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Dari Novel ke Film: Kajian Teori Adaptasi sebagai Pendekatan dalam Penciptaan Film Ardianto, Deny Tri
PANGGUNG Vol 24, No 1 (2014): Fenomena dan Estetika Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v24i1.101

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ABSTRACTThis paper is motivated by the success of the films adaptated from literary works (novels) in cap- tiving audiences and dominating world cinema. For this reason, it is necessary to understand how The Theory of Adaptation is used to transform literary works into visual structure of the film. Based on some adaptation model proposed by the experts, adaptation of literary work (novel) into film can carried out in two ways; first,by focusing on fidelity to the source, and second, by taking into account the contextuality-intertextuality of the source.Keywords: adaptation, transformation, contextuality-intertextuality ABSTRAKTulisan ini dilatarbelakangi oleh keberhasilan film-film hasil adaptasi dari karya sastra (novel) dalam memikat hati penonton dan menguasai pasar perfilman dunia. Oleh karena itu perlu kiranya diketahui bagaimana teori adaptasi itu digunakan dan bekerja dalam mentransformasi struktur teks naskah menjadi struktur visual film. Dari beberapa model adaptasi yang dikemukakan oleh para pakar, dapat diketahui bahwa adaptasi terhadap karya sastra (novel) menjadi film dapat dilakukan melalaui dua cara yaitu: pertama, me- nitikberatkan pada kesetiaan (fidelity) pada sumber adaptasi; dan kedua, kontekstualitas- intertekstualitas sumber adaptasi.Kata kunci: adaptasi, transformasi, kontekstualitas-intertektualitas 
Aqua ads as an instrument of Indonesia national identity development Narendra, Asnurul Novia; Habsari, Sri Kusuma; Ardianto, Deny Tri
Informasi Vol 49, No 2 (2019): Informasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2627.175 KB) | DOI: 10.21831/informasi.v49i2.27815

Abstract

Advertising is not only present as a media that is able to introduce products of goods and service to encourage people to consume based on their needs, but rather to simulate life models and create fake needs made by producers. The research focused on analyzing the signs found on 600ml Aqua mineral water bottle labels with themed Temukan Indonesiamu. The study aims to find implicit purpose of using themed labels Temukan Indonesiamu in a 600 ml size Aqua mineral water bottle through the signs that appear on the ads. The study uses Rolland Barthes’s semiotics method to five motions advertisements namely friendly, polite, mutual cooperation, sharing, and kindship advertisement to find the meaning of denotation – connotations contained in the advertisement so as to produce myths or implicit goals from the production of the advertisement themed Temukan Indonesiamu. The result showed that changes of Aqua packaging using themed labels Temukan Indonesiamu with the theme of polite (santun), friendly (ramah), cooperation (gotong royong), sharing (berbagi) and kinship (kekeluargaan) not only as a Nation’s talent search program and a media representation of identity and culture of Indonesia, but encouragement of Aqua mineral water producers to consumers to buy Aqua mineral water not only based on the need of mineral water, but also based on simulations and false need created by advertisement, namely love for the Indonesia Nation as reflected in the 600ml Aqua bottle label. The author’s creation of the theme Aqua bottle was also seen by the author as a diversion of public attention by Aqua mineral water producers to the increasingly uncontrolled problem of plastic waste in Indonesia and the way to maintain the existence of products from Aqua mineral water producers. Iklan tidak hanya hadir sebagai media yang mampu memperkenalkan produk atau barang dan jasa untuk mendorong masyarakat berkonsumsi berdasarkan kebutuhan dirinya, melainkan menjadi simulasi model kehidupan dan menciptakan kebutuhan palsu yang dibuat oleh produser. Penelitian berfokus kepada penganalisisan tanda-tanda yang terdapat pada label botol air mineral Aqua ukuran 600ml bertema Temukan Indonesiamu. Penelitian bertujuan menemukan tujuan implisit digunakannya label bertema Temukan Indonesiamu pada botol air mineral Aqua ukuran 600ml melalui tanda-tanda yang muncul pada iklan. Penelitian menggunakan metode semiotika Rolland Barthes kepada kelima iklan gambar bergerak yaitu iklan versi ramah, santun, gotong royong, berbagi, dan kekeluargaan untuk menemukan makna denotasi – konotasi yang terkandung pada iklan sehingga menghasilkan mitos atau tujuan implisit dari diproduksinya iklan bertema Temukan Indonesiamu. Hasil penelitian menunjukan bahwa perubahan kemasan Aqua dengan menggunakan label bertema Temukan Indonesiamu bertema Santun, Ramah, Gotong Royong, Berbagi, dan Kekeluargaan tidak hanya sebagai program pencarian bakat anak Bangsa dan media representasi jati diri dan kebudayaan Indonesia, melainkan dorongan produsen air mineral Aqua kepada konsumen untuk membeli air mineral Aqua tidak hanya berdasarkan kebutuhan akan air mineralnya, namun juga berdasarkan simulasi dan kebutuhan palsu yang diciptakan oleh iklan yaitu rasa cinta kepada Bangsa Indonesia yang tercermin pada gambar label botol Aqua ukuran 600ml. Penciptaan botol Aqua bertema Temukan Indonesiamu juga dilihat penulis sebagai pengalihan perhatian masyarakat oleh produser air mineral Aqua terhadap semakin tidak terkendalinya persoalan sampah plastik di Indonesia dan cara mempertahankan eksistensi produk dari produser air mineral Aqua.
Digital Flipbook Empowerment as A Development Means for History Learning Media A, Muhammad Abror; Suryani, Nunuk; Ardianto, Deny Tri
JPI (Jurnal Pendidikan Indonesia) Vol 8, No 2 (2019)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (452.552 KB) | DOI: 10.23887/jpi-undiksha.v8i2.24122

