:: Abstract List ::

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121 |
Creative Design |
ABS-70 |
3d tile design based on the reconstruction of traditional motifs Ambar Mulyono (a*), Pandu Purwandaru (a), Nurul Aini (a)
(a) Desain Interior, FSRD, Universitas Sebelas Maret, Jl. Ir. Sutami No. 36 A, Kentingan Surakarta, Indonesia. * ambarmulyono[at]staff.uns.ac.id
Abstract
There are many variations of wall covering material choices, one of which that quite popular today is 3d tile. The rich potential of traditional decoration in Indonesia can be a source of design development ideas for 3d tile. This study aims to discover, explore and design new motifs from traditional Jepara carvings in a modern style and understand the visual impression of applying 3d tiles with these motifs. Through observing motifs applied in building, furniture and other objects, followed with interviewing experts, then the exploration of shape and simplification was conducted refer to design principles. A modified Wuni Jepara motif was created as a new variant of 3d tiles from these process. From the results of the users visual impression response with VR technology, it was found that there was a modern and unique impression as the dominant impression.
Keywords: Wuni, 3d tile, motifs, visual impression
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| Corresponding Author (Ambar Mulyono)
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122 |
Creative Design |
ABS-76 |
Interpretation of Game Character Modeling Featuring Majapahit Kingdom Leaders for Virtual Environments in the Metaverse Nugrahardi Ramadhani, Didit Prasetyo, Kartika Kusuma Wardhani
Department of Visual Communication Design
Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia
Abstract
Immersive encounters and cultural inquiry are now possible thanks to the Metaverse, a rapidly developing virtual reality environment. The goal of this project is to understand and create gaming characters for integration into virtual worlds that are modeled after the rulers of Indonesia^s Majapahit Kingdom, an important historical and cultural institution. The paper focuses on building 3D character models of the Majapahit Kingdom^s rulers, replete with their qualities, using interpretations gleaned from numerous visual reference materials and experimental experiments. The study^s context acknowledges the rise in demand for culturally rich virtual experiences that might instruct and engross people in historical narratives. However, the lack of accurate and thorough portrayals of Majapahit Kingdom leaders in virtual settings represents a research void that this study aims to fill.
A quantitative technique is used to fill the research gap, which entails the gathering and analysis of information on Majapahit history, artistic representations, and cultural studies from numerous reliable sources. The incorporation of information from these sources forms the basis for the development of 3D character models that capture the essence and traits of historical leaders. A number of 3D character models, each of which represents a significant figure from the history of the Majapahit Kingdom, were created as a result of the research findings. Users have the chance to fully immerse themselves in the Majapahit era^s virtual world thanks to these models^ historically authentic traits and visual features. This study has significance for education, cultural preservation, and interactive storytelling since it raises the instructional value of virtual settings by including virtual representations of historical figures.
The importance of the paper lies in its contribution to the Metaverse^s cultural enrichment, which fosters a respect for the past while also involving users in fun and instructive activities. It now becomes possible to explore and appreciate Indonesia^s rich cultural legacy in new ways thanks to the availability of virtual representations of Majapahit Kingdom rulers within the Metaverse.
Keywords: Metaverse, Virtual Reality, Game Character Modeling, Majapahit Kingdom, Cultural Heritage, 3D Character Models, Historical Interpretation, Immersive Experience.
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| Corresponding Author (Nugrahardi Ramadhani)
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123 |
Creative Design |
ABS-77 |
Implementation of a Diverse Traditional Clothing Dataset from East Java^s Cultural Ornaments on Metahumans as Locally-Inspired Metaverse Avatars Nugrahardi Ramadhani, Didit Prasetyo, Nurina Orta Darmawati
Department of Visual Communication Design
Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia
Abstract
The desire for diverse and culturally representative avatars has increased due to metaverses^ rising popularity, which improves user interaction and fosters a sense of identity among its users. The implementation of a comprehensive dataset containing traditional attire from East Java^s rich cultural heritage on metahumans, acting as avatars with a locally-inspired flair within the metaverse, is presented in this work. The study intends to fill the gap in culturally accurate avatar representation, especially with regard to East Java traditional apparel in virtual reality world.
In order to curate the dataset, references from reliable sources are gathered as part of the study^s quantitative approach to data collection. This dataset is used to create a variety of 3D character models that are dressed in distinctive Javanese traditional costumes. The study highlights the value of maintaining inclusivity and cultural variety in the metaverse by enabling users to take on avatars that are representative of their own cultures. It also emphasizes the technical difficulties and optimization methods used to guarantee the flawless integration of these conventional clothes on metahumans.
Users can have a rich and culturally immersive experience within the metaverse thanks to the findings, which feature diverse 3D character models dressed in traditional Javanese attire. This research enhances user engagement and fosters cultural appreciation in virtual settings by accurately portraying Javanese cultural heritage. The ramifications affect stakeholders in the metaverse as well as developers and designers, motivating the incorporation of features from other cultures to build inclusive and relevant virtual communities.
Keywords: Metahuman, Avatar, Metaverse, Traditional Clothing, East Java, Cultural Heritage, Cultural Representation, 3D Character Models, Data Implementation.
