{"title":"The Study of Compatibility between Gestalt and Social Cognitive Theory of Tertiary Level Students via Sketches at Wat Phumin, Nan Province","authors":"Tawipas Pichaichanarong","doi":"10.24821/ijcas.v11i1.12617","DOIUrl":"https://doi.org/10.24821/ijcas.v11i1.12617","url":null,"abstract":"The study takes place in the setting of Wat Phumin, located in Nan Province, Thailand. This revered temple has proudly maintained its magnificent presence for centuries, earning worldwide acclaim as a symbol of timeless greatness. Located in northern Thailand, Wat Phumin in the province of Nan captures the attention of visitors with its intricate connection between local people and cultural surroundings.The researcher creatively uses sketches of Wat Phumin from the website to understand how tertiary level students perceive and interact with the temple's architecture and cultural heritage. The study used quantitative methods to collect and analyze data, using percentage, mean, and Pearson correlation coefficient. This study aims to understand Gestalt and Social Cognitive Theory, cultural context's impact on cognitive processes and social learning. Urban sketching contributes to Global Goals and sustainable cities by capturing Wat Phumin, Nan Province.The main objective of this research is to enhance people's understanding of the complexities of human cognition and visual perception, with Wat Phumin in Nan Province serving as an intriguing case study. As a result, this study also set the stage for innovative pedagogical models to come.Kajian Kompatibilitas antara Gestalt dan Teori Kognitif Sosial Terhadap Siswa Tingkat Tersier Melalui Sketsa di Wat Phumin, Provinsi NanAbstrakPenelitian berlangsung di Wat Phumin, yang terletak di Provinsi Nan, Thailand. Kuil yang dihormati ini dengan bangga mempertahankan keberadaannya yang megah selama berabad-abad, mendapatkan pengakuan dunia sebagai simbol keagungan abadi. Terletak di Thailand utara, Wat Phumin di provinsi Nan menarik perhatian pengunjung dengan hubungan rumit antara masyarakat lokal dan budaya sekitarnya. Peneliti secara kreatif menggunakan sketsa Wat Phumin dari situs web untuk memahami bagaimana siswa tingkat tersier memandang dan berinteraksi dengan arsitektur candi dan warisan budaya. Penelitian ini menggunakan metode kuantitatif untuk mengumpulkan dan menganalisis data, menggunakan persentase, mean, dan koefisien korelasi Pearson. Penelitian ini bertujuan untuk memahami Gestalt dan Teori Kognitif Sosial, dampak konteks budaya terhadap proses kognitif dan pembelajaran sosial. Sketsa perkotaan berkontribusi terhadap Tujuan Global dan kota berkelanjutan dengan memotret Wat Phumin, Provinsi Nan. Tujuan utama penelitian ini adalah untuk meningkatkan pemahaman masyarakat tentang kompleksitas kognisi dan persepsi visual manusia, dengan Wat Phumin di Provinsi Nan menjadi studi kasus yang menarik. Hasilnya, penelitian ini juga membuka jalan bagi model pedagogi inovatif di masa depan.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":" 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141831865","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":"Examining Color Intensity Shift in Animated Films for the Development of the 'Color Script Generator' Application","authors":"Christian Aditya","doi":"10.24821/ijcas.v10i1.6755","DOIUrl":"https://doi.org/10.24821/ijcas.v10i1.6755","url":null,"abstract":"This study aims to reveal the pattern of intensity shift in the color script following the Three act story structure of the animated film. Patterns of color palette changes can be found in each act of the story structure of an animated film. The dissemination of story structure in animated films affects the selection of color intensity used in the creation of color scripts. Visual observation will be done by measuring the intensity level of hue, saturation, and values from the color palette of scenes according to the act in several animated films with mainstream visual style. The observation results will produce a pattern of changes in the color palette on every scene that represents the idea of the story act. This pattern data can be used as a measurable system and as the basis for designing an application that can produce a color palette to support the creation of color scripts in animation. Meneliti Pergeseran Intensitas Warna dalam Film Animasi untuk Pengembangan Aplikasi 'Color Script Generator' Abstrak Penelitian ini bertujuan untuk mengungkap pola pergeseran intensitas pada color script mengikuti struktur cerita Tiga Babak dalam film animasi. Pola perubahan palet