Terry Lucas | Universiti Malaysia Sarawak (UNIMAS) (original) (raw)
Journal Articles by Terry Lucas
Trends in Undergraduate Research, 2021
Rotoscoping can produce believable 2D animation and movements when the process is done correctly.... more Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method began by designing a storyboard with dynamic camera angles. Then, animated 3D models were developed based on the storyboard as footage for rotoscoping. Then, those animated 3D models were rotoscoped frame by frame using 'Toon Boon Harmony' and 'Adobe Animated CC'. The rotoscope outputs were evaluated for their effectiveness and weaknesses. Findings show that rotoscoping frame by frame is viable for both software with some nuances. Nevertheless, the proposed rotoscope techniques can maintain consistency between frames without losing the proportion of anatomy and style when animating in an extreme and distorted scene.
Estudios de Economia Aplicada, 2021
This study presents a systematic review of the existing literature on the benefits and challenges... more This study presents a systematic review of the existing literature on the benefits and challenges faced regarding the use of augmented reality (AR) in Science, Technology, Engineering, and Mathematics (STEM) education. Guided by the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) method, a systematic review of the ScienceDirect database identified 19 related studies. Further investigation of these articles resulted in four themes of AR advantages, namely its contribution to learners, the learning outcomes, the interaction of AR, and other benefits. These four themes further produced a total of 16 sub-themes, while the challenges aspect of AR resulted in 5 sub-themes. The most reported benefit of AR is that it stimulates learning achievement. Some observed that the challenges imposed by AR are concerned with marker detection and usability. Several other problems and advantages of AR usage in STEM education were also discovered, which will be discussed in detail. Additionally, the existing gaps of AR study in the STEM education field were identified, and recommendations are therefore presented for future research.
Journal of Visual Art and Design, Jul 7, 2020
Visual stylization and its impact on different aspects of the perception of digital human beings ... more Visual stylization and its impact on different aspects of the perception of digital human beings are commonly debated. This study investigated how fictional and non-fictional characters are represented in various media from the perspective of digital humanoid character design. Based on Zangwill’s theory of Moderate Aesthetic Formalism, this study focused on the formalistic aspect of visual analysis and interpretation of media artifacts ranging from older media such as paintings to newer media, such as animations, interactive video games and mobile apps. This paper also explores several case studies of how humanoid digital characters are represented via visual stylizations across different media. This article underlines the importance of visual stylization as an opportunity to find unique and innovative ways of communicating with visual means.
E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e.,... more Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior knowledge about tennis were randomly assigned into three groups to view either 2D schematic, 3D stylised, or live-action instructional video. Their performance on the knowledge test, learning time, efficiency score, confidence level, preference, and open-ended responses were captured for analyses. Based on the findings, despite most preference towards live-action video, there was no statistically significant difference regarding cognitive learning performance among learners from different treatment groups. Hence, animated digital characters of various levels of realism can still be incorporated for motor skill acquisition especially in instructional animations, simulations, video games and virtual reality.
Trends in Undergraduate Research, Dec 17, 2018
When we heard Retro design, people will think about the fashion, music, poster, style and trend o... more When we heard Retro design, people will think about the fashion, music, poster, style and trend of the 1940s to1980s. The trend retro-futurism, however, is entirely different. It is a trend that was created by writers, artists and film directors in the past and is closely related to science fiction. This research concentrates on investigating the characteristics of retro-futurism and how it can be used to incorporate its features into building design for 3D animation. An exploratory method was used to analyse the architectural design of the past. The gathered information could give some insights and understanding of what retro-futurism is and the reason behind why the architectural design in the previous era was created that way. The process and challenges of implementing retro-futurism visual style are also discussed. As the result of the collected data, developing a design with the aesthetic of retro-futurism become more accessible and well-planned.
Animation, 2017
Online learning is becoming more prevalent throughout the years and there are various methods ava... more Online learning is becoming more prevalent throughout the years and there are various methods available to learn via the internet, one of which is by watching educational videos from online streaming sites such as YouTube. With the increasing availability of instructional animations on the internet, it can be beneficial to know how well-received instructional animations are designed. Hence, this explorative article focuses on a hybrid of directed and interpretive content analysis study of explicit design characteristics and visual representations of these animations. Animation samples for the study were selected from established educational animation content creators on YouTube using several criteria. Aspects such as design characteristics and visual representations were analysed and discussed in relation to the Cognitive Theory of Multimedia Learning principles and a characterization system of expository animation. Based on this approach, common characteristics and unique approaches to creating well-received instructional animations for online viewing are found. Thus, by being able to identify and being aware of these salient design characteristics (i.e. visual representations, sound and visual cues), educators and animation designers can incorporate them in their own instructional animations.
Conference Proceedings by Terry Lucas
Character is a vital element in animation. Original animation is developed from an idea and this ... more Character is a vital element in animation. Original animation is developed from an idea and this initial process is followed by sketching and character animation. There are many literature on developing character animation from an idea. But there are very few available for creating or duplicating character animation from an existing material or medium. Thus, this paper intends to discuss the appropriate character analysis approach that could be applied on an existing medium in order to create or duplicate its character into an animation. Characters in Wayang Gedek puppet theater performed by the Seri Asun group will be the subject matter and studied as the existing medium in this paper. Hence, an element of animation, element and principles of design will be applied to study these characters. At the end of this paper, a character analysis approach appropriate to creating or duplicating characters from existing materials to develop character animation will be proposed.
