Sandyakala : Prosiding Seminar Nasional Seni, Kriya, dan Desain https://eproceeding.isidps.ac.id/index.php/sandyakala <p><a href="https://isbn.perpusnas.go.id/Account/SearchBuku?searchCat=ISBN&amp;searchTxt=978-602-53298-9-0" target="_blank" rel="noopener">ISBN : 978-602-53298-9-0</a></p> <p><span class="title"><a title="ISSN" href="https://awan.isi-dps.ac.id/index.php/s/1JA0kcSIUVP8GfR" target="_blank" rel="noopener">ISSN : 2715-3002</a></span></p> <p><a href="https://issn.pdii.lipi.go.id/issn.cgi?daftar&amp;1570067388&amp;1&amp;&amp;" target="_blank" rel="noopener">E-ISSN :&nbsp;2715-8225</a></p> <p><span class="text-bold"><strong>Seminar Nasional Seni, Kriya dan Desain (Sandyakala) 2019</strong>&nbsp;ini merupakan&nbsp;</span>rangkaian seminar nasional tahunan yang diselenggarakan oleh Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Denpasar. Kelanjutan pelaksanaan Seminar Nasional pada tahun 2019 ini, dimulai dengan mengambil nama ‘Sandyakala’ karena merupakan sebuah kata yang penuh makna. Sandyakala mengandung arti ‘pertemuan waktu’ yakni memiliki makna perpaduan kekuatan besar yang berbeda dalam sebuah pertemuan ilmiah, sehingga diharapkan dapat menjadi sebuah kesatuan dalam landasan berpikir untuk melangkah lebih baik dalam proses berkehidupan menuju pada tahapan selanjutnya. Tema seminar nasional yang mengambil nama ‘Sandyakala 2019’ ini adalah&nbsp;<span class="text-bold">“Pengembangan Kreativitas Seni, Kriya dan Desain Dalam Era Revolusi Industri 4.0”</span>. Fakultas Seni Rupa dan Desain, Institut Seni Indonesia <em>Denpasar</em> mengundang para Akademisi, Praktisi dan Asosiasi serta Mahasiswa untuk menulis makalah ilmiah dan berpartisipasi pada kegiatan Seminar Nasional Sandyakala 2019.</p> Institut Seni Indonesia Denpasar en-US Sandyakala : Prosiding Seminar Nasional Seni, Kriya, dan Desain 2715-3002 The Influence of the Fourth Industrial Revolution (Industry 4.0) on Higher Education based on Creativity https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/32 <p><em>Industry 4.0 is the name of the latest automation and data exchange trends in manufacturing technology. This term includes physical-cyber systems, the internet for everything, cloud computing, and cognitive computing. Industry 4.0 produces "smart cycles" which are the development of the Internet of Thing (IoT). Some of the characteristics of Industry 4.0 are: Information transparency: The ability of information systems to create a virtual copy of the physical world by enriching digital models with sensor data; Technical assistance system to help people collect and visualize information and physically by carrying out a series of tasks; </em></p> <p><em>&nbsp;</em></p> <p><em>Independent decisions where the physical-cyber system could make its own decisions and perform tasks as independently as possible.</em><em> This means that all products will be integrated into software systems and applications, products will shift from an object with functional attributes, aesthetically will also transform into a system. </em><em>The purpose of this research is to discuss industry phenomenon 4.0 with the concept of education in creative fields: Fine Arts, Crafts and Design. The research methodology on Qualitative-Descriptive consists of information from various perspectives on the relations of Industry 4.0, the Internet, Higher Education in Fine Arts, Crafts and Design.</em></p> <p><em>&nbsp;</em></p> <p><em>Transformation in fundamental concepts will change the patterns of relationships between the nature of design, design education and the design industry. Education at the university, which currently is oriented to the concept of Outcome Base Education (which is an implementation of The Taxonomy of Education Objectives, from Benjamin Bloom) starts at 3 domains: cognitive, effective, and psycho-motor domains. But the rapid change of the concept of the Internet of Thing system to Industry 4.0 no longer requires fragmented education concepts. Now education requires Cognitive Abilities, System Skills, Complex Problem Solving, Content Skills, and Process Skills that can relate to a new perspective which is oriented toward digital technology, software and digital applications with the aim that a product can work independently according to data programs that has been prepared.</em></p> Imam Santosa Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 1 9 Desain Komunikasi Visual (DKV) dalam Era Revolusi Industri 4.0 https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/33 <p>Revolusi industri 4.0 dapat diartikan akan terjadi perubahan besar dan radikal dalam bidang ekonomi, politik, sosial dan budaya. Dampak tersebut juga berimbas pada dunia pendidikan atau profesi di bidang Desain Komunikasi Visual (DKV). Bersamaan pengembangan teknologi informasi dan digital di era tersebut juga akan mengubah berbagai ketrampilan, pengetahuan serta sikap ilmiah. Melalui&nbsp; cara pandang yang berubah dan mampu menyesuaikan diri merupakan sikap untuk menghadapi hal tersebut, sebab hadirnya Revolusi industri 4.0 akan menjadi tantangan sekaligus peluang. Meskipun demikian proses kreatif desainer DKV tidak semata dideterminasi teknologi digital saja, tetapi juga harus bisa merawat, mengembangkan dan mendiseminasikan nilai-nilai lokal kontekstual berkarakter Indonesia&nbsp; untuk mengglobal.</p> Prayanto Widyo Harsanto Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 10 15 Art Creativity Facing Industrial Revolution 4.0 https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/34 <p><em>The ability of human thought and reasoning gave birth to an increasingly sophisticated civilization of science and technology, overcoming the problems of human life which were also increasingly broad and complex. The historical reality of life, causing the senses have and always push the mind to be ready to move to serve it. The shadows of these various needs, creating a creative power, creating a creative "works" rolling all the time, from manuals to super-sophisticated technology. Now entering the era of the industrial revolution 4.0, previously it has succeeded in carrying out human labor efficiency, improving the industry.</em></p> <p><em>On the other side throughout history, humans are conditioned by the civilization of art derived from the solemnity of the beauty of the universe. The power of the image in the interpenetration of aesthetic experience centered on nature (cosmocentric), and cultural arts, changing works of art as offerings (spiritual) to personal expressions that are autonomous (material). Then place its position on fine art (fine art) and applied art (applied art). The creation of pure art is based on aesthetic experience, remembers amazing events, on the aesthetic values, freeing itself from the "bond of non-artistic values". The dynamics of the creative process places the hidden spirit (energy) in the material regulation of the object and its creator subject. As a result, the intensity of the interwoven substance of the spirit, is not replaced by "spirit-free" technology. When art shifts into the applied world, the role of technology in the creative process and production is needed with a variety of considerations. This means that a creative touch of personal emotions is needed.</em></p> <p><em>The reality mentioned above, placing the Industrial Revolution 4.0 as an effort to accelerate the needs of human senses, deserves to be cooled by the aesthetics of the aesthetic world through balanced artistic creativity. Both are needed by humans, and therefore must be placed in their respective spaces, like lubricating oil and water in engine speed.</em></p> I Ketut Murdana Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 16 22 'Pratibha' Creativity Application on Interior Design Creative Strategies Study https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/35 <p><em>This research is a preliminary study which aims to explore and find a correlation between the study of creativity of Hindu art ‘Pratibha’ in its development in creative interior design strategies. The method used is narrative literature review. Discussion of research by comparing between traditional literature with modern in an effort to find a pattern of tradition-based creative strategies, which are relevant to be developed in creative interior design strategies.