FLORAXIS is a Digital Media Final Year Exhibition that highlights the role of quality education and personal growth in shaping communities and society through multimedia design and technology. The exhibition features 12 multimedia projects, with each project aiming to educate the public on everyday knowledge and issues using technology-based approaches. Collectively, the works seek to empower new understanding and inspire positive change in small but meaningful ways.
Watch the event video recap below.
Below are all the projects that were showcased by DDM231 Digital Media students.
Mission Heimlich by Tan Jia Er | Interactive Heimlich Maneuver Training Kit.
Mission Heimlich addresses the low public awareness and lack of confidence in performing the Heimlich manoeuvre in Malaysia. While many people have heard of the technique, most have never practised it, leading to hesitation during real choking emergencies where every second is critical. Mission Heimlich provides a hands-on interactive learning experience using a physical puppet with sensors and motion graphic guidance. Users learn the correct steps for infants, children, adults, pregnant individuals, and self-rescue. A timed rescue challenge helps reinforce speed and accuracy. By allowing users to practise with real-time feedback rather than only observe, the project strengthens both understanding and confidence, enabling quicker and more effective response when choking occurs.
Quake Quest by Lee Ven Xin | Educational Earthquake Simulator
Quake Quest responds to the growing seismic risk in Peninsular Malaysia, where earthquake safety education remains limited, especially for children. Without clear guidance or practice, many may not know how to respond effectively when an earthquake occurs, increasing the risk of injury.
The interactive anamorphic animation in Quake Quest teaches children aged 4 to 12 the correct safety steps through guided movement and physical involvement. By following the character on screen, such as hiding under tables, avoiding falling objects, and navigating to safe exits, children learn by doing. This active engagement builds muscle memory, helping them respond more quickly and confidently in real emergencies. By making safety education immersive, approachable, and memorable, Quake Quest helps equip young learners with essential survival skills.
540 The Silent Gesture by Yong Su Yee | 540 Silent Hand Gesture
This project responds to the low awareness and understanding of the 540 Signal for Help in Malaysia, a silent hand gesture used to discreetly seek assistance in abusive situations. Many victims remain unheard because others do not recognise the signal or know how to respond. The Silent Gesture uses an interactive multimedia experience to teach users how to identify and perform the gesture correctly. Through a visual puzzle game and hand-tracking practice activity, users learn by actively engaging and building muscle memory. A PSA video and a wallet-sized pamphlet provide real-life context and essential hotline information. By combining recognition, practice, and clear response guidance, the project aims to empower the public to notice the signal and support those silently asking for help.
Our Conversation Ends Here, Period by Cheryline Chan Qin Wey | Sanitary Pad Interactive Installation (Kancil Awards Winner)
The interactive installation reframes menstruation as natural and life-giving, addressing the discomfort and shame many teenagers experience due to limited education and persistent cultural taboos. Although most people recognise menstruation as a normal biological process, only a small proportion feel comfortable talking about it. Boys, in particular, have fewer chances to learn, which further reinforces stigma and silence.
A large flower structure made from sanitary pads opens when a viewer approaches, symbolising growth, acceptance, and the recognition of menstrual experiences. Touch interaction then triggers motion graphics that connect menstruation with the moon cycle, encouraging viewers to understand it as a natural rhythm rather than something to hide. The installation offers a gentle, reflective space that promotes open discussion and helps reduce stigma surrounding menstrual health.
S.A.Y.A.N.G The Heart of Learning | Interactive Storybook / Projection
S.A.Y.A.N.G responds to the low levels of parental involvement in learning within under-resourced families. Many parents want to support their children but feel unsure due to limited education, lack of confidence, or busy work schedules. As a result, children may receive less encouragement at home, which can affect motivation and widen the learning gap. S.A.Y.A.N.G – The Heart of Learning uses interactive multimedia and storytelling to show parents how simple, everyday acts of care can support their child’s education. Through projection-mapped scenes triggered by a physical storybook, parents see how the S.A.Y.A.N.G method — Support, Ask, Yes, Attend, Notice, and Guide — can be easily practised at home. By reframing parental involvement as small, meaningful moments rather than formal teaching, this project encourages parents to feel capable, confident, and connected in their child’s learning journey.
