Langen Bronto Sutrisno
Fakultas Bahasa Dan Seni, Universitas Pendidikan Ganesha, Singaraja-Bali

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Costume Characteristics of Children Creation Dance in Kindergarten at Buleleng Bali Sutrisno, Langen Bronto; Suartini, Luh; Budiarta, I Gusti Made
Harmonia: Journal of Arts Research and Education Vol 15, No 2 (2015): (EBSCO, DOAJ & DOI Indexed, December 2015)
Publisher : Department of Drama, Dance, and Musik (Sendratasik), Semarang State University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v15i2.4690

Abstract

Study related to characteristics of costumes worn in Children Creation Dance in kindergarten at Buleleng, Bali is aiming at (1) understanding the characteristics of children creation dance costume in kindergarten at Buleleng, Bali, (2) understanding the aesthetic characteristic of costume of children creation dance in kindergarten at Buleleng, Bali. The research employed qualitative method while the discussion part was presented in descriptive. Data was collected through observation, interview, literature, as well as documentation study. In a general view, characteristic of the costume was still in close proximity to the tradition but some others characteristics have quiet different to the tradition. Aesthetic aspect in dance costume that has adjacency to the tradition is shown in patterned costume, especially the use of kamen prada. The use of colour tends to be bright and cold which may show the atmosphere of happiness and assurance. On the other hand, the characteristics of costume is not traditional tends to emphasize dots and stripes. The impression of dots is shown in the use of sequin while the stripe impession is shown in fabric colour boundaries. In addition, the colours chosen for this type of costume are considerably similar to the colour chosen in traditional costume of creation dance which are bright and cold and give the impression of happiness and assurance.
Costume Characteristics of Children Creation Dance in Kindergarten at Buleleng Bali Sutrisno, Langen Bronto; Suartini, Luh; Budiarta, I Gusti Made
Harmonia: Journal of Arts Research and Education Vol 15, No 2 (2015): December 2015
Publisher : Department of Drama, Dance and Music, FBS, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v15i2.4690

Abstract

Study related to characteristics of costumes worn in Children Creation Dance in kindergarten at Buleleng, Bali is aiming at (1) understanding the characteristics of children creation dance costume in kindergarten at Buleleng, Bali, (2) understanding the aesthetic characteristic of costume of children creation dance in kindergarten at Buleleng, Bali. The research employed qualitative method while the discussion part was presented in descriptive. Data was collected through observation, interview, literature, as well as documentation study. In a general view, characteristic of the costume was still in close proximity to the tradition but some others characteristics have quiet different to the tradition. Aesthetic aspect in dance costume that has adjacency to the tradition is shown in patterned costume, especially the use of kamen prada. The use of colour tends to be bright and cold which may show the atmosphere of happiness and assurance. On the other hand, the characteristics of costume is not traditional tends to emphasize dots and stripes. The impression of dots is shown in the use of sequin while the stripe impession is shown in fabric colour boundaries. In addition, the colours chosen for this type of costume are considerably similar to the colour chosen in traditional costume of creation dance which are bright and cold and give the impression of happiness and assurance.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA INTERAKTIF PADA MATA KULIAH ANIMASI 1 BAHASAN MOTION GRAPHIC JURUSAN DESAIN KOMUNIKASI VISUAL (DIII) UNDIKSHA Herliyani, Elly -; Sutrisno, Langen Bronto
Prasi: Jurnal Bahasa, Seni, dan Pengajarannya Vol 11, No 02 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1334.391 KB) | DOI: 10.23887/prasi.v11i02.11151

