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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.
Implementasi Bahasa Rupa dan Archetype pada Kerangka Desain Karakter dengan Gestur Budaya Jawa: Studi Kasus Serial Adit Sopo Jarwo Nita Virena Nathania; Ristia Kadiasti; Toto Haryadi
Ars: Jurnal Seni Rupa dan Desain Vol 25, No 1 (2022): April 2022
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ars.v25i1.6136

Abstract

Dalam merancang sebuah desain karakter, dibutuhkan adanya sebuah kerangka yang dijadikan acuan dalam pembentukan watak dan karakteristik sebagai pembeda masing-masing karakter. Pembentukan karakter tersebut juga tidak lepas dari pengaruh unsur budaya dari latar cerita yang disajikan. Pada penelitian ini, mengambil studi kasus serial Adit Sopo Jarwo yang mengambil latar budaya Jawa yang sarat akan pesan moral. Namun, hal tersebut harus dibuktikan seberapa besar andil budaya Jawa tersebut dalam visualisasi karakter Adit Sopo Jarwo dengan menggunakan Analisis Archetype yang membedah masing-masing fungsi dan peran karakter dengan struktur berdasarkan Hero’s Journey Model oleh Joseph Campbell yang kemudian direstruktur berdasarkan gestur dan watak menggunakan Analisia Bahasa Rupa NPM yang meramu hasil dari Analisis Archetype dan gestur budaya Jawa ke dalam sebuah framework desain karakter yang nantinya dapat digunakan sebagai acuan perancangan sebuah desain karakter yang memiliki identitas budaya Jawa
Mengelola Kreativitas dan Kapabilitas: Kolaborasi dan Tata Kelola Ekosistem Ruang Pameran Rembang Ranjana: Mengelola Kreativitas dan Kapabilitas: Kolaborasi dan Tata Kelola Ekosistem Ruang Pameran Ranjana Rembang Saputro, Godham; lanjari, restu; nugrahani, rahina; haryadi, toto
GETER : Jurnal Seni Drama, Tari dan Musik Vol 9 No 1 (2026): April 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Cultural exhibitions have turned into active spaces of identity, creativity, and socializing in local cultural ecosystems. The purpose of this research is to find out how collaboration and governance in the Rembang Ranjana exhibition encourage creativity and develop participants' capability. A qualitative approach was used, data were generated through observation and interviews with students, teachers (and remedial education teachers), curators and community actors to document the June–August 2025 exhibition. Open, axial and selective coding thematic analysis was conducted. Findings yield three results: increased student participatory engagement, more creative output, and a re-orientation of understanding culture as a process. These results are the result of collaborative interactions and adaptive governance, which promote experiential learning and action. It indicates that deep learning works to enrich genuine experiences when engaged in artistic processes. A conceptual model of governance, collaboration and capability development in cultural arts education It also provides park judges and institutions with data information to create participatory, sustainable creative ecosystems.