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Journal : Balong International Journal of Design

Aesthetic On The “Kaulinan” Of Sundanese, Kolecer Sonson Nurusholih; Gandara Permana
Balong International Journal of Design Vol 1, No 1 (2018)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.1667

Abstract

In Indonesia, there are varieties of games with different cultural backgrounds, having value  and meaning contained in the game or toy. Many meanings are contained in every traditional game bounded by culture not universally. Every meaning has an aesthetic value relating to the attitudes and habits of the people where the toys are located. Likewise with the traditional game of Sundanese Kolecer, which will be made as object of the research. In this research, the author will study the aesthetics contained in Kaulinan Sunda Kolecer. The purpose of this research is to know the meaning of Kaulinan Sunda Kolecer. The study was conducted by using descriptive method with a paradoxical aesthetic approach. The results of the study found that kolecer as an artefact and kokoleceran as toy (kaulinan) of Sundanese people which have philosophical and educational values.Keywords—. Traditional Games, Kaulinan Sunda, Kolecer
CHARACTER DESIGN BASE ON CARITA PANTUN SUNDA (Case Study: Carita Pantun Ronggeng Tujuh Kalasirna) Gandara Permana
Balong International Journal of Design Vol 3, No 1 (2020)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v3i1.5472

Abstract

ABSTRACT In the era of globalization, communication and information technology have a very important role. On the other hand, one of the causes of the low interest of the community to preserve their cultural heritage is the low literacy of technology. Technological progress should be able to be used and utilized as one of the media for the preservation of the nation's cultural heritage. West Java, especially Sundanese people, has a variety of cultures and is currently entering an alarming phase, one of which is Carita Pantun. Carita Pantun is a performance art that has a function as a guide and a spectacle. This design will be focused on the design or design of characters that are packaged in 2D and 3D based on carita pantun West Java. The process to be carried out in this research is pre-production which includes the development of stories, visual design including concepts/ideas, characterization or study of characterizations, and visualization of characters or character designs, properties (assets), and settings (environment). The design target is aimed at adolescents aged 15-21 years. The results of this study will be used for further research on games and animation. Keyword: characterization, character design, carita pantun