7 research outputs found

    Adaptasi kesusasteraan rakyat (cerita Si Luncai) dalam karya seni cetakan / Hazrul Mazran Rusli dan Abdul Aziz Zali @ Zalay

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    Penulisan ini bertujuan membincangkan penghasilan karya seni visual berdasarkan adaptasi terhadap salah satu bentuk kesusasteraan rakyat Melayu iaitu Cerita Si Luncai. Adaptasi yang dilakukan adalah memfokuskan kepada unsur-unsur didaktik atau pengajaran yang terkandung di dalam teks cerita Si Luncai. Objektif penulisan ini adlah untuk melihat samada pelukis boleh membaca, mentafsir dan mengupas sesebuah hasil kesusasteraan dan menterjemahkannya dalam bentuk imej visual. Penyelidikan ini menggunakan gabungan pendekatan Teori Adaptasi oleh Desmond & Hawkes (2006) dan kaedah ekplorasi visual yang diperkenalkan oleh O’Grady J. & K (2009). Bentuk karya seni visual yang dihasilkan adalah karya seni cetakan blok kayu konvensional. Dapatan penulisan kajian ini adalah sebanyak satu (01) karya cetakan blok kayu konvensional dengan sepuluh (10) edisi telah dihasilkan berdasarkan adaptasi yang dilakukan terhadap subjek kajian untuk tatapan penghayat. Kesimpulannya, hasil dari penyelidikan ini mendapati bahawa bahan kesusasteraan rakyat Melayu mampu diterjemah semula secara visual dan amat berpotensi untuk dijadikan sebagai subjek atau tema didalam penghasilan karya seni visual. Disamping itu, penulisan ini juga mampu untuk memperkayakan penghayatan kedua-dua bentuk kesenian ini

    Pendekatan pendidikan seni visual terhadap terapi kognitif orang kurang upaya / Muhamad Firdaus Ramli...[et al.]

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    Makalah ini mengungkapkan pengamatan instruksi terapi dalam pendidikan seni visual terhadap bakat Orang Kurang Upaya (OKU). Faktor kritikan dan penerimaan terhadap pengajaran ilmiah melalui aktiviti seni visual berupaya menonjolkan bakat artistik peserta dari golongan unik OKU yang terpilih. Peserta OKU yang terlibat adalah terdiri dari golongan pekak, bisu dan kekurangan anggota badan. Aktiviti terapi seni visual melibatkan aspek pembinaan kognitif terhadap pergerakan fizikal dan mental peserta OKU. Selain itu, instruksi aktiviti pendidikan seni visual dapat mengenalpasti aras sensetiviti pola pemikiran kreatif peserta OKU secara langsung. Objektif utama makalah ini adalah untuk membuka lembaran dan lapangan pemikiran terhadap konsep unsur dan prinsip seni visual yang diperlukan oleh golongan OKU. Melalui aktiviti pendekatan terapi dalam pendidikan seni visual, peserta OKU telah melengkapkan tugasan pengkaryaan artistik. Penilaian dan penganalisaan dilakukan terhadap penghasilan karya untuk melihat aras keupayaan pemahaman peserta OKU dalam meneruskan kelangsungan pengkaryaan. Perkongsian asas seni visual secara fizikal telah mendorong penjanaan emosi peserta OKU dalam memberikan tumpuan kepada pengajaran seni visual yang bakal disampaikan. Pendekatan penyelidikan adalah secara kualitatif dengan menjalankan permerhatian turut serta dalam aktiviti asas lakaran. Dijalankan penerangan terhadap unsur dan prinsip seni visual serta asas teknik lakaran kepada peserta OKU. Persampelan secara bertujuan dengan tiga tugasan melakar sebagai penerimaan asas dalam interaksi pengajaran dan pembelajaran. Kaedah analisa dokumen dalam penjanaan artistic digunakan untuk memberikan tumpuan kepada pola lakaran yang disampaikan. Dapatan dari pengamatan program asas lakaran berupaya menonjolkan teori dalam amalan praktis seni visual secara khusus. Melalui aktiviti asas lakaran dalam seni visual dapat mengangkat keilmuan yang sedia ada ke dalam faktor penerimaan kognitif peserta OKU. Jesteru itu, imbalan dan implikasi dari penyelidikan ini meningkatkan gaya cetusan rasa peserta OKU untuk menjalankan prosedur pembelajaran. Karya visual peserta OKU berfungsi sebagai pelengkap dalam menjanakan aktiviti secara khusus. Konsep estetika dalam objektiviti penyelidikan dipilih untuk menonjolkan aktiviti seni visual dengan lebih wajar

    E-SeniArca on IoT Platform in Education of Sculpture Arts

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    Purpose: In education, by using any media method is one of the most important elements of an educational institution, especially in order to make a consistent learning session. It also can give the two ways communication between teachers and students. Based on E-SeniArca learning tool, it will provide a new way to deliver the information with more effectively. By the lack of references material of sculpture arts topics, it was difficult for students to learn and perform their achievement. In fact, students can purpose to design, transfer, construct and test the effectiveness of the E-SeniArca learning tool in sculpture topics. Design: The methods are used to the production of E-SeniArca learning tool on technology are the ADDIE Model. Findings: The actual image depiction of the sculpture arts through the images is shown to clearly explain the shape of arc that have in sculpture concepts. Research limitations: This study has developed an application of 12 flip cards for scanning by E-SeniArca learning tools to generate 3D images on each of the different picture cards. Practical implications: Much of the software used to produce this learning tool has been able to attract students to learn the basics of sculpture arts. Paper type: International Journal of Entrepreneurship and Business Development (IJEBD