Abstract

The study aimed at designing and developing an instructional media based on interactive multimedia on the topic of motion graphic on the subject of “Animation 1” as well as finding out the students’ responses towards the instructional media. This study utilized a research and development design based on CIIP method (Context, Input, Process and Product). The data were obtained by distributing questionnaires in product testing by media experts, content experts, individuals, small groups, and field trial. The data were analyzed descriptive quantitatively in order to obtain score data. This instructional media consists of three main dimensions, like introduction, main, and exit. The percentage score of media experts’ trial was about 87.50% and qualified as “Good”. The percentage score of content experts’ trial was about 80% and qualified as “Good”. The percentage score of individuals’ trial was about 77.67% and qualified as “Adequate”. The percentage score of small groups’ trial was about 81.80% and qualified as “Good”. The percentage score of field trial was about 80.97% and qualified as “Good”. The percentage score of students’ response through questionnaire was about 83.84% and qualified as “Good”. Finally, this instructional media would be used to teach “Animation 1” course in 2017. Key words: Interactive Multimedia, Animation, Undiksha   ABSTRAK Penelitian ini bertujuan untuk merancang dan mengembangkan media pembelajaran berbasis multimedia interaktif pada mata kuliah Animasi 1 bahasan motion graphic, serta mengetahui respon mahasiswa terhadap penerapan media pembelajaran. Metode menggunakan penelitian pengembangan yang pelaksanaannya dengan metode CIPP (Context, Input, Process and Product). Pengumpulan data memberikan angket dalam pengujian produk oleh ahli media, ahli isi, perorangan, kelompok terbatas/kecil, dan uji coba lapangan. Data dianalisis secara deskriptif kuantitatif dalam bentuk skor. Media pembelajaran terdiri dari tiga tampilan utama, yaitu tampilan intro, tampilan main, dan tampilan exit. Penilaian persentase tingkat pencapaian dari uji coba ahli media berjumlah 87,50% berada pada kualifikasi baik. Penilaian persentase dari uji coba ahli isi berjumlah 80% berada pada kualifikasi baik. Penilaian persentase dari uji coba perorangan berjumlah 77,67% berada pada kualifikasi cukup. Penilaian persentase dari uji kelompok kecil berjumlah 81,80% berada pada kualifikasi baik. Penilaian persentase dari uji lapangan berjumlah 80,97% berada pada kualifikasi baik. Penilaian persentase dari angket respon mahasiswa berjumlah 83,84% berada pada kualifikasi baik. Media  pembelajaran  ini akhirnya diteruskan untuk mata kuliah Animasi 1 di tahun 2017. Kata kunci: Multimedia Interaktif, Animasi, Undiksha 
"COL-OCOLAN" DI DESA PERANTE, ASEMBAGUS-SITUBONDO ., Herman Susanto; ., I Wayan Sudiarta, S.Pd,M.Si.; ., Langen Bronto Sutrisno, S.Sn., M.A
Jurnal Pendidikan Seni Rupa Undiksha Vol 6, No 2 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (319.405 KB) | DOI: 10.23887/jjpsp.v6i2.8192

