IMOVICCON: International Moving Image Cultures Conference
Proceeding IMOVICCON: International Moving Image Cultures Conference 2021
IMOVICCON: International Moving Image Cultures Conference Proceeding 2021
Copyright (c) 2023 IMOVICCON: International Moving Image Cultures Conference
Back to the Future: Reflections on the ”˜site’ of contemporary digital film culture through the Year 2000
When speculating about the state of moving image in 2021, it might be instructive to explore the ”˜pre-history’ of the current streaming era - and therefore this paper will initially focus on a particular cultural/historical moment, the year 2000 (and the very early 2000s); the start of a new millennium and the peak of the ”˜dot com era’. This period was characterized by a huge burst of creative and technological energy related to moving image on the web, manifested in the emergence of specialised web portals such as Atomfilms, Shockwave, Heavy, Brickflims; independent creators such as Evan Mather and hi.res; a global plethora of Fanfilms (particularly based around Star Wars); as well as digital moving image festivals such as One Dot Zero (UK) and Res.Fest (US), which purported to be a window into the future, or at least the ”˜bleeding edge’ of new media aesthetics intersecting with cinema. In this pre-Broadband and pre-YouTube period, the web was a ”˜clunky’ and unreliable platform for a variety of technically complicated moving image files. However, it is possible to look back on the early 2000s as a liminal moment between the celluloid/video/physical media era and our remotely hosted, high-definition present. This paper will describe it as a fertile and open space, where artists and curators had the opportunity to dream of what the future might become, grappling with how moving image on the web (and their narrative language and aesthetics) could be envisioned differently from what had come before. If the Internet was a ”˜site’, what types of moving image work could be ”˜site-specific’? The paper will offer up key examples from that period and then jump forward in time to apply a similar framework of speculation to moving image online in the year 2021, and in the latter stages will explore what if any radical new ways of storytelling might arise as we move forward into an uncertain ”˜future’.
Mobile Moving Image Culture & Smartphone Filmmaking Past, Present & Future
Over the last decade, smartphone filmmaking evolved from an underground and art house into an egalitarian filmmaking practice and moving-image culture. In an international context mobile, smartphone and pocket films can provide access to filmmaking tools and technologies for a new generation of filmmakers. Max Schleser will review the developments and directions in mobile, smartphone and pocket filmmaking through the International Mobile Innovation Screenings (www.mina.pro). During the last ten years, he curated the screening and smartphone film festival, which captures and celebrates smartphone films about communities and cities from around the world. Mobile, smartphone and pocket filmmaking expands the tradition of experimental filmmaking, expanded cinema and documentary making. Smartphone filmmaking facilitates experimentation. This presentation will outline how early mobile filmmaking aesthetics still resonate in contemporary smartphones films and documentaries that screen at major festivals such as Berlinale or Festival de Cannes. Furthermore, mobile moving image aesthetics now influence filmmaking more generally. As Creative Arts research in screen and digital media, Max Schleser’s research projects are also disseminated via non-traditional research outputs. He applies practice-led research to examine novel film forms and formats. His creative practice focuses on filmmaking and curation. Max Schleser has demonstrated how mobile media can drive social innovation in interdisciplinary research projects. To establish a conversation on mobile media’s potential for transdisciplinary research, he co-edited Mobile Media Making in an Age of Smartphones and Mobile Story Making in an Age of Smartphones. His monograph, Smartphone Filmmaking: Theory & Practice will be published by Bloomsbury in September 2021.
Capturing Intimacy and Loneliness: Designing Shot to Visualize Character’s Emotional Changes In “Blue” Music Video
Music video as a visual translation, should be able to represents the message of a song. Limited duration of music video, requires creator to design each component of the image to be effective in the delivery of the message. Visual images can deliver communicative - aesthetic function therefore visual images can define an ideas and provide aesthetic experience at the same time. “Blue” is an animated music video of “Blue” an electronic dance music (EDM) song by Tomatow and Nadya Sumarsono. Following the messages from the song, this music video raised the concept of romance experienced by adolescents and its relation on their dependency of future technology (Cyberpunk). This research analyzes the application of shot to show the emotional changes of characters in the music video. Data collection process includes literature study and Reference observation of animation, EDM, cyberpunk visual regarding the applications of shot in its relation to delivering messages in films and animation such as shot type, camera movement, principle composition, and focal length. In conclusion various aspects of shots such as type, movements, and the application of negative space in composition can impact the phsychology condition of the viewers to follow what the creator of the music video intended.
