Journal of Creative Industry and Sustainable Culture
Journal of Creative Industry and Sustainable Culture (JCISC) is a refereed academic journal published in both English and Bahasa Malaysia, double-blind reviewed, published annually (October) by UUM Press and managed by the School of Creative Industry Management and Performing Arts (SCIMPA), Universiti Utara Malaysia. A manuscript submitted to the Editorial Board must be an original work, previously unpublished research results, experimental or theoretical papers, not under consideration for publication elsewhere. The JCISC main objective is to provide a channel for the publication of articles based on both theoretical and empirical research, original thoughts, comparative studies and commentaries on contemporary issues related to creative industry and culture, from various interdisciplinary and global perspectives.
User Knowledge and Experience on the Existing Batik Fabric Layout for Women’s Clothing
Batik fabric holds a significant cultural and historical place in Malaysia, and its incorporation into women's clothing has evolved over time. The research investigates the user knowledge and experience among individuals who are not in the fashion, batik, or tailoring fields with regard to current batik fabric layouts for women's clothes. A quantitative survey was conducted involving 50 respondents with no professional background in fashion, batik, or tailoring. The questionnaire consisted of five sections covering general knowledge, layout understanding, clothing preferences, and user experiences. Data were analyzed using descriptive statistics, including mean scores, via SPSS software. The findings indicate that a majority of respondents lacked knowledge of batik fabric measurements and layout placement, with 44 out of 50 respondents unaware of the two main layout types (general placement and full-pattern layout). Mean score analysis revealed moderate understanding of motif positioning on garments (M = 3.44), but lower comprehension of bodice and skirt arrangement (M = 3.14). Respondents showed a higher preference for baju kurung moden (M = 3.86) and reported frequent issues related to motif cut-off and inaccurate placement during garment construction. The results highlight the need for clearer and more structured batik fabric layouts, including improved motif placement, sizing guidance, and cutting references. Such improvements could enhance user understanding, reduce fabric wastage, and support better garment construction practices. This study contributes novel insights by focusing on non-industry users’ perspectives, an area that remains underexplored in batik research. The findings offer practical value for designers, batik producers, and educators by informing the development of more user-friendly and sustainable batik fabric layout designs for women’s clothing in Malaysia.
Copyright (c) 2025 Journal of Creative Industry and Sustainable Culture https://creativecommons.org/licenses/by/4.0
The Existence of Meaningful Gamification Elements Fostering Ecotourism Behavior: Global Trends in a Bibliometric
This study uses a comprehensive bibliometric analysis to look for patterns all across the world to see if there are any unique gamification components in eco-tourism and, if so, what impact they have. With the rise of sustainable tourism practices, gamification elements integrated into eco-tourism experiences have the potential to encourage positive behavioral change and boost visitor engagement. In order to discover important themes, notable works, and global trends in the intersection of gamification and eco-tourism, the bibliometric study systematically examines relevant literature. In order to promote environmental awareness, conservation initiatives, and responsible tourist behavior, this study aims to identify where the meaningful gamification strategies in eco-tourism and assess their effectiveness. Additionally, to better understand and direct future research, the analysis offers helpful insights into the evolving ecotourism. It is possible to use these results as a springboard for more innovative and participatory approaches to sustainable tourist promotion on a global scale.
Visual Framing in Hospitality Marketing: The Role of Camera Angle and Human Presence in Shaping Travelers’ Emotional Responses
Visual imagery plays a central role in influencing travel decisions, with hotel-room photographs often forming a traveller’s first impression of a property. Previous research suggests that specific compositional elements can shape viewers’ emotional responses to images. However, the extent to which these cues affect real-world audiences remains unclear, particularly in hospitality settings where multiple factors influence perception. This study tests whether two common photographic cues, i.e, camera angle and inclusion of human elements, shape travellers’ emotional evaluations of hotel-room images. In a departure-hall field survey at Langkawi International Airport (N = 455), travellers viewed six photos produced by crossing human element (i.e., present vs. absent) with camera angle (i.e., high, eye-level, low) and rated them on their emotional impacts (i.e., relaxation, comfort, security, and welcome). Mann–Whitney tests showed no significant human-element effect (p > .22). Kruskal–Wallis tests showed no significant camera-angle effect (p > .26) and no six-group differences (p > .08). The findings suggest that, once overall photographic quality is strong, these compositional cues alone have limited impact on immediate emotional appeal. Accordingly, hospitality marketers should prioritise enhancing overall image quality and ensuring message congruence, rather than relying on prescriptive compositional rules such as including people or specific perspectives.
