Abstrak Teng-teng merupakan suatu permainan tradisional yang dimainkan oleh generasi dahulu dan kian dilupakan pada masa kini. Kajian ini membincangkan sejarah dan asal usul teng-teng, dan menemui 2 teori: dikatakan berasal dari Rom atau... more
Abstrak Teng-teng merupakan suatu permainan tradisional yang dimainkan oleh generasi dahulu dan kian dilupakan pada masa kini. Kajian ini membincangkan sejarah dan asal usul teng-teng, dan menemui 2 teori: dikatakan berasal dari Rom atau China Purba. Faktor kurangnya penglibatan dan minat kanak-kanak terhadap permainan ini juga dikenalpasti seperti skop permainan yang lebih sesuai dengan kanak-kanak, kemunculan permainan digital, kurang pendedahan, faktor keselamatan dan sifat permainan itu sendiri. Menerusi analisis visual permainan teng-teng seluruh dunia, wujud persamaan dan perbezaan tertentu. Terdapat lima bentuk atau corak permainan dari pelbagai negara. Menerusi kajian ini, potensi evolusi permainan ini akan dikenalpasti seterusnya warisan permainan tradisional ini akan diteruskan oleh generasi kini dan akan datang melalui penggunaan media baru. Abstract Hopscotch is a traditional games that been played by previous generation and getting forgotten. This research discuss on history and creation of hopscotch, and found 2 theories: comes from Ancient Rome or Ancient China. Factors of less participant from today's generation on this game also discovered; such as scope of the game only suitable for children, emerge of digital games, less exposure, safety reason and attribute of the game itself. Through visual analysis of hopscotch around the world, there is similarity and different on certain part. There is five types or shape comes from various countries. Through this research, potential of evolution for this game will be discover thus will help continue to preserve this traditional games for today and future generation by using new media.
Permainan tradisional adalah permainan yang wujud pada dahulu kala dan pada masa kini semakin dilupakan oleh masyarakat terutamanya generasi baru. Hal ini demikian, permainan tradisional seperti Teng-teng, Wau, Gasing, dan Congkak semakin... more
Permainan tradisional adalah permainan yang wujud pada dahulu kala dan pada masa kini semakin dilupakan oleh masyarakat terutamanya generasi baru. Hal ini demikian, permainan tradisional seperti Teng-teng, Wau, Gasing, dan Congkak semakin pupus kerana perkembangan teknologi yang sangat pesat. Oleh itu, pengkaji menggunakan medium Virtual Reality untuk mengekalkan permainan tradisional teng-teng dengan membuat animasi permainan teng-teng bersudut 360 darjah. Pengkaji menggunakan model ADDIE dalam metodologi untuk mengkaji keberkesanan produk yang dihasilkan. Berdasarkan analisis data, majoriti pengguna bersetuju bahawa video animasi permainan Teng-teng ini berkesan untuk memperkenalkan permainan tersebut menggunakan medium Virtual Reality. Hal ini kerana permainan teng-teng ini masih boleh mengikuti perkembangan teknologi dan diketahui oleh generasi baru. Medium Virtual Reality ini boleh menjadi alat bantu mengajar ataupun Edutainment dan hiburan.
Los llamados “capítulos prescindibles” de Rayuela comunican abiertamente las ideas de Cortázar acerca de su teoría de la creación poética. A través de Morelli, Cortázar materializa una doble especulación narrativa. Por un lado, se... more
Los llamados “capítulos prescindibles” de Rayuela comunican abiertamente las ideas de Cortázar acerca de su teoría de la creación poética. A través de Morelli, Cortázar materializa una doble especulación narrativa. Por un lado, se discute un proyecto literario de alcance global. Por otro, la novela reflexiona sobre sí misma. Dentro de tales reflexiones el papel del lector ocupa un lugar central. La escritura y la lectura son simultaneizadas y concebidas ambas como un mismo instrumento de posesión ontológica. Pero tal y como dejan entrever determinados pasajes, la obra que comenta Morelli es Rayuela (o, al menos, una novela destinada a ser la preceptiva literaria de la imaginaria Rayuela). La novela se convierte así en teoría y praxis de sí misma.
What does a commitment to relationality require of practices of knowledge- and world-making? By providing a constructive criticism of Karen Barad’s general assertion that ‘relata do not preexist relations’, in this paper I explore the... more
What does a commitment to relationality require of practices of knowledge- and world-making? By providing a constructive criticism of Karen Barad’s general assertion that ‘relata do not preexist relations’, in this paper I explore the ethical and methodological implications and demands of relational forms of thought and knowledge in relation to enduring creatures, or what Alfred North Whitehead calls ‘societies’. I argue that instead of treating relationality as a matter of general principles and assertions, we should approach it technically and carefully, as a question to which each practice has to find its own mode of response, for which each practice has to learn how to become responsible. In other words, this involves attending not only to different, situated processes of mattering, but to the modes of mattering through which different societies come into existence.
"The Upturned View' is a proposal of research which takes place in the context of the study of the game of Hopscotch, which I started during my MA in Fine Art in London. It has been selected as material research for the exhibition ‘The... more
"The Upturned View' is a proposal of research which takes place in the context of the study of the game of Hopscotch, which I started during my MA in Fine Art in London.
It has been selected as material research for the exhibition ‘The Hidden lines of Space’ in Berlin in July 2017.
“Hopscotch” is a world-wide game for children to play since the times in the ancient Roman Empire and China. Here we present a study mainly focused on the research and discussion of the application on the children’s well-know edutainment... more
“Hopscotch” is a world-wide game for children to play since the times in the ancient Roman Empire and China. Here we present a study mainly focused on the research and discussion of the application on the children’s well-know edutainment via the physical interactive design to provide the sensing of the times for the conventional hopscotch, which is a new type of experiment for the technology aided edutainment. The innovated hopscotch music game involves the sound samples of various animals and the characters of cartoon, and the algorithmic composition via the development of the music technology based interactive game, to gradually make the children perceive the world of digits, sound, and music. It can guide the growing children’s personality and character from disorder into clarity. Furthermore, the traditional teaching materials can be improved via the implementation of the electrical sensing devices, electrical I/O module, and the computer music program Max/MSP, to integrate the interactive computer music with the interactive and immersive soundscapes composition, and the teaching tool with educational gaming is completely accomplished eventually.