Journal of Creative Industry and Sustainable Culture
Journal of Creative Industry and Sustainable Culture (JCISC) is a refereed academic journal published in both English and Bahasa Malaysia, double-blind reviewed, published annually (October) by UUM Press and managed by the School of Creative Industry Management and Performing Arts (SCIMPA), Universiti Utara Malaysia. A manuscript submitted to the Editorial Board must be an original work, previously unpublished research results, experimental or theoretical papers, not under consideration for publication elsewhere. The JCISC main objective is to provide a channel for the publication of articles based on both theoretical and empirical research, original thoughts, comparative studies and commentaries on contemporary issues related to creative industry and culture, from various interdisciplinary and global perspectives.
KESAHAHAN KOMPONEN KESEJAHTERAAN DIGITAL BELIA DI MALAYSIA: KAJIAN RINTIS
Perkembangan teknologi dan pecutan proses transformasi digital telah mempercepat adaptasi digital menerusi pembudayaannya dalam kehidupan. Namun, situasi ini berpotensi memberikan manfaat dan juga kemudaratan sehingga menjejaskan kesejahteraan digital pengguna terutamanya dalam kalangan belia. Kertas kerja ini menjelaskan pendekatan kajian rintis bagi menentukan kesahan dan kebolehpercayaan bagi konstruk kesejahteraan digital. Proses ini diperlukan bagi sesuatu kajian sebelum instrumen tersebut digunakan dalam kajian yang lebih intensif. Pendekatan kesahan kandungan oleh pakar bidang dan ujian rintis digunakan untuk menentukan kebolehgunaan dan kebolehpercayaan soalan kaji selidik. Proses pengumpulan data menerusi pendekatan persampelan rawak mudah digunakan menerusi pengedaran borang soal selidik dalam talian melibatkan 148 responden dalam kalangan pelajar dari Universiti Malaysia Perlis (UniMAP). Nilai Alpha Cronbach (α) bagi keseluruhan konstruk antara α=0.881 hingga α=0.941 menunjukkan konstruk mempunyai kebolehpercayaan yang tinggi. Selain itu, ulasan keseluruhan prosedur ujian rintis dan metodologi yang digunakan memberikan sumbangan kepada badan pengetahuan ‘body of knowledge’. Tambahan lagi, cadangan rangka kerja juga dibentangkan untuk menyediakan model rangka kerja yang lebih komprehensif menerusi pendekatan mengintergrasikan rangka kerja kesejahteraan digital. Justeru, disimpulkan bahawa soal selidik ini adalah memadai dan boleh diterima untuk kajian lanjutan dalam skala yang lebih besar. Malahan, instrumen ini juga boleh diuji dalam persekitaran kajian yang lain sebagai usaha mengembangkan bidang kajian kesejahteraan digital.
Copyright (c) 2024 Journal of Creative Industry and Sustainable Culture https://creativecommons.org/licenses/by/4.0
SAFEGUARDING INTANGIBLE CULTURAL HERITAGE IN CHINA: POLICY EVOLUTION AND CHALLENGES
Safeguarding intangible cultural heritage is a comprehensive systematic project, with governmental policy regulation and guidance constituting essential components. China has been exploring policies for safeguarding ICH for over a century. However, true legislative protection began in the late 1990s, drawing on international practices and summarizing continuous exploration since the late Qing Dynasty and the early Republican Government. This paper reviews China's policy frameworks for ICH protection, providing insights for achieving similar goals under varying national contexts while also highlighting several challenges in the implementation of these policies. Keywords: Opinions on Further Strengthening the Protection of Intangible Cultural Heritage, Intangible Cultural Heritage, Policy.
Analisis Dialek Kelantan dan Simbol Budaya Masyarakat Dalam Telefilem Ikan Singgang Cicah Budu
Dialek merupakan Bahasa daerah atau setempat yang digunakan di seluruh negara. Setiap negeri mempunya dialek yang tersendiri. Walaupun Masyarakat di Malaysia mempunyai kepelbagaian etnik dan terdiri daripada satu rumpun, namun adakala dielek yang digunakan tidak mampu difahami oleh semua golongan Masyarakat di negara ini. Justeru, makalah ini meneliti simbologi budaya terhadap bunyi nasal dialek Kelantan menerusi telefilem “Ikan Singgang Cicah Budu”. Ia memfokuskan penelitian terhadap perubahan bunyi nasal dalam dialek Kelantan dalam perubahan bunyi nasal [n] kepada [ƞ]. Kemudian ia juga turut meneliti perubahan pada bunyi nasal [n], [m], [ƞ] kepada bunyi vokal e taling [ě]. Sementara itu, ia juga melihat perbandingan sebutan perkataan yang mengandungi konsonan nasal dalam dialek Kelantan dengan sebutan perkataan dalam Bahasa Melayu moden. Justeru, pendekatan simbologi dan juga analisis tekstual terhadap telefilem “Ikan Singgang Cicah Budu” mengikut babak-babak yang terpilih. Ia dianalisis menerusi minit ke minit dalam setiap babak yang menggunakan dialek Kelantan yang menggunakan bunyi nasal tersebut. Dapatan menunjukkan terdapat 7 perubahan bunyi nasal [ n ] kepada [ ƞ ], dan 32 perubahan bunyi nasal [n], [m], [ƞ] kepada bunyi vokal e taling [ě]. Perubahan yang berlaku ini menunjukkan perbezaan kosa kata dalam dialek Kelantan dengan Bahasa Melayu Moden. Hal ini menunjukkan bahawa kosa kata asal Bahasa Melayu Moden yang diubah oleh masyarakat Kelantan hanya boleh difahami dalam kalangan mereka. Secara keseluruhannya, pengkaji mendapati bahawa dialek Kelantan ini memainkan peranan penting dalam variasi Bahasa Melayu. Malah, ia menunjukkan kepelbagaian bahasa yang diukur menggunakan dialek iaitu isoglos dan menunjukkan keunikan Bahasa Melayu di Malaysia.