Examining Transmedia Character Engagement: Malaysian Audiences’ Connections with Tony Stark, Phil Coulson and Matt Murdock in the Marvel Cinematic Universe
This study explores character engagement among Malaysian fans of the Marvel Cinematic Universe (MCU), focusing on three central transmedia figures: Tony Stark, Phil Coulson, and Matt Murdock. Construct from theories of transmedia storytelling, parasocial interaction (PSI), and character identification, the research investigates how audiences emotionally, cognitively, and behaviorally connect with characters across platforms. Employing a quantitative survey design, data were collected from 300 respondent of MCU fans in Malaysia. Using a validated instrument measuring four dimensions of character engagement namely interest in, knowledge of, identification with, and interaction with. The findings revealed that Tony Stark character obtain the highest level of engagement (M = 4.75), followed by Phil Coulson and Matt Murdock (both M = 4.60), with all three scores falling within the “high engagement” range. The study attributes Stark’s dominance to his complex moral value, emotional depth, and consistent presence across multiple media formats, which contribute to strong parasocial relationships. Results underscore the importance of cultural context in shaping character value and also highlighting how Malaysian audiences align with characters that display both vulnerability and heroic transformation. This research contributes to the growing body of knowledge on transmedia fandom and character driven engagement in Southeast Asia. Future research should consider a broader range of characters, qualitative research design and cross-cultural comparisons to further explore the evolving nature of global media consumption.
Integrating 2D and 3D Animation for Band Branding: A Creative Practice in Music Video Production for the Rang-Rangs
This paper discusses the development of two animated music videos, “Engkau Dalam SemuaPerjalanan” and “Caballero”, undertaken as part of a Final Year Project at the School of Creative Industry Management and Performing Arts (SCIMPA), Universiti Utara Malaysia. The main objective of this project was to integrate animation as a medium to enhance musical storytelling, while simultaneously strengthening the visual and artistic identity of the client’s band. The methodology adopted for the project followed a structured three-phase process comprising pre-production, production, and post-production. During the pre-production stage, activities such as conceptual planning, storyboarding, and character design were carried out to ensure consistency with the narrative and client expectations. The production stage emphasized animation processes, visual aesthetics, and synchronization of movement with the rhythm and mood of the music. The post-production phase involved refinement through editing, visual effects, and audience feedback to ensure overall cohesion and quality. The findings indicate that the use of animation in music videos significantly enhances audience engagement, effectively conveys the emotional tone of the songs, and provides a stronger platform for branding and artistic representation. Overall, this project demonstrates how the combination of animation and music can create a dynamic form of digital storytelling that contributes to both creative expression and industry practice.
Malay Identity and Cinematic Realism: A Cultural Analysis of Munafik (2016)
This article addresses the criticism that commercially oriented box office films often prioritize financial gain over the authentic portrayal of cultural identity. Focusing on the representation of Malay identity, this study examines the Malaysian film Munafik (2016). The analysis is guided by Mieke Bal’s cultural analysis (2002), André Bazin’s cinematic realism (1967), and Abdul Latif Bakar’s (2012) concept of Malay identity, applied to the film’s thematic, narrative, and visual elements. Employing a qualitative approach through document analysis and descriptive discussion, the study explores how Malay identity is constructed through the main characters and their struggles with supernatural disorders in a postmodern context.The findings reveal four key markers of Malay identity: strong Islamic faith and practices, respect for traditional healing methods, emphasis on family values, and the tension between modernity and spirituality. These elements demonstrate that Munafik integrates cultural authenticity with commercial appeal, proving that box office success and dignified cultural representation are not mutually exclusive. This study underscores Malay cinema’s role in sustaining cultural identity, urging policymakers, filmmakers, and scholars to advance authentic representation, educational value, and interdisciplinary research on identity in multicultural contexts.
Malay Folk Songs in Preschool Education:A Medium for the Formation of Malay Identity
Learning through music has been proven to greatly aid in the development of moral values among preschool children. This study aims to examine the extent to which Malay identity is instilled through Malay folk songs. The research was conducted in three preschools located in the Bachok district of Kelantan. Ten songs were selected as samples for this study. The focus is on the development of children's attitudes and social cognition, based on the Behaviourism Theory by Skinner (1953) and Social Cognitive Theory by Bandura, A. (1962), and their relationship with the Characteristics of Malay Identity as introduced by Teuku Luckman (1990). The research design employed is qualitative in nature. The methods used include interviews, observations, and data analysis. The informants for the in-depth interviews in this study were three preschool teachers in Bachok, Kelantan. The findings highlight that Malay folk songs not only possess a unique personal aura behind the aesthetics of their melodies and lyrics, but also have the ability to engage children in developing the foundational aspects of Malay identity in their attitudes and actions. This study recommends that research on Malay folk songs needs to be further enhanced, not only to nurture a sense of identity among children, but also to strengthen their psychological resilience in facing the challenges of globalization and new media, which contribute to identity crises among today’s youth
Mobile Therapy for Depression and Anxiety Among University Students: The Anti-DA App
Depression and anxiety are critical mental health challenges among university students, often stemming from academic stress, social transitions, and personal uncertainties. Traditional counselling services, while beneficial, remain underutilized due to stigma, financial cost, and limited accessibility. This creates an urgent need for innovative and student-centered interventions that can provide immediate, engaging, and stigma-free support. Mobile health applications have shown promise in this regard, yet many lack features that sustain user motivation and active participation. Addressing this gap, the present study introduces and evaluates ANTI-DA, a gamified mobile therapy app specifically designed to help university students manage depression and anxiety. A quantitative pre–post research design was employed with thirty student participants, who completed standardized assessments of depression, anxiety, usability, and intrinsic motivation before and after using the app. Findings demonstrated significant reductions in depression and anxiety levels, alongside high usability ratings, immersive gameplay experiences, and strong intrinsic motivation. The study contributes to students, higher education stakeholders, and the broader community by offering both a practical intervention for future digital mental health solutions. Importantly, aligns with the United Nations’ Sustainable Development Goal 3 (Good Health and Well-being), advancing efforts to promote accessible mental health support for university students.