Research on the effectiveness of animated virtual human representation towards psychomotor learni... more Research on the effectiveness of animated virtual human representation towards psychomotor learning is still lacking. Recent studies show that animation is effective in learning procedural tasks. Instructional animation is a form of animation designed to educate viewers. The purpose of this paper is to lay out a conceptual design framework for studies of the instructional animation design for psychomotor learning. Three theoretical approaches are considered in constructing the conceptual framework: (1) Learning Theories; (2) Instructional Video Design; and (3) Virtual Human Representation. Together, these theoretical fields complement one another and explain different viewpoints on this complex subject. Relating to earlier studies on types of visual representation may elucidate the ways in which animation can be applied for motor skill acquisition.
The Sarawak Craft Council is an important institution to the indigenous people of Sarawak. Since ... more The Sarawak Craft Council is an important institution to the indigenous people of Sarawak. Since 1957, its main objective was to substantiate the importance of preserving craft production of 25 different ethnic groups living together throughout Sarawak. Crafts produced here signify the rich tropical vegetation materials such as rattan, bamboo or pandanus which become scarce from years of cultivation for this purpose. As a result, the usage of substitute materials which are more durable or available such as plastic are favored for mass production. Though its function remains the same, the new appearances slowly eradicate the original motives and aesthetic value along with the authenticity of the craft that symbolize their ethnic identity. Realizing that, in order to sustain the production of crafts by indigenous people, not only do they need to be responsible for their inherited craftsman’s skill and styles but also the means of providing raw materials in order to ensure that crafts produced by each indigenous group will remain authentic to their artistic designation. In recent years the Sarawak Craft Council has encompassed various programs that first and foremost, taught the indigenous people in village areas to provide themselves with raw materials rather than depending on what the forest can provide them, or buying expensive raw materials from outside the village. This paper will describe how the Sarawak Craft Council carried out its tasks in preserving Sarawak invaluable heritage and outlaying specific strategies to ensure a healthy and steadfast development of the local handicraft industry.
2nd International Conference of Creative Media, Design & Technology (REKA2016)
Online learning is becoming more prevalent throughout the years. At the same time, learners are u... more Online learning is becoming more prevalent throughout the years. At the same time, learners are using various technological devices to learn via the internet. One of the common ways of online learning is by watching videos from streaming sites such as YouTube. Some educational videos that are available online are presented in a form of instructional or expository animations. With the rise of instructional animations use for learning, it is essential to identify design characteristics of such animations. Hence, this paper focuses on the visual hermeneutic study of design characteristics of instructional and expository animations available on online streaming sites. Animation samples of the study are selected from established educational animation content creators on YouTube using several criterions. Aspects such as design characteristics and visual representations will be analysed and discussed in relation to the Cognitive Theory of Multimedia Learning principles and a characterization system of expository animation. Based on these analyses, there are commons characteristics and uniquely different approaches to creating successful online instructional and expository animations. By being able to identify and aware of these characteristics, educators and animation designers can improve the quality of visual content and instructional design to cater to their teaching and learning needs. ISBN: 978-967-13104-1-0
Abstract: The Sarawak Craft Council is an important institution to the indigenous people of Saraw... more Abstract:
The Sarawak Craft Council is an important institution to the indigenous people of Sarawak. Since 1957, its main objective was to substantiate the importance of preserving craft production of 25 different ethnic groups living together throughout Sarawak. Crafts produced here signify the rich tropical vegetation materials such as rattan, bamboo or pandanus which become scarce from years of cultivation for this purpose. As a result, the usage of substitute materials which are more durable or available such as plastic are favored for mass production. Though its function remains the same, the new appearances slowly eradicate the original motives and aesthetic value along with the authenticity of the craft that symbolize their ethnic identity. Realizing that, in order to sustain the production of crafts by indigenous people, not only do they need to be responsible for their inherited craftsman’s skill and styles but also the means of providing raw materials in order to ensure that crafts produced by each indigenous group will remain authentic to their artistic designation. In recent years the Sarawak Craft Council has encompassed various programs that first and foremost, taught the indigenous people in village areas to provide themselves with raw materials rather than depending on what the forest can provide them, or buying expensive raw materials from outside the village. This paper will describe how the Sarawak Craft Council carried out its tasks in preserving Sarawak invaluable heritage and outlaying specific strategies to ensure a healthy and steadfast development of the local handicraft industry.
Keywords: Sarawak Art and Craft, Sarawak Craft Council, Sarawak Indigenous Art, Sarawak Art History, Borneo.
CSEDU 2015 - 7th International Conference on Computer Supported Education, Proceedings
Research on the effectiveness of animated virtual human representation towards psychomotor learni... more Research on the effectiveness of animated virtual human representation towards psychomotor learning is still lacking. Recent studies show that animation is effective in learning procedural tasks. Instructional animation is a form of animation designed to educate viewers. The purpose of this paper is to lay out a conceptual design framework for studies of the instructional animation design for psychomotor learning. Three theoretical approaches are considered in constructing the conceptual framework: (1) Learning Theories; (2) Instructional Video Design; and (3) Virtual Human Representation. Together, these theoretical fields complement one another and explain different viewpoints on this complex subject. Relating to earlier studies on types of visual representation may elucidate the ways in which animation can be applied for motor skill acquisition.
