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Isu-Isu Multikulturalisme dalam Film “cin(T)a-God is a Director” dalam Konteks Keindonesiaan Sekarang Yuwono, Elisabeth Christine
Nirmana Vol 13, No 1 (2011): JANUARY 2011
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.145 KB) | DOI: 10.9744/nirmana.13.1.12-19

Abstract

“cin(T)a – GODIS A DIRECTOR” is a love story indie movie which is wrapped by Indonesian social issues, such as ethnic group, religion, race, and social status. This article uses qualitative based research method, which describes and explains scene by scene along with its dialogues as to situations or events and how the different views of social issues are explained in the context of multiculturalism of recent Indonesianity.
Avatar, Identitas dalam Cyberspace Damayanti, Maria Nala; Yuwono, Elisabeth Christine
Nirmana Vol 15, No 1 (2013): JANUARY 2013
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (336.423 KB) | DOI: 10.9744/nirmana.15.1.13-18

Abstract

Human dependence on technology will have implications for a new culture of communication. Culture is related to the person behind the presence of elements of verbal or visual communication through internet media. Communication established via the Internet, known as cyberspace, allows the presence of a person in a variety of virtual identities. These identities emerge through verbal and visual appearances. They have names and shapes but can be present in any kind of form, commonly called avatars. The identity of a person can be represented by a number of different avatars capable of having more than one party at the same time. Communication that exists in cyberspace exceed time and space. The presence of these identities clearly indicates a relationship model that has a specific purpose. It could be a model of social relations that promote friendship, excitement, a sense of play, a critical mind or with other purposes. But the presence of such virtual identity cannot simply be equated with human beings as their personal identity in the real world, because in cyberspace, identity is plural and fluid. It can even be made with a hidden agenda.
Kondisi Desain Kemasan Produk Makanan Ringan Dan Minuman Instant Pada Industri Kecil Skala Rumah Tangga (Micro Industry) Di Kabupaten Kediri Natadjaja, Listia; Cahyono, Yohanes Budi; Yuwono, Elisabeth Christine
Nirmana Vol 11, No 2 (2009): JULY 2009
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.86 KB) | DOI: 10.9744/nirmana.11.2.pp. 93-105

Abstract

The research explores the packaging design general condition at Kabupaten Kediri. The purpose of this research is to get a clear description from many parts like: producer, seller and consumer about Kabupaten Kediri’s products and packaging design these days. The research used qualitative method through deep interview with key person, open questioner and supported by quantitative method based on questioner. Hopefully, this research data and fact’s could be useful for every part especially micro industry’s reference to develop their product quantity and their packaging design quality.
STRATEGI PENERAPAN GAYA ILUSTRASI PADA DESAIN KEMASAN BOARD GAME SESUAI PREFERENSI GENERASI Z Chelsea, Fiorella; Yuwono, Elisabeth Christine; Yusuf, Vanessa
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 9, No 1 (2024): Vol 9, No. 1
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v9i12024p12-25

Abstract

Permainan papan adalah jenis permainan yang dimainkan langsung di dunia nyata tanpa terhubung dengan jaringan internet. Salah satu unsur yang pertama kali terlihat dari permainan papan adalah gaya visualnya. Generasi Z terlebih dahulu akan mempertimbangkan apa yang terlihat menarik di matanya ketika memilih permainan papan. Penelitian ini bertujuan untuk mendeskripsikan bagaimana strategi yang tepat dalam memilih dan menerapkan gaya ilustrasi pada kemasan board game sesuai preferensi Generasi Z. Penelitian ini berfokus pada pemaparan mengenai pendapat Generasi Z akan permainan papan yang menggunakan gaya ilustrasi realis, semi-realis, kartun, dan fantasi. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan pengumpulan data melalui teknik wawancara dan studi literatur. Metode analisis menggunakan teknik reduksi data dengan mengidentifikasi data-data yang diperoleh untuk kemudian diambil suatu kesimpulan. Hasil penelitian menunjukkan bahwa ilustrasi realis dan kartun pada kemasan board game menjadi gaya ilustrasi yang paling disukai dan menggugah minat Generasi Z untuk mengulik produk lebih jauh.
Basajiwa: Do It Yourself Innovation of Indonesian Batik Education Wihewuren, Jessefan Isaiah; Yuwono, Elisabeth Christine; Yusuf, Vanessa
Gelar: Jurnal Seni Budaya Vol. 20 No. 1 (2022)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v20i1.4231

Abstract

Batik as an Indonesian culture has many relations towards Indonesian traditions. Its long production process has created stigma and the youths' disinterest in batik. DIY (Do It Yourself) batik products can be the answer on how to educate and attract youths' interest in Batik Indonesia. DIY batik products are innovative and must be created to pass down batik culture to youths. Through Basajiwa and its batik DIY products, youths will be able to recognize and engage in batik culture. Motifs such as Parang Rusak, Parang Centhung, Semen Ageng Sawat Gurdha, and Kawung Sen/Beton are designed to represent some Indonesian batik motifs. The existence of DIY batik products and Basajiwa are further investigated by means of descriptive qualitative analysis research and SWOT Method. Outputs consist of facts about some Indonesian batik motifs, brand analysis of Basajiwa as DIY batik brand, and effects of DIY batik on youths. It is concluded that Basajiwa and its DIY batik products are able to be the correct solution to generate interest of youths towards batik Indonesia because it becomes a self-healing activity and to de-stress for a while.
Picture Book erancangan Buku Bergambar sebagai Media Edukasi Sopan Santun Anak Lemong, Juliana Laurensia; Yuwono, Elisabeth Christine; Yusuf, Vanessa
Serat Rupa: Journal of Design Vol 7 No 1 (2023): SRJD - JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v7i1.4764

Abstract

Manner are an important aspect of social life. But along with the times, there have been several cultural shifts, one of which is the manner culture. Children are often not aware of how to be polite in everyday life. Because of this problem, manners need to be re-taught to children from an early age. One of the media that can be used is through picture books. This media was chosen because picture books are media that are close to and are still liked by children. In addition, children are also more interested in seeing more pictures than writing. The aim of the design is to design a picture book by applying Edgar Dale's learning pyramid, namely learning that is practiced so that it becomes a new habit. The method used to conduct this research is a qualitative descriptive method through literature studies. The unique idea raised in the design of this picture book is an interactive feature in the form of a courtesy activity sheet. This feature can be accessed via a code on the online journal file. In addition to children learning about manners through stories, children can also practice it in everyday life and then remember again by filling out activity sheets through the media of this picture book.