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| Corresponding Author (Nugrahardi Ramadhani)
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124 |
Creative Design |
ABS-81 |
Designing of Wooden Toys as A Media to Introduce Letters and to Train Fine Motor Muscle for Early Children Winarno(a), Hendro Aryanto(a), Nanda Nini Anggalih(a), Asidigisianti Surya Patria(a), Nova Kristiana(a), Winata Riang Saputra(b)
(a) Universitas Negeri Surabaya
Kampus Unesa Lidah Wetan Surabaya
(b) Gunung Mas Sumanco
Jl. Kalilom Lor Baru II No. 25
Surabaya
Abstract
In 2022, Indonesia successfully captured the attention of foreign nations and investments through its participation in the G20 summit. Nevertheless, the low proficiency in English, evident from its rank of 81 out of 111 countries surveyed in the 2022 English Language Proficiency Index report, indicates a challenge to global competitiveness. The Directorate General of Early Childhood Education, Elementary Schools, and Secondary Education is committed to enhancing literacy and introducing bilingual alphabets from an early age. Bilingual proficiency in international languages is crucial for the future of young children, who have the potential for rapid development. An interactive bilingual alphabet book is necessary to enhance interest and comprehension, as the early developmental phase significantly impacts a child^s intelligence. These efforts support the younger generation in facing global opportunities with better readiness and competitiveness. The objective of this design is to create an interactive wooden toy in the form of a bilingual alphabet, with the goal of providing learning about letter recognition and language, including both Indonesian and English, while also refining fine motor skills in early childhood. The design methodology employs qualitative descriptive research, utilizing data analysis through Miles and Huberman^s data triangulation. The visual design process involves design conceptualization, feasibility validation, and testing. Test results and validation by experts indicate the viability of this bilingual alphabet wooden toy.
Keywords: alphabet, bilingual, early childhood, wooden toy
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| Corresponding Author (Asidigisianti Surya Patria)
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125 |
Creative Design |
ABS-84 |
Development of Song Animation Videos Based on Local Wisdom for Elementary School Students J. Julia, Tedi Supriyadi, Sandie Gunara
Universitas Pendidikan Indonesia
Abstract
Elementary school students need the addition of musical material that is appropriate for their age and culture. This research aims to make children^s songs in the form of animated videos that are oriented toward local wisdom and traditional values. Research has been conducted with a developmental research design by combining quantitative and qualitative approaches. This paper is limited to explaining the research results of the prototyping process and limited trials. Quantitative data collection is done through surveys, and qualitative data collection is done through interviews. The respondents involved were 26 elementary school students. Three aspects of the song^s animated video were tested on respondents, including lyrics, melody, and video visualization. The results showed the following: First, the majority of students agreed that songs have important messages, although some words need further explanation because they are not considered familiar. Second, the majority of students agreed that melodies were pleasant to hear and easy to sing, and musical instruments were favored, although not all students were encouraged to move and dance to the music. Third, the majority of students agree that the video is interesting and that the video quality is good, so the video is liked and entertaining. It can be concluded that the presence of song animation videos based on local wisdom is favored by elementary school students so that it can be used as appropriate and interesting teaching material in music learning.
Keywords: animated videos, nursery rhymes, local wisdom, music education, elementary school
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| Corresponding Author (J. Julia)
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126 |
Creative Design |
ABS-88 |
House Affordance Supporting Stunted Childs Motor Development: A Case of Stunted Childs House in Surabaya Azharine Purwa Jingga (a), Purwanita Setijanti (a), Dewi Septanti (a)
(a) Faculty of Civil, Planning, and Geo-Engineering, Institute Technology of Sepuluh Nopember, Surabaya
Abstract
House becomes the first environment for a child to experience the world. House is the primary environment for children in the phase of growth and development, through the activities and interactions that occur in it. In childrens motor development, children will tend to act based on their perceptions of what is provided by their environment. This can be explained through the concept of affordance, where affordance can be understood as the potential provided by the environment for users to behave, act, and to perform in it. This becomes a problem when a house is inhabited by children with developmental barriers - in this case, motor development. One of the children with motor barriers is stunted child. To promote fine and gross motor development, particular attention must be given to the architectural proportions of dwellings, notably for a stunted child who faces obstacles to physical exercise. To meet the needs of stunted children, this research aims to determine the function of residential space based on elements which can afford childrens motor activities. By employing a phenomenological approach that focuses on the interactions of stunted children in their house which impact behavior and activities, the research findings should be able to suggest the idea of a stunting-friendly housing environment. The study employed a qualitative strategy and sticks to a naturalistic paradigm, prioritizing participant knowledge-that is, parents of stunted children-in its research design. Parents of stunted children who dwell in houses are the study participants. To see how kids interacted with their house environment, observations and interviews were done. The researchss conclusions should be able to suggest the idea of a straightforward, handicapped-accessible residential space that can be used in houses occupied by stunted children.
Keywords: Housing, Affordance, Motor Development, Stunted Children, Behavior.
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| Corresponding Author (Purwanita Setijanti)
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127 |
Creative Design |
ABS-89 |
New Approach to Bridging Music and Visual Art through AI-Driven Visual Pattern Christabel Parung (a*), Acep Iwan Saidi (a), Yan Yan Sunarya (a), Wilson Lisan, Krisostomus Nova Rahmanto
a) Bandung Institute of Technology
Abstract
In the area of artistic expression, the interrelationship between music and visual art has has been a matter of debate and discussion among creative thinkers. Nowadays, with Artificial Intelligence (AI) supporting tool, it is possible to create a symbiotic relationship between these two areas. This study proposes a pioneering framework that utilizes the power of AI to bridge the gap between music and visual art through the use of AI-driven visual patterns that can be used in many forms of visual arts.
The aims of this research are 1) to carry out an analysis of the semiotic relationships in musical elements and their visual equivalents (visual elements) 2) to conduct a review of published literature related to the translation of music into visual arts in the last 10 years. By translating the relationship between melody, rhythm, harmony and dynamics as elements of music into visual elements such as line, shape and color, a basic framework will be formed between the two art forms. This framework serves as a link between the abstract language of music and the visual arts.
The methodology used in this qualitative study is a free-drawing experiment on 5 participants as initial data collection, literature review, followed by translating the identified semiotic relationship framework into mathematical formulas to be used in training AI models. This AI model will aim to generate visual patterns based on musical composition. Through semiotic analysis as well as an extensive literature review, this article is able to explore the context of the relationship between music and visual arts, the advancement of AI-generated art, which is based on semiotic analysis.
