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Graffiti on the Development of Urban Arts: Study Case in Yogyakarta City 都市艺术发展中的涂鸦:以日惹市为例
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.10172
Donna Carollina
Urban art, including graffiti, has emerged as a powerful form of creative expression that transforms the aesthetic landscape of cities around the world. This paper focuses on the impact of graffiti on the development of urban arts, with a specific cas study conducted in Yogyakarta, Indonesia. Yogyakarta, known for its vibrant artistic scene, has witnessed the evolution of graffiti as a a means of cultural expression and a catalyst for social change. By examining the historical context, artistic techniques, and social significance of graffiti in Yogyakarta, this paper aims to shed light on the transformative power of this art form within an urban environment.
城市艺术,包括涂鸦,已经成为一种强大的创造性表达形式,改变了世界各地城市的审美景观。本文主要研究涂鸦对城市艺术发展的影响,并在印度尼西亚日惹市进行了具体的案例研究。日惹以其充满活力的艺术场景而闻名,见证了涂鸦作为一种文化表达手段和社会变革催化剂的演变。通过考察日惹涂鸦的历史背景、艺术技巧和社会意义,本文旨在揭示这种艺术形式在城市环境中的变革力量。
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引用次数: 0
Research Productivity of Design Education 设计教育的研究生产力
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.9635
Andhika Pramalystianto
The research conducted to do an analysis of research productivity related to original character (OC) research based on open access journal indexed in Scopus from 2013 to 2022. The methods used in this research is bibliometric. The results of this research found the number of OC research publications in open access journal from 2013 to 2022 shows a dynamic trend. Publication data with the keyword original character with the highest amount of documents is Plos One with 44 documents. CNRS Centre National de la Recherche Scientifique with 90 documents as an affiliation with the most documents. Subject area in the field of arts and humanities  dominates with 722 documents. The most occurrences from the graph shows “species” as the most related item with the original character research trend from 2013 to 2022 in Scopus open access journal database.
本研究以2013年至2022年Scopus检索的开放获取期刊为基础,分析了与原始字符(OC)研究相关的研究生产力。本研究采用文献计量学方法。研究结果发现,2013 - 2022年开放获取期刊的开放式论文发表数量呈现动态变化趋势。包含关键字original字符的发文数最多的是Plos One,发文数为44篇。CNRS国家科学研究中心拥有90份文件,作为隶属关系的文件最多。人文艺术领域的学科领域以722篇文献占主导地位。图中出现次数最多的是“species”,这是Scopus开放获取期刊数据库中2013 - 2022年与原始字符研究趋势相关度最高的条目。
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引用次数: 0
Reinterpretation of Rapa'i Geurimpeng into "Ritif" Musical Composition 将拉帕伊葛林蓬重新诠释为“瑞提夫”音乐作品
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.10170
Yaftopramana Yaftopramana
"Ritif" is a work of karawitan music composition that departs from the Canang game precisely in the rukun or act of Behavior in the art of Rapai Geurimpheng. "Ritif" consists of several syllables, of which "Ri" is a syllable taken from "Rhythm", rhythm; is an orderly rush of steps usually called rhythmic steps. While "Tif" is an abbreviation of the word chosen from the word "Attractive", attractive is attraction or analogous to something that is played happily. This means that the word "Ritif" in this work is analogous to a form of expression or application of items that are played attractively, this is clearly seen in the art of Rapai Geurimpheng which is contained in the fourth act chosen by the artist as the basis of the work. The focus of the work is the spirit contained in the Canang game in the Behavior round, the spirit here is an element that underlies the spirit, soul and spirit values contained in humans through aspects of togetherness in community life. The spirit of this "Ritif" work will be actualized through working material and the use of musical techniques or terms such as changes in dynamics, changes in tempo, and changes in accentuation. This work was worked on using a reinterpretation approach, by making three Canang playing motifs as working materials through rapai, djembe, floor, cymbal, hyhat, seurune kale, bass guitar, coconut shells, and vocals as sound expression media.
