S. S. Isa, Abu Ali, Wan Zaiyana, Zakiyah Hassan, R. Legino
{"title":"Form Implementation of Seating Behaviour based on Kuda Kepang Cultural Dance Movements","authors":"S. S. Isa, Abu Ali, Wan Zaiyana, Zakiyah Hassan, R. Legino","doi":"10.5220/0008527401180124","DOIUrl":"https://doi.org/10.5220/0008527401180124","url":null,"abstract":": To understand the place of seating in modern societies, it is useful to understand how it derives its concepts from relevant elements. Therefore, this research will look into Kuda Kepang dance movements and notations; how they can be developed and used in creating new seating design and seating posture. The research therefore aims to provide a study on how to use its movements in developing seating designs. Semiotics is used in this study as semiotics describe a triangular relationship between “sign”, ”object” and “interpretant”. The sign is the actual thing being viewed. The object is the article referred to by the sign and the interpretant is the viewer’s individual concept of the sign. To understand the sign, a review of the related literature and research of other researcher regarding seating was made. To study the object, several seating prototypes are made, developed and tested using real materials.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124782825","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muhammad Helmy Emran, Azhar Abd. Jamil, Zainuddin Ibrahim
{"title":"Developing an Attention Framework for Road Sign Design Assessment using the Principle of Emphasis","authors":"Muhammad Helmy Emran, Azhar Abd. Jamil, Zainuddin Ibrahim","doi":"10.5220/0008527201010111","DOIUrl":"https://doi.org/10.5220/0008527201010111","url":null,"abstract":": Graphic design has been proven to have an impact on human perception in areas such as consumerism. One would argue that a similar impact could exist in the area of transportation as well. The main objective of this research is to determine the factors that influence human attention in responding to visual cues. This was accomplished by exploring human attention from the point of view of design principle and feature integrated theory. As attention is the first process that occurs in the human cognitive process after visual stimulation happens, it is crucial to define the factors that contribute towards the stimulation to road sign design. Using Design and Development Research (DDR) approaches, this study involved three phases which were needs analysis, development, and evaluation. Methods such as interview, Fuzzy Delphi and Expert Review were also used. This research aims to establish a framework that consists of several design principles and visual elements that are accountable for the visual attention of motorists. This research findings are expected to contribute towards Malaysia Road Safety 2014-2020 Plan, specifically in the second pillar as well as Safer Road and Mobility programme and stimulate many research interests involving design principles in the transportation area of the future.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122439581","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Jepara Wood Carving In Industry 4.0 Era","authors":"B. Kartono, Widyastuti","doi":"10.5220/0008527000830087","DOIUrl":"https://doi.org/10.5220/0008527000830087","url":null,"abstract":": Industrial development has now entered in a new era known as the Industry 4.0. This change certainly affects culture in global and local communities. One of them is the Jepara wood carving industry, where the interest of young carving artists towards Jepara wood carving art seems to be diminishing. This study wanted to find out how far the industrial revolution 4.0 had an influence on woodcarving industry players in Jepara so that effective solutions could be obtained to develop wood carving creations from the younger generation. The purpose of this study is to document and analyze the behavior of wood carving actors who have made use of technological advancements and automation as an effort to transform technology to improve the creation of quality carving works, both in terms of product distribution and aspects of production efficiency. This research critically contains the influence of Industry 4.0 trends on woodcarving industry players and how the attitudes and readiness of Jepara wood carving artists face the industrial era 4.0. The challenge of changing the Industry 4.0 towards wood carving creative actors is expected to be the answer and have an impact on the distribution chain of wood carving products and the quality of wood carving. In this study the methodology used was: literature study, field observations, interviews with Jepara carvings and Jepara carving documentation. The results of the study show that there are wood carving artists who use digital media to market wood carving in Jepara. In addition, this study also found two things that are quite important, how artists carve take a positive position in accepting the presence of renewable technology, so that carving actors also change in accordance with technological changes and developments in industry progress, and how the handwork skills that have been owned generation can be combined with the progress of automation","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115724692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Kaburuan, A. Lindawati, Nikolaus Permana Tri Rahmanto
{"title":"User Experience Evaluation on University's Learning Management System (LMS)","authors":"E. Kaburuan, A. Lindawati, Nikolaus Permana Tri Rahmanto","doi":"10.5220/0009318601760184","DOIUrl":"https://doi.org/10.5220/0009318601760184","url":null,"abstract":"Learning Management System have become a crucial system in learning environment nowadays. The User Experience of LMS has always become a discussion topic to be reviewed. This research goals is to see how hedonic quality and also pragmatic quality affect the attractiveness of LMS. The LMS that we used is BINUSMAYA and we collect valid data from 248 undergraduate college student in BINUS University. The result shows that, hedonic and pragmatic have impacts to attractiveness and some practical result for BINUSMAYA evaluation.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128958883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yusup Sigit Martyastiadi, Agatha Maisie Tjandra, Mohammad Rizaldi
{"title":"Aesthetics of Interaction on Virtual Reality with Educational Games Content","authors":"Yusup Sigit Martyastiadi, Agatha Maisie Tjandra, Mohammad Rizaldi","doi":"10.5220/0009192201620171","DOIUrl":"https://doi.org/10.5220/0009192201620171","url":null,"abstract":"The digital and virtual era creates a dependency between arts, science and technology. Knowledge and applications, currently, can no longer be separated, so there are overlaps between these concepts. In terms of interactive art, aesthetics no longer only arises because of its visual and sound beauty. This study investigates the diversity of aesthetic in virtual reality, especially with educational game content. This paper describes the aesthetic elements that occur in the experience of interaction through educational games. The case study of existing VR projects led this investigation of the aesthetics of interaction. The previous projects will be analysed for describing the aesthetics of interaction elements. We use the MDA framework (Mechanics, Dynamics, and Aesthetics) for study the learnable material as an element of aesthetic in virtual reality. Finally, we conclude that educational aspect potentially provides aesthetic elements in the play experience of the games with virtual reality technology.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130666985","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
