bluuebunny/crossref_metadata_2025 huggingface dataset:
Analysis Of Management Strategy Of Business Management And Mapping Of Creative Industry Placers Of Visual Communication Design Sub Sector
Authors: Susilo Gunawan , Syah Pahlevi Andreas , Putra Herwanto Andhika , . Sarjono , Ade Lose Yon , . Pujiyanto
Published: September 2020

The creative industry of visual communication design is growing rapidly in line with the increasing record media technology. In the city of Malang, it has attracted many actors who had diverse expertise backgrounds. One of the problems faced by Small and Micro Enterprises is marketing. This study uses a qualitative approach to explore all phenomena that occur in the creative industries of visual communication design relating to business success, especially in terms of marketing management. To start an ideal business, planning is needed in the form of a written document containing basic ideas and considerations for the company. In addition, one must create a blueprint containing the business mission, proposals, operations, strategies, financial details, possible market opportunities and capabilities and self-taught management skills. This study explores te benefits of syndication, working with designers in other studios. The key to success is perceived differently by business owners, but the basic ones are motivation, age, experience, and education.
Keywords: Creative industries, Marketing, UKM, Visual Communication Design
Afrofuturism in Black Panther Superhero Costume as Culture Sustainability Media (Charles Sanders Pierce Semiotic Analysist)
Authors: Yuga Rendra Nata Erfin , . Sumarwahyudi , Alim Cendekia Dhara
Published: September 2020

Black Panther is a successful film with various awards and a large revenue. One factor that received attention from the global community was the hidden message contained in the film. The costuming in Black Panther was one of the most important message media. This study determines the various meanings contained in the costume using Charles Sanders Pierce’s semiotics theory, which connects representamen, object and interpretant. Pierce’s semiotics theory is classified as a communication semiotics theory, which communicates a thought with new thoughts. Semiosis in communication semiotics occurs continuously or in a rolling manner. Semiosis will be stopped if the researcher has found meaning. Communication semiotics is considered relevant to this research, because the Black Panther costume can be analyzed from various aspects, so the meaning found will be varied, unlimited and profound. This study uses a qualitative descriptive approach to the stages of determining the problem, determining the type of data, determining the method of data collection, determining analysis techniques, and making conclusions. The data obtained were analyzed using Pierce’s semiotic trichotomy table. Data analysis was also strengthened with relevant bibliography, so that contextual meaning was found. The results of semiosis in this study indicate that the Black Phanter costume represents the existence of the black race through physical form, color and symbols. The costume is a product of the afrofuturism movement, a movement that aims to campaign for African culture. The Black Panther costume represents that Africa has a rich and competitive culture. Through the Black Panther character, black people are imaged as a virtuous, civilized, advanced, intellectual, artistic and warrior-spirited nation. The image is an attempt to sensitize the public about human rights equality and tolerance between groups.
Keywords: Black Panther, Kostum, Semiotika, Afrofuturisme.
Redesign Traditional Packaging of Jenang Sari Murni Tulungagung
Authors: Nismawati Fitria , Ade Lose Hermanto Yon , . Pujiyanto
Published: September 2020

The purpose of this project is to redesign the Sari Murni’s packaging in an effort to improve the attractiveness and increase sales of the product. Design methods use the Bruce Archer methods for packaging to strengthen the design systematics. Design results are presented in the form of primary packaging, secondary packaging, and tertiary packaging, together with supporting media such as X-banner, posters and stickers.
Keywords: Redesign, Packaging, Jenang Sari Murni, Tulungagung
Traces of Batik Rifa’iyah and the Women
Authors: Fadlia Adlien , Alkatiri Zeffry , Sunarti Linda
Published: September 2020

This study uses historical considerations and observation methods. The aim of the study is to analyse the history of batik Rifa’iyah and the women as the driving force behind production. Research respondents are the women involved in batik activities. The data is collected via observations and evaluated using descriptive analysis. Batik Rifa’iyah has experienced ups and downs in popularity from the beginning of its growth and development in the 1800s to the present. Batik Rifa’iyah had its heyday around 1955-1965 when the government proclaimed a policy demanding the use of domestic textile products. The establishment of batik cooperatives had a significant impact on batik centers in the Pekalongan region, including batik Rifa’iyah. Women of Rifa’iyah played an important role in the growth and the development of batik Rifa’iyah. Batik Rifa’iyah’s regeneration is a fundamental problem now because the younger generation is not interested in preserving the tradition of batik by singing zikir and selawat (Islamic prayer). Based on the results of observations, the data obtained show that batik Rifa’iyah still exists in the midst of competition in the textile industry in the Pekalongan region. Therefore, the local government is advised to provide incentives for the younger generation to consider making batik as a career option.
Keywords: batik Rifa’iyah, women, history
An Effort of Furniture Design Development through the Utilization of Rice Straw Gogo Red Rice Slegreng Variety
Authors: . Sumarno , Ardi Chandra N.R.
Published: September 2020

