scholarly journals CHARACTER GESTURE COMPARISON ON TIMUN MAS ANIMATION MADE BY DRS SUYADI AND TIMUN MAS ANIMATION MADE BY BENING STUDIO

2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Yudi Amboro ◽  
Adityayoga Adityayoga

Animation is one of the flagship products of creative industry which grow rapidly, under Bekraf (Indonesian Creative Economy Board) film, animation, and video sub sector. The high quantity of animation production in Indonesia can be shown through several animation projects which currently still in production stage or already circulated, whether in the form of serialization for TV or in the form of movie on silver screen. Therefore, the study of animation made in Indonesia nowadays is needed more than before. As an art form, animation is also a media that can be deconstructed for each of its aspect, historically, socially, theoretically, and critically. Animation in its visual form is using various element and technique that common in visual media design. This technique historically can be look down to past media that already used before the advent of animation. One of the important visual elements of animation film is visual character element. Visual character is an embodiment of characterization from the scenario. The embodiment done through the design of visual character that made to facilitate the movement in order to make audience understand the story. Character design and its movement in animation through the detail planning must be able to show its personality. In order to show it, the designer uses various technique and methods such as: acting and expression which achieved through character visualization of gesture, movement, voice and other form of body language. Many form of that character visual expression not only used for delivering the story but also to convey meaning to audience. One of the popular genres of animation made in Indonesia is a fairytale (dongeng) animation. Fairytale animation derives its story from folklore (cerita rakyat) of Indonesia. Though it is a misconception the folklore is considered as children friendly story therefore deemed appropriate to be used as animation story for children. One of the popular folklore or fairytale stories that often adapted for animation is Timun Mas story. This animation character gesture study hopefully can be considered as the way to enriching the study of animation as media in Indonesia and in the end can be use to further study of methods and process of character design in animation.

2013 ◽  
Vol 14 (2) ◽  
pp. 223
Author(s):  
Sándor Somogyi ◽  
András Ricz

This paper deals with the terms of creative economy and creative industry as well as their rising economic power and employment capacity. The original concept of creative class by Florida is accepting that all those devoted to science as well as engineers, architects, designers, and employees in fields of education, arts and entertainment industry fall within this class. Moreover, the qualified experts from the areas of business, finance, law and health belong to the mentioned class. Among the researches made in Hungary, the findings by Ságvári (2008) seem especially relevant, since he expands the term of creative economy beyond cultural industry with other creative and knowledge-intensive ones. Global and business competitiveness of Serbia as well as its innovative capacity lags far behind the neighbouring countries, except Bosnia and Herzegovina. We do not possess adequately prepared management layer capable of answering the requirements of the world market. In order to check this assumption we provided a survey among managers wondering how much they know and apply management methods applied in competitive economies, as well as if there are opportunities for applying sophisticated business methods. The paper underline that the business incubator and its innovative services will provide a stable background for local, in most of the cases start-up businesses, due to which, after the incubation period, they will come out to the market strengthened and they will be able to hold on in domestic and international competition.


2014 ◽  
Vol 644-650 ◽  
pp. 3081-3084
Author(s):  
Ting Sun

Until the 1990s, with the development of digital technology, planar visual communication of objects from the static prints change to dynamic multiple media, from the pure visual change for visual and auditory etc. Various senses express way, Digital media is also in various art form in the line of sight of people, affecting people psychological activity, survival needs and social experience. The paper discusses dynamic visual elements in digital media of new features.


2018 ◽  
Vol 154 ◽  
pp. 01088
Author(s):  
Dwi Adi Purnama ◽  
Riadho Clara Shinta ◽  
Vembri Noor Helia