Keywords: music - visual art - Artificial Intelligence - Visual Pattern
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| Corresponding Author (Christabel Parung)
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128 |
Creative Design |
ABS-90 |
Application of Augmented Reality in the Learning Process of Medical Devices Ahmad Rieskha Harseno (a*), Djoko Kuswanto (a), MY Alief Samboro (a), Gunanda Tiara Maharany (a), Irna Arlianti (a), Ahmad Nur Firmansyah (a), Rahmania Almira Fitri (b), Aris Kurnia Wicaksono (c), Laurensius Windy Octanio Haryanto (d)
a) Institut Teknologi Sepuluh Nopember
Kampus ITS Sukolilo, Surabaya 60111, Indonesia
*ahmad.harseno[at]its.ac.id
b) Universitas Aisyiyah Bandung
Jalan Palasari no.9A, Bandung 40264, Indonesia
c) Universitas Muhammadiyah Surabaya
Jalan Raya Sutorejo No.59, Surabaya 60113, Indonesia
d) Institut Teknologi Telkom Purwokerto
Jalan DI Panjaitan No.128, Purwokerto 53147, Indonesia
Abstract
In education, especially in medicine and medical technology, Augmented Reality (AR) is one of the promising innovations to support and enrich the learning process. This technology offers the ability to present complex information on medical devices more interactively, enhances understanding, and provides an interactive practical experience as an alternative medium to using real devices. The application of Augmented Reality can be integrated into the learning process of medical devices. Augmented Reality can improve information retention, facilitate understanding of technical concepts, and reduce errors when students or students use medical devices in simulations. Augmented Reality also allows students to practice in a safe environment before dealing with real situations. Despite the great potential, the application of Augmented Reality in the learning process of medical devices also has several challenges. The need for infrastructure and compatibility is a barrier from a technological perspective. Meanwhile, from a pedagogic perspective, training for teachers to utilize Augmented Reality effectively is essential. However, despite these challenges, with the right approach, Augmented Reality can increase user engagement, deepen understanding of concepts, and enrich the learning experience. Also, with the development of technology and increasing affordability, these barriers will lessen over time.
Keywords: Augmented Reality- learning process- medical devices
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| Corresponding Author (Ahmad Rieskha Harseno)
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129 |
Creative Design |
ABS-91 |
The 19th Century Style Heritage on Jamik Muntok Mosque Building Novrizal Primayudha, Imam Santosa, Achmad Syarief , Achmad H. Destiarmand
Post Graduate Program, Faculty of Visual Art & Design, Institut Teknologi Bandung, Indonesia
Abstract
This study will explore the 19th century heritage style on the Jamik Muntok Mosque and its interpretation in the present. The mosque is one of the oldest mosques in Bangka Province and is associated with its community which for centuries coexisted with other ethnic groups in a spirit of mutual respect and caring. This social bond yields invaluable values and holds great potential for development in broad social-aesthetic studies. The method relies on qualitative research on Simmel^s concept of sociological-aesthetics and a historical approach to the analysis of artifacts with place attachments. Giuliani^s concept of maintaining connections with places in time is used to re-contextualize this issue. The data used is based on knowledge of mosques derived from a literature review and in-depth interviews with practitioners who have lived in the area for over 20 years. This study shows that the mosque firmly adopts the Javanese mosque type, while the construction system appears to use a hybrid construction that combines Regional-Chinese, Regional-European, European-Chinese forms, or a combined Regional-Chinese-European form. The historic building, constructed in Muntok between 1850 and 1880, featured a Chinese entrance, a Malay roof structure and modules of Doric columns. The Jamik Muntok Mosque retains most of its original architectural features but is still recognized as a local work of Islamic art. By understanding how historical mosques exist, we can contribute to the following research aimed at a deeper understanding of the social values echoed in the aesthetics of the mosques.
Keywords: hybrid style, historical mosque, place attachment, tolerance, social bond
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| Corresponding Author (Novrizal Primayudha)
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130 |
Creative Design |
ABS-96 |
Analysis of the Shape of Padma Flower Ornaments in the Mosque of Ghede Kauman in Yogyakarta Erina Wiyono, Nuning Yanti Damayanti, Achmad Haldani Destiarmand, Yan Yan Sunarya
Faculty of Art and Design, Bandung Institute of Technology
Abstract
Abstract
The proud identity of a nation through its long journey can be used as a backbone in building the present and future through cultural heritage in the form of owned artifacts. Indonesia is a country that has diverse cultural traditions which makes it unable to escape its past cultural history. The influence of society^s cultural, religious and socio-cultural systems can be seen in the various forms of mosque buildings in the development of Islamic culture in Indonesia. The ornamental characteristic of Classical Indonesia, the Padma Flower or known as the Lotus Flower, was discovered and adopted by mosque buildings at the beginning of the arrival of Islam. And, this ornament is found in the building of the Kauman Great Mosque in Yogyakarta which was founded in 1773 by Sri Sultan Hamengku Buwono 1.
The Padma flower has been mentioned since the time of the Sriwijaya Empire in the 7th century AD and continued until the arrival of Islam. The aim of this research is: (1) to provide a historical explanation based on a literature review, (2) to formulate the shape of the Padma flower ornament as an artifact in a visual description. Through a form comparison methodology based on a review of historical literature, the formulation of ornamental forms as the final output of this research can be concluded. So, it is hoped that with the common thread that exists in these different periods, we can continue to preserve cultural heritage as a bond and unity of the nation in building life in the present and the future.