Thesis Chapters by Terry Lucas
There have been several studies investigating the effectiveness of two-dimensional visual represe... more There have been several studies investigating the effectiveness of two-dimensional visual representation and three-dimensional visual representation. Areas that are similar to this study are in information visualisation, simulation, user interface and virtual navigation. However, the findings from these studies are relatively inconsistent. The research specifically focused on psychomotor learning as this area of study is still relatively under-researched. Moreover, recent studies show that animation is effective in learning procedural tasks. Nevertheless, based on the recommendations of these studies, more research is needed to narrow the gap on the underlying visual characteristics of the digital human representations and its techniques. Hence, this research aims to investigate the effectiveness and the efficiency of various virtual human representations such as two-dimensional visual and three-dimensional visual in motor skills acquisition. The first phase is to investigate the underlying characteristics and applications of animated digital human representations in instructional animations. Explorative studies via a hybrid of directed and interpretive content analysis grounded on Cognitive Theory of Multimedia Learning on the specific design features and visual representations were analysed. This study found common characteristics and unique approaches to creating instructional animation. The second phase is to propose a theoretically based instructional animation design framework for psychomotor learning. The study lays out a conceptual design framework based on selected learning theories, instructional video design, and digital human representations. The third phase is to test the render styles variable of the proposed instructional animation design framework through a series of hypothesis testing which includes cognitive efficacy, temporal efficacy and preference. The hypothesis testing for validation will be done through post-intervention method to measure the difference in efficiency and effectiveness performance. In the context of visual design, this experimental phase explores possible influences of realism (levels of visual details) in the cognitive aspect of motor skill acquisition. Sixty-four students with low-prior knowledge on the subject of tennis were randomly assigned into three groups to view either 2D schematic, 3D stylised, or live-action instructional tennis video. Their performance on the knowledge test (based on the revised Bloom’s Taxonomy), learning time, efficiency score, confidence levels, preference, and open-ended responses were analysed. Key findings showed that despite most participants preferred to watch the live-action video; there was no statistically significant difference regarding cognitive learning performance among learners from different treatment groups. Hence, animated digital characters can still be incorporated into motor skill acquisition especially in instructional animations, videos, simulations, video games, and virtual reality. It is crucial to know the efficacy of different graphical renderings to design a simultaneously cost-efficient and engaging learning experience. Overall, this study contributed in identifying design characteristics of instructional animations, proposing instructional animation design framework for motor learning, and observing the efficiency and effectiveness of realism (levels of visual details) that can be applied in various fields such as arts, sports, and multimedia content design. Furthermore, this study has provided empirical evidence, framework and methodological reference for future research.
Books by Terry Lucas
juXtaposed: Digital Assimilation of the Arts and Culture, 2019
The digital era has enabled applied and creative arts experimentations and explorations of new te... more The digital era has enabled applied and creative arts experimentations and explorations of new technologies. Such opportunities call for academics, artists, and researchers alike to reimagine and reconceptualise the relationship between technology and artists or designers. Numerous technological advancements of artistic tools and media aided in expanding the canvas for creativity and innovation in the arts and design. At the same time, these phenomena widen the ever-changing landscape for artistic expressions and interpretations. The “juxtaposed: Digital Assimilation of the Arts and Culture” covers four themes: New Technologies Redefining Art, Creative Practices in the Digital Era, Digitalising and Sustaining Art and Cultural Heritage and Emerging Art and Design Practices. The themes of this book are meant to reflect on artistic practices in-line with the waves of digital enhancement. It is hoped that this book will inspire and enculturate applied and creative arts practitioners or researchers and promote conversations and dialogues on issues pertaining to the fascinating interwovenness of digital, arts, and culture.
juXtaposed: Digital Assimilation of the Arts and Culture. Universiti Malaysia Sarawak, 2019
Material culture is a term used to refer to widely ranging objects, from decorative to utilitaria... more Material culture is a term used to refer to widely ranging objects, from decorative to utilitarian means. Material culture has been physical evidence of human existence and an essential source for interpreting the past. The study of material culture in many fields helps to understand history, culture, beliefs and values of one’s society. The primary purpose of digitising material culture of Sarawak, Borneo is to document and build up an inventory of artefacts in Sarawak as an initial attempt to enabling recovering and persevering material from across vast distances and time. The Fleming’s model (1974) is adapted as an artefact’s analysis tool in this study. Digital database is expected to be a content feeder to stakeholders that have interests related to material culture and will support the Sarawak state digital economy in various sectors particularly tourism and education.
juXtaposed: Digital Assimilation of the Arts and Culture, 2019
The digital revolution, the Fourth Industrial Revolution (IR4.0) and globalisation bring many cha... more The digital revolution, the Fourth Industrial Revolution (IR4.0) and globalisation bring many changes to the society. One aspect of the society affected is the arts and culture. This article introduces the concept behind the digital assimilation of the arts and culture. Several examples of the concept are briefly discussed regarding museums, STREAM (Science, Technology, Reading, Engineering, Arts, and Mathematics), and the creative economy. Besides that, the articles in this collection that covers four central themes (i.e., New Technologies Redefining Art, Creative Practices in the Digital Era, Digitalizing and Sustaining Art and Cultural Heritage, and Emerging Art and Design Practices) are also discussed.
