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Author Bandung Creative Movement International Conference on Creative Industries (9th : 2022 : Bandung, Indonesia), creator

Title Sustainable development in creative industries : embracing digital culture for humanities : proceedings of the 9th Bandung Creative Movement International Conference on Creative Industries (9th BCM 2022), Bandung, Indonesia, 1 September 2022 / edited by Dyah Ayu Wiwid Sintowoko, Idhar Resmadi, Hanif Azhar, Ganjar Gumilar, Taufiq Wahab
Published London : Routledge, 2023

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Description 1 online resource
Contents Cover -- Title Page -- Copyright -- Preface -- Batik Bomba: Symbolic interaction through artwork -- 1 Introduction -- 2 Research Methods -- 3 Result And Discussion -- 3.1 Batik Bomba is the result of the mind process (mind) -- 3.2 Batik Bomba is self reflection (self) -- 3.2.1 Gesture -- 3.2.2 Significant symbols -- 3.3 Batik Bomba is a social process in society (society) -- 4 Conclusion -- References -- Female students' -- perceptions on the comfort of the classroom and dormitory bedroom, in Insan Sejahtera Integrated Islamic Boarding Middle School Sumedang -- 1 Introduction -- 2 Research Methods -- 2.1 Methods of data collecting -- 2.2 Methods of data analysis. -- 3 Result And Discussion -- 3.1 Classroom -- User& -- x00027 -- s Perceptions of Insan Sejahtera Integrated Islamic Boarding Middle School Classrooms -- 3.2 Dormitory room -- User& -- x00027 -- s Perceptions of Insan Sejahtera Integrated Islamic Boarding Middle School Dorm Room. -- 4 Conclusion -- References -- Design of a website-based competency improvement program at Sanggar Batik Katura Cirebon -- 1 Introduction -- 2 Research Methods -- 2.1 Problem identification -- 2.2 Literature studies -- 2.3 Data collection -- 3 Result And Discussion -- 3.1 Analysis of the current system -- 3.2 Problem solving -- 3.3 Implementation -- 4 Conclusion -- References -- Thrift shop-based business rebranding practice, Case study: Andys_store24 -- 1 Introduction -- 2 Research Methods -- 2.1 Methods of data collecting -- 3 Result And Discussion -- 3.1 Thrift vintage style study -- 3.2 Business re-branding study -- 4 Conclusion -- References -- The physical and philosophical values of the Mappalette Bola tradition and its potential in industrial development design earthquake resistant house foundation construction -- 1 Introduction -- 1.1 Mappalette Bola -- 2 Research Methods
3 Result And Discussion -- 3.1 Analysis -- 3.2 Earthquake resistant house foundation construction -- 3.3 Earthquake resistant house foundation construction design concept -- 4 Conclusion -- References -- Marketing strategy of Tipa-Tipa (souvenirs from Lake Toba) with SWOT method -- 1 Introduction -- 2 Research Methods -- 3 Result And Discussion -- 3.1 Small and Medium Enterprises (SMEs) overview -- 3.2 Internal Factor Evaluation (IFE) -- 3.3 External Factor Evaluation (EFE) -- 3.4 Internal-External (IE) matrix -- 3.5 SWOT matrix -- 4 Conclusion -- References -- Designing Markaz Domba strategy business using design thinking approach -- 1 Introduction -- 2 Research Methods -- 3 Result And Discussion -- 4 Conclusion -- References -- The implementation of health protection-based design on Telkom University dormitory building -- 1 Introduction -- 2 Research Methods -- 2.1 Methods of data collecting -- 2.1.1 Observation -- 2.1.2 Interview -- 3 Result And Discussion -- 3.1 Result -- 3.2 Discussion -- 4 Conclusion -- References -- Redesign coffee packaging for sustainable local community development -- 1 Introduction -- 2 Research Methods -- 3 Result And Discussion -- 1. Design A -- 2. Design B -- 3. Design C -- 4 Conclusion -- References -- The mosque rest area circulation system with a design thinking approach -- 1 Introduction -- 2 Research Methods -- 3 Result And Discussion -- 4 Conclusion -- References -- Personal values vs UTAUT factors on mobile gamers in Indonesia -- 1 Introduction -- 2 Research Methods -- 2.1 UTAUT -- 2.2 Sample -- 2.3 Data collecting -- 2.4 Data research methods -- 3 Result And Discussion -- 1. First segment (Achievement seeker gamer, less than an hour) -- 2. Second segment (Co-op to achieve gamer, 1-3 hours) -- 3. Third segment (Social gamer, more than 3 hours) -- 4 Conclusion -- References