warna dapat ditemukan pada setiap babak struktur cerita sebuah film animasi. Dengan tersebarnya struktur cerita pada film animasi, hal ini memengaruhi pemilihan intensitas warna yang digunakan dalam pembuatan color script. Pengamatan visual akan dilakukan dengan mengukur tingkat intensitas hue, saturation, dan value dari palet warna yang sesuai dengan adegan di beberapa film animasi dengan gaya visual mainstream. Hasil observasi akan menghasilkan pola perubahan palet warna pada setiap adegan yang merepresentasikan ide dari adegan cerita. Data pola ini dapat digunakan sebagai sistem terukur dan berpotensi sebagai dasar perancangan aplikasi yang dapat menghasilkan palet warna untuk mendukung pembuatan color script dalam animasi.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"54 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75181945","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":"“Matuya Metta” Creation of Javanese Dance Drama from the Story of Phra Lor","authors":"Oky Bima Reza Afrita","doi":"10.24821/ijcas.v10i1.7877","DOIUrl":"https://doi.org/10.24821/ijcas.v10i1.7877","url":null,"abstract":"Matuya Metta is a Javanese dance-drama performance in the Yogyakarta dance style in the form of group choreography. This drama features the story of Phra Lor, famous in Thai literature. Matuya comes from the word “matu”, meaning mother, and “metta” meaning love. So, \"Matuya Metta\" means a mother's love. The reason for choosing the Phra Lor story is that there are similarities between the Thai a siang nam ritual and the Javanese tradition called tapa kungkum. Matuya Metta dance drama is expressed dramatically and symbolically. It is danced by three dancers and the piece contains in five segments. Javanese dance in the Yogyakarta style is the basis for the movements, namely the characters of alusan and putri luruh. The music is adapted to the atmosphere in the story and the character’s movements according to contemporary Javanese tradition. The performance combines recordings of gamelan instruments with digital music. The makeup and costume designs are inspired by Javanese dance and Thai ornaments. This dance-drama also uses minimal staging properties and settings to beautify the performance and help the audience understand the story. “Matuya Metta” Penciptaan Drama Tari Jawa dari Kisah Phra Lor Abstrak Matuya Metta adalah pertunjukan drama tari Jawa gaya Yogyakarta dalam bentuk koreografi kelompok. Drama ini menampilkan kisah Phra Lor yang terkenal dalam sastra Thailand. Matuya berasal dari kata “matu” yang berarti ibu, dan “metta” yang berarti cinta. Jadi, \"Matuya Metta\" berarti cinta seorang ibu. Alasan dipilihnya cerita Phra Lor adalah karena ada kesamaan antara ritual siang nam orang Thailand dengan tradisi Jawa yang disebut tapa kungkum. Drama tari Matuya Metta diekspresikan secara dramatis dan simbolis. Tarian ini ditarikan oleh tiga orang penari dan terdiri dari lima segmen. Tari Jawa gaya Yogyakarta menjadi dasar geraknya yaitu tokoh alusan dan putri luruh. Musiknya disesuaikan dengan suasana dalam cerita dan gerak-gerik tokoh sesuai tradisi Jawa kontemporer. Pertunjukan tersebut menggabungkan rekaman instrumen gamelan dengan musik digital. Desain tata rias dan kostumnya terinspirasi dari tarian Jawa dan ornamen Thailand. Drama tari ini juga menggunakan properti dan setting pementasan yang minim untuk mempercantik pertunjukan dan membantu penonton memahami ceritanya.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"56 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83943786","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":"Creativity in Distance Learning: Study Designing Art Furniture Based on Upcycling Concepts","authors":"Tri Noviyanto Puji Utomo, JE Sutanto","doi":"10.24821/ijcas.v10i1.7145","DOIUrl":"https://doi.org/10.24821/ijcas.v10i1.7145","url":null,"abstract":"The COVID-19 pandemic has lasted for over two years, revolutionizing offline learning in schools worldwide. Distance learning is one of the strategies employed by Indonesian schools and universities to ensure high-quality learning outcomes. However, apart from the technological issues associated with distance learning, there are challenges in implementing these learning outcomes effectively. Therefore, this study aims to examine how to respond to distance learning results. The study was conducted by Interior Architecture students through interior product design courses, utilizing post-use materials from residential homes or upcycling materials. Distance learning was conducted using a combination of synchronous