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BAHASA RUPA KOMIK WAYANG KARYA R.A. KOSASIH Sayid Mataram
Gelar : Jurnal Seni Budaya Vol 13, No 1 (2015)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2565.446 KB) | DOI: 10.33153/glr.v13i1.1537

Abstract

Comic is a media of speech, like a language is, with the language system and individual application. Comicof puppet by R.A. Kosasih is one of the genres in constellation of Indonesia comic which is able to overcomethe influence of western comic. The problems analyzed in this research include how the form of visuallanguage and idiolect characteristics of puppet comic by R.A. Kosasih. This research aims to analyze thevisual language of puppet comic by R.A. Kosasih as well as the idiolect characteristic that is appeared to beits characteristic. The research uses an approach of language analogy using textual and contextual analysisof comic. The result shows that firstly, the visual language of comic is analog with language consisting oflanguage system and idiolect. The system of visual language in comic R.A. Kosasih consists of the basicelements of comic constituent covering panel and juxtaposition structure. Secondly, puppet comic by R.A.Kosasih uses stories based on Mahabarata epos and Ramayana in Indian version as well as Nusantarapuppet in which Sunda language is inserted. The picture and symbol in the comic is influenced by the realiststyle of Western comic and Indie Mooi stream and also the technology of the age. The relationship of puppetcomic juxtaposition is influenced by the story order and the session of lakon.Keywords: comic, language, visual, puppet, idiolect
TINJAUAN WAYANG BEBER SEBAGAI SEQUENTIAL ART Sayid Mataram
Canthing Vol. 2 No. 2 (2014): Pengkajian dan Penciptaan Desain
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Indonesia is a country with a variety of tribes that each - each of which has artifacts of art. The artifact is a manifestation of the wisdom and ancestral forms of expression. Many of these artifact is a working prototype of what is in today. One of them is Wayang Beber is one of the working prototype of sequential art
TINJAUAN EVOLUSI LOGO BATMAN DALAM FILM TAHUN 1966 HINGGA TAHUN 2005 Sayid Mataram
Canthing Vol. 1 No. 1 (2012)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Just as the name, logo needed to identify a product. No exception to the fantasycharacter Batman is more a product of the DC Comic. Logo not merely as a badge of identity such figures, but also contains an implied meaning so as to guide the emotions of the audience to enjoy the scene and the role of such figures as part of the composition of the comics, animation, television series or movie theaters.Keywords: Logo, Evolution, Batman, Comic, Movie 
Strategi UMKM Bertahan dan Berkembang di Era New Normal berbasis Model Bisnis Canvas (kasus UMKM Gethuk Take, Kecamatan Tawangmangu Kabupaten Karanganyar) Heru Irianto; Rhina Uchyani Fajarningsih; If Bambang Sulistyono; Yayan Suherlan; Ratna Endah Santoso; Sayid Mataram; Nidyah Widyamurti
AGRISAINTIFIKA: Jurnal Ilmu-Ilmu Pertanian Vol 7, No 1 (2023): AGRISAINTIFIKA
Publisher : Fakultas Pertanian Universitas Veteran Bangun Nusantara Sukoharjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ags.v7i1.3691