Digital Storytelling for Enhancing Public Understanding of Zakat and Asnaf: The ZADiS Project
This study introduces the Zakat and Asnaf Digital Storytelling (ZADiS) project, which aims to improve public understanding of zakat and asnaf, two central concepts in Islamic financial education. Although zakat is one of the five pillars of Islam, studies show that more than 30% of eligible Muslims in Malaysia do not consistently fulfil their zakat obligations. According to the Department of Statistics Malaysia, in 2023, zakat collection reached RM 1.05 billion, yet awareness of zakat types and asnaf categories remains low. Traditional teaching methods, such as sermons, brochures, and static websites, have limited effectiveness, particularly among younger generations who prefer digital and interactive content. To address this challenge, ZADiS developed 17 short animated videos (9 on zakat types and 8 on asnaf categories), each lasting two minutes and combining one minute of narrative storytelling with one minute of explanatory content. The project followed four phases: needs identification with two zakat experts, content design and production using Adobe Animate, validation by experts, and user testing with five university-aged participants from diverse backgrounds. The findings revealed that all participants reported increased comprehension, with 100% affirming the videos’ educational value. Experts highlighted the clarity and cultural appropriateness of the materials. These results confirm that digital storytelling enhances engagement, emotional connection, and comprehension of complex religious concepts. The study recommends training zakat staff in digital media production and expanding ZADiS into schools, universities, and public campaigns. Future directions include piloting AR/VR applications to create more interactive and immersive Islamic education experiences.
A Thematic Narrative Review of Animation in Virtual Reality for Cultural Heritage: Presence, Engagement, and Emotional Connection.
This paper reviews recent empirical studies on the use of animation to enhance presence and engagement in Virtual Reality (VR) applications for Cultural Heritage (CH), hereafter referred to as VRCH. The integration of animation in VRCH settings offers significant potential to improve immersive storytelling, emotional connection, and interactivity. A thematic narrative review was conducted on ten peer-reviewed studies published between 2018 and 2025. Studies were selected based on their inclusion of animation elements such as animated avatars, narrative sequences, or gamified visual feedback within VRCH environments. The review identified four core themes: animated characters and social presence, storytelling and emotional engagement, gamified animation and interactivity, and psychological perspectives on animation quality and presence. Findings show that animation contributes to users’ sense of realism, emotional resonance, and learning motivation. However, current implementations are often limited to scripted animations and short-term evaluations, with limited integration of adaptive or culturally contextualized design. The review highlights the need for more holistic animation strategies that combine narrative, interactivity, and design coherence. These findings offer valuable insights for designers, educators, and cultural institutions developing VRCH experiences. The paper also proposes future directions in adaptive animation systems and culturally responsive design to further enrich user experience in virtual heritage settings.
A Theory of Reasoned Action Approach to Understanding the Influence of Tiktok Trends on Youth in Malaysia
This study examines the influence of TikTok trends on the attitudes, behaviours, and subjective norms of Malaysian youth. As TikTok's user base among youth continues to expand, it has become a significant platform for the dissemination of trends that shape both individual and cultural standards. In addition, TikTok users face challenges such as cyberbullying, exposure to harmful behavior, information privacy breaches, and the presence of harmful communities. These have been associated with higher rates of body image dissatisfaction, sadness, eating disorders, and anxiety. The study employs the Theory of Reasoned Action to explore the young users’ engagement with TikTok trends and the subsequent changes in their social attitudes and personal behaviours. Data were collected through one-to-one interviews with 12 participants from six regions in Malaysia and analysed using thematic analysis. The results indicate that exposure to viral content encourages individuals to adopt new behaviours aligned with popular culture while fostering a sense of connection and belonging. The study also highlights the importance of subjective norms, demonstrating how perceptions of friends' actions influence personal decisions. The findings of this study carry significant implications for educators, policymakers, and content creators. Educators can utilise the popularity of TikTok as a pedagogical tool by adapting the formats to design interactive learning to resonate with youth media practices. For policymakers to address the algorithmic amplification of potentially harmful content and support the creation of safer online environments by developing digital well-being campaigns.