</em></p> I Kadek Dwi Noorwatha Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 23 32 The Analysis of Holy Room Existention In Hindu’s Dweling Interior https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/36 <p><em>The phenomenon of Balinese Hindus is now increasingly unique in expressing sradha and bhakti or their beliefs and obedience to the Almighty God and its manifestations (dewa pratista), and also to the presence of purified ancestral spirits (atma pratista). Even though they already have a sacred or refusing sanctuary, in some Hindu societies it is equipped with a holy room, a special room to worshiping God. The family holy place, in the recent era has become marginalized "marginalized", because worship is more often done in the holy rooms. This study is a qualitative research with an interpretive descriptive approach. Data is obtained</em> <em>from literature, interviews, and field observations. Informants were determined by purposive sampling. Data analysis was aided by Bourdieu's generative structural theory. The results of the study show in general, the symptoms of changes in religious practices of Hindus include those related to intellectual, ceremonial, ritual, and spiritual aspects, which lead to an architectural physical form in residential interior arrangement. Habitus, capital (economic, cultural, social, and symbolic) relations with its various forms of conversion, in the realm of Hindu religious practices have crystallized in the practice of adding spiritual rooms to “holy rooms” in the interior arrangements of some Hindus</em></p> I Putu Gede Suyoga Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 33 38 Development of Furniture Industry Creativity In the Industrial Revolution 1.0 to 4.0 https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/37 <p><em>Creativity is likened to a driver in the progress of civilization. Creativity can be a driver of civilization to determine the direction of technological progress and its broad impact. From the 1.0 to 4.0 furniture industry, creativity plays a role in displaying products that are influenced by socio-cultural conditions and technological progress. This paper is intended as a historical reflection of the progress of the furniture industry revolution and the impact it produces. The method used is the library method and synchronous-diachronic method to describe historical events in the development of the furniture industry. Then examined using Kirton's theory of creativity, namely simultaneous creativity and gradual creativity. The aim is to discover the creative process that occurred in the development of the industrial revolution 1.0 to 4.0. The result was that in the 1.0 industrial revolution dominant creativity developed gradually. Whereas in the industrial revolution 2.0 to 4.0, both creativity developed simultaneously as a form of response to each other.</em></p> I Putu Udiyana Wasista Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 39 45 Instagrammable Interior: Aesthetics Appeal Preference Study Of Culinary Places Interior For Millenial Generation https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/38 <p><em>This research aims to reveal the principle of aesthetic appearance and creative interior design that becomes preference for millennial generation. This qualitative research with literature review method formulate it as an indicator of a place worthy of being called ‘Instagrammable’. Culinary places with visual displays taken by Instagram found from five popular articles on Google searching engine as an interpretative analysis material which presented descriptively. The results showed the uniqueness of a place through visual displays with a combination of materials and colors forming a various space, tile floors, murals on the wall, utilizing maximum light, custom lamp design, selection of full color furniture, full control for privacy and comunal space, new experience for user, kitsch-style design, become some of the indicators that are often appears in a commercial space that is considered as Instagrammable interior.</em></p> Toddy Hendrawan Yupardhi I Kadek Dwi Noorwatha Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 46 55 Color Interactivity as Visual Stimulation in the Study Room of Grade 1-3 of Elementary Students in Denpasar City https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/39 <p><em>The phenomenon of the absence of the interaction concept of grade 1 - 3 of elementary school students is the background of this research. It was understood that the level of grade 1 - 2 tended to be the initial transition of paradigm shifts in students' thinking from kindergarten to the basic learning stage. Qualitative analysis with procedural methods applied in this study&nbsp; to find out the students interactivity towards the color in their study room&nbsp; so that the next stage can be designed the comfortable study ‘room interaction concepts' in engaging the&nbsp; colors as visual stimulation in the transition process of the audience state of mind and&nbsp; growing student learning motivation. The initial stage of this research was carried out by analyzing observation data on students who were given treatment in the form of changing the color of the classroom through 360º video (virtual reality). The results of the study stated that grade 1 - 2 students have bright and 'hot' color tendency while grade 3 students&nbsp; tend to have 'cool' color tendency. This is caused by the&nbsp; influence of&nbsp; nature of play&nbsp; due to the development of the cognitive stage of the children based on their level of education. This means that the students of grade 1 - 2&nbsp; still tend to have the characteristics of a kindergarten students&nbsp; – that the level of the play process is still high, so that it can be said that the tendency of the characteristics of elementary students begins in grade 3. This is evidenced by some children have&nbsp; different color tendency based on their choice. The children of Grade 1 and 2 tend to forget the color they like, so the color selection were based on the colors that is liked by their friends or colors that were still remembered. The students of grade&nbsp; 1 - 2 were too focus on their interactions with 'toys' in the form of a cardbox, so that VR can be said to be a comfortable noise in the process of play.</em></p> I Nyoman Larry Julianto Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 56 64 The Evolution Of The Advertising Industry In The Disruption Era https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/40 <p><em>The purpose of this research is to analyze the evolution of the advertising industry in disruption era. Therefore, the problem of this study was about shifting in the advertising industry faced in this era. The research method uses qualitative with grounded theory methodology by collecting various data that support research. The result of this study indicate that advertising was dominated by conventional media has been replaced by social media that uses public space to disseminate news voluntarily.</em></p> Ida Ayu Sutarini Copyright (c) 2019 Sandyakala 2019-09-04 2019-09-04 1 65 72 Analysis of Visual Elements and the Meaning of Billboard Nu Green Tea "It Feels, Makes It Comfortable!" https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/41 <p><em>Billboards including outdoor media or outdoor advertising are effective and are used as a media campaign by a company. The billboard that is the object of the research is the Nu Green Tea billboard "It feels, makes it comfortable!". This billboard is interesting to study because Nu Green Tea billboards have a unique and attractive appearance. The purpose of this study is to explain the visual elements found on Nu Green Tea billboards that are expected to add aesthetics and attractiveness. The stages of research carried out include classifying the theory of visual elements and Roland Barthes's semiotic theory then analyzing the visual elements found on Nu Green Tea billboards using visual communication design theory and analyzing denotation and connotation meaning using Roland Barthes's semiotic theory. This study uses a qualitative method. The contribution of this study in order to gain knowledge in the field of visual communication design especially knows the visual elements and the meaning of denotations and connotations on billboards. Hopefully it can be used as a consideration and reference in designing billboards to be more attractive and acceptable to the target audience</em></p> I Gusti Ayu Agung Aristi Putri Copyright (c) 2019 Sandyakala 2019-09-05 2019-09-05 1 73 80 Discourse Analysis of the 2015-2019 Indonesian Animation Development Plan for the Screening of Local Animation on Television https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/42 <p><em>In the 2005-2025 National Long Term Development Plan (RPJP) which was proclaimed by the government, there is an Indonesian animation development plan. This development plan is the third stage of national development development. Where the most important business climate that is cold is related to the screening of animated films, as well as the distribution and presentation models of material that favor local animation films with the aim of providing incentives for local animation producers or studios to produce animated films. Even so, in fact, until now (the end of 2019) the screenings of animation on Indonesian television are still dominated by foreign animation. Likewise, the portion of foreign animation shows is far more than the portion of domestic animated shows. The Indonesian animation development plan that is associated with the target market in the form of broadcasting local animation on television media is only limited to discourse. This discourse is interesting to analyze to understand the plan / agenda with its implementation in the field. This study uses the theory of discourse analysis proposed by Foucault. The results of the study show that the Indonesian animation development plan with various programs that have been taken by the government in building the growth of the animation industry shows positive results. Nonetheless, in terms of the distribution of local animation, especially according to the targeted market, the display of local animation on television media still has not shown maximum results. Animation shows on Indonesian television are still dominated by portions of foreign animation shows.