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The purpose of this research was to help empower the atmosphere and climate of learning students who had different learning styles with the prior generation by using a digital-based instructional media such as digital flipbook. The research methods used were Research and Development, ADDIE model. Data collection obtained through interviews, questionnaires or questionnaires with direct observation. The data analysis technique used was an Independent sample test of hypothesis testing via SPSS version 26. The objects of the research were 11th grade students of Public High School 1 Dagangan, academic year 2019/2020. The results of the research development of digital flipbook learning media on the effectiveness test stage through post-test of the control class and the experimental class showed the mean difference or the average grade of the experimental class (XI Social Sciences 2) 91.6 and grade control (XI Social Sciences 1) 83.5. Thus, digital flipbook learning media that have been developed have succeeded in gaining a significant increase in students' grades as well as succeeding as delivering information media to students in the classroom.
PEMANFAATAN SITUS PURBAKALA CANDI MUARO JAMBI SEBAGAI OBJEK PEMBELAJARAN SEJARAH LOKAL DI ERA DIGITAL Syaputra, M. Afrillyan Dwi; Sariyatun, Sariyatun; Ardianto, Deny Tri
Jurnal Pendidikan Sejarah Indonesia Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um0330v3i1p77-87

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This study aims to analyze the use of Muaro Jambi temple site as an object of local history learning in the digital era. The problems discussed in the article are: (1) How does the Muaro Jambi Temple can be used as local history object of study? (2) How does the Muaro Jambi Temple could be used as the object of local history learning in digital era? To answer the two problems, authors conducted literature study method by collecting several articles from research results related to the research theme. Data collection is done by analyzing the source documents and literature. The results of this study indicate that the use of historical relics in the surrounding environment can lead to effective learning, coupled with the application of local history learning material using interactive media that follows the times, such as videos, digital books, and the internet. In addition to giving rise to effective, interesting, and interactive learning, of course, the purpose of this utilization is to increase historical knowledge of learners, especially on local historical material.
Product Islamization as a Marketing Strategy in the Resik V “Sekarang Berhijab” Advertisement in 2012 Koirudin, Kolik; Habsari, Sri Kusuma; Ardianto, Deny Tri
Lingua Cultura Vol 14, No 1 (2020): Lingua Cultura (In Press)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/lc.v14i1.6385

