{"title":"Padu Padan Wastra Indonesia Pada Kreativitas Gen Z","authors":"Lira Angger Narwastu, Agus Dody Purnomo","doi":"10.37802/candrarupa.v2i1.324","DOIUrl":"https://doi.org/10.37802/candrarupa.v2i1.324","url":null,"abstract":"Indonesia memiliki beragam kekayaan budaya yang luar biasa. Salah satu warisan leluhur yakni Wastra Indonesia. Berbagai jenis Wastra Indonesia dihasilkan dengan teknik dan corak yang unik menjadi daya tarik tersendiri. Hal ini juga menginspirasi masyarakat urban khususnya Gen Z dalam berkreasi memadupadankan Wastra Indonesia dengan style kekinian. Tujuan penelitian ini adalah untuk mengkaji fenomena terkait kreativitas Gen Z dalam berkreasi dengan Wastra Indonesia. Metode penelitian menggunakan metode kualitatif melalui studi literatur dan analisis data melalui dokumentasi foto. Hasil kreativitas Gen Z dalam mengangkat berbagai jenis Wastra Indonesia ditampilkan sangat menarik. Wastra Indonesia yang identik dengan kesan tradisional dan kuno mampu dipadupadankan dengan style modern yang lebih dinamis. Gen Z yang lahir di era teknologi internet mampu menjadi inspirasi bagi pengembangan trend Wastra Indonesia ke depan. Walaupun trend mode internasional marak, namun kehadiran kreasi padu padan Wastra Indonesia oleh Gen Z tetap menunjukkan identitas bangsa.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125984429","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Visualisasi Penokohan Purasara Dalam Hikayat Purasara Sebagai Penanda Jejak Pertunjukan Wayang Kulit Pada Abad Ke-19","authors":"Putri Melina Febrianti, M. Buduroh","doi":"10.37802/candrarupa.v2i1.301","DOIUrl":"https://doi.org/10.37802/candrarupa.v2i1.301","url":null,"abstract":"Penelitian ini membahas visualisasi tokoh Purasara, Rara Amis, dan Semar dalam cerita dan pertunjukan wayang. Permasalahan yang diangkat adalah bagaimana hubungan cerita dan visual Purasara dalam naskah Melayu klasik, wayang kulit Jawa, dan wayang kulit Betawi. Berkaitan dengan hal tersebut, penelitian ini bertujuan untuk mendeskripsikan kaitan antara Hikayat Purasara di Betawi dengan pertunjukan wayang di Jawa. Penelitian ini dilakukan dengan menggunakan metode kualitatif dengan studi pustaka untuk penelusuran sumber dan penelitian lapangan untuk observasi dan wawancara. Data yang diperoleh dianalisis menggunakan pendekatan sastra bandingan untuk mengkaji keterkaitan antara cerita dan visual Purasara dari tiga korpus, yaitu Hikayat Purasara, lakon “Purasara” gaya Yogyakarta, dan koleksi wayang kulit Betawi milik sanggar Marga Juwita. Hasil penelitian menunjukkan bahwa cerita dan ilustrasi tokoh wayang baik dalam Hikayat Purasara maupun wayang kulit Betawi dipengaruhi oleh wayang kulit Jawa. Selain itu, melalui visual yang terdapat dalam tiga korpus tersebut ditemukan adanya pola bentuk penggambaran anatomi yang serupa di antara tokoh-tokoh tersebut. Akan tetapi, terdapat kekhasan pada visual tokoh wayang Betawi yang terlihat pada segi pewarnaan yang lebih terang, penggambaran atau tatahan dengan garis lebih tegas dan tebal, dan penyesuaian dengan prinsip agama masyarakat Betawi.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117269508","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Utomo, Widhihatmini, Dewi Warhamni, Ikke Widianti
{"title":"Discourse of the Symbols Meaning in Exo's 'Mama' Music Video Clips","authors":"A. Utomo, Widhihatmini, Dewi Warhamni, Ikke Widianti","doi":"10.37802/candrarupa.v2i1.333","DOIUrl":"https://doi.org/10.37802/candrarupa.v2i1.333","url":null,"abstract":"Video klip kelompok musik Exo berjudul ‘Mama’ memberikan beragam persepsi di kalangan masyarakat terutama pecinta musik pop Korea mengenai simbol-simbol yang ada di dalamnya. Simbol adalah bagian dari komunikasi yang menuntut masyarakat menggunakan persepsi untuk dapat memahami makna yang terkandung di dalamnya. Metode yang digunakan penelitian ini adalah kualitatif deskriptif. Hasil penelitian menunjukkan informan memberikan persepsi bahwa simbol yang ada dalam video musik Exo berjudul ‘Mama’ hanyalah sebuah seni dan sebagai pendukung sebuah cerita dalam video klip musik tersebut. Selain itu persepsi yang dimunculkan bahwa simbol yang ada dalam video klip musik Exo tersebut memiliki keterkaitan dengan suatu kepercayaan tertentu dalam hal ini menyerupai lambang dan simbol Illuminati. Kesimpulan penelitian ini menunjukkan bahwa perbedaan persepsi tidak terjadi begitu saja, tidak hanya karena reseptor indra terhadap suatu objek yang ada tetapi hal ini juga dipengaruhi oleh beberapa faktor, diantaranya faktor internal dan eksternal. Penelitian ini mencoba mengungkapkan penggunaan simbol-simbol yang identik dengan Illuminati dimana tidak banyak penelitian sejenis yang mengkaji hal tersebut. Disarankan bagi penelitian selanjutnya bisa mencermati penggunaan simbol dalam tayangan video klip music dan berupaya mengungkapkan makna yang ada didalamnya sehingga dapat membantu masyarakat memberikan pemaknaan yang tepat.