Keywords: Ornaments, Padma Flowers, Lotus Flowers, Mosques, Classical Indonesian Period
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| Corresponding Author (Erina Wiyono)
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131 |
Creative Design |
ABS-97 |
Eye-Tracking Applications in Information Design: A Review Jing Wang (a*), Jasni Dolah(b)
School of Arts, Universiti Sains Malaysia Persiaran Bukit Jambul, Bukit Jambul, 11900 Bayan Lepas, Pulau Pinang, Malaysia
Abstract
This study delves into the pivotal role and application of eye-tracking technology within information design. Visual attention, a fundamental component in the usability evaluation of information design, has garnered significant scholarly attention in recent years. Eye-tracking experiments provide invaluable insights into design efficacy by intricately analyzing human information behavior. Modern eye-tracking methodologies, with their advanced capabilities, capture precise ocular movements, offering nuanced understandings of user interactions with various stimuli. Moreover, a systematic quantitative approach was employed to critically review the expansive literature on eye-tracking^s application in information design. The findings illuminate the central significance of eye-tracking in advancing information design research, equipping designers and researchers with deeper insights into the intricacies of user visual behavior and cognitive dynamics.
Keywords: Eye-tracking- Information Design- Visual Attention
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| Corresponding Author (Jing Wang)
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132 |
Creative Design |
ABS-104 |
Exploration of The Shape of Snap-fit Wood Joints To Make It Easier for Humans to Assemble Furniture Tool-less MY Alief Samboro (a*), Osama Abdur Rahman (a)
a) Industrial Design Department, Institut Teknologi Sepuluh Nopember Surabaya, Jl. Raya ITS, Surabaya, Jawa Timur 60117, Indonesia
*samboro[at]its.ac.id
Abstract
The dynamics of the development of the joinery connection system continues to be performed to make it easier for humans to assemble a furniture independently. CNC technology as a computerized material cutting tool can make detailed and mass produce shapes that are easy to connect and don^t even require any tools in the assembly process. The snap-fit connection method which is well known in plastic applications can be adopted in wood furniture materials. In this study, an experiment was carried out to find the appropriate snap fit form by collecting secondary data from journals and books related to snap fit, followed by experiments using CNC as a cutting tools for wood to find an exploration of a suitable shape. The results of this experiment can be applied to furniture joinery components, that make it easier for humans to assemble a furniture without the use any of tools.
Keywords: snap-fit- tool-less- wood joint- cnc-router-
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| Corresponding Author (MY Alief Samboro)
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133 |
Creative Design |
ABS-110 |
The Innovations Needed in Producing Films Worthy of The Oscars: A Conceptual Framework Bebbra Mailin, Nur Syuhaidah Ayub, Mohd Syuhaidi Abu Bakar
College of Creative Arts (CCA), Universiti Teknologi MARA (UiTM), Malaysia)
Abstract
There are many awards that can give recognition to the film industry at international level. One of the awards is the Academy Awards that are best known as Oscar awards. This recognition will help to bring a good reputation to nominated or winning films. With improved technologies and industry modernisation, there are many things that have changed and that need to change in order to move forward. Innovation always occurs with the flow of time and technology that also applies to the film industry. Technologies include Artificial Technology (AI), Computer Generated Imaginary (CGI), Virtual Reality (VR), and Augmented Reality (AR) are common today. These innovations are necessary to help filmmakers set foot in futuristic changes, which are shown in Oscar awards. The innovations will be further discussed in the paper and will be presented in a conceptual framework. This paper will help the film industry understand the innovations that can be implemented in their own films, whether they want to send to the Oscars or making a better film internationally.
Keywords: Innovations, Oscars, Filmmakers
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| Corresponding Author (BEBBRA MAILIN)
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134 |
Creative Design |
ABS-114 |
Study on Boardgame Design on Early Sex Education for Children Age 6 to 10 Andita Wibyasti Sari Putri ST., M.Ds, Octaviyanti Dwi Wahyurini, S.T., MAppDesArt., Ph.D
Institut Teknologi Sepuluh Nopember
awibyasti[at]its.ac.id
Abstract
This study centers around the subject of sex education, a topic notably absent from the education curriculum across South East Asia, including Indonesia. Due to its contentious nature, discussing sex education openly is often avoided, resulting in limited educational and media resources available for education about this matter to children and teenagers. The objective of this research is to develop a comprehensive and age-appropriate educational media in the form of a board game, specifically designed to address early sex education for children aged 6 to 10. The study primarily emphasizes the instruction of children in matters of self-protection and the establishment of personal boundaries. Through a mixed-method approach, the study combines qualitative interviews with quantitative evaluations of the prototype. The research encompasses various stages, including data collection, design concept, and evaluation, which involves a posttest assessment of the design prototype. This research provides crucial insights into the effective communication of intricate subjects, such as early sex education, to a young target audience.
Keywords: visual communication design, education media, creative media
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| Corresponding Author (Andita Wibyasti Sari Putri)
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135 |
Creative Design |
ABS-116 |
ARTIFICIAL INTELLIGENCE PHENOMENA ON CULTURAL TRADITIONAL VALUES AS PART OF CREATIVITY Ratih Mahardikaa, Yasraf Amir Piliang, Irfansyah, Nuning Yanti Damayanti
Institut Teknologi Bandung
Abstract
Artificial intelligence (AI) development has brought about significant changes in the field of creativity and cultural tradition values, which are still utilized as a key component in the creative process. Traditional principles and technical advancements have so far interacted with one another to provide a new base for modern and even contemporary creativity. According to this study, content curation and digitization can help AI support the preservation and transmission of traditional cultural values. On the other hand, AI is also an infinite source of inspiration, allowing producers and artists to explore unique cultural elements during the creative process. However, despite AI^s complexity, there are risks and obstacles that come with it, like the loss of cultural values^ underlying significance and the distortion of interpretation. In order to preserve cultural essences in new creative forms, it is necessary to merge traditional values with AI technology in a reasonable way. It has been established that ancient painters had remarkable skills and inventiveness since they were able to develop wayang characters with very distinct Indonesian identity features. Wayang is one of the national cultures with traditional noble qualities. Punakawan is one of the puppet figures that is currently highly popular. This study identifies numerous applications of AI that can help Punakawan^s traditional values be preserved and revived. This research was conducted using qualitative methods by conducting literature studies, as well as several stages of analysis (digital data, comparisons, and survey data) using Punakawan as a case study.
