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Published by Fahmi Hakimi, 2023-11-05 22:31:40

NIKKE 2D ANIMATION

REPORT

Keywords: NIKKE 2D ANIMATION

2D ANIMATION: NIKKE MOHAMMAD FAHMI HAKIMI BIN HASANAN KOLEJ KEMAHIRAN TINGGI MARA REMBAU


KOLEJ KEMAHIRAN TINGGI MARA REMBAU 2D ANIMATION: NIKKE This report submitted in accordance with requirement of the Kolej Kemahiran Tinggi MARA Rembau for the Diploma in Digital Media Design MOHAMMAD FAHMI HAKIMI BIN HASANAN DEPARTMENT OF DIGITAL MEDIA DESIGN 2023


KOLEJ KEMAHIRAN TINGGI MARA REMBAU TAJUK : NIKKE SESI PENGAJIAN : JULAI-DISEMBER 2023 Saya MOHAMMAD FAHMI HAKIMI BIN HASANAN Mengaku membenarkan Laporan Projek Akhir ini disimpan di Perpustakaan Kolej Kemahiran Tinggi MARA Rembau dengan syarat-syarat kegunaan seperti berikut: 1. Laporan Projek Akhir adalah hak milik Kolej Kemahiran Tinggi MARA Rembau dan penulis 2. Perpustakaan Kolej Kemahiran Tinggi MARA Rembau dibenarkan membuat salinan untuk tujuan pengajian sahaja dengan izin penulis 3. Perpustakaan dibenarkan membuat Salinan laporan Projek Akhir ini sebagai pertukaran antara institusi pengajian tinggi. 4. **Sila tandakan ( √ ) SULIT Mempunyai maklumat yang berdarjah keselamatan atau kepentingan Malaysia termaktub dalam Akta Rahsia Rasmi 1972 TERHAD Mengandungi maklumat terhad yang telah ditentukan oleh organisasi/badan dimana penyelidikan dijalankan TIDAK TERHAD ……………………………… TANDATANGAN PENULIS ………………………………. TANDATANGAN PENYELIA Cop Rasmi ALAMAT: TARIKH: 6 NOVEMBER 2023 TARIKH: BORANG PENGESAHAN STATUS LAPORAN PROJEK AKHIR


iii DECLARATION I hereby, declared this report entitled “2D ANIMATION: NIKKE” is the results of my own research except as cited in references. Signature : ……………………………………………….. Author’s Name : MOHAMMAD FAHMI HAKIMI BIN HASANAN Date : 6 NOVEMBER 2023


iv APPROVAL This report is submitted to the Department of Digital Media Design KKTM Rembau as a partial fulfilment of the requirements for the Diploma in Digital Media Design. The member of the supervisory committee is as follow: ………………………………….. (Signature of Supervisor) Official Stamp of Supervisor


v APPROVAL This report is submitted to the Department of Digital Media Design KKTM Rembau as a partial fulfilment of the requirements for the Diploma in Digital Media Design. The member of the supervisory committee is as follow: ………………………………….. (Signature of Head Department) Official Stamp of Head Department


vi DEDICATION I dedicate this work to my lovely family: my father and my mother, my brother, and all friends, who have always been patient and supportive of me. They always remember me in their prayers. Also, I dedicate this work to my mother and brothers who have supported me throughout my candidature. I hope I have made you proud.


vii ACKNOWLEDGMENT First, and most importantly, praise and thanks be to Allah (God), the merciful, for giving me the inspiration, wisdom, strength, and endurance to complete this dissertation. I would also like to thank my brilliant advisor and committee chair, Mr. Azmi Bin Mohamed. His guidance and generosity helped make this project a success. In addition, the many hours he spent pouring over my research and providing valuable feedback to me were crucial. I would also like to thank the other members of my committee: Mrs. Ainur Musfirah Binti Shuib. They provided me with their expertise throughout this process. Their willing contributions gave depth to my research, and for that, I will be forever grateful. Next, I would like to thank my amazing family. I will forever be indebted to you. You have all sacrificed so much by allowing me to completely focus on my studies. Your thoughts provided the inspiration that I needed when my work was difficult to complete. Specifically, I would like to thank my father and mother for their prayers and their encouragement to me at all times. I will never forget your contributions; I could not have made it this far without your support. Finally, I would like to thank my brothers for encouraging and supporting me throughout this arduous process.


viii TABLE OF CONTENTS TITLE PAGE DECLARATION iii APPROVAL iv APPROVAL v DEDICATION vi ACKNOWLEDGMENT vii TABLE OF CONTENTS viii LIST OF FIGURES x CHAPTER ONE INTRODUCTION 1 1.1 RESEARCH BACKGROUND 1 1.2 PROBLEM STATEMENT 2 1.2.1. The lack of help when someone is in need. 2 1.2.2. Failing to keep promises between people. 2 1.2.3. Increasing jealousy to others’ success 3 1.3 OBJECTIVE 3 1.4. RESEARCH QUESTION 4 1.5. HYPOTHESIS 5 1.6. SCOPE 5 1.7. LIMITATION 5 CHAPTER TWO LITERATURE REVIEW 7 2.1. INTRODUCTION 7 2.1.1 State of the Art 8 2.2. RESEARCH GAP 11 CHAPTER THREE RESEARCH METHODOLOGY 14 3.1. RESEARCH DESIGN 14


