Use of technology in teaching and learning in 30 Quotes from different resear...Sean Murricane
This presentation contains a selection of 30 quotes taken from sources in a literature review commissioned by Lifelong Learning UK in Autumn 2010 on the pedagogic uses of technology for learning.
Technology in teaching and learning in the lifelong learning sector - researc...Sean Murricane
We all know that technology is changing our learning institutions. Lifelong Learning UK commissioned Pontydysgu to undertake some research to ascertain how technology is changing teaching and learning – and make some recommendations for what we should do about it.
Use of technology in teaching and learning in 30 Quotes from different resear...Sean Murricane
This presentation contains a selection of 30 quotes taken from sources in a literature review commissioned by Lifelong Learning UK in Autumn 2010 on the pedagogic uses of technology for learning.
Technology in teaching and learning in the lifelong learning sector - researc...Sean Murricane
We all know that technology is changing our learning institutions. Lifelong Learning UK commissioned Pontydysgu to undertake some research to ascertain how technology is changing teaching and learning – and make some recommendations for what we should do about it.
This paper takes a look at the increasing implementation and use of technology enabled learning. Since my first paper on the topic a couple of years ago there have been developments and some great examples of organisations driving great multi-modal learning initiatives combining the technology side with a strong human touch....read on...
This research aimed to develop and validate a web-based courseware for junior secondary school basic technology students in Nigeria. In this study, a mixed method quantitative pilot study design with qualitative components was used to test and ascertain the ease of development and validation of the web-based courseware. Dick and Carey instructional system design model was adopted for developing the courseware. Convenience sampling technique was used in selecting the three content, computer and educational technology experts to validate the web-based courseware. Non-randomized and non-equivalent Junior secondary school students from two schools were used for field trial validation. Four validating instruments were employed in conducting this study: (i) Content Validation Assessment Report (CVAR); (ii) Computer Expert Validation Assessment Report (CEAR); (iii) Educational Technology Experts Validation Assessment Report (ETEVAR); and (iv) Students Validation Questionnaire (SVQ). All the instruments were face and content validated. SVQ was pilot tested and reliability coefficient of 0.85 was obtained using Cronbach Alpha. CVAR, CEAR, ETEVAR were administered on content specialists, computer experts, and educational technology experts, while SVQ was administered on 83 JSS students from two selected secondary schools in Minna. The findings revealed that the process of developing web-based courseware using Dick and Carey Instructional System Design was successful. In addition, the report from the validating team revealed that the web-based courseware is valuable for learning basic technology. It is therefore recommended that web-based courseware should be produced to teach basic technology concepts on large scale.
The Eight Essentials for Success in Mobile Learning (ISTE 2015)Julie Evans
Attend this session to learn eight essential strategies for success in mobile learning, with examples illustrating successful use for each strategies. You'll gain insights into how to develop, implement and evaluate mobile learning initiatives. Applying these strategies will greatly increase the chances for success of a mobile learning project. With Julie Evans (Project Tomorrow), Angela Baker (Qualcomm Wireless Reach), and Chris Dede (Harvard University).
OERs to promote good practice in school - DeFT regional conference 2 October ...DEFToer3
This presentation was delivered by Michael Payton-Greene at the Digital Futures in Teacher Education regional conference (2 October 2012, Sheffield United Football Ground). For more information about the project, see www.digitalfutures.org
This paper takes a look at the increasing implementation and use of technology enabled learning. Since my first paper on the topic a couple of years ago there have been developments and some great examples of organisations driving great multi-modal learning initiatives combining the technology side with a strong human touch....read on...
This research aimed to develop and validate a web-based courseware for junior secondary school basic technology students in Nigeria. In this study, a mixed method quantitative pilot study design with qualitative components was used to test and ascertain the ease of development and validation of the web-based courseware. Dick and Carey instructional system design model was adopted for developing the courseware. Convenience sampling technique was used in selecting the three content, computer and educational technology experts to validate the web-based courseware. Non-randomized and non-equivalent Junior secondary school students from two schools were used for field trial validation. Four validating instruments were employed in conducting this study: (i) Content Validation Assessment Report (CVAR); (ii) Computer Expert Validation Assessment Report (CEAR); (iii) Educational Technology Experts Validation Assessment Report (ETEVAR); and (iv) Students Validation Questionnaire (SVQ). All the instruments were face and content validated. SVQ was pilot tested and reliability coefficient of 0.85 was obtained using Cronbach Alpha. CVAR, CEAR, ETEVAR were administered on content specialists, computer experts, and educational technology experts, while SVQ was administered on 83 JSS students from two selected secondary schools in Minna. The findings revealed that the process of developing web-based courseware using Dick and Carey Instructional System Design was successful. In addition, the report from the validating team revealed that the web-based courseware is valuable for learning basic technology. It is therefore recommended that web-based courseware should be produced to teach basic technology concepts on large scale.