Abstract

Penelitian ini bertujuan untuk mendeskripsikan (1) proses permainan Col-Ocolan Desa Perante, Asembagus, Situbondo, meliputi peserta, aturan main dan cara bermain, (2) bentuk dan rupa mainan Col-Ocolan Desa Perante, Asembagus, Situbondo. Meliputi proses terwujudnya bentuk Col-Ocolan serta mendeskripsikan rupa Col-Ocolan yang dibuat untuk dimainkan, dan yang dibuat untuk hiasan, (3) proses pembuatan mainan Col-Ocolan Desa Perante, Asembagus, Situbondo yang dibuat untuk dimainkan dan untuk hiasan dinding. Penelitian ini adalah penelitian deskriptif kualitatif. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah observasi, wawancara, dan rekonstruksi. Hasil penelitian ini menunjukkan (1) peserta permainan Col-Ocolan di Desa Perante, Asembagus-Situbondo terdiri dari anak-anak berusia 4 sampai 15 tahun. Aturan main permainan Col-Ocolan di Desa Perante, Asembagus-Situbondo terdiri dari tiga aturan yaitu ghindhungan atau gendongan, kala nyambhi atau kalah bawa, dan kala push-up atau kalah push-up; (2) proses terwujudnya bentuk Col-Ocolan mengalami beberapa tahapan perkembangan bentuk dari phappana gheddeng atau pelepah pisang, bhungkana tebbhu atau batang tebu, dan bentuk akhir Col-Ocolan yang terbuat dari kayu. Bentuk Col-Ocolan, baik yang dibuat sebagai mainan maupun yang dibuat sebagai hiasan memiliki persamaan corak hias yaitu motif kartun dan motif bangun. Sedangkan pada bentuk Col-Ocolan tidak terlalu berbeda, perbedaan hanya terletak pada bagian ekor dan tebal badan, Col-Ocolan sebagai hiasanya dibuat lebih tipis dari Col-Ocolan yang dibuat sebagai mainan.; (3) Proses pembuatan Col-Ocolan sebagai mainanterdiri dari pemotongan kayu, pembentukan badan Col-Ocolan, penanaman besi, penghalusan, pembuatan ekor dan pengeleman, serta pewarnaan atau finishing. Sedangkan proses pembuatan Col-Ocolan sebagai hiasan terdiri dari pemotongan kayu, pembentukan badan Col-Ocolan, pembuatan ekor dan pengeleman, pengeboran, penghalusan, dan pewarnaan atau finishing. Kata Kunci : Col-Ocolan, bentuk, rupa, rekonstruksi This study aimed to describe (1) Describing the process a game of Col-Ocolan in Perante Village, Asembagus, Situbondo, including the player, rules of the game and how to play, (2) describing the forms and shapes of toys Col-Ocolan Perante Village, Asembagus, Situbondo. Covering the realization process of Col-Ocolan form and to describe such a Col-Ocolan are made for games, and that also made for decoration, (3) Describeing the process of making toys Col-Ocolan Perante Village, Asembagus, Situbondo are made for game and for wall decoration. This study was descriptive qualitative research. Data collection techniques used in this study is observation, interviews, and reconstruction. The results of this study showed (1) the player in the game of Col-Ocolan Perante Village, Asembagus-Situbondo consists of children aged 4 to 15 years. Rules of the game in the village of Col-Ocolan Perante, Asembagus-Situbondo consists of three rules that Ghindhungan or sling, Kala Nyambhi or lose bring, and Kala Push-ups or push-ups lose; (2) the realization of forms of Col-Ocolan experienced some form of developmental stages phappana gheddeng or banana skins, bhungkana tebbhu or sugarcane, and the final form Col-Ocolan made of wood. Col-Ocolan shape, well made as toys or created as decoration has similarities decorative patterns and motifs cartoon motifs wake. While the shape of Col-Ocolan not different, the only difference lies in the tail and thick body, Col-Ocolan as decoration made thinner than Col-Ocolan made as toys .; (3) The process of making Col-Ocolan such us from sawmill, Col-Ocolan entity formation, planting iron, refining, manufacture tail and gluing, and dyeing or finishing. While the process of making the Col-Ocolan as a decoration consisting of a cutting wood, entity shape of Col-Ocolan, manufacture tail and gluing, drilling, refining, and dyeing or finishing. keyword : Col-Ocolan, shape, appearance, reconstruction
TINJAUAN VISUAL KARAKTER TOPENG BONDRES PADA KELOMPOK BONDRES RARE KUAL, BULELENG ., I Kadek Bayu s; ., I Wayan Sudiarta, S.Pd,M.Si.; ., Langen Bronto Sutrisno, S.Sn., M.A
Jurnal Pendidikan Seni Rupa Undiksha Vol 6, No 3 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (146.894 KB) | DOI: 10.23887/jjpsp.v6i3.6451