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This research aimed to know why did Resik V transform its product advertisement by Islamization? How did the advertisement put and negotiate the Islamic symbols and codes on women’s feminine area cleansing products? The researchers would carry out textual data analysis for the 2012 version of Resik V “Sekarang Berhijab” advertisement using Roland Barthes’s semiotics theory. The results show that the advertisement utilizes the symbols of the hijab and the Indonesian Ulema Council’s label as commodities to put the Resik V product closer to Islam, as Islamic values attracted great attention from the society at that time that leaded to consumption activity. However, the Islamization in the Resik V product has ruled out the context of the hijab and halal concepts themselves, namely faith. 
Fine Art and Design Works In the Context of Intellectual Property Widayat, Rahmanu; Ardianto, Deny Tri
Lekesan: Interdisciplinary Journal of Asia Pacific Arts Vol 3 No 1 (2020): April
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/lekesan.v3i1.1085

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Fine Art and design works are classified as Intellectual Property that is protected by law. On the other hand, art creations are prone to be imitated or falsified on the grounds of being taken as inspiration or for commercial advantage. In Higher Education, especially in the field of Art and Design, methods to create original works have been taught to prevent intelectual property violation. However, due to dishonorable interests, the possibility of plagiarism and forgery can still occur. The questions that arise were: 1) what are classified as works of art and design? 2) What are the Intellectual Property Laws related to the field of art and design? 3) What are the prevention methods offered by fine arts and design higher education? Interpretation method was applied on the law concerning art and design, complemented with an explanation of art and design work creation process as a form of prevention to avoid imitations.
Peranan Penting Sejarah Lokal sebagai Objek Pembelajaran untuk Membangun Kesadaran Sejarah Siswa Syahputra, Muhammad Afrillyan Dwi; Sariyatun, Sariyatun; Ardianto, Deny Tri
Historia: Jurnal Pendidik dan Peneliti Sejarah Vol 4, No 1 (2021): Monumen Sejarah dan Pembelajaran Sejarah
Publisher : Prodi. Pendidikan Sejarah FPIPS UPI dan APPS (Asosiasi peneliti dan Pendidik Sejarah)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (292.591 KB) | DOI: 10.17509/historia.v4i1.27035

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Kajian ini bertujuan untuk menganalisis peranan penting sejarah lokal sebagai objek pembelajaran sejarah untuk membangun kesadaran sejarah yang rumusan masalahnya meliputi : (1) Bagaimana sejarah lokal dapat menjadi objek pembelajaran sejarah? (2) Bagaimana sejarah lokal dapat membentuk kesadaran sejarah? Untuk menjawab permasalahan di atas, penulis menggunakan metode studi literatur dengan mengumpulkan beberapa artikel dari hasil penelitian yang sesuai dengan tema kajian penelitian serta sumber-sumber tertulis lainnya. Hasil penelitian menunjukkan bahwa sejarah lokal sangat beperan penting sebagai pembentuk kesadaran sejarah terutama  di era  digital. Sejarah lokal disuatu daerah dapat diimplementasikan pada pembelajaran sejarah di sekolah maupun di perguruan tinggi. Pemanfaatan sejarah lokal ini di anggap efektif membentuk kesadaran sejarah peserta didik dan bahkan masyarakat karena sejarah lokal merupakan media atau sarana sebagai pembentuk identitas bangsa melalui kesadaran sejarah, serta sebagai acuan tepat bagi tenaga pendidik untuk memperkenalkan peserta didik tentang sejarah lokal yang ada di lingkungan sekitar mereka dengan menyajikan peninggalan-peninggalan sejarah sebagai wujud budaya. Dengan memanfaatkan peninggalan sejarah disekitar kita dapat lebih menumbuhkan kesadaran sejarah yang berujung kepada timbulnya rasa cinta tanah air serta mengokohkan identitas Indonesia sebagai bangsa yang besar dan bangsa yang tidak akan pernah melupakan sejarahnya.
TOTEMISME PADA OBJEK IREZUMI DALAM SERI GIM YAKUZA: TATO SEBAGAI BEBAN PSIKOLOGIS Harahap, Aqiilah Bilqiis Salsabiil; Susanto, Dwi; Mibtadin, Mibtadin; Ardianto, Deny Tri
Paradigma: Jurnal Kajian Budaya Vol. 13, No. 1
Publisher : UI Scholars Hub

