CRCDM has assembled a transdisciplinary team of media researchers
and creative designers with an extensive background in industry and education,
to forge the applications and content required to introduce and
support creative digital media initiatives at Sunway University
and across the entire Sunway Group.
Peranakan Kitchen VR
The Peranakan VR is a full immersive experience, involving various socio-cultural virtual elements in form of a museum. The main objective being followed in this research project is to present the Peranakan culture through an immersive interactive visualization, by employing the currently available Virtual Reality tools and techniques. The Peranakan VR project is an ongoing collaboration between CRCDM (Sunway University), Institute of Ethnic Studies (National University of Malaysia), and UNESCO.
The Unseen Arts in the Malay Culture and Heritage
The project aims to research and digitized the selected tangible and the intangible culture and heritage in the Malay culture empire, that has been overlooked or disregarded. Selected section of the Malay culture and heritage will be identified to merit its position to be included in the overall research project’s documentation. Once a collection of both tangible and intangible heritage is identified, a data collection will be conducted that involves audiovisual documentation, sound capture, photogrammetry and 3-dimensional scanning.
The research aims to create an immersive system that will showcase the output of the Reimagining of Malaysian Folklore Stories. Folklore stories in Malaysia have been traditionally passed down from generations verbally by the elders. There are only a handful of folklore stories that have been documented, either as a comic story such as the Kancil or a book of Mah Meri moyang stories (words and few if any visuals). Stories from many other sub-group in Malaysian Culture and Heritage still reside in the minds of the elders. The project’s area of research are: selection/curating and reimagining of stories from Malaysian culture and heritage that could lead to developing a prototype of an immersive-interactive display system for the stories.
The Hainan Boatbuilder of Pangkor Island Documentary
This ongoing, collaborative, transdiscipinary research-creation project was undertaken to digitally capture, archive and preserve the livelihood of the Hainan Boatbuilder of Pangkor Island, Perak, Malaysia thereby contributing to the cultural heritage of the country. The traditional process of building large wooden fishing boats comprises both intangible (tacit knowledge) and tangible (built) forms of heritage that could soon disappear due to contemporary issues.
The Handbook Project
The Handbook is a collaborative research-creation project between CRCDM and ACT at Concordia University Canada. This pilot project examines not only the themes of age and ageing, but also how people’s hands tell stories.
The Post Box Cinema
Post Box Cinema is three-dimensional artwork combining sculptural and video elements to create a video sculpture that reflects the relationship of contemporary life to an idealized vision of nature.
A Full Immersive Recycling VR Challenge
The main idea is to control another character in VR. Although controlling a third person character is not new, having it right in front of our face is not something that we can experience in traditional computer games. This creates the sense of controlling RC robots in the reality.
What Happened Here? An Immersive Virtual Story Narrated by Users
A large realistic Unity-Scene was developed to conduct an immersive storytelling and a user study. The scene presents elements that at the first glance appear to be randomly positioned to populate the environment. For many users, this experiment was unprecedented in two ways i.e. for the first time exploring a virtual world fully immersive, and more importantly, being encountered with a series of uncanny events. The decision of ‘What Happened Here?’ was left to them. The experiment was recorded, documented, and analysed.
The Hidden Waterfall City (HWC)
“Increasingly sophisticated immersive, interactive visualization technologies are now coupled to rapid expansions in ultra-high-resolution cultural heritage datasets” (Kenderdine, 2015). This is what we have addressed in this research project.
Automatic Waste Management Network/Database
This research aims at exploring the possibilities of technology involvement in household waste management facilities in existing high-rise residential buildings in Malaysia. This includes feasibility study for introducing specifically designed waste disposal/collection utilities operating as a network in which, all information related to disposed items are tracked, stored, and shared between resource management agencies and related authorities.
PureLand: Inside the Mogao Grottoes at Dunhuang Design & Installation
PureLand AR employs iPad screens that visitors use as mobile viewing windows to explore the magnificent Buddhist wall paintings inside Cave 220, a cave dated to early Tang from the Mogao Grottoes at Dunhuang in Gansu province, China. It is a pioneering augmented reality installation whereby the paintings and sculptures of the caves are rendered virtually within the architecture of a room which shares same dimensions to those of Cave 220 itself.