ix 3.2. AREA OF STUDY 15 3.3. POPULATION OF STUDY 15 3.4. SAMPLE OF POPULATION 17 3.5. SAMPLING TECHNIQUE 18 3.6. INSTRUMENT FOR DATA COLLECTION 19 3.7. METHOD OF DATA ANALYSIS 20 3.8. CHAPTER SUMMARY 32 CHAPTER FOUR RESULT AND DISCUSSION 33 4.1. PRE-PRODUCTION 33 4.2. PRODUCTION 38 4.3. POST-PRODUCTION 44 4.4. RESULT AND FINDING 48 CHAPTER FIVE CONCLUSIONS AND RECOMMENDATIONS 55 5.1. PROJECT OUTCOMES 55 5.2. CONTRIBUTIONS TO KNOWLEDGE 55 REFERENCES 58 APPENDICES 60


x LIST OF FIGURES Figure 1: Percentage of Respondents' Age ..................................................16 Figure 2: Percentage of Respondents' Job...................................................16 Figure 3: Percentage of Respondents' State of living ...................................17 Figure 4: The survey form.............................................................................18 Figure 5: Question 1 answers .......................................................................21 Figure 6: Question 2 answers .......................................................................22 Figure 7: Question 3 answers .......................................................................22 Figure 8: Question 4 answers .......................................................................23 Figure 9: Question 5 answers .......................................................................23 Figure 10: Question 6 answers .....................................................................24 Figure 11: Question 7 answers .....................................................................25 Figure 12: Question 8 answers .....................................................................25 Figure 13: Question 9 answers .....................................................................26 Figure 14: Question 10 answers ...................................................................26 Figure 15: E.T. the Extra-Terrestrial and Isekai Quartet animation...............34 Figure 16: Nikke’s characters Sketch ...........................................................35 Figure 17: Kimi, Nikke and Mamak illustration..............................................36 Figure 18: Environment Sketches.................................................................37 Figure 19: Merchandises Sketch ..................................................................38 Figure 20: Color palette ................................................................................38 Figure 21: Digital Logo..................................................................................39 Figure 22: Storyboards .................................................................................40 Figure 23: Illustrating the storyboards on Adobe Illustrator...........................40 Figure 24: Production on Adobe Animation ..................................................41 Figure 25: Studio Sound ...............................................................................42 Figure 26: Capcut logo..................................................................................42 Figure 27: Using Capcut to add voiceover and combine scenes ..................43 Figure 28: Designs of Nikke’s posters...........................................................43 Figure 29: Promotional items........................................................................44 Figure 30: Completed Pen Box.....................................................................45


xi Figure 31: Crochet Kimi and Nikke ...............................................................46 Figure 32: Mica Acrylic Standee of characters..............................................47 Figure 33: Completed posters.......................................................................47 Figure 34: Studio logo...................................................................................48 Figure 35: Result and Finding 1....................................................................49 Figure 36: Result and Finding 2....................................................................49 Figure 37: Result and Finding 4....................................................................53 Figure 38: Result and Finding 5....................................................................53 Figure 39: Result and Finding 6....................................................................54


1 CHAPTER ONE INTRODUCTION 1.1 RESEARCH BACKGROUND The 2D animation project titled "Nikke" is a science fiction story with a moral message that aims to inspire, educate, and entertain its audience. Through the power of storytelling, Nikke explores themes of compassion, mutual help, and the importance of keeping promises. The story follows the journey of Kimi, a teenage boy who encounters a stranded creature from outer space. As Kimi helps the creature repair its spacecraft and navigate the challenges of returning home, a bond of trust and friendship is formed. This bond is tested when the villagers become threatened by the creature's presence, leading Kimi to make difficult choices that highlight the positive impact of helping others and the consequences of jealousy, envy, and impulsive actions. By utilizing 2D animation as its medium, Nikke brings the imaginative science fiction world to life, captivating viewers with visually stunning artwork and engaging storytelling. The project aims to promote the spirit of helping each other by showcasing the transformative power of compassion and selflessness. Through the character of Kimi, the audience is encouraged to consider the importance of lending a helping hand to those in need, fostering a sense of community and empathy. The narrative also emphasizes the significance of keeping promises, as Kimi's unwavering dedication to the creature and its promise to repay his kindness becomes a central theme in the story. The Nikke project is grounded in research that recognizes the potential of science fiction storytelling in conveying moral messages and values. Science fiction allows creators to explore complex themes and societal issues through imaginative narratives set in alternative worlds, offering audiences a safe space for reflection and discussion. By weaving together elements of science


2 fiction, moral dilemmas, and relatable characters, Nikke aims to inspire viewers to reflect on their own actions and choices, promoting personal growth, empathy, and responsible decision-making. Ultimately, through its captivating 2D animation and thought-provoking storytelling, Nikke aspires to leave a lasting impression on its audience, encouraging them to embrace the values of helping each other, integrity, and compassion in their own lives 1.2 PROBLEM STATEMENT The Nikke project focuses on the problems that exist in almost everyday relationships between people. These problems include not helping when someone is in need, failing to keep promises, getting jealous, and having impulsive actions that affect other people. 1.2.1. The lack of help when someone is in need. As Charles De Lint, a Canadian writer once stated: “I don’t want to live in the kind of world where we don’t look out for each other. Not just the people that are close to us, but anybody who needs a helping hand. I can’t change the way anybody else thinks, or what they choose to do, but I can do my bit”. His point of view is clear, that each person can have a different way of thinking and acting about helping others, whether the person they help is a relative, a friend, or simply a complete stranger. However, a world where everyone only thinks for themselves is a world not worth living in. 1.2.2. Failing to keep promises between people. Failing to keep promises is not rare, in fact, it is quite common in daily life. From making promises to yourself such as "I'll finish this exercise today", or "I'm determined to diet every day", but you only make it for a few days. As promised to friends "I will send the group work on time", and then it was also a few hours late. With more important promises, between close friends, or even promises that bind two lives together like a marriage vow, failing to keep