Rice is a staple food source and therefore widely planted by farmers. Straw is a residual waste of rice harvests which has not been utilized optimally. This residual waste can be used in semi-finished products and finished products, especially crafts and furniture for the export market. This study considers the use of waste straw for the needs of the handicraft industry and mining. The second objective is furniture and craft design innovation using a straw. Experiments were carried out by twisting straw so that it becomes a certain diameter and length. The upland variety of slegereng red rice straw was the research object owing to its greater length and hgher strength than other types. Data was derived from literature and informants, and evaluated using interactive analysis models, including data reduction, data display and data verification. The study demonstrates that waste straw can be used in furniture and craft product design innovations. The application is on chairs, tables, stools, tissue boxes, table lamps, frames and so on.
Keywords: Straw, design, furniture
Carnival Costume Development Management Strategy as One of Leading Micro and Small Medium Enterprises (UMKM) in the Vocational School of Shows in the Village of Ronggo sub District of Tajinan
Authors: Wahyu Widyawati Ika
Published: September 2020

Every business must use a development strategy; even small companies should use strategic management. One of the regions participating in the development of regional economic dynamics is Ronggo village, Tajinan sub-district by producing Carnival costumes. In the village there are several craftsmen producing the same product. The costume craft sector has particular potential, as one of the leading UMKM/MSMEs (Micro and Small and Medium Enterprises). In addition, these costumes are one of the main attractions during the Carnival, or the Cultural Parade or Carnival, when costumes are displayed as part of the procession. These carnival costumes are rented out to the general public who will hold a cultural parade in the local area or outside the area. However, unfortunately the Carnival costume producers lack business expertise. Their skills lie in the areas of creation and creativity, not using schooling techniques to support these abilities.
Keywords: management strategies, Carnival costumes, UMKM, MSMEs, Performing Arts
Digitalization on Studies by Millenials Researcher
Authors: Afifah Lilis
Published: September 2020

Echo boomers or generation ME, better known as ‘Millennials’, are people whose daily activities are inseparable from the involvement of technological and information developments. The dependence of echo boomers on modern technology in every line of life is not necessarily parallel to their interest in conducting research on this subject. Therefore, it is necessary to conduct a study that examines the involvement of digitalization in the research of millennial generations. The data sources used in this study were German Department students consisting of students of German study programs and Chinese study programs as well as thesis works produced by students from both study programs between 2015 and 2019. The research data was obtained through interviews and documentation, and the findings data analyzed qualitatively. The results showed that there were not many studies by students involving information technology. The role of digitalization is mostly found in research on the development of learning media, a small portion of which occurs in the application of teaching materials and learning media.
Keywords: digitalization, research, millenial generation
Designing Digital Advertising with Scribble Animated Video Techniques
Authors: Istiar Wardhana Mitra , Susilo Gunawan , Dwi Ramadhani Fery
Published: September 2020

Digital Advertising using the scribble animation video technique is one of the promotional media used to provide information about Footwear Marks.C products. This video advert aims to attract consumers to buy local products. In order stand out from other promotional videos of similar products, in this video scribble animation effect is added to strengthen the message. The process of visualizing this video advertising starts from data searching, then the data is analyzed and the findings used in the concept drafting. Finally the title, synopsis, and storyboard are made. The next step begins with the selection of actors, the process of filming, video editing, and music composing. The vfx editing stage is where the scribble animation is added with adobe after-effect software. Then, the final stage of rendering occurs, followed by publishing on social media platforms such as Youtube and Instagram. This design produced an animation effect video entitled ”Digital advertising Marks. C Footwear with scribble animation” which has been uploaded on Youtube and Instagram with a video duration of 3 minutes 22 seconds.
Keywords: digital advertising, scribble animation
Communication Strategy in Promoting Cultural Tourism Destinations in Semarang City
Authors: Tri Astuti Marhanani
Published: September 2020