</em></p> Gede Pasek Putra Adnyana Yasa Copyright (c) 2019 Sandyakala 2019-09-05 2019-09-05 1 81 88 Humour As Creative Strategy In Djarum 76 Advertisement https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/43 <p><em>Djarum is a famous cigaratte brand from Indonesia, and regularly spend advertising to promote their product and gain their brand awareness. Djarum 76 always successful to bring social issue in to their advertisement and bring the humour in to their advertising. Since eight years ago, Djarum 76 use the character that can create their persona to consumen, and the persona was a genie who lived in the lamp and always using Java traditional wardrobe, its called “Om Jin. Om Jin always suddendly come as a problem solver for a social issue, with a humorous character its not hard to Djarum 76 to get attention from viewers. An old imaginary humorous character with nowadays issue are the key of creative strategic from their agency to catch the audience. This article aim to find relation of Om Jin Character and the creative strategy in Djarum 76 advertising. The research using a descriptive qualitative methode. Using Semiotics of Charles Sanders Pierce and Advertising Theory. </em></p> <p><em>Pierce identify the types of signs into icons, indices and symbols. Semiotics used to explain every sign that is attached to the character of the Om Jin who appears in every Djarum 76 advertisement and discovers the relationship of the role of the character om jin with the cigarette advertisement. While advertising theory is used to find out the allure in the Djarum 76 ad.</em></p> I Kadek Jayendra Dwi Putra A. A. Sagung Intan Pradnyanita Ni Putu Emilika Budi Lestari Copyright (c) 2019 Sandyakala 2019-09-05 2019-09-05 1 89 96 BYO Living : Architecture and Interior Material Innovation Through Nusantara Weaving https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/44 <p><em>The decreased interest of using Nusantara material in Indonesia, raises identity crisis in architecture and interior design. The emersion of new modern material tends to make the design look uniform. Weaving is a part of culture in Indonesia. In former architecture and interior design, woven panel is often found in wall of traditional homes, which makes society’s notion for cheap, non-luxurious and old-fashioned material. BYO Living appears as a new material innovation that applies the Nusantara weaving in modern way. BYO Living brings an enlightment of weaving by its products as a new architecture and interior material. The collaboration between BYO Living with &nbsp;Andra Matin architect at Venice Architecture Biennale 2018 in Italy brought their installation rewards a Special Mention Award in applying the Nusantara identity. This study uses qualitative methods through data obtained from observation, documentation, internet studies and relevant theoretical reviews. In this article, we describe the development of weaving as one of the Nusantara Material in Indonesia and how BYO Living comes as a inovative and creative solution through Innovation theory. This article expected to be able to provide information about the existence of BYO Living, with its Nusantara weaving as one of the contemporary material innovations in the globalization era.</em></p> Ni Made Sri Wahyuni Trisna Ni Kadek Yuni Utami Copyright (c) 2019 Sandyakala 2019-09-05 2019-09-05 1 97 105 Self Concept of Generation Z Kids in Visual Character https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/45 <p><em>Self-concept becomes an issue that has long been discussed, how self-concept is formed and what constitutes its forming factors, social, cultural and technological also influence the formation of self-concept. As the development of the age of things such as social and cultural life and technology continues to develop, this development ultimately affects the formation of self-concept for those who live in that era. This research was conducted with the aim of understanding self concepts from the point of view of Z generation children who lives in social, clture, and technologies development through designing visual characters. Research carried out by involving one speaker as a sample from generation Z, using interview methods, this study resulted in the discovery that young generation Z is able to describe self-concept through the design of visual characters it does, the design of visual characters is often related and reflective of their self-concept</em></p> Ibnu A’jaba Alifiryan Copyright (c) 2019 Sandyakala 2019-09-06 2019-09-06 1 106 113 The Photo Subjectivity in Vivian Maier's Children Photography https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/46 <p><em>Vivian Maier (1926-2009) was known as a nanny who turned out to have talent in the world of photography. She spent his entire life working as a nanny in Chicago and New York, United States. But on the sidelines of her busy life she photographed moments related to children in the public space. This research will focus on the pattern of photographer's subjectivity in framing the moment and representation of the photographer figure who is close to the child as the main object of the photo. The object of the research is limited to the work of Vivian Maier which has been uploaded on the website vivianmaier.com by John Maloof as the owner of Vivian Maier's current photographic assets. Through a qualitative descriptive approach, the construct of this research was built using text analysis methods (photo artifacts) based on the subjectivity category of the motherhood photo by Zappavigna. The results of the study show a conclusion about children's relationships with photographers who seem unique with the characteristic photographic composition of Vivian Maier. Children are shown natural based on environmental conditions through the use of good snapshot techniques. The representation of the photographer (Vivian Maier) tries to be shown implicitly, but still pays attention to the rules of technique in photography.</em> <em>Photographic techniques are shown through the use of compositions and visual dimensions through years of practice and careful observation in the field of photography. The gaze problem found in photos is important because it implies communication made by photographers to candid objects taken or through certain approaches.</em></p> Yurif Setya Darmawan Yasraf Amir Piliang Intan Rizky Mutiaz Copyright (c) 2019 Sandyakala 2019-09-06 2019-09-06 1 114 121 Character Educational Implementation In Learning Video Develoment Of Gender Wayang For Children https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/47 <p><em>Children as crime perpetrators are increasing every year. Even their misbehavior had a bad effect of being murderer. One of their crimes is student brawl. According to that, the government stipulates Presidential Regulation No. 87 of 2017 on the strengthening of character education. The decline of ethical and moral values ​​of the Indonesian nation, art offers a way to character formation. One of the Balinese arts that shape character indirectly is Balinese music instrument, Gender wayang. In order to facilitate the learning process of gender wayang, in 2018 the Research on Art Creation and Presentation (P3S) has created a learning video of gender wayang for children. For this reason, the purpose of this paper is to examine the implementation of character educational values ​​in the development of learning videosof gender wayang specifically for children. This study uses the ADDIE (Analysis-Design-Develop-Implementation-Evaluation) method. The procedure for developing learning videos is done through 3 stages, namely (1) Pre-production is literature and field studies; (2) Production, namely product development by drafting a learning video design consisting of compiling material, making a script, production in the form of shooting and; (3) Post-production is editing that implements character education. The results of the learning videos go through the assessment validation stage by experts and then limited trials. The evaluation stage is the final stage of the process of developing learning videos. The results of the study showed that the children's puppet gender learning videos were very helpful and made it easier for children to learn gender at home. Based on the expert's assessment, it was found that this video was easy to understand and included a decent category. In the learning video several values ​​of character education have been implemented, namely religious values, tolerance, discipline, hard work, independence and love of the homeland.</em></p> Nyoman Lia Susanthi Ni Ketut Suryatini Ketut Hery Budiyana Copyright (c) 2019 Sandyakala 2019-09-06 2019-09-06 1 122 132 Meaning Analysis of Social Issues on the Perspective of Semiotic’ Pierce In the Short Movie “Mencari Untung” https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/48 <p><em>Film is a very interesting propaganda media to be used as learning media towards Revolution 4.0. The approach to Internet-based things (IOT) will provide the widest possible access for filmmakers to expand the distribution of their film's work to various groups. Film as a media for propaganda should be able to provide education that is delivered &nbsp;social values ​​prevailing in the midst of our society, so that the society's order of the eastern norms can still be maintained in the midst of increasingly rapid technological developments. This paper aims to explore how a film is able to provide social values education to its audience by sharing message with semiotic elements that appear both visually and verbally in the film. The method used is descriptive qualitative method so as to facilitate the description of the results of the analysis related to the scope of the topic of writing. The results of the analysis were obtained by Pierce's framework of semiotic theory which shows that social issues that appear in films are social issues from an economic, socialization relationship, social stratification and educational issues which analyzed based on Ground, Object and Interpretant.