Logo is one of the important visual corporate identities in any organization today. Travel and tourism sector is among the most affected sector caused by the COVID-19 crisis recently. Creation of a new logo is one of the proactive initiatives that can be taken to improve the reputation of a government agency and promote the tourism industry. Nevertheless, the process of designing a new logo is not a simple task to do. It is vital to carefully prepare and conduct systematic research to ensure that the logo can serve as an effective medium of positive communication, promotion, and attractiveness to tourists. In this study article, we explain how the design thinking method is employed in the process of developing a logo for the Perak Tengah District Council. The Design Thinking Method employs and discusses the following five stages: Empathize, Define, Ideate, Prototype, and Test. This research process significantly can be used as one of the reference sources for future tourism logo development projects.
Recent researches indicate that a lot of effort has been done to provide learners with personalized learning objects. Previous studies classified learning object based on the description of the learning style preference itself without considering student preference. In this study, we propose a data mining approach to the classification of learning objects based on learning style while considering student preference use of the learning objects. Relevance Vector Machine (RVM) is used to build a classifier for the classification of learners. For the purpose of comparison, Support Vector Machine (SVM) and Neural Network (NN) were applied. Comparative simulation results indicated that the propose RVM classifier accuracy and computational time complexity is superior to the NN, and SVM classifiers. The classifier proposes in this research can be of help to educators in proposing appropriate learning objects with high level of accuracy within a short period of time. This in turn can significantly improve learner's performance in understanding the subject matter.
This paper aims to discuss the effectiveness of social media campaign poster to prevent cyberbullying among teenagers in Malaysia through illustration. The user of smartphone are increasing every year and cyberbullying in Malaysia also increasing every year, mostly among teenagers. Every teenagers could say that they need smartphone but without supervision from parents, it could bring the harness to their children. Not only teenager need to prevent from cyberbullying, parents needs to play their part to stop this cyberbullying. The researcher make a survey using qualitative method to identify how to let people, especially teenager read the message in media social campaign poster through illustration. Besides that, the field survey are very suitable for do the survey about cyberbullying among teenagers in the school because this objective are focusing teenager than adult. The finding of this research will help to create the message or awareness about how badly is cyberbullying among teenagers in social media poster through illustration. The study will help to reduce the percentage of cyberbullying among teenagers in Malaysia and it will help the society become healthy even in real life or in internet.
The proposed interactive game application of cooking Malay traditional cuisines is a game designed to teach teenagers aged 12 to 24 years old in the cooking. There were a bunch of interactives cooking game applications on the internet, except for Malay cuisine games. This game is created to attract teenagers to making Malay traditional cuisine in interactive and fun ways. In this game, the user needs to follow the storyline in the game. Then, in the early game, they were given a list of ingredients to make some Malay cuisines. The player will be given the customer’s requested food picture. Then the players need to click the right ingredients in making of the requested food by customer. If the player picks the wrong ingredients, then need to pick the ingredients from the start again. Next, this game concept is casual. With the time given, the players need to complete the order with minimum specific score to move forward to next stage. If they achieve the best result, the player will gain extra money and extra time bonus in the game. This game created with a different type of menus based on every chapter of the story. This game can attract teenagers to learn about cooking and the ingredients used in the food. This game is created to educate teenager yet entertain them at the same time.
3D animation and modelling has been known as one of the main subjects in the field of Arts and Design in Malaysia. This subject is applicable to all fields in the Faculty of Art and Design, including courses offered at the Universiti Teknologi MARA. As we all know, this 3D subject requires students to have great visual skills. In order to produce an attractive design, students need to have good memory, cognitive, and perceptual skills. However, problems arise when final year students of graphic design and digital media departments are found to be incompetent in that aspect. Thus, this study aims to investigate the problems and identify the most suitable time to apply so that the problems can be solved when students are in their final year of study. Keywords: 3D Image, Education, Multimedia, Cognitive skills
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