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Framing: Journal of Art, Film, Television, Animation, Games and Technology
ISSN : -     EISSN : 30478588     DOI : -
Core Subject : Art,
Framing Jurnal Film, Televisi, dan Seni Budaya Media Baru hadir sebagai media diskusi kreatif untuk berbagi pengetahuan dan pemahamanan tentang seni, televisi, film dan budaya media baru baik di tingkat regional, nasional, maupun internasional. Sesuai dengan arti kata Framing yang merupakan membingkai penanda energi kosmik, maka diharapkan jurnal Framing mampu memvibrasikan nafas pengetahuan Televisi, film dan Seni Budaya, Media Baru kepada penikmat kalangan akademisi, praktisi dan profesional. Jurnal Framing mewadahi artikel hasil penelitian, penciptaan, dan pengkajian Televisi, film dan Seni Budaya Media Baru dengan tanpa membatasi penulis dari beragam pendekatan disiplin/interdisiplin ilmu, seperti film, televisi, , kritik seni, antropologi seni, sejarah, estetika, sosiologi, pendidikan seni, seni media budaya baru dan pendekatan lain yang kontekstual.
Articles 31 Documents
Animation, New Habit Solution In Creative TV Ads Content to Survive from Endemic Covid-19 Ehwan Kurniawan
Journal of Art, Film, Television, Animation, Games and Technology Vol. 1 No. 1 (2022)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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Abstract

Corona virus disease 2019, (COVID-19) around the world. The disease is caused by a new type of coronavirus. Until now this causes all creative people have difficulty in activities outside the home.  So there is a change in working communication through virtual to interact with friends, family, and working from client to producer or creator. That situation making creative people to adaptive for new normal habit to innovating content in televison advertising work still can be exciting. They work on an ad campaign for a cutting-edge product or social campaign that will change the world or revolutionize how people live their lives. The method used in this research is through various stages and strategies as follows: research strategy, this research is descriptive-qualitative in nature whose attention is focused on the form of search by means of library observations and the process of direct observation on television and media websites and youtube channels. A lot of content in TV Ads using a solution with animation that seems to move, because of the brain's ability to always save or remember images that were seen before. This can be an obstacle, but also an opportunity in the midst of this crisis. For animation studios this might be a great opportunity, because the animation coordinating work can be done remotely, it has become part of the ecosystem in the animation industry, so that pandemic condition does not become an obstacle for actors in animation studios, so it can be seen during the pandemic. in many ad impressions using a creative approach using animation.
The Use of 2 Dimensional Animation as A Medium For Early Chilhood Learning in Youtube Media Gede Lingga Ananta Kusuma Putra; Gede Pasek Putra Adnyana Yasa; Gede Basuyoga Prabhawita
Journal of Art, Film, Television, Animation, Games and Technology Vol. 1 No. 1 (2022)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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Abstract

Animation is an image or character that is created or created with the movement where the creation process uses computer media.  Due to technological developments that are now increasingly rapid, which has resulted in the existence of various types of animation, one of which is 2-dimensional animation, where 2-dimensional animation is a form of animator's work in making an image or creating a character and bringing it to life through a movement. Due to the many types of animation, the idea emerged which uses 2-dimensional animated videos as a learning medium so that learning becomes more fun and more effective. Animated videos are chosen as videos that can be used as learning media because these animated videos can attract the sympathy of children to learn and also attract their curiosity to increase because the plot or story in the animated video is made as fun as possible so that children feel at home or endure watching  video to the end. Because this requires a platform or website that is easy for everyone to access, one of the websites that can be used is YouTube, where YouTube is a website that is used to share videos that promote a service, educate, or entertain.  not only as a website to share a video but most people also use YouTube as a website to find information, news, as a site to help learning or other things.  Animated videos as learning media are now very easy to find on YouTube media, especially learning animation videos for preschool children where the videos are very easy to find, with various types or different types of characters.