Indonesia has several creative economy sectors that rapidly developed and potentially can be improved to 7% annually. One of them is textile industry specifically bag industry. This industry’s development could enhance the production of commodities and emerge other SMEs to initiate the similar field. Therefore, to raise its profit, customer’s satisfaction must be elevated by minimizing defected products. In order to support it, an improvement on production process is a must. This research employs Six Sigma methods integration with Fuzzy Analytical Hierarchy Process (Fuzzy AHP)-Failure Mode and Effect Anlysis (FMEA). Six Sigma is designated to analyze the level of products’ defect through Define, Measure, Analyze, Improve, and Control (DMAIC) stages and assess the factors that cause the defects by using Fuzzy AHP decision support system and FMEA in risk analysis on defect. The result of the research shows the shortage of defects that demonstrated by DPMO indicator and Sigma level. It is identified that the number of DPMO was being reduced from 20003.75 to 11185.73. While Six Sigma level demonstrated the enhancement from 3.61 to 3.86. Those suggest that the improvement solution provides has significant effect on the defects decreasing at the bag convection industry.


2019 ◽  
Vol 40 ◽  
pp. 21-37

Creative economy is one of the most propulsive sectors, which share in global economy as well as national ones continuously grows (Jones et al., 2016). Within the territory of 28 EU member states it participates with 4.5% of GDP and employs 3.8% of total workforce (https://ec.europa.eu/eurostat, 2017). Axis of creative economy development is made of cultural and creative industries that are generators of new technologies, innovation and media. This paper analyses cultural and creative industry in the Republic of Croatia, as well as their role in economic and social development of the country. Cultural and creative industry (CCI) are directed towards highly educated workforce of tertiary education, digital society and 4.0 Globalisation. People employed in CCI in the Republic of Croatia are at the EU average with 3.6% of total workforce (2017) and with 50% of employed with tertiary education (https://ec.europa.eu/eurostat, 2017). CCI are important in expressing identity of the people but they are also an engine of economic growth (HKKI, 2015).


2020 ◽  
Vol 6 (1) ◽  
pp. 18-31
Author(s):  
Daniel Kurniawan Salamoon ◽  
Cindy Muljosumarto

AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game


2018 ◽  
Vol 13 (2) ◽  
pp. 99
Author(s):  
Alexandri Luthfi

Globalisasi, sebagai suatu proses integrasi internasional, terjadi karena pertukaran pandangan dunia dalam berbagai sektor. Di Indonesia gelombang globalisasi sudah bergerak lebih dari 25 tahun. Tumbuh dan berkembangnya memberikan pengaruh terhadap berbagai sisi kehidupan bangsa dengan semua  atribut budayanya. Di bidang pendidikan, globalisasi memiliki dampak yang cukup besar bagi perubahan pada sistem atau model pembelajaran dan kurikulum yang diajarkan. Era industri kreatif yang digulirkan oleh pemerintah melalui Menteri Perdagangan RI waktu itu masih dijabat oleh Dr. Mari Elka Pangestu, telah  memberikan peluang seluas-luasnya bagi pendidikan tinggi seni agar dapat berfungsi sebagai salah satu pilar bagi pertumbuhan ekonomi kreatif di Indonesia.Indonesia sudah memiliki kantong-kantong institusi dan perusahaan yang dapat menjadi mitra bagi para lulusan pendidikan seni. Para talenta yang kreatif dan terampil lulusan pendidikan seni adalah sumber daya manusia yang diperlukan bagi sektor industri kreatif di masa mendatang. Karya film dan program acara televisi sebagai karya seni yang memiliki standart estetika, di dalamnya terdapat gagasan, pengolahan artistik, matrialisasi, pengalaman teknik dan manajemen produksi, yang  proses produksinya  membutuhkan sekelompok atau individu sumberdaya manusia berkualitas dengan tingkat  pendidikan setara diploma dan sarjana. Kemudian juga dengan  televisi apabila sudah masuk ke dalam rana industri kapitalis, tentu akan berdampak pada bagi masyarakatnya, seperti yang dijelaskan oleh Redatin Parwadi untuk menciptakan perilaku konsumtif bagi konsumennya inilah, televisi mempunyai peran yang sangat penting baik sebagai media ataupun sebagai alat bagi kaum kapitalis untuk mengkonstruksi pikiran konsumen. Sejalan dengan konsep HAKI yang melindungi kualitas  karya cipta  anak bangsa dari originalitas dan eksistensinya, tentu lembaga pendidikan seni memiliki peran penting di dalam melahirkan sumberdaya manusia yang mampu menghasilkan karya seni  kreatif dan inovatif. Maka dewasa ini, di Indonesia sudah saatnya menerapkan konsep  pendidikan multikulturalisme berbasis budaya lokal yang dapat menjadi salah satu alternatif untuk membangun kearifan lokal menuju kebudayaan dunia. Art Education of Film and Television as Actuation in the Creative Economy Industry for the Lecturers of Television Department, Faculty of Recorded Media Arts ISI Yogyakarta. Globalization, as a process of international integration, occurs because there is an exchange of the world’s view in some sectors. In Indonesia, the wave of globalization has been ongoing for more than 25 years. Its growth and development have given influence to all aspects of nation’s life with its cultural attributes. In education, globalization has a quite big impact for the shift of system or learning model and the taught curriculum. The era of creative industry launchedby the government through the Indonesian Minister of Trade which was once held by Dr. Mari Elka Pangestu, has now given a vast opportunity for higher education in art to be one of the pillars for the growth of creative economy in Indonesia. Indonesia has certain institutions and companies that could be partners for the graduates of art school. Creative talents andskillful graduates from art school are the necessary human resources for creative industry sector in the future. Films and television programs as works of art which has standardized aesthetics, therein we could find ideas, artistic process, materialization, technique and production management experience, whose production processes need a group of people or qualified human resources holding diplomas of bachelor degree and bachelor of honors or those in equivalence. When television is admitted into capitalist’s industry, it will affect the society, as stated by Redatin Parwadi, to create a consumptive behavior for the consumers,television has an important part both as media and as means for the capitalists to construct the mind of the consumers. In accordance with the concept of HAKI (intellectual rights) to protect the quality of copyrights owned by the nations’ generation with their originality and existence, higher education of arts has a very significant role in creating human resources who are able to create creative and innovative works of art. Nowadays, Indonesia has already applied multiculturalism education concept on the basis of local wisdom that could be one ofalternatives to build local wisdom into world’s culture.


