type of 3D animation softwares, hardwares, or technology that could be obselete within months.

Practical concept appropriate for further R&D works and for creative- practical learning syllabus for Faculty of Creative Multimedia. Theory -application learned from the MoCap experiences.

Practical design system, based on application and philosophy. The documented process can be utilized for the syllabus contents appropriate for advance film and animation class.

Products/Services:
MSc. degree / Research publication / Creative-concious syllabus utilizing MoCap system and other related technology / A basic guideline and a recommendation of a creative and effective way of using MoCap for lip-sync and facial-tracking in 3D animation and film for edutainment purposes.

Status of Progress: Ongoing
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2003

Abstract:
With today's technology given, MoCap (Motion-capture) plays an important role of digital story telling in animation. One of the advantages of MoCap compare to traditional animation is the capability of real-time visualization, and the 'hyper-real' quality of animation. However, there are still a number of problems especially lip-sync and facial tracking.

This research will introduce a literature review on different approaches of lip-sync and facial tracking using MoCap in animation through interviews with local and international filmmakers and animators. A few experiments will be used to analysis different methods in lip-syncs using MoCap and key frame animation using available 3D softwares. This research will recommend the creative way of using MoCap for lip-sync and facial tracking in 3D animation based on various approaches.




Researchers:
Mr. Mohd Izani Zainal Abidin and Dr. Ahmad Rafi Mohamed Eshaq
Title: A comparative study on the current and potential commercial utilization of motion capture versus keyframe animation

Objective:
To make an extensive comparative study between motion capture and keyframe animation and to expose the alternative methods in computer animation

Collection of survey and data on advantages/disadvantages of these two methods

To assess the most popular method and the reasons behind its selection

To analyse the process of these two methods through the development of prototypical short character animation

Type of Research: Process Development (Design and Engineering)
Beneficiaries of the Project: Local animation industry has grown rapidly in Malaysia. Hence, by providing standard guidelines in certain aspects of production, it is hoed that the industry will focus on the production quality instead of spending time to make a right selection on the facilities to be used.

Products/Services:
MSc. degree / Research publication / Guideline for investors/industries community in term of techniques, methods and facilities / Providing theoretical and practical solutions for animation production

Status of Progress: Ongoing
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2003

Abstract:
The contribution of technology in the animation industry is inarguable. The increase in animated series/feature film production has given a new impetus to technology development. Traditional cel animation, computer keyframe animation and motion capture all have same objective that is to produce an effective and efficient output. This research will highlight two methods in producing computer animation, keyframe animation and motion capture. The resulting animations produced using motion are extremely realistic compared to keyframe animation. However the two methods have their own adherents.
This study will concentrate on the process of using these methods in producing animation. This research will cover the aspects of process, practicality and implementation. It is hoped that the results of this research will be useful as guidelines for making decisions on the suitable platform for animation production in terms of practical and financial advantages and disadvantages.




Researchers:
Ms. Mastura Yunan and Dr. Ahmad Rafi Mohamed Eshaq
Title: The Evolution of the Principles of Animation

Objective:
To analyse the emergence of the principle of animation within the wider context of the history of animation.

To examine of the ways that they are put to practical use, the adequacy and limitations of the existing principles will be critically evaluated.

To envision the next stage of the evolutionary process by showing how the principles can be developed further

Type of Research: Process Development (Design)
Beneficiaries of the Project: Studies syllabus in animation

Products/Services:
MSc. degree / Research publication

Status of Progress: Initial stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion: Second quarter of year 2004

Abstract:
Since the beginning of time, human beings have tried to capture a sense of motion in their art and this can be traced back as early as 2000 BC, in an Egyptian wall creation. To this day, animation has developed much more then its predecessors. Although animation has come a long way since then, animators continues to seek perfection in their work, as essence of animation, according to Norman Mclaren, is "not the art of drawings that move, but rather the art of movements that are drawn" (Wells:1998). Because of this, it is essential for animators to have a firm grasp of the principles of animation.

Against this background, the research seeks to explore the evolution of the principles of animation in the course of the last century. For this, it will delve into history of animation to understand the factors, which gave rise to the principles. From there, their usage and adequacy particularly in relation to computer animation will be closely studied.

It is expected that this report will enhance the understanding of the evolution of principles of animation and will provide a strong basis for further relevant research and development in the field.




