Corruption is a serious crime that can harm people and even the state. This crime is often done in groups. The perpetrator frequently weren’t penalized and can live freely without being exposed to legal cases due to undetected crimes. They silently steal from others for their personal gain. This action are often being compared to the behaviour of a rat, therefore corruption are often symbolized with rat. This paper use elaboration and synthesis methodology. Elaboration means that the author acquire, explore and, analyse data accurately. The data were elaborate so the author could claim originality by comparing to previous similar paintings. While, synthesis is a combination of elaborative ideas to construct a painting artwork. This painting aims to describe the corruption phenomena that occur in society. Through this work, the author address that corruption can undermine unity, raise conflict, and harm society. Moreover, the author emphasize that corruptors disregard of other people’s right will create disharmony.Keywords: corruption, phenomenon,mouse. AbstrakKorupsi merupakan tindakan yang berbahaya dan dapat merugikan orang lain bahkan negara. Tindakan ini tidak jarang dilakukan secara berkelompok. Tidak jarang pelaku korupsi (korupsi) dapat hidup bebas tanpa terkena kasus hukum. Hal itu dikarenakan perbuatan mereka sulit terdeteksi. Mereka secara diam-diam merampas hak orang lain untuk mendapatkan keuntungan pribadi. Tindakan koruptor tersebut sering disamakan dengan tindakan seekor tikus. Oleh karena itu, koruptor disimbolkan dengan seekor tikus. Metode penciptaan penelitian ini adalah dengan elaborasi dan sintesis. Elaborasi maksudnya penulis menggali tentang data-data yang diperoleh serta pengerjaan dengan teliti. Menganalisis dengan teliti dan rinci tentang data-data yang sudah didapat dari proses persiapan. Mengelaborasi data-data tersebut dan membuat orisinalitas dengan tujuan membandingkan karya seni lukis yang akan dibuat dengan karya seni lukis yang serupa sebelumnya. Sedangkan sintesis adalah perpaduaan atau penggabungan semua hasil gagasan pokok yang telah dielaborasi untuk diwujudkan pada karya seni. Pada tahap ini menyatukan semua hasil gagasan pokok yang telah dielaborasi untuk diwujudkan dalam bentuk konsepsi karya. Penciptaan karya lukis ini bertujuan untuk mendeskripsikan terkait fenomena yang terjadi di tengah masyarakat akibat tindakan korupsi. Melalui karya, penulis menjelaskan bahwa tindakan korupsi dapat meruntuhkan persatuan, menimbulkan konflik, dan merugikan masyarakat. Banyak koruptor yang tidak peduli dengan kehidupan orang lain, sehingga timbullah perpecahan. Kata Kunci:korupsi, fenomena, tikus. Authors:Ferdian Ondira Asa : Universitas Negeri PadangSan Ahdi : Universitas Negeri Padang Angga Elpatsa : Universitas Negeri Padang References:Abbas, K. (1975). The Cancer of Corruption. Delhi: Chetana.Arsip. (2021). Arsip Galeri Nasional. arsip.galeri-nasional.or.id/uploads/kliping/3475/_MG_3872.pdf (diakses 12 Juli 2021).Asa, Ferdian Ondira. (2019). “Fenomena Korupsi”. Hasil Dokumentasi Pribadi: 9 Juni 2019, Padang.Bahari, Nooryan. (2008). Kritik Seni Wacana: Wacana Apresiasi dan Kreasi. Yogyakarta: Pustaka Pelajar.Batukarinfo. (2015). Kompetisi Internasional. http://www.batukarinfo.com/news/kompetisi-internasional-trienale-seni-grafis-indonesia-v-2015 (diakses tanggal 6 Juni 2021).Berger, Peter L. dan Thomas Luckmann. (1996). The Social Construction of Reality. Englewod Cliffs, N.J. Pretince-Hall.Djelantik, A.A.M. (1999). Estetika Sebuah Pengantar. Bandung: Masyarakat Seni Pertunjukkan Indonesia.Hamzah, A. (1991). Korupsi di Indonesia dan Pemecahannya . Jakarta: Garamedia Pustaka Utama.I Wayan Agus Gunada. (2020). Ajaran Agama Hindu sebagai