Rebloc Batik: Alat Cetakan Alternatif Berasaskan Bahan Terpakai (Rebloc Batik: Alternative Stamping Tools Using Recycled Materials)
ReBloc Batik merupakan satu pendekatan inovatif dalam penghasilan batik dengan memanfaatkan bahan buangan sebagai alat tekapan batik alternatif. Inisiatif ini menumpukan kepada penggunaan kotak terpakai sebagai pengganti kepada alat konvensional seperti canting dan blok. Pendekatan ini bukan sahaja menonjolkan sisi inovatif dalam teknik penghasilan rekacorak batik, tetapi juga menyokong prinsip kelestarian melalui amalan guna semula dan kitar semula bahan. Kajian ini berasaskan dua isu utama, iaitu kekangan penggunaan alat batik konvensional yang mahal serta pembuatan blok tembaga yang memerlukan kemahiran tinggi, dan peningkatan sisa pembungkusan khususnya kotak yang tidak dikitar semula. Justeru, kajian ini bertujuan membangunkan dan menilai potensi kotak terpakai sebagai alat cetakan alternatif, serta mengkaji keberkesanannya dari aspek kualiti corak, penjimatan kos, dan sumbangan terhadap kelestarian alam sekitar. Kajian ini menggunakan Model Proses Kreatif Graham Wallas (1926) yang merangkumi empat peringkat: persediaan, pengeraman, iluminasi, dan verifikasi oleh 2 pakar batik dan 2 pengusaha seni tekstil batik. Secara keseluruhannya, ReBloc Batik berperanan sebagai alatan alternatif transformasi bahan buangan menjadi sumber berfungsi tinggi dalam penghasilan batik, sekaligus menyumbang kepada usaha pemeliharaan alam sekitar dan pengukuhan warisan seni tekstil negara melalui pendekatan yang lebih inklusif, lestari dan ekonomi.
Design and Evaluation of a 2D Educational Game on Malaysian Cultural Heritage: Travel Game – Heritage Quest Journey to the Past
This study presents the design, development, and evaluation of Travel Game: Heritage Quest – Journey to the Past, a 2D educational game created to enhance awareness of Malaysia’s tangible cultural heritage, particularly the Lenggong Valley and the Perak Man. Developed using the open-source Godot Engine (v4.0) and guided by the Agile methodology, the project integrates interactive storytelling, puzzles, and non-playable character (NPC) dialogues to promote heritage learning through exploration and problem-solving. A total of 21 participants, including students and general users, took part in usability testing via online playthroughs and post-game surveys. Quantitative results indicated high usability and engagement scores (mean ≥ 4.6/5), while qualitative feedback revealed strong appreciation for the game’s visual design, narrative structure, and cultural content. Participants also demonstrated improved understanding of Malaysian prehistoric heritage after gameplay. These findings suggest that serious games can effectively complement heritage education by transforming passive learning into interactive, meaningful experiences. The study contributes to the growing body of digital heritage learning by offering a localized, culturally contextualized model for integrating educational games into both academic and tourism settings.
Multimedia Digital Dictionary Flipbook for International Kindergarten Students to Learn and Enhance the Acquisition of Malay Language
Malay Language serves as the foundational medium for communication and education in Malaysia. All students, including international students, are required to learn Malay as part of their educational experience. However, international kindergarten students often face challenges in acquiring Malay as a second language due to limited attention spans and a lack of engagement with traditional teaching methods. This study aims to design and develop a multimedia-based digital dictionary flipbook specifically tailored for international kindergarten students to support vocabulary acquisition in Malay. The flipbook integrates various multimedia elements such as including text, audio, images, animated videos, and interactive quizzes which useful in creating an engaging and effective learning experience. Guided by the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the development process ensured alignment with learners' needs. For the evaluation phase, it was conducted in two parts: formative and summative assessments. Formative evaluation involved expert reviews to gather feedback for refining the application during its development meanwhile summative evaluation conducted post-development, aimed to collect user responses through an interview and observation with international kindergarten students from UUM International School. The participants consisted of nine international students aged between 4 and 6 years, from countries including Algeria and the PhilippinesFindings indicate that the multimedia digital dictionary flipbook effectively enhances vocabulary learning and engagement among international kindergarten learners. The results suggest that such digital tools are not only beneficial but necessary to support language acquisition and overcome language barriers. In conclusion, the multimedia digital dictionary flipbook represents a valuable resource for early Malay language education among international students in Malaysia.