Researchers:
Ms. Forest Lim Yan-Peng and Prof. Peter Charles Wood
Title: A Theoretical Framework for Iconographic Design in GUI in User Interface Development

Objective:
To identify the critical characteristics of icon design.

To test the comprehension and acceptability of icons in purposive situations, for example:colour and navigation.

Type of Research: Process Development (Software Design)
Beneficiaries of the Project: Theoretical framework for effective icon design for Graphic Design (GD) applications.

Products/Services:
MSc. degree / Research publication

Status of Progress: Early stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion: 2004

Abstract:
Human-Computer Interface (HCI) is concerned with making computer technology more usable and accessible. To this end Graphical User Interface (GUI) addresses those aspects of visual representation, presentation from the standpoint of user perception and comprehension. This in turn provides Graphic Design (GD) with the necessary theoretical underpinning in the use of methods and technologies for producing and delivering effective visual presentations.

Icons are used increasingly in interfaces because they are compact "universal" pictographic representations of computer functionality and processing. (Ronald Baecker, Ian Small and Richard Mander, ACM, 1991).

…people find images "natural," because the human mind has powerful image memory and processing capabilities, because icons can be easily learned and recognized, and because images "can possess more universality than text," iconic interfaces can "reduce the learning curve in both time and effort, and facilitate user performance while reducing errors." (Ronald Baecker, Ian Small and Richard Mander, ACM, 1991).

The purpose of this research is to investigate the characteristics of appropriate interactive
design of icons within user interface.




Researchers:
Mr. Mohd Nazri Md. Saad and Dr. Ahmad Rafi Mohamed Eshaq
Title: Interactive Multimedia Course Content: The Application of the Interactive Multimedia in the low Total Cost of Ownership (TCO) Technology.

Objective:

To search for a cost-effective tool which supports interactive multimedia applications in teaching and learning

To understand the technical requirements of the cost-effective learning tools in education

To create a prototype courseware based on the thin client environment

Type of Research: Process Development (Multimedia courseware) Beneficiaries of the Project: Development of Interactive course content that will be used in the Thin Clients environment in order to the TCO in educational institutions.

Products/Services:
MSc. degree / Research publication / Interactive multimedia course content in the Thin Clients environment

Status of Progress: Initial stage
Source of Funding: MMU Internal Funding
Targeted Date of Completion: 2004

Abstract:
Multimedia has, in a very short time, become an essential tool in the communication of information (Elsem-Cook, 2001). In a multimedia-based learning, a high level of interactivity of teamwork is critical (Rosenberg, 2001) whereby the classroom has to be redesigned to take the best advantage of the new delivery technology. Networked computing is needed to support costly to be installed and maintanned. Most schools lack the financial and human resources to support the increasing reliance on networked computers for everyday activities. An Open Source Model with cost-effective network would be one of the solutions to promote and accelerate the application of computers in the classrooms. The multimedia courseware developed for the educational needs must be suitable for the cost-effective network environment so that it could be widely used to enhance the collaborative needs in the teaching and learning. The integration of the multimedia elements has to be properly planned so that the courseware can be fully utilised and able to fulfil the learning objectives in schools.




Researchers:
Izuzi Marlia Hj. Khalid, Prof. Peter Woods, Dr. Ahmad Rafi

Title: Multimedia Annotation as Knowledge Sharing Tool Among Peers

Objective:

This research will investigate the use of multimedia annotation in rich media content environment to support collaborative learning and knowledge sharing among peers. On top of that, it is hoped to benefit in managing reusability of multimedia assets to form a meaningful learning experience among peers.

Type of Research:
Technology Development (Applied Research)
Beneficiaries of the project

Beneficiaries of the Project: Multimedia and New Media Design Students, Academicians and Practitioners,
Knowledge Practitioners, Peers-Learners.

