Ditemukan 5 dokumen yang sesuai dengan query
Husen Hendriyana
"Along with recent rapid development of science, technology, art and culture, through research institutions from the central to the local level, the government seriously activates enhancement and protection of the intellectual products of the nation. Such as protection of intellectual property rights against irresponsible plagiarism. This is due to that the appearance, process, or invention steps of the creative furniture designer in the society or in the academic environment have the potential and the opportunity to be registered as Intellectual Properties (IP) or gain Intellectual Property Rights (IPR)- Besides aiming to lift up the state or institutions achievement and attainment of intellectual property rights internationally, the added value also can be developed in the direction of economic upgrade. Research on furniture products designs have been numerously carried out with various objects and cases, yet the diversity of the subject character and creative processes still have not well defined so they enrich the model of creative process design. This study aims to identify, classify and formulate a potential furniture design model of creative process and IPR standard, through methods PAR- The results of this study are (1) prototype of furniture design products, (2) the creative process model and the construction methods process of furniture design with a concept or a specific theme; (3) Registration of IPR; (4) Scientific manuscript."
Denpasar: Pusat Penerbitan LPPM Institut Seni Indonesia Denpasar, 2017
300 MUDRA 32:3 (2017)
Artikel Jurnal Universitas Indonesia Library
Ching, Francis D.K., 1943-
New York: Van Nostrand Reinhold, 1990
741.2 CHI d
Buku Teks SO Universitas Indonesia Library
Zulfan Noor Satwika
"Tulisan ini dilatarbelakangi oleh adanya kompetisi competitive gaming yang diadakan oleh RRQ MABAR sebagai wadah pengembang esports khusus murid SMA/SMK dan sederajat di Indonesia. Metode yang digunakan dalam penelitian adalah etnografi dengan melakukan observasi partisipatif. Penelitian ini ingin melihat bagaimana dinamika student-athletes yang sedang dalam proses menjadi professional player Mobile Legends: Bang Bang dalam situasi prekariat. Dalam situasi prekaritas, seseorang dihadapkan dengan peluang resiko yang besar untuk menghabiskan waktu tanpa penghasilan, memiliki beban kerja di luar kewajiban, jam kerja yang bervariasi, namun mempunyai lebih sedikit keamanan kerja dan jenjang karir yang tidak pasti kedepannya. Ditambah lagi, esports yang masih belia menambah kerentanan dari segi kepastian eksistensi industri ini. Pada akhirnya, tulisan ini kemudian mengungkap proses bagaimana para student-athletes menggunakan kompetisi sebagai creative process yang merupakan upaya manifestasi dirinya sebagai professional player dalam situasi prekaritas.
The background of this writing is from the existence of a competitive gaming competition held by RRQ MABAR as a platform for esports developments, specifically for high school/vocational school students or equivalent in Indonesia. The method used in this research is ethnography by conducting participatory observation. This research wants to see how the dynamics of student-athletes who are in the process of becoming professional Mobile Legends: Bang Bang players in a liminal state. In a precarious situation, a person would be facing great risk such as: spending time without income, has an extra-duty workload, varies working hours, but has less job security and displays an uncertain career path ahead. In addition, esports can still add vulnerability in terms of the certainty of the existence of this industry. In the end, this paper then reveals the process of how student-athletes use competition as a creative process which is an effort to present themselves as professional players in practical situations."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Maria Gabriella Meidiana Anggoro Putri
"Artikel ini bertujuan untuk memberikan analisis mendalam tentang seni AI, meneliti teknik, dampak, dan implikasinya bagi dunia seni. Membahas peran AI dalam proses kreatif, menyoroti bagaimana algoritma pembelajaran mesin dan model generatif digunakan untuk menghasilkan karya seni. Membahas implikasi seni AI bagi dunia seni. Mengeksplorasi dampak karya seni yang dihasilkan AI pada praktik artistik, yang menentang gagasan konvensional tentang hak cipta dan orisinalitas. Selain itu, Artikel ini juga mengkaji bagaimana pengamat, kritikus dan institusi mempersepsi seni AI, menyoroti hubungan antara AI dan kreativitas manusia. Pertimbangan etis seputar seni AI juga dieksplorasi dalam artikel ini, termasuk permasalahan bias dan diskriminasi, transparansi algoritmik, dan peran seniman dalam proses kreatif seni AI. Artikel ini menggunakan metode analisis konseptual. Didasari oleh konsep family resemblance yang dicetuskan oleh Ludwig Wittgenstein, yang membahas akan bagaimana kategorisasi itu penting dalam memahami sebuah konsep.
This article aims to provide an in-depth analysis of AI art, examining its techniques, impact and implications for the art world. Discusses the role of AI in the creative process, highlighting how machine learning algorithms and generative models are used to produce works of art. Discusses the implications of AI art for the art world. Explores the impact of AI-generated artwork on artistic practice, which defies conventional notions of copyright and originality. In addition, this article examines how observers, critics and institutions perceive AI art, highlighting the relationship between AI and human creativity. Ethical considerations around AI art are also explored in this article, including issues of bias and discrimination, algorithmic transparency, and the role of artists in the creative process of AI art. This article uses the method of conceptual analysis. Based on the concept of family resemblance that was coined by Ludwig Wittgenstein, who discusses how categorization is important in understanding a concept."
Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2023
MK-pdf
UI - Makalah dan Kertas Kerja Universitas Indonesia Library
Fadillah Neysa
"Penelitian ini menguji hubungan antara empowering leadership dan kreativitas melalui beberapa variabel lain yang menghubungkannya. Analisis ini menggunakan data survei dari pekerja Industri film di Jabodetabek dan diolah menggunakan metode Structural Equation Modelling dengan software Lisrel. Dari hasil penelitian ini ditemukan bahwa dalam industri ini, empowering leadership tidak memiliki hubungan positif dengan psychological empowerment, sementara psychological empowerment memiliki hubungan positif dengan keterlibatan dalam proses kreatif dan motivasi intrinsik karyawan. Motivasi intrinsik karyawan tidak memiliki hubungan positif dengan keterlibatan dalam proses kreatif, sementara motivasi intrinsik tersebut dan keterlibatan dalam proses kreatif memiliki hubungan positif dengan kreativitas karyawan.
This study examined the relationship between empowering leadership and creativity through some other related variables. This analysis uses survey data from the film industry workers in Jabodetabek and processed using Structural Equation Modeling with Lisrel software. This study found that in this industry, empowering leadership does not have a positive relationship with psychological empowerment, while psychological empowerment positively associated with creative process engagement and employee's intrinsic motivation. Intrinsic motivation of employees do not have a positive relationship with creative process engagement, while the intrinsic motivation and engagement in the creative process has a positive relationship with employee creativity."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2014
S54515
UI - Skripsi Membership Universitas Indonesia Library