User Acceptance of MATH PEAK: A Game-Based Mathematics Learning Tool for Year 2 Children with Special Educational Needs
This study investigates the user acceptance of MATH PEAK, a game-based mathematics learning application designed for Year 2 children with special educational needs. MATH PEAK integrates computational thinking principles and inclusive design to support mathematics learning for diverse learners. The application features accessible interfaces, role-playing game elements, adaptive difficulty, and curriculum-aligned content mapped to the Malaysian Special Education syllabus. A quantitative research design was employed with a purposive sample of 20 Year 2 special education students from a government primary school. The adapted Usefulness, Satisfaction, and Ease of Use (USE) Questionnaire was reconstructed for young learners using a smiley-based Likert scale (happy = 3, neutral = 2, sad = 1) to assess four constructs: perceived usefulness, ease of use, ease of learning, and satisfaction. Data collection included a two-week classroom integration phase, with teachers facilitating hands-on exploration of the app before survey administration. Findings revealed consistently high mean scores across constructs: usefulness (2.92), ease of use (2.90), ease of learning (2.94), and satisfaction (2.90). Students reported that MATH PEAK improved mathematics comprehension, enhanced numerical skills, and was enjoyable to use. The application’s simplicity, personalized learning pace, and engaging game-based activities contributed to positive user experiences. The study’s results highlight MATH PEAK’s potential as an inclusive educational technology tool that promotes engagement, autonomy, and skill development for special educational needs learners. While the small sample size limits generalizability, the findings provide evidence to guide further development and wider implementation. Recommendations include extending MATH PEAK’s use to home learning environments, enhancing adaptive features for varied learner profiles, and integrating broader accessibility options. This research underscores the value of user-centred, game-based applications in improving educational equity for early special education.
Validation of Hybrid Model for Image-Based Virtual Reality in Self-Therapy Through Expert Review Method
Virtual reality (VR) is a tool that can induce a sense of presence in the user. It has been proven effective in reducing psychological stress. Traditionally, one of the psychotherapy techniques for managing stress is Guided Imagery Therapy (GIT). There are situations where clients have difficulties imagining the scenarios during the GIT session. VR can be an alternative solution that presents virtual calm scenarios to relieve stress, instead of using imagination. Hence, this study aims to propose a model for Image-based VR (IBVR) that hybridises the Spatial Presence Model (SPM) and GIT for self-therapy. The proposed hybrid model was developed through a model design and validated through the expert review. The results of the expert review indicated the need for improvement in terms of detailing the elements and descriptions, as well as the representation of relationships of the components. The revised hybrid model exhibits more relevancies of the elements and components, as well as the readability and understandability of the proposed model. The hybrid model is expected to assist application designers and developers in creating an IBVR tool for self-therapy.
Evaluating Perceived Immersiveness in a Self-Competition VR Cycling Exergame Post-Prototyping Enhancements
Virtual Reality (VR) cycling exergames have gained attention for promoting physical activity through immersive environments. However, the sense of player immersiveness, defined as how engaged and present users feel, remains underexplored, particularly following iterative prototype refinements. This study evaluates perceived immersiveness in a self-competition VR cycling exergame enhanced based on prior pilot feedback. A total of 51 healthy participants, aged 21 to 39, experienced a standardized gameplay session using the improved prototype. Immediately after, they rated their immersion using a 10-point Likert type scale and responded to open-ended questions regarding their experience. Results revealed a high average immersion score (mean = 8.37), with most responses clustered at 8 and 9. Qualitative feedback highlighted visual fidelity, system responsiveness, and adaptive feedback as key factors enhancing immersion. Participants also expressed enjoyment and motivation influenced by the self-competition feature. Unlike prior studies that primarily assessed motivation or usability, this work provides one of the first quantitative measures of perceived immersion following system refinement. The findings offer practical implications for VR fitness developers, particularly in designing self-competition mechanics and responsive feedback systems to sustain user motivation and engagement. These findings indicate that personalized feedback and competitive mechanics can significantly enhance user immersion in VR exergames. This study contributes new evidence to the literature and provides actionable insights for future applications of VR exergames in health, fitness, and rehabilitation contexts.
Kesahahan Komponen Kesejahteraan Digital Belia di Malaysia: Kajian Rintis (Validity and Reliability of Digital Wellbeing Components Among Malaysian Youth: A Pilot Study)
Perkembangan teknologi dan pecutan proses transformasi digital telah mempercepat adaptasi digital menerusi pembudayaannya dalam kehidupan. Namun, situasi ini berpotensi memberikan manfaat dan juga kemudaratan sehingga menjejaskan kesejahteraan digital pengguna terutamanya dalam kalangan belia. Kertas kerja ini menjelaskan pendekatan kajian rintis bagi menentukan kesahan dan kebolehpercayaan bagi konstruk kesejahteraan digital. Proses ini diperlukan bagi sesuatu kajian sebelum instrumen tersebut digunakan dalam kajian yang lebih intensif. Pendekatan kesahan kandungan oleh pakar bidang dan ujian rintis digunakan untuk menentukan kebolehgunaan dan kebolehpercayaan soalan kaji selidik. Proses pengumpulan data menerusi pendekatan persampelan rawak mudah digunakan menerusi pengedaran borang soal selidik dalam talian melibatkan 148 responden dalam kalangan pelajar dari Universiti Malaysia Perlis (UniMAP). Nilai Alpha Cronbach (α) bagi keseluruhan konstruk antara α=0.881 hingga α=0.941 menunjukkan konstruk mempunyai kebolehpercayaan yang tinggi. Selain itu, ulasan keseluruhan prosedur ujian rintis dan metodologi yang digunakan memberikan sumbangan kepada badan pengetahuan ‘body of knowledge’. Tambahan lagi, cadangan rangka kerja juga dibentangkan untuk menyediakan model rangka kerja yang lebih komprehensif menerusi pendekatan mengintergrasikan rangka kerja kesejahteraan digital. Justeru, disimpulkan bahawa soal selidik ini adalah memadai dan boleh diterima untuk kajian lanjutan dalam skala yang lebih besar. Malahan, instrumen ini juga boleh diuji dalam persekitaran kajian yang lain sebagai usaha mengembangkan bidang kajian kesejahteraan digital.
