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UEU » Proceeding » Desain Komunikasi Visual
Posted by [email protected] at 22/06/2021 13:11:19  •  444 Views


VISUALISASI PERMAINAN TRADISIONAL DAKON ERA REVOLUSI INDUSTRI 4.0 (STUDI KASUS: KAJIAN SEMIOTIKA PIERCE)

Created by :
Ratih Pertiwi ( 0322118602 )
Putri Anggraeni Widyastuti; Huddiansyah



SubjectVISUALISATION
TRADITIONAL GAMES
DAKON
Alt. Subject VISUALISATION
TRADITIONAL GAMES
DAKON
KeywordVISUALISATION
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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