</em></p> Ni Kadek Dwiyani Copyright (c) 2019 Sandyakala 2019-09-06 2019-09-06 1 133 142 Young Artist Painting: To Learn Painting from Village Community https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/49 <p><em>Penestanan School, well-known as young artist style of painting. There are too many people researched about young artist, but almost none of them talked about learning system. This style of painting was born in 1960, a meeting of the Dutch-born painter Arie Smit with the teenagers in the rice fields of Subak Pacekan Penestanan, Ubud. Research question 1)Why the learning method of the young artist style important to be researched? 2)How is the process of learning education in young artist style 3)What is the implication of this research? This research is using qualitative research observation, interview, collecting data, data analysis and conclusion. The result of this research is young artist found learning by doing mentorship from the teacher.&nbsp; This meeting continued with Arie's initiative to provide materials and tools for painting to the teenages in order to freely paint according to their wishes. Arie believed that the most knowledgeable about the environment of rice fields and the surrounding village life are the Penestanan teenagers. The child's purity of mind, freedom, and motivation are the basis of the learning process of the teaching methode of the young artist style of painting. In the end, around the 1970s and 1980s this style of painting had enjoyed its glorious years.</em></p> I Wayan Karja Copyright (c) 2019 Sandyakala 2019-09-06 2019-09-06 1 143 151 Balinese Visual Art Reposition: An Alternative RESPONSE Of Creative Industry https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/50 <p><em>This article is a response to the phenomenon of Balinese Art which is engaged in the creative industry. The writing of this article is to discuss interpretively through cultural studies point of view, the phenomenon of Balinese art. Cultural studies have focus and relevance at issues of power and politics, specifically the need for social and cultural change. </em><em>With a qualitative descriptive method, this article arrives at the result which states that the concepts, issues, and discourse of art today openly no longer distinguish art in the 'high' and 'low' categories. Today's art is art that openly accepts 'roots culture' while also accepting 'foreign culture' as a necessity. Conclusions and recommendations: Balinese art should look at mass culture as its market.</em></p> Hardiman Hardiman Copyright (c) 2019 Sandyakala 2019-09-06 2019-09-06 1 152 156 Attributes Of Dewata Nawa Sangga The Struggle Spirit Of Egaliter Society https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/51 <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <em>Attributes </em><em>of </em><em>Dewata Nawa </em><em>Sangga</em> <em>which </em><em>often </em><em>exist</em><em> in various strategic places in Bali, </em><em>are </em><em>as a means of publication and promotion of a civil society organization aim</em><em>ing</em><em> to defend the interests of the people of Bali, who are oppressed by the strength and power of capitalist hegemony in the region of Bali. Bali as heaven</em><em> of</em><em> the world has become the public spotlight, where every inch of land in Bali become</em><em>s </em><em>the target of foreign and domestic investors. </em><em>The popularity of motivation of Pa</em><em>kraman villagers in Bali </em><em>have continuously </em><em>and repeatedly refused </em><em>The </em><em>Reclamation </em><em>of </em><em>Benoa bay. In connection with the</em><em> reality of the</em><em> rejection phenomena</em><em>,</em><em> it is </em><em>very </em><em>interesting to do a sharper</em><em> and deeper</em><em> observation to the symbols of the attributes </em><em>of</em> <em>Dewata </em><em>Nawa Sangga</em><em> as </em><em>new </em><em>perspective </em><em>meaning </em><em>of</em><em> social organization</em><em>s</em><em> in Bali such as Laskar Bali, Bali Youth Union and Baladika. </em><em>The groups of</em><em> organizations that shelter under the banner of flags bearing the image of Dewata Nawa </em><em>Sangga</em><em> attributes </em><em>are as</em><em> creative rebellion in initiating </em><em>new </em><em>ideas and</em><em> creativity</em><em> in defending the interests of an open and egalitarian society. </em><em>The s</em><em>pirit </em><em>of </em><em>struggl</em><em>e</em><em> arise when attributes </em><em>of </em><em>Dewata Nawa </em><em>Sangga </em><em>stimulate the minds of </em><em>younger generation of Balinese to fight against the capitalists in power in Bali</em><em>. </em><em>The struggle to realize the various attributs of Dewata Nawa Sangga was printed and mass produced by the young generation of Bali to establish a sense of Nationalism in the life of the nation and state society. </em></p> I Nengah Wirakesuma Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 157 163 The Medium of Light As The Language Of Painting https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/52 <p><em>Light as a creative medium is usually a supporting element of the work of art. Nowadays, contemporary artists expand the space for illumination by treating light as the main medium of the work by using digital media that simulates and visualizes the interaction of physical light with various media, the aim is to create light effects that can give certain conditions to the audience.</em></p> <p><em>Painting has a long history with light. In its different forms light becomes the subject and medium in painting. This study looks at how the use of electronic media such as LEDs and microcontrollers is used in the works of authors who’s talking about the idea of ​​painting. With the art creation method the author analyzes the process of creation so that the "language" of the author's paintings is created.</em></p> Iqbal Prabawa Wiguna Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 164 170 Tantri Theme In Children's Glass Painting In The Batubelah Art Space Community In Supporting Creative Industrie https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/53 <p><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </em><em>The Batubelah Art Space glass painting community, was founded in 2007 by I Wayan Sujana "Suklu" the artist from the Lepang Kangin vilage, Klungkung. It&nbsp; consist of 15 children’s member, they aged 8- 18 years. The process of learning to paint by giving a freedom in creation and expression, such as determining ideas, themes, and forms. This community has product specifications utilizing waste glass, such as door marks, windows, ship lights, glass tiles as a media for painting. The problems of this members community are&nbsp; after they are adults do not paint anymore, but they work or study outside the arts, the reason being that they cannot rely on a living by selling glass paintings. Since its establishment until now it has exhibited 7 times in several famous Balinese galleries.To producing artwork, the community has a place to sale handicrafts, called CV "Batubelah", because of no good managed professionally and lacks knowledge about marketing management, this community does not experience significant development.By looking at these problems, it is necessary to develop the theme of the Tantri story and use disposable objects such as glass, plates, bowls as a media for painting, as well as souvenir objects, and marketing management to work together to build a creative industry in the glass painting community, as the form of artistic potential based on local wisdom, and can create jobs in the arts. The Tantri story was chosen the story of "Pedanda Baka and Turtles and Geese " which had existed in Bali for several centuries, containing ethical and moral education values, such as honesty, tolerance, hard work and mutual cooperation. This value is needed by the community, especially the younger generation, as a milestone in national identity.</em></p> Sri Supriyatini Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 171 180 Art, Science and Young Artist A Study : Mooi Martian Painting by Radhinal Indra, 2018 https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/54 <p><em>This research is focused on young artist , Radhinal Indra,&nbsp; inspired by technological progress and the phenomenon of life in pelanet mars .Through of the painting called mooi martian (Mars jelita) , Radhinal tried to connect human exploration to the planet mars , as part of nasa mission ( the national aeronautics and space administration ), with the history of the fine arts indonesia .Through imagination and creativity , Radhinal&nbsp; re-interpretation art of painting mooi indie from the&nbsp; great painter , namely Raden Saleh , Dullah , Basuki Abdulah dan Wakidi and painting again with a landscape approach on the planet mars.&nbsp; The election artist Radhinal, because it is one of the&nbsp; young artist who live in the era of milenial and inspired by advances in technology in the painting. Previous reseach&nbsp; written by Agus Burhan, about art of painting mooi indie, but more history is linear. Approach this study tried to regain the painting mooi indie in the present and&nbsp; future context.&nbsp; Method of writing&nbsp; history : heuristic,&nbsp; criticism interpretation and historiografi with using analysis material culture. The findings show painter in the era of milenial having awareness in producing the work of art of painting the synergy with the development of science and technology . Produced futuristic painting by showing the beauty of nature on the planet mars in the future.