The efforts to develop Forest Farmer Group (FFG) business through designing visual identity packaging of mangrove coffee products in Indramayu -- 1 Introduction -- 2 Methods -- 3 Analysis And Discussion -- 3.1 SWOT analysis -- 3.2 Segmentation, targeting, positioning (STP) -- 3.3 Concept -- Message concept -- Creative concept -- Visual concept -- Media concept -- 4 Conclusion -- References -- Exploring ideas of sustainable workplace through visual storytelling: A case study of #KomikCeritaIndah -- 1 Introduction -- 2 Research Methods -- 3 Result And Discussions -- 3.1 Collaborate: #KomikCeritaIndah, Comic Series from Women Lead by Magdalene -- 3.2 Communicate: Campaign objectives through visual narratives -- 3.2.1 Communicate: Final visual implementation -- 3.3 Connect: Circulating The #KomikCeritaIndah on Instagram -- 4 Conclusion -- References -- How SME-scaled branding agencies creates a high-quality yet affordable brand identity design for SMEs in Indonesia -- 1 Introduction -- 2 Research Methods -- 3 Result And Discussion -- 4 Conclusions -- References -- Philosophical potential of Ngalokat Cai ritual for Cimahi city branding design based on sustainable development goals -- 1 Introduction -- 2 Methodology -- 2.1 Method of collecting data -- 3 Result and Discussion -- 3.1 Analysis -- 3.2 City identity -- 3.3 City branding through media design concept -- 4 Conclusion -- References -- Zine on sharia investment basics for college students -- 1 Introduction -- 2 Research Methods -- 2.1 Methods of data collecting -- 2.2 Methods of data analysis -- 3 Results and Discussion -- 3.1 Media and content concept -- 4 Conclusion -- References -- Fish consumption culture in Manado as a consideration to a web design -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- 4 Conclusion -- References
Study of digital branding as media strategic toward metaverse -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- 4 Conclusion -- References -- Identification of building around the Bogor market as forming the identity of the Chinatown area in Bogor City -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- 4 Conclusion -- References -- Tjap Go Meh animation process as a form of acculturation of Indonesian culture through edutainment media -- 1 Introduction -- 2 Research Methods -- 2.1 Culture acculturation theory -- 2.2 Animation theory -- 3 Result and Discussion -- 4 Conclusion -- References -- Preliminary study into the Genshin impact& -- x00027 -- s aesthetics: The sustainability of visual culture through the character design -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- Conceptual design -- Shape and clothing -- Background design -- 4 Conclusion -- References -- The phenomenon of digital wedding invitations: Its potential and cultural shift in Surakarta -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- a. The potential of digital wedding invitations -- b. There is a shift in cultural values in the Surakarta community -- 4 Conclusion -- References -- Computer generated photography: Still image to moving image -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- 3.1 Medium of creation -- 3.2 Image processing techniques -- 3.3 Aesthetic analysis -- 4 Conclusion -- References -- The legal status of metaverse law and its implementation in modern era -- 1 Introduction -- 2 Research Methods -- 3 Theoretical Concept & -- x00026 -- Lega Status Of Metaverse -- 3.1 Concept of metaverse -- 3.2 Potential legal issues in the metaverse -- 3.2.1 Falsification on data and privacy -- 3.2.2 Intellectual property rights -- 4 Future Concept of Metaverse
5 Metaverse in 5.0 and Fintech -- 6 Metaverse and Sexual Harassment -- 7 Metaverse and Sustainable Development Goals (SDG) -- 8 Conclusions -- References -- Street furniture: Design and material studies on public facilities -- 1 Introduction -- 1.1 Public facilities -- 1.2 Sustainable material -- 1.3 Street furniture -- 2 Research Methods -- 2.1 Methods of data collecting -- 2.2 Methods of data analysis -- 3 Result and Discussion -- 4 Conclusion -- References -- Study of second-hand clothing upcycle with mixed media techniques in the context of sustainable fashion case study: Bazooqu Brand -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- 4 Conclusion -- References -- Reliefs at the Desa lan Puseh Temple in Sudaji Village, North Bali, image of Bali tourism during the Dutch colonial period -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- 4 Conclusion -- References -- Cultural influences toward society& -- x00027 -- s view to young adult BTS fans (army) in Indonesia and its influence on fans consumption -- 1 Introduction -- 2 Research Method -- 2.1 Methods of data collecting -- 2.2 Methods of data analysis -- 3 Result and Discussion -- 3.1 Indonesian society view regarding young adult ARMY -- 3.2 Impact of Indonesian society view regarding young adult ARMY to ARMY fandom consumption -- 4 Conclusion -- References -- The value of Robo-Robo tradition as design inspiration in public spaces in the new normal era -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion -- 3.1 Robo-Robo& -- x00027 -- s cultural structure -- 3.2 Value& -- x00027 -- s gap in case study -- 3.3 Design solution: Protection system in City Park -- 4 Conclusion -- References -- Gender-based design translation: An actor-network theory of MKS Shoes -- 1 Introduction -- 2 Research Methods -- 3 Result and Discussion
