Friday, April 30, 2010

Monday, April 26, 2010

Final Composition













This is the final composition that we think best represent our topic.

Compositions












































These are the compositions we chose after the consultation session with Mr. Radzi. These compositions will be used in our final flash animation.

Sketches












The method we used is: Random word and the random word we chose was Puzzle.












The method we used is :Metaphor, the rubric cube represent our brain and the wire shows how multimedia enhance our creativity.












The method we use is :Metaphor, the television, computer, music and game controller represent multimedia and how they instill creativity into our mind.












The method we used is :Metaphor, the brain nerves transform into leaves showing how our creativity blossoms with the help of multimedia.












The method we used is :Random word and the random words we chose were protractor and ruler.












The method we used is :Random word and the random word we chose was Headphone.












The method we used is :Random word and the random word we chose was Circuit.























The method we used is :Metaphor, the brain represents creativity and the clips are transmitting ideas into the brain.












The method we used is :Random word and the random word we chose was Gentleman.

Sunday, April 25, 2010

Mindmap









General Mind map










Focus Mind map

How Multimedia Enhance Creativity?

What is multimedia? Multimedia is media that uses a combination of different forms. Multimedia includes a combination of text, audio, images, animation, video and interactivity content forms. Multimedia can be used in various areas such as advertisements, art, education, entertainment, web design and so on. It is widely used nowadays in which they enhances our living lifestyles.

Can multimedia enhance creativity in one self? According to an Experimental Investigation of Emotion Generated by Dance Dance Revolution, It is widely acknowledge that media, including image, music, text, video games, generate an emotional response. Emotional response is a reaction to a particular intrapsychic feeling that motivates some action or behavioral response. Reeves and Nass (1996) showed in the studies that people relate to computers and video games in ways that are similar to how they relate to people in the real world, which is with emotion. Gee (2003) suggests that video games operate with principles of learning that encourage active and critical thinking. The generation population that is expose to video games became smarter and more thoughtful yet increases their capacity for creativity. According to a research that was conducted by Dance Dance Revolution on video games players, after players played the game, a classic, two-dimensional model of emotion was created and the emotion can be dissected into the dimensions of valence and arousal. Valence is the extent to which a study participant feels positive or negative after a mood manipulation and arousal is the extent to which a participant feels energized either physically or mentally. It is said that moderate levels of game-induced arousal will facilitate creativity more than high and low levels of arousal. Valence, otherwise called affect in the emotion literature, is thought to prime related thoughts, and since the average person has more positive thoughts than negative thoughts, a positive affect will generate more new ideas than negative affect. A theory that partly based on a series of studies ( Isen Daubman, & Nowicki, 1984, 1958, 1987) found people in whom positive affect had been induced outperformed those who control their thought. They tended to give more unusual first associates to neutral words or give more out of the box ideas and found more solutions to problem- solving tasks. Playing video games and other multimedia tend to create positive mood rather than negative mood, and positive mood will definitely increase the number of original ideas produced. Multimedia does boost ones creativity.

Multimedia plays a vital role in education helping students to build up their creativity at a very young age. In a traditional classroom, teachers play a dominant role as they provide all the information needed to students. Students on the other hand, are passive learners and follow teacher’s instruction blindly. But today’s world has changed so much when Communication and Information Technology (ICT) is incorporated into teaching and learning. Students are now more active and they play an important role in learning with the help of multimedia. According to Papert (1996), young people’s access to information is more interactive and they learn for the pleasure and benefits of discovery. For example, students learn through slides that were shown to them during class and through the Internet, they obtain wide range of information and special ideas. Besides that, Scrimshaw (2004) also points that the implementation of ICT in the classroom is “both an innovation in technology and teaching”. Multimedia that is a combination of text, graphic, sound, animation and video is a powerful presentation tool, which can be effectively used for teaching and it is easier for students to absorb. By using method, learning can be livelier, because it is a give and take process, students involve more throughout the process causing them to think more and be more creative. Now students are more independent in learning, they will find the way to solve problems and think outside the box when needed. When students are no more spoon-fed by teachers, they need to work and think harder, the more they think and imagine, they become more creative. According to Vaughan (1997), students are stimulated with audio, they will have about 20% retention rate, audio-visual is up to 30% and in interactive multimedia presentation, the retention rate is up to 60%. Hence, multimedia tools can enhance many skills such as, communication, critical thinking and most importantly, creativity.


There’s certainly a lot more to say about Multimedia. Multimedia web designing for example, as we know, multimedia consists of text, graphics, audio, photo images, animations, video and many more. All of these are what we used nowadays for making a dynamic multimedia websites. When the components play together, the outcome is very interesting and attractive. When such elements are incorporated in a website design, the site becomes interactive and appealing. Based on the article written by Cyrus Bilimoria (2008), depending on the objective and the message that you would want to convey to your targeted audiences, you need to select the media elements to be used in the Multimedia web Design. In order to attract audiences into the particular website, creativity must be applied in such circumstances, which is why creativity also plays an important role in web designing.