</em></p> Citra Smara Dewi Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 181 187 The Strategy of Repitating Balinese Classical Painting in Supporting Creative Industry https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/55 <p><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This paper describes the strategies and concrete actions in the development of classical Balinese painting to support the creative industry. The strategy that is considered appropriate for its development is the synergy of two revitalization concepts, namely the concept of diversifying painting techniques and textual and contextual revitalization. Revitalization or renewal of painting process techniques that have been carried out by painters to strengthen indigenous skills so that they can be applied to more diverse media. Textual and contextual revitalization is carried out by applying unique and artistic media / new products and adjusting functional values ​​to new functions in order to produce products that are varied and more adaptive to the needs and tastes of modern society. The development of classical Balinese painting to support the creative industry was realized through the active participation of artists and the community to create souvenir forms that identified Bali.</em></p> I Wayan Setem Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 188 196 Karang Tuang : Adaptation of the Open Space Ecological Concept on Living Home https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/56 <p><em>Based on data from the Central Statistics Agency (BPS) of Bali province, the projected population density in Bali in 2017 is 4,246.5 people. The problems with population density and settlements will not be resolved in a short time. Solutions to settlement problems are an absolute thing to do. The settlement of this problems must be started from the first point which is a home stay. Housing as one of the basic human needs in the process of planning, development and use, of course, must consider the preservation of nature. One of the concepts used by traditional Balinese communities in managing their home environment is Karang Tuang. Understanding wind movements is applied by placing a pattern of open spaces diagonally from the southeast to the northwest. This study aims to get a design adaptation of the concept of cast coral at home. This study uses a skinative method which is presented descriptively with an ecological approach. Data collection techniques are carried out purposively with a maximum land size of 100M². Based on the relationship between the suitability of the karang tuang concept and the results of the study, 8 (eight) indicators will be adapted to houses, namely spatial patterns, building mass, open space (cast coral), open space natural material, architectural typology, natural ventilation, natural lighting and landscape. Adaptation of space patterns is developed into three types. The typology of architecture, material, ventilation, lighting and landscape will be adapted through the use of technology with the development of space opening designs.</em></p> I Made Jayadi Waisnawa Toddy Hendrawan Yupardhy Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 197 204 Illustration on Old Javanese Manuscripts Applied as Storytelling Batik https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/57 <p><em>The development and culture height of a nation's can be assessed from its cultural artifacts. Especially the achievement of communication and media culture products, including art products, image symbols, letters / writing and language. Nation is categorized as highly cultured by sociologists and history if they already have symbols / characters and languages. The Indonesian nation consists of various ethnic and ethnic groups, so it has a very diverse and unique heritage of communication and media culture. The tradition of writing and drawing in books is found in many old Javanese texts. Javanese people have heritage of books and texts that are very valuable. Manuscripts that write and describe thoughts are beautiful books that contain letters and pictures. Some parts of the old text in the form of the book contain images that show the local identity of Javanese people. It also reflects the culture of thinking and the aesthetic achievement of Javanese art. This paper discusses the results of research focused on storytelling in old Javanese texts applied to Batik fabrics with storytelling motifs. The methodology and research method have been carried out qualitatively descriptive using a batik storytelling approach to visualization combined with explanations based on interviews with Batik experts. It is hoped that this paper can inspire artists and designers to enrich the concept of art and design in creating innovative Batik products that are tailored to the needs.</em></p> Nuning Yanti Damayanti Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 205 211 Panji Koming Cartoon; Majapahit Nowdays https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/58 <p><em>The Panji Koming cartoon is a criticism cartoon that was published in the Sunday Kompas Newspaper. This cartoon is unique because of how it tells the story of using comic strips with story narratives in the Majapahit era, but always have issues in the present. Visually, the Panji Koming Cartoon is very interesting to be studied into pieces because of the way the story is told using the style of comic strip expression, which means that there are panels and combinations of words and images in conveying messages. Furthermore the message presented through a combination of pictures and words is also interesting to be revealed because, first, this cartoon is not only known to be critical, but also on point. Second, that the Panji Koming cartoon series was published in the Kompas newspaper, which is a newspaper with a large number of copies, which is mainly distributed among the middle class which is also assumed to be critical readers. This study uses a qualitative research design that produces descriptive data in the form of words, notes that are related to the meaning, value and understanding of the issue. Thus, everything related to the Panji Koming cartoon will be described qualitatively. The depiction from one panel to another panel uses the form of action, transition to another action by presenting the characters of Panji Koming, Painul, Empu Randubantal and also modern human figures. The predictions of Empu Randubantal about how complicated the politics are and jokes in the future are a form of criticism of the country's journey in the political year (2018-2019)</em></p> I Wayan Nuriarta I Gusti Ngurah Wirawan Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 212 220 Analysis of Flash Gordon's and Sangkuriang's Character on Batik Ornaments as Learning Media for Illustration https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/59 <p><em>Illustration is one of the basic skills that must be possessed by students in the Visual Communication Design (DKV) study program. Learning illustrations must provide a real example of how an illustration becomes an element that can strengthen a narrative or a story. In this study a comparative analysis of visual illustrations will be found on Indonesian batik ornaments, but those that have motifs or ornamentation of fantasy film characters adapted from the story of the country outside Flash Gordon, and batik ornaments adapted from the story of Indonesian legend Sangkuriang. Illustration analysis includes the enrichment / stylation, development, and layout and other visual elements. The purpose of this study is expected to provide examples of the development and adaptation of various stories originating from folktales both from Indonesia and other regions, to be developed into ideas for students later in the work, especially to improve skills, wealth of visual narrative and the style of illustrations produced. The method in this study uses a comparative descriptive analysis study, wherein intraestetic and extraestetic elements will be revealed in this study. The results of this study are findings and exposure to data that can be used as references and references for students for learning media as well as references for developing illustration skill.