Inspirasi Penciptaan Karya Seni Lukis Tradisional Bali. Gorga : Jurnal Seni Rupa, 9(1), 158-165.Jhon, M Echol dan Hassan Shadily. (2003). Kamus Inggris Indonesia. Gramedia: Jakarta.Leff, Nathaniel H., dkk. (2003). Corruption A Sociological Interpretative Study with Special Reference to Selected Southeast Asian Case. Kuala Lumpur: Departement of Antropology and Sociology, Faculty of Arts and Social SciencesKartika, Darsono Sony. (2004). Pengantar Estetika. Bandung. Rekayasa Sains.Komisi Pemberantasan Korupsi (KPK). (2006). Memahami Untuk Membasmi. KPK: Jakarta.Maulana, A. (2009). Kamus Ilmiah Populer. Yogyakarta: Absolut.Mocktar, M. A. (2006). Memberantas Korupsi di Indonesia. Jakarta: Q-Communication.Poerwadarminta. (1982). Kamus Umum Bahasa Indonesia. Jakarta: Balai Pustaka.Sidik, Fadjar dan Aming Prajitno. (1981). Desain Elementer. Yogyakarta: ASRI.Susanto, Mikke. (2012). Diksi Rupa: Kumpulan Istilah dan Gerakan Seni Rupa. Yogyakarta: DictiArt Lab & Djagad Art House.
AbstrakPermasalahan yang dialami oleh ibu-ibu PKK Nagari Koto Sani adalah mereka belum bisa dan belum mampu untuk mengembangkan potensi diri dan mengembangkan keterampilan. Sehingga ibu-ibu PKK belum bisa meningkatkan sumber daya manusia (SDM) guna untuk menambah penghasilan baru, atau untuk meningkatkan kebutuhan hidup sehari-hari. Maka dari itu ibu-ibu PKK Nagari Koto Sani ini membutuhkan pengetahuan, tidak hanya pengetahuan dibidang keterampilan tetapi juga bagaimana hasil yang diperoleh dari keterampilan yang diberikan tersebut dipasarkan kemasyarakat luas. Masalah prioritas yang diselesaikan dilihat dari tiga aspek kegiatan pembelajaran dan keterampilan yang saling berkorelasi, yaitu masalah pada aspek: Pemahaman dan penerapan membuat pola atau mendesain, Penguasaan dan penerapan materi keterampilan membatik, Pengetahuan tentang manajemen usaha sebagai bekal mengembangkan usaha. Metode dan pendekatan yang digunakan adalah: metode ceramah dan tanya jawab, metode demontrasi untuk menjelaskan proses pembuatan batik, metode latihan dan bimbingan dan metode resitasi atau pemberian tugas. Peserta dalam mengikuti pelatihan ini memperoleh dua jenis keterampilan, yaitu pengetahuan tentang entrepreneur/wirausaha dan mendapatkan keterampilan dalam pembuatan karya dengan menggunakan teknik batik, sekitar 80 % materi dikuasai oleh peserta. Kata Kunci: Sumber Daya Manusia, Batik, Manajemen Usaha.Kata Kunci: sumber daya manusia, batik.AbstractThe problem experienced by PKK Nagari Koto Sani mothers is that they are not yet able and unable to develop their potential and develop skills. So that PKK mothers have not been able to increase their human resources in order to add new income, or to increase their daily needs. Therefore, the women of PKK Nagari Koto Sani need knowledge, not only knowledge in the field of skills but also how the results obtained from the skills provided are marketed to the wider community. The priority problems that are resolved are seen from the three aspects of learning activities and skills that are correlated, namely problems in the following aspects: Understanding and application of making patterns or designing, Mastery and application of batik skills material, Knowledge of business management as a provision to develop a business. The methods and approaches used were: lecture and question and answer method, demonstration method to explain the batik making process, training and guidance methods and recitation or assignment methods. Participants in this training acquire two types of skills, namely knowledge of entrepreneurship / entrepreneurship and gaining skills in making works using batik techniques, about 80% of the material is controlled by participants.Keywords: human resources, batik.
