Ditemukan 2033 dokumen yang sesuai dengan query
"From antiquity to the present, the theory and practice of imitation have been central to the construction of art. Yet despite a growing body of recent work, imitation is still commonly confused with the practice of copying. This misunderstanding is detrimental to the many kinds of replication that are negatively compared with notions of originality and authenticity, such as appropriation, quotation, reproduction, citation and reference. Nevertheless it is the act of repetition that confers the quality of originality and authenticity on the model in the first place --- a paradoxical gesture of demarcation that serves to establish a representational hierarchy between imitation and model. This reinforces the perception that all forms of imitation necessarily run counter to the idea of innovation or emulation.
This collection of essays challenges these prejudices by bringing to bear a perspective that reveals the ubiquity of the practice of imitation across cultures while underlining the homology of theories of imitation from within the various historical and geographical positions that are investigated. Leading scholars bring light to a broad range of areas, some of which have been little researched in the past, providing an invaluable text for undergraduates and scholars of art history, visual studies, and aesthetics, and museum professionals."
Chichester: Wiley-Blackwell, 2015
700.1 THE
Buku Teks SO Universitas Indonesia Library
Kumaat, Theophany Deasinatalia
"Perkembangan kognitif pada anak dimulai dengan meniru perilaku orang tua. Perilaku meniru menjadi salah satu cara manusia untuk dapat bertahan hidup. Tesis ini membahas bentuk baru perilaku meniru yaitu over imitation. Penelitian eksperimental dilakukan pada 250 orang anak usia 7 dan 8 tahun untuk mengetahui pengaruh usia model terhadap perilaku over imitation. Perilaku over imitation diamati setelah anak menonton video animasi mengenai mainan dengan usia model yang divariasikan menjadi anak-anak dan dewasa. Meskipun hasil perhitungan statistik tidak menunjukan perbedaan mean yang signifikan namun hasil dari penelitian ini dapat memberikan model yang lebih ditiru anak adalah model anak-anak. Hasil penelitian ini menyarankan penggunaan video animasi sebagai media belajar bagi anak usia 7 dan 8 tahun.
Children cognitive development started by watching what their parents do. Imitaion is one important thing for human to survive. This thesis is about one new form of imitation called over imitation. Experimental research was done to 250 children ages 7 and 8 to know how the age of model in animation video can influence over imitation. Over imitation was observed after the participant watched a video about toy and the model age was varied to child and adult. Altough the statistical calculation did not showing any significant result but at least this research give us a view that chlidrend tend to follow other children as a model than adult model. This research also suggest to use animation video as one media for teaching childeren age 7 and 8."
Depok: Fakultas Psikologi Universitas Indonesia, 2015
T44092
UI - Tesis Membership Universitas Indonesia Library
Petra Maharani Pramudya
"Permintaan produk Oreo meningkat setelah iklan televisi produk tersebut menampilkan ritual mengonsumsi 'diputer, dijilat, dicelupin'. Penulis membuat penelitian untuk melihat pengaruh usia observer dan interaksinya dengan penggunaan panggilan kinship terhadap perilaku over-imitation pada anak berusia enam tahun (N = 100). Ritual mengonsumsi dan over-imitation merupakan dua hal yang berbeda, namun memiliki kesamaan, yakni keduanya terdiri dari beberapa sequence.
Di dalam penelitian ini, ritual mengonsumsi ditampilkan dalam bentuk video animasi yang memvariasikan usia observer dan penggunaan panggilan kinship. Perilaku over-imitation yang diukur pada penelitian ini divariasikan menjadi dua, yaitu meniru gerakan dan verbal atau meniru gerakan saja.
Hasil penelitian membuktikan bahwa usia observer tidak mempengaruhi perilaku over- imitation secara signifikan. Akan tetapi, interaksi usia observer dewasa yang menggunakan panggilan kinship rupanya tidak berbeda secara signifikan dengan demonstrasi langsung dalam mempengaruhi perilaku over-imitation, khususnya gerakan tanpa verbal. Penggunaan ritual mengonsumsi dalam bentuk video animasi tetap dapat digunakan untuk memasarkan produk baru kepada konsumen.
here has been an increased demand for Oreo after they launch the advertisement that shows ritual consumption on how to eat an Oreo biscuit: 'Twist, lick, dunk'. The purpose of this research was to see the influence of observer’s age and the influence of interaction between observer’s age and kinship names on over- imitation behavior in children aged six years (N = 100). Ritual consumption and over-imitation are two different things, but they consist of several sequences. In this study, the ritual consumption shown in an animation video that use of varying observer’s age and kinship names. The over-imitation which measured in this study varied into two; imitate movements and verbal or imitate movements without verbal. The results showed that observer’s age on the video animation did not significantly influence the emergence of over-imitation behavior. Moreover, the scores in the control group who received live demonstration and the experimental group with father as an observer did not differ significantly. However, it is still recommended to use ritual consumption in an animation video to promote a new product to the consumer."