</em></p> Ayoeningsih Dyah Woelandhary Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 221 229 E Gallery for Online Exhibition, Case Study: Indung Art Work https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/60 <p><em>Conventional art galleries have been used by artists for organizing exhibitions for a long time. However, the organization has a gap with the senior field. The latest technological information digital galleries in the network (e gallery) live like a physical gallery, digital information technology can be used by artists to have a display space on web pages. Organizing online exhibitions or exhibitions through galleries e provides artists in a way, at a lower cost, also makes it easier for people to appreciate works of art through gatget. The purpose of the research is to use web pages as a gallery for budding artists for online exhibitions (online exhibitions). The research method uses descriptive qualitative, collecting data through observation, interviews and literature, obtained results and concluded to create a gallery on web pages as a model. Observations were made on existing web pages (galleries). Interviews were conducted with senior participants and the community in the senior environment to learn opinions about the use of galleries for artists. Literature study is conducted to discuss the theories or views of experts regarding art exhibitions and galleries e. The result of the research is that e gallery can be used as an alternative space for exhibitions, providing artists and audiences while e gallery cannot support the more tangible experience provided by conventional galleries. Use gallery e through web pages for masterpieces of art as a case study about</em></p> Rini Maulina Setiawan Sabana Nuning Damayanti Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 230 239 Performing Arts in Stage Design Creative Industry Development, Case Study Matah Ati Langendrian https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/61 <p><em>Industrial revolution 4.0 takes place globally and cannot be avoided. Its influence not only in the industrial and economic sectors, but also in the creative industry sector. Performing arts and entertainment are creative industries that growht through current technology and communication. Matah Ati performances elevate Indonesian culture, especially from the Surakarta - Central Java. Langendriyan is an elite culture originating from the Palace, combining dance, music and Javanese songs. Matah Ati show seen from a unique visual aesthetic have its own attraction to research. This study wants to answer the question, what kind of visual aesthetics that displayed on the stage design in Matah Ati show. The visual aesthetics of Matah Ati's performance in this study focused on its stage design. The theory is from Charles Jencks, an architect known with his double coding theory. The theory states that past traditions and cultural diversity need to be taken for the sake of freedom to shape the future. Imaginations, symbols, fiction and decorations need to be appreciated and reprocessed. The method in this research uses qualitative methods - case studies. By observing objects, observing literature from books and the internet, and conducting interviews with resource persons. The&nbsp;&nbsp; purpose of this study is to explain the visual aesthetics of Matah Ati design stage by using the above theory. Visual aesthetics in Matah Ati design stage are combining traditional, pop style and also using the latest technology. The arrangement in the form of stage/ property settings, lightings, music, dance and other supporting elements. This research is expected to benefit the preservation of the culture and development of the world of art and culture in Indonesia. </em></p> Sri Rachmayanti Imam Santosa Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 240 247 Kesinambungan Ragam Hias Pra Islam pada Mimbar Sunan Prapen https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/62 <p><em>The arrival of Islam in the archipelago gave rise to a new style of art, especially in ornamental variety. Ornaments in the early days of Islam in the archipelago still took pre-Islamic elements as their motives. The pulpit of Sunan Prapen is one of the pulpits made in the early period of the development of Islam in Java. Mimbar Sunan Prapen is unique in its decoration. The uniqueness lies in the taking and processing of pre-Islamic elements to decorate the pulpit building. This study aims to describe the continuity of pre-Islamic decorative ornaments found in the ancient pulpit of Sunan Prapen. This study uses qualitative methods and is described descriptively. The research data was obtained through observation, interviews, documentation, and literature. To obtain valid data, data triangulation and informant review were conducted. The results of the study showed that the pulpit of Sunan Prapen was decorated with various kinds of pre-Islamic motifs such as tendrils, kala, hiranyagarba, and solar majapahit motifs. The four decorations are pre-Islamic decorative types taken and reprocessed by changing or developing their forms, adapted to the guidelines in Islam that are not allowed to display depictions of living things. The tendrils, kala, hiranyagarba, and surya majapahit motifs on the pulpit of Sunan Prapen have symbolic meanings in them. The symbolic meaning has been processed, and adapted to the meaning relevant to Islamic teachings. This is a form of tolerance of Islam with pre-Islamic religion in the form of works of art.</em></p> Rizal Wahyu Bagas Pradana Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 248 256 Reinforcing The Estetics Of Grafiti Potential As A Creative Economy Heart, Eye, Ears In The Walls Of The City Of Malang https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/63 <p><em>Street art is an activity that is often seen as an act that is not pleasant for the community. Mural and grafity is one form of street art that we have encountered very often. Not a few walls on the street, the walls of the house, even public facilities that become media murals and gratity. It is this action that seems to pollute and sometimes damage the facility that makes the community uncomfortable to look at the eyes of murals and grafity. In the mass war of Indonesian independence grafity was used as an effective propaganda tool in the spirit of the struggle against the Dutch invaders. Courage in the effort to make grafity is a struggle to risk the life of the culprit.This research uses ethnographic methods, with a qualitative descriptive approach. Data obtained using documentation, field observations and interviews. This research uses descriptive qualitative research methods.Nowadays, where the information and communication media are developing rapidly, making drawing on the city walls is no longer polluting, but rather a source of income. Grafity that is influenced by the creative economy decorates the walls of cafes, restaurants, companies and many others. The lively picture found at this gathering place should also influence people's opinions, of course towards a more positive direction.</em></p> Yunasman Salam Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 257 262 Traditional Culture: With Patent In Millennium 4.0 In Indonesia https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/64 <p><em>Traditional culture is the main identity of a nation in the world, and often the basis for developing industry that integrates knowledge and technology with the Southeast Asian economy in the form of the creative industry millennium 4.0 in Indonesia. Traditional culture in Indonesia includes products such as “bade”, which provides a source of income for the Balinese community. The traditional “bade” culture has the potential to become an object for development by centers of creative industry in the millennium 4.0 era in Bali. The goal of this research is to discover whether or not the traditional “bade” culture can be granted a Simple Patent for the development of the creative industry in the millennium 4.0 era. A descriptive qualitative method is used with a juridical empirical approach. The research subject is a number of centers of creative industry in the Badung, Gianyar, and Tabanan districts. Data was collected through observation of several “bade” industry centers, interviews with a number of “undagi”, and a documentation study of “bade” photographs in Bali. The theoretical benefit of the research results is knowledge about protection of traditional culture, and the practical benefit is to show whether or not “bade” as an object for development of creative industry in the millennium 4.0 era can be protected by a Simple Patent. The research findings show that “bade” fulfils the requirements for Patent Law and can be submitted for registration by the local Bali government.</em></p> I Nyoman Lodra I Wayan Karmini Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 263 270 Creative Industry as a Support for Touris https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/65 <p><em>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The creative era that was born was marked by the growth and development of the creative industry using ideas, skills and innovation as the main capital. John Howkins in Creative Economy, said that ideas are important in products developing. The developing of creative industries, based on the Republic of Indonesia Presidential Regulation Number 6 of 2015 concerning the Creative Economy Agency and on January 20, 2015 President Joko Widodo formed an official institution specifically dealing with the creative economy, (BEKRAF) in charge of 16 sub-sectors of the creative industry. Creative industry that developing today is influenced by people's lifestyles, namely the creative community that always strives to produce an innovative product to fill to needs of tourism sectoror become a consumer society that thinks pragmatically. In the era of the creative economy, it is hoped that people will prefer creative society that can strengthen economy in their families and the community around the country.</em></p> I Ketut Muka Pendet Ni Made Rai Sunarini Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 271 277 Acculturation of Mataram Culture in the Form of Warok Ponorogo Blangkon https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/66 <p><em>Warok in the Ponorogo community is an elder who is a role model. Meanwhile in the art of Reyog, warok is an army that relies on the truth. In dressing warok Ponorogo, it is famous for using surjan and drawstring maro gares or black three-quarter drawstring pants, othok belts and blangkon. Warok Ponorogo Blangkon has a black background with a white gadung jasmine motif. Just like Blangkon Surakarta and Yogyakarta, the Warok Ponorogo blangkon also uses a bulge on the back with a larger size. This research is a qualitative study with a case study approach in the form of blangkon warok Ponorogo.