Abstract

abtrak Penelitian ini bertujuan nuntuk meninjau karakter topeng yang terkandung pada masing-masing topeng bondres pada kelompok Bondres Rare Kual Buleleng. Bondres Rare Kual Buleleng tepatnya berasal dari Desa Sangsit, Banjar Beji no.70 Buleleng. Kelompok Bondres RareKual berdirisekitartahun 2005. Data analisis Penelitian ini menggunakan tehnik deskritif dengan pendekatan kualitatif. Hasil penelitian menunjukkan bahwa topeng 1)Ngurah Joni Gitorolis topengnya memiliki gigi tonjos kedepan, terdapat tai lalat yang besar di pipi sebelah kiri dan kumis. Warna topeng coklat kemerahan menunjukan kesan pemarah, cekatan, cepat, spontan,dan berani, 2)Topeng Bojes Rosa memiliki kerutan di dahi, susunan gigi yang tidak beraturan, memiliki warna coklat muda dapat juga di artikan sebagai warna tanah menujukan keluguan, bodoh dan mudah diperdaya. 3)Ayu Cintia Bela dikenal dengan sosok perempuan yang centil, manja dengan pakaian yang seksi seperti cinderela dengan dahi yang menonjol kedepan seperti ikan lohan, memiliki warna coklat muda menunjukan kepolosan, lugu,centil, nakal, genit, bodoh, 4)Topeng Slolly memiliki kumis di bagian pinggir saja seperti kumis lele, serta alis tipis yang melengkung di apit guratan wajah terasuk topeng penasar. Sloly memiliki warna coklat muda menunjukan pribadi yang lesu, letih, malas dan gagap.Jenis pakaian yang dimiliki bondres Rare Kual saat ini ada empat, diantaranya adalah pakaian bondres lengkap, pakaian adat Madya, pakaian gaul, dan pakaian sesuai karakter. Setiap kustum di racang sendiri oleh anggota bondres Rare Kual sendiri. Kata Kunci : Kata kunci: topeng, karakter,busana. Abstract The objectives of this study is to review the contain of characters Bondres’s mask on Bondres Rare Kual group in Buleleng. The Rare Bondres Kual Buleleng come from Sangsit Village, Banjar Beji number 70, Buleleng. The Bondres Rare Kual group established since 2005. The analyzes of data use descriptive technique with the qualitative approach. The result of this study shows that: (1) the mask of Ngurah Joni Gitorolis has crook teeth and a moles in his left cheek and mustache. The reddish brown indicate a impression of grumpy, quickly, spontaneous, sufficiency, and daring. (2) the mask of Bojes Rosa has wrinkles on his forehead, the irregular teeth, and has a light brown. It indicates of innocence, ignorant, and easly tricked. (3) Ayu Cintia Bela as known as a female figures has coquettish, spoiled and sexy outfit like a cinderella with proutroding forehead looks like lohan fish. The mask of Bojes Rosa also has a light brown that indicate innocence, unadorned, sassy, naughty, flirty and silly. (4) The mask of Slolly has a mustache at the edge like catfish whiskers, thin eyebrows, and flanked wrinkles face include penasar mask. The mask of Slolly has a light brown that indicate sluggish, lazy, and stutter. There are four costumes which have Bondres Rare Kual group, include the complete of Bondres clothes, the Madya costume clothes, the hanging clothes, and the appropriate character clothes. The all of costumes designed by members of Bondres Rare Kual. keyword : Key terms: mask, character, costume
SENI PATUNG BATU ANDESIT KARYA I WAYAN KAMAR DI DESA KUWUM, KECAMATAN MARGA, KABUPATEN TABANAN ., I Made Santika Putra; ., Drs. I Gusti Ngurah Sura Ardana,M.Sn.; ., Langen Bronto Sutrisno, S.Sn., M.A
Jurnal Pendidikan Seni Rupa Undiksha Vol 6, No 3 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (892.396 KB) | DOI: 10.23887/jjpsp.v6i3.7180

