International Journal of Creative Multimedia https://journals.mmupress.com/index.php/ijcm <p style="text-align: justify;">The<em> <strong>International Journal of Creative Multimedia (IJCM)</strong> </em>seeks scholarly work that explores the intersection of multimedia technology with creative content and research. We are interested in contributions that take advantage of the affordances of digital platforms in creative ways. The aim of this journal is to showcase current research in multimedia and other creative domains where knowledge of rapidly evolving digital media and its growth towards our lifestyle can be shared. IJCM is a double-blind peer-reviewed open-access journal published bi-annually (April &amp; September) and is offered for online publication free of charge, without any submission, review, or page fees.</p> <p>eISSN:<strong> 2716-6333 | </strong>Publisher: <a href="https://journals.mmupress.com/"><strong>MMU Press</strong></a> | Access: <strong>Open</strong> | Frequency: <strong>Biannual (April &amp; September)</strong> | Website: <strong><a href="https://journals.mmupress.com/jetap">https://journals.mmupress.com/ijcm</a></strong></p> <p>Indexed in:<br /><a href="https://myjurnal.mohe.gov.my/public/browse-journal-view.php?id=844" target="_blank" rel="noopener"><img style="width: 112px; display: inline;" src="https://journals.mmupress.com/resources/myjurnal-logo.png" alt="" width="200" height="26" /></a> <a href="https://mycite.mohe.gov.my/en/single-jcr/report/International%20Journal%20of%20Creative%20Multimedia/2021" target="_blank" rel="noopener"><img style="width: 95px; display: inline;" src="https://journals.mmupress.com/resources/mycite-logo.jpg" alt="" width="200" height="34" /></a> <a href="https://www.crossref.org/"><img src="https://assets.crossref.org/logo/crossref-logo-landscape-100.png" /></a> <a href="https://scholar.google.com/citations?user=xrIQcLkAAAAJ&amp;hl=en"><img src="https://journals.mmupress.com/public/site/images/syahmi/google-scholar-small.png" /></a></p> MMU PRESS en-US International Journal of Creative Multimedia 2716-6333 Front Matter Manuscript - IJCM Vol 4(2) September https://journals.mmupress.com/index.php/ijcm/article/view/813 <p>The<em>&nbsp;<strong>International Journal of Creative Multimedia (IJCM)</strong>&nbsp;</em>seeks scholarly work that explores the intersection of multimedia technology with creative content and research. We are interested in contributions that take advantage of the affordances of digital platforms in creative ways. The aim of this journal is to showcase current research in multimedia and other creative domains where knowledge of rapidly evolving digital media and its growth towards our lifestyle can be shared. IJCM is a double blind peer-reviewed open-access journal published bi-annually (April &amp; September).</p> Vimala Perumal Copyright (c) 2023 International Journal of Creative Multimedia https://creativecommons.org/licenses/by-nc-nd/4.0 2023-09-30 2023-09-30 4 2 i iv 10.33093/ijcm.2023.4.2 Transgression and New Media in the Study of Art https://journals.mmupress.com/index.php/ijcm/article/view/672 <p>This paper explores the effects of transgression in teaching caused by the operation of new media. Adapting Bell Hook’s argument on ‘teaching to transgress’ that articulates the necessity of freedom for the learning experience, the paper proceeds to critically examine such ‘transgressive freedom’ with the agency of new media in art education. It argues that while such transgression is well aligned with the freedom of independent thinking and criticality inherent to the radicality of learning art, such freedom in learning also permits the pedagogical intrusion of new media through the utilization of technology by students in a classroom. Having this as the foundation, the paper sets out to critically examine new media as a new form of radicality—one that not only perpetuates the radicality of art by breaching the distinction between learner and teacher but also begs for a reconfiguration of the discrepancy between human and non-human in education.</p> Roopesh Sitharan Copyright (c) 2023 International Journal of Creative Multimedia https://creativecommons.org/licenses/by-nc-nd/4.0 2023-09-30 2023-09-30 4 2 1 9 10.33093/ijcm.2023.4.2.1 Investigating How Frame Rates in Different Styles of Animation Affect the Psychology of the Audience https://journals.mmupress.com/index.php/ijcm/article/view/721 <p>As an art form that has existed since nearly a century ago, animation has birthed many different techniques of presenting visual motion to the audience, either in a more familiar, realistic representation or a stylistic visual choice that goes beyond imagination. Various elements such as characters, objects, environments and abstract constructs are combined into one cohesive shot and subsequently, several of these shots are compiled to create one scene in an animation production. Among these aspects of animation that have to be taken into consideration