Papers by Terry Lucas
Trends in Undergraduate Research, 2021
Rotoscoping can produce believable 2D animation and movements when the process is done correctly.... more Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method began by designing a storyboard with dynamic camera angles. Then, animated 3D models were developed based on the storyboard as footage for rotoscoping. Then, those animated 3D models were rotoscoped frame by frame using ‘Toon Boon Harmony’ and ‘Adobe Animated CC’. The rotoscope outputs were evaluated for their effectiveness and weaknesses. Findings show that rotoscoping frame by frame is viable for...
Journal of Visual Art and Design, 2020
Visual stylization and its impact on different aspects of the perception of digital human beings ... more Visual stylization and its impact on different aspects of the perception of digital human beings are commonly debated. This study investigated how fictional and non-fictional characters are represented in various media from the perspective of digital humanoid character design. Based on Zangwill's theory of Moderate Aesthetic Formalism, this study focused on the formalistic aspect of visual analysis and interpretation of media artifacts ranging from older media such as paintings to newer media, such as animations, interactive video games and mobile apps. This paper also explores several case studies of how humanoid digital characters are represented via visual stylizations across different media. This article underlines the importance of visual stylization as an opportunity to find unique and innovative ways of communicating with visual means.
Animation, 2017
Online learning is becoming more prevalent throughout the years and there are various methods ava... more Online learning is becoming more prevalent throughout the years and there are various methods available to learn via the internet, one of which is by watching educational videos from online streaming sites such as YouTube. With the increasing availability of instructional animations on the internet, it can be beneficial to know how well-received instructional animations are designed. Hence, this explorative article focuses on a hybrid of directed and interpretive content analysis study of explicit design characteristics and visual representations of these animations. Animation samples for the study were selected from established educational animation content creators on YouTube using several criteria. Aspects such as design characteristics and visual representations were analysed and discussed in relation to the Cognitive Theory of Multimedia Learning principles and a characterization system of expository animation. Based on this approach, common characteristics and unique approache...
Trends in Undergraduate Research, 2021
Rotoscoping can produce believable 2D animation and movements when the process is done correctly.... more Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method began by designing a storyboard with dynamic camera angles. Then, animated 3D models were developed based on the storyboard as footage for rotoscoping. Then, those animated 3D models were rotoscoped frame by frame using 'Toon Boon Harmony' and 'Adobe Animated CC'. The rotoscope outputs were evaluated for their effectiveness and weaknesses. Findings show that rotoscoping frame by frame is viable for both software with some nuances. Nevertheless, the proposed rotoscope techniques can maintain consistency between frames without losing the proportion of anatomy and style when animating in an extreme and distorted scene.
Estudios de Economia Aplicada, 2021
This study presents a systematic review of the existing literature on the benefits and challenges... more This study presents a systematic review of the existing literature on the benefits and challenges faced regarding the use of augmented reality (AR) in Science, Technology, Engineering, and Mathematics (STEM) education. Guided by the Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) method, a systematic review of the ScienceDirect database identified 19 related studies. Further investigation of these articles resulted in four themes of AR advantages, namely its contribution to learners, the learning outcomes, the interaction of AR, and other benefits. These four themes further produced a total of 16 sub-themes, while the challenges aspect of AR resulted in 5 sub-themes. The most reported benefit of AR is that it stimulates learning achievement. Some observed that the challenges imposed by AR are concerned with marker detection and usability. Several other problems and advantages of AR usage in STEM education were also discovered, which will be discussed in detail. Additionally, the existing gaps of AR study in the STEM education field were identified, and recommendations are therefore presented for future research.
Journal of Visual Art and Design, Jul 7, 2020
Visual stylization and its impact on different aspects of the perception of digital human beings ... more Visual stylization and its impact on different aspects of the perception of digital human beings are commonly debated. This study investigated how fictional and non-fictional characters are represented in various media from the perspective of digital humanoid character design. Based on Zangwill’s theory of Moderate Aesthetic Formalism, this study focused on the formalistic aspect of visual analysis and interpretation of media artifacts ranging from older media such as paintings to newer media, such as animations, interactive video games and mobile apps. This paper also explores several case studies of how humanoid digital characters are represented via visual stylizations across different media. This article underlines the importance of visual stylization as an opportunity to find unique and innovative ways of communicating with visual means.
E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e.,... more Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior knowledge about tennis were randomly assigned into three groups to view either 2D schematic, 3D stylised, or live-action instructional video. Their performance on the knowledge test, learning time, efficiency score, confidence level, preference, and open-ended responses were captured for analyses. Based on the findings, despite most preference towards live-action video, there was no statistically significant difference regarding cognitive learning performance among learners from different treatment groups. Hence, animated digital characters of various levels of realism can still be incorporated for motor skill acquisition especially in instructional animations, simulations, video games and virtual reality.
Trends in Undergraduate Research, Dec 17, 2018
When we heard Retro design, people will think about the fashion, music, poster, style and trend o... more When we heard Retro design, people will think about the fashion, music, poster, style and trend of the 1940s to1980s. The trend retro-futurism, however, is entirely different. It is a trend that was created by writers, artists and film directors in the past and is closely related to science fiction. This research concentrates on investigating the characteristics of retro-futurism and how it can be used to incorporate its features into building design for 3D animation. An exploratory method was used to analyse the architectural design of the past. The gathered information could give some insights and understanding of what retro-futurism is and the reason behind why the architectural design in the previous era was created that way. The process and challenges of implementing retro-futurism visual style are also discussed. As the result of the collected data, developing a design with the aesthetic of retro-futurism become more accessible and well-planned.