Analysis The Cathartic Effect In The Film “Jurassic Park (1993)”
Catharsis refers to the emotional experience audiences feel after watching a movie. Although it plays an important part in making movies memorable and impactful, it is often overlooked by movie directors nowadays. Therefore, the audiences watching could feel bored or be left with little emotional relief. Previous research has shown the cathartic effect that movies bring in general. However, through this journal, we will examine deeper into the movie Jurassic Park (1993) and how the director Steven Spielberg created the cathartic effect. We will use the literature review method to analyse the current knowledge regarding catharsis into the movie Jurassic Park. Through the analysis that we did, we concluded that the movie Jurassic Park provides a cathartic effect through the use of cinematography, theme, and editing by the director himself.
Using the Concept of Timeframing to Implement Animation in the Motion Comic Adaptation of Bumi
Motion comics are known for their implementation of animation in static comics, but the goal of the animation itself is rarely thought about. Some use animation in comics just for the sake of creating a moving comic, without really thinking about the strengths animation can bring. Understanding the concept of timeframing and the seven characteristics of a motion comic will help improve the use of animation in a motion comic.
Design Process Of Visual Concept Assimiliation Of Traditional Clothing With Science Fiction From The Adaptation Of The Bumi Novel By Tere Liye
This paper contains the process of designing a visual concept of assimilation of traditional clothing designs with science fiction from the adaptation of Tere Liye’s novel Bumi using the sequence of Armand Serrano’s processes in making concept art. This visual concept design process aims to create a visual concept that is in accordance with the content and context of the story and can be used as a reference in creating a visual appearance that is coherent with the source of the adaptation. The study stage began by analyzing the content of the literature that had been collected using McCloud’s Backstory method continued with context analysis using Charles Sanders Peirce’s literature and semiotics studies and finally searching and developing keywords using the Words Association Network method.
Analysis on Laika’s Puppets in Kubo and the Two Strings: A Stop-Motion Animated Feature
Stop-motion is one of the highly regarded animation/film techniques in the industry. Although infamous for its long production time, stop-motion can take advantage of literally every other artform and technology. But, one medium that stop-motion never strays far from is puppetry. This is because puppets can easily be made to resemble living beings. Also, they are reusable. In this digital age, efficiency and effectiveness became the top priorities in any form of production. In this context, puppet animation (puppetry in stop-motion) is considered too pricey and not ideal for the rapid competition happening throughout the industry. This is why the genre started to fade in the ”˜90s. Fortunately, a western animation studio bearing the name Laika brought puppet animation back to life, making the genre popular again. Their works reached the hearts of their audience through smooth animation, breathtaking visuals, and cool-looking puppets. This may seem like a mere pipe dream for their predecessors, but Laika has done it with the help of cutting-edge technology ”” making the production process way cleaner than ever. As time keeps on flowing, innovations and new ideas are needed to sustain creativity and value in the industry. Therefore, this journal is a study to prove how relevant Laika’s innovative puppets are in the stop-motion world. All data used in this journal is acquired through literary studies across the online web.
