KEY REFERENCE PROJECTMASTER OF ARCHITECTURE THESISAMPANG PECAH · SELANGOR

C.E.I.T

CREATIVITY · EDUCATION · INTELLIGENCE · TECHNOLOGY

“Unleashing the future of creative learning experience through augmented reality for youth.”

WHY C.E.I.T

The COVID-19 pandemic accelerated technological change in Malaysia and reshaped education and employment. Schools moved to online learning, and economic uncertainty pushed many school leavers toward gig work. A 2019 Department of Statistics Malaysia report showed SPM candidates preferring to enter the workforce over further studies, and during lockdowns only 15% of students had a personal computer for home-based learning. The World Bank and Asian Development Bank reported high learning poverty and significant learning losses.

C.E.I.T studies secondary school leavers’ participation in further studies, applies fun learning theories through augmented reality, and proposes a futuristic, engaging learning environment. Its hypothesis: innovative learning approaches will raise post-SPM further-education rates. The proposal imagines a partnership with NVIDIA to bring cutting-edge technology into the learning experience.

SITE
Ampang Pecah, Selangor3.5422252, 101.6583689
SITE AREA
2.90 acres11,735.9 m² · 126,324.18 sq ft
RENEWABLE
48.03%of the 4.69 MW building load
PROGRAMME
3 realms · 12 spaces6 learning levels, AR on every floor
AWARDS
7 winsincl. Best Design Award & AICAD Best of the Best — section 09 below
COPYRIGHT
MyIPONotification CRAR2026W01690 · 31 Mar 2026 · AR-CADE research, UiTM — full certificate in board 08 below
01

THREE REALMS + INNO+VATION

01 · SDG 4 QUALITY EDUCATION

ACADEMIZEX REALM

The learning core: Academizex labs, smart labs, AI R&D floors, a digital library and the AI sculpture that rises through the building, all wrapped around the Hyperion Hall.

02 · SDG 17 PARTNERSHIPS

COMMERGE REALM

Where public and industry meet: the grand lobby and stairs, NVIDIA gallery and cafe, drop-off and the NVIDIA link, roofed with photovoltaic LED glass.

03 · SDG 9 INDUSTRY & INNOVATION

RECREA-X REALM

The recreational edge on the Ampang Pecah river: structural vortex towers, a river dam that generates hydroelectricity, a green walk and the Tree of Life.

RENEWABLE ENERGY · STRUCTURE

INNO+VATION

The exploded building: LED double-sided glass panels, an aluminium roof with PV, three floor plates, aluminium bracing and the steel-framed LED sphere of the Hyperion Hall.

02

A LEARNING JOURNEY, FLOOR BY FLOOR

  1. PROLOGUEBASEMENT

    Initial exposure: watch other people learn.

  2. BEGINNERLOWER GROUND

    Learn one-to-one, monitored by a mentor or trainer.

  3. NORMALUPPER GROUND

    Self-learning: tasks and games without supervision.

  4. EXPERT1ST FLOOR

    Compete with each other in local competitions.

  5. PROFESSIONAL2ND FLOOR

    Represent and join international competitions.

  6. EPILOGUE3RD FLOOR

    Rewards and acknowledgement; become a coach and teach newcomers.

03

TWELVE SPACES

  • 01CENTRAL REALM (WATER)

    AI-powered personalised learning pods where technology and customised education converge.

  • 02GRAND STAIRS

    An amphitheatre with a panoramic view of the learning pods and an immersive vantage point.

  • 03AI DIGITAL LIBRARY

    A repository where AI curates and personalises knowledge for learning and research.

  • 04NVIDIA GALLERY & CAFE

    An exhibition of pioneering AI technologies and their impact on digital innovation.

  • 05NVIDIA SCULPTURE

    An installation that combines smart AI and a hologram system for dynamic mapping.

  • 06CIRCULAR LINK

    An AI-powered circular preview system with PV glass, giving a real-time overview of the building.

  • 07INTRESPACE AMPHITHEATRE

    A venue for food-truck events, picnics and camping, blending outdoor fun with community.

