Ditemukan 4 dokumen yang sesuai dengan query
Abstrak :
Reog merupkan kesenian khas daerah Ponorogo yang telah ada sejak berabad-abad yang lalu dan diwariskan secara turun temurun di kalangan masyarakat Ponorogo hingga saat ini. Selain menyajikan tontonan yang menarik, kesenian reog ini ternyata juga sarat akan tradisi/kebiasaan yang telah dibawa sejak zaman nenek moyang, mulai dari gerakan tari yang erotis, mabuk-mabukan hingga hubungan sesama jenis/homoseksual. Tradisi tersebut identik dengan reog sebagai hiburan masyarakat jelata yang bebas dan spontan, tak terikat aturan, sehingga sering kali menimbulkan kontroversi di kalangan masyarakat modern karena bertentangan dengan norma-norma masyarakatterutama norma kesusilaan dan kesopanan. Di sisi lain, setiap tradisi tersebut kaya dengan nilai-nilai luhur budaya yang harus dilestarikan untuk kelangsungan sejarah. Jika tidak, maka pernyataan bahwa reog adalah jati diri dan ciri khas Ponorogo akan luntur dan dapat dengan mudah diambil/diklaim menjadi milik masyarakat lain. Film dokumenter sebagai media audiovisual mampu memaparkan kepada masyarakatmengenai kehidupan pelaku reog Ponorogo sesungguhnya. Dengan menggunakan metode wawancara dan dokumentasi kehidupan sehari-hari, tradisi-tradisi yang kontroversial tersebut dapat digali secara transparan. Pendapat yang beragam tentang gerakan tari yang seronok, mabuk-mabukan hingga hubungan homoseksual justru menjadi kekuatan untuk mengetahui jejak sejarah reog di bumi Ponorogo. Dengan begitu masyarakat Indonesia takkan ragu lagi bahwa reog memang adalah aset kebudayaan asli milik bangsa Indonesia sejak nenek moyang. Bagaimanapun kesenian reog tetap merupakan hiburan rakyat, kesenangan adalah tujuan utama yang dicari. Ekspresi kesenian yang terlalu dibatasi akan mematikan antusiasme masyarakat terhadap kesenian tersebut.
Surabaya: Pusat Penelitian-Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Kristen Petra,
700 JDKVN
Majalah, Jurnal, Buletin Universitas Indonesia Library
Dendi Pratama; Winny Gunarti W.W.; Taufiq Akbar
Abstrak :
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
Katz, Joel
Abstrak :
Abstract:
The book itself is a diagram of clarification, containing hundreds of examples of work by those who favor the communication of information over style and academic postulation and those who don t. Many blurbs such as this are written without a thorough reading of the book. Not so in this case. I read it and love it.
Hoboken: N.J. : Wiley, 2012
658.827 KAT d
Buku Teks Universitas Indonesia Library
Abstrak :
This book focuses on the emerging role of human factors in understanding, communicating with and engaging users. It reports on innovative approaches, highlighting visuals cues, such as new typographies, geometries and graphics for mobile and computer interfaces. The book also covers image and video processing, user-focused data compression, generative visuals, computational photography, and interactive design. Further topics include creative and empathetic design, human touch in digital graphics and experiential graphics. Based on the AHFE 2018 International Conference on Human Factors in Communication of Design, held on July 21–25, 2018, in Orlando, Florida, USA, this book reports on new findings, best-practices and case studies, providing readers with a fresh perspective and novel insights into the applications of human factors for enhancing the communication of design to users.
Switzerland: Springer Cham, 2019
e20501611
eBooks Universitas Indonesia Library