</em> <em>The results showed that blangkon warok Ponorogo was a combination of forms between Surakarta and Yogyakarta blangkon which appeared in the form of a loose leaf. The form of litter which is located from the tip of the head to the bending of the neck is synonymous with Surakarta blangkon. The prominent Mondolan Ponorogo is similar to Yogyakarta's Blangkon. The shape of the triangle on the front of the Ponorogo blangkon is the same as the Surakarta blangkon. The shape of the fabric folds and the shape of the blangon Ponorogo are the same as the Surakarta blangkon. Thus the form of Blangkon Ponorogo is a combination of the forms of Surakarta and Yogyakarta blangkon.</em></p> Inty Nahari Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 278 284 Visual As A Stimulation in Developing Z Generation Creativity https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/67 <p><em>Generation Z is a generation that has a dependence on technology, so far they always served by the sophistication of digital technology, the creativity of generation Z becomes affected, the imagination that should grow to be hampered . So their creativity is weak and not optimal. The purpose of this research is to prove that the creativity of generation Z can develop with stimulation. The method used for research conducted in Jakarta is a qualitative method with in-depth interviews and experiments on research subjects, and the experiments we did by providing visual stimulation and drawing. the results showed that with the stimulation given, generation Z could develop its creativity.</em> <em>Creativity produces a new perspective at a problem or situation </em><em>Solso (Csikszentmihalyi,1996)</em></p> Jeni Nurjanah Copyright (c) 2019 Sandyakala 2019-09-09 2019-09-09 1 285 290 The Function of Ornament in the Development of Fashion Designs: Case Study of Karawo Ornament in Gorontalo https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/68 <p><em>The function of ornaments in the development of fashion designs </em><em>was</em><em> often only regarded as decoration to add to the attractiveness and visual beauty of the decorated fashion structure, although the application of ornaments to fashion designs has a variety of functions that go beyond their decorative functions.</em> <em>This study aims to analyze and explain the various functions of ornaments in the development of fashion design, by raising the case of karawo ornaments in Gorontalo. The study used qualitative methods with a case study format. Data </em><em>were</em><em> collected through observation, interviews, and literature</em><em> study</em><em>. </em><em>The d</em><em>ata </em><em>were</em><em> analyzed interactively through the process of data selection, data coding, data categorization, data presentation and discussion, and conclusion. The results show</em> <em>that the application of karawo ornaments in fashion design has a variety of functions, namely: the function of decoration, the function of identity identification, the function of representation of natural wealth, functions evoke memories, and symbolic functions. The application of ornaments with these various functions to fashion produces a variety of different styles of fashion, so that fashion designs are able to develop dynamically. The results of the study are likely to be an inspiration and even a guide to action for fashion designers in developing various styles and fashions that will be designed.</em></p> I Wayan Sudana Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 291 300 Batuan Social Realism as A Hybrid Art and A Picture of The Life of Today's Society https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/69 <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <em>This article examines Batuan social realism painting as a hybrid art and depiction of the life of Balinese people today. By using the paradigm of hybridity theory and postmodern aesthetic theory to gain a deep and contextual understanding of Batuan, social realism painting. The results of the study show that the Batuan social socialism painting is a hybrid art. That is, the elements of Batuan social realism painting is a mixture of global code and local code. The emergence of Batuan social realism painting is inseparable from the influence of the concept of binary opposition, consumer power, and the power of curators. Binary opposition is a dichotomous form of structure, such as top-down, forward-backward, giving rise to a dominant-dominated class. The dominant culture is superior causing the dominated class to want to adopt it. However, on the other hand, Batuan painters want to maintain their tradition. Eventually they mixed global and local cultural codes to produce hybrid art. Consumers are the owners of money so they have the power to determine the art they like, which contributes to the birth of hybrid painting. The curator has art knowledge and market knowledge so that he has the power to determine the direction of Batuan painters to create hybrid paintings. The themes of Batuan social realism painting&nbsp; illustrates the life of today's society. This can be seen from various events and present-day lifestyles raised in Batuan social realism painting.</em></p> I Ketut Supir Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 301 309 Women's Visual Perception of the Earthquake Socialization Design in Indonesia https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/70 <p><em>Indonesia lies on “The Ring of Fire” area, which means all Indonesian citizens are required to be more prepared for the possibility of a tectonic plate shift that results in an earthquake every minute. Many socialization and information about the Earthquake that has been distributed in various media both digital and print. However, for the majority of people, this has not been very effective, especially for women. Started by opening the Focus Discussion Group which contained 4 people from the field of Visual Communication Design and also the HSE (Healthy and Safety, Environment) field about integrating Work Safety Information with visualization and highlighting the differences in visual perception from female and male audiences as the context. The next thing that was taken was collecting some visual samples and grouping them into 5 categories that had visual similarities analyzed from the visual elements. This underlies further research to use the Quantitative method by taking answers from 150 women who are targeted as audiences. 150 female respondents were confronted with 15 questions regarding their awareness, preparedness, and visual perception of the earthquake sosialization media. The results of the questionnaire were analyzed using the Likert method. </em><em>The results found the types of visuals that work for women for consideration in the making of socialization for women market in Indonesia.</em></p> Puspita Yuli Pradita Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 310 318 Aesthetic and Ethical Re-actualization of Traditional Javanese House Wuwungan in Industrial Revolution 4.0 https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/71 <p><em>Philosophically, the </em><em>ornamental </em><em>art of </em><em>wuwungan on top of Javanese traditional houses is characterized by such high Javanese esthetic and ethical values. It is necessary to re</em><em>-</em><em>actualize the existence and essence of the Javanese ornamental art of wuwungan in the era of industrial revolution 4.0. This cultural and traditional literacy will be necessary to strengthen the national characters and values in anticipation of the rapidly global era transformation. The new cultural values in the digital era are expected to ensure improvement of survival and establishment of new understandings inspired by local cultural diversity, appreciation, and knowledge to ensure the successful actualization of Javanese traditional cultural values.</em></p> <p><em>This is a qualitative study and accordingly this study will employ the qualitative method using the analytical interaction method through the grounded research. This study urges the re-actualization of understanding about Javanese philosophy in the form of the ornamental art of wuwungan in Javanese traditional houses that represents Javanese esthetic and ethical values. Javanese traditional local culture can serve as the local traditional identity and is a part of Indonesian national culture. Therefore, they have to be re-actualized and represented in the adjusted and adapted forms to meet the current condition of the industrial revolution 4.0. The technological advancement can serve as a smart tool to enhance the innovative and creative industry based on local cultures and global discourses</em></p> Arif Suharson Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 319 327 Utilization of Technology in Craft Arts on Industrial Revolution 4.0 era https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/72 <p><strong><em>&nbsp;</em></strong><em>Craft is one </em><em>of the </em><em>representation form</em><em>s</em><em> of the </em><em>condition of social structure </em><em>development in society in Indonesia. On the other hand, the rapid advancement of technology - which was marked by the emergence of the Industrial Revolution 4.0 - had an impact on human life through a variety of ways and fields. The realm of art, especially crafts, is also inseparable from the influence of this progress. The existence of th</em><em>e effect </em><em>certainly requires research on how the use of technology available in the Industrial Revolution 4.0 in the realm of craft.