FORMULATING DESIGN GUIDELINES FOR AN IMMERSIVE VIRTUAL REALITY ENVIRONMENT IN MUSLIM FUNERAL MANAGEMENT EDUCATION IN MALAYSIA
In Malaysia, Islamic funeral rites hold deep cultural and religious significance. Upon a person's passing, specific rituals rooted in Islamic traditions are observed. However, despite the importance of these practices, many students especially teenagers in Malaysia lack of knowledge and understanding about Islamic funeral management and practices. A preliminary study conducted among 27 teenagers aged 21 to 25 from Universiti Utara Malaysia (UUM) revealed significant gaps in understanding key aspects such as Taharah (ritual washing), Solat Jenazah (funeral prayer), and Kafan (shrouding). This lack of knowledge could have implications for the preservation and practice of Islamic traditions within younger generations. With the rapid integration of digital technologies, there is need to find alternative way, and this refer to the utilization of Immersive Virtual Reality (IVR) Technology in addressing this problem. To bridge this gap, the study proposes formulating design guidelines for an IVR environment focused on Islamic funeral management education in Malaysia. This research aligns with Sustainable Development Goal 4 (SDG 4) by promoting quality education through digital innovation. The objectives include identifying core components for the IVR environment, developing comprehensive design guidelines, and validating these guidelines through expert review. The study employs the Design Science Research Methodology (DSRM), encompassing stages such as awareness, suggestion, development, evaluation, and conclusion. The significance lies in exploring innovative, interactive approaches for teaching Islamic funeral practices, offering an immersive learning experience that enhances student engagement, comprehension, and retention. Ultimately, this research contributes to the development of IVR applications that support effective, technology-based education in alignment with the MADANI Economy vision.
PADANAN PINTAR: TOWARDS A GAME-BASED APPROACH FOR REGULATING SENSORY AND EMOTIONAL OVERLOAD IN CHILDREN WITH ASD
This research aimed to develop an interactive game application to help children with Autism Spectrum Disorder (ASD) manage sensory and emotional overload, which often leads to behavioural issues like tantrums. The game was designed by gaining a deeper understanding of ASD through interviews and observations. Key game requirements were identified to create an optimal experience for this specific audience. The result was the development of Padanan Pintar, a mobile application aimed at reducing sensory overload while promoting emotional regulation in children with ASD. Additionally, the game has the potential to improve cognitive skills by maintaining control over emotional and behavioural responses. User testing with autistic children showed positive engagement, emotional reactions, and behavioural outcomes. These results suggest that the game effectively provides a calming effect, minimizes sensory overload, and encourages relaxation.
AN EXPERT REVIEW EVALUATION OF ACE ENGLISH: A GAMIFIED MOBILE APPLICATION FOR ENGLISH LEARNING
Gamification involves the use of game design elements and mechanics in non-game contexts, proved to increase user engagement and enhance their learning experience. It has emerged as an effective approach to promote engagement and motivation in various fields including education. Recently, the english language examination format for Sijil Peperiksaan Malaysia (SPM) and Pentaksiran Tingkatan Tiga (PT3) that examined on four skills which includes speaking, listening, reading and writing is considered tougher than previous format and it gives a significant impact and challenges towards the english language learning approach. The traditional teaching method has been adapted and aligned with Common European Framework Reference (CEFR). However, the effectiveness of formal teaching approach is arguable. The main aim of this study is to develop an Ace English, a prototype of a gamified English learning mobile application (app) using ADDIE model. An expert review also has been conducted as an evaluation method in evaluating the mobile app. The evaluation was conducted with five experts to evaluate the Ace English in essential dimension which are content, design and function. Findings has shown that all the experts have positive experience on all the three dimensions. Suggestion for improvement and amendments have been made for the definitive better version of Ace English.
KIDDIESAFE APPLICATIONS: GAME-BASED LEARNING OF HEALTH EDUCATION AWARENESS AMONG PRIMARY SCHOOL STUDENTS
In the digital age, modern educational institutions face the challenge of engaging a generation of students accustomed to interactive and visually stimulating content. This study explores how the KiddieSafe App, an educational tool infused with game design elements, helps students in primary schools learn issues of safety and cleanliness more effectively. Drawing from the concepts of Digital Game-Based Learning and the development of 21st-century skills, the app features bright animations, interactive quizzes, and an interactive interface to help engage young learners. A summative evaluation of Year 1 students in Sekolah Kebangsaan Jitra 3 shows that this app has the potential to enhance learning outcomes and increase students' engagement. Although there were minor usability issues, general feedback was positive, thus proving this application to have potential as an effective supplementary educational aid. Future enhancements will focus on content diversity and feedback mechanisms to make the learning experience as enriching as possible.
