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