Animation, 2017
Online learning is becoming more prevalent throughout the years and there are various methods ava... more Online learning is becoming more prevalent throughout the years and there are various methods available to learn via the internet, one of which is by watching educational videos from online streaming sites such as YouTube. With the increasing availability of instructional animations on the internet, it can be beneficial to know how well-received instructional animations are designed. Hence, this explorative article focuses on a hybrid of directed and interpretive content analysis study of explicit design characteristics and visual representations of these animations. Animation samples for the study were selected from established educational animation content creators on YouTube using several criteria. Aspects such as design characteristics and visual representations were analysed and discussed in relation to the Cognitive Theory of Multimedia Learning principles and a characterization system of expository animation. Based on this approach, common characteristics and unique approaches to creating well-received instructional animations for online viewing are found. Thus, by being able to identify and being aware of these salient design characteristics (i.e. visual representations, sound and visual cues), educators and animation designers can incorporate them in their own instructional animations.
Character is a vital element in animation. Original animation is developed from an idea and this ... more Character is a vital element in animation. Original animation is developed from an idea and this initial process is followed by sketching and character animation. There are many literature on developing character animation from an idea. But there are very few available for creating or duplicating character animation from an existing material or medium. Thus, this paper intends to discuss the appropriate character analysis approach that could be applied on an existing medium in order to create or duplicate its character into an animation. Characters in Wayang Gedek puppet theater performed by the Seri Asun group will be the subject matter and studied as the existing medium in this paper. Hence, an element of animation, element and principles of design will be applied to study these characters. At the end of this paper, a character analysis approach appropriate to creating or duplicating characters from existing materials to develop character animation will be proposed.
Research on the effectiveness of animated virtual human representation towards psychomotor learni... more Research on the effectiveness of animated virtual human representation towards psychomotor learning is still lacking. Recent studies show that animation is effective in learning procedural tasks. Instructional animation is a form of animation designed to educate viewers. The purpose of this paper is to lay out a conceptual design framework for studies of the instructional animation design for psychomotor learning. Three theoretical approaches are considered in constructing the conceptual framework: (1) Learning Theories; (2) Instructional Video Design; and (3) Virtual Human Representation. Together, these theoretical fields complement one another and explain different viewpoints on this complex subject. Relating to earlier studies on types of visual representation may elucidate the ways in which animation can be applied for motor skill acquisition.
The Sarawak Craft Council is an important institution to the indigenous people of Sarawak. Since ... more The Sarawak Craft Council is an important institution to the indigenous people of Sarawak. Since 1957, its main objective was to substantiate the importance of preserving craft production of 25 different ethnic groups living together throughout Sarawak. Crafts produced here signify the rich tropical vegetation materials such as rattan, bamboo or pandanus which become scarce from years of cultivation for this purpose. As a result, the usage of substitute materials which are more durable or available such as plastic are favored for mass production. Though its function remains the same, the new appearances slowly eradicate the original motives and aesthetic value along with the authenticity of the craft that symbolize their ethnic identity. Realizing that, in order to sustain the production of crafts by indigenous people, not only do they need to be responsible for their inherited craftsman’s skill and styles but also the means of providing raw materials in order to ensure that crafts produced by each indigenous group will remain authentic to their artistic designation. In recent years the Sarawak Craft Council has encompassed various programs that first and foremost, taught the indigenous people in village areas to provide themselves with raw materials rather than depending on what the forest can provide them, or buying expensive raw materials from outside the village. This paper will describe how the Sarawak Craft Council carried out its tasks in preserving Sarawak invaluable heritage and outlaying specific strategies to ensure a healthy and steadfast development of the local handicraft industry.
2nd International Conference of Creative Media, Design & Technology (REKA2016)
Online learning is becoming more prevalent throughout the years. At the same time, learners are u... more Online learning is becoming more prevalent throughout the years. At the same time, learners are using various technological devices to learn via the internet. One of the common ways of online learning is by watching videos from streaming sites such as YouTube. Some educational videos that are available online are presented in a form of instructional or expository animations. With the rise of instructional animations use for learning, it is essential to identify design characteristics of such animations. Hence, this paper focuses on the visual hermeneutic study of design characteristics of instructional and expository animations available on online streaming sites. Animation samples of the study are selected from established educational animation content creators on YouTube using several criterions. Aspects such as design characteristics and visual representations will be analysed and discussed in relation to the Cognitive Theory of Multimedia Learning principles and a characterization system of expository animation. Based on these analyses, there are commons characteristics and uniquely different approaches to creating successful online instructional and expository animations. By being able to identify and aware of these characteristics, educators and animation designers can improve the quality of visual content and instructional design to cater to their teaching and learning needs. ISBN: 978-967-13104-1-0
Abstract: The Sarawak Craft Council is an important institution to the indigenous people of Saraw... more Abstract:
The Sarawak Craft Council is an important institution to the indigenous people of Sarawak. Since 1957, its main objective was to substantiate the importance of preserving craft production of 25 different ethnic groups living together throughout Sarawak. Crafts produced here signify the rich tropical vegetation materials such as rattan, bamboo or pandanus which become scarce from years of cultivation for this purpose. As a result, the usage of substitute materials which are more durable or available such as plastic are favored for mass production. Though its function remains the same, the new appearances slowly eradicate the original motives and aesthetic value along with the authenticity of the craft that symbolize their ethnic identity. Realizing that, in order to sustain the production of crafts by indigenous people, not only do they need to be responsible for their inherited craftsman’s skill and styles but also the means of providing raw materials in order to ensure that crafts produced by each indigenous group will remain authentic to their artistic designation. In recent years the Sarawak Craft Council has encompassed various programs that first and foremost, taught the indigenous people in village areas to provide themselves with raw materials rather than depending on what the forest can provide them, or buying expensive raw materials from outside the village. This paper will describe how the Sarawak Craft Council carried out its tasks in preserving Sarawak invaluable heritage and outlaying specific strategies to ensure a healthy and steadfast development of the local handicraft industry.