Abstract: Asynchronous threaded discussions have been widely used in a variety of university courses [6] demonstrating that it is a powerful medium that provides both the interactive features and reflective qualities that aid collaborative discussion [5]. Studies have also shown that students whom working together can greatly improve their learning by involved in the process of articulation, conflict and co-construction of ideas among peers [3]. One of the important concepts from single-user system that have been adopted to support collaboration system is Annotation [9], which involves a process of marking the content where the original remains unchanged [2]. Annotation systems in collaborative learning can be categorized into two main groups: 1) Document-centered and 2) Discussion-centered [7]. Previous research has shown that annotations made in books are useful to subsequent readers [8] and research in discussion-thread environment revealed that reviewers doing collaborative annotations can greatly benefit from the context-based hierarchical organization of the annotations [5]. However, most digital annotation is still a text-based and ink-based, although some are audio and pictorial [2]. As multimedia becomes the centre of attention and play an important part of rich media content in learning, annotation should be made rich media as well, that allows annotating with text, video, audio, animation or visuals. By allowing annotating from a variety of resources and medias, the collaboration system can be a platform to promote a knowledge sharing culture among members of a community and increase their capacity for learning and transmitting knowledge. This research will investigate the use of multimedia annotation in rich media content environment to support collaborative learning and knowledge sharing among peers. On top of that, it is hoped to benefit in managing reusability of multimedia assets to form a meaningful learning experience among peers.

 



List of Publication by members
International Journal Articles
Ahmad Rafi, M. E, Peter Karboulonis, Che Zulhairi A. (18-20 April 2002), Interactive Storytelling & Its Role in The Design Process, Proceedings of The 7th International Conference of CAADRIA2002, MMU.

Ahmad Rafi, M. E, Peter Karboulonis. (18-20 April 2002), The Role Of Advanced VR Interfaces In Knowledge Management And Their Relevance To Architecture, Proceedings of The 7th International Conference of CAADRIA2002, MMU.

Rafi, A. and Fazidin, J. (2001). Army War Game (AWAS) System: Utilising Architectural Knowledge In Virtual Environments, Proceedings of The 6th International Conference of Caadria, Sdyney, Australia.

Rafi, A. and Fazidin, J. (2001). Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE). Proceedings of the 19th International Conference of eCAADe2001, Helsinki, Finland

Rizal Hussain, Ahmad Rafi M. E. (18-20 April 2002), The Impact Of Internet Enabled Computer-Aided Design (iCAD) in Construction Industry, Proceedings of The 7th International Conference of CAADRIA2002, MMU.

Chapter Of Book

Ahmad Rafi, M.E. (2001) Design Creativity in Emerging Technologies. In Ingrid Fisher-Schreiber, Heimo Ranzenbacher, Jutta Schmeiderer (Eds.), Takeover: Who's Doing the Art Tomorrow (pp. 41 - 53). Austria: Springer Publication.

Ahmad Rafi, M.E. (2001). Design Computing: A New Challenge for Creative Synergy. In Kamimura, K. (ed.) COE International Symposium, (pp. 23-27). Keio University Press, Japan.

Conference Papers
Hanafizan, H. and Rafi, A. (2001). The Design Framework for the Edutainment Environment, International Conference of Europia2001.

Juhanita Jiman (2001, 29 - 30 October) entitled Character Animation: A Motivation Factor to Enhance E-Learning. INTERNATIONAL CONFERENCE ON E-EDUCATION (ICEE 2001).

Juhanita Jiman (2002, April 22 - 26) entitled Virtual Reality: The Technology, Its Impact And The Future Development TOOLS AND METHODS OF COMPETITIVE ENGINEERING (TMCE 2002).

Mohamad Izani, Z.A., Rafi, A. and Hanafizan, H. (2001). An Approach to Multimedia Presentation on Storytelling of Malay Folklore. Proceeding of Multimedia Technology and Applications Conference. University of California, Irvine, USA.

Marlia, I. Woods,P. and Rafi, A. (2006, Feb 21-23). Concept Mapping as Knowledge externalization Tool. International Conference: Knowledge Management in Institute of Higher Learning 2006, Bangkok, Thailand

Khalid, I. Abu Bakar.G and Yuen.M.C (2006, Feb 15-16). Preliminary Research: Multimedia Teaching Audio-Video Media through Music Video. International Conference on Media and Identity in Asia 2006, Miri,Malaysia.

Khalid, I. (2005, Dec 5-6). Interactive art: Beyond 'Point' and 'Click'. International Conference on Creative and Applied Art 200 (ICACA05), Kuching,Malaysia.

Khalid, Izuzi. (2005, July 7-9). Preliminary Research: Multimedia Annotation as Knowledge Sharing Tool in Collaborative Learning Environment. International Conference on Knowledge Management 200 (ICKM’05), Kuala Lumpur,Malaysia.