Creating The Documentary Film “Main Hang On – Pasar Sadar Titi Papan” Using An Expository Style Sri Wahyuni
Journal of Art, Film, Television, Animation, Games and Technology Vol. 1 No. 1 (2022)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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The documentary film “Main Hang On - Pasar Sadar Titi Papan” aims to demonstrate the current state of traditional markets following the pandemic that has lasted for around two years through a documentary film. Through an expository style, the audiences are provided with clear information on the livelihood of merchants in traditional markets. The use of narration aids comprehension of the narrative. In addition, the story’s portrayal of causality and difficulties has been made more explicit. The creation of this documentary film began with pre-production (research: literature review, observation, and interviews), followed by production and post-production. In order to provide information about the Pasar Sadar Titi Papan, the concept behind this documentary’s production employed technical and aesthetic concepts by including voice-over components. Moreover, the interview scenes were performed with several market merchants who spoke about market activities, the buying and selling procedure, and their decreased revenue due to an increasing number of people switching to online shopping. The final product is an expository-style documentary film.
Angkara: Short Film Exploration Of Bali Traditional Art Comedian Clekontong Emas I Komang Arba Wirawan; Paul Trinidad; Nyoman Lia Susanthi
Journal of Art, Film, Television, Animation, Games and Technology Vol. 1 No. 1 (2022)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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The purpose of this study is to analyze the film titled Angkara. This film was produced by Dream House Production (DHP). DHP is a start-up for Film and Television Study Program students, a result of the academic learning process at the Indonesian Arts Institute Denpasar. In the DHP production team, the director of this film is Herda Martin Dwi Angga, and the producer is Robi'atul Yamania. DHP is a creative visual and production team that was formed in 2006. This film explores the traditional art of Balinese comedian (Bondres) Clekontong Mas, based on the social phenomena of Balinese society. This research is qualitative and descriptive, using a video recording of Angkara film. Then several scenes related to Mise En Scene were analyzed. The analysis of research and creation data was conducted by using the Mise En Scene creation theory. Baudrillard Mise En Scene was used to find out the setting, directing style, blocking, costumes, and lighting in the frame of this film. The results show that Angkara film used a traditional Balinese setting in 2018 with comedian directing style, in terms of blocking, the placement of Clekontong Emas as a supporting role was successful in comedy acting. The costumes of Angkara actors, with traditional Balinese characteristics, can describe the comedian's situation based on local Balinese wisdom. The social phenomenon that was told in this film managed to make this film win national and international festivals. Thus, Balinese traditional comedy can be a source of creating short films that have distinctive characteristics and are able to win film festivals.
Korean Pop (K-Pop) Culture Phenomenon On The Behavior Of Indonesian Society I Gusti Ngurah Jayanti; I Komang Arba Wirawan; Nyoman Lia Susanthi; Ni Wayan Masyuni Sujayanthi
Journal of Art, Film, Television, Animation, Games and Technology Vol. 1 No. 1 (2022)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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This study aims to analyze the phenomenon of K-pop culture in Indonesian society. The K-pop phenomenon has grown and become popular since the 1990s until now. K-pop is increasingly widespread as its fans come of any age and social status. Korean contents ranging from music, films, cuisine, and lifestyle, are increasingly popular and favored by the people of Indonesia. This has become a phenomenon that describes the massive diffusion of Korean culture that has had an impact on the lives of Indonesian people. The problems raised in this paper include 1). How the Indonesian people respond to the phenomenon of pop culture (K-pop); 2). How is the influence of cultural elements (K-pop content) on the behavior of Indonesian people. This study uses the triangulation method, namely observation, interviews, and documentation, while the analysis technique is descriptive and interpretive. The theory used to dissect the problem is a cultural theory, namely the theory of pop culture. The results of the research in this paper show that the influence of pop culture is a world phenomenon that occurs due to the influence of globalization; moreover, the progress of science and information technology influences people's consumption. The spread of the dominant culture is rapidly and massively diffused in the public and private spheres. Consumerism culture is something that seems commonplace in the phenomenon of pop culture, both among young people and adults. Pop culture (K-pop), which is trending (viral) among the Indonesian people, influences the behavior of the people. The lifestyle that imitates the models of K-pop is increasingly widespread, and some young people make K-pop a role model for their fashion and identity. The K-pop phenomenon certainly brings consequences to the cultural life of the Indonesian nation.