The Semarang City Government seeks to raise awareness about Semarang City with a variety of marketing communication programs related to the tourism sector. This paper discusses the various communication strategies used, and the issuance of the decree of the Minister of Tourism Number KM.38 / UM.001 / MP / 2017 concerning the 10 (ten) Branding Logo of Indonesia’s Tourism Destinations. The government has set the branding logo for Bali, Bandung, Banyuwangi, Jakarta, Bunaken-Wakatobi-Raja Ampat, Yogyakarta-Solo-Semarang, Lombok, Makasar, Medan, Riau Islands tourism destinations. At the primary level of communication is an act of government policy (government / regulator) in disseminating and facilitating infrastructure and access to tourism, urban planning, culinary tourism zone policy and public areas. Furthermore, this primary communication the government (in this case the tourism office) has a role as the initiator of city branding and digital marketing. Secondary communication are carried out by stakeholders, in this case business people as enablers, local communities as accelerators, academics as conceivers in the context of city branding. Tertiary communication is related to interactions between layers of society and is strengthened by the media as a catalyst. Tertiary communication uses a forum or media involving stakeholders from the public, private and community dimensions systematically and sustainably, so that it is an implementation that can be realized in promoting culinary tourism destinations in the city of Semarang. The research method uses descriptive qualitative with SWOT analysis. Data collection techniques with interviews. Secondary data were obtained from the official website of the Semarang Regional Government, the official website of the Semarang Regional Tourism Office, the economic growth report from Bank Indonesia, the Semarang Regional Statistics Agency report. The study concludes that local governments metamorphose into balanced local governments that are customer-oriented and accountable to all stakeholders. City branding can be seen as a communication policy, because it is carried out by the government and with regard to public affairs. The communication strategy used by the Semarang City Government more specifically refers to the marketing communication strategy.
Keywords: communication strategy, promotion, travel destinations, culinary..dance, paser tribe, treatment, mulung, magical
Visual Terror: A Warning Picture of the Adverse Effects of Smoking for Health on Cigarettes Package in Indonesia
Authors: Wahyu Firmansyah Novian
Published: September 2020

Visual Terror is a threat to a person through the medium of photographs, drawings, and other imagery. Inciting terror visually is considered very effective because it matches the thought. Roland Barthes in his book The Photographic Message (1961) argues that the photograph is a reality that contains the denotative message. Denotative messaging is conveyed in a manner immediately grasped by the recipient without having to solve specific codes. This technique is used in Indonesia to deter smokers, using photographs depicting the adverse effects of smoking on cigarette packs. The photos are displayed on all cigarette packs manufactured in Indonesia, to ensure that smokers see the photo repeatedly to enhance the impact of visual terror techniques on the smoker’s subconscious. A smoker’s decision-making process in response to terror is presented in this article. It is possible for smokers to quit smoking abruptly, although it is difficult to do this consciously. One example of visual terror photos is depiction of a human mouth that suffered damage, in addition to the picture the packet displays health warnings and information about mouth cancer. In addition to the denoted message about cancer of the mouth, smokers absorb the connotative message that oral cancer is a dangerous disease caused by smoking, which, if not treated immediately will continue to grow and eat away parts of the body and even lead to death. The connotative message could inflict terror on the people who see it. It will continue, according to the experience and socio-cultural circumstances in which the person had been.
Keywords: component, formatting, style, styling
Malang Local Culture Expression: Interior Aesthetic Elements and Ceramic Art Creation
Authors: . Ponimin , Bin Isa Badrul , Viviana Asmi Nusantari Okta
Published: September 2020

Malang local culture has various features and philosophical values. In this creative economics era, many things can be developed; in Malang, a typical aesthetic development is found in ceramic art creation which not only enriches local culture but also offers economic value. The creation process requires a method to factor these elements into the artwork idea. Following the initial idea and concept refinement, the next phase is visualization, shaping ceramic from clay to its firing procedure. This article discusses the creative process which evolved inspired by the figurative figure in the Garudea story. The story inspired the researcher to create a ceramic product. This creation is expected to enrich Malang ceramic varieties.
Keywords: ceramic art, creation, Malang
Design of Tourism Mountain Travel Luggage Based on Augmented Reality Technology As a Media Optimization of Tourism Facilities
Authors: Muammar Andini Richi , Abdul Rohman Moch. , Jundan Hendrawan Heppy
Published: September 2020

Mount Bromo is a famous tourist destination. 2.239 meters above sea level, this site brings around 1,500 tourists each day, of which 10% are foreign, drawn by the combination of natural and cultural beauties. Tourists are charged an entrance ticket of Rp.30.000 for local tourists and Rp. 300.000 for foreign tourists. Yet, the facilities provided are the same, and foreign tourists can feel cheated. To avert this, this study suggests that additional facilities must be provided for foreign tourists and also as a method for promotion abroad. For this reason, a Luggage Tag is provided which can be a virtual tour guide with international languages based on Augmented Reality (AR). In making this product, several stages are carried out including market research conducted at the Bromo Tengger Semeru National Park. With this product, the higher ticket price for foreign tourists is explained in the form of a virtual tour guide facility. In addition, this product can be sold as merchandise - a suitcase tag that can still display AR even if taken away from Mount Bromo. This functions as a marketing tool, attracting further foreign tourists to Mount Bromo in the future.
Keywords: Mount Bromo, Foreign Tourists, Augmented Reality, Luggage Tag
Dhemes Concept on Visual Branding of Laweyan Batik Surakarta
Authors: Sayekti Pranti , . Dharsono , . Guntur , Adib Ahmad
Published: September 2020