 

List of Publications (July 2005– June 2006)

A. Journals & Conference Papers

1. Elyna Amir Sharji, Mohd Tajalli Abdullah, Hushinaidi, Mastura Abd Rahman, (2006). “The Process and Management of Archiving Alpha Design Fundamental Projects from Analogue Works to Digital Form”, Knowledge Management In Higher Learning Conference in Sandusit, University Bangkok.
2. Sri Kusumawati (2006). “Integrative Design Tools to Enhance Learning in Typography Design” Digital Learning Asia 2006, , Bangkok Thailand
3. Sri Kusumawati (2006). “The Design of Summative Evaluation in an E-Environment”, Journal of ELiteracy
4. Sri Kusumawati (2006). “Collaborative Learning with Design Tools Environment”, ATL Special Issue -- Collaborative Learning.
5. Khairul Hazrin (2005). “Branding Approach in Multimedia Advertising: Undergraduate Portfolios on Environmental Media Design” A Case Study: Jahai of Belum; A Photojournalistic Adventure, On the Road to Sustainable Excellence : Communicating Across the Curriculum Conference
6. Ling, SW, Lee, CS, and Khong, CW (2006). Investigation of a Web-based instructional design model: A Systemic Perspective. Multimedia Cyberscape Journal, 4(2), 8-17
7. Chui Yin Wong and Chee Weng Khong (2006). Visualising Scenarios Using Narration Board for Conceptual Design. MobileHCI 2006
8. Ean-Teng Khor, and Eng-Thiam Yeoh, “Framework for Personalized E-Learning in the Dynamic Web Interface”, MMU International Symposium on Information and Communication Technologies (M²USIC’2005), Hilton, Malaysia, November 2005, pp. TS14/01-04 (24-25/11/2005).
9. Ean-Teng Khor, and Eng-Thiam Yeoh, “Performance-based Variations in Dynamic Generation of e-Learning Web-based Presentations”, International Conference on Web-Based Education, Puerto Vallarta, Mexico, January 2006, pp. 504-055/317-322 (23-25/01/2006).
10. Ean-Teng Khor, and Eng-Thiam Yeoh, “A Framework for Creating Personalized Multimedia Presentations in e-Learning”, International Conference on Web Information Systems and Technologies (WEBIST-2006).
11. Ean-Teng Khor, and Eng-Thiam Yeoh, “Dynamic Appearance Model in SCORM-compliant e-Learning”, MMU International Symposium on Information and Communication Technologies (M²USIC’2006).
12. Ean-Teng Khor, and Eng-Thiam Yeoh, “Dynamic Generation of Web Interface In Personalized e-Learning”, IEEE Transaction on Multimedia.
13. Ean-Teng Khor and Eng-Thiam Yeoh, “An XML and XSL based Architecture for Generation of e-Learning Presentations”, Cyberscape Journal.
14. Chui Yin Wong and Chee Weng Khong (2006). Visualising Scenarios Using Narration Board for Conceptual Design. MobileHCI 2006
15. Khairul Anuar Shamsuddin (2005). “On Improving Spatial ability through computer-mediated engineering drawing instruction (Educational Technology & Society)”, The relationships of spatial experience, previous mathematics achievement and gender with perceived ability in learning Engineering Drawing (conditionally accepted by Journal of Technology Education and will be in press after resubmission)
16. Jong Sze Joon (2006). “Human Motion Based On Actor Physique In A Motion Capture Environment: A Case Study”, Graphite 2006, KL.,
17. Ahmad Rafi, Khairul Anuar, Abdul Samad, Maizatul Hayati and Mazlan, M. (2005). Improving Spatial Ability Using A Web-based Virtual Environment (WbVE). Automation in Construction, 14(6): p. 707-715. Elsevier Science
18. Ahmad Rafi, Mohd Izani, and Musstanser Tinauli (2005). High Dynamic Range Image (HDRI) Rendering: A Technique for Architectural Pre-Visualization. International Journal of Design Excellence, 1 (1): p. 72-78.
19. Ahmad Rafi, Mohd Izani, Musstanser Tinauli. (2005). A Comparative Study on Photorealistic Rendering Methods for Architectural Visualisation. In proceedings of the 23rd International Conference on Computer-Aided Architectural Design in Europe (eCAADe), pp. 349-356, 21-24 Sept. 2005, Technical University of Lisbon, Lisbon, Portugal.
20. Natalya Shamsuar and Ahmad Rafi (2005), Multimedia Usage in Learning Objects: A Review on Evaluation Rubrics. ASEAN Seminar on E-Learning, Sunway Resort Hotel Selangor, 9 December 2005.
21. Amir Sarji, E., Eshaq, A. R. (2005), Electronic Gallery as a Generative Space towards the contribution to Art and Design students and the learning Environment. In the Proceedings of the 8th International Conference of Generative Art (GA2005), Milan, Italy 15-17 December 2005
22. Natalya Shamsuar and Ahmad Rafi (2006), Multimedia Assets Development for Learning Objects: A Case Study in Malaysia. Thirteenth International Conference on Learning, Jamaica, 22-24 June 2006.