Penerapan Teknik Color Grading Dalam Menampilkan Kesan Horor Pada Film “Kejepit Mayat” Mhd. Fadjrir Al-Salam Fadjrir
Journal of Art, Film, Television, Animation, Games and Technology Vol. 2 No. 1 (2023)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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Di Indonesia ada banyak mitos-mitos yang berkembang, salah satunya tentang ritual pesugihan. Mitos mengenai ritual pesugihan merupakan suatu hal yang dianggap tabu karena melakukan aktivitas bersama dengan makhluk gaib. Penciptaan karya ini bertujuan untuk menciptakan sebuah film bergenre horor dengan mengangkat tema ritual pesugihan dengan judul film yaitu ”Kejepit Mayat”. Metode penciptaan yang digunakan dalam penciptaan karya ini menyangkut beberapa hal seperti pencarian ide dan konsep, analisa ide dan konsep, pengembangan cerita, tahapan persiapan yang meliputi pra-produksi, produksi sampai pascaproduksi hingga jadwal produksi. Penambahan efek visual berupa vignette dan blur untuk menambah kesan mencekam dan juga dengan bantuan backsound yang berguna untuk mendukung kesan horor dari film ”Kejepit Mayat”. Berdasarkan hasil dari penciptaan karya ini, dalam menciptakan kesan horor tidak hanya dapat mengandalkan teknik color grading saja. Diperlukannya juga menerapkan beberapa elemen seperti brightness & contrast dan sound effect yang dapat meningkatkan nilai dari sebuah adegan yang akan mempengaruhi emosi para penonton yang melihatnya.
Pengaruh Alegasi Kasus Kekerasan Seksual Oleh Penulis Hp Terhadap Performa Film Penyalin Cahaya (2022) Nigel Giovano Teguh
Journal of Art, Film, Television, Animation, Games and Technology Vol. 2 No. 1 (2023)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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Penelitian ini didasarkan pada munculnya alegasi kasus kekerasan seksual yang menimpa penulis film Penyalin Cahaya (2022). Penelitian ini bertujuan untuk mencari tahu respon produsen film tersebut, masyarakat, dan organisasi/komunitas film terhadap alegasi kasus kekerasan seksual tersebut melalui Twitter dan Instagram serta mencari tahu pengaruh kasus tersebut terhadap penilaian film Penyalin Cahaya (2022) melalui situs letterboxd.com. Penelitian ini menggunakan metode kualitatif konten analisis ditambahkan triangulasi untuk meningkatkan validasi data yang terbatas. Data yang dianalisis berasal dari media sosial Twitter dan Instagram yang berasal dari tim produksi (Rekata Studio, Kaninga Pictures, dan Wregas Bjanutedja selaku sutradara), masyarakat umum, serta komunitas/organisasi perfilman Indonesia. Data kedua diambil dari tinjauan masyarakat terhadap film Penyalin Cahaya (2022) dari situs penilaian film terbuka letterboxd.com. Data sekunder diambil dari pemberitaan yang muncul mengenai kasus tersebut. Data akan diklasifikasi menjadi masyarakat yang ingin meng-cancel film tersebut atau tidak dan tinjauan yang subjektif berdasarkan kasus atau objektif. Dari hasil yang didapatkan, Hanya sekitar 10% dari respon masyarakat ingin membatalkan penayangan filmtersebut. 15-20% dari respon masyarakat ingin tetap menonton film tersebut. Sisanya sebanyak 70-80% berkomentar mengenai HP atau terduga pelaku; kronologi kejadian dan siapa pelakunya; dan kritik terhadap produsen film. Dari situs letterboxd.com, sebanyak 30% masyarakat meninjaufilm secara subjektif dengan dasar menilai berdasarkan kasus atau mengetahui terlebih dahulu kasus tersebut. Pada akhirnya, kasus tersebut memberikan dampak yang cukup signifikan dalam mengcancel film atau pelaku hingga memberi penilaian film berdasarkan kasus yang dialami oleh terduga pelaku.