“Ritif”是卡拉维坦音乐作品,在Rapai Geurimpheng艺术的rukun或行为行为中与Canang游戏完全不同。“Ritif”由几个音节组成,其中“Ri”是取自“Rhythm”(节奏)的一个音节;是一种有序的步伐,通常称为有节奏的步伐。“Tif”是“Attractive”这个词的缩写,而“Attractive”是指吸引或类似于愉快地玩耍的东西。这意味着作品中的“Ritif”一词类似于一种表达形式或物品的应用,这在Rapai Geurimpheng艺术中可以清楚地看到,这包含在艺术家选择的第四幕中,作为作品的基础。作品的重点是行为回合中的Canang游戏所包含的精神,这里的精神是一种元素,通过社区生活中的团结方面,构成人类精神,灵魂和精神价值观的基础。这个“Ritif”作品的精神将通过工作材料和音乐技术或术语的使用来实现,例如动态的变化,速度的变化和重音的变化。作品采用了重新诠释的方式,以rapai、djembe、floor、cymbal、hyhat、seurune kale、bass吉他、椰子壳、人声作为声音表达媒介,以三种迦南演奏母题为创作素材。
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引用次数: 0
Mapping Research of Culture Education Learning Media: A Bibliometric Analysis 文化教育学习媒介的测绘研究:文献计量学分析
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.10173
Yongkie Angkawijaya
Culture education plays a crucial role in fostering a well-rounded understanding and appreciation of diverse cultural practices, heritage, and identities. In recent years, there has been growing interest in utilizing learning media to enhance culture education experiences. This paper presents an introduction to a bibliometric analysis that explores the research landscape surrounding culture education learning media. By systematically mapping the existing scholarly literature, this study aims to provide insights into the trends, patterns, and gaps in research related to culture education learning media. Through this analysis, researchers, educators, and policymakers can gain a comprehensive understanding of the current state of knowledge in this field and identify areas for further investigation and development.
文化教育在培养对各种文化习俗、遗产和身份的全面理解和欣赏方面发挥着至关重要的作用。近年来,利用学习媒体来提升文化教育体验的兴趣越来越大。本文介绍了一种文献计量分析,探讨了围绕文化教育学习媒介的研究格局。本研究通过系统梳理现有学术文献,旨在揭示文化教育学习媒介研究的趋势、模式和差距。通过这种分析,研究人员、教育工作者和政策制定者可以全面了解这一领域的知识现状,并确定进一步调查和发展的领域。
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引用次数: 0
Reinterpretation of Becanang into the Musical Composition “Tupang Tinih” 《土邦提尼》对贝迦南的重新诠释
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.10171
Arlina Sari
“Tupang Tinih” is a work of music Karawitan composition who is based on canang selalu’s pattern in the art of becanang. Tupang tinih in Gayo’s language is mean overlaps, wich is in the pattern of canang selalu there are rhythm that overlaps each other. The little of this work is made according to the form of the work who is overlaps between the rhythm of canang selalu pattern. Tupang tinih in this context is meaning an artwork who is actualize the overlaps rhythm of the different not being an Karawitan music composition. The focus is the pattern of rhythm in the diminished and augmented. The difference not value in Tupang tinih artwork will actualize by the materials of work also the technique or in musically is like a dynamic change and tempo change. This artwork made with reinterpretation approach, which is using canang selalu and pattern of the canang as a material to make it through gong instrument and talempong as a medium to apply the sound.
《Tupang Tinih》是一首卡拉维坦音乐作品,是根据迦南西拉鲁在迦南艺术中的图案创作的。在加约语中,Tupang tih意味着重叠,在canang selalu的模式中,节奏彼此重叠。这幅作品的一小部分是根据作品的形式制作的,作品的节奏在canang selalu模式之间重叠。在这种情况下,Tupang tinih是指一种艺术作品,它实现了不同的重叠节奏,而不是卡拉维坦音乐作品。重点是减音和增音中的节奏模式。这种价值的差异在土炕艺术作品中会通过作品的材料和手法来实现,在音乐上就像一种动态的变化和节奏的变化。该作品采用了重新诠释的方法,以迦南的音律和迦南的图案为材料,通过锣乐器和塔伦蓬为媒介,运用声音。
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引用次数: 0
Elegant Tosakin Goldfish showcased in a Batik Shawl 优雅的托金金鱼在蜡染披肩中展示
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.10167
Bunga Amelia
The Tosakin Goldfish, a unique Japanese variety known for its horizontally spread tail fin, is relatively unknown outside of Japan. Due to the limited information available, breeding and caring for these fish is considered challenging, resulting in few breeders. To promote awareness and understanding of the Tosakin Goldfish, artists have incorporated its image into batik shawls, using distilled waterlily plants and stones. The project, titled "Gemulai Tosakin Goldfish in Selendang Batik," aims to showcase the beauty and essence of the fish through five batik scarfs named "The Swaying Tail of Tosakin Goldfish on Batik Scarfs." The artistic process follows A.A.M. Djelantik's aesthetic approach, focusing on harmonizing form, context, and presentation. S.P. Gutami's theory of three stages and six steps guides the artwork creation process. The chosen technique, Colet Tempel, is rarely utilized in the batik industry, providing an opportunity to expand knowledge within the community. The scarves depict the Tosakin Goldfish amidst a background resembling a tranquil pond, complete with leaves, budding waterlilies, and pebbles. This artwork is expected to inspire and educate society, educational institutions, and the textile craft sector, paving the way for further exploration and appreciation.