Batik etiquette, commonly known as batik stamp, is part of a promotion that serves as a differentiator from similar products. The existence of Surakarta batik etiquette was born as an effort to gain legitimacy in the community, emerging in the 1930s it was motivated by the dynamics of social and political change. The emergence of batik etiquette with a tendency to prioritise visual patterns in Surakarta is apparent in the visual structure of most Surakarta batik etiquettes. In this study it is suspected that the characteristic character of batik etiquette is related to the views and nature of thought of the people at that time. In this case the concept of dhemes is also thought to be reflected in visual patterns and arrangements in the batik etiquette of Kampung Kauman and Laweyan Surakarta. The existence of batik etiquette which was motivated by socio-political changes had an impact on changing people’s perceptions about products which in turn impacted perceptions about visual order. Etiquette status is not merely a marker of a product, but also plays a role in changing the perception of the product. Etiquette is interpreted as a form of actualization of batik producers in their respective regions. Batik etiquette as an art product is not only a personal expression, but also as a representation of the social order. At a further level art products become media to mark changes in social perception.
Keywords: dhemes, batik etiquette, laweyan
Achieving Interactive-Transactional Stage, A Study of Surabaya.go.id Homepage Design
Authors: Febriani Rika , Wijayanti Suhartono Ani
Published: September 2020

Surabaya is one of the smart cities in Indonesia that implements e-governance as an interactive-transactional presence stage according to UN ranking criteria. The Surabaya government itself has a portal (surabaya.go.id) which has various interactivetransactional services for its users. Surabaya.go.id has an unusual homepage appearance, in the form of the Surabaya city landscape, using flat design style. An ideal homepage design should be suggestive of the website’s contents for the users. This design style is already trending for UI but this article uses qualitative-descriptive analysis to determine whether the website’s homepage design is able to reflect the egovernment stage that has been achieved by the Surabaya city government. The study compares the Surabaya design to ideal interactive homepage design criteria. This study was meant to help the Surabaya city government develop its website. Results show that some improvements are needed, particularly in the identity section. In addition, more appropriate use of flat design to strengthen visibility and present illustrations showing the city government readiness to serve users interactively-transactionally, together with a search tool and add supporting features allowing communication with users.
Keywords: interactive, transactional, design, homepage
Comedy As Arts Learning Method
Authors: Rahman Prasetyo Abdul , Makmun Qomar Mohammad
Published: September 2020

Comedy can come from anywhere, a stimulus that makes people laugh. Events that are unusual, odd, strange, distorted, or unnatural often make people laugh. The stand-up comedy phenomenon has been a hot topic in recent years. The stories told are designed so that they are interesting to watch. The material can be crafted around a desired topic, even topics that are uncommon or are often considered taboo to be transformed into a liquid discussion and invite laughter. Theory material in certain subjects that are usually delivered verbally by educators could be improved using comedy methods – employing a deliberate and structured joke that both involves students and develops their understanding of the main material delivered. The ability of educators to deliver jokes is an important part of the success of this learning method. Students become more engaged, instead of merely spectators / listeners in the learning activities. An enjoyable learning atmosphere will build active interaction and create bright ideas in the learning process.
Keywords: Comedy Teaching Method; Teaching Using Comedy; Humor in Learning
Acculturation of the Hindu Muslim Identity in the Figure Puppet Krucil
Authors: Irawanto Rudi
Published: September 2020

The history of the puppet Krucil in East Java cannot be separated from the attack of the Demak on the Majapahit palace in the 15th century when Girindrawardhana ruled as the last king of Majapahit, in the Dhaha (Kediri) region. The fall of Dhaha is the starting point of the Hindu kingdom’s move into the hands of Islamic rulers, also marking the broader transition from Hindu culture to Muslim culture in the area of Majapahit. This included the Sunan Kudus policy that prohibits cow slaughter, which is widely perceived as the stimulus for the shift fron cowhide puppets into wood. The spirit of acculturation between Hindu and Muslim is embodied by the puppet figure Krucil. This article considers how Puppet Krucil become the acculturative Hindu Muslim representative, and discusses various elements including the figures, performances, narrative, and religious undertones and inflections.
Keywords: Acculturation, hindu, muslim, puppet krucil
Daily Score Cards on Android Smartphones
Authors: Aprilia Zandra Rully
Published: September 2020

University students are heavy users of both the internet and android smartphones. This study suggests that android devices could also be used in education, as a tool to deliver learning or supervise learning. Currently, learning supervision is limited to escorting values that are uploaded daily. The purpose of developing a new android application is to optimize students’ academic achievement. The device focuses on recording the scores of quizzes, examinations, and assignments given by the piano lecturer and chair of the work group on the piano class. This study used a modified Research and Development method from Borg & Gall with 10 steps. The steps followed were: research and information collecting; planning; developing a preliminary form of product; preliminary field testing; main product revision; main field testing; operational product revision; operational field testing; final product revision; dissemination and implementation. The first scores were 65.25% from the IT validator, 70.50% from the media validator, and 75.25% from the material validator. The mean values in the small group trials were 70.50 and 78.25 in the large group trials. The final scores from validation were 92.50% form the IT validation, 77.25% from the media validator, and 84.75% from the material validator. There are three applications that must be developed based on the results of this research. These three applications are: main teacher applications; peer tutoring applications; and student applications. Each application must be connected and updated in real-time.
Keywords: android application, online supervision, learning supervision, academic scores, student strategies
The Design of Bali Island Tourism Animation As a Media for Promotion of Tourism
Authors: Bayu Pratama Rakha , Pramono Andy , Samudro Joko
Published: September 2020

