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Visualisasi Tabur Tuai dalam Seni Instalasi Televisi Analog dan Video Digital Makkarumpa, Humaira Basrah; Rachmawanti, Ranti; Ridzky, Axel Ramadhan
eProceedings of Art & Design Vol. 12 No. 5 (2025): Oktober 2025
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Setiap tindakan yang kita lakukan hari ini ibarat benih yang ditanam dan akanmenentukan hasil yang dituai di masa depan. Konsep “tabur tuai” menggambarkanprinsip sebab-akibat yang berlaku dalam kehidupan, di mana setiap pilihan membawakonsekuensi di kemudian hari. Dalam karya instalasi ini, penulis mengajak audiensmerenungkan pentingnya kesadaran akan dampak dari setiap keputusan. Media televisianalog, video digital, dan teknologi hologram digunakan sebagai metafora visual untukmenyoroti hubungan pola pikir kolektif dalam masyarakat. Motion graphic memperkuatpesan visual sehingga penonton dapat merasakan bagaimana keputusan kecil dapatmemicu rangkaian peristiwa yang lebih besar. Karya ini diharapkan menjadi ruangrefleksi bersama yang mendorong audiens untuk bertindak lebih bijaksana danbertanggung jawab. Dengan demikian, instalasi ini bukan hanya ekspresi artistik, tetapijuga sarana edukasi dan ajakan membangun masa depan yang lebih baik.Kata kunci: Tabur Tuai, Refleksi, Motion Graphic, Hologram.
Melampaui Tradisi: Teknologi, Musik dan Transformasi Budaya (Tinjauan Buku Music and Technoculture) Rachmawanti, Ranti
Jurnal Sosioteknologi Vol. 24 No. 3 (2025): NOVEMBER 2025
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.24.3.11

Abstract

The book "Music and Technoculture" (2003), a collective work edited by René T. A. Lysloff and Leslie C. Gay Jr., is not only an academic publication, but also a monumental milestone that fundamentally reconfigures our understanding of music within the contemporary cultural landscape. This collection of essays boldly advocates for a crucial paradigm shift, moving away from ethnomusicological views and traditional music studies that tend to regard music solely as an isolated “cultural expression.” Instead, Lysloff and Gay Jr., together with their contributors, propose a new framework: music as an entity embedded within a technocultural context. Overall, this book constructs a progressive narrative: from music as a cultural artifact to music as a social space shaped by technology. It positions technology as an agent that mediates not only sound, but also meaning, identity, and social relationships. In a broader context, Music and Technoculture serves as a bridge between music studies, media studies, and cultural theory. This idea has far-reaching implications for the world of contemporary art and culture. In artistic practice, for example, the concept of technoculture offers new insights into how artists interact with digital mediums to create innovative aesthetic forms. Meanwhile, in the context of popular culture, this book helps us understand how digital music, social media, and streaming platforms shape the ways society listens, creates, and interacts.
Strategies to Increase Visitors by Developing Aspects of Attractions in Alam Santosa Bintang Nugraha; Ranti Rachmawanti
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 10 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i10.1190

Abstract

Traditional games are an integral part of Indonesian culture and have been passed down from generation to generation. Traditional games have a positive impact on child development, but are currently facing considerable challenges due to the rapid development of technology that has changed the interests of the millennial generation. To ensure the preservation of traditional games, several conservation efforts have been made, such as integrating traditional games into the concept of desa wisata. The concept of desa wisata is a significant trend in the tourism industry. In addition to presenting an authentic experience, a desa wisata can illustrate the unique life and traditions of rural communities, for example Alam Santosa in Cikadut Village. Alam Santosa was established to introduce culture with a number of buildings with Sundanese architecture and typical West Javanese art. One of the tourism products featured at Alam Santosa is cultural education in the form of playing traditional games or commonly referred to as kaulinan barudak. However, currently the availability of attractions and amenities at Alam Santosa has not provided a positive experience for visitors. This research was conducted to answer the solution of improving the visitor experience at Alam Santosa by utilizing the surrounding potential to provide an authentic experience. The result of the design that has been carried out is the development of bebedilan with the concept of building-games to provide a positive experience that can be proven by a visitor satisfaction rate of 90%.
Implementasi Teknologi 3D Pen dalam Pembuatan Karya Seni Rupa 3 Dimensi bagi Guru Seni Budaya di Kota Cimahi Ranti Rachmawanti; Cucu Retno Yuningsih; Iqbal Prabawa Wiguna
The Proceeding of Community Service and Engagement (COSECANT) Seminar Vol. 4 No. 2 (2024): The Proceeding of Community Service and Engagement (COSECANT) Seminar
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cosecant.v4i2.8583