FORMULATING THE EVALUATION MODEL OF EDUCATIONAL MUSIC VIDEO FOR CHILDREN’S LEARNING (EMV4CL)
This study, part of a Ph.D. thesis, explores the role of Educational Music Videos (EMVs) in enhancing children's learning within the framework of Video-Based Learning (VBL). EMVs, which adapt the traditional music video format by embedding educational content through singing narration, offer a novel approach to creating engaging and enjoyable learning experiences for young learners. However, the educational potential of EMVs has not been fully realized due to the absence of specific guidelines for evaluating their appropriateness for children's learning. To address this gap, the study develops the Evaluation Model of Educational Music Videos for Children’s Learning (EMV4CL). The model is grounded in Design Research methodology and identifies five critical components necessary for the effective evaluation of EMVs: video content, audio-visual learning concepts, video presentation style, edutainment features, and interactive activities. Each component was meticulously designed to capture the unique characteristics that make EMVs suitable for educational purposes. The EMV4CL model was subsequently validated by 11 academic experts, who unanimously endorsed its relevance and applicability in assessing the educational quality of music videos for children. The findings of this study highlight the EMV4CL as a significant contribution to the field, providing a structured and comprehensive tool that educators and developers can use to produce and evaluate high-quality educational music videos. This research advances the understanding of how music videos can be effectively utilized to support and enhance children's learning.
STUDY ON THE COMPOSITION AND SINGING CHARACTERISTICS OF CHINESE ANCIENT POETRY CHORAL WORKS
ABSTRACT The study of the creation and singing characteristics of ancient poetic choral works involves the study of ancient poetic art, choral art, harmonic composition, song singing, conducting techniques and artistic development, which is a very challenging research topic. This is mainly due to the special characteristics of the subject matter itself. As an art that encompasses a wide range of subjects, chorus itself has many characteristics in terms of connotation and extension. As the most important element of choral art, the combination of choral composition and singing characteristics can emphasize the characteristics and style of choral art. The main purpose of this study is to analyze the choral works of ancient poems composed since the emergence of Chinese choral art, organize them into categories, then analyze their characteristics, and then summarize the corresponding singing characteristics of different styles, periods and genres, so as to come up with a complete system of ancient poems composition and singing characteristics. By combining qualitative research with quantitative research and through interviews with experts, the various weaves of this system are further refined. The results of this study will help to present some innovative ideas and help in the current field of Chinese ancient poetry choral works. It will be of some guidance to some scholars engaged in the art of mass choral singing as well as introductory choral conducting.
A REINTERPRETATION OF CHIU KENG GUAN’S OLA BOLA : A REDEFINED NOTION OF BANGSA MALAYSIA FROM AN ISLAMIC PERSPECTIVE
National identity plays a crucial role in the development of a nation, with its essence continually evolving over time. Consequently, various endeavors have been made by authorities to shape a national identity in Malaysia. Among these efforts is Mahathir's concept of Bangsa Malaysia. Despite being labeled as a non-Islamic production, Chiu Keng Guan's film, Ola Bola, subtly reflects Islamic principles in fostering national identity. This study aims to redefine the emergence of a Malaysian national identity depicted in Ola Bola, aligning with Islamic values, and to challenge the established notion of Bangsa Malaysia. Through a thematic analysis and literature review of Ola Bola, the film's narrative is revisited and examined. Ola Bola, effectively conveying Islamic values in nurturing a cohesive national identity, was directed by a non-Muslim Malaysian, reshaping the predominantly Malay-centric concept of Bangsa Malaysia, as is evident. The film's five principal themes redefine Bangsa Malaysia and resonate with Islamic ideals of multiculturalism and a pluralistic society within the Malaysian context.
CONTESTING GLOBAL FORCES THROUGH CULTURAL HYBRIDISATION:JAVANESE COVER VERSIONS OF WESTERN SONGS ON YOUTUBE
This article examines the ways in which cover songs on YouTube using traditional language and musical instruments serve as responses to the global music industry. A band from East Java, Indonesia, Gamelawan, will serve as the case study. Gamelawan contests the global music industry by covering a number of Western songs in Javanese language and arranging the musical accompaniment for gamelan instruments. Through Qualitative Content Analysis (QCA) of selected Javanese cover versions of western songs on YouTubeby Gamelawan (Channel Gamelawan.P5Pro), this article analyses how processes of cultural reappropriation provide insights into the ways in which Indonesian musicians respond to exchanges in world culture, in general, and what Gamelawan’s works indicate about global, contemporary media usage, in particular. By utilising theconcepts of hybridisation and participatory culture, Gamelawan’s songs demonstrate that the adaptation and appropriation of outside influences through the use of technology contribute to increasing cultural diversity which, in turn, enhances stronger local identities.