Webcomic has become subculture within comic medium. It still has the same visual elements with printed comic but has its own set of rules and presentation which contrasted from printed comic. South Korean webcomics, famously known as webtoon, are more adapt to digital and online media characteristic. It is show in the way they explore webcomic's vertical infinite canvas. However, each webcomic is unique and has its artist's idiolect. This paper breaks down visual patterns of a webcomic entitled "The Secret of Angel" (TSoA) in order to see the artist's idiolect, the way it exploits infinite canvas and how it stands out. Method use is qualitative descriptive, with 6 episodes of TSoA as samples. Findings indicate that TSoA is adapt to media convergence and the use of vertical infinite canvas and its latest episodes has shown maturity in using the verticality. However, TSoA still maintain its own artist's idiolect such as no speech balloons are inside panels, and longer and wider gutter.
-Nowadays, trend in almost every café in Padang, West Sumatra, Indonesia, use hand lettering in their café interior. This phenomenon spreads from one café to another, whether it is a full hand-lettering interior or a low scale hand-lettering interior. This paper describes those hand-lettering functions and meanings in correlation with café's concept and its costumer. Research methodology for this study is qualitative descriptive with observation and documentation methods. Findings indicate that 1) there are three functions in handlettering such as to identify, to inform, and to create emotion; 2) hand-letterings only found in cafes under good governance management.
AbstrakPoint of view dalam desain game erat kaitannya dengan karakter, visualisasi, dan kamera. Seperti first person point of view dimana pemain menjadi karakter dalam game dengan penggunaan kamera yang memperlihatkan perspektif dari karakter game yang dimainkan. Third person point of view yaitu pemain mengontrol karakter sehingga penggunaan kamera memperlihatkan karakter yang dikontrol dan interaksinya dengan environment game. Dua point of view itu adalah point of view yang dikenal dalam desain game. Jika pemain bisa menjadi dan mengontrol karakter, bagaimana jika pemain tidak bisa menjadi maupun mengontrol karakter?. Karakteristik ini disebut sebagai fourth person point of view, istilah yang pertama kali digunakan oleh game Pavilion dalam materi promosinya. Adapun tujuan dari penelitian ini adalah untuk membahas karakteristik permainan fourth person point of view, dan perbandingannya dengan point of view lainnya. Penelitian ini merupakan penelitian studi kasus yang membahas mengenai game Pavilion dengan teknik pengumpulan data berupa play-testing game, wawancara dan studi pustaka. Hasil penelitian menunjukkan bahwa point of view dalam game memiliki kaitan dengan genre dan style game. Pada studi kasus game Pavilion karakteristik fourth person point of view dapat digunakan karena game tidak berfokus pada eksplorasi cerita dan karakter. Kata kunci: fourth person point of view, game design, game Pavilion AbstractPoint of view in game design is closely related to character, visualization, and use of in-game cameras. First person point of view means that the player becomes the character in the game, and the camera only shows the perspective from the character’s eyes. The meaning of the third person point of view is the player controls the character, the camera shows the character entirely so the player can see how the character interacts within the environment. These two points of view are basically known in game design. If a player can become and control a character, what if the player cannot become or control the character? This characteristic is called as the fourth person point of view, the term that was first used by game Pavilion in its promotional material. The purpose of this research is to discuss the characteristics of the fourth person point of view, and the comparison with another point of view. This is a case study research that discusses the Pavilion game with data collection techniques through play-testing the game, interviews, and literature studies. The result of the study shows that the point of view in the game has to do with genre and game style. Moreover, the case study of game Pavilion shows that its characteristic of fourth person point of view is appropriate because the game does not focus on the exploration of story and character. Keywords: fourth person point of view, game design, game Pavilion
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