heavily by animators, is frame rates, or more commonly known and abbreviated as FPS (frames per seconds). The definition of frame rate is basically the amount of frames or images that are playing within one second exactly in a time-based work. There are several variations of frame rates that are used by different styles of animation, whether it is traditional hand-drawn 2D animation, fully computer-generated 3D animation, stop motion and even hybrids of these different methods. One such example of an animated work in recent years that has pioneered the usage of different frame rates in their production is the animated feature film by Sony Animation, Spiderman: Into the Spider-Verse, and its sequel which was newly released in theatres, Across the Spider-Verse, among other examples as well, but for this film in particular, the usage of different frame rates was intentional. In this article, how different frame rates are utilized in different forms of animation are studied by analyzing different existing examples that have been published for the general audience in movie theatres, online streaming and television, as well as exploring the function of different frame rates and the effect that they have towards the audience’s psychology as well as in the context of storytelling when it comes to presenting their characters’ personality and background.</p> Sharafina Teh Vimala Perumal Hushinaidi Abdul Hamid Copyright (c) 2023 International Journal of Creative Multimedia https://creativecommons.org/licenses/by-nc-nd/4.0 2023-09-30 2023-09-30 4 2 10 31 10.33093/ijcm.2023.4.2.2 The Role of Digital Design in Preserving the Integrity of the Natural Heritage https://journals.mmupress.com/index.php/ijcm/article/view/750 <p>Natural heritage refers to fundamental elements such as biodiversity and natural resources. With the increasing threat of climate change, the development of infrastructure, and the deterioration of the environment, a growing need exists to protect the integrity of the world’s natural heritage. Digital design, including virtual reality, augmented reality, and interactive displays, are technological advancements adopted by domains such as marketing and education that can offer immersive and engaging experiences that educate and inspire people to care for natural heritage. The study's objective is to explore the potential of digital design in transmitting and safeguarding natural heritage, assessing its contribution to promoting environmental consciousness. The research employs qualitative research methods to interpret digital design's role in natural heritage preservation, using empirical materials such as case studies. The secondary data collected from articles provide a descriptive analysis of digital design's role in natural heritage preservation efforts. The research investigates how digital design can create effective communication channels and promote sustainable behavior amongst the audience exposed to digital design strategies. The communication channels include extended reality platforms such as social media and other interactive forms of visual communication. This study reviews related articles and case studies and consists of a qualitative analysis. Findings begin with the past development of the digital design field, followed by current updates related to digital design and natural heritage preservation. This article contributes to the field of digital design by highlighting the growing relevance and roles of digital design concerning the protection of natural heritage.</p> Nur Hatice Zaim Vimala Perumal Ah Choo Koo Copyright (c) 2023 International Journal of Creative Multimedia https://creativecommons.org/licenses/by-nc-nd/4.0 2023-09-30 2023-09-30 4 2 32 41 10.33093/ijcm.2023.4.2.3 From Purveyor of Meanings to White Cube, Parergon and Installation https://journals.mmupress.com/index.php/ijcm/article/view/766 <p>This essay is positioned as a self-reflexive practice and exegesis in examining my past installation works made from 2002 to 2013, and to discuss these works concerning the notion of the practice of artist and the art made as “purveyors of meanings”, as an open interpretative possibility. It extends the discussion on the notion of the artist as a ‘purveyor of meanings’ as a proposition developed from a previous article based on my artistic practice and understanding, which considered some of the complexity of such implication as a conceptual approach of artmaking, especially when it takes into consideration various aspects of audience interpretation and how the artwork would operate and perform in an exhibition setting. The ensuing discussion posits the concept of the ‘white cube’ as a kind of overpowering exhibition space and as an aesthetic ideology by O’Doherty as a critical examination of the role and function of these white or neutral tone exhibition spaces in many art museums and galleries featuring Modernist art. The essay proposes the notion of maintaining conscious pursuit of a liminal state of presence in the reading of artworks, raising the question who is the one who conferred an artwork meaning, and in what manner and condition et cetera. Such conferring of meaning(s) as arbitrary as it would, confirms that the one (not just a human, person or agency) or perhaps that which judge (its meanings) would hold the artwork (and the meaning) ransom, i.e. a conscious return to a liminal state is always necessary to counter the tyrannical judgement of meanings held to ransom.