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Humaniora
ISSN : 20871236     EISSN : 24769061     DOI : -
Core Subject : Humanities,
The journal invites professionals in the world of education, research, and entrepreneurship to participate in disseminating ideas, concepts, new theories, or science development in the field of Language, Culture, Visual Communication Design, Interior and Furniture Design, Character Building, Law, International Relations, Psychology, and Communications through this scientific journal.
Arjuna Subject : -
Articles 882 Documents
Komunikasi Visual untuk Kampanye Gerakan 3R (Reduce-Reuce-Recycle) di Bandung Homan, Devi Kurniawati
Humaniora Vol 4, No 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3447

Abstract

Bandung, which known as Flower City and Paris van Java, is a city tourism destination for domestic tourists and international tourists. Bandung becomes shopping and culinary travel destination. The consumption for plastic and garbage increases by the increase of tourists. Bandung suffers for garbage problem. To prevent it happens again to Bandung, it needs a campaign for garbage problem solution. It only takes three steps for decrease the garbage problem. The three steps are ‘Reduce, Reuse, Recycle’. Tourists can help to keep clean and comfort for Bandung environment. The campaign itself can be accessed in internet with smartphone, which is common for young generation. Information can easily spread and hope it becomes a good habit for Bandung tourists. 
Perancangan Stiker Karakter Visual dalam Aplikasi Chatting: Kolaborasi Kebudayaan Jawa dan Wayang Kontemporer Darmawan, Andreas James; Widyokusumo, Lintang; Puspitasari, Dyah Gayatri
Humaniora Vol 6, No 2 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i2.3326

Abstract

A new tradition in the use of chatting communication technology with mobile phone (cell phone) is more lively with the use of stickers. Stickers are used as a means to increase the emotion expressions of communication users. Current mobile phone technology, along with the development of high specifications (for visual depiction), is adequate to display complex visual. This prompts a new tradition that accepts even to be a new behavior in modern communication methods. Looking at this phenomenon, it is not impossible for an artist to open up the work area (creative economy) and the creation of new business areas in the visual characters of Indonesian culture. This study used the chatting phenomenon with stickers to introduce the culture of the puppet characters with contemporary approach for young people around the world. The method carried out included the depiction of classification of facial expression emotions and collaboration with the approach of some common sticker visualizations. The result was then put into the classification of semiotic theory combining with simplified visual approach to obtain the appropriate visual characterstics of the puppet. Research also involved visual craft of the purwa puppet as visual character basis for character deformation of the contemporary puppet. Thus, the application of visual stickers can be used by users for communication functions. 
Gambaran Perilaku Ramah Lingkungan Mahasiswa Binus Ditinjau dari Tingkat Kesadaran Lingkungan Pane, Murty Magda
Humaniora Vol 4, No 2 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i2.3549

Abstract

Environmental quality of Jakarta has further experienced decline. It is time for the society of Jakarta has higher environmental awareness, reflected from the frequent of friendly environmental behavior implemented. To intervene so that people behave environmentally friendly is certainly not easy, but the intervention can begin by getting an overview for environmental behavior of the society. This intervention can be initiated from public intellectuals. Binus students, as young intellectuals considering as one of the largest population in Jakarta, have great potentials in initiating interventions that lead to the formation of urban eco-friendly behavior to determine Jakarta. As the appropriate intervention, it requires initial overview of environmental behavior of Binus students. Hence this study took students in second semester as respondents. The objective of this study is to get the illustration of the level of environmental awareness of the students. Afterwards it is expected to be the basis for further research to determine appropriate interventions. This study used quantitative method to determine the level of environmental awareness of the respondent. While the results showed that the respondents' level of environmental awareness is still below the expectancy level. 
Influence of Cashless Society Socialization toward Trust Transaction Culture in Jakarta, Indonesia Hastomo, Arnoldus Dillon; Aras, Muhammad
Humaniora Vol 9, No 1 (2018): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v9i1.4174

Abstract

The research methods were using a quantitative approach with survey methods based on communication theories that made this an objective and in-depth study of the fact-data found in the field. Data analysis with the statistics program then entered into an interpretation of the meaning that connected between indicators in variable X namely Cashless Society Socialization and variable Y namely Trust Transaction Culture. The research results show that the socialization through repressive ways that have been considered not popular in the community turns out to have a strong effect on the culture of trust non-cash transactions. Withoutruling out other indicators, this research reveals that the people of Jakarta are ready to accept their belief culture changes in society transacting in the modernization era.
Memahami Digital Sculpting dengan Aplikasi Zbrush Kurniawan, Anton Sugito
Humaniora Vol 4, No 2 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i2.3561

Abstract

This article discusses how to sculpt digitally with ZBrush software. This is a new trend in film, gaming, and animation industry using 3D modelling software like ZBrush. ZBrush is a digital sculpting tool that combines modeling 3D/2.5D, texturing, and painting. The use of a technology called Pixol on the software allows deep storage of lighting, color, and material information in an object in the layer. Moreover, the technology differs Zbrush with other 3d modeling softwares which are more traditional because the software is more like sculpting. Zbrush as a digital sculpting tool is capable of making high-resolution models (up to ten million polygons). The Zbrush capability at the level of high resolution and detail level can be set dynamically, allowing the user to make changes in total or in part on the carvings. Stages described in the article in addition to explain the function of the tool, are also the advantages that exist in ZBrush software compared to other 3d softwares. Sample images from various sources and some projects may help the reader know and understand the Zbrush software and bridge the manual artist to digital 3d artist as well. 
Refleksi Pandangan Nietzsche terhadap Moralitas dan Kepentingan Diri Indrajaya, Ferdinand
Humaniora Vol 1, No 2 (2010): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v1i2.2863