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"223 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123507358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Keterlibatan Audiens Dalam Narasi Visual Video Musik Berbasis Virtual Reality","authors":"Anggi Almira Rahma","doi":"10.37802/candrarupa.v2i1.319","DOIUrl":"https://doi.org/10.37802/candrarupa.v2i1.319","url":null,"abstract":"Virtual Reality saat ini sudah menjadi media yang cukup mainstream di luar negeri. Banyak desainer, musisi, ataupun seniman lainnya yang menggunakan media ini untuk menunjukkan karyanya. Tujuannya adalah tidak hanya untuk memberikan sentuhan inovasi dan teknologi pada karyanya, namun juga untuk melibatkan audiens secara aktif dalam karyanya. Keterlibatan audiens dalam narasi visual video musik berbasis VR merupakan objek penelitian ini. Metode yang digunakan untuk menyampaikan narasi visual yang dikemas dalam media VR akan sangat berbeda dengan media layar. Media VR tidak hanya berfungsi untuk menyampaikan pesan namun juga melibatkan audiens secara utuh ke dalam dunia maya. Tujuan dari penelitian ini adalah untuk membahas bagaimana cara melibatkan audiens dalam sebuah cerita agar dapat mengikuti dan memahami alur yang ingin disampaikan dengan menggunakan media VR. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi kasus. Adapun studi kasus yang digunakan yaitu video musik dengan judul “The Hills” karya dari penyanyi The Weeknd dan Eminem. Penelitian objek dilakukan dengan analisis konten visual video dan cara penyampaian pesan melalui media VR. Analisis pembahasan dilakukan dengan pendekatan teori narasi visual. Hasil dari penelitian ini berupa penjelasan deskriptif bagaimana pengguna terlibat secara aktif dalam dunia virtual dengan konten video musik. Konten VR video musik masih jarang diproduksi dan dipublikasikan sehingga penelitiannya pun sangat terbatas. Hal itu membuat penelitian ini menjadi menarik dan patut untuk didiskusikan lebih lanjut.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128848542","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Tinjauan Visual dan Makna Logo Pameran Biennale Jogja XI–XVI Equator (2011-2021)","authors":"Sudjadi Tjipto Rahardjo, Happy Rolitasari","doi":"10.37802/candrarupa.v2i1.325","DOIUrl":"https://doi.org/10.37802/candrarupa.v2i1.325","url":null,"abstract":"Logo merupakan bagian dari identitas visual yang memiliki peran penting dalam mewakili identitas visual penyelenggara pameran. Logo tidak pernah luput dan selalu tampil pada setiap publikasi cetak maupun digital, namun keberadaanya masih jarang diperbincangkan. Dalam proses pembuatannya sebuah tampilan logo melewati proses penggalian ide, kepiawaian perancang menerjemahkan teks kuratorial dan gagasan tema pameran sehingga menemukan visualisasi logo sesuai dengan yang diharapkan. Penelitian ini mengidentifikasi tampilan visual logo Biennale berdasarkan keilmuan DKV, lingkup kajian meliputi bentuk logo, warna dan tipografi dan makna logo serta proses kreatif perancangan logo dari sisi desainernya. Penelitian menggunakan metode penelitian kualitatif dengan menggunakan metode pengumpulan data triangulasi yang ditinjau menggunakan teori desain komunikasi visual. Temuan penelitian bahwa tampilan visual logo pameran Biennale Jogja XI-XVI Equator selalu berbeda, hal ini terjadi karena konsep perancangan logo telah ditentukan oleh tim kurator sedari awal. Perbedaan kerjasama antar agency atau desainer individu memunculkan juga karakteristik desain logo pameran yang beragam.