and asynchronous techniques. The learning outcomes yielded 50 interior product concepts, predominantly based on regenerative design principles. These concepts include technical cycle items that can be assembled or incorporated into do-it-yourself (DIY) activities. The findings of this study have implications for fostering new forms of engagement and creativity by transforming waste materials derived from the production process into new art furniture designs. Kreativitas Pembelajaran Jarak Jauh: Studi Merancang Art Furniture Berdasarkan Konsep Upcycling Abstrak Pandemi COVID-19 yang telah berlangsung selama dua tahun lebih telah mengubah tatanan proses belajar mengajar di semua sekolah di seluruh dunia. Salah satu upaya yang dilakukan oleh sekolah/kampus adalah dengan memberlakukan strategi pembelajaran jarak jauh, baik langsung maupun tidak langsung. Strategi tersebut dilakukan demi memastikan tetap tercapainya tujuan pembelajaran dengan kualitas yang tetap optimal meski wabah covid masih melanda. Terlepas dari permasalahan teknis yang muncul terkait pembelajaran jarak jauh, muncul suatu pertanyaan tentang bagaimana dengan implementasi atas hasil pembelajaran yang telah dilaksanakan. Penelitian ini mencoba memberikan gambaran bagaimana merespons hasil pembelajaran jarak jauh yang dilakukan oleh mahasiswa prodi interior arsitektur melalui mata kuliah perancangan produk interior dengan studi berbasis material limbah padat rumah tangga atau material upcycling. Hasil dari pembelajaran perancangan menghasilkan 50 konsep produk interior yang sebagian besar merupakan desain regenerative yang secara khusus mengarah pada technical cycle product dengan dominasi pada jenis artefak art furniture. Implementasi hasil produk merujuk pada aktivitas swakriya atau do-it-yourself (DIY). Selain hasil akhir yang berwujud artefak desain, penelitian ini berimplikasi pada munculnya embrio entrepreneurial dalam bentuk interaksi antaranggota keluarga mahasiswa dalam mengembangkan serta menciptakan item baru melalui penggunaan sisa material limbah rumah tangga lain menjadi produk art furniture baru lainnya. ","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"97 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85760354","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":"Comedy In the Perspective of Performing Arts Management: Systematic Literature Review","authors":"Trisna Pradita Putra, Budi Irawanto, Timbul Haryono","doi":"10.24821/ijcas.v10i1.8300","DOIUrl":"https://doi.org/10.24821/ijcas.v10i1.8300","url":null,"abstract":"This research was conducted to map the breadth of various comedy art management research carried out in the period between 2012-2022. This research is a systematic literature review conducted using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) method. The primary data in this study journal articles were published in the electronic journal databases of Scopus, Proquest, Ebsco, and Portal Garuda. Based on an analysis of 115 selected articles, it was concluded that the theme of comedy management has been widely studied and produced in a variety of studies that can be classified into four main categories. The main categories in comedy management research are production management, distribution management, consumption, and human resource management. Research makes an important contribution and this is an important reference for the future development of comedy management studies. Komedi dalam Perspektif Manajemen Seni PertunjukanAbstrakPenelitian ini dilakukan untuk memetakan keluasan ragam penelitian manajemen seni komedi yang dilakan dalam kurun waktu antara tahun 2012-2022. Penelitian ini adalah sistematik literatur review yang dilakukan dengan metode PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses ). Data primer dalam penelitian ini adalh artikel jurnal yang dimuat dalam database jurnal elektronik Scopus, Proquest, Ebsco dan Porttal Garuda. Berdasarkan analisis terhadap 115 artikel yang terseleksi, disimpulkan bahwa tema manajemen komedi telah diteliti secara luas dan menghasilkan ragam kajian yang dapat diklasifikasikan dalam empat katagori utama. Katagori utama dalam penelitian manajemen komedi yaitu: manajemen produksi, manajemen distribusi, konsumsi dan manajemen sumber daya manusia. Penelitian memberikan kontribusi penting dan ini menjadi referensi penting bagi arah pengembangan kajian manajemen komedi di masa depan.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80069979","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}
Satrio Hari Wicaksono, Shidqi Annas Al Haris Sholih
