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Architecture as Programmatic Archive: Sustainable Conservation on Tunjungan Street History
This study presents a perspective where architecture can also designed as a model of archival representation in a historical urban space. It uses qualitative research-by-design and reflective architectural design methods, to consider Tunjungan Streets heritage as an exhibition space for contextual case for sustainable urban conservation through architectural thinking. The study identifies three principles: Movement as Program captures spatial movement to support walkability and more efficient use of resources; Heritage as Identity is about cultural character; and Urban Context as Sequence relates to social and ecological sustainability. Together, the principles structure design strategies that enable a reinterpretation of historical meaning-formally, in a material way—which represented progress for urban heritage interpretation through the lens of architectural programming. The study associated urban and sustainable growth to heritage design thinking through adaptive reuse, resilient heritage and socially engaged public places, making the case for the transformation of heritage design thinking as a model for the future. The study suggested a design-based model that positioned architectural programming as a strategic action for sustainable urban archiving, utilizing appropriation of exhibition strategies, and spatial sequencing as interpretations of the heritage of Tunjungan Street
INTRODUKSI DALAM IMAJINASI
Artikel tentang pengalaman pengenalan AI pada siswa SMA dalam konteks pengenalan program studi arsitektu
Analisis Alih Peran Tokoh Punakawan dalam Cerita Pewayangan dengan Pendekatan Teori Dramaturgi Erving Goffman
Punakawan have a very long history, since the 12th century. Until now, Punakawan, who appear with distinctive physical facial characteristics, can appear as characters with various roles according to their era. Punakawan are characters created by Indonesian artists who can capture the hearts of the audience of performing arts in Indonesia, ranging from shadow puppet shows, wayang orang, to performances through television screens. The diversity of arts and culture in Indonesia makes the form and visual appearance of Punakawan in each research area different, such as in East Java, Central Java, Yogyakarta, and Cirebon. Each region has its uniqueness, both in visual appearance and meaning. This study analyzes the role transfer of Punakawan figures in puppet stories using Erving Goffmans dramaturgy theory approach. Punakawan characters, consisting of Semar, Gareng, Petruk, and Bagong, have unique roles as companions of knights as well as conveyors of social criticism. The research method used is qualitative analysis with a descriptive approach to various puppet plays that illustrate the flexibility of the Punakawan role. The results show that Punakawan not only functions as a complement in the wayang narrative but also as a link between the world of mythology and social reality. By utilizing humor and wisdom, Punakawan can switch roles to suit the situation, reflecting the concept of self-presentation in Goffmans theory. The findings confirm that Punakawan is a dynamic symbol of social communication that is relevant in various cultural contexts
TRIPLE BOTTOM LINE ALA BALI
Triple Bottom Line Ala Bali merupakan refleksi sekaligus eksplorasi atas filosofi hidup masyarakat Bali yang dikenal sebagai Tri Hita Karana sebuah konsep yang secara mendalam merepresentasikan keseimbangan antara hubungan manusia dengan Tuhan (parahyangan), sesama manusia (pawongan), dan alam (palemahan).
Dalam dunia bisnis modern yang semakin kompleks dan terdorong oleh tuntutan keberlanjutan, Triple Bottom Line (TBL)�yang mencakup aspek keuntungan ekonomi (profit), keberlanjutan lingkungan (planet), dan tanggung jawab sosial (people) menjadi acuan penting dalam pengambilan keputusan organisasi. Menariknya, prinsip ini sejatinya telah hidup dan diterapkan secara turun-temurun oleh masyarakat Bali melalui nilai-nilai lokalnya. Buku ini berusaha menghadirkan jembatan konseptual dan praktis antara kerangka global TBL dan kearifan lokal Bali.
Kami menyusun buku ini tidak hanya sebagai sumbangsih akademis, tetapi juga sebagai ajakan untuk merefleksikan kembali nilai-nilai kemanusiaan, spiritualitas, dan harmoni yang selama ini kerap terpinggirkan dalam praktik manajemen modern. Dengan pendekatan interdisipliner menggabungkan perspektif sosiologis, antropologis, spiritual, ekonomi, dan manajerial kami berharap buku ini dapat memperkaya wawasan pembaca, baik dari kalangan akademisi, pelaku bisnis, pembuat kebijakan, maupun masyarakat umum.
Akhir kata, kami menyampaikan terima kasih kepada semua pihak yang telah memberikan dukungan, inspirasi, dan masukan selama proses penulisan buku ini. Semoga buku ini dapat memberikan manfaat yang luas dan menjadi bagian dari gerakan menuju praktik bisnis yang lebih adil, berkelanjutan, dan berakar pada nilai-nilai luhur budaya Nusantara
Koi varieties identification based zero parameter simple linear iterative clustering and support vector machine
There’s currently 120 types of koi fish that has been bred around the
world. The types of koi fish depend on the colour patterns and shapes they have.