Show Abstract | Download Original | Original Source | Check in Google Scholar

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Totemism is a belief in an animal or plant’s guiding spirit that is linked to a person’s character and destiny. Totemism manifests itself in tattoos as body decoration and symbols of hope, such as Yakuza tattoos (irezumi). This research aims to reveal the representation and meaning of totemistic irezumi worn by three Yakuza characters (Kazuma Kiryuu, Akira Nishikiyama, and Goro Majima) in two Yakuza-themed game series: Yakuza 0 (2015) and Yakuza Kiwami 1 (2016). These games provided the primary data in the form of images and conversations. Ricoeur’s hermeneutic theory was applied to examine the data, along with qualitative descriptive and interpretative methods. Analysis revealed differences between the meaning of tattoos shown in the Yakuza games and those existing in the real world. Kiryuu’s dragon tattoo represents the burden of responsibility; Nishiki’s koi tattoo represents the burden of being a great individual; and Majima’s tattoo represents an emotional burden. Thus, the entities shown in those irezumi can be said to represent psychological burden and influence their bearers’ as personal totems.
Gambar Imajinasi Anak-Anak sebagai Aset dalam Pengembangan Animasi Edukasi Laksana, Deddy Award Widya; Widodo, Andreas Slamet; Ardianto, Deny Tri
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 04 (2023): December 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i4.9452

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AbstrakImajinasi anak-anak sebagai aset berharga, dapat dioptimalkan melalui penciptaan animasi edukatif berbasis gambar. Penelitian ini mengeksplorasi transformasi gambar anak-anak menjadi animasi, dengan fokus pada perkembangan kreativitas dan pemahaman mereka. Metode penelitian menggunakan pendekatan kualitatif dengan teknik partisipatif yang meliputi sesi ideation dan aktivitas kreatif kolaboratif. Teknik ini diterapkan untuk melibatkan anak-anak secara aktif. Hasilnya Animasi 3D (Tiga Dimensi) yang dibuat tidak hanya mencerminkan imajinasi, tetapi juga menyampaikan nilai-nilai pendidikan yang kuat, terutama dalam menceritakan ulang cerita Timun Emas. Hasil penelitian ini berpotensi menjadi dasar untuk penelitian lebih lanjut mengenai peran animasi sebagai alat pendidikan dan dampaknya pada perkembangan kreativitas anak-anak. Kata Kunci: anak, animasi, edukasi, gambar, imajinasi AbstractChildren's imagination, as a valuable asset, can be optimized through the creation of image-based educational animations. This research explores the transformation of children's drawings into animation, focused on their development of creativity and understanding. Participatory methods, including ideation sessions and collaborative creative activities, are applied to actively engage children. The 3-dimensional animation result reflects either imagination and conveys strong educational values, especially in retelling the story of Timun Emas. The results of this research have the potential to be the basis for further research regarding the role of animation as an educational tool and its impact on the development of children's creativity. Keywords: animation, children, education, images, imagination
PERANCANGAN INFOGRAFIS SEJARAH MUSEUM RADYA PUSTAKA SEBAGAI MEDIA EDUKASI ANAK KELAS 5-6 SD Susanto, Agus; Riyanto, Bedjo; Ardianto, Deny Tri
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 10 No. 01 (2024): March 2024
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v10i01.9665