The Eight Essentials for Success in Mobile Learning (ISTE 2015)Julie Evans
Attend this session to learn eight essential strategies for success in mobile learning, with examples illustrating successful use for each strategies. You'll gain insights into how to develop, implement and evaluate mobile learning initiatives. Applying these strategies will greatly increase the chances for success of a mobile learning project. With Julie Evans (Project Tomorrow), Angela Baker (Qualcomm Wireless Reach), and Chris Dede (Harvard University).
OERs to promote good practice in school - DeFT regional conference 2 October ...DEFToer3
This presentation was delivered by Michael Payton-Greene at the Digital Futures in Teacher Education regional conference (2 October 2012, Sheffield United Football Ground). For more information about the project, see www.digitalfutures.org
Active Learning for Preparing Generation Z Students for the Technology Enviro...geekhouse.io
This presentation will explore the concept of active learning and how it can be used to prepare Generation Z students for the technology environment. In today's digital age, traditional lecture-based learning may no longer be effective for engaging and challenging students who are constantly stimulated by technology and social media. Active learning is an approach to teaching that involves engaging students in the learning process through discussions, collaboration, and real-life applications. The presentation will discuss the benefits of active learning, including increased engagement, teamwork and collaboration, real-world application, critical thinking, and personalization. Examples of active learning strategies, such as project-based learning, will be provided, along with the role of technology in enhancing active learning experiences. Educators will learn how to create a learning environment that promotes engagement, collaboration, and critical thinking, and how to use technology to create personalized learning experiences that cater to the unique needs and interests of each student. Overall, this presentation will provide educators with practical strategies for preparing the next generation of learners for the future technology environment.
Developing a technology enhanced learning strategySarah Knight
This presentation was presented jointly with Sarah Davies at University of East London on the 15th January 2014 as part of the Changing Learning Landscapes programme of support.
Dr. Timothy Gadson - Leveraging Technology in Education: Empowering Educators...Timothy Gadson
Explore the dynamic world of educational technology alongside Dr. Timothy Gadson in this enlightening presentation, "Leveraging Technology in Education: Empowering Educators and Students." Delve into cutting-edge strategies and practical insights designed to equip educators with the tools they need to effectively integrate technology into their teaching practice. Discover how technology can be leveraged to engage students, personalize learning experiences, and promote equity in education. From digital resources to innovative teaching methods, this presentation covers a wide range of topics to inspire and empower educators to harness the full potential of technology in the classroom.
8 BENEFITS OF TECHNOLOGY IN CURRENT AND FUTURE EDUCATION.pptxnavabharathschool99
Technology in current education has become a pillar for continuity and excellence in the holistic training of different generations. Its importance became more visible as a result of the COVID 19 pandemic and today many are already noticing its benefits. This time we will tell you more about the role that technology plays in the educational framework and its main benefits. The role of technology in education today and in the future. Technology in current education has become a facilitator of changes, especially those promoted by the health situation. With your contribution, we can not only develop distance learning, but we are competently preparing new generations to take on the challenges of the present and the future.
Working with students to make the most of digital - Jisc Digifest 2016Jisc
We know how important it is to engage learners in designing their digital learning experience, but how can universities and colleges make this work in practice, and at scale?
Participants will have the opportunity of hearing from two institutional case studies on student digital partnerships.
The session will help you reflect on where you are with your students’ digital experience, and plan your next steps.
Enhancing School Community through Technology Professional Development for Te...Kendra Minor
This presentation provides an overview of the roles and responsibilities of each collaborative partner; narrative about the process used to analyze, design, develop, implement and evaluate the professional development workshop; and the tools and community generated by the collaborative.