3 promises could reduce trust, and your image or maybe even break a seemingly long-term relationship. 1.2.3. Increasing jealousy to others’ success When we start comparing ourselves to the success of others, we develop jealousy. In essence, envy is a natural human feeling that, like hunger, grief, and fear, serves as a wake-up call to our current situation, however, it is the most dangerous social emotion. Previously, psychologist Leon Festinger (1954) proposed the social comparison theory, which clearly states that people use others as a standard to measure their own abilities and image. Rather than comparing ourselves to (and envying) others in our social circle or status, we tend to compare ourselves to outsiders. This explains why we get envious when someone in a similar social group suddenly excels. Their success breeds insecurity by making us feel incompetent. We feel better when they are weaker than us in some sense, which boosts our self-esteem. Besides, the development of social networks also leads to excessive social comparison when people keep looking at the best of others and then looking at their own low points and envy. Unsurprisingly, social media users are more likely to experience mental health problems, loneliness, and unhappiness, according to studies by Tromholt (2016), Muscanell and Guadagno (2016), and Tandon et al. (2021). 1.3 OBJECTIVE The Nikke project aims to inspire people to help each other, understand the importance of keeping promises, and reflect on the negative effects of jealousy, envy, and impulsive actions. We may be different in appearance, in where we live, and of course in our personal opinions, but we are not alone. There will always be someone ready to help you. People will be more inclined to help each other out, which can improve the overall well-being and happiness of the community.


4 Additionally, by promoting positive values, this project can help reduce conflict and negative interactions among individuals, leading to a more peaceful and harmonious environment. Before dealing with others, we can completely control our actions and words, minimizing spontaneous actions and having more positive thoughts when we see others succeed. The project also encourages individuals to make positive changes in their own lives and contribute to building a more caring and understanding individual. By fostering a culture of helping, keeping promises, and avoiding jealousy and blind action, this project can lead to a more cohesive and supportive society. 1.4. RESEARCH QUESTION In order to achieve the research goals, the research will begin with finding the answers to the research questions. The research questions were formulated to achieve the research objectives. ● Research Question 1: What are the moral messages Nikke project wants to communicate? The messages will be identified and explained clearly in this research for better understanding and awareness. ● Research Question 2: How Nikke project communicate moral messages to the audience as helping each other, keeping promises, controlling jealousy, and impulsive actions? The way of communicating messages will be presented throughout the design and development of this project. ● Research Question 3: Is it effective to communicate moral messages through Nikke project? This question seeks answers on the effectiveness of Nikke project in communicating its messages to the audience, especially to children.


5 1.5. HYPOTHESIS Hypothesis 1- Suitable communication through 2D animation be applied successfully in telling moral messages. Hypothesis 2- Nikke project effectively communicates moral messages to audience, especially children. Hypothesis 3- Nikke project successfully increases good behavior between people in helping each other, keeping promises, controlling jealousy, envy, and implusive actions. 1.6. SCOPE Everyone could become the audience of Nikke project, from very young children to adults. It is aimed especially at children in Malaysia, from 1 to 12 years old, as they are in the stage of getting along with other people, making friends, and learning about ethical values. It is crucial for them to know about the message of this project in order to have a better understanding and behavior not only toward their friends and family members but also be kind to people in need. 1.7. LIMITATION The only true constraint of this animation project is that it takes a long time to create because hand-drawn illustrations and unique graphics might take longer to design and perfect. A large number of sketches, illustrations, and video drafts have been made to make the project smoother and also communicate messages in the most vivid way possible. Moreover, studying many subjects in one semester is another reason driving Nikke project longer time to finish. Group work and assignments for other subjects cause an interruption in the continuation of it. And one more important limitation is that, although Ethnographic research is applied, the number of people who were really involved in is limited, even


6 though lecturers and seniors can help to increase my experience and knowledge about making 2D animation. Nikke project is mainly for children, there are no children participating in my interviews or observations, which leads to a lack of understanding of their emotions and behavior about the project.


7 CHAPTER TWO LITERATURE REVIEW 2.1. INTRODUCTION Empathy and consideration for others are fundamental to building a compassionate and harmonious society. Over the world, however, there is a growing concern about the prevalence of behaviors that reflect a lack of empathy and consideration for others. Notably, instances of individuals failing to extend help when someone is in need, breaking promises, displaying jealousy, and engaging in impulsive actions that negatively affect others are becoming increasingly apparent in various social contexts. The above is also a concern in human-to-human relationships, which is specifically demonstrated through the Nikke project. The absence of a genuine concern for the welfare and emotions of others poses significant challenges to fostering trust, cooperation, and a sense of community. The implications of such behaviors can manifest in strained interpersonal relationships, diminished social cohesion, and increased instances of conflict and resentment within the community. Despite the importance of empathy and consideration for others, the underlying factors contributing to these problematic behaviors in society remain poorly understood. Identifying the root causes and exploring the psychosocial, cultural, and contextual factors influencing these behaviors is essential to developing effective interventions aimed at promoting empathy, compassion, and positive interpersonal interactions. This study seeks to comprehensively investigate the lack of empathy and consideration for others, focusing on specific behaviors such as not helping in times of need, breaking commitments, expressing jealousy, and engaging in impulsive actions affecting others. By shedding light on these issues, the