Penggunaan Warna Sebagai Representasi Aspek Dualitas Karakter Suryani & Rama Dalam Film Penyalin Cahaya (2022) Evan Dwiputra Herlianto
Journal of Art, Film, Television, Animation, Games and Technology Vol. 2 No. 1 (2023)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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Pelecehan seksual merupakan topik yang kini semakin banyak dieksplorasi oleh industri perfilman Indonesia. Salah satu film paling fenomenal yang membawa topik ini ialah Penyalin Cahaya (2022) karya Wregas Bhanuteja. Penelitian ini bertujuan untuk mengkaji penggunaan warna dalam film Penyalin Cahaya untuk merepresentasikan aspek dualitas karakter Suryani dan Rama. Metode penelitian ini adalah kualitatif-empiris dengan pendekatan studi kasus. Pengumpulan data dilakukan melalui observasi dan pengambilan cuplikan adegan. Penelitian dilakukan berdasarkan kerangka teori semiotika Roland Barthes, psikologi warna Natalie Kalmus, dan psikoanalisis Sigmund Freud. Hasil penelitian menunjukkan bahwa dualitas karakter Suryani dapat terlihat dari penggunaan warna merah & hijau, yang melambangkan konflik antara Id bermakna kekangan dengan Ego bermakna kebebasan. Dualitas Rama terlihat dari warna biru & kuning, yang melambangkan konflik Ego bersisi baik dengan Id bersisi buruk. Penelitian ini berkontribusi secara utama dalam memberi wawasan tentang penggunaan warna untuk membangun karakter dalam film. Penelitian di masa depan diharapkan dapat dilakukan dengan sumber daya lebih banyak dan kajian literatur yang diperdalam untuk memungkinkan cakupan penelitian lebih luas.
The Analysis of Humanism as Represented in The Animation Series “Astro Boy” Phoebe Charis Homidan
Journal of Art, Film, Television, Animation, Games and Technology Vol. 2 No. 1 (2023)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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This journal will discuss the topic of humanism as a subject brought by the genre of science fiction—specifically in the animated series Astro Boy. The social and psychological commentary of the idea given that, if an intelligent life were not human, would you and others treat it the same way? It is depicted in Astro Boy through still and moving images to tell a story about people and humanity. It is expressed in a neat and concise way as to beunderstood by all audiences from every background. It’s the reason why the series is so popular worldwide, even to this day.
The Meaning of Indomie's 50 Years of Advertising (Roland Barthes' Semiotic Analysis) Suci Mardiarini; Muhammad; Fajar Aji
Journal of Art, Film, Television, Animation, Games and Technology Vol. 2 No. 1 (2023)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

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The image and the product message shown in the advertisement are spread by relating it to social issues in society and visualized as attractively as possible in the hope that the product can be accepted by a wide audience. This article discusses the meaning in the advertisement of 50 Years of Indomie which is supported by cinematic elements as one of the building elements of an audiovisual work. This research uses Roland Barthes's semiotic theory as the main theory in uncovering hidden meanings in advertising and Thompson and Bowen's cinematographic theory as a supporting theory. The cinematography in this study was used as a vision goggle in watching and reading advertisements for 50 Years of Indomie so that it could support the meaning process carried out. The type of research used in this study is qualitative research supported by descriptive methods. The results of the research obtained in the form of advertisements 50 Years of Indomie try to instill the myth that Indomie is a food product that must always be present and enjoyed anytime and anywhere, thus making Indomie an instant noodle product that always accompanies every situation in the lives of Indonesians and abroad. In addition, there is also the Ideology of Consumerism and the Ideology of Class and Racial Equality that seeks to be infiltrated behind this 50 Years of Indomie advertisement.

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