.. Wadiyo, S. Haryono, J. Wiyoso, Gita Surya Shabrina
{"title":"Javanesse Songs in Pentatonic and Diatonic Perspective","authors":".. Wadiyo, S. Haryono, J. Wiyoso, Gita Surya Shabrina","doi":"10.5220/0009032001410146","DOIUrl":"https://doi.org/10.5220/0009032001410146","url":null,"abstract":"The purpose of this study was to analyse the differences between Javanese songs using the gamelan pentatonic musical notation with Javanese songs using Western diatonic musical notation. The research method applied is qualitative. Meanwhile, the design research is case studies. The focus of the research relates to the intervals between pentatonic and diatonic tones found in Javanese song and how to write the notation. Data analysis uses perspective karawitanology and musicology. The results showed that there were differences between Javanese songs written using the Javanese gamelan pentatonic musical notation with Javanese song written using diatonic music notation. The difference is mainly in how to sing it and the distance or interval of each note. Thus, when the song was sung, the taste of the song became very different in terms of its musical aspects. This is understandable because the intervals or distances between the notes are not the same. The way to write the Javanese songs notation with diatonic music notation is also different even though both use writing in the form of number notes. The main difference is the Javanese song notation is usually written without a line, while the diatonic musical notation uses a time signature line. Besides that, in writing Javanese songs that use Javanese gamelan notation, the laras is always mentioned.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124369913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Instructional Cine-Dance: Discovering the Learning Video Model of Yogyakarta Classical Dance","authors":"Arif Eko Suprihono","doi":"10.5220/0008560601310135","DOIUrl":"https://doi.org/10.5220/0008560601310135","url":null,"abstract":": The background problem of the research entitled Instructional Cine-Dance: Discovering The Learning Video Model of Yogyakarta Classical Dance is the potential of audio-video learning media in traditional performing arts, both in college and community, which is not utilized optimally. The main objective is discovering the instructional media models of Yogyakarta classical dance. The specific target is documenting, disseminate traditional art through the creation of artwork model of recording media referring to audiovisual technology-based learning media. The utilization of photography in the field of dance requires more serious scientific study because performing arts decay with the passing time and the fate of artwork created by dedicated artists have not been able to be well-preserved. It is hypothesized that this condition is caused by several problems: the conceptual understanding of instructional program format, the production capacity of media format, the limitation of research information on learning model development, and even the competence of art workers which requires two basic domains that are media technology and the mastery of dance material.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":" 18","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132158661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Educational Animations in Inter- and Monocultural Design Workshops","authors":"Susanne P. Radtke","doi":"10.5220/0009032101470155","DOIUrl":"https://doi.org/10.5220/0009032101470155","url":null,"abstract":": How can intercultural action competence be encouraged in design students? In an intercultural workshop environment, accompanied by an empirical evaluation, the aim is to study and test what motivates participants to work in mixed-nationality teams. The experimental approach of my intercultural design workshops (since 2009) is based on progressive education, less on rational-scientific problem-solving strategies. The “problem” in intercultural and monocultural communication is not external; it is an internal part of our individual and culturally influenced diversity. The content, method, learning world and final design are developed using action-based, constructivist didactics. The tutor is more adviser and observer than teacher or trainer. The method aims to advance intercultural competence thus diminishing cultural and individual barriers. Participants encounter international working methods and design styles, enhancing their professional motivation. The research uses qualitative/qualitative surveys, action-research case studies, interview videos to explore design approaches in intercultural workshops. That animation as a medium motivates participants to join the intercultural workshop was not confirmed. However, the workshop format as a key factor generating sustainable interest in learning was very well received. The concept has proved its merit, and workshop participation unquestionably led to an increase in intercultural media competence, flexibility, tolerance and communication skills.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128428069","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Modular Technique of 3D Modeling and Procedural Texturing for 3D Game Environment Design of “Jurnal Pahlawan”","authors":"William Suanto, Yusup Sigit Martyastiadi","doi":"10.5220/0008525200050012","DOIUrl":"https://doi.org/10.5220/0008525200050012","url":null,"abstract":"3D game “Jurnal Pahlawan” (Hero’s Journal) is a game project based on the battle of Surabaya, Indonesia in November 1945 between Indonesian soldiers and British & British Indian troops. The purpose of this project is proposing a joyful learning media with history contents for youth through the game. The young users can interact with game system, which resemble to historical recount of the battle of Surabaya. The 3D digital visualization of the game world leads game players are be immersed to the game. This paper describes the process of designing the game environment, mainly historical building modeling and texturing. The research uses qualitative method such as battlefields observation, literature study and visual existing study. In addition, the assets design process uses modular technique in 3D building modeling and procedural texturing. Finally, the result of this design process gives opportunities for 3D designers to create game environment systematically. It means, in terms of 3D game environment, the repetition process of 3D assets production could be applied for making huge digital architectural in the game world easily.","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"219 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131583174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Jepara Wooden Carving in the Digital Era","authors":"Edi Eskak, I. Salma","doi":"10.5220/0008525800310039","DOIUrl":"https://doi.org/10.5220/0008525800310039","url":null,"abstract":"","PeriodicalId":416923,"journal":{"name":"Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132844996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}