  • 08AI SMART CLASSROOM

    AI-enhanced classrooms with personalised recommendations and data-driven interactions.

  • 09CENTRAL REALM (JUNGLE)

    A sanctuary in the jungle where futuristic design merges with the natural environment.

  • 10GREEN WALK

    A green roof that runs through the whole building, joining nature with AI innovation.

  • 11NVIDIA LINK

    A connector bridging the green roof with the residential areas across the river dam.

  • 12TREE OF LIFE

    A monumental vortex structure linked to the river dam to generate hydroelectric power.

04

RENEWABLE ENERGY

48.03%of the building’s daily energy demand from on-site renewables
Hydroelectric · river dam
48,000 kWh/day
Photovoltaic · LED glass
6,061 kWh/day
Total generated
54,061.06 kWh/day
Daily demand (4,691.622 kW × 24 h)
112,598.93 kWh/day
  • STRUCTURAL VORTEX TOWERS (HYDROELECTRIC)
  • RIVER DAM SYSTEM
  • PHOTOVOLTAIC LED GLASS SOLAR SYSTEM
  • RAINWATER HARVESTING
  • LED STRUCTURE WITH WATER FEATURE
05

THE SITE: “BROKEN DAM”

Ampang Pecah, established in the 1880s in Selangor, is historically significant for its role in flood management and its link to the growth of Kuala Lumpur. Known first for tin mining, it was hit by a major flood in the early 1880s that changed the course of the Klang River, moved Kuala Lumpur’s main settlement and gave the area its name: Ampang Pecah means “broken dam” in Malay. C.E.I.T answers that history with a building that harnesses the river. Bounded by a lake, the jungle and the Taman Tanjak residential area, the design moves from response to the site through access, zoning, programme, the heart of activity, linkage and experience zoning to the final form.

06

PRESENTATION BOARDS

Open a board full size: scroll or drag to move, pinch, Ctrl + scroll or double-tap to zoom.

The six A1 competition/thesis boards — introduction, site plan, the three realms and the exploded axonometric.

07

RENDERINGS

Open full size: scroll or drag to move, pinch, Ctrl + scroll or double-tap to zoom.

Standalone visualisations of the finished building, separate from the competition boards above.

08

RESEARCH CREDENTIAL · COPYRIGHT

Open full size to read the certificate.

C.E.I.T’s underlying research is officially registered — kept here as the permanent record for future reference.

REGISTERED WORK
AR-CADEAugmented Reality – Creative Application for Dynamic Education
NOTIFICATION NO.
CRAR2026W01690
LEGAL BASIS
Copyright Act 1987Certificate of Notification of Copyright
REGISTERED OWNER
UiTMUniversiti Teknologi MARA
DATE NOTIFIED
31 March 2026
AUTHORS
4 co-authorsID numbers permanently redacted for privacy
09

C.E.I.T AWARDS & RECOGNITION

Open any award full size: scroll or drag to move, pinch, Ctrl + scroll or double-tap to zoom.

C.E.I.T / AR-CADE has placed in 7 competitions since 2024, from postgraduate studio to national and international design exhibitions.

10

UBBL 1984 FIRE SAFETY GPT

Open any award full size: scroll or drag to move, pinch, Ctrl + scroll or double-tap to zoom.

A companion research project — C.E.I.T’s own design was used as the prototype case study for this AI-powered building-compliance tool, which went on to win 6 awards of its own.

11

TRAINING & RELATED RECOGNITION

Open full size: scroll or drag to move, pinch, Ctrl + scroll or double-tap to zoom.

The design entry and the AI/AR/VR/MR training background behind C.E.I.T’s own augmented-reality learning experience.

12

PROJECT WALKTHROUGH

A cinematic walkthrough of C.E.I.T, from site to realm to interior sequence.

13

FULL PROJECT BOARD SET · 01–14

Open any board full size: scroll or drag to move, pinch, Ctrl + scroll or double-tap to zoom.

The complete, unabridged thesis board set — background research through to building-services engineering — kept here in full for future reference.