8 research aims to contribute valuable insights into addressing the challenges of fostering empathy and promoting prosocial behaviors, ultimately working towards building a more empathetic and compassionate environment. By examining these specific behaviors, this review endeavors to facilitate informed educational programs, and community initiatives that can foster empathy, understanding, and respect for others, ultimately enhancing social bonds and improving the overall well-being of the nation. 2.1.1 State of the Art In their comprehensive study titled "The Experience of Empathy in Everyday Life," conducted by Gregory John Depow, Zoë Francis, and Michael Inzlicht in August 2021, the authors delve into the multifaceted nature of empathy. Employing a unique approach that blends real-life observations and individual differences measures, the study sheds light on the intricate dynamics of empathy perceptions within the daily lives of 246 U.S. adults. Through meticulous quota sampling, the researchers ensured a representative demographic cross-section, which enriched the study's validity. The findings illuminate that while people readily engage in empathy when presented with recognizable opportunities, they often overlook or miss chances to empathize with others' emotions. The authors highlight the pivotal role of positive emotions and emotional expressions from close associates, contrasting with the comparatively limited occurrence of empathy triggered by strangers. This nuanced exploration has far-reaching implications, shaping our understanding of empathy's triggers, effects on subjective well-being, and prosocial behaviors. Gregory, Zoë, and Michael Inzlicht's (2021) definition of empathy as a blend of understanding, sharing, and caring about others' emotions underscores its significance not only for individuals but also for society. The study resonates as an essential contribution to the ongoing discourse on empathy, uncovering the subtleties that influence its manifestation and paving the way for future research in this pivotal realm.


9 In their research published on March 1, 2020, Petri J. Kajonius and Therese Björkman investigate the intricate relationship between empathy and dark personality traits, aiming to discern whether individuals with such traits possess the ability but lack the inclination to empathize. Employing a combination of quantitative and qualitative methodologies, the study utilizes various instruments, including the Short Dark Triad, International Cognitive Ability Resource, Interpersonal Reactivity Index, and Multifaceted Empathy Test. With a participant pool of 278 individuals, the survey was conducted online and targeted Human Resources professionals proficient in English and possessing a university degree, facilitated through social media platforms such as LinkedIn. The study significantly contributes to the comprehension of empathy within the context of personality and cognitive ability. The findings intriguingly reveal that individuals with high dark personality traits do possess the capacity for empathy but demonstrate a diminished proclivity to engage in empathetic responses. Notably, these individuals exhibit competence in perceiving others' emotions while potentially lacking genuine concern. The research's implications lie in uncovering the dual nature of empathy among those with dark traits, shedding light on the complex interplay between cognitive abilities, personality traits, and empathetic inclinations. The study by Petri J. Kajonius and Therese Björkman underscores the nuanced dynamics of empathy in relation to darker personality traits, offering a valuable perspective on the multifaceted nature of human interactions. Published on January 30, 2020, the collaborative work of Maria Moudatsou, Areti Stavropoulou, Anastas Philalithis, and Sofia Koukouli delves into the crucial role of empathy in the realm of health and social care professions. The study sets out to explore the concept of empathy and underscore its paramount importance within the context of healthcare. Employing a systematic approach, the authors meticulously examined and assessed relevant papers, subsequently categorizing their findings into four thematic areas. Through an extensive literature search on PubMed and Scopus databases, focusing on English and Greek research over the past fifteen years, a compilation of 78


10 studies was gathered, aligning with the study's objectives. The research emphasizes that empathy holds a pivotal place in shaping the behavior and well-being of both healthcare professionals and recipients. To enhance empathetic skills, the authors advocate for immersive training programs, aiming to refine personal and social competencies and foster effective patient communication. The paper advocates for continuous education and supervision for healthcare practitioners, a stance that requires political support through financial backing and encouragement. Notably, the study by Maria, Areti, Anastas, and Sofia (2020) identifies a plethora of factors contributing to the potential lack of empathy among healthcare professionals, ranging from heavy patient loads, time constraints, and therapy-focused priorities to institutional culture, inadequate training, and personal presumptions. The research comprehensively addresses the complexities surrounding empathy, shedding light on the challenges faced by healthcare providers and highlighting avenues for improvement, ultimately contributing to the enhancement of patient care and well-being. In a study published on September 12, 2022, Katherine M. Boydell and Joseph Croguennec present an innovative approach to knowledge translation by utilizing short, animated films to convey the experiences of refugees and individuals dealing with mental health challenges. The research aims to foster empathy and understanding among viewers through the creative medium of animation. Focusing on the "Woven Threads" series, the study investigates audience reactions to these animated films. Employing a mixed-method design, the researchers collected both quantitative and qualitative data through an online platform. The films, disseminated through various channels including social media and the Woven Threads website, garnered substantial engagement with 364 views and responses for the refugee-themed film and 275 for the mental health-themed film. The study underscores the potential of animated films as accessible tools for storytelling, effectively prompting reflection, altering attitudes, and evoking emotional responses towards marginalized groups. By portraying the challenges faced by refugees and


