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INDONESIA
Humaniora
ISSN : 20871236     EISSN : 24769061     DOI : -
Core Subject : Humanities,
The journal invites professionals in the world of education, research, and entrepreneurship to participate in disseminating ideas, concepts, new theories, or science development in the field of Language, Culture, Visual Communication Design, Interior and Furniture Design, Character Building, Law, International Relations, Psychology, and Communications through this scientific journal.
Arjuna Subject : -
Articles 1,770 Documents
Eksplorasi Visual Diri dalam Desain Karakter Homan, Devi Kurniawati
Humaniora Vol 5, No 2 (2014): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v5i2.3128

Abstract

In a visual communication, the main thing is a communication which can solve the existing problems, not just as something beautiful to look at and considered. The most important part in designing visual communication when the communication is correct, attractive and persuasive. Semiotic understanding becomes important to study in the early stages of designing a visual communication that is intended to improve the effectiveness of communication. Semiotic itself is the study of the meaning of a sign in a particular context. To more easily understand the meaning of the sign, then the practice of visual meaning in the form of character design is made. This study was conducted to make students understanding of the meaning of a sign in a particular context through self-exploration. With the relation between the object being studied by each individual then a design experience will arise. This experience will create a more meaningful and in-depth exploration to students in the understanding of their studies about the meaning of a sign in a particular context. This study is used the method of visual exploration strategy that is commonly used by designers to convey the idea. 
Game and Digital Culture: A Study on Hay Day Game Angeline, Mia
Humaniora Vol 7, No 1 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i1.3393

Abstract

Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective tools to convey the message to the public. 
Semiotika Batik Larangan di Yogyakarta Chairiyani, Rina Patriana
Humaniora Vol 5, No 2 (2014): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v5i2.3260

Abstract

Batik is a part of Indonesian heritage and culture. In Yogyakarta, there is known as Batik Larangan. The pattern of this Batik is used as identity and status. For the Javanese, Batik is not just a fashion; moreover, it contains philosophy and beliefs closely related to daily life. Batik also becomes identic to the greatness of the leader that considers having a power to increase his authority. By using qualitiative methodology, this study writes about how the semiotic concept can be used on art and culture study in Javanese people. 
Novus Actus Interveniens in The Context of Criminal Law in Indonesia Sofian, Ahmad
Humaniora Vol 7, No 2 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i2.3527

Abstract

The doctrine of novus actus interveniens used in causation to establish the liability of the principle offender for a prohibited result. The doctrine can be used in various legal fields in both civil and criminal law. The aim of this study was finding the kind of intervention that conducted by another actor, a victim or a medical worker, a non-human agent such as an animal or nature, could influenced the judge?s decisions in determining the defendant in accordance with novus actus interveniens doctrine. The method used was the normative method. The normative method in the study of jurisprudence was a method used to study secondary data sources on some legal documents. These secondary data sources were composed of some legal materials, namely primary legal materials consisting of the KUHP (the Indonesia Penal Code) and court decisions that have permanent legal force. This study finds that the doctrine of novus actus interveniens unfortunately is not commonly used by judges, prosecutors, lawyers and legal experts in Indonesia even though it can be used to solve problems in finding material truth. 
Perancangan Buku Cerita Anak Pop-Up “Mari Berkebun” Divita, Monique Rizki
Humaniora Vol 2, No 2 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i2.3160

Abstract

The research purpose is to gather, collect, and analyze data which needed in creating children story book in pop-up technique, with visually interesting gardening theme to interact with children. The research method is by direct survey into the location, such as schools, children story bookstores, and libraries. Besides, the research will be through literature media like books, magazines and journals; also supported by references contain related topic, like internet. The expected result is that education and added value message could be sent and understood by the children through the story books. The children would acknowledge, love, and preserve nature through gardening. In conclusion, nowadays, visual communication media like story books with interesting visual could gain children?s interest. Therefore, by using pictured story book media in pop-up, it will facilitate the education process of introducing and preserving Mother Nature for children. 
Strategic Implementation of Corporate Identity in A Design Company Sofiana, Yunida
Humaniora Vol 4, No 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3426