Wall of Whispers by Ooi Jia Yi | Interactive Magic Wand
Wall of Whispers responds to the common misconception that introversion is a weakness or a lack of social ability. In many social and educational environments, extroverted behaviour is seen as more favourable, causing the quiet strengths of introverts to be overlooked or undervalued. Wall of Whispers uses a wizard-themed interactive projection installation to reveal these hidden strengths in a magical and meaningful way. By waving a wand to activate animated frames, users uncover traits such as deep empathy, thoughtful observation, self-awareness, and quiet confidence. The interactive “spellcasting” metaphor reframes introversion as a unique source of power, encouraging viewers to recognise and appreciate the strengths that are often expressed quietly rather than loudly.
Watch Out! Danger In Sight by Jermaine Wong | Eyesight & Screen Habit Tracker
This project addresses the rising issue of unhealthy screen-viewing habits among children and teens, which often lead to dry eyes, eye strain, and increased myopia risk. Verbal reminders are easy to ignore, and information alone is not enough to change behaviour. Watch Out! Danger in Sight uses real-time eye-tracking feedback to let users directly experience how improper viewing distance and reduced blinking affect visual clarity. By allowing the screen to blur, darken, or distort in response to the user’s habits, the project turns abstract eye-health warnings into immediate, felt consequences. This sensory learning approach encourages users to maintain healthier screen distance and blinking patterns, promoting long-term visual well-being.
What‘s The Rush by Lim Jia Jun | Interactive ASMR Film
What’s The Rush addresses the fast-paced lifestyle that many people experience in modern urban environments, where constant work demands and digital distractions leave little space for rest. Over time, this rhythm can lead to burnout and emotional exhaustion, making it difficult to slow down and be present. What’s The Rush? uses ASMR and ambient sound films to encourage a mindful pace. By giving viewers control over the playback speed during the experience, the installation reveals how the habit of rushing can persist even in calm and quiet moments. This interactive approach helps viewers recognise their own patterns and reflect on the value of slowing down, supporting healthier mental and emotional well-being.
Sugarcoated by Ling Qian Ping | Multimedia Appplication on Health-washing Product Packaging
Sugar Coated raises awareness of how packaging design can mislead consumers into believing that a product is healthy when its sugar content is actually high. Many products use bright colours, fruit imagery, and labels such as “low sugar” or “no added sugar” to appear healthy, even though the nutritional information tells a different story. In Malaysia, sugar consumption remains above recommended levels, contributing to rising rates of overweight and obesity.
The interactive application in Sugar Coated allows users to redesign packaging using common healthwashing tactics in a tablet application. By doing so, they experience how easily visual cues can influence perception. The redesigned packaging is then projection-mapped onto a physical box, supported by motion graphics that reveal the hidden sugar content. Through this hands-on experience, users are encouraged to look beyond first impressions, read labels carefully, and make more informed decisions about what they consume.
The Spectrum of Us by Vanessa Babs Dee | Interactive Application
The Spectrum of Us is an interactive multimedia installation that encourages self-acceptance and confidence among teenagers affected by identity-based bullying. Through interactive projection, fluid simulations, and hand tracking, participants experience a visual transformation from dark ink to vibrant colours and a blooming flower. This process symbolises the shift from hiding one’s identity to embracing individuality with pride.
Sekolah Dalam Hospital by Kelly Wong Shi Yai | Digital Campaign
This project is an awareness campaign about the Sekolah Dalam Hospital (SDH) programme, which supports students undergoing long-term medical treatment in hospitals. The project highlights the lack of public awareness and limited access to information that prevents many eligible students from benefiting from the programme. Using posters, brochures, a dedicated website, and an interview video, the campaign explains how SDH helps hospitalised children continue their studies, stay connected to education, and maintain a sense of normalcy during treatment.
Rise Of The Invisible Child by Cheong Yoke Ying | Digital Campaign
This project is a digital awareness campaign developed in collaboration with Dignity NGO to highlight the educational challenges faced by children from non-marital families, stateless communities, and refugee backgrounds. It addresses the lack of access to quality education and limited awareness of available support. Through a short documentary, printed materials, and digital outreach, the campaign shares the NGO’s farm-based learning approach and its role in empowering underprivileged children through practical skills, dignity, and sustainability. The project aims to bridge information gaps, raise public awareness, and improve access to educational support for marginalised children.
On 6 September 2025, Dasein Academy of Art’s Digital Media students, Carrie Lye Xin-Yi and Hue Zhi Xuan, showcased their award-winning project, TAPTILE, at the Run for Peace 2025 event held at MAEPS Serdang. The event, organised by Soka Gakkai Malaysia (SGM), gathered an estimated 12,000 participants of all ages, united under the theme of promoting peace and raising awareness about the United Nations Sustainable Development Goals (SDGs).
