Culture is always evolving and changing to follow the society development. The result alwaysleaves footstep in the form of value or artifacts. The character design in the past was amanifestation of the people culture as expression value in the form of artifacts, one of theforms is anthropomorphic characters. Meanwhile, in the modern era the realization comes inmany forms; for instance movies, comics, and novels with a variety of designs. This embodimentcannot be separated from the cultural values as a constituent. The object is understood asa truth because it becomes a cultural myth. This paper attempts to interpret the phenomenonof design objects in the form of character anthropomorphic as a design object.
Animation documentary is a contemporary phenomen, it come together with reality and film naration, eventhough the value of reality does not fixed. By psychoanalisis approach, this article try to explore the value of ideology as visual image representation about reality. Debating of visual image does not as reality representation, and it can be minimalized by understanding of visual metaphore which used by animation documentary filmmaker.Key words : film, documentary, animation, psychoanalysis, and ideology   Â
As a Sundanese Cultural Puseur (center), Sumedang Regency can arguably increase Local Own-Source Revenues (PAD – Pendapatan Asli Daerah) for the Sumedang Municipal Government. Hence, this artistic study aims to offer a positive identity for Sumedang Regency through film tourism. Specifically, this research employs a practical method to produce a film tourism creation titled “Historical Land of Pasundan.” The results indicate that the visual look of the Sumedang film tourism is quite complex and dynamic, demonstrating the regency’s superior potential, culinary offerings, and indigenous Sundanese culture. Sumedang is specifically labeled as the Sundanese Culture Puseur partly due to its historical significance and to attract a greater number of domestic and international tourists. This film tourism captures many images containing wide shots, close-ups, and camera movements and hence appears to be very dynamic as a part of the tourism and creative industry’s efforts to recover from the Covid-19 effects.
This Tresearch discusses audio video recontextualization of 1970s Warkop DKI movies into 2016's Warkop DKI Reborn. Both movies have contextual similarity in which the latter repeat the context of the former. The purpose of the research is to find out the characteristics and contextualization in terms of audio and visuall, by using qualitative research method with descriptive analysis that draws comparison of audio and visual data of both movies. The theories employed in the research include: recontextualization, theory of comedy in movies, and theory of audio. As the result, there is an effort to recontextualize 1970s Warkop DKI movies into Warkop DKI Reborn to adjust with the 2016 era. Therefore, the result of the research shows the attempts of maintaining the audiovisual characteristics of both movies, more specifically by representation of 1970s audio video tenets to the reproduction of the same movie in 2016.
Kegiatan ini bertujuan untuk : 1) Mengaplikasikan Keilmuan kepada Masyarakat; 2) Meningkatkan Pemahaman & Pengetahuan video produk dengan teknik 360 untuk Binaan Dinas Koperasi dan UMKM Kabupaten Bandung 3. Meningkatkan kemampuan anggota komunitas, khususnya untuk meningkatkan kualitas video produk. 4. Mendorong Produktivitas Anggota UMKM Binaan Dinas Koperasi dan UMKM Kabupaten Bandung untuk meningkatkan kualitas video produknya. Adapun ringkasan kegiatan dari program ini adalah, memberikan wawasan serta pelatihan mengenai fungsi dan penerapan video produk dengan menggunakan teknik 360 pada produk Binaan Dinas Koperasi dan UMKM Kabupaten Bandung, agar mampu meningkatkan kualitas materi untuk promosi dan kemasan produk UMKM.
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