Designing Anthropomorphic Cat Family Characters in 2D Animated Short Film “Hanyut”
Jakarta is often, if not regularly, being hit by a natural disaster in a form of floods. Floods have affected not only human but also domestic animals like cats, chickens, and pigeons, especially in Kampung Pulo. There are not many films out there that show the struggles and sufferings of animals during floods which is why author and team decided to make an animated film about it titled “Hanyut”; how are their conditions; how can they survive the events. In the scope of the film preproduction, author decided to focus on character design which is designing the cat family characters in the 2D animation film “Hanyut”. The designs will be limited on character designs for the cat family that consists of the mother cat and her two kittens. Although anthropomorphic, these cat characters cannot talk and walk on 4 feet (quadrupedal), but have similar personalities and emotions as human beings. Moreover, the research design will be limited on the drawing style, basic shapes, body proportions, as well as hair and eye colors that will be used on the characters. Data collection for this qualitative research was done by literature reviews, on-site observations, observations on animation films, and surveys about the characters’ appearances to be used during the character designing process. By doing this research, the writer wants to create the cat family corresponding to the story plot and can attract people’s sympathy with the characters’ characterizations.
Business Aspect of Intellectual Properties “Si Juki”
Si Juki is an example of a successful local Indonesian IP management. Starting from 2010 with a comic strip uploaded via social media, Facebook has developed into an IP that the Indonesian people love. Si Juki is also an animated feature film with the most significant number of viewers. This phenomenon, of course, has attracted more attention from the Indonesian people. In developing an IP, two essential aspects need to by the IP maker must consider two essential aspects, namely, the creative element and the business aspect. Without thinking about the business aspect, Ip is just an ordinary art that cannot survive in the industry. The Author, on this occasion, will examine the business aspects carried out by the Juki IP development team in Indonesia based on data available online based on business and marketing theories.
Characters in films are always created by applying basic human traits which are then built on conflicts and relationships between other characters. This relationship can generate motivation, need, desire and even fear. Negativity is usually always a part of that relationship because the expression of negativity is considered capable of provoking controversy and continues to be a curiosity because negativity is not something neutral. Negativity is also not nothing or zero but something that is not defined by itself but by its effect, it causes the quality of dualism. Joker is Batman’s most famous antagonist. The film titled Joker directed by Todd Phillips tries to target how the Joker character whose real name is Arthur Fleck (Joaquin Phoenix) is constructed. This construction does not appear by itself but a result that stimulates it. Arthur Fleck’s behavior in this film is considered an answer or response to the stimulation and the negativity manifests itself through Arthur Fleck.
The use of Freytag’s Pyramid Structure to Adapt “Positive Body Image” Book into a Motion Graphic Structure
Narrative structure is the framework of the story as the basis for presenting the narrative to the audience. Narrative structure is generally applied to something that is fictional to determine the direction of the plot of a story, such as story books, novels, films, and animations. This paper will discuss the adaptation of a scientific book by Justin Healey on the problem of body image which will be adapted into motion graphic media using the Freytag Pyramid narrative structure method. The adaptation of scientific books with a narrative structure is carried out with the aim of helping the process of grouping information that will be used into a designed motion graphic video, as well as to help in making motion graphic structures by writing the script. The methodology used in this paper is research by conducting a literature study from existing sources and references from books or journals, before entering the stage of analysing scientific books. The adaptation phase begins by analysing a scientific book entitled Positive Body Image using the Freytag’s Pyramid narrative structure method. It is not only used to analyse and classify information but is also used as a reference in writing scripts based on the narrative structure of the Freytag Pyramid, which can determine the structure of the designed motion graphic. From the results of this analysis, it can be concluded that the narrative structure method can also be used to analyse scientific and nonfiction books, as well as being applied in designing motion graphics.
Design of The Narrative Structure of Berau Natural Tourism Promotional Video using Freytag’s Pyramid Method
Indonesia’s tourism potential is quite large. But in fact, tourism is still very centralized in only a few places such as Java and Bali. Even though, there are still a lot of tourist attractions that are no less interesting and beautiful, like the natural tourism of Berau Regency, which is located in East Kalimantan. Therefore, in designing this video, it is necessary to divide the narrative which is dissected using the Freytag’s Pyramid narrative structure method. The research methodology used is to use qualitative methods by conducting expert interview studies who are expected to provide valid information. The divided narrative of this promotional video will be useful in the process of designing a visual study.