</p> Sau Bin Yap Copyright (c) 2023 International Journal of Creative Multimedia https://creativecommons.org/licenses/by-nc-nd/4.0 2023-09-30 2023-09-30 4 2 42 55 10.33093/ijcm.2023.4.2.4 Augmented Reality: The Future of Movie Promotion for Malaysian Youth Cinemagoers https://journals.mmupress.com/index.php/ijcm/article/view/794 <p>Posters are great ways to promote movies. They visually show crucial components that stimulate excitement and interest in upcoming films. Nevertheless, using posters as movie promotional tools presents certain issues. Given the high volume of film releases annually, it can be challenging to differentiate oneself in a saturated market. Moreover, assessing their efficacy can pose a significant challenge. The movie advertising industry stands to benefit significantly from augmented reality's (AR) rapid development. It has the potential to generate interest in upcoming films by creating interactive and immersive experiences. This study aims to understand how Malaysian youths view AR movie promotion to determine the best approaches to creating AR-based movie promotions. Three augmented reality (AR) experiences promoting the local film "Roh" were developed and tested on university students aged 18 to 25. The results illustrate the perceptions of the Malaysian youths regarding AR movie promotion and suggest optimal approaches to creating AR-based movie promotions that appeal to this demographic.</p> Rosnani Abdul Rahman Zainuddin Ibrahim Mohd Ikhwan Mohd Marzuki Nur Sarifah Hasan Ahmad Syafiq Zulfadzli Zakiah Zainal Copyright (c) 2023 International Journal of Creative Multimedia https://creativecommons.org/licenses/by-nc-nd/4.0 2023-09-30 2023-09-30 4 2 56 87 10.33093/ijcm.2023.4.2.5 Understanding the Process of Designing Multimedia Gallery using Multimedia Gallery Framework https://journals.mmupress.com/index.php/ijcm/article/view/798 <p>Designing spatial layout environment for multimedia galleries involves understanding of the design process, and the implementation of design concepts into architectural design sketches and 3-dimensional visualizations. Consideration for visitors’ experience significantly improves the space treatment and usage. This research focuses on designing multimedia galleries based on the six basic spatial layouts, inclusive of gallery affordance component in the multimedia gallery framework. The objectives of this research are; i). To establish the preliminary design process and expression of ideas via 3-dimensional visualizations and ii). To assess the understanding of designing multimedia galleries. The research methodology is conducted in two phases; preliminary phase one which is the architectural design process phase which includes study of the design brief, site appreciation, users’ needs, spatial requirements and design intention. The design concepts are then translated into in 3-dimensional visualizations for better understanding of spatial layout and the environment. Phase two assesses students’ understanding through an open ended survey. In this research, Virtual Reality Design 1 students from Faculty of Creative Multimedia were guided in the preliminary design stage. They were briefed on the concept of multimedia gallery framework, overall design process and underwent critique sessions during the design development. The final design was finalized from a selection of alternatives and materialized in 3-dimensional visualization images and walk-through video. An open ended survey was distributed to the students after they have completed their final design. In this survey, thoughts and ideas of their concept and design were collected and processed. Visitors’ experience is also one of the important components in this study. Findings from the survey contribute to the process of designing and developing multimedia galleries by investigating design students’ understanding of visitors’ experience in their design. This research is conducted and limited to a group of semester one virtual reality students. The visualizations are also created based on basic knowledge of 3-dimensional tools. Significance of this study will benefit design students, artists and curators of multimedia galleries and the built environment, as well as establishes ground for future works.</p> Elyna Amir Sharji Ah Choo Koo Dendi Permadi Copyright (c) 2023 International Journal of Creative Multimedia https://creativecommons.org/licenses/by-nc-nd/4.0 2023-09-30 2023-09-30 4 2 88 104 10.33093/ijcm.2023.4.2.6