Claim Missing Document
Check
Articles

Found 3 Documents
Search
Journal : DeKaVe

PERANCANGAN MODEL WUJUD VISUAL TOKOH PEWAYANGAN DALAM PEMBENTUKAN IDENTITAS DAN WATAK TOKOH SEBAGAI ACUAN DESAIN KARAKTER DALAM KARYA DKV Toto Haryadi Haryadi; Khamadi -
DeKaVe Vol 7, No 2 (2014): DeKaVe Vol. 7 No. 2 Juli-Desember 2014
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2925.54 KB) | DOI: 10.24821/dkv.v7i2.1280

Abstract

Shadow puppets is an arts which is still preserved until now. Recently, shadow puppets can becollaborated with tehcnology through act of revitalization. This is shown by many artworks in the field ofVisual Communication Design which adapt shadow puppets. The figures of shadow puppets become mainpart which is referred for designing of digital artwork, especially “character design”. On the other side,revitalization of puppets in form of character design is more concerned with aesthetic aspect than typicalidentity ones. Whereas, each figure has its own identity and temper which different from each other.This encourages the researchers to look for relation between visual form with typical identity of puppetfigures. The analysis of puppet visual form is required by taking sample based on the classification of thepuppet figures, namely: ‘denawa’, ‘punggawa’, ‘gagahan’, ‘satria’, ‘putran’, ‘putren’, ‘bayen’, ‘dagelan’, and‘kewanan’. The analysis is based on parameters such as: face expression, position and size of body, clothes,and attributes.
Adaptasi Design Thinking dalam Revitalisasi Museum Ronggowarsito berbasis Interaktif dengan Pendekatan SMCR Toto Haryadi; Godham Eko Saputro
DeKaVe Vol 15, No 1 (2022): DeKaVe Vol. 15 No. 1 2022
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v15i1.6091

Abstract

Ronggowarsito is one of the iconic museums in Semarang. Like other museums, the classic problem of this museum is lack of visitors. Some factors that cause it such as bad management, the promotion and branding of museum which is  poor of innovation, and also absence of collaboration with other parties such as academician, practician, and artist in creating interesting events. These various problems encourage the needs of museum revitalization creatively and innovatively and also up to date with technology and lifestyle nowaday. This research uses qualitative approach. Data are gained through observation, interview, documentation, and literature study methods. These data are used to design interactive-based museum revitalization product through design thinking and SMCR commnication to breakdown product contents. This research has a result an desktop-based interactive application called “KiosK Museum Ranggawarsita”. This product can present information in form of text, audio, and video interactively. This product can be developed further to success a program of museum management namely “Museum goes to school”, so that it will be a tool on museum introducing through academic visitations, seminars, and exhibition around city in Central Java.
Representasi Kisah Pewayangan pada Iklan Sirup Marjan Versi “Baruna” dalam Perspektif Estetika Postmodern Haryadi, Toto
DeKaVe Vol 16, No 2 (2023): DeKaVe Vol. 16 No. 2 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v16i2.10291

Abstract

The competition in advertising is so tight that causes over communication. Every company does different way, one of them is through creative advertising by highlighting the local culture which is rarely exposed by other companies. This has been done by the producer of Marjan syrup which is famous for presenting creative advertisements and received positive appreciation, especially the version of "Baruna the Guardian of the Ocean" as Marjan's advertisement with the highest viewers on YouTube. Behind the creativity from a technical point of view, it uses high-quality Computer Generated Imagery (CGI), this advertisement has become a topic of research because of its aesthetic concept, which adapts the story of the puppet character Baruna in a modern packaging and undergoes changes from the original story. The research used qualitative methods, supported by observation and literature studies of similar research, and continued with content analysis methods to discover postmodern aesthetics. The result is that there are some postmodern aesthetic concepts embedded in this advertisement, through changes in wayang stories according to the current era. This research is expected to be a reference in similar studies from another point of view.