“imPERFECTion” is an interactive installation addressing the impact of social media-driven beauty standards and the resulting insecurities, especially among young adults. Using a physical clock to symbolize time, participants rotate it to view past and future animations that depict the main character’s journey toward self-acceptance. The project encourages embracing imperfections and promotes self-worth through engaging visuals and storytelling.
Social comparison with social beauty standards, influenced by social media, can lead to unrealistic beauty ideals. This often results in feelings of insecurity about one’s appearance and fear of judgement for not meeting societal expectations, particularly among young adults. This could potentially lead to extreme actions taken by these individuals, such as extreme alterations to their physical appearance. Young adults should be reminded to embrace imperfection and recognise their own self-worth.
Concepts & Idea
The concept utilises an interactive installation to explore the interplay of a reverse and forward timeline, symbolised by a physical clock. This allows viewers to actively manipulate the passage of time, participate in visual storytelling, and delve into the transformative journey of the main character towards self-acceptance through animation.
Technical Execution
The project uses Adobe Animate to create interactive animations depicting the journey of self-acceptance influenced by social beauty standards. Makey Makey acts as a bridge, connecting a physical clock interface to the computer, enabling users to control the animations. Rotating the clock clockwise triggers the future animation, while anti-clockwise rotation shows the past. Special actions activate the final scene. This integration of digital animation with a tangible interface provides an engaging, hands-on experience that reinforces the theme of embracing imperfections and recognising self-worth.
“Street Dreamer” is an interactive installation designed to raise awareness about drug exposure and abuse among Malaysian adolescents and young adults. Using realistic drug props and animations, the project educates users on recognising drug use and understanding its consequences. Through an engaging interactive experience, participants learn about the effects and dangers of drug abuse, promoting community awareness and preventive action.
Student 1: Tan Ji Kean Student 2: Voon Run En Student 3: Loh Pei Shien
Issue & Challenges
In Malaysia, around 2,138 adolescents (9.25%) abused drugs in 2010, with most users aged 19–39, followed by 13–18. The easy availability of drugs threatens young adults and teens, highlighting the need for community awareness and vigilance to address this issue effectively.
Concepts & Idea
The idea involves using realistic drug props to depict the appearance of drugs and their effects, alongside educating users on recognising drug consumption through actual methods. Animation is utilised to illustrate the characteristics of drug users and the consequences of drug abuse.
Technical Execution
The user interaction for this project begins with the participant placing the realistic drug props on their hand to initiate the experience. Once all the drug props are positioned, an animation is triggered that visually demonstrates the effects and impact of drug use. The next step involves the participant attempting to remove the drug props, symbolising an effort to stop or reverse drug consumption. This action leads to the display of a different animation, which illustrates the challenges and outcomes associated with attempting to quit drug use. This interactive approach aims to create an engaging and educational experience, fostering awareness of the dangers of drug abuse and the difficulties in overcoming addiction.
“Innomals” is an interactive project that raises awareness about the ethical issues surrounding the pet blind box trend. Highlighting the cruelty and inhumane treatment involved, this installation uses gacha-inspired animation triggered by users shaking a simulated pet parcel. The animation reveals the condition of random pets, with the number of shakes determining the severity of their injuries. By depicting the consequences of this harmful practice, the project aims to shock viewers and inspire action for responsible consumption and animal welfare.
The pet blind box trend involves customers buying a box with a random pet inside, often without proper consideration, which can lead to animal abuse. Animals inside the box also might be subjected to cruelty and inhuman treatment, highlighting the ethical and welfare issues behind pet blind boxes.
Concepts & Idea
Creating an attractive blind box that represents a pet parcel. Animation is used to reveal pets that are already harmed and injured, presented in a bloody and disturbing manner. This aims to shock the viewer and make them experience the consequences of this abusive trend.
Technical Execution
The user triggers the animation by shaking the blind box, which simulates the parcel transportation process over time. A random pet will be selected, and the number of shakes will determine the severity of the pet’s injuries.
Gold winner of Kancil Awards 2024 | Best Idea for Social Good
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.
Dasein Kopitiam is a digital media exhibition that showcases the creative works of final-year students (DDM213). Inspired by the traditional Malaysian coffee shop, the exhibition brings together diverse ideas, sparking meaningful conversations about local societal issues in a modern and engaging format.