2018 ◽  
Vol 73 ◽  
pp. 10004
Author(s):  
Hermawan Iwan ◽  
Luqman Khakim Sartond

Pekalongan City is the first creative city in Indonesia to be included in the world creative city list by UNESCO in Craft and Folk Art category. The creativity aspect as the motor of the creative industry in Pekalongan will refer to culture, technology and intellectual property as a strategic driving force in the industry. Another aspect is the issue of gender and entrepreneurial capabilities in line with the needs of the entrepreneur to develop the idea of a product that must always be renewable as a prerequisite of living in the creative economy. The development of two new variables in the creative economy paradigm in the context of entrepreneurial capabilities other than innovative, proactive and risk-taking variables is the anti plagiarism spirit of design and the unique value of the product. The direction of this paper is to know whether there is any influence of gender in its contribution to performance aspect, commitment to cultural preservation, and anti plagiarism spirit and unique product development in order to maintain Pekalongan existence as creative city of UNESCO. This study has a sample of 45 men and 45 women as entrepreneurs and creative industry business in Pekalongan City. The statistical approach using Chi Square analysis with conclusion there is no relationship between gender with the three aspects of research in the form of business performance, cultural commitment and anti plagiarism spirit. In the analysis using Cross Tab, provide description that there is gender equation of way of thinking and strategy of survival and commitment between both capability of entrepreneur of man and woman in Pekalongan.


Author(s):  
Mahir Yerlikaya ◽  
Sonat Coşkuner

Soundpainting constructed by composer Walter Thompson is a simultaneous universal composition sign language which is made for musicians, dancers, poets and visual artists operated in improvisational environment. Today soundpainting language contains more than 1500 signs. In this research it is aimed to analyze (converting visual texts to writing texts) the gestures (moving visuals) in 1st level of soundpainting. Content analysis was made in this study. After the data analysis, it was discovered that soundpainting sign language gestures have common features in real life body language. Also it was seen that these gestures have universal communication language which has no boundaries like language or hearing deprivation.