Abstract

UMKM di Indonesia mampu berkontribusi menyumbang Produk Domestik Bruto maupun penyerapan tenaga kerja dalam berbagai kondisi perekonomian bangsa. Namun, pandemi Covid 19 memberikan dampak yang cukup signifikan pada UMKM karena daya beli masyarakat menurun sebagai akibat lesunya perekonomian dan banyaknya pengangguran. Tujuan penelitian ini adalah mengkaji fenomena ditengah banyaknya UMKM mengalami penurunan omset dan kebangkrutan, masih ada UMKM yang bertahan dan berkembang ditengah-tengah serangan Covid 19” bahkan bertahan pada tatanan kehidupan baru (new normal) untuk dijadikan motivasi UMKM lain ditengah tatanan kehidupan baru tersebut. Guna kajian tersebut peneliti melakukan kajian pada salah satu UMKM olahan pangan yang mampu bertahan mekispun terdampak covid 19, yaitu UMKM Gethuk Take berada di wilayah Kecamatan Tawangmawu Kabupaten Karanganyar. Penelitian merupakan penelitian kualitatif, dengan metode analisis menggunakan bisnis model canvas. Hasil penelitian menunjukkan bahwa dampak pandemi Covid 19 secara telah menurunkan omset penjualannya karena basis konsumennya adalah para wisatawan, namun meski demikian UMKM Gethuk Take masih bisa bertahan dengan berbagai tindakan penyesuaian sebagai berikut : 1. Strategi inovasi produk dan pasar yang merupakan kunci keberhasilan untuk bertahan dan berkembang dalam masa pandemi seyogyanya tetap dilakukan dalam kondisi apapun, karena inovasi diharapkan akan menarik perhatian kepada konsumen yang loyal maupun calon konsumen baru. 2. Selain itu model bisnis berbasis digital dalam pemasaran dan keuangan sebaiknya secara gradual dijalankan agar bisnis dapat dilakukan dengan baik, tetap sehat pelakunya dan usaha terus dapat berkembang di era digitalisasi yang semakin cepat mendorong perubahan-perubahan perilaku konsumen.Kata Kunci :     Covid 19, Model Bisnis Canvas, UMKM Gethuk Take.
Nirmana Motion Graphic Video: Innovation in Learning Design Principles and Elements Deny Tri Ardianto; Arif Ranu Wicaksono; Sayid Mataram; RahmanuWidayat
Mudra Jurnal Seni Budaya Vol 39 No 1 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v39i1.2586

Abstract

The use of technology in education has become increasingly important in facilitating effective learning. However, the lack of diversity and innovation in using technology to develop learning materials poses new challenges for educators. In response, this research aims to develop and test the feasibility of a motion graphic video called Nirmana, which includes learning materials on design elements and principles. The research and development (R&D) process applied the ADDIE model to develop the motion graphic video media. The media testing involved 101 design major students. The data collection used questionnaires, observations, interviews, and documentation, which were analyzed using qualitative and quantitative methods. The result of this research is a Nirmana motion graphic video with learning materials about the elements and principles of design. The media was field-tested based on student assessment using the mean results per aspect. The assessment criteria included clarity of information and instructions, media attractiveness, usability and accessibility of media, and material arrangement and use of illustrations. The results showed that the Nirmana motion graphic video media received good to excellent scores on all of these assessment criteria. Specifically, the clarity of information and instructions received a good score of 78.7%, the media attractiveness received an excellent score of 81.7%, the usability and accessibility of media received an excellent score of 89.6%, and the material arrangement and use of illustrations received an excellent score of 85.8%. These results indicate that the developed Nirmana motion graphic video media is suitable for use as a design learning media. Furthermore, this research suggests that using technology to develop relevant and innovative learning materials can positively impact student attitudes and interest in learning design.
Illustrated Book Design as Waste Education for Children Aged 7-9 Years in Semarang City Sayid Mataram; Zahra Luthfi Karunia Afanin
TAMA: Journal of Visual Arts Vol. 1 No. 2 (2023): TAMA: JOURNAL OF VISUAL ART VOLUME 1 NO.2 DECEMBER
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i2.730

Abstract

Garbage problems are common in Indonesia. The amount of waste disposed of in landfills is increasing every year. The waste problem is caused by a lack of public awareness regarding waste management. Therefore, it is necessary to educate the public to increase awareness of the environment. Education about environmental care given early on can prevent bad things that might happen in the future. The problem in this research is how to educate children to increase awareness of the environment using the educational media of illustrated books. This descriptive qualitative research refers to the ADDIE research model to create illustrated book media as an educational solution to waste problems. With educational media illustrated books that have been designed, children can understand the types of waste and get an education about waste. Waste that is disposed of is properly and correctly segregated for each type. Illustrated books have proven effective as educational media for children aged 7-9 years as evidenced by the ease with which children understand the types and sorting of waste Keywords: Education, Waste Management, Children, Illustrated Books