Copyright (c) 2023 Journal of Creative Industry and Sustainable Culture https://creativecommons.org/licenses/by/4.0
CONSUMER PERCEPTION OF VISUAL INNOVATION IN CHINA TIME-HONORED BRANDS: A CONCEPTUAL PAPER
China time-honored brands have been favored by consumers because of their unique cultural attributes. In the era of modern commerce, China has numerous time-honored brands. Yet, very few of them remain evergreen and thrive consistently over time. Therefore, it is very important to explore the innovative ways of China time-honored brands. After reviewed the research of China time-honored brands and existing literature on consumers' perception of brand visual innovation, this work obtained the function diagram of the visual innovation of brands perceived by consumers. This perception pertains to consumers' recognition of the visual imagery, craftsmanship, innovative services, and creativity of these brands, as well as the perception of whether there will be ongoing innovative activities and potential for innovation in the future. On this basis, combined with the characteristics of China time-honored brands, the theoretical model proposed in this paper can further develop the measurement of consumer perception of the visual innovation of China time-honored brands in the future, and carry out empirical research to provide theoretical support for the revitalization of China time-honored brands.
THE APPLICATION OF NEW MEDIA IN BRAND COMMUNICATION: THE IMPACT OF BRAND'S VISUAL IMAGE ON CONSUMER PURCHASE INTENTIONS
The objective of this paper is to investigate whether visual technologies can influence consumer brand purchase intentions by altering the forms of consumer association, attention, and emotion. The research employs traditional quantitative research methods and collected a total of 156 valid questionnaires from Chinese consumers. The study findings indicate that association, attention, and emotion all positively influence consumer purchase intent. These results suggest that brands can enhance their brand communication by investing in visual marketing, thereby winning higher purchase intent from consumers. It confirmed the impact of corporate visual brand communication based on new media forms on Chinese consumers' purchase intentions and established that association, attention, and emotion are the key influencing factors. It enriched the research on brand communication in China and provided a brand communication lean management approach.
KESAN DAN POTENSI INDUSTRI KREATIF PASCA COVID-19: PERBINCANGAN KUMPULAN FOKUS (The Impact and Potential of The Post-Covid-19 Creative Industry: Focus Group Discussions)
Industri kreatif adalah salah satu sektor ekonomi yang paling menjanjikan potensi tinggi untuk menyumbang kepada sektor ekonomi negara. Namun Covid-19 yang melanda seluruh dunia telah merencatkan eko-sistem dan pembangunan industri kreatif termasuk Malaysia. Sebahagian industri ditutup dan terjejas kerana perkenalan Perintah Kawalan Pergerakan (PKP). Kajian ini bertujuan untuk mengkaji kesan Covid-19 terhadap industri kreatif di Malaysia. Kajian kualitatif melalui perbincangan kumpulan fokus di Lembah Klang melibatkan 12 peserta juga merupakan pemain industri kreatif dilakukan pada bulan Februari 2023. Hasil kajian mendapati pandemik Covid-19 telah memberi kesan besar kepada kepada industri kreatif kerana ramai hilang pekerjaan dan pendapatan. Dapatan kajian menunjukkan bahawa keterukan impak Covid-19 terhadap industri kreatif di Malaysia berbeza mengikut sifat dan saiz perniagaan. Antara kesan ialah gangguan dalam operasi perniagaan, pengurangan penawaran dan permintaan produk, pengeluaran yang rendah, ketidakstabilan kewangan, dan peralihan kepadasaluran pengedaran digital. Secara keseluruhan kajian ini mendapati industri kreatif tetap mempunyai masa depan yang cerah untuk dipulihkan. Walaupun industri kreatif dilanda kemurungan dan kemelestan akibat Covid-19, namun beberapa inovasi melalui media digital, banyak PKS dan peniagaan berkaitannya masih mampu diteruska. Bantuan dan pakej ransangan kerajaan memainkan peranan penting dalam memudahkan industri kreatif untuk mengekalkan perniagaan mereka dalam industri. ABSTRACT Creative industries are one of the most promising sectors of the economy with a high potential to contribute to the country's economic sector. But the Covid-19 that has hit the world has hampered eco-systems and the development of creative industries including Malaysia. Part of the industry was closed and affected due to the introduction of the Movement Control Order (MCO). This study examines the impact of Covid-19 on creative industries in Malaysia. A qualitative method through a focus group discussion in the Klang Valley involving 12 participants was also a creative industry player conducted in February 2023. The findings found that the Covid-19 pandemic had a major impact on the creative industries as many lost their jobs and incomes. The findings show that the severity of the impact of Covid-19 on creative industries in Malaysia varies according to the nature and size of the business. Among the effects are disruptions in business operations, reduced supply and demand for products, low production, financial instability, and the transition to digital distribution channels. Overall this study found that the creative industries still have a bright future to restore. Although the creative industries have been hit by depression and turmoil due to Covid-19, with some innovations through digital media, many SMEs and related businesses are still able to continue. Government assistance and stimulus packages play an important role in making it easier for creative industries to sustain their businesses in the industry. Keywords: Creative Industry, COVID-19, Challenges, Potential
THE CHINESE ORCHESTRA CULTURAL ECOSYSTEM IN MALAYSIA: HYBRIDISATION, RESILIENCE AND PREVALENCE