About Run for Peace
Run for Peace is a non-competitive event that combines fitness with advocacy. Beyond the run itself, the programme highlights exhibitions and activities focused on sustainability, equality, and peace. Dasein was among the exhibitors, contributing to the conversation on accessibility and inclusivity through its student-led project.
A Project showcase by Carrie Lye Xin-Yi & Hue Zhi Xuan | TAPTILE
TAPTILE is a smart tactile paving system that helps visually impaired individuals navigate public spaces through audio feedback and uniquely shaped tile patterns. Activated by a white cane, the tiles provide real-time guidance using Arduino and Unity. A multimedia campaign supports public awareness on inclusive design.
Event Highlights
The booth attracted continuous interest, with long queues of participants eager to try the installation and experience firsthand the challenges faced by visually impaired individuals. Many visitors expressed surprise at realising how little they knew about tactile paving and its daily importance for those who rely on it. The exhibition sparked meaningful conversations about the gaps in public awareness and the need for better inclusive design in urban spaces.
One of the most memorable moments was the visit from Yang Amat Mulia Paduka Putri Tunku Mariam Zaharah Binti Almarhum Sultan Iskandar, who acknowledged the students’ efforts and validated the project’s significance. Having such recognition further highlighted the importance of young designers contributing to the nation’s goals of accessibility and inclusivity.
For the students, the event served as a valuable platform to engage directly with the public and to witness how design can bridge social awareness with innovation. In Dasein Academy of Art, we strive to provide creative education in shaping future designers who not only produce aesthetic works but also respond to pressing societal needs.
The success of TAPTILE at Run for Peace 2025 demonstrates how art and design, when aligned with the SDGs to create meaningful social impact. More importantly, it showed that design, when connected to empathy and innovation, can inspire conversations that move beyond the classroom and into the community.
The project received the Gold Award 🏅 at the International Teaching Aid Competition (ITAC) 2025, a recognition of its impact as an interactive product design that addresses real-world accessibility challenges.
TAPTILE was also selected as a finalist in the Rookies Award 2025 under the Product and Industrial Design category.
TAPTILE won Silver Award in the Kancil Awards 2025 for the Best Idea for Social Good.
Mah Meri: The Spirit Within is a projection mapping installation and motion graphic project by Digital Media final-year student and alumna, Amelia Chong Tsui Tong. The project aims to raise awareness about the rich cultural heritage of the Mah Meri tribe—one of Malaysia’s Indigenous communities that remains relatively unknown to many.
By combining modern technology with engaging motion graphics, the installation seeks to educate the public on the importance of preserving Orang Asli culture and traditions in Malaysia.
The project also won the Gold Award for Best Visual Effects & Motion Graphics Category in the Kancil Award 2025.
Mah Meri: The Within was also invited to be exhibited to the public at the GreenRoom, JAMPJ.
A big thank you to GreenRoom for inviting Dasein Academy of Art to take part in this vibrant event, showcasing our students’ installation works alongside Fine Art Programme students and alumni.
We are also grateful to the organising team and crew for their support throughout the event. It was a truly meaningful experience to present our work in such an inspiring space filled with positive energy, creativity, and art.
EQUINOVA is Digital Media Final Year Exhibition exploring themes of equality, inclusion, and social awareness through interactive and visual experiences.
💬 Topics include:
🎓 Teen & Youth Education 🩺 Health & Awareness ♿ Disability & Accessibility ♀️ Women Equality 💻 Tech & Inclusivity 🌏 Cultural Awareness
Mah Meri: The Spirit Within | Interactive Projection Mapping by Amelia Chong Tsui Tong
Mah Meri: The Spirit Within is an interactive storytelling project that raises awareness about the cultural erasure faced by the Mah Meri tribe due to land loss and modernisation. Using projection mapping and sensor-based interaction, it aims to preserve and share the tribe’s spiritual stories of Mah Meri with younger generations while promoting cultural recognition and support.
Taptile | Interactive Taptile Paving by Carrie Lye Xin Yi & Hue Zhi Xuan
TapTile is an inclusive navigation system designed to improve travel for visually impaired individuals by enhancing tactile paving with audio feedback and unique surface patterns. Addressing confusion in public spaces, it aims to help users move independently and safely while raising awareness through multimedia engagement.