{"title":"Semiotics Studies in Agan Harahap's Work: Manipulation of Reality on social media","authors":"Satrio Hari Wicaksono, Shidqi Annas Al Haris Sholih","doi":"10.24821/ijcas.v9i2.8228","DOIUrl":"https://doi.org/10.24821/ijcas.v9i2.8228","url":null,"abstract":"Digital-based media art is growing massively because it is in line with the existence and usefulness of digital-based devices, which are increasingly crucial in their function in society, such as photography which is not just for capturing moments and aesthetic needs but the need to offer information to others. It no longer presents the image as it is but can also deliver a 'fantasy' and appearance that does not happen in the real world through the editing process. The easier it is for virtual access to be obtained through devices in their hands, people are increasingly flooded with text and images with different content. To minimize misinformation, it takes public agility to sort out information and maturity in tracing cyberspace, mainly social media. Agan Harahap, an artist who uses the medium of photography as his language, often uses the process of editing photos to provide a representation of the 'new reality in his work. Harahap, who is interested in this phenomenon, uses social media as a means of publication so that it can be appreciated and provide an overall awareness process. The method used in this study is a case study through a semiotic approach to reading the symbols used by Harahap in his work. With the direction of the medium of photography and social media, Harahap arouses people's awareness to be aware of the reality offered in a piece of information. Kajian Semiotika dalam Karya Agan Harahap: Manipulasi Realitas pada Media Sosial Abstrak Seni media berbasis digital tumbuh secara masiv karena sejalan dengan keberadaan dan kegunaan gawai berbasis digital yang semakin krusial fungsinya di masyarakat. Seperti fotografi yang tidak hanya sekedar untuk menangkap momen dan kebutuhan estetik saja namun kebutuhan menawarkan sebuah informasi bagi orang lain. Tak lagi menghadirkan gambar apa adanya, namun juga mampu menghadirkan sebuah ‘fantasi’ dan tampilan yang sebenarnya tak terjadi di dunia nyata melalui proses editing. Semakin mudahnya akses virtual didapatkan melalui gawai dalam genggaman, masyarakat kian dibanjiri oleh teks maupun image yang memiliki beragam konten. Dibutuhkan kesigapan masyarakat untuk memilah informasi dan kedewasaan dalam menelusuri dunia maya, khususnya media sosial untuk meminimalisir informasi yang salah. Agan Harahap, sebagai seniman yang memanfaatkan media fotografi sebagai bahasa ungkapnya, acapkali melakukan proses pengeditan foto untuk memberikan sebuah representasi ‘realitas baru’ dalam karyanya. Harahap yang tertarik dengan fenomena ini menggunakan media sosial sebagai sarana publikasi agar dapat diapresiasi dan memberikan proses penyadaran secara luas. Metode yang digunakan dalam penelitian ini ialah studi kasus melalui pendekatan semiotika untuk membaca simbol yang digunakan Harahap dalam karyanya. Dengan pendekatan medium fotografi dan media sosial, Harahap berupaya menggugah kesadaran masyarakat untuk mawas terhadap realitas yang ditawarkan dalam sebuah informasi.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"6 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72710235","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":"Fetish in Amateur Photography Practices","authors":"Hartono Karnadi","doi":"10.24821/ijcas.v9i2.8218","DOIUrl":"https://doi.org/10.24821/ijcas.v9i2.8218","url":null,"abstract":"People, including amateur photographers, have been experiencing development on digital technology. Amateur phothographers are those who practicing photography as a hobby and join a photography club. Although at first people doubted the quality and performance of the digital tecnology, until now it has been growing to become a fetish. In the practice domain, it is cherished as a god-powered machine able to do incredible tasks. This research aimed at studying the psychological and sociological conditions of amateur photographers at the shift of technology from analog to digital photography and close to the the post-digital era. Technology transformation has brought about significant impacts on photographers’ perspective about creating, displaying, and publishing photographs. The qualitative data were collected from literature study and interviews with senior photographers famous for their achievements among the amateurs, especially those who joined the Salonfoto Indonesia. The result of this