Summary This book provides the thoughtful writings of a selection of authors illustrating a central concept: Sustainable Development in Creative Industries, which utilizes a monetary equilibrium addressing issues, particularly those associated with the use of an integrated area in cyberspace and physical space, and their effect on the creative industries. 15 universities from Asia and Europe have participated in the 9th Bandung Creative Movement, where this topic was explored. Sustainability issues are now at the forefront of progress. The book covers four main areas. The first section, entitled "Art, Culture, and Society," delves into the various sectors that contribute to building a more sustainable environment, including the arts and culture. Whereas, "Design and Architecture" is referring to cutting-edge practices in the fields of manufacturing, transportation, interior design, and building construction. The third section "Technology and New Media" delves into the transformation of technology into a new medium for the development of the creative industries. The final section, "management and Business," discusses an innovative perspective on the state of the market and management in the sector. Anyone interested in the intersection of creative industries, sustainability, and digital cultures would benefit intellectually from reading this book. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license. Funded by Telkom University, Indonesia
Bibliography Includes bibliographical references
Notes Dyah Ayu Wiwid Sintowoko earned her M.A. (2019) degrees in Communication from Mass Media and Communication from Ewha Womans University in South Korea (2019). She is a lecturer and professional academia in the Film Studies in Visual Arts Department at Telkom University from 2020 to the present. She is a researcher and active in Indonesia Research Institute for film studies as well. Her research expertise is in the area of film, television, mass media, and intercultural communication. Feel free to contact her for future research opportunities. Idhar Resmadi is Lecturer at the Faculty of Creative Industries Telkom University Bandung, Indonesia. His research interest focused on media, communication, innovation, and sub-culture. Hanif Azhar is a Telkom University lecturer and researcher. He has been assigned to teach at the School of Creative Industries (SCI), specifically at the Bachelor programs of Product Design Innovation and Magister Design Management. His research interests include creative industries, cultural policy, and the use of circular materials in product development. Gumilar Ganjar (b. 1990) is an independent curator based in Bandung, Indonesia who is actively exploring the possibilities of approaching curatorial practice through various methods and conceptual frameworks. For him, an exhibition is a platform of inquiry that offers the potential of extracting and distributing, providing a critical lens in approaching knowledge production rather than a mere 'descriptive' site of artwork's presentation. His interests revolve around post-representational art and contemporary formalism, an awareness he acquired after his former interest in exhibition histories and curatorial studies during his formative years. Ganjar received his master's degree from Institut Teknologi Bandung in 2018 with a focus on exhibition histories, following his undergraduate study in art history and aesthetics at the same institution. Ganjar has been conducting shows mainly in Indonesia and collaborating with several private galleries and alternative spaces. He is currently affiliated with ArtSociates - Indonesia as a cooperative curator and with Telkom University - Bandung, Indonesia as a lecturer. Taufiq Wahab is a lecturer at DKV Telkom University with an interest in research in the DKV domain, especially research on illustrated books, visual storytelling, visual data, infographics, and corporate publication design
Print version record
Subject Cultural industries -- Congresses
TECHNOLOGY / Engineering / Civil
Cultural industries.
Genre/Form Conference papers and proceedings.
Form Electronic book
Author Sintowoko, Dyah Ayu Wiwid, editor
Resmadi, Idhar, 1985- editor.
Azhar, Hanif, editor
Gumilar, Ganjar, editor
Wahab, Taufiq, editor
ISBN 9781003372486
1003372481
9781000924008
1000924009
9781000924022
1000924025