2015 ◽  
Vol 9 (5) ◽  
pp. 158-172
Author(s):  
Светлана Казакова ◽  
Svetlana Kazakova ◽  
Татьяна Кривошеева ◽  
Tatiana Krivosheeva

Currently, is much spoken about the transition from the industrial era to the intellectual, in particular, about the development of the creative economy, which is based on intellectual activities, generation new knowledge, design thinking, creative imagination and creativity. Creative potential is becoming a major production resource. And creative class, people who are able to be creative and to generate something new that attracts attention, is a key element of this kind of economy. The ability to enter the market with the results of creativity brings to birth the effect of the creative industry - generation of communities of creative enterprises and industries that shape creative cluster. The definitions of the term «cluster» for a detailed consideration of the concept of «creative cluster» are generalized in the article. Special attention is paid to creative industries as a phenomenon of modernity and as part of a creative cluster. The article presents the characteristic of the conceptual accommodation facilities, among which design-, art- and boutique hotels are allocated, as well as their role in a creative cluster as an element bearing creative burden is defined.


2020 ◽  
Vol 4 (2) ◽  
pp. 118-128
Author(s):  
Sugeng Setyadi ◽  
Moh Sofyan Budiarto

  Ekonomi kreatif merupakan salah satu sektor yang diharapkan mampu menjadi kekuatan nasional dan provinsi Banten dengan kontribusi terhadap PDB meningkat dari tahun ke tahun. Diperlukan pemetaan terhadap potensi dan prioritas sektor industri kreatif di provinsi Banten untuk menentukan rencana aksi dan strategi pengembangan. Penelitian ini bertujuan untuk menganalisis potensi dan prioritas industri kreatif skala kecil dan menengah di Provinsi Banten melalui indikator indikator yang bersifat kualitatif. Penelitian menggunakan metode diskriptif kualitatif dengan melakukan survei terhadap pelaku industri kreatif di provinsi Banten. Data primer diperoleh dengan metode wawancara, dan kuisioner sedangkan data sekunder diperoleh dari data yang relevan dari sumber lain seperti BPS, Disperindag dan studi literature. Analisa data menggunakan Analytical Hyrachy Process (AHP) merupakan pendekatan pengambilan keputusan yang dirancang untuk memberikan solusi dari permasalahan yang menyangkut kriteria yang bersifat komplek, menentukan prioritas pilihan-pilihan dengan banyak kriteria, dan menentukan model alternatif untuk menyelesaikan bermacam-macam masalah. Hasil perhitungan AHP dengan penyilangan Kriteria Prioroitas dengan Prioritas Subsektor Ekraf, didapatkan angka 0,496243386 pada posisi pertama untuk Kriya, 0,404603175 untuk subsektor Fesyen pada posisi kedua dan 0,099153439 untuk Subsektor Kuliner pada posisi ketiga. Ketiga Subsektor Ekoomi kreatif ini menjadi Sub sektor yang paling dominan dipilih oleh responden dan posisi peringkat diatas menjadi gambaran bagi pemerintah untuk memberikan stimulus lebih pada subsektor yang ada dan menjadi kekuatan utama sektor industri kreatif skala kecil dan menengah di Banten.   The research objective is to mapping the potential and priority of small and medium the creative industry in Banten Province through indicators with qualitative approach.  Research used qualitative descriptive methods by conducting a survey of creative industry actors in Banten province. Primary data was obtained by interview method, and questionnaire while secondary data was obtained from relevant data from other sources such as BPS, Disperindag and literature study. Data analysis using the Analytical Hyrachy Process (AHP) is a decision-making approach designed to provide solutions to problems involving complex criteria, determine priorities with multiple criteria, and determine alternative models to solve various problems. AHP calculation results by crossing the Priority Criteria with the Subsector's Priority Ekraf, obtained the number 0, 496243386 in the first position for Kriya, 0.404603175 for the Fashion sub-sector in the second position and 0.099153439 for the Culinary Subsector in the third position. The three subsectors of this creative economy become the most dominant subsector chosen by the respondents and the ranking position above becomes a picture for the government to provide more stimulus to the existing sub-sector micro, small and medium creative Industry sector in Banten Province.  


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