Zaffwan Idris Muhammad

Dr. Zaffwan Idris Muhammad


Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 May 2021 in Sustainability
Verified
Journal Article
Open access
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CLChen Kim Lim
Chen Kim Lim
Minhaz Farid AhmedMinhaz Farid Ahmed
Minhaz Farid Ahmed
MMMazlin Mokhtar
Mazlin Mokhtar
Kian Lam TanKian Lam Tan
Kian Lam Tan
ZMZaffwan Idris Muhammad
Zaffwan Idris Muhammad
YCYi Chee Chan
Yi Chee Chan
This qualitative study describes the procedures undertaken to explore the Intangible Culture Heritage (ICH) preservation, especially focusing on the inhabitants’ garments of different ethnic groups in Weld Quay, Penang, which was a multi-cultural trading port during the 19th century in Malaysia. Social life and occupational activities of the different ethnic groups formed the two main spines of how different the inhabitants’ garments would be. This study developed and demonstrated a step-by-step conceptual framework of narrative analysis. Therefore, the procedures used in this study are adequate to serve as a guide for novice researchers who are interested in undertaking a narrative analysis study. Hence, the investigation of the material culture has been exemplified by proposing a novel conceptual framework of narrative analysis. This collaborative method has been utilized to ascertain the narrative data collected from an interview with visual and semiotic analysis. The information derived from the narrative interview is about the materials, colors, and elements of the garments of different ethnic groups (i.e., the Chinese, Indian, Malay and British). This collaborative process provides much valuable contextual and historical information to the researcher, as the interpretation and implicit understandings that underlie the stories people tell are beneficial in preserving and safeguarding this ICH. Therefore, this narrative study validates that the inhabitant’s garments are a means of intangible culture heritage (ICH) preservation and suggests guidance about how to conduct narrative analysis for mining historical data in a more explicit manner.

18 October 2021 in Asian Pendidikan
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Journal Article
Open access
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GPGar Chi Phoon
Gar Chi Phoon
ZMZaffwan Idris Muhammad
Zaffwan Idris Muhammad
RNRahina Nugrahani
Rahina Nugrahani
The education sector has changed over the years; however digital technology has fully transformed the method students learn in the classroom within the last few decades. Today, virtual reality (VR) technologies are being applied in various educational disciplines. VR transform the way educational content delivered. Students have an opportunity to use technology to enable better learning in the digital age. Unfortunately, students continue to be educated in the same way as they were in the past, being taught a standardized and one-size-fits-all pace. Fundamentally, a 21st century education is about giving students the skills and digital integration in developing learning, literacy and life skills. The learning was hands-on and experiential. Since the learning process can be set within an experiential context, VR can help students gain interest and motivation while still effectively facilitating knowledge transfer. However, the potential of VR in education is still not fully being explored. Education faces challenges in adapting VR technology as part of its curriculum and delivery. It is also important to note that while the advantages are enormous, VR’s disempowering consequences should not be overlooked as well. Thus, this paper examines the opportunities and challenges of using VR in classroom.

2 July 2018 in MATEC Web of Conferences
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Journal Article
Open access
SLShunli Liu
Shunli Liu
ZMZaffwan Idris Muhammad
Zaffwan Idris Muhammad
Museum plays an integral part in modern society. For nearly four decades, museums around the world have experienced a shift in their focus from “object” to “people”, and attempted to enhance the visitors’ experience through various means. In the context of museum open to the public, however, the museum has not become a place frequently visited by people in China. This paper focuses on exploring a method of constructing a model to achieve a desirable user experience (UX) in museum through adapting the role of Gamification and Service Design. The purpose of this study is to inspire potential visitors, specifically the young generation, to have their own motivations to constantly visiting the museum.

9 November 2023 in Journal of Advanced Research in Applied Sciences and Engineering Technology
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Open access
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NRNoorazzahrawani Abdul Rani
Noorazzahrawani Abdul Rani
MHMohd Ekram AlHafis Hashim
Mohd Ekram AlHafis Hashim
ZMZaffwan Idris Muhammad
Zaffwan Idris Muhammad
This study intends to explore the potential of integrating of two major theories that stemmed from two entirely different disciplines, namely the human-computer interaction and the arts. Indeed, there are vast gaps when two different theories, such as technology and art, are to be unified to develop a new element that complements to both disciplines. Empirically, virtual reality as immersive technological innovations are progressively developed and evaluated among various disciplines. Virtual reality technically is customarily to immersive experience as a measurement tool while virtual three-dimensional animated environment in virtual reality is an aesthetic object that requires an aesthetic-friendly method as its measurement tool. The proposition of evaluation is to measure the user immersive experience and aesthetic experience when dealing with an art object that imbues with digital technology. Therefore, an integrative multidimensional evaluation is required to evaluate virtual reality environment. This study uses scientific literature survey which research papers are retrieved from Google Scholar, ScienceDirect, and Scopus. Thus, this paper reports on the potentials of integrating the immersive experience and aesthetic experience theories to evaluate a virtual reality historical event. It explains the concept of immersive experience and aesthetic experience in immersive virtual reality applications in general and museum digital preservation practices in particular. Then focuses on the concept idea of how to integrate immersive experience and aesthetic experience in virtual reality historical event application by discovering the construct and element from both theories. Thus, the finding unveils the possibilities of integration immersive experience and aesthetic experience in terms of integrating the construct and elements, contributing to contemplate new possibilities and discoveries in both fields and become catalysts for future research. This initial concept idea could become fundamental conceptual design reference of developing virtual reality system in museum context used by designers, developers and museum professionals. In the conclusion, this study concluded that there is a significant and lucrative potential to integrate both theory in developing immersive virtual reality systems. Hence recommend to a new integrative framework development that is applicable to immersive product development.

31 October 2024 in Environment-Behaviour Proceedings Journal
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Journal Article
Open access
PDF file
ZMZaffwan Idris Muhammad
Zaffwan Idris Muhammad
MHMohd Ekram Alhafis Hashim
Mohd Ekram Alhafis Hashim
NANursafinas Albakry
Nursafinas Albakry
NSNandang Septian
Nandang Septian
This study explores the integration of AI into the co-design process, emphasizing how AI can enhance collaboration between designers and stakeholders. Key areas include autonomous navigation, intelligent systems, and trajectory optimization, which can boost creativity, streamline workflows, and improve decision-making. A literature review of 20 papers reveals that AI can act as a collaborative agent, automating routine tasks, providing real-time feedback, and fostering creative exploration. However, challenges remain in maintaining human-centered design values and preserving designers' agency. Future research should develop AI tools that support co-design dynamics and address ethical concerns in creative fields.