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UEU » Proceeding » Desain Komunikasi Visual Posted by [email protected] at 22/06/2021 13:11:19 • 553 Views
VISUALISASI PERMAINAN TRADISIONAL DAKON
ERA REVOLUSI INDUSTRI 4.0 (STUDI KASUS: KAJIAN SEMIOTIKA PIERCE)Created by :
Ratih Pertiwi ( 0322118602 ) Putri Anggraeni Widyastuti; Huddiansyah
Subject: | VISUALISATION TRADITIONAL GAMES DAKON | Alt. Subject : | VISUALISATION TRADITIONAL GAMES DAKON | Keyword: | VISUALISATION TRADITIONAL GAMES DAKON |
Description:
Indonesia has a diversity of arts and culture, one of which is a traditional
game when viewed from its roots traditional games are activities that are
governed by a game rule that is inherited from previous generations by
children with the aim of gaining joy. Play activities are activities that have no other
rules except those set by the player themselves and no end result is intended in
external reality. This game is carried out at any time if there is free time. The
phenomenon of the problem in this study is to provide an overview of the changing
functions of traditional Dhakon games through the study of semiotics (Pierce) in
the Era of Industrial Revolution 4.0. Dhakon has a visualization based on a sign
that can function, based on its object (icon, index, symbol), based on
interpretation. This research method uses qualitative research methods,
through a phenomenological approach. The author uses a phenomenological
approach that involves all five senses in observing the object of research. The
results obta ined were a shift in the media in dhakon. At first dhakon was known by
using natural media such as land, rocks, wood and iron then in the Era of the
industrial revolution shifted using android media. The conclusion is the shift in
visualization of dhakon based on pierce semiotics, among others, functions as
games, objects (the use of colors and symbols on dhakons) and provide
interpretation (interpretation) on natural media and digital media.
Date Create | : | 22/06/2021 | Type | : | Text | Format | : | pdf | Language | : | Indonesian | Identifier | : | UEU-Proceeding-14_0009 | Collection ID | : | 14_0009 |
Source : Prosiding Seminar Nasional Desain dan Arsitektur (SENADA) Vol.2, Februari 2019
Relation Collection: Fakultas Desain dan Industri Kreatif
Coverage : Civitas Akademika Universitas Esa Unggul
Rights : @2021 Perpustakaan Universitas Esa Unggul
Publication URL : https://digilib.esaunggul.ac.id/visualisasi-permainan-tradisional-dakonera-revolusi-industri-40-studi-kasus-kajian-semiotika-pierce-20408.html
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