Keywords: AI- creativity- traditional values- punakawan
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| Corresponding Author (Ratih Mahardika)
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136 |
Creative Design |
ABS-128 |
Color Concept of Dewata Nawa Sanggha in Barong Ket Mask Asthararianty, Imam Santosa, Irfansyah, I Nyoman Larry J.
Doctoral Study Program in Fine Arts and Design, Bandung Institute of Technology, Indonesia
Abstract
The Barong Ket mask is one of the most famous masks on the island of Bali. Its function and role cannot be separated from the sacred site as a tool for worship in religious events (masks are said to be the embodiment of power representing God Almighty) and as a tool used for the tourism industry in Bali. Color is a characteristic that represents a specific area through the application of its artistic products, including the colors used in the Barong Ket Mask which represent Balinese characteristics. The color Dewata Nawa Sanggha is one of the very strong color concepts in the cultural and ritual life of the Balinese people. The use of this color is an exciting thing to study because it is used with a different function. The purpose of this study was to determine the color position of Dewata Nawa Sanggha in the Barong Ket Mask. This research was conducted to describe and collect information about it. This study uses a qualitative research methodology with a literature study method. This method is a series of activities to collect library data to be read, recorded, and processed. Data will be taken from books, journals, and other publications that are worthy of being used as a source for this research by describing and analyzing. The expected results of this study are to know the application of Dewata Nawa Sanggha^s colors and their relation to each color used in the Barong Ket Mask.
Keywords: The Color Concept of Dewata Nawa Sanggha, Mask Barong Ket
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| Corresponding Author (Asthararianty Asthararianty)
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137 |
Creative Design |
ABS-130 |
Environmental Graphic Design on Aesthetic Elements of Office Interiors Aditya Andhy Prabowo
Institut Teknologi Sepuluh Nopember
Abstract
Environmental Graphic Design (EGD) has a role in increasing the aesthetic value and overall experience of space in an office interior design. EGD can be incorporated into furniture, fixtures and other interior elements so that it can become an element that integrates visual and physical elements in the interior environment. EGD applied to the physical environment of interior design includes signage, branding, murals, aesthetic elements and other visual communication elements. Where these elements contribute to the atmosphere, space identity and function of a room in an office.
By applying EGD to office interiors, companies can create an environment that supports function and aesthetics. EGD can be a tool for forming a positive organizational culture, fostering a sense of corporate identity and increasing employees^ sense of belonging, making the workplace a more comfortable place.
This research aims to examine the use of different graphic elements in the physical environment of an office that form the identity of the room. The methods used are qualitative methods, design thinking and literature review on graphic design, logos and office interiors. The example studied is how the company logo is applied as a design strengthening element that can build the identity of the room (door handles, glass sticker ornaments, hanging lights). Observation and taking photos are carried out to obtain data that can support research.
Keywords: Environmental Graphic Design, Interior Design, Office, Elemen Estetika
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| Corresponding Author (Aditya Prabowo)
|
138 |
Creative Design |
ABS-132 |
STAR POWER IN VISUAL REPRESENTATION: A STUDY OF CHINESE FILM STARS IN CHINESE FILM POSTERS FROM 2002 TO 2022 Chen Xianxian(a*), A.S. Hardy Shafii (b*)
a) School of Arts, Universiti Sains Malaysia
11800,USM Penang, Malaysia
*chenxianxian[at]student.usm.my
b) School of Arts, Universiti Sains Malaysia
11800,USM Penang, Malaysia
*hardy[at]usm.my
Abstract
This paper aims to investigate the phenomenon of star power in visual representation by analyzing the depiction of Chinese film stars in contemporary Chinese film posters from 2002 to 2022. To achieve the objectives of the study, this paper is structured around the following research questions: Does the star power of Chinese film stars matter for film marketing within Chinese film industry? If yes, how has such star power been represented visually in Chinese film posters from 2002 to 2022? What is the connection between such visual representation and the Chinese film star system within Chinese film industry? To address the research questions above, this paper employs qualitative research methods, such as text analysis and thematic analysis, to analyze 50 representative Chinese film posters from 2002 to 2022. The chosen time nodes are determined by the distinct phases of the emergence, rapid development, challenges, and stable recovery of Chinese film industry. The selection of film posters for this paper comprises those that belong to films with notable box office success and a favorable reputation during the aforementioned phases. Based on the theory of star studies, the findings of this paper indicate that the star power of Chinese film stars plays an important role in film marketing within Chinese film industry by emphasizing the image and brand (name) of the stars in design to attract attention and promote the films. Although lacking of primary data, this paper contributes to filling a gap in the limited studies that have systematically examined the star power in Chinese film posters.
Keywords: Star Power- Visual Representation- Chinese Film Posters- Chinese Film Industry- Chinese Film Star System
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| Corresponding Author (XIANXIAN CHEN)
|
139 |
Creative Design |
ABS-147 |
City Branding Design as an Identity Penajam Paser Utara Olivia Febrianty Ngabito, Fulkha Tajri M, Sasferi Yendra, Denny Huldiansyah, Sherlia
Institut Teknologi Kalimantan
Abstract
City branding is a strategic city marketing effort that aims to occupy a strategic position in the eyes of the country and the world and differentiate it from other cities. The city branding design was carried out at Penajam Paser Utara Regency (PPU) in conjunction with the Penajam Paser Utara Regency to support the achievement of the Sustainable Development Goals. Regency PPU strives to further develop the region and the community within it, including improving the area^s image on the national scene. The existence of the national capital actually contributed to the identity change of PPU and is best known as the region where IKN was founded. The district has great tourism, industrial, fishing, and agricultural potential that can be developed to support IKN in the future. Urban brand design is carried out through 4 (four) stages, including:
(1) planning and preparation phase (discussion, brainstorming, observational study)- (2) implementation phase (empirical research and in-depth interviews)- (3) prototype and user testing phase (alternative design alternatives and public testing)- and (4) design implementation phase. This design program creates products with a purpose and benefits for many parties, including slogans, city brand logos, manuals, and regency regulations. This activity, hopefully, can positively impact the development of the city as well as the good and long-term cooperation relationship between the government, the university, and the community across the regency of Penajam. Paser Utara.