While the Chinese orchestra is a relatively modern formation, its Chinese folk music predecessorsand their relationship with their host environmenthas a long, traceable history. Traditionally, Chinese music has nurtured a close identification with natural phenomena, from the use of natural resources in the construction of instruments, classified as the bayin,to the portrayal of imageries of the soundscapes of nature with extended performance techniques. Along with globalisation trends, Chinese folk music traditions have since undergone a series of hybridisation and transformation processes that transposed its focus from the natural/individual into the social/communal, mimicking the Western symphony orchestral model, a process that fostered the constant modification, repurposing, and commodification of its instruments and practices. Applying Titon’s concept of ecomusicology as the theoretical framework, the present study explores the resilience and adaptive management of the Chinese orchestra since the inception of its model 100 years ago, particularly in the context of the Chinese diaspora in Malaysia. How does Chinese music in a diasporic location retain and adapt its historical aesthetics, after undergoing politically induced transformations, pressures of modernisation and desires of assimilation into the local community? This study proposes a participant observation to reassess the current state of the Chinese orchestra in Malaysia, while providing an update on the limited existing literature on the topic through the perspective of cultural ecosystems. With tensions of modernising according to social trends and additional challenges posed by social configurations, repositioning the study of Malaysian Chinese Orchestras as ecosystem would help to devise new strategies to sustain the model in the future, while keeping its identity as a ‘tradition’ that is experiencing constant evolution.
THE INTENTION OF ESCAPISM ON BINGE-WATCHING AMONG PENANGITES
In this advanced society, people are inseparable from technology. Smartphones, tablets, computers, TVS have all become necessities for modern people. The way we use media has recently changed dramatically. The purpose of this research is to study the intention of escapism on binge-watching among Penangites. Video on demand allows viewers to watch anytime and anywhere because of modern technology breakthroughs. More and more viewers are choosing to enjoy the video by subscribing to streaming services or online rather than on conventional broadcast networks. The rise of binge-watching is a result of technological advancement which has resulted in a shift away from routine programming and towards more flexible viewership. Despite the fact that there are severalresearchers who have performed in diverse contexts, only a few studies have focused on the intention of binge-watching among Malaysians, particularly Penangites. This conceptual study examines previous research and aims to study the intention of escapism binge-watching among Penangites. There were 200 respondents from Penang using the Raosoft sample size calculator and they were given online survey questionnaires as part of a quantitative research project. The acquired data were then examined in SPSS to determine the correlations (Pearson's coefficient) and reliability (Cronbach's Alpha). The result of the study indicates that most of the respondents show a positive view of the factor of escapism affecting their desire to binge-watch. It can be seen that the majority of the respondents agree that binge-watching may help them to escape from everyday life, seek relief from the unpleasant reality of everyday life, help them to temporarily get away from the grind, immerse themselves in the unreal world as well as give them more pleasure than other activities. Other than that, this research may help in showing that new advancements in media entertainment and the ensuing alterations in usage patterns bring opportunities as well as obstacles to media consumers. In addition, it may also help in future research to gain a deeper understanding of binge-watching as a novel form of media enjoyment as well as fresh perspectives on the intricate relationship between well-being and media use in general.
VISUAL OBSERVATION OF WOMEN’S TRADITIONAL BAJU KURUNG PATTERN GRADING ARRANGEMENT LAYOUT ON EXISTING BATIK FABRIC TO REDUCE FABRIC WASTE IN MALAYSIA
The most common garments made by customers utilizing existing batik fabric are traditional baju kurung and modern baju kurung. However, difficulties have occurred in adjusting to the fact that there is excess and waste of batik fabric happens throughout the process of arranging and cutting pattern designs. In addition, there is also a situation where the arrangement of the motif is not balanced on the clothing pattern and it also cause the batik motif being cut and not joined when sewing. Besides that, there is a lot of excess batik fabric if the user is a small size such as S and M size, because of that, there is a waste of fabric on the existing batik fabric. Meanwhile, occasionally the batik fabric is insufficient for large sizes such as L and XL, necessitating the addition of more fabric to complete a garment. The purpose of this study is to identify the visual observation analysis of the pattern grading arrangement layout of women's traditional baju kurung on existing batik fabric. The experiment of visual observation was employed as a data collection method for this investigation. This experiment created pattern measurement calculation, pattern arrangement, and visual illustration of women's traditional baju kurung utilizing existing batik fabric. The study's findings indicate that existing batik fabric should be evolved into a new pattern grading arrangement that adheres to modern techniques and technology while minimizing the quantity of extra fabric discarded.
