Berti Alia Bahaduri
Desain Komunikasi Visual, Fakultas Seni Rupa Dan Desain Universitas Kristen Maranatha

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REPRESENTASI GAYA HIDUP PEREMPUAN INDONESIA IDEAL DALAM MEDIA SOSIAL : TAMPILAN FOTO INSTAGRAM SELEBRITA CHELSEA OLIVIA Berti Alia Bahaduri
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 3, No 1 (2018)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.797 KB) | DOI: 10.17977/um037v3i12018p23-27

Abstract

Media sosial menjadi bagian penting dalam kehidupan sehari-hari generasi muda Indonesia. Media sosial terpopuler pada kurun waktu belakangan ini adalah instagram. Media sosial ini mengutamakan tampilan foto/ image sebagai bagian utama. Studi ini mempelajari citra ideal selebrita perempuan Indonesia yang ditampilkan dalam media sosial instagram. Akun selebrita yang dibahas dalam studi ini adalah Chelsea Olivia, berdasarkan survei awal untuk mendapatkan preferensi. Kemudian diskusi kelompok (focus group discussion) dilaksanakan untuk mengetahui lebih lanjut mengenai pendapat responden mengenai foto-foto yang ditampilkan dalam akun. Data kemudian dianalisa menggunakan skema triadik kecedasan semiotik. Bagian-bagian dari kecerdasan semiotik adalah liyan, rerata kultural, dan kecerdasan semiotik. Liyan dalam hal ini adalah Chelsea Olivia sebagai selebrita yang dilihat oleh masyarakat. Rerata kultural adalah syarat-syarat yang dianggal normal dalam masyarakat dalam suatu lingkungan. Dalam hal ini tampilan gaya hidup yang terpapar dalam foto-foto instagram. Kecerdasan semiotik dalam kasus ini adalah tanda-tanda yang dibaca oleh responden dalam foto-foto instagram akun Chelsea Olivia.Hasil yang didapatkan adalah bagi responden, Chelsea Olivia telah menunjukkan gaya hidup ideal bagi perempuan Indonesia. Gaya hidup yang ditampilkan dalam foto-foto, memungkinkan untuk diwujudkan oleh responden. Menurut responden, Chelsea Olivia menampilkan kecantikan Indonesia lewat foto-foto diri dan sebagai istri dan ibu. Responden (dan follower) akun tersebut lebih menyukai saat Chelsea Olivia menampilkan diri sebagai bagian dari keluarga.
REPRESENTASI BIAS GENDER DAN CIRI INDONESIA (STUDI KASUS:NYI RORO KIDUL DAN GATOT KACA): Gender Bias and Indonesian Trait Representation (Case Study: Nyi Roro Kidul and Gatot Kaca) Bahaduri, Berti Alia; Gunawan, Peter Rhian; Clara, Beverly
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 9 No. 2 (2024): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v9i2.19929

Abstract

Gender Bias and Indonesian Trait Representation (Case Study: Nyi Roro Kidul and Gatot Kaca). Local legend and shadow puppet stories still have place to perform and inspire in Indonesian popular culture. This journal entry discusses two characters’: Nyi Roro Kidul from local lore and Gatot Kaca from the Indonesian Shadow Puppet narrative. These two characters have been represented in popular mediums such as comics, books, movie posters, and an online game. These two characters were chosen to show each gender. The visual samples for the representation are Roro from Ghost School Days comic series, Kadita from Mobile Legends Bang Bang, Nyi Roro Kidul from Kisah Tanah Jawa Book, and Gatot Kaca from Putra Langit comic trilogy, Satria Dewa Movie and Mobile Legends Bang Bang. Social semiotics and questionnaires were the mixed methods to analyze these visuals. The social semiotic method consists of representational, interactive, and compositional meanings. These three meanings are part of the gender construct.  This study's findings are Nyi Roro Kidul illustration was considered the most feminine and has the most Indonesian traits. While Gatot Kaca from Putra Langit was considered the most masculine and Indonesian.
PERANCANGAN BUSANA SIAP PAKAI DENGAN MATERIAL UTAMA TENUN SUMBA LAU PAHIKUNG BERDASARKAN ANALISIS KEBUTUHAN PASAR URBAN: DESIGNING READY-TO-WEAR CLOTHING WITH SUMBA LAU PAHIKUNG WOVEN MAIN MATERIAL BASED ON URBAN MARKET NEEDS ANALYSIS Grace Carolline Sahertian; Sri Ningsih, Yosepin; Bahaduri, Berti Alia
Jurnal Dimensi Seni Rupa dan Desain Vol. 21 No. 1 (2024): Jurnal Dimensi Seni Rupa dan Desain
Publisher : Fakultas Seni Rupa dan Desain, Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/dim.v21.i1.19737