Copyright (c) 2024 Journal of Creative Industry and Sustainable Culture https://creativecommons.org/licenses/by/4.0
The Importance and Evolution of Character Design in Chinese Animation
In animation creation, animation character design occupies an extremely important position. To impress the audience, an animated film can't rely entirely on a good story, but also on molding excellent animated characters. Its designers can use a variety of artistic expressions to shape the characteristics of animation character design, such as the character's expression, clothing, hand design, and so on. So that it has a distinctive personality, unique appearance, and unique action characteristics, to leave a deep impression on the audience. Through literature analysis and theoretical integration, the importance and evolution of character design in Chinese 3D animation are explored, and how traditional culture is integrated into modern animation character design is analysed. The results show that combining traditional culture and animation design can enhance the cultural value and market competitiveness of Chinese animation.
Ethnomusicology-Singing Characteristics of Chinese Poetry Choral Works
Ancient Chinese poems chorus is a very important category in Chinese choral art, and it has obvious special characteristics. which are expressed in ancient languages, we need to use conventional language to understand its connotation and extension, so it leads to the composers and conductors need to do more work when facing the subject of ancient poems in order to interpret it perfectly. This paper discusses some singing characteristics of choral works of ancient poems, and interprets how to sing and interpret choral works of ancient poems better from the perspective of a choral conductor. Research indicates that in performing ancient Chinese poetry choral pieces, there's a focus on blending poetic rhythm with musical melody, skillfully employing harmony and counterpoint techniques. Additionally, conductors, while leading the choir in these ancient pieces, continuously innovate by incorporating modern musical elements, giving these choral works a contemporary edge and revitalizing the ancient poetry with fresh brilliance within the realm of choral art. The study can provide some beginners with reference, and provide music teachers, especially choral conductors, with some experience in rehearsing choral works of ancient poems. This article will use qualitative research methods to conduct research and exploration.
Safeguarding Intangible Cultural Heritage in China: Policy Evolution and Challenges
Safeguarding intangible cultural heritage is a comprehensive systematic project, with governmental policy regulation and guidance constituting essential components. China has been exploring policies for safeguarding ICH for over a century. However, true legislative protection began in the late 1990s, drawing on international practices and summarizing continuous exploration since the late Qing Dynasty and the early Republican Government. This paper reviews China's policy frameworks for ICH protection, providing insights for achieving similar goals under varying national contexts while also highlighting several challenges in the implementation of these policies. Keywords: Opinions on Further Strengthening the Protection of Intangible Cultural Heritage, Intangible Cultural Heritage, Policy.
Analisis Dialek Kelantan dan Simbol Budaya Masyarakat dalam Telefilem Ikan Singgang Cicah Budu (Analysis Kelantan Dialect and Community Culture Symbol in the Telefilm Ikan Singgang Cicah Budu)
Dialek merupakan Bahasa daerah atau setempat yang digunakan di seluruh negara. Setiap negeri mempunya dialek yang tersendiri. Walaupun Masyarakat di Malaysia mempunyai kepelbagaian etnik dan terdiri daripada satu rumpun, namun adakala dielek yang digunakan tidak mampu difahami oleh semua golongan Masyarakat di negara ini. Justeru, makalah ini meneliti simbologi budaya terhadap bunyi nasal dialek Kelantan menerusi telefilem “Ikan Singgang Cicah Budu”. Ia memfokuskan penelitian terhadap perubahan bunyi nasal dalam dialek Kelantan dalam perubahan bunyi nasal [n] kepada [ƞ]. Kemudian ia juga turut meneliti perubahan pada bunyi nasal [n], [m], [ƞ] kepada bunyi vokal e taling [ě]. Sementara itu, ia juga melihat perbandingan sebutan perkataan yang mengandungi konsonan nasal dalam dialek Kelantan dengan sebutan perkataan dalam Bahasa Melayu moden. Justeru, pendekatan simbologi dan juga analisis tekstual terhadap telefilem “Ikan Singgang Cicah Budu” mengikut babak-babak yang terpilih. Ia dianalisis menerusi minit ke minit dalam setiap babak yang menggunakan dialek Kelantan yang menggunakan bunyi nasal tersebut. Dapatan menunjukkan terdapat 7 perubahan bunyi nasal [ n ] kepada [ ƞ ], dan 32 perubahan bunyi nasal [n], [m], [ƞ] kepada bunyi vokal e taling [ě]. Perubahan yang berlaku ini menunjukkan perbezaan kosa kata dalam dialek Kelantan dengan Bahasa Melayu Moden. Hal ini menunjukkan bahawa kosa kata asal Bahasa Melayu Moden yang diubah oleh masyarakat Kelantan hanya boleh difahami dalam kalangan mereka. Secara keseluruhannya, pengkaji mendapati bahawa dialek Kelantan ini memainkan peranan penting dalam variasi Bahasa Melayu. Malah, ia menunjukkan kepelbagaian bahasa yang diukur menggunakan dialek iaitu isoglos dan menunjukkan keunikan Bahasa Melayu di Malaysia.