Abstract

This research is a reflection, a result from author’s contemplative process, in reading one of the texts written by one of the western philosopher at the end of modernity, Friedrich Nietzsche. The reading itself, mainly, was initially started from Nietzsche’s own writing in a form of excerpts collected in an anthology entitled Self-Interest. This research wishes to show how Nietzsche responds to existing understanding on traditional morality, which to him is no more than a kind of slave morality. Nietzsche, with his own view on morality is basically orbiting to one of his main theses, Will to Power (der Wille zur Macht); other morality related concerns like self and self-interest are also undetachable to this Will to Power. Within the context of traditional morality, thing like self-interest is considered taboo in contrast with altruistic behaviour (self-less behaviour by emphasizing concerns to others). For Nietzsche, this kind of morality is prevailed necessarily because we’re discourageous in facing the arrival of nihilism. From Nietzsche’s perspective, an immoralist, a person with self-interest (within the context of traditional morality) is a ‘moralist’ him/herself. The one who affirms to nihilism, the one who possesses master morality. At the end of this research, the author gives his own response regarding to his reading on Nietzsche and to aim pragmatic value from this research might be impossible. What might be possible is one can aim at achieving different perspectives on morality and self-interest through Nietzsche’s perspective. 
Alternative Design for Visual Identity of Yayasan Batik Indonesia Nugroho, Puspita Putri; Basiroen, Vera Jenny
Humaniora Vol 6, No 1 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i1.3305

Abstract

The research objective is to create a logo as the main visual identity. It is together with the graphic elements to support the overall visual identity of the organization and also apply the corporate identity to various applications to effectively foster the professional and trustworthy image of the organization as the foundation in Indonesia aiming for preserving and advancing Batik as the national asset. The writer used qualitative and quantitative method. Qualitative method included Face-to-face interview with the vice secretary of YBI, e-mail interview with the previous logo designer and direct survey to Textile Museum Jakarta and Batik Gallery; and Quantitative method through online survey. The result of the project is a new visual identity for Yayasan Batik Indonesia, which portrays its vision and mission. Design is the core in attaining an advantageous visual identity that could portray the image of the respected organization. When a consistency is applied through the whole visual identity, professional character of the organization is achieved. 
Perbandingan Metode Depth of Field pada Lensa Kamera Fotografi dengan Efek Lensa pada Software Animasi Fathoni, Ahmad Faisal Choiril Anam; Syamsuddin, Dermawan
Humaniora Vol 4, No 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3427

Abstract

The knowledge of photography becomes fundamental importance in the understanding of digital cinematography. The work of a good photography is a blend of knowledge and photographic ability (skill) correctly. By learning photography properly, it allows an animator or digital art workers to apply some standard cinematography as well. By knowing the comparison between photography with "photographic" in 3D animation, animators will be easier to create a digital aesthetic standard with the help of the software. This paper discusses the comparison of the use of photographic camera lenses and camera parameters found in animation software 3D Studio Max. The final form is the camera pictures and parameters of used lens with the results of rendering images with the software-related parameter. 
Meningkatkan Motivasi Belajar Bagi Mahasiswa Kurang Berprestasi Melalui Program Mentoring Chairiyati, Lisa Ratriana
Humaniora Vol 2, No 1 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i1.3000

Abstract

This research is meant to study on how to increase motivation to study for students with low GPA through mentoring program at a private university in West Jakarta. The research design is descriptive with a sample of 70 active students. Data is obtained through total sampling method using questionnaires. This research uses instrument where processed data is constructed using likert scale and questionnaire result is shown in a score interpretation table. Data analysis results obtained using descriptive statistics show that scoring on mentoring program subject facility (65,14%), subject scoring on mentoring program, subject scoring on mentor performance (68,57%), shows that interpretation is in the range of strong to very strong. This shows that the mentoring program should be used as an alternative to motivate students with low GPA to study harder, therefore when they retake a subject where they failed before, they would be ready (70,86%) 
Analysis of Branding Strategy through Instagram with Storytelling in Creating Brand Image on Proud Project Martinus, Handy; Chaniago, Fachmi
Humaniora Vol 8, No 3 (2017): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v8i3.3678

Abstract

The objectives of the article were to study the branding strategy of a new age media company through social media with storytelling, how it could be utilized in the building of brand image, and what were the special characteristics of storytelling in social media environment, especially Instagram. The study provided an overview of factors in the online content update from social media to elevate interaction and to maintain the relationship between the company and its audience. Also specifying the points on how the information looked desirable to the customer. The qualitative descriptive content analysis was conducted to investigate how a new age media company with Instagram as the platform, which products were intangible and used storytelling in the delivery utilizes and mixes both components. Data were obtained by conducting the in-depth interview with company’s representative, public relations practitioner, and a follower of the company’s Instagram account, which then analyzed through data reduction. The research suggests that storytelling combined with social media features potentially strengthens all dimensions of brand equity with the brand image as the focus, primarily due to its engaging content, its ability to enhance the formation of an emotional connection, and its capabilities in improving recall and recognition. Branding activities conducted by Proud through Instagram can be said to be effective, taking into account the six main factors in providing updates, namely vividness, interactivity, informational content, entertaining content, position and valence of comments. Storytelling plays a role in communicating the company's brand and value. In addition, storytelling is also a branding tool that becomes an element that uniquely unveils a company with a competitor.

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