23. Izuzi Marlia, K., Woods, P. and Ahmad Rafi, M. E. (2006), Knowledge externalisation using concept mapping. In proceedings of the International Conference of Knowledge Management in Institutes of Higher Learning, Bangkok Thailand, 21-23 Feb 2006
24. Aishah Abdul Razak, Mohd Izani Zainal Abidin, and Ahmad Rafi Eshaq (2006), Comparison of High Dynamic Range Images (HDRI) rendering technique with normal rendering for integrating 3D architectural model into 2D local environment. In proceedings of the 4th International Conference on Computer Science and Information Technology, vol. 1, pp. 271-280. Amman, Jordan, April 5-7 2006 / ISBN: 9957 - 8592 - 0 -X.
25. Natalya Shamsuar and Ahmad Rafi (2005). Creating Killer Websites: Inspirations and Practices of the New Media Designers (keynote). CD Proceedings State Public Service ICT Conference, Sarawak ICT Week 2005, Hilton Hotel Sarawak, 22 September 2005.
26. Sh. Nurleyana Wafa Sy. Naquib Wafa (2005). “Interpersonal Communication Skills Among Siblings In Emerging Adulthood International Conference on: "Language, Communication, and Culture: Dialoques and Contexts in Focus" School of Language and Communication, National Institute of Development Administration (NIDA) in cooperation with College of Innovative Education (CIE), Thammasat University, Bangkok, Thailand, October 19-21, 2005,
27. Natalya Shamsuar & Hanafizan Hussain (2005) A Multimedia Content Creation Framework. Proceedings 3rd International Conference on Information Technology & Multimedia, ISBN 983-42861-0-4, 22-24 November 2005.
28. Natalya Shamsuar & Nazirah Mat Sin (2006) Essential Components in Aiding Knowledge Formation through Blended Approach: A Study on Students’ Preferences. 6th SEAAIR Conference, Langkawi, 5-7 September 2006
29. Natalya Shamsuar & Mastura Yunan (2006) Online Language: The Subtle Effect on Students in Computer Mediated Communication Classroom in Tertiary Education SALT
30. J. Jiman, The Importance of Natural Resources and Their Influences in Establishing a Colour Pallet and Texture Database for Malaysian Animation, Jurnal Skrin Malaysia, Volume 2. No. 2, December 2005
31. Ling, S. W., (2005). SWLing model: A framework for designing Web-based learning. A paper presented and published in proceeding for ASEAN seminar on e-learning: Building e-Learning Culture towards Knowledge–based ASEAN, Malaysia.
32. Hanafizan, H., Najib, O., Kusumawati, M.D., & Zarina, C.E. (2005, Jun 15-17). The Design of Summative Evaluation in an eEnvironment. International Conference on eLiteracy, Glasgow, Scotland
33. Hanafizan, H., Najib, O, Kusumawati, S.M.D., & Fauzan, M. (2006, April 26-28) Integrative Design Tools to Enhance Learning in Typography Design. Digital Learning Asia 2006, Bangkok, Thailand
34. Hanafizan, H. & Natalya, R. S. (2005, Nov 22-24). A Practical Multimedia Content Creation Framework. International Conference on Information Technology & Multimedia @ Uniten 2005, Kajang, Malaysia.
35. Hanafizan, H., & Zarina, C. E. (2005, Sep 21-23). The Development of Framework for Edutainment Environment – Children’s Responses Towards Existing Edutainment Products. 5th International Educational Technologies Conference, Sakarya, Turkey.
36. Hanafizan, H., Zarina, C.E. & Tengku Putri Norishah, T.S. (2005, July 25-26). Theoretical Design Framework for the Cognitive Development in an E-learning Environment. International Symposium on E-Learning, Kota Kinabalu, Sabah.
37. Hanafizan, H (2005, July 13-14). Supporting Workspace in E-Learning Environment: An Empirical Study on Electronic Media for Educators. International Conference of MEDIA MORPHOSIS 2005, Subang Jaya, Malaysia
38. Koo, A.C., Teoh, S.H. & Balachandher, K.G. (2006, July). Data analysis for research: An example of structural equation modeling approach. Paper presented at E-Learning Seminar, Multimedia University, Malaysia.
39. Koo, A.C. (2005, Dec). Online collaborative learning for Malaysian secondary schools: Issues and Challenges. Paper presented at ASEAN Seminar on e-Learning, PJ, Malaysia.
40. Khalid, Izuzi. (2005, July 7-9). Preliminary Research: Multimedia Annotation as Knowledge Sharing Tool in Collaborative Learning Environment. International Conference on Knowledge Management 2005 (ICKM’05), Kuala Lumpur,Malaysia.
41. Khalid, Izuzi. (2005, Dec 5-7). Interactive art Beyond ‘Point and Click’. International Conference on Creative and Applied Art 2005 (ICACA’05), Kuching, Sarawak,Malaysia.
42. Khalid, Izuzi, May Chan, Yuen and Abu Bakar, Ghazalli (2006, February 15-16). Teaching Audio Video Media Through Music VIdeos. International Conference on Media and Identity in ASIA, Miri,Sarawak, Malaysia.

