scholarly journals Redesigning the Borobudur chair to sustain local creative industries: introducing to wangun concept

2020 ◽  
Vol 9 (2) ◽  
pp. 458
Author(s):  
Rahmanu Widayat

Redesigning the already existed thing is a common practice in the world of design. This study objectively conducted to produce a fresh new look and commercially bargaining product of furniture in addition to pursue current aesthetic needs. This study focuses on reconstructing the Borobudur chair, a typical form of chair inspired from the 8th century Borobudur temple reliefs, which theoretically does not follow modern art. This proposes a traditional conceptual approach called wangun (beauty) inspired by the wisdom of local Javanese culture, which is termed as Ngowahi Rupa (the change of form). Ngowahi Rupa does not change the 'inner structure' of an object, the changes occur only at the 'outer structure' level. There were two distinctive chairs being redesigned in this study, the first type of chair can accommodate one person only, and the other accommodates three people. Both types of chairs constitute of a complete structure of chair such as the legs, seat stands, and backrests, which in the sense of wangun conceptually termed telu-teluning atunggal. The Ngowahi Rupa furniture making process not only demands visual aspects, but also the concept of the creative industry. The concept was applied in redesigning the Borobudur chair that synergically in accordance with the rapidly developed creative industries in Indonesia. The results of redesigning the old-type of chair objectively contribute to the advance of current furniture industry and trend, both in Indonesia and abroad, in addition to maintaining the excellence of the creative industry with regard to the economic concern.  

Author(s):  
Achmad Basuki ◽  
Jabbar Nendra Putra

Nowadays, the young people are not interested in the local culture as a “wayang” puppet. This condition threatens the extinction of some of the local culture that should be a mainstay of the industry entering an era of creative industries. On the other hand, theyare more interested in playing computer games as changing of people's lifestyles. It becomes our basic idea to produce a game as a creative product. The genre of this game is fighting-adventure. This game depictures a story of fighting between the baby Tetuko and giant Kala Pracona. The game uses Kinect and 3D platform technology to attract more players to feel their adventures. With Kinect technology, the player can control the character with his gesture. Thus, this game will increase the awareness of young people about the culture of Wayang.Keywords : 3D game, kinect,adventure, local culture, creative industry.


2017 ◽  
Vol 13 (2) ◽  
pp. 163
Author(s):  
Dessy Wahyuni

The life of the Malay Duanu community, a remote indigenous community, is started to be exposed recently. Their existence is recognized by the world through the Menongkah Festival that has achieved  the MURI record twice. Unfortanely, following the current globalization progress, the expose of this ethnic group starts  to erodes their culture and language  toward extinction. It is unfortunate as wel that this activity only highlight the ceremonial part. In fact, Duanu people can take advantage of this Menongkah Festival as a medium for the revitalization of Duanu language and culture. If the festival is managed well, then it is believed that this activity will be able to support the emergence of a creative economy that improves the welfare of its supporting community, as well as to revitalize their culture and language. The government should be able to create policies that capable to support the creation of locality-based creative mindset, systems, and practices of the creative industry and to keep prioritizing the existing cultural values. Therefore, through ethnographic methods, the aim of this paper is to offer the model of creative industries based on culture and language of Duanu. If Menongkah Festival is optimally utilized by developing creative undustries, it is believed that the endangered language and culture of Duanu cen be revitalized and people’s live will be more prosperous.Kehidupan masyarakat Melayu Duanu, sebuah komunitas adat terpencil saat ini mulai mengemuka. Eksistensi mereka diakui dunia melalui Festival Menongkah yang mendapatkan rekor MURI sebanyak dua kali. Namun tanpa disadari, seiring arus globalisasi yang menerpa, mengemukanya suku ini mengikis budaya dan bahasa Duanu secara perlahan ke arah kepunahan. Selain itu sangat disayangkan, kegiatan ini hanya menyorot kemeriahan sesaat. Padahal masyarakat Duanu bisa memanfaatkan Festival Menongkah ini sebagai media revitalisasi budaya dan bahasa Duanu. Apabila dikelola dengan baik, diyakini, kegiatan ini akan dapat menjadi penopang munculnya ekonomi kreatif yang meningkatkan kesejahteraan masyarakat pendukungnya, sekaligus dapat merevitalisasi budaya dan bahasa mereka. Pemerintah seharusnya dapat membuat kebijakan yang mampu mendukung terciptanya pola pikir, sistem, dan praktik industri kreatif berbasis lokalitas dan tetap mengedepankan nilai-nilai kultural yang ada. Dengan demikian, melalui metode etnografis, tulisan ini bertujuan menawarkan model industri kreatif berbasis budaya dan bahasa Duanu. Jika Festival Menongkah dimanfaatkan secara maksimal dengan mengembangkan industri kreatif, diyakini bahasa dan budaya Duanu yang nyaris punah dapat terevitalisasi serta kehidupan masyarakat pun semakin makmur.