托金金鱼是一种独特的日本品种,以其水平伸展的尾鳍而闻名,在日本以外相对不为人知。由于可获得的信息有限,养殖和照顾这些鱼被认为是具有挑战性的,导致很少有饲养者。为了提高人们对托萨金金鱼的认识和理解,艺术家们用蒸馏过的睡莲植物和石头将它的形象融入蜡染披肩中。该项目名为“色莲堂蜡染中的Gemulai Tosakin金鱼”,旨在通过5条名为“蜡染围巾上的Tosakin金鱼摇摆的尾巴”的蜡染围巾,展示鱼的美丽和本质。艺术过程遵循A.A.M. Djelantik的美学方法,专注于协调形式、环境和表现。S.P. Gutami的三阶段六步骤理论指导了艺术品的创作过程。所选择的Colet Tempel技术很少在蜡染工业中使用,这为在社区内扩展知识提供了机会。这些围巾描绘了托萨金金鱼,背景类似于一个宁静的池塘,上面有树叶、含苞欲放的睡莲和鹅卵石。这幅作品有望启发和教育社会、教育机构和纺织工艺部门,为进一步的探索和欣赏铺平道路。
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引用次数: 0
The Influence of Photography, Tourism, and Media on Self-Actualization 摄影、旅游和媒体对自我实现的影响
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.10165
Mahendradewa Suminto
Humans are fundamentally social creatures who are inherently interconnected with their surrounding communities. This interconnection profoundly influences an individual's way of life. Lifestyle is intimately intertwined with societal progress and encompasses various aspects such as social hierarchy, self-image, and self-actualization, all of which contribute to the quest for personal identity. In the present era, travel has become a necessity for many individuals. Sightseeing expeditions serve not only as a means of fulfilling personal desires but have become imperative and significant, as they encompass multifaceted objectives aimed at asserting one's existence. This desire to manifest one's presence is inseparable from the contemporary advancements in technology and the abundance of information. Ever since the advent of photography, tourism has become intricately entwined with the act of documentation, serving as a tool for preserving memories of travel experiences.
人类本质上是社会性生物,与周围的群体有着内在的联系。这种相互联系深刻地影响着个人的生活方式。生活方式与社会进步紧密地交织在一起,包括社会等级、自我形象和自我实现等各个方面,所有这些都有助于追求个人身份。在当今时代,旅游已成为许多人的必需品。观光探险不仅是满足个人欲望的一种手段,而且已经成为必要和重要的,因为它们包含了旨在证明自己存在的多方面目标。这种表现自己存在的愿望与当代技术的进步和信息的丰富是分不开的。自从摄影出现以来,旅游就与记录行为纠缠在一起,成为保存旅行经历记忆的工具。
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引用次数: 0
Productivity Analysis of Original Character (OC) Research in Open Access Journal Indexed by Scopus Scopus检索开放存取期刊原创特征研究的生产力分析
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.9634
Novida Nur Miftakhul Arif
The research conducted to do an analysis of research productivity related to original character (OC) research based on open access journal indexed in Scopus from 2013 to 2022. The methods used in this research is bibliometric. The results of this research found the number of OC research publications in open access journal from 2013 to 2022 shows a dynamic trend. Publication data with the keyword original character with the highest amount of documents is Plos One with 44 documents. CNRS Centre National de la Recherche Scientifique with 90 documents as an affiliation with the most documents. Subject area in the field of arts and humanities  dominates with 722 documents. The most occurrences from the graph shows “species” as the most related item with the original character research trend from 2013 to 2022 in Scopus open access journal database.