    Covid -19: The Impact On Malaysian Visual Arts Scene

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    Purpose: This paper discusses the impact of COVID-19 on the Visual Arts industry in Malaysia. In general, this pandemic has affected various forms of artistic activities and the income of visual arts artists and galleries. The cancellation of art projects and exhibitions has greatly affected the artist's source of income as well as disrupted the sale of works and forms of art appreciation. The crisis has also opened up a new form to the visual arts industry by looking at alternative approaches to the continuity of the arts field by switching to virtual or online methods. This emerging crisis of COVID-19 might be the starting point for all art practitioners including artists, art critics, galleries/museums, collectors, and curators in using the online space to continue to capitalize on and expand the Visual Arts industry. Design/methodology/approach: Review approach. Findings: The COVID-19 pandemic has made a huge impact on the country's Visual Arts industry where a wide range of art activities cannot be implemented and opened up opportunities for online activities Practical implications: Exhibition and sale of works through online approach has become one of the main methods that support the Visual Arts industry with the application of a combination of the latest technologies such as VR and AI that enable the representation of real experiences in the context of art appreciation. Originality/value: This paper is original. Paper type: This paper can be categorized as a viewpoin

    Covid-19: Disadvantages Of Online Learning Towards Visual Arts Practiced-based Nature

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    Purpose: This paper discusses the disadvantages of online learning in the context of studio practice -based that focuses on practical skills. Discussions are made by looking at various angles of teaching and learning toward the online method and its implications for the field of Visual Arts. Among the aspects discussed are social isolation, limited feedback, focus on theory rather on practice, lack of flexibility, and lack of transformational power. In general, online learning can only serve as a supporting method to the field of Visual Arts that focuses on the construction of practical skills, where conventional learning method which is characterized by practice-based learning is more appropriate and effective. Design/methodology/approach: Review approach. Findings: The best practices for online learning courses are still evolving and are much more difficult to implement especially in terms of learning methods that would be suitable and effective for all areas. Direct training, standard methods, approaches and processes through practice-based are the best practices and are much more established, well understood and more effective for teaching and learning in Visual Arts. Practical implications: Developing a truly effective online learning course requires time, money, and a huge amount of expertise. Good online learning courses involve multimedia, specialized web development, technical support, and strong user interaction design. If done incorrectly, it will disrupt and negatively impact the learning process because of the lack of time concentrations and space limitations. Originality/value: This paper is original. Paper type: This paper can be categorized as a viewpoin

    Enhancing the Dining Experience through Emotional Tableware Design

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    Objective: At present, the tableware used represents the image of the restaurant as it is able to create a visual attraction or known as ‘visual synchronisation’ with food. Emotional tableware design is able to influence the behaviour of people through the dining experience. This is due to the attractive visual design of the tableware which will have an indirect influence on the aroma and taste of the cuisine being presented as well as the surrounding ambience. Methodology: The three levels of design theory which include visceral, behavioural and reflective play a significant role in providing an impact or having a great influence on the fine dining experience. Consequently, amplifying the integration of senses, interaction and response towards emotions. Findings: An emotional tableware design will lead to a more positive experience. This positive experience will elevate positive emotions through its functionality, convenience and satisfaction. A tableware designer is able to evoke such emotions as the emotional design has no specific rules or clear protocol. The positive experience that is emotionally inspired will lead to a better life experience or make life more interesting. Implications: The use of an emotional tableware design by chefs in fine dining has elevated the dining experience to a whole new level which amplifies the deep impact that this concept has on the world of tableware design.  &nbsp

    Assessing the Impact of Tableware and its Influence on the Fine Dining Experience

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    Objective: This research aims to study the influence of ceramic tableware in the fine dining industry and the experience of diners towards the design of the product. The final stage plays an important role in evaluating the emotional responses of diners towards the aesthetical values of the product which will be measured based on the user’s experience (UX). UX is crucial in determining the success or failure of a product in the market. Therefore, the UX factor will determine the level of success of a product in the market.   Methodology: this study will focus on the experience of the diner based on the theory of Findings: Norman’s Three Level of Design. Emotion refers to the feelings felt by humans. The succes of a product is not merely dependent on the advantages and great design of the product. However, the success of a product in the market is assured when it it based on the 7 UX factors which include: usefulness, usability, availability, accesibility, reliability, value, fulfilling the current demands and needs as well as comprehensibilty.  Implications: Chefs have to be creative in creating a menu that will reflect a unique dining experience through the attractive and special presentation of the meals provided. The elite category of diners does not put an emphasis on price rather they are focused on gaining the ideal fine dining experience which not only has the perfect ambience but also create an unforgettable memory
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