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 [and four others].

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Bibliographic Details
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Place / Publishing House:Abingdon, England : : Routledge,, [2023]
©2023
Year of Publication:2023
Language:English
Physical Description:1 online resource (453 pages)
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Table of 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&amp
  • x00027
  • s Perceptions of Insan Sejahtera Integrated Islamic Boarding Middle School Classrooms
  • 3.2 Dormitory room
  • User&amp
  • 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&amp
  • 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 &amp
  • 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&amp
  • 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&amp
  • x00027
  • s cultural structure
  • 3.2 Value&amp
  • 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.
  • Problematization.