Depok: Fakultas Psikologi Universitas Indonesia, 2013
S44958
UI - Skripsi Membership Universitas Indonesia Library
Edinburgh: Edinburgh University Press , 2005
302.23 EXP
Buku Teks Universitas Indonesia Library
Cambridge, UK: Cambridge University Press, 2002
156.3 IMI
Buku Teks SO Universitas Indonesia Library
Dendi Pratama; Winny Gunarti W.W.; Taufiq Akbar
"Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters. The developer community of Visual Novel (VN) Project Indonesia indicated a limited local game developer that produces Visual Novel of Indonesia. In addition, Indonesian Visual Novel production was also more influenced by the style of anime or manga from Japan. Actually, Visual Novel is part of the potential of creative industries products. The study is to formulate the problem, how to understand Visual Novel as artwork of visual communication design, especially among students? This research is a case study conducted on visual communication design student at the University Indraprasta PGRI Jakarta. The results showed low levels of knowledge, understanding, and experience of the Visual Novel game, which is below 50%. Qualitative and quantitative methods combined with structural semiotic approach is used to describe the elements of the design and the signs structure at the Visual Novel. This research can be a scientific reference for further introduce and encourage an understanding of Visual Novel as artwork of Visual Communication Design. In addition, the results may add to the knowledge of society, and encourage the development of Visual Novel artwork that reflect the culture of Indonesia."
Denpasar: Pusat Penerbitan LPPM Institut Seni Indonesia Denpasar, 2017
300 MUDRA 32:3 (2017)
Artikel Jurnal Universitas Indonesia Library
Bandung: Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) ITB, 2007
Majalah, Jurnal, Buletin Universitas Indonesia Library
London: Routledge, 2020
930.1 ART
Buku Teks Universitas Indonesia Library
[Bangkok]: SPAFA, 1985
R 016.70959 SEA v
Buku Referensi Universitas Indonesia Library
Febrian Anugrah Wicaksono
"Eksplorasi dalam menghadirkan pengalaman ruang di dunia arsitektur semakin beragam, termasuk penggunaan elemen seni rupa untuk membentuk pengalaman yang tercipta dari ruang visual dua dimensi. Begitu pula psychedelic art, salah satu outsider art yang berkembang dari pengalaman distorted reality dibawah pengaruh halusinogen, merupakan lini seni rupa yang berpotensi munculkan pengalaman unik dalam keruangan.
Penulisan ini mencari tahu sejauh apa psychedelic art memunculkan pengalaman ruang berdasarkan indra penglihatan. Membandingkan ruang visual psychedelic art dan ilustrasi realis yang ditampilkan pada responden terkait teori pengalaman ruang, persepsi visual, juga teori mengenai estetika. Diketahui bahwa psychedelic art berpotensi memberikan pengalaman ruang unik dengan mempengaruhi cara kerja mata terkait nilai psikis tiap individu. Psychedelic art berpotensi memunculkan pengalaman ruang yang lebih dalam.
Exploration of bringing out spatial experience in the architecture discipline is becoming more variant, including the use of artistic elements in producing the two dimensional visual space experience. This applies to psychedelic art as well, one of the outsider art that develops from the experience of distorted reality under the influence of hallucinogen, which is an art style that has the potential of bringing up a unique spatial experience. This writing focuses on finding out the extent of effects of psychedelic art on spatial experience based on visual sense. Comparing visual space of psychedelic art and realist illustration displayed to the respondent related to the theory of spatial experience, visual perception, and also aesthetics. It is known that psychedelic art has the potential of bringing out unique spatial experience by affecting the performance of the eye related to the psychological aspects of each person. Psychedelic art has the potential to give a deeper spatial experience."
Depok: Fakultas Teknik Universitas Indonesia, 2013
S47740
UI - Skripsi Membership Universitas Indonesia Library