Integrating deep learning skills into the curriculumLisa Harris
Slides for panel discussion at British Council / Microsoft Deep Learning Event, Kuala Lumpur, May 2015
http://www.britishcouncil.my/events/asean-deep-learning-policy-series
Presentation on communication, collaboration, presentation, and interactive online tools that can be used in a virtual classroom to engage learners of all styles.
Social media for social policy: working together for creative employability s...Matt Cornock
Session presented at the University of York Learning and Teaching Conference, 8 May 2013. Overview of the social media project which gives students the opportunity to learn new skills within a social science subject context.
Founded on June 15, 1985, the studio is headed by the directors Hayao Miyazaki and Isao Takahata and the producer Toshio Suzuki. Prior to the formation of the studio, Miyazaki and Takahata had already had long careers in Japanese film and television animation and had worked together on Holst: Prince of the SunandPanda! Go, Panda!; and Suzuki was an editor atTokuma Shoten'sAnimagemangamagazine.
The difference between vector and raster graphics is that raster graphics are composed of pixels, while vector graphics are composed of paths. A raster graphic, such as a gif or jpeg, is an array of pixels of various colors, which together form an image.
Humans have probably attempted to depict motion as far back as the Paleolithic period.Shadow play and the magic lantern offered popular shows with moving images as the result of manipulation by hand and/or some minor mechanics.
3. Mission
• To generate new knowledge by engaging in cutting‐
edge research and to promote academic growth.
• To identify based on an informed perception of
To identify, based on an informed perception of
regional and global needs, areas of specialization upon
which the center can concentrate.
• T
To undertake collaborative projects which offer
d t k
ll b ti
j t hi h ff
opportunities for long‐term interaction with academia
and industry.
• To develop human potential to its fullest extent so that
intellectually capable and imaginatively gifted leaders
g
g
p
can emerge in a range of professions.
27. •
•
•
A STUDY ON CULTURAL PRESERVATION: EXPLORING WAYANG KULIT THROUGH ONLINE GAME
A STUDY ON CULTURAL PRESERVATION: EXPLORING WAYANG KULIT THROUGH ONLINE GAME
AMONG NET GENERATION
Abstract
Wayang Kulit or Shadow Puppet play was once the most famous night entertainments during it first
approached Malay community in 1950’s (Ghulam‐Sarwar Yousof, 1999). The popularity of Wayang
Kulit is decreasing especially among the Malaysian youth; therefore something should be done to
revive its glory. The aim of this research is to expose the Malay traditional game to the Malaysian
youth mainly to the Net Generations. Prototype of Wayang Kulit online game was developed based
on the feedbacks gathered from interviews with Wayang Kulit expertise and game developers.
Questionnaire and prototype of the Wayang Kulit Online Game were distributed among the youth
at the age of 13‐25 years old. A total of 122 participated in the study and the data were analyzed.
13 25
The findings from data analyzed shows that Wayang Kulit online game was well accepted among
our Net Generations. According to overall comments from this group, after playing Wayang Kulit
online game, they had a chance to learn about Wayang Kulit which they were not exposed to
before. Subsequently, from the survey results, it shows that Wayang Kulit online game has a good
potential in the game industry, but requires further development to make it more interesting,
attractive and informative.
28. YouTube as Support for Learning 3D Animation Skills
• Yuen May Chan
•
Faculty of Creative Multimedia, Multimedia University, Cyberjaya, Selangor, Malaysia
Faculty of Creative Multimedia Multimedia University Cyberjaya Selangor Malaysia
•
Abstract. YouTube Videos as support for teaching and learning 3D animation. 3D animation
students’ first preference for learning is using video instruction as compared to other
medium of instruction. Video as a rich medium have been known to be advantages in
engaging l
i learners, capturing and d
t i
d demonstrating content which are diffi lt t articulate with
t ti
t t hi h
difficult to ti l t ith
text or image alone, promoting collaboration as well as functioning as a medium for
reflection. Video sharing websites as a social media platform allow students to share their
thoughts and feedback on the video they viewed. YouTube Videos may contain outdated,
inappropriate or inaccurate content. As most of the videos are viewed out of the classroom,
the
th use of th
f these videos i subjected t th di it l lit
id
is bj t d to the digital literacy skills of th students th
kill f the t d t themselves.
l
The use of video instruction for learning are investigated through 33 students undertaking
computer modeling and animation course in the Faculty of Creative Multimedia. In the 14
week progress in creating an animated talking head, through observation and their progress
report, the use of YouTube for solving animation problems are analysed. Results shown that
most students used f
t t d t
d free content th t are available online f solving animation problems
t t that
il bl
li for l i
i ti
bl
rather than printed publications or learning from people.