The tourist animation created for Bali Island is one of the promotional media used by the tourism sector. This animation presents information on various tourist attractions in Bali. In this case, it was supported by previous research by Niko Kurniawan with the theme of 3D Ergonomic patterns, and supported by Andy Pramono’s article themed 3D Animation using keyframe parameters. This animation visualization process is based on the source of the video that was made before, namely Bali Island Infographics by Afif CR. The process of making this tourist animation includes 3 stages, namely pre-production, production and post-production. While the design model used is a descriptive procedural model, which outlines the steps that must be taken to produce the product. This design produces 2 characters and 8 3-dimensional properties along with a combination of 2-dimensional animation that is harmonized into an animated video unit with a duration of 3 minutes 20 seconds.
Keywords: animation, 3-dimension, tourism
The Role of Instituations in the Development of Fine Arts in Pasuruan Raya
Authors: . Sumarwahyudi
Published: September 2020

Pasuruan is one of the cities in East Java that is very well known for its fine arts. It is unique compared to other cities in East Java, having adapted fine arts as an important part of their flourishing community. Tere have been seven art exhibitions by the Pasuruan Artists Organization or Fine Arts Teachers Community and Pasuruan Artists Association (KGSP). In every exhibition in Pasuruan Raya there are parties or institutions that are actively participating in it. This research is intended to identify which art institutions support the development of fine arts in Pasuruan Raya.
Keywords: Supportive Institutions, Fine Arts, Appreciation of Art
Topeng Patih Dance: A Manifestation of the Beginning of Human Life in the Malang Mask Puppet’s World
Authors: Wido Minarto Soerjo , Desta Rahmanto Kelik
Published: September 2020

The focus of the study in this research was the Patih Mask dance in the Malang Masked Puppet performance as the opening dance. This dance has a close relationship with space, time, and content in the structure of the show. The purpose of this study is to examine the expression of aesthetic concepts through the structure of artistic symbols in the performance of Malang Masked Puppet. This research used ethnographic methods by emphasizing structural and hermeneutic theories. The aesthetic symbols that are reflected in the unity of the show consist of the ritual concept, characterization, communication, dance moves, make-up and fashion, accompaniment music, and elements of the stage which all lead to a noble behavior. The whole unity of the elements is a symbol of ”Sangkan Paran”.
Keywords: Symbols, beginning, Sangkan Paran, Patih Mask, Malang Mask Puppet
The Existence of The Reading Community and Its Effect in Improving Human Resources Quality
Authors: Handayani Setyaningsih Wahyu , Kharismawati Mery
Published: September 2020

The Reading Community (in Indonesian: Taman Bacaan Masyarakat/TBM) has a role as one of the driving forces in supporting literacy culture in society. The Ministry of Education and Culture Regulation Number 23, 2015 concerns the Cultivation of Character Building and strengthens efforts to establish the culture of literacy. This study took samples of TBM in Bantul, Special Region of Yogyakarta. Based on data from the Ministry of Education and Culture 2018, there are currently 56 reading communities in the Bantul Regency. This is around 15% of the total TBM in DIY Province. As a form of out-of-school education, TBM also has a role in improving the quality of human resources. This study considers the relationship between the existence of the community and their role in improving the quality of human resources in the society. This study used descriptive qualitative methods. Data collection is done through observations and interviews. Based on the collected data, it was concluded that the presence of TBM managed by members of the local community had a positive influence, especially for children and adolescents. The existence of TBM increases reading interest among children and boosts the number of teenagers who continue their education to a higher level. Thus, the TBM supports one of the national goals, namely improving the quality of human resources through lifelong learning.
Keywords: Reading Community, Human Resources Quality, Bantul Regency, Special Region of Yogyakarta
Introducing the Cooking Process of Gresik’s Traditional Food Through Pictorial Book Integrated with Augmented Reality
Authors: Widha Andari Trias , Noviasri Rizky , Resmi Apriyanti Irni
Published: September 2020

While there are various kinds of Gresik’s traditional food, the data indicate that children are still lacking knowledge about them. Therefore, the objective of this study is to educate children about Gresik’s traditional food. The research method consists of three parts: predesign; design; and post-design. The result of this research is a mobile application that supports a pictorial book with augmented reality technology for children from 7 to 11 years old. Within that age range, children are able to classify and identify objects according to their characteristics. Augmented reality technology makes multimedia that contains the cooking process of Gresik’s traditional food become more interactive and attractive.
Keywords: Gresik’s Traditional Food, Augmented Reality, Picture Story Book
Exploration and Experimentation in Modern Art: Painting in a Personal Style
Authors: Widodo Triyono
Published: September 2020