Abstract

Integrasi dalam pemanfaatan teknologi telah menjadi pilar utama dalam mengubah paradigma pendidikan di seluruh dunia. Revolusi teknologi ini telah membuka pintu baru untuk meningkatkan kualitas dan aksesibilitas pembelajaran, serta memberikan tantangan dan peluang baru bagi para pendidik, siswa, dan institusi pendidikan. Implementasi Teknologi 3D Pen dalam Pembuatan Karya Seni Rupa 3 Dimensi bagi Guru Seni Budaya Sekolah Menengah Atas di Kota Cimahi merupakan salah satu cara untuk meningkatkan kemampuan guru seni budaya dalam mengintegrasikan teknologi digital dan analog dalam membuat karya seni rupa. Metode yang digunakan adalah learning by doing dengan pendekatan eksperimentasi dalam pembuatan karya. Peserta mendapatkan modul den seperangkat alat 3D pen, dan langsung mempraktikkan penggunaan teknologi tersebut dengan membuat karya 3 dimensi dengan teknik beragam. Hasil dari pelaksanaan pengabdian masyarakat ini adalah bahwa teknologi 3D pen mampu menjadi alternatif media pembelajaran yang dapat diimplementasikan guru di sekolah.
Pembuatan Karya Seni 3 Dimensi Berbasis Aplikasi Lukis Digital menggunakan Teknologi 3D Pen bagi Siswa di SMA Negeri 5 Cimahi Rachmawanti, Ranti; Salayanti, Santi; Yuningsih, Cucu Retno
The Proceeding of Community Service and Engagement (COSECANT) Seminar Vol. 5 No. 1 (2025): The Proceeding of Community Service and Engagement (COSECANT) Seminar
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cosecant.v5i1.9325

Abstract

Kemajuan teknologi global ini memberikan dampak yang besar pada seluruh aspek kehidupan, khususnya peserta didik, yang pada dasarnya harus mengikuti perkembangan teknologi era millenium dalam segala aspek pembelajaran. Salah satu aspek yang terkena dampak perkembangan teknologi adalah aspek seni dan budaya. Pembuatan Karya Seni 3 Dimensi Berbasis Aplikasi Lukis Digital Menggunakan Teknologi 3D Pen bagi Siswa SMA Negeri 5 Cimahi merupakan salah satu cara untuk meningkatkan kemampuan dan kreativitas siswa pada mata pelajaran seni budaya dalam mengintegrasikan teknologi digital dan analog dalam membuat karya seni rupa. Pelaksanaan kegiatan Abdimas ini dilaksanakan secara onsite, yang akan diikuti oleh siswa-siswi SMA Negeri 5 Kota Cimahi. Metode yang digunakan adalah penyampaian materi secara langsung dan interaktif dalam menerapkan teknologi yang digunakan. Para Siswa akan diberikan modul/tutorial penggunaan 3D pen dalam membuat model tiga dimensi dari gambar dua dimensi yang sebelumnya telah dibuat menggunakan aplikasi Lukis digital. Pada akhirnya diharapkan kegiatan ini dapat menciptakan sebuah ekosistem digital di sekolah yang mampu menerapkan teknologi/seni tepat guna pada proses pembelajaran.
Pemanfaatan Teknologi Kecerdasan Buatan (AI) dalam Optimalisasi Desain Logo pada Mata Pelajaran Seni Budaya di SMK PGRI 2 Cimahi Rachmawanti, Ranti; Yuningsih, Cucu Retno; Nurbani, Sri
The Proceeding of Community Service and Engagement (COSECANT) Seminar Vol. 5 No. 2 (2025): Prosiding COSECANT : Community Service and Engagement Seminar
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/cosecant.v5i2.10302