There’s alot of patterns that has similarity between one type with another. For
example, sanke and showa koi fish will look similar from a non-expert’s point of
view, because both type has same colour pattern, which is red, black and white. In
actuality, sanke koi is dominantly red and white with slight black accent, while
showa’s dominant colour is red and black, with white accent. In this research, Zero
Parameter Simple Linear Iterative Clustering (SLICO) method and Simple Linear
Iterative Clustering (SLIC) will be tested and used to process the image
segmentation process to eliminate the background of the image. Colour Local
Binary Pattern method is used to get the textures on images through the RGB, HSV,
and grayscale colour space. Support Vector Machine is used to identify types of koi
fish. To test the SVM, two kind of kernel is used, which is linear kernel and Radial
Basis Function (RBF) kernel. The results of this study are the program able to
recognize types of koi from images. The test results show an accuracy of 36% in
grayscale colour space, 50% in RGB colour space, and 48% in HSV colour space
Unlocking Gamer Loyalty: the Power of Logitechs Brand Experience, Trust, and Esports Advertising
The global development of technology is directly related to the growth of gamers and eSports activities in Indonesia. The demand for games drives users to purchase various gaming products to enhance their playing performance. This study discusses the role of various variables in supporting user loyalty towards these products. The study is quantitative explanatory research examining the influence of Brand Experience and trust on product loyalty and the moderating role of advertising in eSports activities within this relationship. The population comprised Logitech gaming product (Logitech G) users aged between 15 and 35 in Metropolitan Surabaya. Respondents were selected purposely to participate using Google Forms, with 100 respondents fitting the criteria. The results of the Partial Least Square-Structural Equation Model (PLS-SEM) verified that Brand Experience had a significant direct impact on product loyalty as well as a mediating effect through Brand Trust. The investigation additionally demonstrated that eSports’ Functional Advertising can significantly influence the correlation between Brand Experience and Brand Loyalty. However, the Functional Advertising of eSports did not moderate the relationship between Brand Trust and loyalty. This research offers valuable insights for gaming companies operating in Indonesia, focusing on enhancing user gaming experiences through strategic product development and targeted advertising across eSports engagements. Aligned with Industry, Innovation, and Infrastructure (SDG 9), propose a flexible model applicable to technology-driven markets. It emphasizes the interplay of Brand Experience, Trust, and Advertising on consumer Loyalty, with profound implications for global consumer engagement
From sign to design: The role of domain transfer in redefining architecture locality
This research examines the design process using conceptual
frameworks based on domain transfer to suggest a new model for
architecture based on local contexts. Plowrights conceptual
framework is a way of developing new ideas, in which architecture
may or may not be subverted with concepts that are significant;
meanings may also be redefined with ‘big ideas’ (concepts),
analogy, metaphor or significant questions from inside and outside
the realms of architecture. This research utilizes case study method
through design and reflects on the design process within the context
of the West Java Cultural Center design competition. This analysis
deconstructed and explained the design process using the
conceptual framework, identifying unique representations of crosscultural
and West Java culture as the basis for an architectural
program. The case was used to understand the transformational
architectural syntax occurring from local signs and symbols as
evidence of innovation. The results of the case study fell within three
areas: concepts as a way to achieve a place of innovation
(hypothesis), transferring ideas based on locality into elements and
syntax (transfer), and bringing them all together into a coherent
design (coherence). Domain transfer was redefined in this case
study as the translation of symbolic values and cultural attributes
from non-architecture into architectural form and elements in
pursuit of contextual design innovation
From sign to design: The role of domain transfer in redefining architecture locality
This research examines the design process using conceptual
frameworks based on domain transfer to suggest a new model for
architecture based on local contexts. Plowrights conceptual
framework is a way of developing new ideas, in which architecture
may or may not be subverted with concepts that are significant;
meanings may also be redefined with ‘big ideas’ (concepts),
analogy, metaphor or significant questions from inside and outside
the realms of architecture. This research utilizes case study method
through design and reflects on the design process within the context
of the West Java Cultural Center design competition. This analysis
deconstructed and explained the design process using the
conceptual framework, identifying unique representations of crosscultural
and West Java culture as the basis for an architectural
program. The case was used to understand the transformational
architectural syntax occurring from local signs and symbols as
evidence of innovation. The results of the case study fell within three
areas: concepts as a way to achieve a place of innovation
(hypothesis), transferring ideas based on locality into elements and
syntax (transfer), and bringing them all together into a coherent
design (coherence). Domain transfer was redefined in this case
study as the translation of symbolic values and cultural attributes
from non-architecture into architectural form and elements in
pursuit of contextual design innovation