Keywords: Sarawak Art and Craft, Sarawak Craft Council, Sarawak Indigenous Art, Sarawak Art History, Borneo.
CSEDU 2015 - 7th International Conference on Computer Supported Education, Proceedings
Research on the effectiveness of animated virtual human representation towards psychomotor learni... more Research on the effectiveness of animated virtual human representation towards psychomotor learning is still lacking. Recent studies show that animation is effective in learning procedural tasks. Instructional animation is a form of animation designed to educate viewers. The purpose of this paper is to lay out a conceptual design framework for studies of the instructional animation design for psychomotor learning. Three theoretical approaches are considered in constructing the conceptual framework: (1) Learning Theories; (2) Instructional Video Design; and (3) Virtual Human Representation. Together, these theoretical fields complement one another and explain different viewpoints on this complex subject. Relating to earlier studies on types of visual representation may elucidate the ways in which animation can be applied for motor skill acquisition.
There have been several studies investigating the effectiveness of two-dimensional visual represe... more There have been several studies investigating the effectiveness of two-dimensional visual representation and three-dimensional visual representation. Areas that are similar to this study are in information visualisation, simulation, user interface and virtual navigation. However, the findings from these studies are relatively inconsistent. The research specifically focused on psychomotor learning as this area of study is still relatively under-researched. Moreover, recent studies show that animation is effective in learning procedural tasks. Nevertheless, based on the recommendations of these studies, more research is needed to narrow the gap on the underlying visual characteristics of the digital human representations and its techniques. Hence, this research aims to investigate the effectiveness and the efficiency of various virtual human representations such as two-dimensional visual and three-dimensional visual in motor skills acquisition. The first phase is to investigate the underlying characteristics and applications of animated digital human representations in instructional animations. Explorative studies via a hybrid of directed and interpretive content analysis grounded on Cognitive Theory of Multimedia Learning on the specific design features and visual representations were analysed. This study found common characteristics and unique approaches to creating instructional animation. The second phase is to propose a theoretically based instructional animation design framework for psychomotor learning. The study lays out a conceptual design framework based on selected learning theories, instructional video design, and digital human representations. The third phase is to test the render styles variable of the proposed instructional animation design framework through a series of hypothesis testing which includes cognitive efficacy, temporal efficacy and preference. The hypothesis testing for validation will be done through post-intervention method to measure the difference in efficiency and effectiveness performance. In the context of visual design, this experimental phase explores possible influences of realism (levels of visual details) in the cognitive aspect of motor skill acquisition. Sixty-four students with low-prior knowledge on the subject of tennis were randomly assigned into three groups to view either 2D schematic, 3D stylised, or live-action instructional tennis video. Their performance on the knowledge test (based on the revised Bloom’s Taxonomy), learning time, efficiency score, confidence levels, preference, and open-ended responses were analysed. Key findings showed that despite most participants preferred to watch the live-action video; there was no statistically significant difference regarding cognitive learning performance among learners from different treatment groups. Hence, animated digital characters can still be incorporated into motor skill acquisition especially in instructional animations, videos, simulations, video games, and virtual reality. It is crucial to know the efficacy of different graphical renderings to design a simultaneously cost-efficient and engaging learning experience. Overall, this study contributed in identifying design characteristics of instructional animations, proposing instructional animation design framework for motor learning, and observing the efficiency and effectiveness of realism (levels of visual details) that can be applied in various fields such as arts, sports, and multimedia content design. Furthermore, this study has provided empirical evidence, framework and methodological reference for future research.
juXtaposed: Digital Assimilation of the Arts and Culture, 2019
The digital era has enabled applied and creative arts experimentations and explorations of new te... more The digital era has enabled applied and creative arts experimentations and explorations of new technologies. Such opportunities call for academics, artists, and researchers alike to reimagine and reconceptualise the relationship between technology and artists or designers. Numerous technological advancements of artistic tools and media aided in expanding the canvas for creativity and innovation in the arts and design. At the same time, these phenomena widen the ever-changing landscape for artistic expressions and interpretations. The “juxtaposed: Digital Assimilation of the Arts and Culture” covers four themes: New Technologies Redefining Art, Creative Practices in the Digital Era, Digitalising and Sustaining Art and Cultural Heritage and Emerging Art and Design Practices. The themes of this book are meant to reflect on artistic practices in-line with the waves of digital enhancement. It is hoped that this book will inspire and enculturate applied and creative arts practitioners or researchers and promote conversations and dialogues on issues pertaining to the fascinating interwovenness of digital, arts, and culture.