Formulating Design Guidelines for an Immersive Virtual Reality Environment in Muslim Funeral Management Education in Malaysia
In Malaysia, Islamic funeral rites hold deep cultural and religious significance. Upon a person's passing, specific rituals rooted in Islamic traditions are observed. However, despite the importance of these practices, many students especially teenagers in Malaysia lack of knowledge and understanding about Islamic funeral management and practices. A preliminary study conducted among 27 teenagers aged 21 to 25 from Universiti Utara Malaysia (UUM) revealed significant gaps in understanding key aspects such as Taharah (ritual washing), Solat Jenazah (funeral prayer), and Kafan (shrouding). This lack of knowledge could have implications for the preservation and practice of Islamic traditions within younger generations. With the rapid integration of digital technologies, there is need to find alternative way, and this refer to the utilization of Immersive Virtual Reality (IVR) Technology in addressing this problem. To bridge this gap, the study proposes formulating design guidelines for an IVR environment focused on Islamic funeral management education in Malaysia. This research aligns with Sustainable Development Goal 4 (SDG 4) by promoting quality education through digital innovation. The objectives include identifying core components for the IVR environment, developing comprehensive design guidelines, and validating these guidelines through expert review. The study employs the Design Science Research Methodology (DSRM), encompassing stages such as awareness, suggestion, development, evaluation, and conclusion. The significance lies in exploring innovative, interactive approaches for teaching Islamic funeral practices, offering an immersive learning experience that enhances student engagement, comprehension, and retention. Ultimately, this research contributes to the development of IVR applications that support effective, technology-based education in alignment with the MADANI Economy vision.
Padanan Pintar: Towards a Game-Based Approach for Regulating Sensory and Emotional Overload in Children with ASD
This research aimed to develop an interactive game application to help children with Autism Spectrum Disorder (ASD) manage sensory and emotional overload, which often leads to behavioural issues like tantrums. The game was designed by gaining a deeper understanding of ASD through interviews and observations. Key game requirements were identified to create an optimal experience for this specific audience. The result was the development of Padanan Pintar, a mobile application aimed at reducing sensory overload while promoting emotional regulation in children with ASD. Additionally, the game has the potential to improve cognitive skills by maintaining control over emotional and behavioural responses. User testing with autistic children showed positive engagement, emotional reactions, and behavioural outcomes. These results suggest that the game effectively provides a calming effect, minimizes sensory overload, and encourages relaxation.
AN Expert Review Evaluation of Ace English: A Gamified Mobile Application for English Learning
Gamification involves the use of game design elements and mechanics in non-game contexts, proved to increase user engagement and enhance their learning experience. It has emerged as an effective approach to promote engagement and motivation in various fields including education. Recently, the english language examination format for Sijil Peperiksaan Malaysia (SPM) and Pentaksiran Tingkatan Tiga (PT3) that examined on four skills which includes speaking, listening, reading and writing is considered tougher than previous format and it gives a significant impact and challenges towards the english language learning approach. The traditional teaching method has been adapted and aligned with Common European Framework Reference (CEFR). However, the effectiveness of formal teaching approach is arguable. The main aim of this study is to develop an Ace English, a prototype of a gamified English learning mobile application (app) using ADDIE model. An expert review also has been conducted as an evaluation method in evaluating the mobile app. The evaluation was conducted with five experts to evaluate the Ace English in essential dimension which are content, design and function. Findings has shown that all the experts have positive experience on all the three dimensions. Suggestion for improvement and amendments have been made for the definitive better version of Ace English.
Kiddiesafe Applications: Game-Based Learning of Health Education Awareness Among Primary School Students
In the digital age, modern educational institutions face the challenge of engaging a generation of students accustomed to interactive and visually stimulating content. This study explores how the KiddieSafe App, an educational tool infused with game design elements, helps students in primary schools learn issues of safety and cleanliness more effectively. Drawing from the concepts of Digital Game-Based Learning and the development of 21st-century skills, the app features bright animations, interactive quizzes, and an interactive interface to help engage young learners. A summative evaluation of Year 1 students in Sekolah Kebangsaan Jitra 3 shows that this app has the potential to enhance learning outcomes and increase students' engagement. Although there were minor usability issues, general feedback was positive, thus proving this application to have potential as an effective supplementary educational aid. Future enhancements will focus on content diversity and feedback mechanisms to make the learning experience as enriching as possible.
