Journal of Visual Art and Design
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    274 research outputs found

    Studi Perbandingan Media Belajar English Storytelling Berbasis Visual untuk Siswa Kelas 4 - 5 Sekolah Dasar

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    English storytelling activities are expected to help children in vocabulary development and sentence construction, especially for English as a second language (ESL) learners, while keeping the learning process fun and creative. However, in English storytelling activities in elementary schools, many children are found memorizing the stories through provided text. This results in children telling the stories without catching the English words and understanding the flow of the story they are telling, so the story can sound monotonous. Therefore, this research examined the application of two learning media as alternative aids for learning English storytelling creatively, i.e., conventional media (a picture book) and modified interactive learning media tailored to English learning needs. This research used a comparative method with the same pictures being used in both media and was limited to targeting students in grades 4 and 5 of elementary school. The result showed that while children who learned with the modified interactive media managed to catch more words than those who learned with the conventional picture book, both media were effective for story comprehension and English learning.English Storytelling merupakan salah satu kegiatan untuk meningkatkan kemampuan dan kreativitas dengan bahasa Inggris. Bahasa Inggris yang bukan merupakan bahasa utama di Indonesia, membuat beberapa anak memiliki kesulitan dalam membiasakan diri dengan bahasa Inggris. Kegiatan bercerita mengajak anak untuk berfikir kreatif dan kegiatan English Storytelling melatih anak untuk berbicara dengan bahasa Inggris dari segi pengetahuan kosa kata dan penyusunan kalimat. Namun, pada kegiatan English Storytelling sekolah dasar banyak ditemukan anak-anak yang bercerita tanpa memahami alur cerita yang mereka sampaikan sehingga cerita dapat terdengar monoton. Salah satu upaya agar anak mendalami cerita yaitu dengan berinteraksi dengan cerita. Cerita lebih mudah dipahami melalui gambar. Karena itu, penelitian akan mengkaji akan penerapan gambar pada media belajar sebagai fasilitas alternatif untuk belajar English Storytelling secara kreatif dengan menggunakan media konvensional buku dan media belajar yang disesuaikan dengan kebutuhan belajar. Penelitian ini dibatasi dengan target siswa kelas 4 – 5 sekolah dasar

    Participatory Action For and Through Ecological Integrity: Toroidality as a Circular Design Model

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    The ecological crisis corrupts natural cycles, damages networks of organisms, and disrupts the ecosystem equilibrium. In response to the ecological crisis, the concept of circularity proposes reformative actions. However, these actions are insufficient to reverse the crisis and achieve ecological integrity because they are non-holistic and based on human concerns and priorities. A more inclusive and integrative mindset is necessary for better-functioning circular processes. In this regard, this research presents a theoretical framework for an alternative circular design model – Toroidality – which is driven by collective knowledge and participatory action. Toroidality functions through the integrative capacity of collective knowledge and collaboration among human and non-human stakeholders in the ecosystem. Based on the intertwined cycles of collective knowledge and collective value-creation, Toroidality becomes a self-feeding circular design model. Through its four-phased circular design processes, Toroidality claims to generate solutions that have regenerative capacities. This article clarifies the conceptual background, theoretical framework and complementary notions to present the fundamentals of Toroidality. After this initial explanatory article, the dynamics of the phases and interactions among the stakeholders are aimed to be explored and reported in the following research, through a real-life case study

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    Latent Message Playing the Game Free Fire As a Celebrity Factor and Fan Among Students

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    The use of digital applications, particularly online games on smartphones, increased significantly during the Covid-19 pandemic, especially in 2020. One popular game among students is Free Fire, a multiplayer game that enables virtual social interaction. This study aimed to identify latent messages emerging from the verbal and behavioral expressions of young players, as well as how digital figures like Rasyah Rasyid influence celebrity and fandom phenomena among high school students. This study employed virtual ethnography and Associative Concept Network Analysis (ACNA), using the University of South Florida (USF) association dictionary, to analyze Rasyah’s spontaneous speech during live-streamed gameplay. The findings revealed that the primary message emerging from Rasyah’s communication was the concept of ‘friend,’ which was the central node in the word association network, as it had the highest ODC score (0.24). These results indicate that communication within online games extends beyond technical or competitive functions and plays a crucial role in fostering emotional closeness and social bonds. Such interactions contribute to the development of parasocial relationships between online idols and their audiences. This study provides insight into how digital popular culture, game-based communication, and visual personas influence the identities and aspirations of high school students in the digital era

    Taiji’s Design Philosophy by Imagining New Practice Through Three Kingdoms Character Graphic Design

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    The present study examined the design philosophy of Taiji with the objective of developing a novel graphic design approach and substantiating its viability through a practical graphic design implementation. Application of the Taiji design philosophy was examined by using the characters from the Three Kingdoms in a graphic design practice as a case study. The objective was to assess the practicality and effectiveness of this design approach. The outcome of the research and subsequent discussion indicates that the Taiji design philosophy represents a novel framework for interdisciplinary investigation, encompassing a design methodology centered around the principles of yin and yang contrast as well as harmony and unity. The present findings hold significance in at least two distinct manners. One of the primary objectives was to illustrate how Taiji, when viewed as a philosophical concept, offers a systematic approach for the development of graphic creativity. Additionally, the yin-yang contrast and virtual-real relationship inherent in the Taiji design philosophy facilitate the transformation of two-dimensional space into a three-dimensional visual design concept for graphic designers. Undoubtedly, numerous issues regarding the underlying principles of Taiji’s design philosophy remain unresolved