In the art of modern painting, a personal style is required so that the artist can be identified. To be distinct and identifiable, there must be a consistency among an artist’s paintings. Yte, at the same time, artists continue to experiment and explore new variations making it harder to maintain an identifiable style. Variation can include objects (type, amount and colour) and composition (location, direction and attitude).
Keywords: exploration, experimentation, personal style, the art of modern painting
Ketenger Tourism Village Logo Design
Authors: . Fariza , . Wahyu , . Arizal
Published: September 2020

The number of tourism destinations in Indonesia means that each manager is competing to be the best known and most popular destination. Ketenger Tourism Village is one of the villages that uses its natural beauty to become a tourist spot and offers a range of attractions from waterfalls to special interest tours. To become a thriving Tourism Village, professional management is needed, both facilities and infrastructure, as well as the control of the tour manager. One of the keys to successful promotion is to have a logo/brand embodies the characteristics of the area. Aside from being a promotional media, a logo is also an identity that represents the place. This study considers the logo design process for the Ketenger Tourism Village. It starts with the data collection from direct observations on locations, interviews, and data taken from digital sources. After the data is collected, a brainstorming process is carried out to produce several keywords that can later be transformed into a few rough sketches that underlie the logo. The logo chosen must be attractive, unique and able to represent the Ketenger Tourism Village and be able to be a differentiator from other tourist attractions.
Keywords: logo, tourism village, ketenger
Curriculum Management and Graduate Outcomes in the Animation Game Study Program
Authors: Rahayuningtyas Wida , Pramono Andy , . Sumarwahyudi , Hidajat Robby , Istiar Wardhana Mitra
Published: September 2020

The Animation Study Program is part of the Art and Design degree from the Faculty of Letters State University of Malan. It is designed to offer guidance to professional beginners in the animation world and applied media, allowing graduates to apply for roles such as a 2D/3D Animator,Character Designer, beginner Developer in Animation Industry, Game Designer/Multimedia, beginner Developer of Game Industry, Game Asset Designer. The graduates from Animation program study gain particular expertise in 3D animation games and using Indonesian local culture. The course also emphasizes education-based animation games in global context and insteal entrepreneurship for the graduates. The goal of this study is to analyze the curriculum and graduate achievement in the animation game study program. This research used a qualitative study case with a descriptive approach. Documentation and interviews were used to collect data. The analysis of data used a descriptive approach. Results of the study show that the curriculum used in Animation Game program is designed based on the graduates in diploma D1, D2, D3, and D4. They are in D1 (Asset Game Operator), D2 (Young Asset Game Designer), D3 (Young Game Designer), and D4 (Senior Game Designer). Meanwhile, the animation field is divided into D1 (Asset Animation Operator), D2 (2D/3D Young Animator), D3 (2D/3D Senior Animator), and D4 (2D/3D Lead Animator).
Keywords: Curriculum, Graduates Outcome, Animation Game
2D Animation Design of Freshwater Lobster Cultivation
Authors: Waluyo Putranto Yusuf , Samudro Joko , Istiar Wardhana Mitra
Published: September 2020

Indonesian Animation can attract and hold the attention of young viewers, but only if undertaken in a specific manner. For example the short duration of the movie ensures viewers remain engaged and absorb the messaging. This movie animation was designed to attract young viewers with aspirations to cultivate freshwater lobster. The development of this short ovie required three stages: pre-production; production; and post-production. The movie followed the characteristics of lobster and their cultivation via the experiences of the central character, Lobi, who successfully cultivates the lobster.
Keywords: plan, animation, cultivation, freshwater lobster
Changing The World By Games: An Approach to Solve Problems
Authors: Kusumawati Hidayat Ima , Rifqi Novica Dimas , Sutrisno Arif
Published: September 2020

This article explores the Games for Change phenomenon which can be used to solve social issues, health problems, and educational goals. The literature review is used to compare some games that have been developed because of the universal problem, such as immigrant, ocean waste, relationship, preschool education, and person with special needs. Understanding the eight essential points during the whole game production is very crucial to make the game sustainable. Despite different opinions regarding the advantage of gamification in daily problems, this article demonstrates a significant improvement from the players after playing a Game for Change. Further, this genre is focused on the behavioral changes after playing the game, so that the measuring the effectiveness of the game can be performed in the short-term or long-term.
Keywords: game for change, game, gamification
Optimizing Curatorial Rules in Performing Arts Festival: Strategy to Sustain Cultural Values in Disruptive Era
Authors: Kusumorasri Irawati , Sri Prihartini Nanik , Sunarto Bambang
Published: September 2020