11 individuals with mental health issues, the animated films encourage viewers to confront biases and cultivate empathy. Katherine and Joseph (2022) convincingly demonstrate the efficacy of animation as a means to enhance empathy, with the "Woven Threads" series exemplifying the potential of this approach to stimulate action and drive positive change. In their research published on May 1, 2020, Pamela Saleme, Timo Dietrich, Bo Pang, and Joy Parkinson present a pioneering study that explores the gamified implementation of a social marketing pilot program aimed at fostering empathy and empathic behaviours in children. Employing a mixed-method approach, the study comprehensively analyses the effects of the gamified program through both quantitative evaluations of selected Social Cognitive Theory (SCT) constructs and qualitative exploration of user experiences and game design attributes. Through a non-probability sampling strategy involving students from three private schools, the study recruited 389 participants, with 364 completing questionnaires and undergoing matching for analysis. This research stands out as the first of its kind to delve into empathy training for youngsters using interactive comic books and augmented reality (AR) technology as potent gamification tools within a social marketing framework. The findings demonstrate the potential of this innovative technique to effectively engage and drive significant behavioural changes in young individuals. Pamela, Timo, Bo, and Joy (2020) demonstrate a pioneering spirit in their evaluation and application of gamification technologies to enhance empathy among children, offering promising insights for future interventions and highlighting the transformative power of gamification in promoting positive social outcomes. 2.2. RESEARCH GAP "The Experience of Empathy in Everyday Life" (Gregory John Depow, Zoë Francis, Michael Inzlicht, August 2021): Conclusion: This study unveils the intricate dimensions of empathy through real-life observations and individual differences measures, highlighting the triggers and dynamics of empathy in


12 daily lives. The findings emphasize the role of positive emotions and personal connections, contributing to our comprehension of empathy's influence on well-being and prosocial behavior. Comment: Gregory, Zoë, and Michael Inzlicht's (2021) comprehensive exploration of empathy enriches our understanding of this complex phenomenon, paving the way for future studies that can unravel the subtle mechanisms influencing empathy and its societal implications. "Individuals with dark traits have the ability but not the disposition to empathize" (Petri J. Kajonius, Therese Björkman, March 1, 2020): Conclusion: This research challenges the assumption of empathy absence in individuals with dark traits, showcasing their capacity but limited inclination for empathy. The study highlights the interplay between cognitive abilities, personality traits, and empathetic tendencies among individuals with dark traits. Comment: Petri J. Kajonius and Therese Björkman's (2020) investigation sheds light on the multifaceted nature of empathy, offering a valuable perspective on the dynamics of empathy within the context of darker personality traits. "The Role of Empathy in Health and Social Care Professionals" (Maria Moudatsou, Areti Stavropoulou, Anastas Philalithis, Sofia Koukouli, January 30, 2020): Conclusion: This study underscores the paramount significance of empathy in healthcare, emphasizing its influence on both professionals and recipients. By identifying barriers and advocating for training and support, the research contributes to the enhancement of patient care and well-being. Comment: Maria, Areti, Anastas, and Sofia (2020) provide a comprehensive analysis of empathy within healthcare, highlighting crucial factors and solutions that can positively impact patient-provider interactions. "A gamified approach to promoting empathy in children" (Pamela Saleme, Timo Dietrich, Bo Pang, Joy Parkinson, May 1, 2020): Conclusion: This pioneering study introduces gamification and animation as potent tools for fostering empathy among children. The research demonstrates the potential of interactive media to prompt behavioral changes and encourage positive social attitudes from an early age. Comment: Pamela, Timo, Bo, and Joy


13 (2020) exemplify the transformative potential of gamification in nurturing empathy among children, offering insights that can inform future interventions aimed at promoting empathy and understanding. "A Creative Approach to Knowledge Translation: The Use of Short Animated Film to Share Stories of Refugees and Mental Health" (Katherine M. Boydell, Joseph Croguennec, September 12, 2022): Conclusion: This innovative study highlights the power of short, animated films in conveying the experiences of marginalized groups, promoting empathy, and evoking emotional responses. The research showcases the potential of animation as a means to enhance understanding and drive positive social change. Comment: Katherine M. Boydell and Joseph Croguennec (2022) creatively utilize animated films to facilitate knowledge translation and empathy-building, offering a novel approach that has the potential to contribute to more compassionate societies. These summaries capture the essence of each research article's conclusions and provide comments on their contributions to the respective fields of empathy, personality traits, healthcare, and empathy promotion among children.


14 CHAPTER THREE RESEARCH METHODOLOGY In this chapter, I discuss the research design, area of study, population, sample of the population, sampling technique, instrument for data collection, and method of data analysis. 3.1. RESEARCH DESIGN According to Malhotra and Peterson (2006), research design is defined as a procedure that aids in the analysis of the research issue and may be regarded as an effective technique to tackle research difficulties. A good research design will ensure that the investigation of the study issue is successful. Design, according to Rosenthal and Rosnow (1991), is a “blueprint that provides the scientist with a thorough framework or strategy for the gathering and interpretation of data.” The study's research design begins with formulating questions based on practical observations or borrowed from previous research papers. Following the pilot test, a measurement item scale will be specified and changed into a final and comprehensive online survey. Data will then be gathered, evaluated, and analyzed. After completing the analytical procedures, the data allow researchers to study the findings and determine the topic’s suggestions. The researcher chose a survey research design because it best served to answer the questions, the purposes, and the limitations of the study. Survey research is one in which a group of people or items is studied by collecting and analyzing data from only a few people or items considered to be representative of the entire group.


15 3.2. AREA OF STUDY For this study, which focuses on the lack of empathy and consideration for people, it is essential to understand human behavior, attitudes, and interactions, particularly concerning empathy, compassion, and how individuals relate to and consider the feelings and perspectives of others. It is also crucial to explore the reasons behind the lack of empathy, as well as the potential solution of using animations to enhance empathy and consideration for others. To meet the requirements, the survey was designed with questions related to the perception of people about empathy behavior, their own opinions, and recommendations about the problem. A diverse group of people from different backgrounds and demographics is required to get the larger picture of the problem. However, this study focuses more on people, especially at a young age, who are interested in animation. Animations can serve various purposes, such as entertainment, education, advertising, training, simulation, and more. In this study, animation is suggested as an education tool, which raises people's awareness about unempathetic behaviors and actions and teaches them to be kind to people and consider their actions not to hurt anyone. 3.3. POPULATION OF STUDY The population of this study includes young primarily people such as students, teenagers, adolescents, and also adults, who are interested in watching animation, since the way this study recommended related to communicating messages and improving the problem through 2D animation.