Abstract

Era kontemporer ditandai oleh akselerasi perkembangan teknologi, di mana inovasi, khususnya di bidang kecerdasan buatan (AI), telah merasuk ke berbagai sektor kehidupan, termasuk industri kreatif. Fenomena ini menciptakan urgensi bagi institusi pendidikan untuk mengintegrasikan teknologi terkini ke dalam kurikulum guna mempersiapkan siswa menghadapi tuntutan dunia kerja di masa depan. Artikel ini membahas tentang hasil dari implementasi teknologi AI dalam pembuatan desain logo di SMK PGRI 2 Cimahi. Kegiatan abdimas ini mengusulkan sebuah pendekatan inovatif melalui implementasi teknologi tepat guna yang mudah diakses dan diterapkan. Platform desain grafis berbasis kecerdasan buatan (AI) seperti Canva, dengan fitur-fitur generatifnya, menawarkan solusi praktis. Metodologi pelaksanaan kegiatan pengabdian ini mengadopsi pendekatan kualitatif-partisipatif yang berfokus pada kolaborasi aktif antara tim pelaksana, guru, dan siswa. Hasil dari kegiatan ini menunjukkan bahwa penggunaan teknologi AI dalam seni dan desain dapat memperluas kreativitas siswa dalam berkreasi seni yang lebih inovatif, menarik, dan interaktif. Selain itu, teknologi ini juga berpotensi untuk meningkatkan minat dan partisipasi siswa dalam pembelajaran seni budaya, terutama dalam membuat rancangan desain logo, poster dan materi publikasi lainnya yang lebih inovatif dan kekinian.
Visual Design Elements for Dyslexia-Friendly Reading Materials: A Systematic Literature Review Elma, Khalda Rafifah; Rachmawanti, Ranti; Machfiroh, Runik
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 2 (2026): In Progress June 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i2.9416

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Dyslexia is a specific learning disorder that affects word recognition, reading fluency, and text comprehension. Although previous systematic reviews have discussed dyslexia-related reading interventions and typographic factors, limited synthesis has integrated typography, layout, color contrast, and illustrations into practical visual design guidelines for children’s reading materials. This study aimed to identify visual design elements that support reading accessibility for children with dyslexia and to formulate evidence-based guidelines for classroom use. A Systematic Literature Review was conducted using the PICO framework and PRISMA protocol. Articles published between 2010 and 2025 were searched in five reputable international academic databases. Studies were included when they examined visual design elements in relation to dyslexia, child readers, readability, reading orientation, visual comfort, or comprehension. Studies were excluded when they were not empirical, did not focus on dyslexia, involved adult participants only, or were unavailable in full text. The quality of eligible studies was appraised using predefined criteria covering relevance, methodological clarity, data validity, and reporting transparency. Twenty-one articles met the inclusion criteria. The most consistent findings indicate that increased font spacing, adequate line spacing, simple layouts, clear text hierarchy, and moderate contrast improve readability, reading orientation, and visual comfort. Color and illustrations showed supportive effects when used selectively and without visual distraction. This review proposes Visual Design Guidelines for Dyslexia-Friendly Reading Materials that can guide teachers, designers, and publishers in preparing worksheets, classroom handouts, textbooks, and digital reading materials. The review also identifies research gaps related to classroom implementation and empirical validation of these design guidelines.
VISUAL COMMUNICATION DESIGN STRATEGY FOR MUARADUA VILLAGE, SUKABUMI, AS AN EFFORT TO DEVELOP THE CREATIVE ECONOMY THROUGH A PARTICIPATORY ACTION RESEARCH APPROACH Muhammad Fawwazianaufal Zidane; Riksa Belasunda; Ranti Rachmawanti
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 6 No. 3 (2026): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20681976

