2. Malaysia’s Digital Economy is Growing…
Malaysia’s Digital Economy is expected to
contribute RM294 billion of GNI in
2020 17% Contribution to Malaysia’s
GDP
ICT spending in Malaysia totaled
RM54 billion in 2012 and is expected to
increase to RM67 billion in 2016
eCommerce spending in Malaysia is
expected to increase 7.1 % CAGR to
reach a total of RM87.6 billion in 2016
*Figures: USD1 = RM3
Sources:
1. IDC ICT Spending 2012
2. IDC New Media Market Model 2012
Local digital economy trends
powerd by
3. … and it’s impacting the nation in key areas
Malaysia’s Digital Economy has direct
impact on the overall economy of the
nation and has multiplying effect
Key aggregated components identified
are:
ICT contribution to GDP/GNI
e-Commerce
ICT impact on productivity
ICT impact on standard of living
ICT investment and adoption that
contributes to national
competitiveness
3
powerd by
4. …and we are maximising its opportunities
via Digital Malaysia
"We will build an ecosystem that
promotes the pervasive use of ICT
in all aspects of the economy to
create communities connected
globally & interacting in real
time."
YAB Dato’ Sri Mohd Najib Abdul Razak
Prime Minister of Malaysia
at the Global Science & Innovation Advisory Council in
New York, USA on 17th May, 2011
Digital Malaysia is a national
programme to advance the country
towards a developed digital economy
by 2020.
It will create an ecosystem that
promotes the pervasive use of Digital
Technology in all aspects of the
economy to connect communities
globally and interact in real time
resulting in increased GNI, enhanced
productivity and improved standards
of living.
5. Key trends & Industry drivers
• Growth in digital content consumption across media
• Rise in new age user devices
• New age consumers adapting themselves to newer
technologies
• 30% subsidy given by the government for any
production done out of Malaysia
• Malaysian Digital Production Cost are 1/4th of USA
and 30% lesser than Other Asian Countries.
powerd by
6. 3 Strategic Thrusts That Shapes
Digital Malaysia
To encourage Malaysians to 3 New Ways of Thinking
About Using Digital Technologies
Strategic Thrust#1
Move from Supply to Demand
Strategic Thrust #2
Shift from Consumption
to Production
Strategic Thrust #3
Grow from Low-Knowledge to
High-Knowledge-added activities
CREATE INNOVATE GROW
powerd by
7. DIGITAL
ENTREPRENEUR
DM Communities & Initiatives
B40 YOUTH SME
Tap demand for digital
products and services
Improve income and
quality of life of the B40
community
Create knowledge-workers
of the future
Enhance SME
productivity
GOALS
4,000
Digital Entrepreneurs
1 MIL
Increase income via
digital means
5 MIL
Digital-savvy Youth
Additional
1%
SME contribution to
GDP
8. Will Generate Demographic Dividend If Gainfully
Malaysia’s Workforce Demographic, 2010 vs 2020
34%
55%
2010 2020
Gen Y &
Younger
Others
2010 – Gen Y &
Younger (Mil)
2020 – Gen Y &
Younger (Mil)
2020 New Additions
(Mil)
3.97 8.27 4.29
Source: MOHR Strategic Plan 2011-2015, DOS, MDeC’s
Analysis
Rising Gen Y Population
In 2010, Gen Y & younger
made up 34% (3.97 Mil) of
the workforce
Employed
9. L2
The Digital-savvy Youth Maturity Model
Digital Novice
Basic skills in
usage of digital
tools:
• Access &
manage digital
information
• Navigate
digital tools ,
eg. Basic web-surfing,
emailing, etc.
2020 Ambition: 5 mil k-workforce ready youth
L3
Digital
Intermediate
Confidence and
capability in
using digital
tools:
• Integrate and
evaluate digital
information for
relevant usage
• Use digital
productivity
tools
L4
Digital Advance
Active participation in
digital platforms:
• Aware of digital
challenges and can
manage them
effectively
• Use of digital tools to
communicate is
second nature
• Demonstrates
honesty, integrity
and ethical
behaviour in using
digital tools and
content
• Self-improvement
through digital means
L5
Digital Innovator
Use digital tools to
contribute to socio-economic
activities:
• Able to innovatively
and creatively
generate problem-solving
ideas
• Capable of creating
and curating content
• Possess necessary
competencies for net-entreprenuerial
endeavours
Varying levels of readiness
L1
Non-Digital
Savvy Youth
Zero ICT literacy
10. Digital Malaysia Youth mandate
Empower Youth With Digital Competencies
For The Future Workforce
25000
Digital
Savvy
Youth by
2020
Digital Tourism
Academy Entrepreneurship Program
• Finishing School
• School-leavers
• Visualization across faculty
• Projects across Domains
Basic
Advanced
SHOWCASE
Builder
DIGITAL
CREATIVITY
MARKET Place
E-learning
Hospitality
Tourism
Entrepreneurship
Creative
Academy
Digital
Visualisation
12. 1. PREMISE AND
SUPERVISORY ON
EXAMINATION.
2. CERTIFICATION .
3. INDUSTRY
EXPERTISE.