Keywords: City Branding, Penajam Paser Utara, Design, IKN
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| Corresponding Author (Olivia Febrianty Ngabito)
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140 |
Creative Design |
ABS-148 |
Identification of Memorial Public Art as the Identity of Surabaya Christabel Annora Paramita Parung (a), Kenny Hartanto (b)
a) Faculty of Creative Industries, Surabaya University.
Raya Kali Rungkut, Surabaya, Jawa Timur, Indonesia.
b) Faculty of Creative Industries, Surabaya University.
Raya Kali Rungkut, Surabaya, Jawa Timur, Indonesia.
Abstract
As a City of Heroes (Kota Pahlawan), Surabaya is known of its iconic and powerful images of Indonesian nationalism. This image is reflected through sculptures and public arts that are located in this city. However, current generation in Surabaya has lost their interests in memorial and historical stuffs. The background of this research is the phenomenon of the lack of awareness among young people in Surabaya towards public arts related to the background of the historical story. Public arts have an important role in shaping the identity of a region, especially in this study of urban areas such as Surabaya. The method in this research was to collect data through observation of memorial public arts in the four administrative areas of Surabaya City in order to obtain primary data. Apart from that, it is also supported through literature studies to obtain secondary data. All data that has been obtained is then identified and analyzed based on several classifications related to public art. The outcome of this paper is hoped to provide clarity on the various memorial public arts in the city of Surabaya which specifically have a narrative background related to the identity of the City of Heroes (Kota Pahlawan).
Keywords: Public Art- Surabaya- Memorial- History
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| Corresponding Author (Kenny Hartanto)
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141 |
Creative Design |
ABS-150 |
The Use of Tissue Fabric as A Media for Giving Geometric Textured Motifs to Ecoprint Lea Kristina Anggraeni, Prasetyo Wahyudie, Susy Budi Astuti, Onna Anieqo Tanadda, Rifdah Azizah Salsabila
Faculty of Creative Desgin and Digital Business, Sepuluh Nopember Institute of Technology, Surabaya 60111, Indonesia
Abstract
Ecoprint is a technique to decorate cloth naturally by printing plants to form a pattern. Various types, shapes and parts of plants mostly used to make ecoprints. The current attractiveness of ecoprint products is not only in the shape and composition of plant arrangements, but also in the addition of color variations to the background of ecoprint motifs. In this study, tissue fabrics are used because they are easy to find and can be used over and over again. In addition, tissue fabrics provide distinctive motifs and textures that can be a differentiator, increasing competitiveness and aesthetic value to ecoprint products by providing textural and compositional motifs to the background color. Steaming technique is used in the process of making ecoprint and also the used of natural dyes. Textured motifs are obtained from the use of tissue fabrics as a coloring medium in the ecoprint manufacturing process. The tissue fabrics is then composited onto the ecoprint cloth with various geometric shapes. The fibers and the combination of the geometric shapes of the tissue fabrics in ecoprint provide a unique and different visual appearance for Ecoprint products. Further studies are needed regarding the variation of dye materials used in tissue media.
Keywords: Textured Ecoprint- Tissue Fabric Texture- Natural Cloth Dyes
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| Corresponding Author (Rifdah Azizah Salsabila, S.Ds.)
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142 |
Creative Design |
ABS-151 |
PHILOSOPHICAL IDEAS OF NDALEM AGENG IN THE MODERNIZATION PERIOD Sakundria Satya Murti Wardhana, Imam Santosa, Andriyanto Wibisono, dan Yan Yan Sunarya
Institut Teknologi Bandung
Abstract
Javanese traditional houses represent the cultural values of the Javanese people which are shown through the structure of the house, the shape of the house, the raw materials of the house, the spatial layout, and the interior design. This research aims to show the meaning of the house as a place to live. By analyzing the data using a design perspective and ethnographic methods, there is a connection between the spatial layout in traditional Javanese houses and Javanese culture, especially in this study is ndalem ageng. The house is interpreted as a symbol of dignity and perfection as a human being. Based on this ideas, the construction of the house is not allowed to contradict the laws of cosmology, tradition, and natural law. By reviewing the form of residential houses, this research argued that each stage of house construction has its own philosophical meaning for the Javanese community. Ndalem ageng reflects the Javanese way of life that adheres to the value of life and sacredness. The results show that along with the times, the design of houses that are thick with traditional nuances has also changed. The changes that occur in traditional Javanese houses are analyzed to see the philosophical meaning of ndalem ageng, especially regarding
Keywords: Ndalem ageng, Javanese traditional house, philosophy, modernization.
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| Corresponding Author (Sakundria Satya Murti Wardhana)
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143 |
Creative Design |
ABS-158 |
PATTERN DEVELOPMENT FOR INTERIOR DESIGN USING ANALOGY METHOD Aria Weny Anggraita, Budiono, Nanik Rachmaniyah, Firman Hawari, Anggri Indraprasti
Institut Teknologi Sepuluh Nopember
Abstract
This study introduces a technique for creating new patterns inspired by nature. These new patterns will serve as decorative elements in interior spaces. Patterns have a significant impact on the surrounding atmosphere and add visual appeal to a room. They can also be used to define the character of a space, referencing the interior ambiance and functioning as decorative ornaments.
The research methodology employed is qualitative, involving the generation of pattern design ideas through analogical processes with nature sources such as flora and fauna. Observations were made to understand the characteristics of these organic analogies in order to derive new basic pattern forms.