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) Bahan dan alat yang digunakan dalam pembuatan patung batu andesit karya I Wayan Kamar; (2) proses pembuatan patung batu andesit karya I Wayan Kamar; (3) tema patung batu andesit karya I Wayan Kamar. Subjek dalam penelitian ini adalah pematung batu andesit, I Wayan Kamar. Metode pengumpulan data yang digunakan dalam penelitian ini adalah metode observasi, wawancara, dokumentasi dan kepustakaan. Data dianalisis dengan menggunakan teknik deskriptif dengan pendekatan kualitatif. Hasil penelitian menunjukkan bahwa: (1) Bahan yang digunakan dalam seni patung batu andesit karya I Wayan Kamar di Desa Kuwum, Kecamatan Marga, Kabupaten Tabanan adalah batu andesit, semen, semen hitam, super black stone coat, dan air. Adapun alat yang digunakan dalam pembuatan seni patung batu andesit karya I Wayan Kamar di Desa Kuwum, Kecamatan Marga, Kabupaten Tabanan adalah betel (belah), pahat penguku, p ahat pengrancap, kapak, meteran, penggaris siku, gerinda, ember, cetok, dan kuas (2) Proses pembuatan seni patung batu andesit karya I Wayan Kamar di Desa Kuwum, Kecamatan Marga, Kabupaten Tabanan yaitu mulai dari pemilihan bahan batu andesit, pemotongan batu andesit, membuat adonan perekat, penumpukan dan pengeleman batu andesit, proses pembentukan global (nyalonan), proses penghalusan bentuk global, dan finishing yaitu pelapisan penghitam batu alam. (3) Karya seni patung batu andesit yang dihasilkan oleh I Wayan Kamar sangat erat kaitannya dengan tema renungan, sehingga hadir karya patung batu andesit yang sangat variatif. Patung ini dibuat sesuai dengan pakem-pakem atau aturan tertentu yang digali dari nilai-nilai religius. Berikut ini adalah uraian patung batu andesit yang dihasilkan oleh I Wayan Kamar (a) Tema patung Dewa : patung Dewa Siwa, patung Dewa Brahma, patung Dewa Wisnu, dan patung Dewa Ganesha. (b) Tema patung tokoh pewayangan: patung Hanoman dan patung Anggada (Ngada), patung Nandiswara dan patung Maha Kala. (c) Tema patung hewan mitologis Hindu: patung singa.Kata Kunci : Patung Batu Andesit I Wayan Kamar The Aims of this study are to determine: (1) The tools and materials used in making andesite stone sculpture of I Wayan Kamar; (2) The process of making andesite stone sculpture of I Wayan Kamar; (3) The theme of andesite stone sculpture of I Wayan Kamar. The subject in this study is andesite stone carver, I Wayan Kamar. Data collection methods used in this research was the method of observation, interview, documentation and library method. The data was analyzed by using descriptive qualitative approach. The result showed that: (1) tools used in the manufacture of andesite stone sculpture by I Wayan Kamar from the village Kuwum, Marga District, Tabanan are betel, penguku chisel, pengrancap chisel, axes, gauge, ruler elbow, grindstone, bucket, trowel and brush. The materials used in andesite stone sculpture by I Wayan Kamar from the village Kuwum, Marga District, Tabanan are andesite, cement, black cement, super black stone coat, and water. (2) The process of making andesite stone sculpture by I Wayan Kamar from the village Kuwum, Marga District, Tabanan are starting from material selection, cutting andesite, making the dough adhesive, stacking and gluing andesite, the process of establishing a global form, coating and finishing the natural stone. (3) andesite stone sculpture by I Wayan Kamar has a close relation to the theme of reflections, so there are many varieties of andesite stone sculpture. This statue was made according to standard grip of certain rules from religious values. Here are the andesite stone sculptures produced by I Wayan Kamar (a) The theme of God statue: lord Shiva statue, the statue of lord Brahma, lord Vishnu statue, and the statue of lord Ganesha. (b) The theme of puppet character statue: Hanuman statues and sculpture Anggada (Ngada), statues and sculpture of Nandiswara and Maha Kala. (c) Hindus mithological animal statue: Singa statue.keyword : Andesite stone sculpture of I Wayan Kamar
KERAJINAN BELERANG DI KAWAH IJEN ., Alimudin; ., Drs.Agus Sudarmawan, M.Si.; ., Langen Bronto Sutrisno, S.Sn., M.A
Jurnal Pendidikan Seni Rupa Undiksha Vol 6, No 3 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.472 KB) | DOI: 10.23887/jjpsp.v6i3.6436