In conclusion, multimedia helps in enhancing creativity in on self, and also plays a vital role to build up their creativity at a very young age. As in global competition, not only it changes in the field of education, multimedia helps business fields to learn technology and transfer the learning to future entrepreneurs. Not only multimedia can bring entertainment and interactivity, it is prior to build an advanced environment in the future.



Reference

Vaughan, Taay.(1997). Multimedia making it work. (3rd edition) New Delhi: Tata McGraw

Hill.

Turgut, Y., & Irgin, Pelin (2009). Young learners’ language games learning via computer

games. Procedia Social and Behavioral Sciences 1 (2009)

Bardzell J., & Bardzell, S. (2005). Fostering creativity in learning media: Applying insights learned from creative design software. In P. Krommers & G. Rocjards (Eds). Proceedings of World Conference on Educational Multimedia, Hypermedia, and Telecommunications 2005 Chesapeake, VA, USA: AACE [Association for the Advancement of Computing in Education].

Agnew, P. W., Kellerman, A. S. & Meyer, J. (1996). Multimedia in the Classroom, Boston: Allyn and Bacon.

Reeves, B., & Nass, C. (1996). The media equation: How people treat computers, television, and new media like real people and places. Stanford, CA: CSLI Publications and Cambridge University Press.

Gee, J. (2004) What Video Games Have to Teach Us About Learning and Literacy. New York and Hampshire, England: Palgrave Macmillan.

Isen, A., Daubman, K. & Nowicki, G. (1987). Positive affect facilitates creative problem- solving. Journal of Personality and Social Psychology


Monday, April 5, 2010

Week 10: Random Words and Image Association

Random Words works in particular by making you go elsewhere for ideas, and hence pushes you out of your current thinking rut. It uses the principle of forced association to make you think in new ways and create very different ideas.
-Creatingminds

Random words is useful when you run out of ideas and it helps you to stimulates new ideas. Think about other things about which the word reminds you. Follow associations to see where they go and most importantly, think openly. Set no boundaries. By thinking this way, you will usually get new ideas because you force yourself to think differently in an unconventional way.
When it comes to problem solving, random words work. Relate your problem to the random word you chose and try to elaborate it. After you got a rough idea, relate everything in your mind back to the problem and your problem can be easily solved.




















Source:http://images.google.com/

Saturday, March 20, 2010

Week 9: Juxtaposition Exercise

We had been given 3 exercises during last week class.

Exercise 1:

Choose three pairs of number from group one and three pairs of number from group two. Merge each pair of them together. Write a sentence by using the words given and draw pictures for each of the group.

No:1
1 from Group1 and 6 from Group2
Flower Spider













Sentence:
There is a spider on the flower.
















No:2
0 from Group1 and 2 from Group2
Fly Rock
















Sentence:
There is a fly on the rock.














No:3
6 from Group1 and 7 from Group2
Duck Tree



















Sentence:
There is a duck under the tree.



















Exercise 2:

How merges go wrong?
Choose two different animals, combine and merge their characteristic together to make an new animal that people didn't see it before. Draw a picture for it. The chosen animals must be the animals that can't live when they stay together. Explain for it.


A cat and a fish
scientific name: Mercat













As we all know, cat eats fish, so they are basically enemy. Cat has fur on its body whereas fish has scales, so both of them will definitely reject each others. Cat lives on the land and fish lives in the water, the upper part of the mercat will suffocates if it goes into the water and the lower part will run out of oxygen if it leaves the water.

Class Exercise :

Love = Chilly
Love is like a chilly, its spicy and it hurts but you cant resist it because it is addictive.

Men = Mortar & Pestle
Men are like mortar and pestle because of their hard exterior and interior. They can be very defensive and aggressive at times.

Week 8:Juxtaposition2

This week, we learned that juxtaposition can be divided in to two, analogy and oxymoron.

Analogy is a cognitive process of transferring information from a particular subject (the analogue or source) to another particular subject, and a linguistic expression corresponding to such a process. The word analogy can also refer to the relation between the source and the target themselves, which is often, though not necessarily, a similarity, as in the biological notion of analogy.
-Wikipedia

Analogy can be divided into two categories which are
logical analogies and affective analogies.
There are two type of Analogies
-Metaphor
-Simile

A metaphor is an analogy between two objects or ideas, conveyed by the use of a word instead of another.

A simile is a figure of speech consisting of a comparison using like or as. Well-chosen similes can be used to enliven writing or as an alternative to description using adjectives.

Oxymoron is a phrase in which the parts are contradictory or incongruous in one of several ways. Often, at least one of the words in an oxymoron is not used literally or has multiple meanings, or there’s some shorthand being used, and the apparent self-contradiction arises from this.

-Wisegeek


Saturday, March 13, 2010

Week 7:Juxtaposition

Simply stated, juxtaposition means placing things side-by-side. In art this usually is done with the intention of bringing out a specific quality or creating an effect, particularly when two contrasting or opposing elements are used. The viewer's attention is drawn to the similarities or differences between the elements.
-Helen South's Drawing/Sketching Glossary

Juxtaposition means having two things which are polar opposite that will create an impact. This technique is widely used in advertising because its easier to catch the viewers attention and it is easier for viewers to understand the meaning behind the advertisement.
























Source:http://images.google.com/