INSTAGRAM FOR MARKETING COMMUNICATION ART EVENTS DURING COVID-19 (CASE STUDY OF 2021 BIENNALE JOGJA IN YOGYAKARTA, INDONESIA)
In 2021 Indonesian government policy enforced restriction towards community activities, to prevent the Covid-19 spread. This policy affected many aspects, includes art events. This article aims to discuss the social media strategy by 2021 Biennale Jogja. That was the first international art event held hybrid (online and offline) in Yogyakarta, Indonesia, during the Covid-19. Focus on this article was on the Instagram for marketing communication, because Instagram become the important tools for marketing communication. Methods: descriptive qualitative, data collecting techniques were interview with the 2021 Biennale Jogja organizer. As the data triangulation, we use the visitor responses by observing the Instagram analytics and trends, followed interview with visitors. Results grouped into four elements of social media marketing. First created buzz by spreading any information through Instagram to build engagement, include with the visitor who could not came to the venue. Second social media plan, by identified the target audience and their characteristics. Third was developed relationship with the audience by use the non-formal language in posted materials, the particular hashtags, and make content upload schedule. Fourth was analysed the data collected as evaluation by observed the number of social media reach, engagement, and followers during the event. To attract visitors’ attention, the organizer planned the theme such as information related to the entertainment, education about the artworks, and information about the procedure to visitor who want attend to the venue. Organizer posted different kind of message in the morning, afternoon,and evening. Organizer also created the visual identity for 2021 Jogja Biennale by use orange as the main colour, and blue, purple, and white as the additional colour.
TRADITIONAL ASPECTS IN SUSTAINABLE FASHION PRACTICE
Sustainable issues have been forced for the fashion industry stakeholders to develop sustainable practices. Many strategies were attempted to overcome these issues, and one of the established sustainability strategies is to employ a traditional approach in their practices. As an archipelago country, Indonesia has a diverse traditional cultural heritage, which allows local fashion brand owners to use them in their practice. The importance of the traditional approach is learning and considering each community's existing culture. One of the established fashion practices in Indonesia that has employed traditional aspects as their primary approach is Threads of Life. This research aims to analyze the traditional aspect of Thread of Life practice and observe how the aspect of tradition plays a significant role in achieving sustainable fashion. This study uses a qualitative descriptive method with a single embedded case study by taking Threads of Life as the case study, focusing on traditional aspects of achieving sustainable practices. The analysis process focused on three units of analysis: production process, business model, and design. The research outcome is a model that explains the traditional aspect of the Threads of Life. The model shows that designing sustainable products focusing on traditional aspects should contain five aspects (environmental, social, economic, traditional aesthetics, and indigenous) with various strategies.
THE GEDHOK FABRIC PRESERVATION THROUGH CULTURE AND ECONOMY
Culture is a manifestation of real behaviour created by humans as cultured social beings. Culture is a form of actualization of art that exists in a collection of people. There are seven elements of universal cultures, one of them is art. Traditional art is a means that is used to create a sense of beauty from within the human soul, one of which is to be expressed on a beauty of cloth. Gedhok cloth is a traditional textile which uses two production techniques, namely weaving to produce the textured motif on cloth, then coloring the cloth with batiktechnique to produce another set of motifs. The purpose of this research is to document the history of gedhog cloth which is part of a culture in society that is starting to recede so that it can be one way to preserve the culture of gedhog cloth throughscientific writing. The research uses descriptive analysis using historical diachronic approach. The existence of gedhok weaving is sustain due to continuous support from its community which still adheres to the teachings of their ancestors.
AFTERCOVID: TOWARDS PRODUCING A WEB-BASED APPLICATION FOR MONITORING LONG COVID SYNDROME PATIENT
The long-term consequences of COVID-19 or Long COVID syndrome is a normal illness, both physical and emotional affected the ex-COVID-19 patients. Some people with this syndrome still not getting a proper treatment and support, especially mentally support. Thus, AfterCOVID web application been built as a platform to help Long COVID Syndrome patient in their recovery process. This web-based application is developed based on Waterfall model to make sure that process can be synchronized with all the requirements and can be completed in time. Based on this model, there are five phases as guideline, which are Requirement, Design, Implementation, Verification and Maintenance. In general, this AfterCOVID web application allows user to view how many people register to the application so that they know that they are not alone. User also can record their daily health condition such as blood pressure, oxygen saturation and new symptoms. Besides, they can view useful information such as exercises, breathing techniques andany programs that runs by an organization for Long COVID patients. Usability testing has been held for this first AfterCOVID prototype system and it managed to get grade B (78%) from the test result, which is based on System Usability Scale (SUS). Hopefully, this application can help Long COVID Syndrome patients stay stronger and give community knowledge about the effects of COVID-19.
Copyright (c) 2022 Journal of Creative Industry and Sustainable Culture https://creativecommons.org/licenses/by/4.0
ANALYSIS OF THE ATTRACTIVENESS OF SOCCER: A GAME REFINEMENT MODEL AND THE SIGNIFICANCE OF “ANTAGONISTIC RATE”
Soccer (or association football) is now the most popular sports game in the world. Various underlying factors may explain its reasons to be popular. However, there is no underlying explanation as to why the nature of the game processes was appealing to all people of all ages. However, measuring such subjective metric were empirically challenging and costly. In this paper, a mathematical model of a soccer game is established based on the game refinement theory, where the internal processes of a soccer game are explored where interpretation based on the “antagonistic rate” is established. Based on such measures, two stages were identified in the soccer game, and various soccer leagues' data were utilized as the testbed. Further analysis of the soccer game was determined based on physics in mind measure using correspondence of Newtonian law of motions. These measures provide insights into the game stages' underlying entertainment value, as well as a new perspective on the soccer game attractiveness.
