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Contact Name
Ella Evrita
Contact Email
e.evrita@sae.edu
Phone
+628158712890
Journal Mail Official
g.putra@sae.edu
Editorial Address
YAYASAN NEXT AKADEMI Jl. Pejaten Raya No.31, Ps. Minggu, Kota Jakarta Selatan, Daerah Khusus Ibukota Jakarta 12540 Telephone: (021) 7890145
Location
Kota adm. jakarta selatan,
Dki jakarta
INDONESIA
Profilm: Jurnal Ilmiah Ilmu Perfilman & Televisi
ISSN : 28300521     EISSN : 28300521     DOI : https://doi.org/10.56849
Pro Film Journal is a scientific journal that focuses on film and television science. Along with the development of creative media in Indonesia, this journal is presented by SAE Indonesia and covers various topics related to creative media. Creative media is an individuals mental process in producing new ideas, processes, methods, or products that are effective and imaginative, with succession, discontinuity, and differentiation that are useful in various fields to create something new.
Articles 128 Documents
PENGEMBANGAN KEMAMPUAN MAHASISWA DALAM TEKNOLOGI MUSIKMELALUI IMPLEMENTASI PEMBELAJARAN SOFTWARE DIGITAL AUDIOWORKSTATION Fransiskus Rendy, B.Com, M.A.B Rendy, B.Com, M.A.B
Pro Film Vol. 1 No. 2 (2021): Volume 1 Nomor 2 - September 2021
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Abstract

This research is expected to be able to decide the most common way to execute Sound Workstation computerized programming learning media in the Music Innovation course of the UNJ Music Expression Instruction Study Program. Furthermore, this exam is relied on to increase knowledge for teachers and students (students) see DAW programming as a computerized capability for 21st century music schools. This examination technique uses a subjective technique with an activity research approach (participatory activity research). This exam uses open meetings to analyze and understand the perspectives, perspectives, sentiments, and behaviors of people and study groups. Evaluate the feasibility and proficiency of running DAW programming in the assembly of melodic works. A consequence of the review shows that music innovation courses are organized to play an important role in coordinating innovation in schools. Then again, the use of innovation in learning exercises is complemented by the ultimate goal of working on the quality of training. Innovation can provide broad, fast, powerful and effective adoption of data dissemination across countries.
PENTINGNYA A&R DALAM INDUSTRI MUSIK Ahmad Budi Sulistioyuwono, S.E, M.M Sulistioyuwono, S.E, M.M
Pro Film Vol. 1 No. 2 (2021): Volume 1 Nomor 2 - September 2021
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Abstract

A&R atau Artists & Repertoire A&R adalah bagian di dalam label rekaman atau organisasi penerbitan kreatif yang bertugas merekrut artis (atau band) untuk label tersebut. Selain itu, mereka bertanggung jawab atas pertumbuhan kreatif dan komersial artis (atau band). Lebih penting lagi, mereka harus menjadi penghubung antara artis atau band dengan perusahaan rekaman atau label rekaman. Untuk menjadi seorang A&R harus menghilangkan egoistis dalam mencari talenta baru dan mempunyai mempunyai intuisi yang bagus dalam memilah lagu. Jadi sebenarnya apakah Peran A& R dalam Industri Musik dan pentingkah posisi ini di dalam manajemen industry music?.
STRATEGI MARKETING INDUSTRI MUSIK PADA ERA DIGITAL DIIndonesia RR Ella Evrita H, S. E, M.M Evrita H, S. E, M.M; Ahmad Budi Sulistioyuwono, S. E, M.M Sulistioyuwono, S. E, M.M; Fransiskus Rendy, B. Com, M.A.B Rendy, B. Com, M.A.B
Pro Film Vol. 1 No. 2 (2021): Volume 1 Nomor 2 - September 2021
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Abstract

This concentrate on we will examine what digitalization in the music business means for music advertising This has a major effect based on music industry in conditions of music promoting and for purchasers as far as getting a charge out of music. Real time features have becomesomething extremely powerful in the advanced period that we know as industry 4.0. The music business can no longer depend on actual items and buyers are currently more particular in getting a charge out of music. The strategy utilized in this study is a subjective technique with a phenomenological research methodology concerning what is capable by research subjects, for example, practices, insights, inspirations, activities, and so on comprehensively and through portrayals in the type of words and dialects. The consequences of this study are that for purchasers it is simpler to track down music and industry players are extremely strong of digitalization in the music business since it makes it simpler to advertise their music and assist with safeguarding their scholarly propertybecause it diminishes theft.
STRATEGI MEDIA START UP DALAM PEMANFAATANTEKNOLOGI BERBASIS IOT (INTERNET OF THINGS) SEBAGAI MEDIA PROMOSI BISNIS Ahmad Budi Sulistioyuwono Budi Sulistioyuwono
Pro Film Vol. 2 No. 1 (2022): Volume 2 Nomor 1 - Maret 2022
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Abstract