AjarKits | Offline e-Learning Mobile App by Chau Siau Wei
AJARKITS is an offline e-learning platform designed to support rural students, especially from the Orang Sungai and Kadazan-Dusun communities, who face language barriers, poor internet access, and limited resources. The project aims to make learning Bahasa Malaysia and English more accessible and enjoyable through interactive, offline lessons and quizzes tailored to their needs.
UNMUTE | AI powered Digital Installation by Tan Ji Kean
UNMUTE is an AI-powered interactive installation designed to help Chinese vernacular school students practise Bahasa Malaysia in a fun and engaging way. Addressing the low BM proficiency among students, the project uses a character-like chatbot named Pulse to encourage meaningful language use through playful, voice-based interaction.
Whispers of Flowers | Interactive Digital Installation by Wong Ming Vae
Whispers of Flowers is an interactive installation that uses voice and storytelling to help people open up about mental health struggles. Symbolised by blooming digital flowers, the project aims to reduce stigma, encourage emotional expression, and promote healing through shared experiences.
280 Days of Bummer | Narrative 2D Game by Voon Run En
280 Days of Bummer is an interactive video game that educates teenagers on safe sex practices through storytelling, mini-games, and decision-based gameplay. Addressing the lack of proper sex education in Malaysia, it aims to help teens make informed, responsible choices and reduce the rate of unintended pregnancies.
Beyond The Blood | Multimedia Project by Tai Yuan Xuan
Beyond the Blood is an interactive multimedia campaign that raises awareness about the hidden struggles of Thalassemia patients. Through a physical pump installation and animated storytelling, the project highlights the fatigue and social misconceptions patients face, encouraging empathy and equal treatment.
Two Hands, One Experience | UX Simulation by Loh Pei Shien
Two Hands One Experience is a UX simulation project that highlights the challenges left-handed users face with right-hand-biased mobile interfaces. By designing an intentionally difficult UI for right-handed users, it raises awareness among designers about the importance of inclusive and accessible design for all users.
Unspoken Pain | Motion Graphic Video by Ivan Lay Jiun Yu
Unspoken Pain is a motion graphic animation that explores how toxic masculinity in Malaysian schools pressures boys to suppress emotions, leading to isolation, bullying, and psychological distress. Using a dark, symbolic visual style, the project aims to raise awareness and encourage open conversations about emotional well-being and the harmful effects of gender norms.
How can design and technology help us fight climate change? At Dasein Academy of Art, students explored this question through MADSCAPE, an interactive exhibition featuring over 10 digital media installations. Centred on SDG 13: Climate Action, the exhibition turned our campus into an immersive space filled with ideas for a greener future.
Through projects like Taste of Tomorrow, Coral Vanish, GreenCook, Roots of Life, and Evergreen Garden, students addressed the environmental impact of everyday habits—from food delivery and sunscreen use to burial practices. Each project used digital tools like projection mapping, motion sensors, and interactive storytelling to spark awareness and solutions.
The goal was simple: to show how small changes in our daily choices can make a big difference for the planet. By combining art, design and technology, MADSCAPE invited us to imagine what a better future could look like, starting now.
What made the exhibition especially engaging was its use of interactive storytelling and digital tools. Technologies such as Unity, Arduino, and motion sensors were used to create immersive experiences, allowing users to make choices, trigger animations, and see the consequences of their actions in real time. This hands-on approach helped communicate the urgency of climate issues in a way that feels personal and accessible.
Check out a few of the project video here.
Cycle of Life | Interactive Motion Graphics by Gan Ai Xin
Cycle of Life is an interactive installation that promotes tree burial as a sustainable and emotionally meaningful alternative to traditional burial methods. Through motion graphics and a life-sized interactive tree, the project explores environmental impact and personal stories, encouraging reflection on life, loss, and renewal through nature’s cycle.
Madscape | Website Design by Jovanna Chuah
A website developed to promote the MADSCAPE exhibition, featuring animations that present information with strong visual aesthetics.
Mangrove Miracles | Interactive Motion Graphics by Kwan Xi Mun
Mangrove Miracles is an interactive animated learning book designed to raise awareness about the environmental importance of mangroves. Using storytelling and visuals, it educates the public on how mangroves protect ecosystems and combat climate change, while promoting conservation through engaging, hands-on interaction.
Nature’s Carbon Vault is an interactive installation that educates users on the critical role of mangroves in carbon storage and climate action. Through a hands-on boat journey and animated scenes, the project challenges misconceptions about mangroves and highlights the environmental impact of urbanisation, agriculture, and deforestation.