The Application of Binaural System on Virtual Reality Technology Through the Animation of Wayang Kulit Yogyakarta Performance
Binaural system is an audio technology which relatively easy to apply these days. This was due to the growth in technology developments of the audio recording system. The application of this system is not well known in Indonesia. This was aligned with public assumption where Wayang Kulit performance are one of many unappreciated forms of arts in Indonesia. The main problem that occurred is that whether the binaural system conjoined with the Virtual Reality (VR) System can make the public more appreciate the art form of Indonesian Wayang Kulit. By using the theory of perception conjoin with the binaural technology, it can be assumed that the audience can have a new experience from the performance through the VR thus elevating their appreciation for the art itself. This research will be divided into three stages. The first stage focused on the application of the binaural system on Wayang Kulit Animation through VR system. The second stage will focus on the product assessment whether it can elevate the appreciation of the audience for the art itself. The third stage will focus on applying the binaural system on other Indonesian art form. This year, the research will begin at the first stage.
“Setan Jawa” Film: Revival Cinematic-Orchestra as Cultural Communication in Digitizing Era
The film has the potential to change the style of Indonesian social interaction through the presentation of real images which is offering deeper knowledge and understanding of culture. With a revivaling cinematic-orchestra approach, Setan Jawa Film by Garin Nugroho brings up local narratives, a myth about the Pesugihan Kandang Bubrah in the early 20th century in Java as its background. Using a case study approach and documentation analysis, this research aims to identify the extent where cinematic orchestra film combines art and technology collaboratively, creating visual multiliteracies that have the potential as a medium of cultural communication. From this study, it was concluded that the understanding of visual language supports verbal language in conveying self-concepts and the concept of cultural value systems to identify a person’s identity in certain ethnic groups in a variety of global relations in the digitizing era. As a medium of cultural communication, in the cognitive setting, Setan Jawa Film revivaling cinematic-orchestra film as artistic innovations in moving image production””also offering potentiality to bring up conceptual understanding as well as analytic understanding related to cultural identity.
Buzz Marketing as a new practice of digital advertising: A Study Case on Scarlett Whitening brand
Word of Mouth Marketing (WOMM) has been used for a long time and is still called the most effective marketing strategy. When many traditional-manual concepts have been displaced due to changes to the digital era, the emergence of the internet has actually added to the effectiveness of this marketing strategy. By adopting the concept of WOM into digital marketing, a profession was born as well as being considered a new advertising medium called a buzzer that carries out buzz marketing activities (the term WOM in the world of digital marketing). Using case study methodology, this research discusses the effectiveness of buzzer as a new digital advertising model, using the buzz marketing strategy that has been used by the Scarlett Whitening brand. Buzzers are different from influencers and key opinion leaders (KOL) because buzzers are generally ordinary personal accounts or spam accounts that have no personal branding and reputation to be at stake. The use of buzzers is considered the right choice to increase brand awareness.
Animating and Designing Movements for Turtle Figure in 3D Animated Short Film Entitled “TUKIK”
One of the most important elements in an animated film to convey a message to the audience is animating a character. Character movement in a scene is very necessary to show what is happening and what the character is experiencing in a scene that is being witnessed by the audience. This research will raise the animating process of the turtle character in a 3D animated short film entitled “TUKIK”. There are two scenes that will be discussed; a scene when the turtle is swimming in the ocean and the movement when the turtle is trapped by the waste at the beach. In the design process, various principles of animation and movement of turtles are applied based on references. The results of this research will be applied to the movements of the turtle characters in the animated awareness film called “TUKIK”.