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AbstrakKota Surakarta memiliki banyak peninggalan bersejarah, salah satunya adalah Museum Radya Pustaka. Museum Radya Pustaka merupakan museum pertama yang didirikan oleh bangsa Indonesia. Namun, masyarakat khususnya anak-anak belum banyak yang mengetahui nilai sejarah tersebut. Mengingat pengetahuan sejarah terutama sejarah lokal sejak dini sangat penting dalam memupuk dan membentuk karakter dan jati diri anak. Maka diperlukan media edukasi yang tepat untuk memperkenalkan sejarah Museum Radya Pustaka kepada anak. Penggunaan infografis banyak dilakukan dalam menyajikan informasi dalam bentuk visual, sehingga anak dapat lebih cepat memahami informasi yang disajikan. Infografis umumnya digunakan pada media poster untuk mempermudah penggambaran informasi. Perancangan ini menggunakan metode Design thinking yang mencakup serangkaian langkah yang berfokus pada pemahaman mendalam tentang pengguna, menciptakan pemikiran yang berpusat pada manusia, dan kemudian menguji solusi yang dihasilkan secara berulang. Terdapat lima tahapan yaitu emphatize, define, ideate, prototype, testing. Hasil yang didapatkan adalah terciptanya poster infografis yang berisi sejarah Museum Radya Pustaka. Dimana informasi mengenai sejarah museum yang komplekss, disajikan dalam bentuk infografis sehingga mempermudah anak 5-6 SD dalam memahami dan mengingat informasi yang disajikan. Kata Kunci: edukasi, infografis, Museum Radya Pustaka, sejarah AbstractThe city of Surakarta possesses numerous historical relics, one of which is the Radya Pustaka Museum. Radya Pustaka Museum stands as the first museum established by the Indonesian people. However, the community, especially children, are not fully aware of the historical significance. Considering that early exposure to history, particularly local history, is crucial in fostering and shaping the character and identity of children, a suitable educational medium is necessary to introduce the history of the Radya Pustaka Museum to them. The use of infographics is commonly employed in presenting information in visual form, enabling children to comprehend the presented information more rapidly. Infographics are generally utilized in poster media to facilitate the depiction of information. This design employs the Design thinking method, encompassing a series of steps that concentrate on a profound understanding of users, creating human-centered thinking, and subsequently testing the generated solutions iteratively. There are five stages: empathize, define, ideate, prototype, and testing. The outcome is the creation of an infographic poster detailing the history of the Radya Pustaka Museum. Complex information regarding the museum's history is presented in infographic form, thereby facilitating children at 5-6 elementary school in comprehending and retaining the information provided. Keyword: Education, History, Infographics, Radya Pustaka Museum
Co-Authors A, Muhammad Abror Ady Salim Tantono Ajie, Purwoko Albert Christianus Amelia Tania Tanumihardja Anshori, Siroj Ibnu Hajar Al Arif Ranu Wicaksono, Arif Ranu Ayob, Norhayati Bambang Sulistyo Beby Kezia, Beby Bedjo Riyanto Brian Nathaniel Lesiangi, Brian Nathaniel Dewabrata, Leonardus Dian Purnamasari Dwi Anom Kusumo Dwi Susanto Emka Satya Putra Erandaru Erandaru Erandaru Srisanto Fanny Yuwono, Fanny Fatihaturrizky, Sabrina Fransiska Angelina Grace Octaviani Budihargono Habsari, SettingsSri Kusuma Habsari, Sri Kusuma Halim, Andreas Santoso Harahap, Aqiilah Bilqiis Salsabiil Henry, Welly Winata Herlambang, Rudy Wicaksono Ida Ayu Putu Sri Widnyani Ika Andayani Wijaya ilIsma, Anugrah Irfan Inocenty Loe, Yohanes B. Jefry Yosua Siswanto Jessica Jessica Jessica Laurentia Saksono Jesslyn Budianto, Jesslyn Khwanrat Chinda Kiki Anggraeni Puspitasari Koirudin, Kolik Kurniawan, Samuel Laimeheriwa, Michael Angelo Laksana, Deddy Award Widya Leni Diana Leo Agung S Mailani, Nino Melkias Maria Cayadi Mat Desa, Mohd Asyiek Mataram, Sayid Mibtadin Mibtadin, Mibtadin Mohammad Aziz Budiman, Mohammad Aziz Morris Tradana Muhammad, Fahreza Aulia Narendra, Asnurul Novia Novita Dewi Satriawan Nunuk Suryani Nurcahyanti, Desy Pangestu, Nico Paramanandana, Satrya Philipus Nicolaus Karamoy Purwantoro, Agus Putri, Febi Rahma Rahmanu Widayat Rike Irnanda Utomo Sariyatun Sariyatun Satyanugraha, Stephen Chandra Setiawan, Paulus Benny Setiawan, Putu Arista Setiono, Andreas Kevin Setyawan, Herwindo Setyawan, Paulus Benny Sri Kusumo Habsari Stevie Kristiadi Setiadarma, Stevie Kristiadi Subagja, Bagus Sudiyanto Sukmana, Paulus Kristiadi Sunardi Sunardi Surya Parulian Halim Syahputra, M. Afrillyan Dwi Syaputra, M. Afrillyan Dwi Titis Srimuda Pitana, Titis Srimuda Triana Rejekiningsih dkk Tristanto Winner, Tristanto Victor Vicitra Njoto Wijaya, Arnoldus Yuvens Wisesha, Amanda Putri Cahya Yuda, Jotika Purnama