Navigating COVID-19: Challenges and Survival Strategies for Nigerian Performing Artists
The global COVID-19 pandemic poses unprecedented challenges to Nigerian performing artists in the year 2020; thus, threatening livelihoods, artistic expression and mental well-being. All these in the midst of existing inadequate support systems, policies and infrastructure decay, thereby entrenching vulnerabilities. This paper therefore investigates the socio-economic and psychological impacts on the creative industry and in particular, Nigerian performing artists and identifies some survival strategies to surmounting the challenges during the pandemic. The study findings indicates that although, some of the measures put in place by the government were meant to tame the scourge of COVID-19, they eventually became the ‘nightmares’ of many especially in the creative industry across the country as their means of livelihood became threatened via job losses and so on. Thus, as a means of survival, some decided to hone their creativity by switching over to online and digital media platforms in dance, drama, music and other entertaining genres. Through qualitative methodology approach, the paper employs in-depth interviews and content analysis of internet platforms. In addition, the paper was guided by resilience theory, which concentrated on coping techniques, transformative tactics and adaptive methods engaged in by Nigerian performing artists. Conclusively, it is imperative for all the stakeholders to build strong support, make provision for sustainable resources for mental health, government financing and regulatory assistance with adequate preparation to embracing digital space in case of future occurrence.
Formulating the Evaluation Model of Educational Music Video for Children’s Learning (EMV4CL)
This study, part of a Ph.D. thesis, explores the role of Educational Music Videos (EMVs) in enhancing children's learning within the framework of Video-Based Learning (VBL). EMVs, which adapt the traditional music video format by embedding educational content through singing narration, offer a novel approach to creating engaging and enjoyable learning experiences for young learners. However, the educational potential of EMVs has not been fully realized due to the absence of specific guidelines for evaluating their appropriateness for children's learning. To address this gap, the study develops the Evaluation Model of Educational Music Videos for Children’s Learning (EMV4CL). The model is grounded in Design Research methodology and identifies five critical components necessary for the effective evaluation of EMVs: video content, audio-visual learning concepts, video presentation style, edutainment features, and interactive activities. Each component was meticulously designed to capture the unique characteristics that make EMVs suitable for educational purposes. The EMV4CL model was subsequently validated by 11 academic experts, who unanimously endorsed its relevance and applicability in assessing the educational quality of music videos for children. The findings of this study highlight the EMV4CL as a significant contribution to the field, providing a structured and comprehensive tool that educators and developers can use to produce and evaluate high-quality educational music videos. This research advances the understanding of how music videos can be effectively utilized to support and enhance children's learning.
Study on the Composition and Singing Characteristics of Chinese Ancient Poetry Choral Works
ABSTRACT The study of the creation and singing characteristics of ancient poetic choral works involves the study of ancient poetic art, choral art, harmonic composition, song singing, conducting techniques and artistic development, which is a very challenging research topic. This is mainly due to the special characteristics of the subject matter itself. As an art that encompasses a wide range of subjects, chorus itself has many characteristics in terms of connotation and extension. As the most important element of choral art, the combination of choral composition and singing characteristics can emphasize the characteristics and style of choral art. The main purpose of this study is to analyze the choral works of ancient poems composed since the emergence of Chinese choral art, organize them into categories, then analyze their characteristics, and then summarize the corresponding singing characteristics of different styles, periods and genres, so as to come up with a complete system of ancient poems composition and singing characteristics. By combining qualitative research with quantitative research and through interviews with experts, the various weaves of this system are further refined. The results of this study will help to present some innovative ideas and help in the current field of Chinese ancient poetry choral works. It will be of some guidance to some scholars engaged in the art of mass choral singing as well as introductory choral conducting.
A Reinterpretation of Chiu Keng Guan’s Ola Bola : A Redefined Notion of Bangsa Malaysia from an Islamic Perspective
National identity plays a crucial role in the development of a nation, with its essence continually evolving over time. Consequently, various endeavors have been made by authorities to shape a national identity in Malaysia. Among these efforts is Mahathir's concept of Bangsa Malaysia. Despite being labeled as a non-Islamic production, Chiu Keng Guan's film, Ola Bola, subtly reflects Islamic principles in fostering national identity. This study aims to redefine the emergence of a Malaysian national identity depicted in Ola Bola, aligning with Islamic values, and to challenge the established notion of Bangsa Malaysia. Through a thematic analysis and literature review of Ola Bola, the film's narrative is revisited and examined. Ola Bola, effectively conveying Islamic values in nurturing a cohesive national identity, was directed by a non-Muslim Malaysian, reshaping the predominantly Malay-centric concept of Bangsa Malaysia, as is evident. The film's five principal themes redefine Bangsa Malaysia and resonate with Islamic ideals of multiculturalism and a pluralistic society within the Malaysian context.