Counter Advertising in Indonesian Advertising Industry
Counter ads commonly known as a term used for a unique method that is seen as a standard for creating an advertisement that contains a message that counters an old destructible message then produce a new positive meaning. A term that is quite concerning in the Indonesian advertising industry, which has its own culture and has an ethical basis for competition in advertising. Counter-ads are sometimes mixed with several similar advertising method’s definition. Hence, sometimes they do not have clear boundaries. But nonetheless sometimes its appearance has a controversial sensation among peoples but an effective advertising methods strategy. This case study research used one Counter-ads example that later will be researched and analyzed with descriptive methods to examine the important points of a Counter-ads so that the results can be used as a benchmark for the basis and limitations of an advertisement which can be referred to as Counter-ads rather than other advertising methods strategies. The results will also be used to provide a clear example of how counter-ads can directly promote usage of advertisements aimed at investigating certain ideas, as well as its impact on its relevance over ethical policy of the Indonesian advertising industry. Counter-ads advocacy focus on the promotion of a controversial topic that necessary and appropriate to be raised with a finding that a counter-advertisement can quickly attract the attention of the masses over a period and tends to be more effective in terms of attracting attention to change person’s behavior and outlook if it following on such examples of that case previously been carried out before.
Semiotics Analysis in the Symbolic of Colors on “Ave Maryam” (2018)
A movie must have a purpose and a message according to the directors’ vision and plans. There are many ways to convey the message to viewers around the world, explicitly or implicitly. Yet, every individual has their own perspective, ideology, opinion, and culture background, and this difference results in different interpretation of a movie. Nevertheless, viewers can still analyse a movie with theories that has been studied for generations, for instance semiotics theory, feminist film theory, psychoanalysis, etc. We will analyse how Robby Ertanto, as the director, the writer, and the producer of Ave Maryam, conveys messages through symbolic of colours using method of semiotics theory.
Designing Motion Comic About Information of Indonesian’s Traditional Medicine (Case Study: Djammoe)
Jamu is an Indonesian traditional health beverage, but among young people it is deemed out-of-date and a drink for old people. These images take form because young people only get minimal exposure to jamu and because there are modern beverages that they prefer. In this project the theme of information about jamu will be presented in the form of a digital comic, because the interest of reading textbooks among young people has been gradually diminishing and they prefer reading entertainment books, such as comic books. This project uses literature study. The literature study is conducted to get information about the theme and the design theories that are going to help with the process of designing the project. The final product of this project is a motion comic. Visual research study and keywords are adjusted to the target audience of this project. The result of the research is used as a guidance in the while process of making the digital comic, from the pre-production to the post-production process. This paper focuses on discussing about the application of several design theories in the motion comic project.
The Effects of User-Generated Content on Social Media Advertising Strategy in A Case Study of #Gundalafanart Campaign For The Movie “Gundala” (2019)
Both the use of UGC in the designing process of social media advertising and social media advertising itself, are two relatively new developments following the information age. Time and time again the various effects and outcomes of UGC in social media advertising, including positive and negative responses which accordingly changed audience perception of the advertised. One recent example is the use of #GundalaFanart, a call for fan art submissions to promote the 2019 Indonesian superhero movie, “Gundala”. The case study method will be used to analyze the implementation of this UGC on the advertising of “Gundala”, and to provide an example of how much it affects brand awareness or image. We arrive at the conclusion that the UGC #GundalaFanart received positive attention from both familiar and new audiences due to two factors; the form of the UGC itself aligns well with the film’s image and core message and aligns as well with the product’s position within the consumer’s mind. These two factors are important to ensure effectiveness when designing and implementing UGC into a social media advertising campaign. The UGC has a significant effect on the reputation of the product or brand, which in turn affects the consumer’s perception of it, subsequently also affecting the decision- making process in consuming a said product.
Analyzing “Soul” as a Representation of Existential Crisis
The word “film” is not something foreign anymore and it is used as a medium that pours the reality of life into a big screen. With existential crisis and finding the meaning of life as the context, this paper will use Pixar’s Soul as the study case and using the method of textual analysis to analyze the movie and Soren’s theory from Hicks’ book focuses on the four meanings in life along with theories of existence.
Content Analysis of “27 Steps of May” (2018) Using Auteur Theory
Indonesian cinema has been evolving quite rapidly these past few years, many great movies that strive beyond commercial and quantity purposes have been brought into realization by many young rising filmmakers. Ravi Bharwani with his drama 27 Steps of May serves as one of the movies that best elaborate on Indonesia’s dynamic as its finest and most analyzed worthy. This case study is rich in semiotics and best showcases Bharwani’s preferred filmmaking style, making him an auteur in the making.
