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.
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...
Gappal is a traditional fermented food of Burkina Faso's Fulani ethnic group, made with millet do... more Gappal is a traditional fermented food of Burkina Faso's Fulani ethnic group, made with millet dough and milk and traditionally eaten in family. The aim of the present study was to characterize the process of Gappal production, to evaluate the good hygiene practices during production and to assess the microbiological quality of commercialized Gappal. For that, 21 Gappal producers from seven towns of Burkina Faso were surveyed. 106 samples of Gappal commercialized were collected and analysed for pH, titratable acidity, dry matter, total aerobic count, lactic acid bacteria, enterobacteria, yeasts and moulds, Staphylococcus aureus and Bacillus cereus counts. The main operation units of the process were found to be: winnowing, washing, dehulling, pounding and/or milling, milk addition, fermentation, drying and packaging. The microbial values varied from producer to another and 86.8% of samples were found to have acceptable quality whereas 13.2% of samples were not conforms to microbiological quality criteria. No sample was satisfactory quality. The fermentation of millet dough mixed to milk gives to Gappal interesting nutritional properties and the drying increase the availability and the preservation duration. However, the presence of germs able to produce toxins in Gappal increases the risk to consumer health.
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...
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 provid ing 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.
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 the 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. McClung 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's Digital Economy initiatives in various sectors particularly tourism and education.
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 d...
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.
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.
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...
Gappal is a traditional fermented food of Burkina Faso's Fulani ethnic group, made with millet do... more Gappal is a traditional fermented food of Burkina Faso's Fulani ethnic group, made with millet dough and milk and traditionally eaten in family. The aim of the present study was to characterize the process of Gappal production, to evaluate the good hygiene practices during production and to assess the microbiological quality of commercialized Gappal. For that, 21 Gappal producers from seven towns of Burkina Faso were surveyed. 106 samples of Gappal commercialized were collected and analysed for pH, titratable acidity, dry matter, total aerobic count, lactic acid bacteria, enterobacteria, yeasts and moulds, Staphylococcus aureus and Bacillus cereus counts. The main operation units of the process were found to be: winnowing, washing, dehulling, pounding and/or milling, milk addition, fermentation, drying and packaging. The microbial values varied from producer to another and 86.8% of samples were found to have acceptable quality whereas 13.2% of samples were not conforms to microbiological quality criteria. No sample was satisfactory quality. The fermentation of millet dough mixed to milk gives to Gappal interesting nutritional properties and the drying increase the availability and the preservation duration. However, the presence of germs able to produce toxins in Gappal increases the risk to consumer health.
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...
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 provid ing 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.
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 the 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. McClung 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's Digital Economy initiatives in various sectors particularly tourism and education.
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 d...
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.
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Papers by Terry Lucas