Indonesia as a multicultural country has a rich range of performing arts. These assets encourage artists and the government to conduct festivals, exhibitions, and cultural exchanges. However, the programs are not always managed optimally, particularly with regards to curatorial management. This paper presents a study aiming at: (1) identifying the roles of curator in conducting performing art festivals to sustain the culture; (2) investigating challenges faced by the curators in doing their tasks. A descriptive qualitative method in the form of a case study was employed using three instruments, namely field observation, interview, and documentation. The collected data were analyzed to define the principles of curatorial management and its role in conducting performing art festivals. It was revealed during the interviews that there were no standard operational procedures (SOP) yet in doing curatorial tasks, so the curators identified and undertook tasks under their own initiative. Some curators stated that their lack of curatorial knowledge made them lack the confidence to invite the well-known artists. As a result, they tended to invite the artists based on pre-existing familiarity. A further challenge was the lack of official authority which hampered the execution of curat.
Keywords: Cultural value sustainability, Curatorial roles, Disruptive era, Performing Arts Festival
The Effectiveness of Interactive Learning Media Based on Edutainment in Writing Skills for Text Procedure
Authors: . Kustyarini , Utami Sri , Koesmijati Endang
Published: September 2020

Writing text procedures is one form of text type found in Indonesian language learning that applies the 2013 Curriculum. In this study, researchers focused on writing text procedure skills using edutainment-based learning media. The challenge is implementing a learning system that involves the senses simultaneously. Using a text-based approach, the 2013 Curriculum Indonesian Language Learning trains individuals to solve problems and think critically in accordance with real life. The text that describes a step or way of dealing with it is a text procedure. The main purpose is to make it easier for readers to understand things quickly and precisely. The main objective in this study is to see whether the creation of a happy atmosphere, via the use of edutainment media, will affect the processing, storing and receiving information, and feedback for learning text procedures. The learning outcomes after the use of edutainment-based interactive media procedure for writing text skills increased in comparison to the scores before the use of the media. Therefore, this learning medium is very effective in increasing individual motivation and learning outcomes writing and developing creative ideas.
Keywords: efficacy, interactive learning media, edutainment, procedural text, writing skills
Map of Art Development of Batu City in Indonesia
Authors: Indrawati Lilik
Published: September 2020

This research is a follow-up to the study entitled ”Historical Mapping of the Development of Modern and Contemporary Art in Malang”, conducted by researchers in 2016. From the results of the study, it appears that in several periods of the development of arts in Malang, a noted Batu art figure was recorded, a trend seen since 1982. In addition, this research identifies the work of Batu artists as having a style with distinctive characteristics, namely the so-called ”Batu realism style”. This study seeks to map the stages of the development of arts in Batu City from the initial period to the current situation. This study used a qualitative approach by utilizing the data sources of Batu artists, Malang cultureists, curators from the city of Malang, curators, documents and art loci in Batu, whose data analysis utilizes interactive data analysis. The map of the development of arts in Batu has been started since the ”Beginning” period, where the initial period was identified as an embryo of the development of Batu art which is still in the form of motivation that appears on a group of young Batu people who are inspired by illustrations, garden exterior decoration, and some aesthetic works from some seniors in Batu. Mapping can be noted from the development of Batu City arts is its existence and development since: (a) the ”Batu Seni Pondok” period, starting in the 1980’s, (b) the ”Raos Gallery” period, starting in the 1989’s, and (c) the ”Current” period, which is recorded as the third generation since the ”Pondok Seni Batu” where each period with variations in its development has implications for the development of art in East Java and in Indonesia.
Keywords: modern art, contemporary art, art history
The Meaning of Color and Its Symbol of Strength in the Exhibition” 17/71: Goresan Juang Kemerdekaan"
Authors: Purnama IY
Published: September 2020

The exhibition 17/71 with the theme ” Goresan Juang Kemerdekaan” or “The Scratch for Independent Struggles” was held from the 17
Representation of the Social Dynamics of Ex-Localization Communities in Doll’s Batik, Surabaya
Authors: Christianna Aniendya , Wibowo Mariana , Firtatwentyna Nilasari Poppy
Published: September 2020