REPRESENTATION OF YOUNG MALAY MUSLIM OPTIMISM IN HOORE! HOORE! (2012) AND ADIWIRAKU (2017)
Narrative of Teen Films should be geared towards maturing, how to identify a problem, character and about future dreams as well as about the identification of teenager and the twists and turns of life, which is their contradiction and dilemma in the increasingly challenging social life. That way, teenagers can identify and be motivated to deal with the issue well after watching. The purpose of this study is to analyze and parse as well as to formulate the representation of Malay Muslim Youth optimism in Hoore! Hoore! (2012) and Adiwiraku(2017) films, based of five indicators of optimism according and optimism from Islamic perspective by Imam Al Ghazali exist in the narratives of both study films through character and the character of Malay Muslim teenagers. In this study, the author uses a qualitative approach with document analysis techniques and descriptive discussion on the optimistic attitude of Young Malay Muslim through teenage characters until the existence of optimism in both films. As a result, this study concludes that the indicator of optimism has been inserted and featured in both films effectively. Also, both films have presented and proved that the importance of Muslim Malay youth should have the knowledge, practices and beliefs of Islam in the ambitions, dreams and success in life.
THE EFFECTIVENESS OF VIRTUAL REALITY TECHNOLOGIES TO ENHANCE LEARNING AND TRAINING EXPERIENCE: DURING THE COVID-19 PANDEMIC AND BEYOND
During the global pandemic, we now live and work differently, forcing government decision-makers to find innovative, new ways to learn and train that will still be feasible during the pandemic. As we move slowly away from the Covid-19 shadow, upskilling and reskilling students are crucial for learning and professional development. Consequently, the pandemic has highlighted the necessity for transforming distance learning and opened new opportunities for immersive virtual exchanges. Nowadays, virtual reality (VR) has a significant role in fighting the Covid-19 pandemic. This paper proposes the potential of integrating VR technology in learning and training perspectives as an effective strategy or approach used to complete students experiences. The purpose of this study is to develop and design a virtual environment (VE) that guides students through the educational process at high levels of performance. The focus of this study was to evaluate the effectiveness of a VR simulation for students. In this study, we have designed a VR simulation using Unity 3D software connected with the Hp reverb G2 headset. We collected data by a survey which indicates 50 samples attending a soft skills training course. The results revealed that virtual learning (V-learning) in VR is much more interactive and effective than traditional learning methods like E-learning and classrooms. This study contributes a significant role that the adoption of VR technology can be extremely beneficial to educators in helping students enhance their skills and continue the educational process in universities.
ARC WELDING EDUCATION: MOBILE ARC WELDING LEARNING APP TO IMPROVE STUDENTS’ MOTIVATION
All Mechanical Engineering students studying in Malaysian polytechnics have to take welding as a core subject. They will learn the basic theory in the classroom and proceed with instruction-based training in the workshop. With limited learning time in the classroom, students find it difficult to follow and understand everything that has been taught. Furthermore, welding is dangerous for beginners and the environment is hazardous to health. If students are not well prepared before going to the workshop, this might jeopardize themselves as well as the welding equipment. To help students be better prepared, a supplementary learning method is needed and the Mobile Arc Welding app has been introduced to them. A study has been conducted to determine whether the app contributes to the students’ learning process. The study was carried out among 67 mechanical engineering students of a polytechnic. The analysis involved Pearson Correlation and Regression in determining the impact of engagement, ease of use, learnability, satisfaction and usefulness on students’ motivation through the use of a welding app. The findings show that there are empirically positive and substantial correlations between motivation and engagement, satisfaction, and usefulness. However, there was no evidence of a positive and significant relationship between ease of use and learnability and welding learning motivation.
EKSPRESI POSITIF MUZIK VIDEO DANGDUT GOYANG UPIN & IPIN: ANALISIS ASPEK MUZIKAL (Positive Expressions of Dangdut Goyang Upin & Ipin music video: Analysis on Musical Aspects)
Muzik dangdut adalah merupakan salah satu irama yang semakin diminati dan mendapat sambutan hangat dalam dunia hiburan tempatan. Muzik dangdut juga dilihat popular dan disenangi pelbagai golongan masyarakat termasuk kanak-kanak yang mendengarnya. Ketika ini fenomena muzik dangdut semakin diminati dan dapat dilihat dengan jumlah tontonan video yang tinggi terhadap eksistensi lagu-lagu dangdut di laman Youtube. Sebuah lagu berirama dangdut di Malaysia yang menarik perhatian untuk diselidiki adalah lagu berjudul ‘Goyang Upin & Ipin’ (2020). Video muzik animasi yang dimuat naik oleh Syarikat Les' Copaque Production tersebut telah mencatat lebih 1.4 juta tontonan hanya selama 24 jam dan 3.4 juta tontotan selepas 2 hari dimuat naik ke YouTube. Namun begitu, wujud stigma dan pelbagai kritikan ditimbulkan oleh masyarakat yang kurang senang dengan pemilihan irama muzik serta aksi-aksi yang dipaparkan dalam video muzik tersebut. Tidak kurang juga yang beranggapan bahawa aksi ‘gelek’ kesan tindak balas latar muzik dangdut yang dimainkan boleh memberikan kesan negatif kepada minda kanak-kanak. Justeru itu, kajian ini dijalankan dengan kaedah kualitatif dengan penjelasan bersifat naratif terhadap kandungan lagu dalam konteks muzikal bagi menganalisis aspek muzikal lagu dangdut ‘Goyang Upin & Ipin’ secara autentik. Hasil analisis menunjukkan kesan ekspresi muzik dangdut tersebut cenderung mewujudkan rasa gembira dan memberi kesan ekspresi positif terhadap psikologi pendengar.