Stir The Warmth | Interactive Multimedia by Kelvin Lee Zheng Hou
Stir the Warmth is an interactive cooking game designed to encourage home cooking and reduce reliance on food delivery by teaching users about ingredients and simple recipes. Using hand-tracking sensors and gamified interaction, it promotes healthier eating habits and climate-conscious choices through fun, accessible learning.
Sunblocked Reefs | Interactive Motion Graphics by Lim Hui Hui
Sunblocked Reefs is an interactive animation that highlights how common sunscreen ingredients harm coral reefs. By letting users make story-based choices from the perspective of either a human or a coral, the project raises awareness about the environmental impact of beauty products and promotes eco-friendly alternatives.
Evergreen Sanctuary | Interactive Multimedia by Chong Huey Chee
Evergreen Sanctuary is a multimedia installation that promotes an eco-friendly alternative to cremation by transforming ashes into living trees. Through an interactive experience using tablets and projection, the project educates users on how loss can be turned into a meaningful act of environmental healing, encouraging sustainable memorial practices.
Aquatopia is a digital media exhibition that highlights critical issues affecting marine life. Through various projects, it explores the challenges our oceans face, such as pollution and the protection of sea creatures. The event aims to raise awareness and encourage visitors to think about how they can contribute to making a difference.
From 13 to 27 September 2024, Dasein Digital Media students from batch DDM221 presented the Aquatopia exhibition, merging art and technology to highlight crucial environmental concerns related to SDG 14: Life Below Water. The exhibit drew attention to the issues of jellyfish overpopulation and the detrimental effects of cigarette butt pollution on marine ecosystems, offering the audience a chance to engage with these themes through interactive and immersive experiences.
Watch the full event recap video here
Behind-the-Scene Video
The launch event on 13 September 2024 featured MareCet, an NGO dedicated to marine conservation in Malaysia. MareCet’s participation enhanced the exhibition, promoting greater awareness and understanding of the importance of sustainable practices to protect our oceans.
Exploring the Projects: Individual Works by the Artists
1. Loh Wai Xin
Project 1: Interactive Website – Jellyfish Blooms This website aimed to raise awareness about jellyfish overpopulation, focusing on how global warming and deforestation contribute to the issue. Through interactive visuals and informative content, users explored the dangers posed by unchecked jellyfish populations and learned how these challenges threaten the balance of marine ecosystems. The seamless browsing experience encouraged visitors to engage with the topic by leaving feedback through integrated forms.
Website Design & Development Showcase
Project 2: Interactive Installation – Watt’s A Jellyfish
This installation symbolised the delicate relationship between human actions and environmental preservation. Visitors were invited to interact with lamps that lit up LED-decorated jellyfish models, representing efforts to conserve the beauty of these creatures. Some jellyfish installations vanished into the darkness, illustrating how neglect and excessive consumption could disrupt marine ecosystems.
Project 3: 3D Anamorphic Animation – Burn to Bloom
This 30-second 3D motion design and animation uses naked-eye 3D technology to vividly illustrate how deforestation triggers global warming, causing rising ocean temperatures and jellyfish overpopulation. The anamorphic effect creates a visually immersive experience, drawing the audience into the interconnected nature of these environmental challenges.
2. Lau Chewvy
Project 1: 2D Animation – Buds Planet
This animation focused on the harm caused by cigarette butt pollution to marine environments. The engaging narrative illustrated how cigarette butts travel from urban areas to oceans, demonstrating the significant impact these small items can have on marine ecosystems. The project encouraged viewers to adopt responsible disposal practices by showing the cumulative harm caused by carelessness.
Project 2: Interactive Installation – Bud Stream
This installation provided an immersive, hands-on learning experience. Participants explored different scenarios to see how improperly discarded cigarette butts harm the ocean. By interacting with the installation, visitors gained a deeper understanding of the consequences of pollution and were encouraged to change their behaviour towards responsible disposal. This experiential approach fostered empathy and reinforced the need for environmental responsibility.
Moreover, alumni from DDM213, the creative minds behind Dasein Kopitiam, returned to enhance their message about the impact of ocean trash with a new installation project. Their latest work, titled Fantrashtic 2.0, builds on their previous semester’s project, delivering an upgraded and compelling visual experience to highlight this critical environmental issue.
A heartfelt thank you to our sponsors for their invaluable support, which made this exhibition possible and successful. Your generosity has greatly contributed to our students’ achievements.