Abstract

Penelitian ini dilakukan untuk, (1) Mengetahui sejarah keberadaan kerajinan yang berbahan belerang di kawah ijen. (2) Mengetahui proses pembuatan kerajinan belerang oleh para penambang belerang di kawah Ijen. (3) Mengetahui hasil kerajinan yang dibuat oleh para penambang yang membuat kerajinan belerang di kawah Ijen. Penelitian ini merupakan Penelelitian yang menggunakan pendekatan deskriptif dengan pendekatan kualitatif.Adapun subjek yang diteliti adalah kerajinan pengrajin belerang dalam memanfaatkan belerang sebagi prodak seni yang dapat dijual. Sedangkan obyek yang akan diteliti oleh peneliti, yaitu kerajinan belerang. Adapun tehnik pengumpulan data yang digunakan peneliti, yaitu (1) tehnik observasi, (2) Tehnik wawancara, (3) tehnik dokumentasi, (4) tehnik kepustakaan. Hasil penelitian ini menunjukkan (1) Sejarah keberadaan kerajinan yang berbahan belerang di kawah Ijen.Penambanganbelerangdiperkirakandimulaisejaktahun1964-1966.KerajinanbelerangadasemenjakkawahIjenramai di kunjungiwisatawan. (2) Proses pembuatan kerajinan belerang oleh para penambang belerang di kawah Ijen merupakan teknik yang biasanya digunkan untuk membuat logam, yaitu teknik cor. (3) Hasil kerajinan yang dibuat oleh para penambang yang membuat kerajinan belerang di kawah Ijen berupa kerajinan dalam bentuk patung dan kriya. Kata Kunci : Belerang, kerajinan, patung, dan kriya This study was conducted to, (1) To Know the history of the existence of handicrafts made of sulfur in Ijen crater. (2) To know the process of making crafts sulfur miners sulfur in Ijen crater. (3) Knowing the crafts made by the miners who make crafts sulfur in Ijen crater. This study is Penelelitian which uses descriptive approach with a qualitative approach. The subjects studied were craft artisans in the use of sulfur as a sulfur prodak art that canfor sale. While the object to be investigated by researchers, namely craft sulfur. The data collection techniques used by researchers, namely (1) observation technique, (2) interview techniques, (3) technical documentation, (4) technical literature. The results showed (1) History of the existence of handicrafts made of sulfur in Ijen crater. Sulfur mining started in from 1964 to 1966 is estimated. Craft sulfur existed since the Ijen crater crowded by tourist visitor. (2) The process of making crafts sulfur by the sulfur miners in the crater of Ijen is a technique that normally use to make the metal, which is a technique cast. (3) The handicrafts made by the miners who made crafts sulfur in Ijen crater become of craft in the form of sculpture and crafts. keyword : Sulfur, craft, sculpture.
PEMETAAN KEGIATAN SENI RUPA BERDASARKAN LAPORAN HASIL SKRIPSI MAHASISWA PENDIDIKAN SENI RUPA FBS UNDIKSHA ., Mohammad Choirul Anam; ., Drs.Jajang S,M.Sn; ., Langen Bronto Sutrisno, S.Sn., M.A
Jurnal Pendidikan Seni Rupa Undiksha Vol 6, No 3 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (298.194 KB) | DOI: 10.23887/jjpsp.v6i3.6435