DESIGN AND TESTING OF VIRTUAL REALITY CYCLING EXERGAME USING HANDHELD CONTROLLER
Nowadays, people are busy with gadgets, social media and playing video games that tends their bodies to physically inactive. However, Virtual Reality (VR) exergaming in literature has proven to be one of the best solutions to encourage these sedentary people to live in a healthier lifestyle. Exergaming refers to a combination of video games with a physical exercise that rely on the technology that can track body movement. Hence, this project aims to develop a cycling exergame that integrate with HTC Vive hand controller in VR. There are four phases have been carried out namely (i) problem investigation, (ii) designing the game structure, (iii) implementation of VR cycling exergame, and (iv) testing and evaluation. The usability testing results shows the users feedback on the development of VR Exergame for cycling in terms of the user interface design, player interaction, difficulty of the game and user satisfaction in understanding the game. The user acceptance testing results shows that this game works accordingly, however there are some suggestion and expectation from user that can be measured for improvement and enhancement in future works. Based on the result, this project is successfully produced a cycling exergame in VR and significantly improve the user experience in VR.
THE IMPACT OF HARRY POTTER FILMS ON CHILDREN’S BEHAVIOR BASED ON CONCRETE OPERATIONAL CONCEPT BY JEAN PIAGET
Exciting movies are films with components that can affect a person's psychology and emotions including towards children. The Harry Potter movie is basically a show aimed at children after being adapted from a novel. It is about a world that full of magic and beautiful personalities that even adults are amazed by the links made between the minute details within every scene. However, there are several different opinions related to the story that say that the story has either a negative or positive effect on the children. This research was done to analyse the relationship between element of concrete operational concept and the impactful scene from one of Harry Potter movie, which is Harry Potter and the Sorcerer's Stone(2001). This research uses qualitative approach to answer all the research objectives with applying the method of descriptive analysis and focus on the materials collection based on phenomenally recorded news and feed backs from public as well as the support with authors, newspapers, journal, and other sources. Also, the cognitive operational concept by Jean Piaget’s cognitive development theory is use in this research to draw the conclusion at the end of the study. Thus, Harry Potter and the Sorcerer's Stone (2001) can be watched by the children especially children under the age of 7 until 11 years old after analyzing through each scene and relate it with the theory mentioned above.
MALAYSIAN YOUTH EXPECTATIONS OF SOCIAL MEDIA INFLUENCERS (SMI)
The use of social medias has become more common now than before. Attachment to social medias has led to the rise of a new kind of ‘celebrity’ known as Social Media Influencer (SMI). The study aims to gain a better understanding of what the Malaysian youth expects from the SMIs. In particular, it explores the attributes of SMIs that attract followers and the underlying benefits sought after by them. Data for the study is collected using semi-structured interviews with 31 participants. Soft laddering technique was used to increase depth into the data which is then analyzed using means-end approach and presented in the form of hierarchical value map (HVM). The findings suggest that the consumption experiences of following and interacting with SMIs are mainly intrinsic and hedonic. Malaysian youth generally follow social media influencers who are genuine, knowledgeable, motivational, relatable, and creative. The values gained from following social media influencers are mainly positive values such as trust, personal development, positivity, confidence, inspiration, knowledge, and personal well-being.
EXPLORING THE AESTHETIC VALUES AND COMPONENTS OF DIGITAL GRAPHIC NOVELS: A SYSTEMATIC REVIEW
The digital graphic novel (DGN) is a comic book evolution that tells stories in a range of genres. Due to its benefits, DGN has gained a reputation over the years. This paper explores the theoretical parts of DGNs that make them valuable resources for research and infor-mation, identifies the benefits for designers, researchers, and DGN readers. Nonetheless, this study focuses on the aesthetic values and components in designing appealing DGNs. A systematic literature review has been performed on 128 sources. In general, findings from this review have classified five benefits of DGN that impact the educational areas; DGN can encourage learners to read, able to improve critical thinking, serve as a new dimension of learning, build visualliteracy, and able to give positive values in learning. This study sum-marizes the current literature and identified six aesthetic elements and fourteen components that affect the design of DGNs. This study presented a research outline with several oppor-tunities for researchers and practitioners to explore aesthetic values.