Since the 1960s the largest prostitution area in Southeast Asia has been located in the Dolly-Jarak borough, Putat Jaya urban village, Sawahan sub-distict, Surabaya City, Indonesia. The Surabaya City Government officially declared the borough closed on June 18, 2014. Ending the prostitution business not only requires this closure but must be accompanied by an impactful and sustainable alternative professions for those involved. Training provided by the government includes making snacks, herbal drinks, crafts, fashion products, household products, sewing and batik. Since 2014, Batik SMEs (Small Medium Enterprises) have increased significantly owing to demand from housewives since UNESCO declared batik as Masterpieces of the Oral and Intangible Heritage of Humanity on October 2, 2009. Every region in Indonesia competes to produce unique batik motifs representing the identities of their respective communities. This includes the Dolly-Jarak village, Sawahan sub-distict, which has a unique motif. Since 2014 the butterfly motif with its various variants has dominated batik in the region of Dolly’s ex-localization. This research was conducted in February-July 2019 with the aim of finding out the meaning of Dolly’s unique batik motifs which became the visual dialectic of Dolly’s ex-localization residents with their social problems. Visual methodology (Gillian Rose) becomes the method of analysis, especially in the area “site of image it self“ and “the site of the production”. The researcher acts as an interpreter of the batik motifs based on the theory of design of visual communication. The visual sorting process produces meaning, which is analysed using Barthes’ semiotics and associated with the socio-cultural context in which batik is produced. This research produced (1) the symbolic meaning of the butterfly motif, (2) the symbolic meaning of the colors that dominated batik in the Dolly’s ex-localization, and (3) the butterfly as a symbol of hope and a better future for Dolly’s residents. Through this research, we can find out about the future hopes of Dolly“s village after the closure of the localization.
Keywords: Dolly’s Ex-localization, Batik, Butterflies, Visual Methodology, Barthes Semiotics
Aesthetic Composition in Portrait Photography
Authors: Putra Herwanto Andhika
Published: September 2020

Portrait photography is a representation of human figures in 2D. Aesthetic composition is a combination of visual elements and visual principles. Elements include: lines, shapes, values, colors, sizes, textures, and spaces. This study considers the application of these in photographic portraits. This research will use qualitative methods which are carried out in the data collection stage, the analysis phase and the interpretation stage. The results of the photographic work demonstrate that the composition will have a direct impact on the point of interest of the object of the photo. Furthermore, lighting plays a key role in the dimensions of the object, so an understanding of continuous light is needed to produce dimensionless photographs.
Keywords: aesthetic composition, photography, portrait
Development Educational Material Topeng Malang with the Augmented Reality for Supporting Character
Authors: Pramono Andy , Rahayuningtyas Wida , Dewi Puspasari Betty , Idzwan Hj. Ismail Adzrool
Published: September 2020

Strengthening the quality of education, especially in the arts and culture, in Indonesia is very important. This can be achieved via the application of technology. Malang is a city that has a lot of traditional cultures, such as masks (Topeng), of which there are about 67 designs. It is a challenge in developing learning materials for Topeng Malang. The influence of the inclusion of modern styles is one of the factors stimulating the decline of Malang people’s insights related to traditional culture such as Topeng Malang. This research is related to the strengthening of Topeng Malang education media material by using AR technology. This research focuses on insightful content relating to characters in Topeng Malang, especially for supporting models. This research is carried out through descriptive procedural models, which must be followed to produce a development product — data was obtained by interview, data observation, and documentation. Observation data consisted of reference data for the description of supporting character models namely Pranajiwa and Emban, visuals in the form of Topeng Malang, library data and surveys from the target audience.
Keywords: Topeng Malang, Augmented Reality, Support character model
Transforming the Traditional Engklek Game Using ATUMICS Method
Authors: Sutrisno Arif
Published: September 2020

Engklek is a game that used to be played by people in Indonesia, especially children. This game improves balance, trains leg muscle endurance, and encourages direct social interaction between players. Unfortunately, this game is rarely played today because of the lack of availability of space and competition with modern games. The ATUMICS method helps to transform traditions into a current context by maintaining the crucial elements and replacing the elements that inhibit the aspects that are more acceptable to today’s society. In terms of playing techniques, game utilities, the icon of the board games, and game concepts are maintained. From here, the concept of the Engklek game is formed, which can be played anywhere including indoors. The concept of the game has been developed to ensure that (1) the set of the game is easy to carry anywhere and played everywhere, (2) children learn to organize and practice their hand skills through the process of compiling puzzles, releasing, and arranging board games, (3) new pieces tend to be safer when accidentally stepped on, (4) board games, pieces, and bags are made from environmentally friendly materials and support sustainable design, (5) there are new icons from pieces that support icons from other Engklek games, (6) the shape of the game board speeds up the game preparation process, (7) the shape of new pieces is more exciting and easy to remember for children. The concepts found here need to be developed into prototypes and tested on children so that the mapping of product strengths and weaknesses can be mapped better.
Keywords: atumics method, transforming tradition, traditional game, Engklek
UM’s Mascott Design for Supporting Brand Identity
Authors: Larasati Annisa , Ade Lose Hermanto Yon , . Sarjono
Published: September 2020

The competition between universities in Malang has become increasingly tight, due to the rising number of universities allowing people to become more selective. Therefore, the Universitas Negeri Malang has sought to redefine itself and strengthen its brand identity. In line with this strategy, a figure is needed to improve community recognition. This requires a mascot. The mascot was chosen because of the character and attractive appearance that can interact directly with the community. So the process to design the mascot of the Universitas Negeri Malang as an endorser of brand identity has begun.
Keywords: Designing, Mascot, Brand Identity