Abstract

Abstrak Penelitian deskriptif ini bertujuan (1) mendeskripsikan bidang kesenirupaan yang telah diteliti oleh mahasiswa Jurursan Pendidikan Seni Rupa (JPSR), FBS, UNDIKSHA dalam karya skripsinya.(2) mendeskripsikan hasil pemetaan materi penelitian kesenirupaan berdasarkan laporan skripsi mahasiswa JPSR, FBS, UNDIKSHA. Sumber data berasal dari Jurusan Pendidikan Seni Rupa dan perpustakaan UNDIKSHA. Penulis mencoba untuk menyusun database berupa data tertulis (teks) dan digital (citra), kemudian memetakan ulang dengan memanfaatkan software Microsoft Excel 2007 sebagai alat pendataan untuk mempermudah pekerjaan dan menata sesuai dengan tempat dan kategori yang berlandaskan pada judul penelitian. Database ke -1 Bahan database adalah hasil penelitian lulusan JPSR sejak tahun 1993-2014 terdiri atas 266 mahasiswa yang melakukan penelitian sebagai bahan laporan skripsi dengan tema penelitian : Seni Lukis , Seni Patung, Seni Keramik, Seni Ukir, Seni Tekstil, Ragam Hias, Seni Prasi, Seni Kriya Logam, Desain, Wayang, Seni Anyaman, Kerajinan, Kajian Seni, Proses Kreatif, Pendidikan Seni. Dari tahun 1993-2014 ternyata mahasiswa JPSR, banyak melakukan penelitian yang berkategori tentang Kerajinan sebanyak 71 peneliti, Kajian Seni sebanyak 52 peneliti dan Pendidikan Seni sebanyak 48 peneliti. Tempat yang paling banyak diteliti oleh mahasiswa JPSR di Bali. Database ke-2 hasil pemetaan database ke-1 berdasarkan tempat dan jenis atau kategori penelitian kemudian memilah berdasarkan kelompok yang sama jenis penelitanya dan tempat penelitiannya. Kemudian di petakan berdasarkan tempat penelitian agar mudah melihat asal tempat penelitian berada. Kata Kunci : Pemetaan, Skripsi, Kategori Abstract This descriptive researching aims (1) to describe the field arts which has been researched by the art department students (ADS), FBS, UNDIKSHA in the work of the thesis art. (2) describe the mapping of research material art reported by student thesis art, FBS, Undiksha. The source of data derived from the Department of Education Arts and Undiksha library. The author tries to compile a database in the form of written data (text) and digital (image), then remap by using the software Microsoft Excel 2007 as a data collection tool to easily working and organize the place and the categories are based on the title of the thesis art students researching. Database first Material database is the result of graduate research JPSR since 1993-2014 consisted of 266 students who conduct research as a thesis report by research themes: Painting, Sculpture, Ceramic Art, Carving, Textile Art, Decorations, Prasi Arts, Art Craft Metal, Design, Puppet, Woven Arts, Crafts, Art Studies, Creative Process, Art Education. From the year 1993-2014 ADS student turns, a lot of researcher that are categorized 71 researchers Craft, Art Studies 52 researchers and as many as 48 investigators Arts Education. The most widely studied and researched by students Art are in Bali. Database (2) mapped by site and type or category of the study and then sort based group of the same kind and research. Then mapped based on a study in order to easily see the origin place of where the research was. keyword : Mapping, Thesis, Category
Drag Performance oleh Javanese Cross Gender dalam Cabaret Show di Yogyakarta Langen Bronto Sutrisno
TONIL: Jurnal Kajian Sastra, Teater dan Sinema Vol 17, No 2: September, 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/tnl.v17i2.4409