Keywords: Video instruction, YouTube, 3D animation, teaching and learning
•
•
•
29. •
•
•
•
Factors that influence the implementation of IBL approach for
• first year graphic design students in Malaysia
Abstract
Learning is developing through creating new knowledge and understanding.
Inquiry‐based
learning is an approach that helps students to develop critical thinking and a self‐directed learning
manner. Teacher‐centered teaching and learning method is no longer suitable for our society today.
In order to prepare more innovative younger generation, institutions need to change teaching and
learning method. This study i using the qualitative method b a case study with three participants
l
i
h d hi
d is i
h
li i
h d by
d ih h
i i
who teach in a private university in Malaysia to find out what could be the factors that affect or
influence the implementation of inquiry‐based learning for first year graphic design students. An in‐
depth structures interview and focus group discussion were used to collect descriptive data from
the participants. Observation had also carry out to observe how the IBL approach take place in
design courses’ classroom The factors that influence the implementation of IBL in both case study
courses classroom.
of this study as compare with the literature reviewer’s finding are quite resemblance. A more
comprehensive study in identifying the factors that influence IBL in overall tertiary institutions in
Malaysia for graphic design students should help strengthen the finding of this study.
30. •
•
•
•
•
•
•
•
PBS – The Convergence of New Media Practice
This is a practice led research which encompasses toward the direction of converting the
manual traditional method toward new media approaches. It is a practice from traditional art
until presentation on web .This research consists of three stages. Fi stage i the preparation
il
i
b Thi
h
i
f h
First
is h
i
of documentation and pre‐visualization. After study on the material and references, the
research team preparing 3D output by 3D CG approach. Hence, the compilation practice of
visual art in traditional nor digital presentation lead to the research team for setting up the
new media platform‐web‐based/ web site to present the outcome.
•
*The outcome enclosed with exhibition
•
•
Keyword s: Practice‐led, traditional, 3D CGI, web‐based
Researcher: Goh Kiang Kuan, Mohd. Fairuz Ali, Aloysius Yapp
32. •
Title :The d
l
h digitization of the western tombstones’ symbol and inscription at St. Paul Church, Malacca in the context of
f h
b
’
b l d
l h h
mobile application.
•
•
Abstract :
In 2008, Malacca has been awarded as “UNESCO World Heritage Site” which dated the history for about 413 years ago.
The ruins and the remaining of the western civilization are still available nowadays. Due to the fact that Malaysia has tropical
season,
season most of the historical relics are at risk of being exposed to the open weather without an appropriate preservation
preservation.
The western tombstone at St. Paul Church has been excavated and relocated by the British in early 1930’s. Several
tombstones were cracked, symbols and inscriptions were hard to interpret due to the age, damaged, uncompleted,
vandalism
and
these
granite
stones
were
brought
and
carved
by
the
Europeans.
Today smart phone has become popular device that would contribute in preserving and digitization of the western tombstone
in Malacca. The mobile application or apps allows capturing QR code pattern on any platform of mobile devices at the
determine location of the tombstone at St. Paul church. This would help the tombstones in meagre condition and among the
p
g
g
rest to be digitally documented in the form of interactive mobile application which includes image gallery, translation of the
classical Dutch and Portuguese writings and the extraction of the interpretation of the symbol of the dead ones. These
informatics apps would help to attract tourists and preserve heritage closer to youngsters in more attractive, interactive and
mobile for the future generation of Malaysian.
•
•
•
•
33. “The Significant Role of the new media
•
for muslim
•
in Confronting Contemporary Global Challenges”
•
•
Hasleena Hamzam, MA, PhD (candidates)
•
Department of Graphic Design & Multimedia
•
•
•
•
•
•
•
•
Abstract
Nowadays, the Islamic world is confronting constant challenges in terms of physical and spiritual, as a whole.
Living in
Li i i such challenging atmosphere persuades M li to d l proper strategies f h dli ongoing crises
h h ll
i
h
d Muslims develop
i for handling
i
i
in a way arguably compatible with the Islamic codes and practices, as well as the fast growing universal demands.