16 Figure 1: Percentage of Respondents' Age From Figure 1, the percentage of people from 18 to 25 years old takes the majority, up to 73.1%. While over a fifth of the number of responses were from young people under 18 years old, with 21.2%. And from the range age of 26 to 35 years old, the percentage of responses received was 5.7%, which is the lowest in the survey form. For adults over 36 years old, this study received no responses from them at all. As a matter of fact, the study's target respondent is young people who have an interest in and are fond of animation, while this type is not the type of most adults. Figure 2: Percentage of Respondents' Job


17 Figure 2 shows the percentage of Respondents’ Occupants, in which 88.5% of the respondents are Students. Nevertheless, the other jobs take 11.5% only. This result is suitable for the target audience that we aim to achieve. As in Figure 3, the participants who do the survey come from various of State in Malaysia, the number of people from Johor is the most in the survey form, with 15.4%. Selangor and Kelantan take second place with 13.5%. In the third place, there are people from Perak, Kedah, and Negeri Sembilan, with 9.6%. Figure 3: Percentage of Respondents' State of living 3.4. SAMPLE OF POPULATION This study employs the mixed-methods approach to data analysis. This approach combines quantitative analysis of Likert scale data with qualitative analysis of written responses, which focuses on primary data collection via surveys and data analysis via statistical tools. Recently, an inquiry was carried out using a Google Form to amass insights and viewpoints on a specific subject. The survey was distributed via digital platforms. Participants were drawn from varied demographics, encompassing diverse age brackets, genders, and educational backgrounds. The


18 questionnaire was meticulously crafted to elicit precise details and viewpoints regarding the subject matter. Subsequently, the collected responses were scrutinized, assessed, and encapsulated in a comprehensive report, highlighting the survey's principal discoveries. The survey outcomes furnish a significant understanding of the sentiments and viewpoints of the intended audience concerning the subject, which can be instrumental in guiding decision-making and strategic planning. Figure 4: The survey form This study aims to reach a sample size of 50 responses (including responses that may be invalid). Participants will be chosen randomly. 3.5. SAMPLING TECHNIQUE The “convenience sampling” method was chosen from among the nonprobability sampling methods, in which the questionnaire is distributed randomly to participants. The reason why the “convenience sampling” method is chosen is that it is inexpensive, easily accessible, and generates a high level of willingness to participate from respondents (Etikan et al., 2016).


19 3.6. INSTRUMENT FOR DATA COLLECTION The questionnaire is first built based on a solid theoretical model, which is then changed to finalize appropriate questions to assure the reliability and validity of all study scales. The questionnaire will consist of three sections: - Section 1: This section asks for demographic information such as gender, age, and the occupants of the participants. - Section 2: This section gathers information on the perceived problems in the theoretical framework. It has 10 items. - Section 3: This section has 4 questions and asks for respondents' opinions about what might be the causes, the solution for the problem, and whether animation can help to improve it. The research collects data from respondents using online surveys, which are made by Google Forms, through social media platforms. Because of their ease, online surveys are common in current research, according to Vehovar and Manfreda (2008). Furthermore, an online survey may be a more effective and less time-consuming instrument for data collection because we can give assistance or instructions when needed (Dillman, 2006). Furthermore, respondents to the online questionnaire will first be asked to score their answers on a five-point Likert scale ranging from 1 to 5, with 1 - Strongly disagree, 2 - Disagree, 3 - Neutral, 4 - Agree, and 5 - Strongly agree. According to Joshi et al. (2015), the Likert scale is one of the most important and widely used psychometric tools in educational and sociological research. Bradley (2007) contends that using this scale reduces the likelihood of answers being skewed and misconstrued. After that, they will continue to answer the question in short and long text. As a result, in order to acquire insights for future studies, this study uses a Likert scale and written text as the primary means of delivering comments to respondents. The secondary data is mainly derived from previous research work and literature. Additional information found in journals, and articles, is also valuable in the contribution to the qualitative resources of the study.


20 A pilot test is a vital stage in evaluating the questionnaire design, which will then be used to see whether any adjustments or alterations to the research instrument are needed before applying this approach to a large-scale study. According to Connelly (2008), a pilot study should be done to determine the degree of suitability of the research instrument and to make any necessary revisions before the study is formally completed. In this approach, the pilot study is critical to the completion of the questionnaire since it assists the researcher in meeting crucial objectives when initially introduced to participants. In this study, 5 participants will be invited to answer the draft questionnaire design online. The researcher will see if there are any issues or misunderstandings occurring while 5 participants finish their forms. The online survey questionnaire will then be updated and completed before being sent via an online platform to sample the population to collect data. 3.7. METHOD OF DATA ANALYSIS As for the primary and secondary data, the methods of data analysis are a combination of both quantitative and qualitative analysis. For quantitative analysis of the Likert scale data is being used, and for the written answers, it is necessary to organize and get a sense of the overall information and content that the participants answered. After conducting the pilot test, the questions are edited to be simple, and easy to understand, and adding new questions to clarify the content or removing duplicated questions. Then, a five-point Likert scale will be used to evaluate these opinions in the questionnaire from 1 to 5 – strongly disagree, disagree, neutral, agree, and strongly agree. The text answers will be included as well to obtain the opinions of participants about the causes and impact of unempathetic behavior on personal relationships. The participants’ recommendations for increasing peoples awareness and behavior regarding this problem will also be evaluated.