juXtaposed: Digital Assimilation of the Arts and Culture. Universiti Malaysia Sarawak, 2019
Material culture is a term used to refer to widely ranging objects, from decorative to utilitaria... more Material culture is a term used to refer to widely ranging objects, from decorative to utilitarian means. Material culture has been physical evidence of human existence and an essential source for interpreting the past. The study of material culture in many fields helps to understand history, culture, beliefs and values of one’s society. The primary purpose of digitising material culture of Sarawak, Borneo is to document and build up an inventory of artefacts in Sarawak as an initial attempt to enabling recovering and persevering material from across vast distances and time. The Fleming’s model (1974) is adapted as an artefact’s analysis tool in this study. Digital database is expected to be a content feeder to stakeholders that have interests related to material culture and will support the Sarawak state digital economy in various sectors particularly tourism and education.
juXtaposed: Digital Assimilation of the Arts and Culture, 2019
The digital revolution, the Fourth Industrial Revolution (IR4.0) and globalisation bring many cha... more The digital revolution, the Fourth Industrial Revolution (IR4.0) and globalisation bring many changes to the society. One aspect of the society affected is the arts and culture. This article introduces the concept behind the digital assimilation of the arts and culture. Several examples of the concept are briefly discussed regarding museums, STREAM (Science, Technology, Reading, Engineering, Arts, and Mathematics), and the creative economy. Besides that, the articles in this collection that covers four central themes (i.e., New Technologies Redefining Art, Creative Practices in the Digital Era, Digitalizing and Sustaining Art and Cultural Heritage, and Emerging Art and Design Practices) are also discussed.
Trends in Undergraduate Research, 2021
Rotoscoping can produce believable 2D animation and movements when the process is done correctly.... more Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method began by designing a storyboard with dynamic camera angles. Then, animated 3D models were developed based on the storyboard as footage for rotoscoping. Then, those animated 3D models were rotoscoped frame by frame using ‘Toon Boon Harmony’ and ‘Adobe Animated CC’. The rotoscope outputs were evaluated for their effectiveness and weaknesses. Findings show that rotoscoping frame by frame is viable for...
Journal of Visual Art and Design, 2020
Visual stylization and its impact on different aspects of the perception of digital human beings ... more Visual stylization and its impact on different aspects of the perception of digital human beings are commonly debated. This study investigated how fictional and non-fictional characters are represented in various media from the perspective of digital humanoid character design. Based on Zangwill's theory of Moderate Aesthetic Formalism, this study focused on the formalistic aspect of visual analysis and interpretation of media artifacts ranging from older media such as paintings to newer media, such as animations, interactive video games and mobile apps. This paper also explores several case studies of how humanoid digital characters are represented via visual stylizations across different media. This article underlines the importance of visual stylization as an opportunity to find unique and innovative ways of communicating with visual means.
Animation, 2017
Online learning is becoming more prevalent throughout the years and there are various methods ava... more Online learning is becoming more prevalent throughout the years and there are various methods available to learn via the internet, one of which is by watching educational videos from online streaming sites such as YouTube. With the increasing availability of instructional animations on the internet, it can be beneficial to know how well-received instructional animations are designed. Hence, this explorative article focuses on a hybrid of directed and interpretive content analysis study of explicit design characteristics and visual representations of these animations. Animation samples for the study were selected from established educational animation content creators on YouTube using several criteria. Aspects such as design characteristics and visual representations were analysed and discussed in relation to the Cognitive Theory of Multimedia Learning principles and a characterization system of expository animation. Based on this approach, common characteristics and unique approache...
Trends in Undergraduate Research, Dec 17, 2018
When we heard Retro design, people will think about the fashion, music, poster, style and trend o... more When we heard Retro design, people will think about the fashion, music, poster, style and trend of the 1940s to1980s. The trend retro-futurism, however, is entirely different. It is a trend that was created by writers, artists and film directors in the past and is closely related to science fiction. This research concentrates on investigating the characteristics of retro-futurism and how it can be used to incorporate its features into building design for 3D animation. An exploratory method was used to analyse the architectural design of the past. The gathered information could give some insights and understanding of what retro-futurism is and the reason behind why the architectural design in the previous era was created that way. The process and challenges of implementing retro-futurism visual style are also discussed. As the result of the collected data, developing a design with the aesthetic of retro-futurism become more accessible and well-planned.
Online learning is becoming more prevalent throughout the years. At the same time, learners are u... more Online learning is becoming more prevalent throughout the years. At the same time, learners are using various technological devices to learn via the internet. One of the common ways of online learning is by watching videos from streaming sites such as YouTube. Some educational videos that are available online are presented in a form of instructional or expository animations. With the rise of instructional animations use for learning, it is essential to identify design characteristics of such animations. Hence, this paper focuses on the visual hermeneutic study of design characteristics of instructional and expository animations available on online streaming sites. Animation samples of the study are selected from established educational animation content creators on YouTube using several criterions. Aspects such as design characteristics and visual representations will be analysed and discussed in relation to the Cognitive Theory of Multimedia Learning principles and a characterisati...