本研究以2013年至2022年Scopus检索的开放获取期刊为基础,分析了与原始字符(OC)研究相关的研究生产力。本研究采用文献计量学方法。研究结果发现,2013 - 2022年开放获取期刊的开放式论文发表数量呈现动态变化趋势。包含关键字original字符的发文数最多的是Plos One,发文数为44篇。CNRS国家科学研究中心拥有90份文件,作为隶属关系的文件最多。人文艺术领域的学科领域以722篇文献占主导地位。图中出现次数最多的是“species”,这是Scopus开放获取期刊数据库中2013 - 2022年与原始字符研究趋势相关度最高的条目。
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引用次数: 0
The Applied Media Aesthetics to Visual Communication Design Works Based on Augmented Reality 基于增强现实的媒介美学在视觉传达设计作品中的应用
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.10169
Namuri Migotuwio
This study aims to reveal the influence of humanism and socio-cultural aspects on aesthetic and technical policies in the works of visual communication designs based on augmented reality in the Pokemon Go Game and Digital Maps (Google Map). Methods of observation and analysis of descriptions are used to dissect various information on material objects. Based on the results of the study, it was concluded that human habits in everyday life have a significant influence on artistic decisions and the design of augmented reality-based user interfaces. This shows that aspects of applied media (light, color, time, motion, sound) are important elements that must be considered in most visual communication design works based on augmented reality. These various technical and artistic decisions were made to bridge the interactivity role between works and users (humans) so that they function optimally. Based on this, the design of augmented reality-based designs needs to consider universal human preferences, characteristics, culture, habits, tastes, and ergonomic aspects.
本研究旨在揭示人文主义和社会文化因素对《精灵宝可梦Go》游戏和谷歌地图中基于增强现实的视觉传达设计作品中美学和技术政策的影响。用观察和描述分析的方法来剖析物质对象的各种信息。根据研究结果,我们得出结论,人类日常生活中的习惯对艺术决策和基于增强现实的用户界面的设计有重大影响。这表明,在大多数基于增强现实的视觉传达设计作品中,应用媒体(光线、颜色、时间、运动、声音)是必须考虑的重要元素。这些不同的技术和艺术决策是为了在作品和用户(人类)之间架起一座互动的桥梁,使它们发挥最佳作用。基于此,基于增强现实的设计需要考虑人类普遍的偏好、特征、文化、习惯、品味和人体工程学等方面。
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引用次数: 0
Mapping Research Trend of Storynomics 故事经济学的研究趋势
Pub Date : 2023-07-05 DOI: 10.24821/asctij.v1i1.9636
Audio Valentino
Storynomics is the concept of storytelling in a way that surprises listeners and readers. Currently used for marketing through advertising and can be used in a wide range of contexts. This research conducted to analyzed Storynomics research through bibliometric approach. The data used in this study is based on SCOPUS database an VOSViewer to analyze the data. The results from advanced search of dcoument in SCOPUS database found there is only 8 documents related with storynomics from 2019 until 2021. This number of documents has increased in 2021 with total is 6 documents. The most type of publication document is article with 6 documents. The countries with the most document related to storynomics is Indonesia with 2 documents. Based on VOSViewer, the results of mapping research through Storynomics are related with use, part, and study.
故事经济学是指以让听众和读者感到惊讶的方式讲故事的概念。目前用于通过广告进行营销,可以在广泛的背景下使用。本研究通过文献计量学方法对故事经济学研究进行分析。本研究使用的数据基于SCOPUS数据库,使用VOSViewer对数据进行分析。对SCOPUS数据库的文献进行高级检索发现,2019 - 2021年与故事经济学相关的文献只有8篇。该文件数量在2021年有所增加,总数为6份。发文类型最多的是文章,有6篇。与故事经济学相关的文件最多的国家是印度尼西亚,有2份文件。基于VOSViewer,通过故事经济学进行制图研究的结果与使用、部分和研究相关。
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引用次数: 0
期刊
Art, Science, Culture, and Technology of Indonesian Journal
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