21 The questions and response options are weighted as shown below: Section 1 On a scale of 1 to 5, with 1 = Strongly Disagree, 2 = Disagree, 3 = Neutral, 4 = Agree, and 5 = Strongly Agree, indicate your level of agreement with the following statements: 1. “I generally show empathy and consider other people’s feelings when making decisions.” Figure 5: Question 1 answers Generally, participants agreed that they show empathy and consider other people’s feelings when making decisions, with 38.5% of “Agree” and 36.5% of “Strongly Agree”. The responses received 23.1% of “Neutral” choices while only 1.9% of responses were “Disagree” options.


22 2. “I found it not challenging to empathize with someone’s struggles or emotions”. Figure 6: Question 2 answers Figure 6 shows a high disagreement of respondents toward the above statement, which includes 3.8% “Strongly Disagree” and 13.5% “Disagree”. More than half of respondents think it is not challenging at all to empathize with others’ difficulties. 3. “I act kindly to everyone that I know.” Figure 7: Question 3 answers


23 A similar percentage of respondents, at 1.9%, disagreed about showing kindness towards known people. 19.2% of respondents have a neutral viewpoint about this statement while three-fourths of them answer drastic consensus. 4. “When someone expresses their concerns or problems to me, I am likely to offer them support/ assistance.” Figure 8: Question 4 answers 5. “I often actively help other people who are in need” Figure 9: Question 5 answers


24 Figure 8 and Figure 9 show the equivalent results of the surge in the choices from Disagree to Strongly Agree answers of respondents. Both questions received no answer to the Strongly Disagree option for these statements. 6. “I always keep my words or promises to other people.” Figure 10: Question 6 answers Half of respondents have a similar word with others about the statement while 34.6% of participants partially focus on keeping their word. In contrast, nobody argues negatively about breaking their promises. Approximately one-fifth of the respondents have a neutral opinion about the statement. 7. “When I see people have things I don’t have or cannot afford, I do not show jealousy or envy toward them.”


25 Figure 11: Question 7 answers From the above result, 40.4% of participants chose they “Strongly Agree” with the statement that they do not show jealousy/ envy when they see people have things that they could not afford. 26.9% of respondents chose “Agree”, that is also the percentage of people who chose “Neutral”. 8. “When I see people have better things or when they achieve more achievement than me, I do not show jealousy or envy toward them” Figure 12: Question 8 answers 9. “When I see people achieve more goals than me, I do not show jealousy or envy toward them.”


26 Figure 13: Question 9 answers Figure 8 and Figure 9 show the answers to questions about whether they do not express jealousy or envy when see others have better things and achieve more than themselves. The survey revealed the same answers, in which the majority of respondents chose “Strongly Agree” and “Agree”, just a few people chose “Disagree” and “Strongly Disagree” with the above statements. 10.“I would like to control my actions rather than let my impulsive actions affect other people.” Figure 14: Question 10 answers


27 The purpose of this question is to find out whether the participants would like to control their actions, impulsive action for more specific, when they react to others. The majority of the participants would not want their actions to affect or hurt people around them, which takes 80.8%. 17.3% of responses are neutral. 1 person disagrees with this statement. Section 2 – These are open-ended questions for respondents to answer and some of the responses received are listed below: 11. How do you think your level of empathy affects your relationships with others? Pretty much Neutral base dont know Sometimes it's to much , but I Know my help is well received 3/5 I think with show some empathy, they can navigate conflicts more effectively and create a more positive and harmonious relationship with others Average 5 High I think getting more conversation 7 out of 10 Sorry can't answer It depends on the situation. I will show empathy if others need it more than me. If it is something more important to them and cannot be avoided. It's good because I can help and show empathy to them except if they are doing something on purpose and out of greed, naive. I won't show empathy so that they can understand and fix it by themselves. good level of empathy will increase your bond in your relationships through understanding and kindness


28 I feel their hardships and help them Masyalllah 3 I think before making decisions It can strengthen relationships and can nurture the spiritual and physical spirit that we all desire I don't know Poor communication Very good Being good to others will come good to yourself to Average people take advantage 100 12. What factors do you think contribute to a lack of empathy and consideration for other people’s feelings and perspectives? Not knowing how to show empathy or lacking affection toward others When it's not your problem Don’t know Trauma and when you have been denied some basic things like love, care etc Experience Some people don’t know how to read the room - jealousy Ego, self-righteous More positive vibe to create a good environment Anger issue fr Can't control their feelings


29 They never focus on others and focus on themselves. lack of understanding, problems in relationships Education Banyakkan istifar Ye To avoid argue There would be narcissistic personality disorder (NPD), antisocial personality disorder, and borderline personality (BPD) I think people usually take something too seriously. Hear other people's motivation People and Culture Be an open person Selfish 100 Average lack of feeling emotion 13. In your opinion, how can individuals develop and enhance their empathy toward others? Put yourself in the other person's shoes and try to see the situation from their point of view Engage in volunteering or acts of kindness appreciate what people give Bonding with each other when in trouble? Accept others opinion