Abstract

This study aims to formulate a visual communication design strategy for Muaradua Village, Sukabumi, as an effort to develop a bamboo craft–based creative economy through a structured participatory approach. The method employed is Participatory Action Research (PAR), involving artisans, village youth, and local government officials actively across all stages of the research process, including problem identification, potential mapping, concept development, and media design. This approach was chosen based on preliminary findings indicating that the village’s main challenges lie not in the availability of bamboo raw materials or the artisans’ technical skills, but in weak collective management systems, limited coordination among local actors, and the absence of a shared village identity narrative. The research output, a village profile video, was developed through a collaborative process so that it functions not only as an external promotional medium but also as a tool for social reflection and a learning medium for the community. The findings indicate that community involvement in the creative process significantly increases a sense of ownership toward the resulting media, strengthens awareness of Muaradua Village’s identity as a bamboo village, and encourages the emergence of new initiatives in managing local potential. Conceptually, this study proposes a participatory-based village profile video design model as a visual communication design strategy that positions social processes as the primary foundation, so that development orientation is not limited to the quality of the final product but also emphasizes the social processes that support sustainability.
Empowering Inclusive Design Education in the Pensil Kertas Community Through a Text-based Prototype and Digital Approach Muhamad Nugraha; Ranti Rachmawanti; Lira Anindita Utami
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 10 No. 2 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v10i22025p179-190

Abstract

Since 2009, Pensil Kertas Community has lived in Bandung city, This community supports inclusive education in design with training programs, visual, and collective drawing activities from elementary to out-of-college learners. Major challenges when they hiatus from 2019 to 2024. This paper explores the gap challenges from traditional communities, process of the finding digital journey through a text-based prototype and digital solutions to help the creative ecosystem in this community. Aligned with the Sustainable Development Goals (SDGs) point 4 (quality education) and 11(sustainable cities), this study adopts a participatory design approach as its design process. enhance interactivity through digital media.
Co-Authors Adrian Permana Zen Aghitsna Maulana, Dzikry Al Ghifari, Muhammad Amani, Hasna Nareswari Andreas Rio Adriyanto Anggia, Rafi Hafizhni Arumsar, Arini Arvi, Rivano Aryaguna, Tastian Naufal Aryawijaya, Emir Hakim Athaullah, Muhammad Ashiil Rizki Axel Ramadhan Ridzky Azmi, Dafa’tsabitul Barran Antares, Shandy Baskara, Candra Bintang Nugraha Buchari, Malik Yazid Budiman, Cecep Ramdhan Cecep Alba Cucu Retno Yuningsih Darmawan, Dimas Devina, Deanna Didit Endriawan Diningrum, Anisa Epri Djarlis Gunawan Donny Trihanondo Dyah Ayu Wiwid Sintowoko Dyah Perwitasari Elma, Khalda Rafifah Fahreza, Rayhan Febyari, Audreyelle Ganjar Gumilar Gumelar, Ganjar Hadiwidjojo, Fauziyyah Nurhayya Hermawan, Rio Hidayat, Kendrik Arioputro Ihsan, Fadlan Adhimas Iqbal Prabawa Wiguna Islami, Hilda Alhaque Lira Anindita Utami Makkarumpa, Humaira Basrah Maulida, Aura Permata Meilano, Tamba Firman Hendro Mendanu, Trias Putra Mgahfira Akbar, Muhammad Sadam Moh. Rasyid Ridho Muhamad Nugraha Muhammad Fawwazianaufal Zidane Muliandini, Rizkia Raihana Mutmainah, Ergi Alifia Nabilah, Siti Nurul NUR FADILAH Nurfaizi, Hafizh Nuryana, Divana Hafizha Perdana, Rionaldi Permana, Adrian Prasojo, Galih Aris Pratama, Lutfi Hendra Priana, Muhammad Eric Puspawijaya, Regina Aziz Putri, Anggi Aulia Putri, Clara Arini Qoriah A. Siregar Rafael, Muhammad Reza Ramandiaz, Azmi Rifaldi Riksa Belasunda Runik Machfiroh Salma, Salsabilla Aulia Sameto, Putri Merak Jingga Santi Salayanti Sari, Ardhea Maya Sari, Nesthi Rasika Segara, Adam Damaian Pandji Sendang, Lusia Shebina, Biannisa Situmorang, Eka Christian Soni Sadono Sri Nurbani Syarip Hidayat Syarip Hidayat Tasnim, Nurida Teddy Ageng Maulana Tsaqifa Nur Rahmi Hakim Vega Giri Rohadiat Widiyanto, Marcell Aryapaksi Zulfahmi, Hafidh Zaky Wahyu