Abstract

Indonesia's diverse handicrafts include Lau Pahikung woven cloth from Sumba Island, East Nusa Tenggara. Lau means sarong in the local language, and Pahikung is a weaving technique for fabric patterns. This cloth, made using ikat and Pahikung dyeing, is crafted into sarongs for Sumba women. The research partners with the Sekar Kawung Foundation, supported by weavers in East Sumba, who use sustainable methods to create Lau Pahikung fabrics. These fabrics are transformed into urban product displays through market analysis. The analysis, incorporating Maslow's needs theory and Indonesia Trend Forecasting, leads to ready-to-wear fashion designs that cater to specific formal clothing needs, offering versatile contemporary styles.
KAJIAN REPRESENTASI INDONESIA PADA KARAKTER GATOTKACA DALAM GIM MOBILE LEGENDS MENGGUNAKAN METODE TRIANGULASI Peter Rhian Gunawan; Berti Alia Bahaduri
Serat Rupa: Journal of Design Vol 4 No 2 (2020): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v4i2.2038

Abstract

Gatotkaca is one of the famous heroes in Indonesian pop culture originating from the Mahabharata Indian literary work. In Indonesia, Gatotkaca is widely displayed in puppet shows. In modern times, Gatotkaca has been widely adopted into advertisements, comic books, caricatures, and recently into an online game called Mobile Legends Bang Bang. In Indonesia, Mobile Legends Bang Bang has the largest number of players compared to the number of players from other parts of the world. In the development of the game, Mobile Legends makes the hero was taken from Indonesia, Gatotkaca, into their list of heroes that can be chosen by players. The developer of this game hopes that this character can represent players from Indonesia and add to the appeal of this game. The initial assumption of this research is that the generation of players aged 15-30 years possibly does not recognize the Indonesian characteristics in the character visualization developed by Monsoon since this company is a global company that is not from Indonesia. This study aims to explore the extent to which young Indonesian players can recognize the Gatotkaca character in the Mobile Legends game and find out what myths Monsoon wants to build through the Gatotkaca character, which makes Indonesian players interested in playing it. Researchers use questionnaires and focus group discussions in gathering the necessary information. The results from the respondents and FGD then triangulated with Barthes's semiotics to compare data. The mythical representation found is that the character of Gatotkaca is the only male hero representing Indonesia who has the power of a god, very masculine and unfriendly, but has the majesty of a king. Respondents can identify Gatotkaca as characters from Indonesia based on visual costumes, but not all visual aspects of Gatotkaca represent Indonesia. In addition, there are misperceptions by generations of players from 15-30 years of the Indonesian identity. The existence of Gatotkaca characters does not affect their character selection when playing Mobile Legends.
KOMUNIKASI FASHION DALAM KEBAYA ENCIM DAN BATIK PERANAKAN TIONGHOA: SOSIALISASI DAN DIFERENSIASI Budianto, Erica Rachel; Bahaduri, Berti Alia; Rismantojo, Sandy
Narada : Jurnal Desain dan Seni Vol 10, No 3 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2023/v10.i3.002

Abstract

Fashion, clothing and culture are communication and cultural phenomenon, in which fashion communication has both socialization and differentiation function. In the realm of fashion and clothing, the forming of social groups and personal identities are established through continuous communication process. This phenomenon occurred in the development of kebaya encim and Chinese Peranakan batik at Java in the 19th century. Kebaya encim was a type of kebaya worn by Peranakan Chinese women, therefore it had visual characteristics which were eminently influenced by Chinese culture. The Chinese Peranakan women used to wear kebaya as upper clothes, combined with Peranakan Chinese batik cloth as skirt At the beginning, kebaya encim and Peranakan Chinese batik emulated the kebaya and batik characteristics worn by Dutch women in Java. This was due to the desire of Peranakans to acquire equal privilidge with the Dutch in the society.This research aims to define the role of fashion communication in the development of kebaya encim and Peranakan Chinese batik in the 19th century at Java Island. Therefore, this research utilises descriptive qualitative approach. Theories which are used in this research are Barnard's fashion communication theory and Lukman's mimicry and hibridity theory. This research confirms that there is fashion communication process that can be emphasized from socialization and differentiation function with mimicry and hybridity phenomenon in kebaya encim and Peranakan Chinese batik. Socialization can be seen from mimicry of Dutch's kebaya and batik style to obtain social equality. Moreover there is also differentiation function, since the Chinese Peranakans made some special adjustments toward their own kebaya and batik characteristics in order to be more suitable with their culture.