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115526090","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan Lembar Kerja Mahasiswa Mata Kuliah Praktek Tata Teknik Pentas Dan Cahaya","authors":"Welly Suryandoko, I. N. Mariasa, E. W. Rahayu","doi":"10.37802/candrarupa.v1i1.32","DOIUrl":"https://doi.org/10.37802/candrarupa.v1i1.32","url":null,"abstract":"Based on observations. Some lecturers have used MFIs and other lecturers not to use MFIs because the use of printed books is enough to be used by students in understanding the material taught. Seeing the facts, all lecturers from the concentration in the department stated that there was a need for the development of MFIs. This is the basis of the problem statement 1) How is the Development Process of Eye and Light Engineering MFIs? 2) How is the Quality of Development of Eye MFIs for Stage and Light Engineering? The research method used in the development of this MFI is research and development or Research and Development (R & D). Sukmadinata (2015) states that research and development or Research and Development (R & D) is a research method or approach to produce new products or improve existing products. Based on the results of the process of developing stage and light engineering MFIs for the 6th semester students of the 2015 UNESA FBS study program, the percentage scale obtained was 90%, 85% and 74%. The percentage scale obtained belongs to the good category. Quality aspects consist of: the accuracy of the contents of the book validator I gets a scale of 92% and validator II gets a scale of 83%. For the benefit aspect the book validator I got a scale of 83% and validator II got a scale of 83%. For completeness aspects, validator I gets a scale of 100% and validator II gets 93%. For linguistic aspects, validator I got a scale of 100% and validator II got a scale of 93%. With the scale obtained from these 4 aspects, it can be concluded that the product does not need to be revised. The researcher hopes that this product can be disseminated and used by lecturers and students extensively to improve the ability of lecturers in the arts, especially the practice of TTPC.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"77 7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128090686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Relasi Persepsi Visualisasi Desain Kemasan Obat Sakit Kepala Terhadap Kepercayaan Konsumen","authors":"Miranti Nurul Huda","doi":"10.37802/candrarupa.v1i1.35","DOIUrl":"https://doi.org/10.37802/candrarupa.v1i1.35","url":null,"abstract":"The interaction between consumer and product packaging design is a process of meaning which is involves vision and thought processes that influenced by knowledge, references, experience, and cultural backgrounds. Packaging products have an important role as dealing directly with prospective buyers and consumers and become the first experience with the product. Especially packaging for drugs, that are not only to attract consumers but also must meet safety standards for consumers to consume the drug. The purpose of this study to discover the facts of how consumers perceive packaging design and its influence on purchasing decisions and verify the trust level of the product. This research will use quantitative methods with semantic approach and using questionnaire to collecting data. Questions in the questionnaire using two scales measuring, Likert scale to measure respondent’s psychometric factors. The expected outcome of this research is the acquisition of a formulation headache medicine packaging design that maximizes consumer confidence in the usefulness of the drug without prejudice to the safety of consumers when consumed.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116771779","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penyutradaraan Dan Editing Dalam Pembuatan Film Animasi 3D Bergenre Action Berjudul “Beda�","authors":"Mega Pandan Wangi, M. Taqiuddin","doi":"10.37802/candrarupa.v1i1.36","DOIUrl":"https://doi.org/10.37802/candrarupa.v1i1.36","url":null,"abstract":"\u0000The objective to be achieved in this Final Project is to produce an Action Animation 3D Film titled \"DIFFERENT\". This Final Project will use the theme of Racial Differences or Racism, with stories about conditions that will occur if there continues to be conflict due to differences. This work was made because of the increasing number of cases of racial differences (SARA) that are getting worse and worse. This racial difference occurs mostly because it is motivated by the desires of individuals or groups who want to be the best of other races, individuals or groups. Race is a categorization or grouping of humans based