The exhibition’s primary focus is to raise awareness on pressing social, environmental, and cultural topics that affect the Malaysian community. Through innovative use of multimedia, technology, and interactive installations, the students aim to provoke thought and inspire action on these issues, delivering a powerful blend of creativity and advocacy.
Dasein Kopitiam features a variety of projects that tackle critical themes such as xenophobia, environmental conservation, personal expression through dress codes, sleep deprivation, and plastic waste reduction. Visitors are invited to engage with these interactive experiences, where they can immerse themselves in AR visuals, motion graphics, gamified scenarios, and projection mapping installations.
The exhibition not only serves as a platform for students to display their technical and artistic skills but also as an opportunity for the community to reflect on their role in shaping a more inclusive, sustainable, and equitable society. Dasein Kopitiam reminds us that local issues, like the ones explored in the exhibition, require collective awareness and action. Just as the traditional kopitiam brings people together for conversation, this digital exhibition fosters dialogue on the changes we can make for a better future.
My Dress |Interactive Narrative Projection Mapping by Lok Jia Qi
“My Dress” is an interactive installation that explores the restrictive nature of dress codes in Malaysia. By using touch sensors and projection mapping, users can view animations that showcase how dress codes can be seen as guidelines for self-expression, highlighting how women can express their personality while adhering to societal expectations.
Here are the previews of the five projects from Dasein Kopitiam
Xenophobia | Interactive Art by Britney Tang
This interactive installation educates users about xenophobia in Malaysia, where xenophobia is often confused with racism and linked to discrimination. Using race-related question cards, AR visuals, and an interactive wall feature, the project encourages participants to reflect on their perceptions of people from diverse backgrounds, promoting inclusivity and self-awareness in society.
Project C.R.A.B | Interactive Projection Mapping by Denise Leong
Project C.R.A.B raises awareness about pollution in Pulau Ketam, where littering is threatening the local crab population. Through motion graphics, projection mapping, and interactive props like 3D models, users can engage with a gamified experience that highlights the negative impact of littering on marine life and encourages responsible tourism.
Sleepy to Deadly | Interactive Game by Beh Wai Meng
This interactive game highlights the dangers of sleep deprivation, a growing issue in Malaysia. Players navigate a character through real-life scenarios such as driving and attending meetings, with the game demonstrating the harmful consequences of sleep deprivation. By using props and immersive gameplay, the project raises awareness of the importance of healthy sleep habits.
Fantrashtic | Interactive Installation by Lai Yong Xuan
Fantrashtic is an interactive installation aimed at raising awareness about Malaysia’s high consumption of non-recyclable plastics. Through the use of depth sensors and projections, users are shown the environmental impact of single-use plastics versus reusable alternatives, encouraging them to make more sustainable choices for a cleaner environment.
The Midnight Alley is a final year exhibition by the students of DDM212. This exhibition delves into the depths of fear and explores its psychological effects and impact on mental health. The event showcases immersive horror experiences filled with eerie interactions and jump-scares, shedding light on social and mental issues from various perspectives. Check out the recap video of the Day 1 launch below!
It was intense isn’t it? DDM212 consist of six students with great teamwork spirit. They’ve transformed the 4th floor of Dasein Academy into a haunted alley by resetting the entire mood with lighting props and sound to create an whole new immersive experience the moment visitors came out from the lobby lift.
What is most impressive is that they manage to attract and estimated of ~400 unique visitors during the first week of launch! Over the span of 2 weeks, the exhibitions has attracted not just students and staff within Dasein Academy, but also industry players, community and students from other university such as Sunway University and Malaysia Institute of Art.
Digital Media students from Sunway University have taken the initiative of visiting the Midnight Alley exhibition to learn and share knowledge together. On the last day of the Midnight Alley exhibition, we were visited by students from the Malaysia Institute of Art!
Here are the previews of the six exhibitions from The Midnight Alley
The Midnight Alley | Interactive Website by Loh Hui Yi
Loh Hui Yi is an innovative UI/UX designer with a passion for visual storytelling through web design. She developed a website to facilitate the entire exhibition, incorporating a booking and navigation system. However, she believed that merely showcasing a website on a laptop or mobile phone within the exhibition space lacked excitement. As a solution, she opted to use a hand-tracking sensor, Leap Motion, and project the website onto a wall, transforming the wall into an interactive touch screen. This method also enables her to incorporate sound jumpscare elements along with auditory sensory experiences, allowing the audience to fully immerse themselves and gain an exceptional firsthand understanding of the exhibition.