Abstract

Implementation of Corporate Identity has been increase enormously over the past 20 years and predicting will be increase higher in the future. Design Company will be the one who will get the big impact from these changes. Business world believes that corporate identity as important aspect to consider if they want to succeed and competed in their business. An important part of this article is to learn about corporate identity from the literatures and then apply that knowledge and the experiences gained to discuss the strategic implementation of a corporate identity within Design Company. Many companies especially design companies try very hard and seriously to develop a corporate identity of their clients other than their own. As part of the review, the concept of corporate identity, corporate image, corporate communication, corporate structure, corporate culture and how design companies implement and designing a corporate identity for themselves will be examined.                                                                                                                       
Learning Language Naturally: Challenges and Opportunities Wishnoebroto, Wishnoebroto
Humaniora Vol 3, No 1 (2012): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v3i1.3313

Abstract

Experts believed that the best way in learning language is through natural process, which means that learning should go through process of understanding concept. Grammar and all language features are mastered through practice in certain context. This article tries to find a model of information technology that may be suitable for learning English but without leaving the main functions of textbook as the center for knowledge and information through an approach called the Dynamic Immersion Approach. This approach tries to mimic the process of children in learning language. From the analysis it shows that despite many advantages from the new approach this program cannot produce natural language since it lacks the capability of producing informal language.  
Storyboard dalam Pembuatan Motion Graphic Mahardhika, Satrya; Anam Fathoni, A.F. Choiril
Humaniora Vol 4, No 2 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i2.3560

Abstract

Motion graphics is one category in the animation that makes animation with lots of design elements in each component. Motion graphics needs long process including preproduction, production, and postproduction. Preproduction has an important role so that the next stage may provide guidance or instructions for the production process or the animation process. Preproduction includes research, making the story, script, screenplay, character, environment design and storyboards. The storyboard will be determined through camera angles, blocking, sets, and many supporting roles involved in a scene. Storyboard is also useful as a production reference in recording or taping each scene in sequence or as an efficient priority. The example used is an ad creation using motion graphic animation storyboard which has an important role as a blueprint for every scene and giving instructions to make the transition movement, layout, blocking, and defining camera movement that everything should be done periodically in animation production. Planning before making the animation or motion graphic will make the job more organized, presentable, and more efficient in the process.  
Namestyle sebagai Pencitraan Visual Sebuah Film Animasi Kartika, Rina; Riyadi, Tunjung
Humaniora Vol 2, No 2 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i2.3195

Abstract

Animation movie is one communication media. Image shape that could give reality impression to be interested message sender. History showed that special animation movie gives its own space and style to impress the audience. It is factual that audiences in any ages could acknowledge and enjoy animation moview. The fast-moving development of animation is along with the development of animation technology. Other factor is about promotion and story appeal of related movie. Promotion and story will give identity towards movie title. The movie title, which written suitably, has different appeal that will approach audience to watch the movie. In defining title and identity, there are different ways and designs, so the identity will last remain in the mind of the reader. The article describes namestyle and its relation with characters in some movies, especially Hollywood animation movie. 
Analisis Hope pada Atlet Bulu Tangkis Indonesia Juara Dunia Era ’70 dan ’90 Andangsari, Esther Widhi; Rumondor, Pingkan C.B.
Humaniora Vol 4, No 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3458

Abstract

The present study analyzed a profiling of hope of Indonesian badminton athletes with international achievements. Previous studies have shown that hope was positively related to various outcomes such as sports, academics, physical health, psychological adjustment, and psychotherapy. The participants were consisted of athletes used to play between 70?s and 90?s. This study utilized a qualitative approach with interpretative phenomenological analysis. Nine mental skills of athletes were used as a guideline of semi-structured interview. The verbatim of interview then was analyzed with hope components. Hope was constructed by three components: goals, pathways, and agency thinking. The analysis of participants? experience showed nine major themes that are: attitude, motivation, goals and commitment, people skills, self-talk, mental imagery, managing anxiety, managing emotion, and concentration, with twelve subordinates themes. These themes are similar with high-hope people?s characteristics. 

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