Cito Yasuki Rahmad
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MEREKAM KISAH KUSDONO RASTIKA MELALUI FILM DOKUMENTER EKSPOSITORI “BERKACA PADA LUKISAN KACA KUSDONO RASTIKA” Widhi Nugroho; Cito Yasuki Rahmad
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.147

Abstract

The condition of disabled artists in Indonesia has a variety of artistic fields in their activities. They pursue several fields of art such as music, painting, literature, theater, and dance. The variety of disabilities they experience also varies. They use all their abilities to keep working. The works of artists with disabilities in Indonesia (in general) show the presence of their experience as people with disabilities and some are purely artistic works without showing that a creator is a person with a disability. Kusdono Rastika is one of the many Cirebon glass painters. Glass painting is unique in its way, both the media used and the technique. Unfortunately, from this uniqueness, the fate of current glass painting artists like Kusdono Rastika can be said to be far from the "beauty reflection" of the colors emitted. The lack of appreciation in the form of exhibitions of works and media exposure, makes Kusdono and his glass paintings seem to have “lost their luster” in the repertoire of contemporary Indonesian painting. Qualitative descriptive methods in the form of notes, documentation, and archiving of Kusdono Rastika's story can be used as an example of how determination and struggle to advance glass painting towards independence and economic sovereignty can be seen through this expository style documentary.
PERANCANGAN APLIKASI MEDIA PEMBELAJARAN INTERAKTIF SEBAGAI SOLUSI PEMBELAJARAN DI MASA PANDEMI COVID-19 PADA MATA KULIAH ANIMASI GRAFIS DI PRODI FILM DAN TELEVISI ISI SURAKARTA BERBASIS ANDROID Cito Yasuki Rahmad; Dedi Eko Nurcahyo
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.152

Abstract

ABSTRACT The Graphic Animation course is one of the compulsory subjects in the Film and Television Study Program, ISI Surakarta. Graphic Animation course consists of 2 credits taken by semester VI students. During the Covid-19 pandemic, graphic animation lectures did not work as expected. Interactive learning media emerged as a solution for students to be able to learn independently by following the instructions from the provided application. The purpose of this study was to create an android-based interactive learning media used in learning graphic animation courses and also to determine the effectiveness of using android-based interactive learning media used in learning graphic animation courses at the Film and Television Study Program ISI Surakarta. The method used in this study is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The research data showed that from the questionnaire results of 24 students, the score for the content feasibility aspect got a score of 87% or in the very appropriate category, for the linguistic aspect it got a score of 82% or in the very appropriate category, for the presentation aspect it got a score of 81% or in the very category. appropriate, for the graphic aspect it gets a score of 75% or in the appropriate category, and for the task aspect it gets a score of 82% or in the very appropriate category.