2021 ◽  
pp. IX-XVIII
Author(s):  
Maxime Danesin ◽  
Marco Pellitteri

Dear readers, students, fellow scholars, welcome to this tenth instalment of Mutual Images Journal, which we have titled “Aesthetic journeys and media pilgrimages in the contexts of pop culture and the creative industries from and to East Asia”, trying to subsume in it the variety of themes the volume hosts.   Audaces fortuna iuvat The Latin adage of this introduction states: “good luck helps the daring ones”. We think this is what happened to us and Mutual Images, both the journal and the association as a whole. We had left 2020 with more than just the proverbial mixed feelings: we were all uncertain and confused about what would and could happen in 2021. We won’t give you a summary of the many facets of what 2020 has been for the world, because each of you knows that all too well. But for MIRA, at least, 2021 was a moment of rally and refocus on what we hold dear: research, publishing, and the careful organisation of workshops and similar events. We rolled up our sleeves as so many people around the world did, and, in our microcosm of transcultural research in the humanities, media, cultural sociology, and area studies — whether supported by universities or independently run — we brought home two very nice workshops and a summer school. One workshop was held in Italy and Spain in November 2020 and the other in Japan in January 2021, although, for obvious reasons, both were technically conducted mainly online; and the summer school took place on-site in China, in June 2021. The two workshops saw [...]


Author(s):  
Olha Ulitina

Keywords: creative industries, publishing, book publishing, copyright, IP rights,copyright infringement, IP legislation Publishing is animportant element for the development of many areas of human activity. The impactof publishing on culture, education and tourism in any country cannot be underestimated.Publishing is of great importance for the development of literature, both withinone country and in the world as a whole.Today, publishing faces many challenges, including piracy, the difficulty of distributingdigital copies of literary works and insufficient funding, along with a relativelylow interest in legal publications. However, publishing is defined in Ukraine as a creativeindustry and now the state's position on strengthening publishing as an industryin Ukraine is becoming more active. That is why the issues of legislative regulationof activities in this area, as well as its connection with intellectual propertyrights, are relevant. The creation of the list of economic activities that belong to the creative industries in Ukraine indicates the government's intention to graduallytransfer Ukraine's economy to a more modern model, where industries related to thecreative industries are of the greatest importance for the economy and the developmentof the state as a whole.The article is devoted to the issue of publishing legislative regulation in Ukraine.The author analyses the most important laws in this area, considering publishing primarilyas a creative industry. The state policy in this sphere is considered, which isdirected first on development of publishing and on support of publishing the Ukrainian-language editions.The author points out the existence of certain differences in the legislative regulationof book publishing and publishing of the periodicals in Ukraine.The article considers the data of the Ukrainian Book Institute on the current stateof publishing in Ukraine. According to these data, one of the biggest problems in thepublishing is the significant number of copyright infringements and IP rights infringementsin general.Given the high rate of copyright infringement and IP rights in general in the publishing,it is necessary to review the mechanism of influence on combating them, aswell as increase liability for such infringements.


2016 ◽  
pp. 101-107
Author(s):  
E. . Belova

The creative industries have one of the highest rates of the development in the modern economy. Researchers consider that these industries contain potential for the socio-economic development of countries and cities. The article examines the contribution of the creative industry to the economy of European Union countries. The research contains metodology of the selection and the analysis of key indicators of the cinema industry development of Spain (as one of the leader countries in the world in this field). The result of the work represents the classification of autonomous communities of Spain according to the development of local industry.


Author(s):  
Yowei Kang

Digital game is an essential part of digital creative industries around the world. This chapter aims to develop H.I.R.E. scales that can be used to explain and understand users' responses to digital creative contents. Although multiple methodologies have been used to study gameplayers' experiences and interactions with different genres of digital games that lead to their gamifications, this chapter is based on a rhetorical theoretical tradition by arguing that gameplay interactions are a rhetorical process in which players interact with game designers as well as other players in the same guild through a series of persuasive manipulations. H.I.R.E. scales are developed to explain how gameplayers have different experiences when playing a digital game that contributes to their gamifications. Because digital game is an important branch of contemporary digital creative industry, the development of the H.I.R.E. scales will help researchers and practitioners to study and develop better digital games and other digital creative contents.