This paper, based on the taught of the Holy Quran & Hadith aimed to finding out a modest approach to handling
the contemporary challenges through visual. Graphic approach via a social media & mobile application was of
special interest in this paper.
The Qur’an is the basis of Islam and an intrinsic part of a Muslim life. It is the strong rope that connects Muslims to
their Lord, Allah, the Straight Path (
(al‐Sirat al‐Mustaqim)leading them to everlasting bliss and the backbone of
)
their success in both existences, i.e. al‐Dunya and al‐Akhirah (here and hereafter). The purpose of this paper is to
explore the thought of Islam in a form of visual. In conclusion, Islam appreciates the role of the intellect and
chooses a reasonable and convincing manner in confronting important challenges all over the time.
Keywords
New Media, Quran, Islamic thought, Islamic world, global challenges, Graphic Design, Visual Design,
34. •
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Artist’s Statement
The paintings presented here represent the studio based work completed for my research project
project.
Buddhism and painting have always been significant for me. I have been practicing my religion and art since I was a child. But, I did not
consider about a link between these two important parts in my life until I went to Australia. Due to the circumstances and difficulties of
my life in Australia, I began to realise that these two important parts of my life were separated from my day‐to‐day existence and so I
started to make links between my art, Buddhism and my life through my painting.
My mind is always influenced by Eastern thinking. I have been contacting with Western art tradition since I was a child, so I use Western
painting as a vehicle to explore my mind. Due to my painting “style”—figuration, I studied Western painters like Caravaggio, Jacques‐
Louis David and Eugene Delacroix in order to improve my use of figure, painting skill and technique, and also the knowledge of art.
I have used painting as a way to express my thoughts and feelings about the circumstances that have happened to or around me. These
paintings enable me to question my life and my religious belief. From these questions, I tried to put Buddhism into practise and make a
connection to my life
I believe that, as a Buddhist and artist, I have a responsibility to raise the realization of the need for humanity and spiritual life in
contemporary society, and my painting is a vehicle for conveying my understanding of Buddhism and sharing my life experience.
Wang Chain Khiang
35. •
•
•
•
•
•
•
•
•
•
•
•
•
Problem Based-Learning As Instructional Strategy To Enhance Creative Design Training At
Tertiary Level
•
By Jeevamalar a/p Kumarasamy and Jackson Wong
Abstract
In the conventional Practicum Learning, creative students learn by doing assignments and projects. According to Action Research reports
from course instructors, most of the creative works produced are stereotype and lack of original characteristics. At tertiary level, most of
the students are doing assignments for submission and credit-earning purpose. Those submissions have failed to demonstrate high
standard of creative communication in which reflect individual competency in knowledge and skills learned. This paper is interested to
investigate the possibility of Problem-based Learning infusion into creative design subjects, in order to help students to think active and
produce quality design portfolios.
Problem-Based Learning is an instructional methodology in which students are encouraged to engage with all possible problems and
solutions before making any conclusive decision. One of the important features of Problem-Based Learning is to expose students with
‘real-world’ problems, and PBL is a learning methodology through series of active critical thinking and creative thinking process. The
objective of this research will provide evidences of PBL effectiveness in nurturing effective learning in creative design education. It also
helps to produce learners who are not only learning by memorizing theories, but will be able to think effectively and apply skills and
knowledge taught in classes.
At UTAR, final year Graphic Design students are required to propose a project brief from a self-directed market analysis. The project brief
could possible come from a new created commercial brand from either a product, a service or a new business idea. Subsequently,
students are expected to produce a series of effective communications in supporting the new commercial brand in a proposed advertising
campaign. From this research, the investigation studies will be focused on the design process documentation from the students’ design
workbook. The transformation process of the creative idea development will serve as evidences of PBL infusion effectiveness. The
research findings will able to provide educators as an extra reference to decide the implementation of PBL instruction model in future.