4. MENTORING.
5. ENTREPRENEURIAL
DEVELOPMENT.
SCOPE OF COLLABRATION
1. MENTORING.
2. DEVELOPMENT
OF COTTAGE
INDUSTRY.
3. BUSINESS
GUIDANCE.
4. BUSINESS
NETWORK.
5. MOTIVATION.
1. ON LINE AND
CLASS
TRAINING.
2. SHOWCASE
3. MARKET PLACE
PORTAL.
4. LIVE PROJECTS.
13. PREMISE &
EXAMINATION
SUPERVISORY
SCOPE OF COLLABRATION
CERTIFICATION MENTORING
ENTREPRENUERAL
DEVELOPMENT
15. SOURCE OF
FUNDS
RECRUITMENT OF
CANDIDATES
SCOPE OF COLLABRATION
TRANING PLATFORM
PORTAL MARKET
PLACE
TO SEEK LIVE
PROJECTS
16. PROPOSITION & OBJECTIVES
PROPOSITION:
• TO DEVELOP HUMAN CAPITAL FOR DIGITAL & CREATIVE
ECONOMY
OBJECTIVES:
• TO CREATE NEW ENTREPRENEURS WITH HIGH VALUE INCOME.
• EMPLOYABILITY.
powerd by
17. 3D &
VISUALISATION
ON-LINE SOFT SKILLS TRANING
COMMUNICATION
(ENGISH & OTHER
LANGUAGES)
SALES &
MARKETING
CUSTOMER
SERVICES
PRESENTATION
18. INTRODUCING BLENDER
TOOL FOR DEVELOPMENT OF 3D AND
VISUALISATION – THE SKILL SETS
modelling texturing shading
rigging animation dynamic
compositing
light
ing
powerd by
19. Creative Eco-system
A simplified
visualize program
across domain
Projects guided
by Mentors from
the Institution
and Industry
Students work
collaboratively
and showcase to
the community
Learners Showcase
their work to be
reviewed by
potential recruiter
Live Project :
managed by
mentors with
aspiring Learners
powerd by
20. Entrepreneur’s
Creative
Eco-System
Visualisation
Showcase
Industry Experts
Shared
Community
Reusable Digital
Assets
Review
Explore &
Discover
Enabler Program
Creative Eco-system
Mentor
Final Project
Visualize
Marketplace
Live Project
Enabler
powerd by
22. Software Tool : Blender and its uses today…
Film Advertising Architecture
Product
Design
Medical
Animation
Gaming
Blender (www.blender.org) is a free and open-source 3D
computer graphics software product . Developed by the
company 'Not a Number' (NaN), Blender now is continued as
'Free Software', with the sources available under GNU GPL.
Available for Windows, Mac and Linux Operating Systems.
29. Visualization Opportunities
Hospitality
Home
Stay
Hotel Shopping Mall
Tourism
Virtual
World
Augmented Reality
E-Learning Visualization
Visualization for
Engineering
Science Subjects
Higher Education
Support Life
Long
Learning
BIM
Adopted in
Middle East
CIDB Reviewing to
Adoption
3D Printer Design BPO
Bio Printing Medical Visualizations
Entertainment
Film,
TV,
Games,
Advertising
2D to 3D
And HD to 4K
33. UNICLIQ SDN BHD
Plaza Damansara, Jalan Medan Setia 1,
Bukit Damansara, 50490 Kuala Lumpur.
Tel : +603-2092 5252
Fax : +603-2093 6708
Hinweis der Redaktion
GDP is part of GNI. Gross National Income comprises the total value of goods and services produced within a country (i.e. its Gross Domestic Product), together with its income received from other countries (notably interest and dividends), less similar payments made to other countries.
Talking pts:
98% of youth use the internet (source?)
Youth unemployment rose from 8.7% in 1998 to 10.9% in 2008 – higher than Singapore or Thailand.
24.6% of grads in a MoHE survey in 2010 indicated they hadn’t found jobs 6 months after graduation
Rising youth unemployment globally – projected at 13-15 % by 2018 in South East Asia.
http://wikieducator.org/Digital_Citizenship/Secondary/Defining_Digital_Citizenship
NetSafe provides the following definition for Digital Citizenship: "Drawing from the Key Competencies and Values in the NZ Curriculum and a growing body of research knowledge, NetSafe, in consultation with New Zealand teachers has produced this definition of a New Zealand Digital Citizen.
A digital citizen:
is a confident and capable user of ICT
uses technologies to participate in educational, cultural, and economic activities
uses and develops critical thinking skills in cyberspace
is literate in the language, symbols, and texts of digital technologies
is aware of ICT challenges and can manage them effectively
uses ICT to relate to others in positive, meaningful ways
demonstrates honesty and integrity and ethical behaviour in their use of ICT
respects the concepts of privacy and freedom of speech in a digital world
contributes and actively promotes the values of digital citizenship
Digital literacy or the ability to understand and fully participate in the digital world is fundamental to digital citizenship. It is the combination of technical and social skills that enable a person to be successful and safe in the information age. Like literacy and numeracy initiatives which provide people with the skills to participate in the work force, digital literacy has become an essential skill to be a confident, connected, and actively involved life long learner.[1]