The author concludes that after undergoing transformative shaping, the original forms of flora and fauna lose their literal impressions, yet the natural essence remains. Some other patterns convey distinct impressions. These patterns can be categorized into motifs/patterns with a modern natural feel and those with a classic/traditional impression.
The developmental study of these patterns, following systematic steps, contributes to diverse decorative elements that can enhance a modern interior ambiance. The resulting new patterns support both modern natural and classic/traditional interior moods. This method of developing new patterns can also be applied to transform Indonesian culture into locally resonant decorative motifs, reviving local heritage through contemporary patterns within modern interiors.
Keywords: pattern, analogy, decorative, ornament, transformation
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| Corresponding Author (Aria Weny Anggraita)
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144 |
Creative Design |
ABS-160 |
3-Dimentional Fiction from 2-Dimentional Visuals Case Study Facial Portrait Photo Using Keentools Facebuilder and 3D Printing Ari Dwi krisbianto (a*), Bambang Tristiyono (b), Andhika Estiyono (c), Primaditya (d), Audit Yulardi (e), Nadia Septarina (f)
Institut Teknologi Sepuluh Nopember
Abstract
In the field of design and visuals, both 2 Dimensions (2D) and 3 Dimensions (3D), there is an increasing variety of software that used for specific purposes. For example, altering a 2D image to 3D or vice versa. Each software has particular functions and advantages that can be used as needed. This research uses software to process images, namely photos to be converted into 2D form and then printed into 3D using a 3D printing machine. The aim is to change the media from previously only being visual, until its sensory capture to 3-dimensional physical. Physical 3 dimensions have the advantage of the accuracy of perception when its touched. In addition, with 3-dimensional it can make the appearance more monumental. The software used is Keentools Facebuilder and Blender which combined so they can create 3D images based on photos or drawings. The object to be used as a case study is a human face. This alteration from a photo to a bust statue is necessary especially for commemorative objects or commemorations because the bust statue displays more historical impression and empathy that is more attached to the hearts of people. The visuals displayed by the bust statue are not only flat but also show detailed visuals of the facial curves, wrinkles, and facial lines.
Keywords: Blender, Bust statue , Keentools facebuilder, 3D printing
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| Corresponding Author (Nadia Septarina Purwanita)
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145 |
Creative Design |
ABS-161 |
Casual Jewelry Made from Recycled Copper and Brass Metal Made Ruci Mahottama Sukma (a*), Ellya Zulaikha (b)
Sepuluh Nopember Institute of Technology, Surabaya, Indonesia
Abstract
Metal is a material that can be processed in a sustainable manner without degrading or losing its original properties. The composition of metal waste in Indonesia alone can reach 6.86% by 2021 and ranked fifth as the largest waste composition in Indonesia which has the potential to damage the ecosystem if not handled properly. Several companies are trying to respond to the concerns about metal waste in Indonesia, namely by revalue metal waste into products such as jewelry, home decor, and furniture. However, recycled metal waste still has a low value in the eyes of society, causing it to be rarely used as a product material. This research focuses on the use of brass and copper wastes which are presented in the form of stories. This research also was carried out through several methods such as literature study, market research, brainstorming, and product development to produce jewelry as an output based on metal and copper waste materials with the concept of rebirth.
Keywords: metal- waste- jewelry- recycle- revalue
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| Corresponding Author (Made Ruci Mahottama Sukma)
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146 |
Creative Design |
ABS-166 |
The form study of monument and gate designs in Penajam North Paser Regency using morphological transformation approach Sherlia Sherlia (a), Olivia Febrianty Ngabito (b), Sasferi Yendra (c), Fulkha Tajri M (d), Denny Huldiansyah (e)
a) Architecture Study Program, Institut Teknologi Kalimantan
b) Visual Communication Design Study Program, Institut Teknologi Kalimantan
c) Visual Communication Design Study Program, Institut Teknologi Kalimantan
d) Visual Communication Design Study Program, Institut Teknologi Kalimantan
e) Architecture Study Program, Institut Teknologi Kalimantan
Abstract
The purpose of the study is to find the most appropriate form of monument and gate designs in several strategic locations in Penajam North Paser Regency. The monument and gate designs in the designated locations are part of the implementation of the newly designed city branding of Penajam North Paser Regency as Serambi Nusantara which highlighted the Penajam North Paser Regency area as the foyer of the new national capital of Indonesia which is called Nusantara. The form study of monument and gate designs through inquiring the contextual of the location and its physical characteristics, in addition of its social and culture which represent the characters and identity of Penajam North Paser Regency. The methods employed by the authors are primary survey through site visits to identify the physical characteristics of the site, then the secondary survey through literature review to identify the character and identity from the designated locations. The results of the identified characters and identity are then transformed using morphological transformation approach to find the most aesthetic, appropriate form which could represent the character and identity of Penajam North Paser Regency. The transformed form then is modeled and implemented to the monument and gate designs. The last phase is to find unity of the designs to ensure that the designs are harmonious and have connections to each other. It is hoped that these monument and gate designs would strengthen the character and identity of Penajam North Paser Regency.