Books

1. Chee Weng Khong, Chui Yin Wong, Ahmad Zuhairi, John Ing Kieng Hii, Md Fariz Faizal, HMA (2005). Interface Design: June to December 2004. Faculty of Creative Multimedia. ISSN: 1823-3953
2. Chui Yin Wong, Chee Weng Khong, Ahmad Zuhairi, John Ing Kieng Hii, Md Fariz Faizal, HMA (2006). Interface Design: A to Z Memoirs. Faculty of Creative Multimedia. ISSN: 1823-3953
3. Christopher T. Funkhouser (2006). Selections 2.0. (E-Book on CD-ROM medium). Faculty of Creative Multimedia, Multimedia University, Malaysia. ISBN: 9789834190927


Chapters in Books

1. Badrolhisham Hashim, Creative Pixels: Creative Pixels from the eye of Digital Media (2005) ISBN 983-41909-1-3,
2. Chee Weng Khong, Chui Yin Wong, Ahmad Zuhairi, John Ing Kieng Hii, Md Fariz Faizal, HMA (2005). Interface Design: June to December 2004. Faculty of Creative Multimedia. ISSN: 1823-3953.
3. Chui Yin Wong, Chee Weng Khong, Ahmad Zuhairi, John Ing Kieng Hii, Md Fariz Faizal, HMA (2006). Interface Design: A to Z Memoirs. Faculty of Creative Multimedia. ISSN: 1823-3953
4. Ahmad Rafi, M.E. (2005). Information and Communication Technology (ICT) and Intelligent Cities: A Malaysian Experience. CAAD Talk 4: Insights of Digital Cities, Mao-Lin Chiu (ed.), Archidata, Taipei, Taiwan. Pp. 229-248
5. Ahmad Rafi, M.E., Mohammad Radzi, H., Badrolhisham, H., Azhar, S., Khairul Hazrin, H., Khong, C.W., Mohd Rozi, A., Fauzan, M. and Juraya, D. (2005). Creative Pixels, Ahmad Rafi, M.E., Mohammad Radzi (eds), Faculty of Creative Multimedia Pub. ISBN 983-41909-1-3 pp.1-55