There have been several studies investigating the effectiveness of two-dimensional visual represe... more There have been several studies investigating the effectiveness of two-dimensional visual representation and three-dimensional visual representation. Areas that are similar to this study are in information visualisation, simulation, user interface and virtual navigation. However, the findings from these studies are relatively inconsistent. The research specifically focused on psychomotor learning as this area of study is still relatively under-researched. Moreover, recent studies show that animation is effective in learning procedural tasks. Nevertheless, based on the recommendations of these studies, more research is needed to narrow the gap on the underlying visual characteristics of the digital human representations and its techniques. Hence, this research aims to investigate the effectiveness and the efficiency of various virtual human representations such as two-dimensional visual and three-dimensional visual in motor skills acquisition. The first phase is to investigate the underlying characteristics and applications of animated digital human representations in instructional animations. Explorative studies via a hybrid of directed and interpretive content analysis grounded on Cognitive Theory of Multimedia Learning on the specific design features and visual representations were analysed. This study found common characteristics and unique approaches to creating instructional animation. The second phase is to propose a theoretically based instructional animation design framework for psychomotor learning. The study lays out a conceptual design framework based on selected learning theories, instructional video design, and digital human representations. The third phase is to test the render styles variable of the proposed instructional animation design framework through a series of hypothesis testing which includes cognitive efficacy, temporal efficacy and preference. The hypothesis testing for validation will be done through post-intervention method to measure the difference in efficiency and effectiveness performance. In the context of visual design, this experimental phase explores possible influences of realism (levels of visual details) in the cognitive aspect of motor skill acquisition. Sixty-four students with low-prior knowledge on the subject of tennis were randomly assigned into three groups to view either 2D schematic, 3D stylised, or live-action instructional tennis video. Their performance on the knowledge test (based on the revised Bloom’s Taxonomy), learning time, efficiency score, confidence levels, preference, and open-ended responses were analysed. Key findings showed that despite most participants preferred to watch the live-action video; there was no statistically significant difference regarding cognitive learning performance among learners from different treatment groups. Hence, animated digital characters can still be incorporated into motor skill acquisition especially in instructional animations, videos, simulations, video games, and virtual reality. It is crucial to know the efficacy of different graphical renderings to design a simultaneously cost-efficient and engaging learning experience. Overall, this study contributed in identifying design characteristics of instructional animations, proposing instructional animation design framework for motor learning, and observing the efficiency and effectiveness of realism (levels of visual details) that can be applied in various fields such as arts, sports, and multimedia content design. Furthermore, this study has provided empirical evidence, framework and methodological reference for future research.
This paper investigates the use and application of material culture study methods to document and... more This paper investigates the use and application of material culture study methods to document and organize the cultural collections of Saribas Malay society in Betong Division, Sarawak Borneo. The main objective of the study is to provide documentation template based on the material culture theory to preserve and sustain the cultural objects, starting with a practical approach in which the application can be easily and effectively implemented by the local community. In-depth interview is the method applied in this qualitative research to gather data on respondents’ awareness on the importance of documenting material culture and their perception towards the application of documentation template. The Fleming’s (1974) and Prown’s are adapted to construct the template to document information of the artefacts and as analysis tools. The finding from the interview sessions with the Saribas community shows a positive indication towards the effort to preserve material culture through documen...
The digital era has enabled applied and creative arts experimentations and explorations of new te... more The digital era has enabled applied and creative arts experimentations and explorations of new technologies. Such opportunities call for academics, artists, and researchers alike to reimagine and reconceptualise the relationship between technology and artists or designers. Numerous technological advancements of artistic tools and media aided in expanding the canvas for creativity and innovation in the arts and design. At the same time, these phenomena widen the ever-changing landscape for artistic expressions and interpretations. The “juxtaposed: Digital Assimilation of the Arts and Culture” covers four themes: New Technologies Redefining Art, Creative Practices in the Digital Era, Digitalising and Sustaining Art and Cultural Heritage and Emerging Art and Design Practices. The themes of this book are meant to reflect on artistic practices in-line with the waves of digital enhancement. It is hoped that this book will inspire and enculturate applied and creative arts practitioners or researchers and promote conversations and dialogues on issues pertaining to the fascinating interwovenness of digital, arts, and culture.
Character is a vital element in animation. Original animation is developed from idea and this ini... more Character is a vital element in animation. Original animation is developed from idea and this initial process is followed by sketching and character animation.
E-Learning and Digital Media
Animation can be used for various purposes such as for procedural and motor skill learning (i.e.,... more Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior knowledge about tennis were randomly assigned into three groups to view either 2D schematic, 3D stylised, or live-action instructional video. Their performance on the knowledge test, learning time, efficiency score, confidence level, preference, and open-ended responses were captured for analyses. Based on the findings, despite most preference towards live-action video, there was no statistically significant difference regarding cognitive learning performance among learners from different treatment groups. Hence, animated digital characters of various levels of realism can still be incorporated for motor skill acquisition especially in instructional animations, simulations, video games and virtual reality.
Trends in Undergraduate Research
When we heard Retro design, people will think about the fashion, music, poster, style and trend o... more When we heard Retro design, people will think about the fashion, music, poster, style and trend of the 1940s to1980s. The trend retro-futurism, however, is entirely different. It is a trend that was created by writers, artists and film directors in the past and is closely related to science fiction. This research concentrates on investigating the characteristics of retro-futurism and how it can be used to incorporate its features into building design for 3D animation. An exploratory method was used to analyse the architectural design of the past. The gathered information could give some insights and understanding of what retro-futurism is and the reason behind why the architectural design in the previous era was created that way. The process and challenges of implementing retro-futurism visual style are also discussed. As the result of the collected data, developing a design with the aesthetic of retro-futurism become more accessible and well-planned.Keyword: Animation, Retro-futuri...