Dark Descent | Interactive Sensory Experience by Bernice Lee Kah Wai
Bernice Lee is an adventurous interactive designer, often overwhelmed by her innovative ideas. For her installation, she decided to construct a haunted house tailored for the visually impaired. How does that work? Curious, isn’t it? While what typically comes to mind in a haunted house are jumpscares and scary visuals, Bernice raises a compelling question: What invokes fear in the visually impaired? Her goal is to raise awareness of the struggles and fears faced by the visually impaired in their daily lives.
In her haunted house, she engages different types of sensory experiences, from touch and sound to light. Yes, light (fun fact: did you know that not all visually impaired individuals see complete darkness? They can still perceive some forms of light). Using Arduino and various sensors, she enables the audience to trigger different sensory outputs, surprising and engaging them. Many screams were heard emanating from the booth, audible even from another floor.
Doors | Virtual Reality Experience by Chan Ann Ni
“Doors” is a Virtual Reality project by Chan Ann Ni, designed to allow the audience to immerse themselves in the exhibition space through another world using VR technology. Chan Ann Ni specializes in 3D and video production, and she utilises her skills to design immersive virtual surroundings to engage the audience fully. “Doors” has successfully achieved its goal of reflecting the theme of the event, challenging the audience to confront their fears and understand how psychology can impact one’s experiences. Many screams were heard from her booth, indicating the intense engagement and impact of her work. Thankfully, nobody wet their pants.
Toys Terror |Augmented Realisty (AR) Experience by January Lim Jia Yin
“Toy Terrors” is an Augmented Reality (AR) experience installation created by Lim Jia Yin, whose passion is bringing inanimate objects to life. She has carefully designed a physical setup to resemble a child’s room, complete with mood lighting to create an immersive atmosphere. Utilizing AR technology, she enables users to interact with content within a mixed reality environment. As a 3D designer at heart, Jia Yin delights in working with 3D animations and modeling, focusing on making them interactive to engage the audience effectively. Her installation not only showcases her technical skill but also her ability to blend technology with storytelling, inviting visitors to experience a familiar space transformed into an interactive adventure of animated wonders. Through “Toy Terrors,” Jia Yin turns everyday toys into characters of an engaging narrative that unfolds around the audience in real-time.
Nightmare Clowning |Interactive Motion Design by Stella Pua Pei Ling
Have you ever heard of coulrophobia? Coulrophobia is the fear of clowns, which many people believe is not a real psychological fear. This misconception is precisely the point Stella Pua Pei Ling aims to address. She herself is fond of clowns and was surprised to discover that some individuals have a genuine fear of them. Motivated by this, she decided to delve deeper into coulrophobia. Her objective is to educate and raise awareness about this uncommon phobia.
Stella Pua is a talented motion designer with a passion for character design and animation. In her project, she employs motion design to animate her own clown characters and creates an interactive projection mapping by using a projector and touch sensors. This setup allows the audience to interact directly with her animations, providing an engaging and educational experience. Through her work, Pua Pei Ling seeks to bridge the gap between fear and understanding, using her artistic skills to bring a new perspective on coulrophobia.
The Slaughter House | Interactive Illustration by Sky Wong Wei Jung
Sky Wong is a creative illustrator with a passion for bringing his drawings to life, specializing in creating illustrations with soul. He has always been a huge animal lover, with a particular fondness for cats. In fact, his love for cats surpasses almost everything else. Have I also mentioned that he loves cats a lot?
In his project, Sky Wong aims to raise awareness about the issue of animal poaching and to discourage the purchase of poached products. Aligning with the theme of Fear in this exhibition, he has crafted eerie illustrations of poached animals to enable the audience to feel the pain and fear these animals endure. Sky Wong uses props and sensors to immerse the audience in the memories of these poached animals, allowing them to visualize the different stages of suffering these animals go through.
In conclusion, this exhibition has been a tremendous success, attracting attention from students, industry professionals, and potential high school students with a keen interest in Digital Media. The event and exhibition’s success can be attributed to the exceptional teamwork and synergy among the team members. Their collaborative efforts have not only showcased their individual talents but also highlighted the collective strength and creativity of the group. This synergy has been a key factor in creating an engaging and impactful exhibition that resonates with a diverse audience, setting a benchmark for future events in the field of Digital Media.
And lastly, the team would like to thank everyone who has visited and supported The Midnight Alley.