Keywords
• Problem-Based Learning • Real-World Problem • Design Process Documentation • C
Creative Idea Development • C
Critical Thinking •
Creative Thinking • Problem Solving • Graphic Design
36. The Need of New Model for Art Appreciation Directed to
•
Visual Communication At Tertiary Level:
•
A Conceptual Framework
•
M. Subramaniama,*
a Department of Multimedia and Animation, Faculty of Creative Industries,
•
•
University Tunku Abdul Rahman,
•
46200 Petaling Jaya, Selangor
•
•
*corresponding author: maithreyi@utar.edu.my
Abstract—One of the objective of Art Education by the Ministry of Education Malaysia is to enable students to
develop the ability to appreciate, evaluate, analyze and discuss the production of various types of art and visual
production. Students that are able to appreciate a work of art are also able to value and produce a good piece of
work. The research will be conducted using the proposed new model and correlated with studio production of
the first year graphic design students of Faculty of Creative Industries at a private university. The objectives of
this study are to identify degree of knowledge and understanding of art appreciation, to develop and enhance
y
y g
g
g
pp
,
p
art appreciation using the proposed approach to identify the significant correlation between students’ art
appreciation ability scores and studio production scores in visual communication subject. The conceptual
framework was developed for this study. Basically, the whole guideline reflects the conventional theory
“Broudy’s Art Appreciation” was applied to develop a new approach.
•
•
•
•
Author Keywords: New Model; Art Appreciation; Visual Communication; Tertiary Level
37. •
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Rapid and Cost Effective Ceramic Prototyping using Computer‐Aided Design
This paper looks at the process of creating a prototype for a ceramic art piece with the use of computer‐aided design; namely 3D Visualisation and 3D
Printing. As time and costs are important factors in commercial, mass‐produced ceramic products, this research looks into alternative ways to speed
up the visualization process, reduce wastage and ultimately reduce costs bringing a ceramic art piece to market. Prototyping with the help of 3D
Modeling software is looked at, and the pros and cons of this technique are considered. Also, with the help of state‐of‐the‐art 3D printing, a new way
of ceramic mould‐making is introduced. In the past, a mould was created out of clay, shaped according to the client’s requirements then used as the
mould to create subsequent ceramic copies Usually the mould‐making would go through several iterations and the original clay sculpture may be
copies. Usually,
mould making
discarded if the clay mould was way too different from the client’s requirements. This process could potentially be tedious and time‐consuming and
lack details in the ceramic product itself. This is partly to do with the limitations of the ceramic material itself. Finalised and glazed ceramic products
tend to lose fine details in the final stages once it is fired up in the oven. With the new workflow, the ceramic mould is previsualised using 3D
software. Changes to the looks could be easily manipulated and done with fast turn‐around times. Also, with the intricacies of a high‐end 3D printer,
higher and finer detail could be incorporated into the ceramic mould; especially details too fine for human hands to sculpt. Only when the virtual
mould was up to the client’s satisfaction, then 3D printing would commence. The choice material for 3D printing was plastic resin, which was cost
effective with fast turnaround times. The 3D printed object was then used as a mould by which to make subsequent ceramic products. This process is
not without its weaknesses and challenges The findings from this research shows a potential new workflow to create new and innovative ceramic
challenges.
products. In this study, only hollow, ceramic penholders with organic shapes were considered. More studies and tests need to done on other forms
of ceramic products to see the effectiveness of the new workflow and whether it can be applied to other forms of ceramic production.
Challenges Faced
Cost. Not economic to mass produce. Printer itself
Design limitations
Material flaws
Strengths of 3D Prototyping
Weaknesses of 3D prototyping
Strengths of 3D Printing
What can a 3D printer do?
Limitations of 3D Printing
Future explorations
38. •
PBS VR
•
•
•
PBS VR stands for Panglima Bukit Sadok Virtual Reality It is a transition practice from manual to
Reality.
digital. This research encompasses the real world practice into Virtual Reality (VR) environment
presentation.
•
•
PBS VR is a practice‐led research which consists of three stages of practices. First is the concept
p
g
p
p
art practice. The researcher, in this stage, prepares a sequence of images or visual references.
•
•
•
•
The compilation of documentation (in writing and visuals) leads towards the second stage called
the digital painting practice. The researcher at the end of this stage delivers a series of digital
paintings for reference of digital environment walkthrough practice, which is considered as third
stage for PBS VR.
•
•
In summary, PBS VR is a practice‐led research to transform manual artwork presentation to
digital environment demonstration
demonstration.
•
•
Keyword s: Virtual Reality, Concept Art, Digital Painting
Researcher: Aloysius Yapp, Goh Bor Jen , Chong Hwee Teeng