Author(s):  
I Wayan Wesna Astara

The insolvent Debtor (PT Dwimas Andalan Bali) filed for insolvency by the Creditors (PT. Karsa Industama Mandiri) did not use his rights to submit a Delay for Debt Payment Obligations (DDPO) due to creditors have been in default and there has been an allegation of fraud in the insolvency proceedings becomes a phenomenon in the world of tourism business in Indonesia. In fact that the Debtor filed for insolvency has executed reconciliation with the other creditors, however there was no reconciliation with PT. Karsa Industama Mandiri. Therefore, the debtor has lost his opportunity to prevent insolvency through the Agency of Delay for Debt Payment Obligations (DDPO). Thus, the problems of this thesis are: what are the efforts of DDPO in insolvency mechanism? And how is the legal protection for debtor in insolvency proceedings. This research applied normative legal research method with the historical approach, legislative approach, and conceptual approach. Furthermore, the source of primary legal materials and secondary legal materials were analyzed through the measures of description, interpretation, systematization, evaluation and argumentation. The results of the research showed that the debtor (PT Dwimas Andalan Bali) as the Respondent of Insolvency has filed rebuttal that the Applicant of Insolvency has committed defaults by applying the doctrine of excptio non adimpleti cordractus and the Applicant of Insolvency (PT Industama Karsa Mandiri) was alleged of committing frauds and forgery. Therefore the insolvent debtor who should filed for insolvency to DDPO did not execute it, instead he executed reconciliation with the other creditors unless the Applicant of Insolvency. In this case, the DDPO Agency was not meaningful to the debtor and the Debtor of Insolvency reported the Applicant of Insolvency to the Regional Police of Bali. Related to the legal protection of debtor under the Law of Insolvency and DDPO No. 37 of 2004, there has been no principle reflected to provide equal protection for all relevant parties concerned against one's or company's insolvency


Arsitektura ◽  
2017 ◽  
Vol 15 (2) ◽  
pp. 356
Author(s):  
Hadinar Rizky M

<p><em>Klaten Regency is located between big tourism cities, such as Surakarta and Yogyakarta. Klaten has its own potential of tourism and creative industries. At the other hand, the facility to support the development of creative industries in Klaten is not sufficient.  The purpose of this design is to build a building that have complete facilities for creative industries sectors such as culinary, craft, fashion, music and performing art and not just for selling the products to costumer but also for the developing local creative micro to middle scope businessman in Klaten too, then the product could be developed dan known in national and international range. Using metaphor from one of the best and unique product of Klaten and response of the condition around the site would be a representation of iconic shape of Klaten Regency that would give a synergic interaction and could give a good response with the condition around the site.</em><em></em></p><p><em> </em><strong><em>Keywords</em></strong><em>: Architecture,  Festival marketplace, Creative industry, Metaphor</em></p>


Author(s):  
Tomas Mitkus

Today creative industries are economically efficient, innovative and constantly growing economic segment. On the other hand, creative industry and its unique creative work process, brings increased stress and conflicts possibility to work environment. Causes of conflicts and conflict management have been analyzed in detail by a number of scholars, although conflicts evolving into disputes have been analyzed considerably less often. The causes of disputes in Lithuanian architectural segment were identified and analyzed in this article. These causes were grouped into two main categories – communication and non-communication causes. Case study results show that in 49% of 107 analyzed cases litigation could have been avoided if communication process between disputes parties would have been conducted professionally throughout all stages of production.


2021 ◽  
pp. IX-XVIII
Author(s):  
Maxime Danesin ◽  
Marco Pellitteri

Dear readers, students, fellow scholars, welcome to this tenth instalment of Mutual Images Journal, which we have titled “Aesthetic journeys and media pilgrimages in the contexts of pop culture and the creative industries from and to East Asia”, trying to subsume in it the variety of themes the volume hosts. Audaces fortuna iuvat The Latin adage of this introduction states: “good luck helps the daring ones”. We think this is what happened to us and Mutual Images, both the journal and the association as a whole. We had left 2020 with more than just the proverbial mixed feelings: we were all uncertain and confused about what would and could happen in 2021. We won’t give you a summary of the many facets of what 2020 has been for the world, because each of you knows that all too well. But for MIRA, at least, 2021 was a moment of rally and refocus on what we hold dear: research, publishing, and the careful organisation of workshops and similar events. We rolled up our sleeves as so many people around the world did, and, in our microcosm of transcultural research in the humanities, media, cultural sociology, and area studies — whether supported by universities or independently run — we brought home two very nice workshops and a summer school. One workshop was held in Italy and Spain in November 2020 and the other in Japan in January 2021, although, for obvious reasons, both were technically conducted mainly online; and the summer school took place on-site in China, in June 2021. The two workshops saw [...]


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