Blind Artist Self Portrait and Materiality in Stop-motion Animation
This essay analyses touch as an essential element in blind artist artworks which is strongly related to the stop-motion animation technique. In their practice, some blind artists incorporate touch as the essential part in the process of making and viewing their art or self- portrait. In cinema, incorporating touch also has been applied by filmmakers to heightened other senses than visual and audio to bring viewers and film closer. In this essay author discussing how the element of touch in the artworks related to the touch in the stop-motion animation technique. The work of Tactile Dialogues (2006), and Blind Narcissus Invent his Own Mirror (2007).
Designing a 2D Animated Music Video (Case Study: The Song “Pengingat” by Kunto Aji)
It is very common in society, especially for students to feel stress to achieve higher education. If the stress is not avoided, it will lead to depression. One way to reduce stress is to listen to a song. An Indonesian singer that often writes a song that addresses stress and depression in a good manner is Kunto Aji. One of his songs, “Pengingat” conveys a message to the youth to remind them how far they’ve come. To bring back the message, a medium that is easy to access is needed for Kunto Aji’s fans, new fans, and that medium is a 2D animated music video. The concept of this music video is using two keywords, that is urban and fun. During the process of this project, the methodology that is used is literature study and interviews. In literature study, is more to a research article, and journals to deepen the understanding about the current issue and about the singer as well, along with other books that are explaining theories about animations that are used in his project, specifically 2D animations, and researching visual references. The interviews are used for deeper meaning about the song based on the singer’s perspective himself. The process of making the concept is using a methodology of concept mapping to find keywords, that would help to create juxtapositions about the narrative that were made by three-act structure.
Designing Lighting in an Animated 3-Dimensional Film Adapted from a Children’s Story by Monica Wihardja (Case Study: “Marapu dan Kampung Tarung”)
The issue of discrimination is an issue faced by a multicultural country like Indonesia. One form of discrimination is religious discrimination. Such acts of discrimination are still experienced by some religions or broad beliefs in Indonesia, one of which is Marapu. Marapu is a traditional religion adhered to by the people of Sumba. Therefore, this issue was raised in the form of a short 3D animated film, with the aim of raising the public about the issue of religious discrimination that is still happening in Indonesia. The content of the children’s storybook entitled Marapu dan Kampung Tarung and the cultural context of Sumba were used as the basis for the concept. Meanwhile, the keywords are enlightened and heavenly as a visual reference. In this paper, the lighting aspect will be used as a case study in bringing the issues of discrimination, theology, and cosmology from Marapu’s teachings into a short 3D animation.
Animation Design in an Animated 3-Dimensional Film Adapted from a Children’s Story by Monica Wihardja (CASE STUDY: “Marapu and Kampung Tarung”)
Discrimination is an issue that often occurs in Indonesia. It is undeniable that religious discrimination is one form of such discrimination. Marapu religion is a traditional religion adhered to by the people of Sumba. Discrimination against followers of the Marapu religion is one form of discrimination that occurs in the Sumba region. Adherents of the Marapu religion in Sumba experience different treatment, especially in the field of education. Therefore the short 3D animation project raises this issue, aiming to raise public awareness about religious discrimination that still often occurs in Indonesia. The design method in Meha’s short 3D animation project uses literature study sourced from books, articles, and research journals and interview studies regarding the reconstruction of book content and the cultural context of Sumba and Marapu which will be raised in this final project. The final form of this project is a 3D short animated film with a duration of six minutes. In the process, visual content keywords are emphasized, namely Enlightened and Heavenly, which are references in visual design in making animation.