Its media start-up strategy is important to pay close attention to the sustainability of the company. The selection of the right and effective strategy is able to support the promotion of business carried out by the company to achieve its vision and mission. The development of internet of things (IoT)-based technology is rapidly accelerating in the digital world, which can bring abundant benefits. Media start-ups certainly see this gap as a lucrative business promotion medium. In addition to making, it easier in the field of promotion, the price offered is also cheaper and can reach all corners. This study was conducted with a descriptive qualitative method in the form of literature studies obtained from journals and scientific articles. The results obtained show the right and effective strategy by observing the prevailing digital trends, knowing the success rate of digital marketing campaigns, and preparing a business promotion plan.
ANALISIS FILM NANTI KITA CERITA TENTANG HARI INI Asti Haningtyas Haningtyas
Pro Film Vol. 2 No. 1 (2022): Volume 2 Nomor 1 - Maret 2022
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The film industry is booming right now, especially in Indonesia. As a means of entertainmentand conveying messages to the public, various cinema themes have been produced. This studyaims to qualitatively analyze the content (content analysis) in the exposure of the film "Nanti Kita Stories About Hari (NKCTHI)" which is a family drama genre that describes the position and role of a man, husband, and father in a family that is sued by a child. their children according to the development of the times. The message of NKCTHI's film is to challenge male domination as partner and father in a patriarchal culture where men still have the authority and center of power.
ANALISIS PERKEMBANGAN ANIMASI INDONESIA DALAMKONTELS ANIMASI DUNIA Mohammad Fadly Fadly
Pro Film Vol. 2 No. 1 (2022): Volume 2 Nomor 1 - Maret 2022
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The purpose of this study is to evaluate the development of animation in Indonesia based on historical studies to map Indonesian history in the context of world/global animation historyat the same time. This study also examines the relationship between the history of Indonesian animation and the history of the first films in Indonesia that occurred during the Dutch colonial period. According to Stephen Cavalier, the entire history of animation can be divided into five major periods, starting with the pre-digital era (The Origin of Animation) and ending with the digital era (1986-2010). Based on the research results, Indonesian animation is produced according to the five main animation cycles of the world, even though the country has long been exposed to foreign films and animation (Disney Studio) has entered Indonesia since the beginning of the world. Indonesia only became a country in the 1950s thanks to the vision of Soekarno, the first president. In the history of animation, 1950 marked the beginning of the transition from the Golden Age of Cartoons, controlled by Disney Studios, to the Golden Age of Cartoons needle television (television era). In the study of the history of animation, the 1950s which lasted half a century was the era of modern animation history. Actually, Indonesian animation has a long history, but compared to the history of world animation, the speed of development of Indonesian animation is relatively slow.
ANALISIS REKAMAN MUSIK DENGAN PENDEKATAN DIGITAL Fransiskus Rendy Rendy
Pro Film Vol. 2 No. 1 (2022): Volume 2 Nomor 1 - Maret 2022
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Abstract

There are as yet numerous who use sound from unrecorded music video accounts for music. This is the basic interest of analysts to lead research on the examination of the keep interaction with advanced techniques in KM Studio Pontianak. This exploration utilizes enlightening examination strategy with subjective structure utilizing study with work overview type or work (Occupations Review). This study was directed in six phases in view of the stages in therecording system and the investigation of the recording. The investigation of the recording shows the objectivity of the openness of the recurrence and its reach in the sound system space and subjectivity in light of the assessment of each asset who paid attention to the keep in this review.
PENGGUNAAN COMPUTER GENERATED IMAGEPADA VISUAL EFFECT Paramita Hapsari
Pro Film Vol. 2 No. 1 (2022): Volume 2 Nomor 1 - Maret 2022
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Abstract

In this day and age, for example, the diversion universe, especially in movies, is highlyrewarding for action. Various types of films appear and are very interesting to watch. In today's advanced age of broadcast communications, innovation is very persuasive. For the most part in the assembly of different films. Ranging from animated films to fiction films. Therefore, the use of interactive media innovation Computer Generated Imagery (CGI) is needed, to make afilm so that the film becomes alive and visible. In shooting Transformers the PC part creates symbolism using this innovation, considering the impact of a vehicle turning into a robot is beyond the reach of the possibility of using manual strategies, eg clothing set per movie set. Therefore, Computer Generated Imagery (CGI) is used for this innovation. In the first environment, it only takes a room with basic animation and then it will be handled into a computer with very high programming specifications. Starting from the impact of traveling to the moon, the fall of meteors, changes in shape and the impact of using CGI, until generally the results will not be good. Furthermore, CGI innovation is not only used in making Transformers films, but also in making films to make them look very charming and cool.
PERANCANGAN DAN PEMBUATAN ANIMASI 3D TUBUH MANUSIASEBAGAI MEDIA PEMBELAJARAN SISWA SD Gatya Pratiniyata
Pro Film Vol. 2 No. 1 (2022): Volume 2 Nomor 1 - Maret 2022
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Abstract

Learning materials of organs for elementary school children are still less attractive to students because the learning media used are less varied. This was further improvised by the author to create 3D animations to make it more interesting for students to learn. The application is made with the rigging technique, which is a technique used to move 3D objects of the human body by making an object frame so that when the skeleton is moved, the object will also move. Based on the results of data analysis from the design and manufacture of this 3D animation application, it can be used as a learning medium for elementary school children to help learn body parts in humans.
PERIKLANAN DIGITAL IMAGINING PADA MEDIA CETAK DI INDONESIA Tumiar Berthalina Simatupang
Pro Film Vol. 2 No. 1 (2022): Volume 2 Nomor 1 - Maret 2022
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Abstract

Picture control has grown quickly on paper promoting. Dissimilar to the 80s to 90s, which actually utilizes manual creation methods, incorporate digitally embellish splash procedures, cutting collections, twofold openness photographs and others, work cycles of visual manipulationin the promoting business today, has turned into an advanced work design, known as computerized imaging. The present print media accompanies computerized imaging handling different components of letters, pictures or delineations, photos, shape highlights, furthermore shading styles that make an assortment of dynamic, inventive, and feels a dash of technology.This concentrate on shows that in general the structures and examples of work of this ability remember abilities for utilizing PC designs gadgets, visual capacities, and the capacity to make imaginative visual ideas as per the objectivity of a notice. This concentrate moreover observed that in the promoting business' extent of work, Making in crafted by representation with the digitization interaction makes certain guidelines on advanced imaging results, for example, picture quality that requires document the executives aptitude for pictures, must be of specific worry in the plan cycle, from the start of planning, advanced imaging processes and visual result.

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