on the physical characteristics of the body. This Final Project will use qualitative research methods using data collection techniques in the form of interviews, literature studies, observations, and existing studies. In this 3D animated film, it will use the back and forth flow, displaying Fantasy stories with action genres and combined with visual effects of digital illusions, focusing on stories between 2 characters namely the main character \"N\" and the female lead character \"Princess\" who promised to end the war, lasted 12 minutes. With the creation of this short film, it is hoped that it can add insight into the meaning of racial differences and can respect differences. \u0000","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132182215","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ilustrasi Sebagai Bahasa Komunikasi Audio Visual Film, Televisi Dan Animasi","authors":"Thomas Hanandry","doi":"10.37802/candrarupa.v1i1.34","DOIUrl":"https://doi.org/10.37802/candrarupa.v1i1.34","url":null,"abstract":"Music is one of the important parts, which are related to the development of creative industries in era 4.0, especially film, animation, and television, as well as other industries related to the arts and media in particular. Music is experiencing very rapid development, starting from development through software to creating compositions, as well as arrangements. Music also has a function to be one of the supporting factors in giving impression, language, and also communication tools in the form of audio in film, animation, and television. One important role is to give a discussion about communication to the audience is to make the audience understand the film. The purpose of this study is to provide information through audio and visual communication to the audience, so that understanding the film is not only visual but also in terms of audio visual. The method used in this study is qualitative research from samples taken from film screening conducted at the Stikom Surabaya Institute of Business and Information. This research is expected to be used as a learning media for audio visual communication courses.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"61 1-2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115047182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Relasi Gender Dalam Film-Film Bertema Islam","authors":"Ariza Qurrata A’yun","doi":"10.37802/candrarupa.v1i1.38","DOIUrl":"https://doi.org/10.37802/candrarupa.v1i1.38","url":null,"abstract":"This study tries to discuss about gender relations are shown by both of movies by Hanung Bramantyo, which has different time setting and background. The film \"Perempuan Berkalung Sorban\" by setting of time in the 1990s situation whosebackground life in traditional boarding school in East Java. And the movie has titled \"Hijab\" by setting time in 2014 situation whose background life in Jakarta. Gender relation is the relationship between the main character, her good father, her husband, or her brother, in her attempt to raise the rights of women from the men who always positioned in the superior and detrimental to women. The problem is trying to answer is how the description of female main character in relation to the male character in their life in an Islamic films? The purpose of this study was to determine and describe of Muslim female main character in relation to the male figure in the Islamic films.In this study, the method performed is textual analysis Barthes semiotic property of the view denotation, connotation, and the myth of a text (dialogue or scene) in Islam films. The findings of the data in the form of denotation and connotation meaning every movie scene relating to gender relations in the film. -Perempuan Berkalung Sorban and Hijab-. It does not much have changed regarding the position of women in the film, even if displayed in Islamic films. True Islamic religion brought evolutionary teachings of liberation against the oppression of women by men; it is not reflected in either the Islamic movie. In the second story of the film is raised in this study there are texts or scenes that show the imbalance in gender relations.","PeriodicalId":277190,"journal":{"name":"CandraRupa : Journal of Art, Design, and Media","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130560609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}