30 More activities together Level Up their Rohani Don't have opinion Be nice to others, treat them nicely, help them in need. Tell yourself that you have no enemies, always treat people with kindness including yourself, and have self-acceptance. Socialize Insyallah Ye With discussion By maintaining a harmonious atmosphere among people and often exchanging opinions and sharing problems with the people around them without letting them feel alone I don't know Accept other people's motivation Start a conversation Arrogant Feeling emotional toward people 100 By himself understanding other people's feelings more. 14.Do you think animation might be one of the ways to increase the empathy of people toward others? Please explain. by animation, It can show how and the ways to show empathy toward others Different factors can be played out for people to show their empathy. The enclosed case of individuality promotes more lack of emotion toward


31 another being. It may be one's way to deliver the message but not on scale which affects a community. ya...nope lazy It could be a way if it's like directed to the youth. That way even a child will Know how to be empathetic to others and those around them Not sure Yes, i think that it is an easy way to adapt young generation with this behavior with a good storyline. - yess Yes, because of the storyline mainly and great visual to not bored out of the audience Yes because can get more jobs at the outside It depends on the watcher. It depends on what kind of animation they are watching. It depends on what kind of animation the animators make. Thats all from me. Yes . Lazy to explain Yes. Animation is not just a movement. It is also tells a story where it can spread awareness using animation to attract people in good ways yes, because in animation we need to learn beings' behavior, emotions, expression, movement and ect. All of this is through an understanding of others by relating yourself with the world around you. Yes, because it shows an example of empathy Yes mestilah Ye Yes


32 Yes, because it shows that a person will not feel lonely and always think that there would be someone who will help him to recover Yes Yes Animation helps deepen visual understanding better than traditional images. It helps others see and develop their ideas through an experience of art and how to use various techniques of it. Yes Yes, cause it shows visually and make people easier to understand 100 Yes yes, through character and storytelling 3.8. CHAPTER SUMMARY The aim of this survey design on "lack of empathy and consideration toward other people" is to comprehensively understand the attitudes, behaviors, and factors contributing to a deficiency in empathy and consideration for others. By gathering insights from respondents across diverse backgrounds and demographics, the survey seeks to uncover the reasons behind the lack of empathy, and a solution by using 2D animation to foster a more empathetic and compassionate society. Through this study, a deeper understanding of the lack of empathy is intended to contribute to efforts aimed at improving interpersonal interactions, communication, and overall human connection. The assumptions as well as the findings are stated in the last section of the next chapter.


33 CHAPTER FOUR RESULT AND DISCUSSION In this chapter, I make a survey and get the results of audience’s responses after watching Nikke animation, discussion about the findings and show the process which is started from pre-production, production, and post-production. 4.1. PRE-PRODUCTION First, I have realized a significant problem in the way we behave or treat other people. That is many of us are treated unempathetically toward others, such as failing to keep promises, not helping people who are in need, easy to get jealous or envious of someone else, or even letting their own impulsive actions affect and hurt people around them. For this project, I chose 2D animation to educate people and raise their awareness of unemphatic behavior in our relationships in society. Additionally, by promoting positive values, this project can help reduce conflict and negative interactions among individuals, leading to a more peaceful and harmonious environment. For start, I did research on the animation industry, especially in the science fiction genre. And I have been attracted to two notable examples of science fiction stories that have used 2D animation to great effect are E.T. and Isekai Quartet. E.T. the Extra-Terrestrial (or simply E.T.) is a 1982 American science fiction film produced and directed by Steven Spielberg and written by Melissa Mathison. E.T. is a classic science fiction film about a young boy named Elliot who befriends an extra-terrestrial being stranded on Earth. Through their journey, Elliot and E.T. develop a deep emotional bond that is both heart-warming and thought-provoking. His movie carries the message that we are not alone in the


34 universe rather than how other directors have always brought the alien element associated with brutality (e.g Ridley Scott's Alien) to make movies. Similarly, Isekai Quartet is a Japanese anime series that serves as a chibistyle crossover between the light novel series KonoSuba, Overlord, Re:Zero − Starting Life in Another World, and The Saga of Tanya the Evil, all published by Kadokawa Corporation. The series aired its first season from April to June 2019. Isekai Quartet is a modern science fiction anime series that brings together characters from popular anime franchises into a single story. The series uses 2D animation to create a visually stunning and immersive world that is filled with action and adventure. Figure 15: E.T. the Extra-Terrestrial and Isekai Quartet animation Next step, I decided to develop the storyline and characters for the animation. To achieve the objectives of the project and make the animation that suits everyone, especially young people, the storyline has to be easy to understand and follow, as well as communicate the messages effectively. The idea of the storyline is a science fiction story that follows the journey of Kimi, a teenage


35 boy who helps a creature from outer space fix its spacecraft so that it can return home. After the storyline is completed and revised, it is needed to make storyboards according to it. This is done to make the storyboard come to life and sketches the storyline to understand the story of the Nikke project better. Then, the characters of the Nikke project are created and designed. The main character of this 2D animation is Kimi, who has a kind and helpful heart but is in a pitiful situation. Two more characters are Nikke and Mamak. Nikke is an alien from outer space who crashed on Earth and got help from Kimi, he is also the one who helps Kimi when he has difficulties because of Mamak. Mamak, on the other hand, is the one who is jealous of Kimi and causes problems that Kimi has to face. Figure 16: Nikke’s characters Sketch


36 Figure 17: Kimi, Nikke and Mamak illustration The background of this animation is also crucial to design and mention. The outer space, the view inside and outside of Kimi’s house are all detailly sketched and designed for more vivid scenes and experiences when watching it.


37 Figure 18: Environment Sketches Moreover, promotional items for this project are coming up and being made. There are three items in total, including a pen box of three characters, a set of dice games, and a set of card games. It is all for attracting young people to get their interest in Nikke animation.


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