study shows that fetishism on digital technology in amateur photographers’ practices does not automatically become the only method employed in exploring their creativity sources. Based on the aesthetical experiences of the amateurs, it can be concluded that digital technology functions only as a computing system to perfect the creative works. Technigue is important but not the most important one. Fetis dalam Praktik Fotografi Amatir Abstrak Perkembangan digital sangat dirasakan oleh semua orang termasuk fotografer amatir. Mereka termotivasi untuk pengembangan diri, bersosialisasi dan berpartisipasi dalam kontes fotografi. Walaupun pada awalnya diragukan dalam performa kualitasnya. Dalam praktiknya, teknologi digital seperti mesin yang menjadi dewa, ia menjadi fetis, seolah-olah memiliki kekuatan yang luar biasa untuk menghasilkan foto yang bagus. Penelitian ini mengkaji kondisi-kondisi psikologis dan sosiologis amatir sebagai akibat dari peralihan teknologi analog ke digital dan menjelang pasca digital. Dampak transformasi teknologi sangat memengaruhi perspektif dalam mencipta, menyajikan, dan mempublikasikan foto mereka. Metode pengumpulan data menggunakan kualitatif yang bersumber pada studi kepustakaan dan mewawancarai beberapa fotografer senior yang sudah sangat dikenal prestasinya di kalangan amatir, khususnya Salonfoto Indonesia. Hasil awal dari penelitian ini menunjukkan tranformasi teknologi digital mengubah paradigma amatir senior, yang semula menganggap digitalisasi merupakan mesin rumit dan membingungkan, sehingga mereka berusaha mempertahankan nilai-nilai 'tradisional' fotografi analog yang mengutamakan proses manual. Kesimpulan yang dapat dirangkum bahwa fetisisme teknologi digital dalam praktik fotografer amatir, tidak serta-merta menjadi satu-satunya metode yang dapat mendukung eksplorasi sumber daya ciptanya. Berdasarkan pengalaman estetika amatir, teknologi digital hanya sebagai suatu sistem komputasi untuk menyempurnakan olah kreatif. Teknis p","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"19 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86448684","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":"Observation on The Use of Visual Scripting for Interaction Design Students","authors":"Yusup Sigit Martyastiadi","doi":"10.24821/ijcas.v9i2.8217","DOIUrl":"https://doi.org/10.24821/ijcas.v9i2.8217","url":null,"abstract":"Programming for Visual Communication Design students is a challenge in learning it. Their competencies are developing visual communication materials for interactive media designs. Programming competence in learning interaction design in the Visual Programming course focuses on programming logic. This study observes the method of visual programming using the Bolt add-on (visual scripting). This data was collected from students majoring in Interaction Design, Visual Communication Design Study Program at Universitas Multimedia Nusantara when they took Visual Programming courses. The indicators of this research are studying the understanding of programming logic from several materials and the learning outcomes of each observed material. The researcher found positive results using visual scripting in understanding programming logic for Visual Communication Design students on some of the material observed. In general, it can be concluded that the Bolt add-on in the UNITY game engine software can help students work on interactive media design projects. Observasi Penggunaan Pemrograman Visual untuk Mahasiswa Desain Interaksi Abstrak Pemrograman bagi mahasiswa Desain Komunikasi Visual menjadi tantangan tersendiri dalam mempelajarinya. Kompetensi mereka adalah mengembangkan materi komunikasi visual untuk desain media interaktif. Kompetensi pemrograman dalam pembelajaran desain interaksi pada mata kuliah Pemrograman Visual berfokus pada logika pemrograman. Penelitian ini mengamati penggunaan metode pemrograman visual dengan menggunakan aplikasi tambahan Bolt (visual scripting). Pengumpulan data ini dilakukan kepada mahasiswa peminatan Desain Interaksi, Program Studi Desain Komunikasi Visual, Universitas Multimedia Nusantara di saat mereka mengambil mata kuliah Pemrograman Visual. Indikator penelitian ini adalah mempelajari pemahaman logika pemrograman dari beberapa materi dan hasil belajar dari setiap materi yang diamati. Peneliti menemukan hasil positif menggunakan pemrograman visual dalam proses pemahaman logika pemrograman bagi mahasiswa Desain Komunikasi Visual pada beberapa materi yang diamati. Secara umum dapat disimpulkan bahwa aplikasi tambahan Bolt pada piranti lunak UNITY (game engine) dapat membantu mahasiswa dalam mengerjakan proyek perancangan media interaktif.