Composition Method In Creating Storyboard Novel “My Idiot Brother”
In making this concept study, it discusses the making of storyboard design as a means of storytelling. Meanwhile, the issue discussed in this study is to discuss discrimination. Discrimination is not only through religion, race, ethnicity, culture, gender, and even physical and even mental. From this, it is following the book that will be discussed, namely the novel “My Idiot Brother” by Agnes Davonar. In making this work, the Ed Ghertner method was used which was an important part of the storyboard design. Storyboard itself is a medium that can be used in storytelling in films. So that it can convey awareness with a visual storyboard depiction that can describe the situation and mood in one story scene. Collecting data using literature study from materials or from second-hand to obtain data. Then discuss how the process of making storyboards using 3 ways such as Why do films in Indonesia still have shortcomings? How can storyboard theory improve the form in the visual scene in the story? whether the storyboard theory can improve the visuals in the film ?. These three questions also lead to the conclusion that the Ed Ghertner method is useful for making the form in depicting a visual story aesthetically better form.
Promoting Character Through Partnership Marketing and Interactive Advertising
Creating a new character as an intellectual property right is just the beginning of a long journey. The next step would be introducing the character to a broader audience. A startup company would not have the budget to produce a full feature film or finance a massive marketing campaign to introduce the character to a much broader audience. This research tries to implement partnership marketing theory to lessen the financial burden of marketing a new character. The idea is to find a partner who has the same target audience then collaborate to create a proper marketing campaign from which all partners must profit. One of the most recent trends in advertising is interactive advertising which creates strong engagement with its audience and possibly social media engagements. This research shall create the platform for partnership marketing through product placement on Interactive Advertising to promote Keluarga Ramadhan’s (Ramadhan Family) character to a broader audience.
Applying Post-Colonial Theory “Inferiority Complex” Concept on Film Production in Short Film “Luckiest Man on Earth” as a Social Phenomenon
The film is a medium that can be used to convey a message or story in audio and visual form. The film, which also functions as an art medium, can be used to communicate about a social phenomenon that occurs in society. This paper aims to examine social phenomena that occur in society and reflect on these things through the film “Luckiest Man on Earth” and how the inferiority complex affects the stories contained in this film. The fictional film “Luckiest Man on Earth” tells the story of a young man who works as an ojek at a tourism location in Indonesia and meets a woman of French descent. With Google Translate, they can communicate with one another, but this is used by the motorcycle taxi driver as material to show off to friends and relatives that he has a girlfriend of French descent. This film is produced based on the concept of an inferiority complex that is deeply embedded in Indonesian society.
Indonesia Kris Representation on Virtual YouTuber “Anya Melfissa” Visual Identity
The rapidly evolving motion capture technology has made it possible to solve online identity problems with the medium of moving character design known as Virtual YouTuber. Spontaneous reaction in Livestream media can make a fictional character feels real through a virtual avatar. As such, anthropomorphism representation can be used, and Anya Melfissa is a Virtual Youtuber whose moe anthropomorphism of Indonesia Keris. However, the visual identity of Indonesia Kris is hard to find by most people and the problem is interesting to study using the theory of semiotics, anthropomorphism, and kris visual identity. The method used to analyze Anya Melfissa’s character design will use visual text analysis to identify its visual elements such as icon, index, and symbol. The results of the analysis show that Anya Melfissa’s character design has a kris visual identity which is at the level of thirdness in Peirce’s semiotics theory. The conclusion obtained from the kris representation in Anya Melfissa’s character design is proven to exist and requires a deeper level of understanding of Indonesian kris itself.
Disney Portrayal of Gender Roles in Snow White and the Seven Dwarfs, Beauty and the Beast, and Frozen
Many parents consider giving fairytales books and films with the “happily ever after” theme with princesses and princes charming characters to their little ones. For parents, fairytale means Disney’s products. Disney, as one of the largest media companies in the world, has been using the traditional approach for producing its films. However, Disney changed their approach and recently has been using the progressive approach in the contemporary setting. Disney also sets an example to transgress and shape ways of thinking in society worldwide. Using Mulvey’s theory about the male gaze and three Disney films which are Snow White and the Seven Dwarfs (1937), Beauty and the Beast (1991), and Frozen (2013), this paper will discuss the change of view from damsels in distress to heroines. This analysis aims to identify the gender roles displayed in Disney’s characters and how within the films, Disney has changed in few decades.