Keywords: Penajam North Paser Regency- monument and gate designs- character, identity, form
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| Corresponding Author (Sherlia Sherlia)
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147 |
Creative Design |
ABS-169 |
Housing Design and Transformation at PERUMNAS Sarijadi Bandung Dini Cinda Kirana (a), Savitri Putri Ramadina (b), Seruni Kusumawardhani (c), Deanawati Insani Wasilah (d), Christina (e)
Interior Design Department
School of Design, Binus University
Jalan Pasir Kaliki no. 25-27 Bandung
(a) dini.kirana[at]binus.ac.id
(b) savitri.putri[at]binus.ac.id
(c) seruni.kusumawardhani[at]binus.ac.id
(d) deanawati.wasilah[at]binus.ac.id
(e) christina004[at]binus.ac.id
Abstract
PERUMNAS (National Housing) builds housing with a growing house concept where the core house can be developed according to needs. Main houses are generally classified as simple type houses, with a building area of 36 m2 on a land area of 60-90 m2. The spatial concept of the growing house is adjusted to the evolving needs and budget of the occupants. The growing house is built in stages over an unlimited period but is limited by the land area. These limitations result in the importance of spatial planning to optimize the effectiveness and efficiency of the existing space when it is growing, to improve the quality of life of the people who inhabit it. Even so, often the addition of space to a growing house pays little attention to this matter so it has an impact on decreasing the quality of life of its inhabitants both physically and psychologically. This paper analyzes the transformation of the layout of the core house of PERUMNAS in Sarijadi, Bandung, which has developed into a growing house over time by taking into account changes/developments in the number of occupants and space function requirements. The research method used was data collection through field observations, literature studies, and interviews with informants regarding the design and transformation of type 36 houses at PERUMNAS Sukajadi, Bandung. These data are then studied to find the concept of spatial planning for the growing house. The study results showed that the initial room layout did not accommodate the needs of the service area. Even so, homeowners can adapt to shifts in activity by carrying out transformations in the form of additional functions which then result in different zoning. This research is expected to provide a solution in the form of designing a growing house for simple type core houses, especially in the city of Bandung.
Keywords: Growing House, Spatial Planning, PERUMNAS, Transformation, Type 36 House
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| Corresponding Author (Dini Cinda Kirana)
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148 |
Creative Design |
ABS-170 |
The Use of Geometric Motifs on Ecoprint Product Plant Patterns Lea Kristina Anggraeni (a), Susy Budi Astuti (a), Prasetyo Wahyudie (a), Onna Anieqo Tanadda (a), Rifdah Azizah Salsabila (a*)
Faculty of Creative Desgin and Digital Business, Sepuluh Nopember Institute of Technology, Surabaya 60111, Indonesia
Abstract
Ecoprint is a process of transferring the shape of plants onto a piece of cloth naturally. The word ^ecoprint^ comes from the words ^ecosystem^ and ^print^. The entire part of the plant that has color pigments can be used to make ecoprints, from flowers, leaves, stems to fruit skins. The printing pro-cess can be done through pounding technique, steaming technique or leaf fermentation technique1. Ecoprint products are environmentally friendly and provide an attractive natural impression, so they have a good market share. The uniqueness of ecoprint products lies in the shape and composition of the arrangement of leaves, flowers and plant stems. One way to make ecoprint products different from others and have added aesthetic value is by giving basic geometric motifs to plant patterns. The geometric motifs are in the form of line patterns, boxes and weaves that will appear on plant pattern prints. Geometric motifs can be obtained from objects around which are placed as a base for cloth before the pounding process. The final result of giving this motif adds uniqueness to the plant composition on ecoprint products, adds aesthetic value to the product, and becomes an identity that distinguishes it from other ecoprint products.
Keywords: Eco-traced Ecoprint- Traced Pounding Technique- Traced Pattern
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| Corresponding Author (Rifdah Azizah Salsabila, S.Ds.)
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149 |
Creative Design |
ABS-174 |
Design Development of Urban Bikes to Support Mobility in Urban Community Activities Bambang Tristiyono (a), Bambang Iskandriawan (a), Arie Kurniawan (a)
a) Institut Teknologi Sepuluh Nopember (ITS) Surabaya, Kampus ITS Keputih Sukolilo Surabaya 60111, Indonesia.
Abstract
At this time the demand for bicycles in Indonesia has experienced a large increase. This happens because of changes in people^s lifestyles, habits, and tastes, namely- go green lifestyle. Bicycles are an example of personal transportation, which is currently starting to be in great demand by the city community, because it is an environmentally friendly and efficient means of transportation to be ridden in heavy traffic. Problems arise when potential users of public transportation go to the terminal, station or other public transportation places. One of the solutions offered to increase public interest in public transportation is to use personal transportation that can facilitate the mobilization of prospective public transportation users to the station or terminal for public transportation stops or vice versa. The most preferred personal transportation to support the mobility of people^s activities is the bicycle, because the bicycle is considered an environmentally friendly and efficient means of transportation to be ridden in heavy traffic. This research will conduct studies and explorations to produce a bicycle design that can be folded concisely and easily carried to enjoy public facilities or ride public transportation in the city, can be easily and safely when carried or when carried in a folded state.
Keywords: Urban bike- personal transportation- folding bike
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| Corresponding Author (Bambang Tristiyono)
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150 |
Creative Design |
ABS-183 |
Reality Capture for Virtual Reality Environment Development in The Historical Interior Building Okta Putra Setio Ardianto (a*), Yaritsa Husni Sabiela (a), Mahendra Wardhana (a), Thomas Ari Kristianto (a), Anggra Ayu Rucitra (a), Caesario Ari Budianto (a), Salma Arsyi (a)
a) Department of Interior Design
Institut Teknologi Sepuluh Nopember
* okta[at]interior.its.ac.id
Abstract
Reality capture-based 3D asset creation techniques are increasingly being used as a step in creating immersive-digital media. Immersive-digital media is a type of digital media that is currently becoming a media development trend and is known as Extended Reality (XR), a continuum of Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR). This paper presents a novel approach to generate a 3D environment using reality capture and simulate in virtual reality for an immersive virtual heritage. The proposed method consists of three steps: (1) capturing the real scene with photogrammetry and laser scanning, (2) processing and optimizing the 3D model with mesh and texture optimization, and (3) rendering and interacting with the virtual environment using a 6 DoF head-mounted display. The paper demonstrates the feasibility and effectiveness of the approach through a case study of the interior of the Museum of HOS Tjokroaminoto in Surabaya, Indonesia. The results of the article can contribute to scientific development in the field of interior design and Human-Computer Interaction (HCI) technology.
Keywords: historical, interior, reality capture, virtual heritage, virtual reality
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| Corresponding Author (Okta Putra Setio Ardianto)
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