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"98 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90518761","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":"Virtual Choir: To Sing Together, Individually","authors":"I. K. Wardani","doi":"10.24821/ijcas.v9i2.8226","DOIUrl":"https://doi.org/10.24821/ijcas.v9i2.8226","url":null,"abstract":"The pandemic has forced choir practitioners and enthusiasts to shift from in-person rehearsal and performance to online and virtual choir performance. The virtual choir is seen as an alternative to choir activity during the pandemic. However, it also generates another concern related to its inclination to reduce the role of the conductor, singers, and social interaction in achieving musical targets and enhance the so-called social skills, empathy. The study employs two conductors in an in-depth interview to understand the condition and dynamics of online rehearsal and virtual choir performance. The exploration of the data emphasized three important themes: (1) the role of virtual choir to choir continuity, (2) the impact of virtual choir technology in reducing individuals’ role, and (3) the absence of in-person social interaction in empathy enhancement. Paduan Suara Virtual: Bernyanyi bersama, seorang diri Abstrak Pandemi memaksa praktisi dan penggemar paduan suara untuk beralih dari latihan dan penampilan live menjadi skema latihan online dan pertunjukan virtual. Paduan suara virtual dipandang sebagai alternatif untuk tetap menjalankan aktivitas paduan suara di kala pandemi. Namun, paduan suara virtual juga memunculkan keprihatikan dan perhatian khusus terkait kecenderungan untuk mereduksi peran konduktor, penyanyi, dan interaksi sosial dalam mencapai target musikal dan juga peningkatan keterampilan sosial, salah satunya empati. Penelitian ini berupa wawancara terfokus pada dua konduktor paduan suara yang bertujuan untuk menggali pemahaman terkait kondisi dan dinamika latihan daring dan pertunjukan paduan suara virtual. Hasil ekspolasi data dan analisis menunjukkan tiga tema penting yakni (1) peran paduan suara virtual untuk keberlanjutan aktivitas paduan suara, (2) dampak teknologi yang digunakan dalam paduan suara virtual terhadap reduksi peran humanis, dan (3) ketiadaan interaksi interpersonal secara langsung dan dampaknya terhadap peningkatan empati.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"45 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79278087","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":"The Scientist, the Artefact and the Exegesis: Challenging the parameters of the PhD","authors":"Tara Brabazon, Jamie S. Quinton, Narelle Hunter","doi":"10.24821/ijcas.v9i1.6409","DOIUrl":"https://doi.org/10.24821/ijcas.v9i1.6409","url":null,"abstract":"A PhD in science demands rigour, repeatability, and accountability. Epistemological, methodological, and ontological expectations flood the policies, procedures, and practice. One mode of doctorate has existed beyond the typical parameters of science: the artefact and exegesis PhD. Most commonly positioned in the creative arts and creative writing, how could this mode of doctorate be deployed in the sciences? This article, written by three academics who shared this innovative supervisory space, reveals the strengths and challenges that emerge from this innovative form and content for research. Our goal is to open out transformative spaces for doctoral education through diverse disciplines. Ilmuwan, Artefak, dan Eksegesis: Menantang Parameter PhDAbstrakGelar PhD dalam sains menuntut ketelitian, pengulangan, dan akuntabilitas. Harapan epistemologis, metodologis, dan ontologis membanjiri kebijakan, prosedur, dan praktik. Satu mode doktor telah ada di luar parameter khas sains: artefak dan eksegesis PhD. Paling sering diposisikan dalam seni kreatif dan penulisan kreatif, bagaimana mode doktor ini dapat digunakan dalam sains? Artikel yang ditulis oleh tiga akademisi yang berbagi ruang pengawasan inovatif ini mengungkapkan kekuatan dan tantangan yang muncul dari bentuk dan konten inovatif untuk penelitian ini. Tujuan kami adalah untuk membuka ruang transformatif untuk pendidikan doktoral melalui beragam disiplin ilmu.","PeriodicalId":53063,"journal":{"name":"International Journal of Creative and Arts Studies","volume":"104 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2022-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87676774","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}