Articles in Magazines

1. Zulkiffli Che Harris, TERAS magazine, Feb 2006, issue 1 vol 1 (Rias Suasana Publication). Comic titled “2106”
2. Zulkiffli Che Harris, TERAS magazine, Mar 2006, issue 2 vol 1 (Rias Suasana Publication). Comic titled “RAMBUT”
3. Zulkiffli Che Harris, TERAS magazine, April 2006, issue 3 vol 1 (Rias Suasana Publication). Comic titled “UTOPIA”
4. Zulkiffli Che Harris , TERAS magazine, May 2006, issue 4 vol 1 (Rias Suasana Publication). Comic titled “DOMPET”
5. Zulkiffli Che Harris, TERAS magazine, June 2006, issue 5 vol 1 (Rias Suasana Publication). Comic titled “HAJAT”
6. Zulkiffli Che Harris, TERAS magazine, July 2006, issue 6 vol 1 (Rias Suasana Publication). Comic titled “FATAMORGANA” (in printing at time of update)
7. Zulkiffli Che Harris, Illustrations for Edusystem Sdn. Bhd for a series of books. March 2006
8. "Sentimentality Through Electronic Arts – An Interview With Kok Siew Wai", Author: Chai Chang Hwang, Magazine: V MAG (Chinese version), July 2006 Issue., Publisher: Measat Publications Sdn Bhd, Kuala Lumpur, Malaysia.
9. Kok Siew Wai, “Title of the Exhibition Catalog: "Asia Pacific Ocean International Art Exhibition 2006" Publisher and Organizer: The Traditional Culture Arts Promotion Association, Seoul, Korea.
10. Hanafizan Hussain, CINE Technical Report 04/2005 Collaborative Learning in E-Learning Environment,

Exhibitions and Installations

1. Badrolhisham Hashim, Exhibition: Creative Pixels 2005 at National Art Gallery (DM Final Year student Showcase)
2. Yap Sau Bin, "Kata di Kota" Contemporary Arts from Malaysia, satellite show by invitation of the Cuban Embassy KL and the National Art Gallery of
Malaysia, at the Havana Biennale Cuba, March - April 2006
3. Yap Sau Bin, "Man+God" Galleriiizu , Kuala Lumpur June 2006
4. Yap Sau Bin , YCA Show, Gallery 153, Kuala Lumpur July 2006
5. Prof. Christopher Funkhouser (2006) , “Multimedia Poetry Performance”. Joint performance with: Mr. Yap Sau Bin and Miss Kok Siew Wai. FCM Atrium, FCM, MMU. June 2006.
6. Prof. Christopher Funkhouser , YCA Show, Gallery 153, Kuala Lumpur July 2006.

Seminars

1. Prof. Christopher Funkhouser (2006) , “Origins of Multimedia Art in the US”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. February 2006.
2. Prof. Christopher Funkhouser (2006) , “Electronic Creative Writing”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. February 2006.
3. Prof. Christopher Funkhouser (2006) , “Resources for E-Literature & Art”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. March 2006.
4. Prof. Christopher Funkhouser (2006) , “Digital Poetry: A Typological Overview”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. March 2006.
5. Prof. Christopher Funkhouser (2006) , “Contemporary Digital Literary Arts”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. March 2006.
6. Prof. Christopher Funkhouser (2006) , “Digital Poetry Today”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. March 2006.
7. Prof. Christopher Funkhouser (2006) , “Multimedia Literature: Content & Form”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. March 2006.
8. Prof. Christopher Funkhouser (2006) , “Poetic Possibilities for E-Texts”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim. E-Theatre, FCM, MMU. April 2006.
9. Prof. Christopher Funkhouser (2006) , “Digital Poetry – A Typological Overview”. Jointly organised by the Faculty of Creative Multimedia and the Centre of Interpretation and Expression. Facilitators: Nor Hazleza Mohamad, Mohammad Rozi Amin, Khong Chee Weng, Ziaulhak Mohd Saim, Wong Chui Yin. E-Gallery, FCM, MMU. April 2006.

Internal Funding Projects

1. Mastura Abdul Rahman , The Process of Making and Exhibiting an Art Project using multimedia tools : (RM 4,000.00 - July 2005) (RM 2,750.00 - March 2006)
2. Forest Lim Yan Peng , Colour Preferences for Icon Design in Graphical User Interface, (RM 1,000)
3. Sri Kusumawati , Transformation of Typography Design From Analogue Visual To Digital Visual, (RM1,000.00)
4. Wong Chui Yin , “Investigation on local senior citizens in accepting new multimedia technologies” (Second cycle 2006 - $3000)
5. Jong Sze Joon , Research title: Exploring Motion Sequence Of Virtual Characters Utilizing Different Actor Physique: Experimentation On Motion Capture Variables (RM13,800)

External Funding

1. Tengku Putri Tengku Shariman, Hanafizan Hussain, Natalya Shamsuar Application for eScience funding cycle 1, 2006. Pedagogic Driven Teaching Resources Aggregator
2. Wong Chui Yin, Sponsorship for Panasonic-sponsored Interface Design publication series (2006), RM15,000
3. Wong Chui Yin, Sponsorship for Nokia-sponsored Interface Design publication series (2005), RM10,000