    The Impact of Different Media Materiality on the Creative Process

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    As a complex phenomenon, the creative process is shaped by multiple factors such as emotions, cognitive abilities, and contexts. Media materiality, as one of the contextual aspects of the creative process, has a significant impact on shaping and informing creative outcomes. To better understand the impact of different media materiality on the creative process, nineteen published studies were analyzed adhering to the PRISMA guidelines, focusing on four comparison groups: physical media vs non-immersive 2D/3D media, physical media vs immersive 3D media, digital 2D media vs immersive 3D media, and non-immersive 3D media vs immersive 3D media. The findings suggest that the choice of media materiality significantly influences the creative process, impacting factors such as ideation, expression, collaboration, and the overall experience of creating. This review concluded that media materiality in immersive virtual reality has the potential to enhance creativity, but traditional media may have more significant psychological benefits compared to virtual reality experiences. Future research directions in fine arts and design will be discussed based on the review results

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    Eng

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    Craft products are among the most intricate and unique artifacts produced by indigenous people in the Malay Peninsula. They have also become a major attraction for tourists to come and visit Malaysia. For hundreds of years, the indigenous people known as Orang Asli have extensively produced different art forms that reflect their philosophy and belief system. This study aimed to investigate in-depth the artistic expressions of craft motifs and ornaments produced by Orang Asli, specifically in Kuala Lipis Pahang, Malaysia. The objectives of this study were to determine the types of motifs in Orang Asli craftwork; to investigate the different elements of motifs that appear in Orang Asli craftwork; and to analyze the meaning embedded in selected motifs of Orang Asli craftwork. This study employed a case study approach through a series of interviews with experts, or traditional craftsmen, followed by observations as well as document analysis. This study highlights the beauty of traditional Orang Asli craftsmanship, which needs to be revisited and showcased in order to preserve their important culture and heritage for future generations

    Flexible and Demountable Urban Furniture Design Approach with H-Shaped Light Concrete Modules

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    Flexibility and adaptability are primary needs in the design and organization of public spaces. The main objective of this study was to model a derivative grammar in designing public furniture units with a blockwork system that can adapt to the recreational potential of any urban area. The proposed design is aimed at being shaped in line with users’ requirements as the surrounding environment is continually transforming. Hence, the potential geometric arrangements of the proposed design are meant to enable different functional scenarios. The formation and differentiation parameters of the units can be associated and interpreted according to their shape variants. In this context, the compositional principles for arrangement of the proposed H-shaped blocks are defined by a set of rules. By means of morphological, derivative, and pragmatic evaluations, different compositional options were targeted to be turned into essential grammatical schemata within the scope of this study. Design references were achieved by procedural modeling with grammar-based algorithms. Generative prototypes were created by the formulation of algorithms as the vocabulary; the syntax was developed by a shape grammar.Fleksibilitas dan kemampuan beradaptasi merupakan kebutuhan utama dalam pengorganisasian desain ruang publik. Tujuan utama dari penelitian ini adalah untuk memodelkan turunan tata bahasa dari pendekatan desain unit furnitur dengan sistem blok yang dapat beradaptasi dengan potensi rekreasi di daerah perkotaan. Desain yang diusulkan bertujuan untuk dibentuk sesuai dengan kebutuhan pengguna yang terus berubah seiring dengan perubahan lingkungan sekitar. Oleh karena itu, kemungkinan dan potensi geometris dari desain yang diusulkan adalah untuk memungkinkan skenario fungsi yang berbeda. Parameter bentukan dan diferensiasi unit dapat dikaitkan dan ditafsirkan dengan varian bentuknya. Dalam konteks ini, prinsip-prinsip komposisi blok berbentuk H ditentukan oleh seperangkat aturan khusus. Melalui evaluasi morfologis, turunan, dan pragmatis, kemungkinan komposisi ditargetkan untuk diubah menjadi skemata tata bahasa yang esensial dalam ruang lingkup penelitian. Referensi desain dicapai melalui pemodelan prosedural dengan algoritma berbasis tata bahasa. Prototipe generatif dibuat dengan perumusan algoritma sebagai kosakata. Sintaks dilakukan dengan tata bahasa bentuk. &nbsp

    Imaginary Scapes: The Reinvocation of Memory in Human-AI Artistic Collaboration

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    The rise of generative AI has significantly transformed the creative process, altering artistic workflows and redefining the human role in artmaking. While some artists resist this shift, engaging with machine intelligence has become increasingly inevitable in today’s digital landscape. This paper explores the disruptive impact of artificial intelligence on artistic practices and how such disruption may benefit rather than hinder creativity. Grounded in Jean Baudrillard’s concept of the hyperreal—particularly his theory of third-order simulation—it examines how AI generates realities that never existed but are perceived as real. These pseudo-realities challenge traditional notions of authenticity and memory in art. Through a performative research method and interdisciplinary approach, the author proposes the concept of ‘re-invocation’—a process of reclaiming the authority of human memory in collaboration with AI. This process is structured in iterative stages involving both human intention and algorithmic intervention. The study demonstrates that incorporating non-human memory has become an unavoidable aspect of art production in the generative AI era. Ultimately, it argues that re-invoking human memory through AI collaboration may offer a critical and innovative foundation for contemporary artistic expression

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