Abstract

Abstrak: Penelitian ini merupakan studi tentang drag performance yang meliputi drag queen, drag transgender, dan drag pria kemayu (feminine) dalam konteks  budaya masyarakat Yogyakarta. Penelitian ini melibatkan sumber data diantaranya informan yang terdiri dari artis cabaret show, penonton, dan masyarakat. Penelitian menggunakan pendekatan kajian budaya dengan model studi kasus tunggal terfokus yaitu dengan mengembangkan teori drag performance McNeal (1999) dan silang peran Dixon (1998). Validitas data penelitian diuji dengan peer debriefing sedangkan analisis data menggunakan model analisis interaktif  Miles dan Huberman (2016). Penelitian ini menemukan bahwa pertama, terdapat ambivalensi oleh karena adanya fantasi melawan realitas, fantasi pembebasan dari berbagai tekanan, dan dalam berbagai elemen pembentuk seni pertunjukannya. Kedua, adanya kompleksitas pelaku baik berupa pemain drag queen, pemain dari laki-laki kemayu, dan pemain dari transgender menghasilkan bentuk seni berupa parodi dan parodi diri seniman Javanese cross gender. Kata Kunci: drag performance, Javanese Cross Gender, Cabaret Show, Yogyakarta. Abstract: This study examines the drag performance which includes drag queen, transgender drag, and feminine-male drag in the cultural context of Yogyakarta. The data were obtained from cabaret show players, audiences, and the public. The study used a cultural studies approach with a case study model using McNeal's (1999) drag performance theory and the cross-role of Dixon (1998). Data were analyzed using the interactive analysis model of Miles and Huberman (2016). This research finds that first, there is ambivalence due to the existence of fantasy against reality, fantasy of liberation from various pressures, and in the various elements that build this performing arts. Second, the complexity of actors in the form of drag queen players, feminine-male players, and transgender players produces a style in the form of parodies and self-parodies of Javanese cross gender artists.Keyword: drag performance, Javanese Cross Gender, Cabaret Show, Yogyakarta.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA INTERAKTIF PADA MATA KULIAH ANIMASI 1 BAHASAN MOTION GRAPHIC JURUSAN DESAIN KOMUNIKASI VISUAL (DIII) UNDIKSHA Elly - Herliyani; Langen Bronto Sutrisno
Prasi: Jurnal Bahasa, Seni, dan Pengajarannya Vol. 11 No. 02 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1334.391 KB) | DOI: 10.23887/prasi.v11i02.11151

Abstract

The study aimed at designing and developing an instructional media based on interactive multimedia on the topic of motion graphic on the subject of “Animation 1” as well as finding out the students’ responses towards the instructional media. This study utilized a research and development design based on CIIP method (Context, Input, Process and Product). The data were obtained by distributing questionnaires in product testing by media experts, content experts, individuals, small groups, and field trial. The data were analyzed descriptive quantitatively in order to obtain score data. This instructional media consists of three main dimensions, like introduction, main, and exit. The percentage score of media experts’ trial was about 87.50% and qualified as “Good”. The percentage score of content experts’ trial was about 80% and qualified as “Good”. The percentage score of individuals’ trial was about 77.67% and qualified as “Adequate”. The percentage score of small groups’ trial was about 81.80% and qualified as “Good”. The percentage score of field trial was about 80.97% and qualified as “Good”. The percentage score of students’ response through questionnaire was about 83.84% and qualified as “Good”. Finally, this instructional media would be used to teach “Animation 1” course in 2017. Key words: Interactive Multimedia, Animation, Undiksha   ABSTRAK Penelitian ini bertujuan untuk merancang dan mengembangkan media pembelajaran berbasis multimedia interaktif pada mata kuliah Animasi 1 bahasan motion graphic, serta mengetahui respon mahasiswa terhadap penerapan media pembelajaran. Metode menggunakan penelitian pengembangan yang pelaksanaannya dengan metode CIPP (Context, Input, Process and Product). Pengumpulan data memberikan angket dalam pengujian produk oleh ahli media, ahli isi, perorangan, kelompok terbatas/kecil, dan uji coba lapangan. Data dianalisis secara deskriptif kuantitatif dalam bentuk skor. Media pembelajaran terdiri dari tiga tampilan utama, yaitu tampilan intro, tampilan main, dan tampilan exit. Penilaian persentase tingkat pencapaian dari uji coba ahli media berjumlah 87,50% berada pada kualifikasi baik. Penilaian persentase dari uji coba ahli isi berjumlah 80% berada pada kualifikasi baik. Penilaian persentase dari uji coba perorangan berjumlah 77,67% berada pada kualifikasi cukup. Penilaian persentase dari uji kelompok kecil berjumlah 81,80% berada pada kualifikasi baik. Penilaian persentase dari uji lapangan berjumlah 80,97% berada pada kualifikasi baik. Penilaian persentase dari angket respon mahasiswa berjumlah 83,84% berada pada kualifikasi baik. Media  pembelajaran  ini akhirnya diteruskan untuk mata kuliah Animasi 1 di tahun 2017. Kata kunci: Multimedia Interaktif, Animasi, Undiksha