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Journal : JOURNAL SCIENTIFIC OF MANDALIKA (JSM)

Analysis Of The Pon 2024 Logos: A Semiotics Study Siahaan, Lidya Elisca; Sembiring, Rony Arahta; Sihite, Jubil Ezer
Journal Scientific of Mandalika (JSM) e-ISSN 2745-5955 | p-ISSN 2809-0543 Vol. 6 No. 4 (2025)
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/10.36312/vol6iss4pp787-798

Abstract

The aim of this study is to determine the type and meaning contained in the PON 2024 Aceh-North Sumatra logo from the perspective of Charles Sanders Peirce's semiotics. A logo is a design element that functions as a visual representation of an entity, such as a company, organization, or product, consisting of a combination of symbols, images, and text designed with unique and distinctive visual elements. The method used is descriptive qualitative. This research will produce descriptive data in the form of written or spoken words from the image objects observed during the research. The results of the research on the PON 2024 Logo show that there are 3 icons, namely the Rencong shape, the Malay Songket Fabric shape, and the Batak Ulos Fabric shape. One index in the form of 5 torches, and one symbol in the form of 3 rings, which symbolizes the parent container of Indonesian sports achievements. The logo also has 5 colors that have meaning for each color (red, yellow, green, white, and black). The PON 2024 logo successfully represents the event by combining local cultural elements that are rich in meaning and symbols that reflect the spirit of sports. With the modern design and deep philosophy, the logo not only functions as a visual identity but also as a symbol of the unity and mutual cooperation of the Indonesian people to make this sporting event a success.
An Analysis Of Language Style In Battleship Movie Hia, Leli Arlinawati; Sembiring, Rony Arahta; Sihite, Jubil Ezer
Journal Scientific of Mandalika (JSM) e-ISSN 2745-5955 | p-ISSN 2809-0543 Vol. 6 No. 4 (2025)
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/10.36312/vol6iss4pp779-786

Abstract

This study examines the use of language styles in the Battleshipmovie based on Martin Joos' (1967) theory that classifies language styles into five categories: frozen, formal, casual , consultative, and intimate. This study aims to identify the types of language styles in the movie dialogue and understand their functions in supporting social relationships between characters and storyline development. The research uses a descriptive qualitative method with the data source in the form of Battleship movie dialog transcripts, which lasted 2 hours and 11 minutes. The data was collected through direct observation by watching the movie, recording the dialog, and classifying it based on the five categories of language style according to Martin Joos' theory. Analysis was conducted through tagging, coding, and interpreting the data to identify patterns, frequency, and linguistic characteristics in the dialogs. The findings show that of the 100 dialogues analyzed, casual language style dominates with a frequency of 50% of the total data. This language style reflects an intimate and relaxed atmosphere among the characters, relevant to friendly relationships and cooperation in the face of conflict. Formal style appears at 29%, consultative 12%, intimate 6%, and frozen only 3%. The dominance of casual style reflects the more informal context of communication in this movie, especially among friends and coworkers. The use of language styles in Battleship movie not only reflects the dynamics of social relationships between characters but also plays a role in building the atmosphere of the narrative and supporting the audience's understanding of the conflict in the story. This research contributes to linguistic studies, particularly in understanding stylistic variations in film media, as well as providing references for further research on stylistics in other media such as television series or video games.