Ditemukan 3 dokumen yang sesuai dengan query
Kansas City : University of Missouri
RM 050 NL 72:2 (2006)
Majalah, Jurnal, Buletin Universitas Indonesia Library
Nuriza Ratno Saputra
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ABSTRAKJurnal ini berfokus pada objektifikasi potret tubuh perempuan telanjang pada karya grafis Anthon Beeke. Tiga karya grafis Studio Anthon Beeke yang menunjukkan potret tubuh perempuan telanjang dipilih karena poster-poster tersebut dianggap kontroversial untuk mempromosikan sebuah pentas teater. Melalui analisis deskriptif menggunakan pembacaan lima kode semiotik oleh Roland Barthes, penelitian ini bertujuan untuk mengkaji apakah objektifikasi tubuh perempuan dalam karya grafis Anthon Beeke yang kontroversial ini efektif untuk menarik perhatian pengamat dan membelokkan pola pikir publik dalam melihat tubuh telanjang dalam sebuah karya seni. Analisis leksia dimanfaatkan sebagai pengurai struktur sebelum pemaknaan, pemilihan leksia dibatasi pada penampakan figur tubuh telanjang dan tata letak ornamen dan tipografi. Dari analisis ditemukan bahwa Beeke berhasil menjadikan tubuh perempuan sebagai subjek dan bukan sekadar objek.
ABSTRACTThis paper examines objectification of naked female body portraits on Anthon Beeke s graphic work. Anthon Beeke s three graphic works showing portraits of naked female bodies were chosen because the posters were considered controversial to promote a theater performance. Through descriptive analysis using Roland Barthes's reading of five semiotic codes, this study aims to examine whether the objectification of the female body in Anthon Beeke s controversial graphic work is effective in attracting the attention of observers and deflecting the public mindset in seeing a naked body in an artwork. Analysis of lexia is used as a structural decoder to read the symbol purposes, lexia selection is limited to the appearance of naked body figures and the layout of ornaments and typography. From the analysis it was found that Beeke succeeded in making the female body a subject and not just an object."
Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2018
MK-Pdf
UI - Makalah dan Kertas Kerja Universitas Indonesia Library
Dendi Pratama; Winny Gunarti W.W.; Taufiq Akbar
"Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters. The developer community of Visual Novel (VN) Project Indonesia indicated a limited local game developer that produces Visual Novel of Indonesia. In addition, Indonesian Visual Novel production was also more influenced by the style of anime or manga from Japan. Actually, Visual Novel is part of the potential of creative industries products. The study is to formulate the problem, how to understand Visual Novel as artwork of visual communication design, especially among students? This research is a case study conducted on visual communication design student at the University Indraprasta PGRI Jakarta. The results showed low levels of knowledge, understanding, and experience of the Visual Novel game, which is below 50%. Qualitative and quantitative methods combined with structural semiotic approach is used to describe the elements of the design and the signs structure at the Visual Novel. This research can be a scientific reference for further introduce and encourage an understanding of Visual Novel as artwork of Visual Communication Design. In addition, the results may add to the knowledge of society, and encourage the development of Visual Novel artwork that reflect the culture of Indonesia."
Denpasar: Pusat Penerbitan LPPM Institut Seni Indonesia Denpasar, 2017
300 MUDRA 32:3 (2017)
Artikel Jurnal Universitas Indonesia Library