</em></p> <p><em>Qualitative methods in the form of ‘artistic research’ and experiments are used to examine the creative process in making artwork. The creative process aimed at creating artworks based on Raymond Williams’ cultural reproduction framework. The Ramachandran’s concept of 'rasa' from is also used to develop narratives related to the role of technology in the process of creating craft works. Technically, this research utilizes 3D Printing in the creative process of making works in the form of silver-based earring accessories conducted in Celuk, Bali. Then, there are other works created using the manual method that serves as a comparison</em></p> <p><strong><em>&nbsp;</em></strong></p> <p><em>Craft is one </em><em>of the </em><em>representation form</em><em>s</em><em> of the </em><em>condition of social structure </em><em>development in society in Indonesia. On the other hand, the rapid advancement of technology - which was marked by the emergence of the Industrial Revolution 4.0 - had an impact on human life through a variety of ways and fields. The realm of art, especially crafts, is also inseparable from the influence of this progress. The existence of th</em><em>e effect </em><em>certainly requires research on how the use of technology available in the Industrial Revolution 4.0 in the realm of craft.</em></p> <p><em>Qualitative methods in the form of ‘artistic research’ and experiments are used to examine the creative process in making artwork. The creative process aimed at creating artworks based on Raymond Williams’ cultural reproduction framework. The Ramachandran’s concept of 'rasa' from is also used to develop narratives related to the role of technology in the process of creating craft works. Technically, this research utilizes 3D Printing in the creative process of making works in the form of silver-based earring accessories conducted in Celuk, Bali. Then, there are other works created using the manual method that serves as a comparison</em></p> Lucky Wijayanti Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 328 334 The Role of Influencer in Strategies to Increase Promotion of a Brand https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/73 <p><em>Visual Communication Design as part of the creative industry is increasingly develop every year, especially facing the 4.0 industrial revolution. Visual communication designers are expected to also understand the marketing strategy, so they are not erode by the development of digital age through social media. To improve marketing on social media, companies have begun to use influencers as their marketing strategy. Influencers are used by a brand to convey the goals of a brand to a specific target audience and even become a milestone in their promotion. The purpose of this study is to change the perspective of visual communication designers to be more aware of social media marketing strategies by utilizing influencers in promotion. The research methods used are observation by selecting Instagram as the social media, literature, internet studies and the analysis process using qualitative descriptive methods. Based on the AISAS channel, both micro influencers, macro influencers and mega influencers are able to produce content that is able to attract attention and interest in social media. Not only the selection of interesting photos, influencers are also able to promote brands with selling copywriting without eliminating their character and their personal branding. With the influencer, brand awareness of a product will increase and will affect the sales of the brand. </em></p> Made Arini Hanindharputri I Komang Angga Maha Putra Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 335 343 The Meaning of Story Line in the Interior Exhibition "17/72: Senandung Ibu Pertiwi" https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/74 <p><em>The painting exhibition &nbsp;at the 17/72 exhibition "Senandung Ibu Pertiwi" which took place on 17 to 30 August 2017 at the Indonesian National Gallery in Jakarta was very interesting. In the interior &nbsp;showroom layout, many compromise with some of the visual elements, such as shapes, symbols, graphics. The graphic element in showroom layout is closely related to the line of narratives formed to tell the contents of the interior &nbsp;showroom. The narrative line in the interior &nbsp;showroom is a presentation of the Presidential Republic of Indonesia's palace painting collection with the theme of the motherland. This paper aims to provide an overview of the power of line narratives on the management of art object collections related to the attractiveness of interior exhibition space 17/72. To explore in-depth analysis of narrative lines in interior showrooms of 17/72 the author refers to qualitative and semiotic methods, so the power of line narratives has the potential to become a reference for determining the temporary interior showroom layout of the exhibition 17/72.</em></p> Ika Yuni Purnama Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 344 352 Destination Branding Planning Through Mural In Desa Wisata, Desa Sumber Harapan, West Kalimantan https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/75 <p><em>Destination branding is a branding concept that aims to improve the quality of a tourist destination brand. Sumber Harapan Village has tourism potential in the form of weaving. This village is known for its good and varied woven products. Many of the weavers sell their woven products to neighboring countries such as Malaysia and Brunei. So far, most weavers only transact if there is an order, if not, it is quite rare for people passing by. The location of this location is quite unique, because it is located on the edge of the river with a path made of wood. Residents around the Sambas riverbank are weavers. In their house there are approximately two to three weaving tools. Ranging from clothes, scarves, caps to woven fabrics.</em></p> <p><em>Making destination branding through murals in Sumber Harapan Village will make Sumber Harapan village crowded with visitors. With a touch of art mural activities carried out at the elevated boardwalk along the banks of the Sambas river, it will be a destination for tourists or visitors</em></p> Yori Pusparani Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 353 363 Text Analysis of A Mild “Nanti Juga Lo Paham” Television Media Ad https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/76 <p><em>A Mild "</em><em>Nanti Juga Lo Paham</em><em>" is quite interesting public attention because the ad is conveyed through the culture of the community with unusual visualization, featuring figures that are considered unnatural like a man riding an elephant, a man in black clothes, a man with a head rabbit, to a woman with an eccentric appearance. The use of very attractive music also gives a different impression. Likewise with the tagline "</em><em>Nanti Juga Lo Paham</em><em>" which makes viewers wonder the purpose of the tagline. This shows that A Mild television media advertisement "</em><em>Nanti Juga Lo Paham</em><em>" uses certain techniques in producing the advertisement that can be known by </em><em>manuscript analysis</em><em> the ad. This study uses a qualitative approach with the method of advertisement</em><em> manuscript analysis</em><em> based on each shot, then from each shot will be analyzed more deeply through image visualization (point of view, image size, lighting, moving camera, cut, transition), settings, models, property, color, motion or interaction, typography, and sound. So that from this study it will be known technically the parts of the script or shot that support the delivery of advertising messages.</em></p> Aisyi Syafikarani Agung Eko Budiwaspada Pindi Setiawan Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 364 374 Regression Analysis On Material Driven Design Variable: Emotional, Sensorial, Interpretation And Performation Of Thermoplastic Ldpe Waste https://eproceeding.isidps.ac.id/index.php/sandyakala/article/view/77 <p><em>Currently Indonesia has become the second largest plastic waste contribution in the world. Saddens by this reality, a research is conducted to recycle plastic bag waste made from LDPE thermoplastic, a kind of plastic that can pliable by heating them over and over. Material driven design (MDD) is an approach in which material become the center point for every design decision. There are four variable ini MDD: sensorial, affective, interpretative and performative. Five best sample from the research are tested to 50 design students. Regression analysis is done to understand the correlation between each variable and how the construct the material experience for the user. The results are analyzed with eviews 10 software and founded that sensorial quality of flexibility and perfomative variable affect emotional variable the most.&nbsp; The more flexbile the more people want to use the material more often and this will create deep emotional bonding with the material. Flexiblility, pattern and transparent are the sensorial qualities that people seek when interacting with the recycled LDPE plastic waste material. This can be useful for design recommendation, to design product with waste material that once perceived as garbage, but see this an alternative material tthat has vast potential application.</em></p> Devanny Gumulya Copyright (c) 2019 Sandyakala 2019-09-10 2019-09-10 1 375 386