Now showing 1 - 4 of 4
  • Publication
    Use of interactive video based on motion graphics to create awareness on handling stress
    The development of the interactive video based on motion graphic is to spread awareness to the people about the appropriate ways to handle stress. This is because many people face stress in daily life, but they do not know the correct way to manage and handling the stress. An interactive based on motion graphic used as the medium due to easy to understand and able to attract the patient's attention. The model used to develop this product is Alessi and Trollip Model. The model contains 3 phases which are planning, design and development phase. Alpha test is conducted to test the effectiveness of the product and to make sure that the objectives of the project are achieved. The test is conducted by interviewing a multimedia expert, a content expert and 5 users which are students that reside at Kolej Kediaman Tuanku Fauziah (PFi2). The results obtained from conducting this test were positive as the feedback from the users suggests that the information given in this video is relevant and useful thus, help them to manage their stress. In this research, interactive multimedia learning based on motion graphic is effective toward the improvement of people to manage their stress in digital format.
  • Publication
    Enhancing tourist's experience in tourism by developing of augmented reality on Penang's street art
    This study aims to enhance tourist's experience in tourism by the development of an Augmented Reality on Penang's street art. The problem statement of this project is the lack of information on street art and facing the difficulty to preserve street art. The objectives of this study are to preserve the cultural heritage of Penang's street art through Augmented Reality and developing an animated augmented reality with text, music, and graphics. This hope helps in educating and enhancing tourist's experience with Penang's street art. The product is developed through Adobe Photoshop, Adobe Illustrator, Adobe Premiere Pro, Adobe After Effects, and Unity3D. The methodology of this research project is qualitative and uses Alessi and Trollip Model as a reference in the development of the project. An interview was conducted with few of multimedia expert that relates to animation, augmented reality and design. The results show that the research objective of this study was successfully achieved. Augmented Reality application provides a new experience for tourists in their search of street art in Penang to learn more about the history of Penang and to experience enhanced tourism. Through the interview, the respondents were satisfied with this augmented reality application in enhancing Penang's street art.
  • Publication
    Penyampaian maklumat melalui pembangunan video interaktif
    Langkawi terkenal sebagai destinasi percutian. Terdapat pelbagai tawaran pelancongan yang disediakan di sana. Penduduk tempatan boleh mendapat manfaat bersama dengan dapat menyediakan rumah tumpangan. Namun begitu, apabila wujudnya begitu banyak hotel, saingan menjadi meningkat. Mereka sukar memasarkan perkhidmatan rumah tumpangan. Selain itu, pelancong berasa selesa dengan penggunaan peta walaupun ianya mempunyai saiz fizikal besar untuk dibawa ke mana-mana. Inisiatif penyelidik dalam membangunkan video interaktif adalah supaya memudahkan pelancong untuk akses ke tempat yang ingin dituju hanya melalui gadget masing masing. Model reka bentuk dan pembangunan Alessi dan Trollip telah digunakan bagi pembangunan video interaktif. Satu penilaian dilakukan bagi mendapatkan maklum balas video. Hasilnya merupakan pendapat dan penambah baikan bagi video interaktif ini.
  • Publication
    Pembangunan Model Personaliti Unggul Pesalah Juvana (MPUPJ)
    Kesalahan jenayah dalam kalangan kanak-kanak adalah masalah sosial yang sangat membimbangkan. Secara umumnya, masalah kanak-kanak berkonflik dengan undang-undang atau terlibat dengan kesalahan jenayah adalah isu sejagat kerana ianya berlaku di semua negara di dunia. Sehubungan dengan itu, objektif utama artikel ini adalah untuk menganalisis definisi jenayah dan jenayah juvana di Malaysia. Pada masa yang sama, artikel ini juga memfokuskan kepada jenayah juvana yang berlaku di negeri Perlis. Di samping itu, artikel ini turut mengenalpasti hukuman yang dikenakan kepada kanak-kanak yang melakukan jenayah. Artikel ini mendapati bahawa terdapat kelompangan berkenaan faktor yang mendorong pesalah untuk berubah dan boleh mengubah pesalah juvana lain menjadi lebih baik. Metodologi yang digunakan dalam kajian ini adalah kajian kuantitatif iaitu penganalisisan data. Selain itu, kertas kerja ini juga membangunkan model personaliti unggul pesalah juvana. Model ini adalah penambahbaikan penambahbaikan kepada modul program pemulihan pesalah juvana sedia ada.
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