Claim Missing Document
Check
Articles

Found 17 Documents
Search

The potential of onomatopoeia from Javanese culture as assets for visual work creation Mataram, Sayid; Ranu Wicaksono, Arif; Irfan Ismail, Anugrah; Ardhianto, Peter
Gelar: Jurnal Seni Budaya Vol. 22 No. 2 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i2.6196

Abstract

Onomatopoeia is one of the visual elements in graphic design works. Cultural diversity in Indonesia has the potential to produce domestic onomatopoeia. Antawacana is one of the speech cultural activities of natural sound mimesis in Javanese society. It is the speech and sounds performed by Dalang of Wayang Purwa (puppeteers of shadow puppet performance). This research examines the potential of Indonesian domestic onomatopoeia, especially Javanese, which comes from the speech of puppeteers as an asset to support the increase in potential and productivity in the field of graphic design. This research converts audio into visual items to develop Indonesian domestic onomatopoeia based on the domestic cultural asset of Antawacana. This research interprets sound into visuals by using Antawacana as the basis for visualization. The variety of sounds in Antawacana itself results from Dalang’s interpretation. This research contributes to the Indonesian creative industry by providing visual assets based on Antawacana. These assets can assist the communication process in other creative works. In addition, along with technological developments, the potential of onomatopoeia as a domestic cultural asset can be developed into an artificial intelligence asset in online graphic design creation platforms.
ANALISIS GREEN ADVERTISING PADA DESAIN VISUAL PRODUK BAYI TERHADAP PERSEPSI ORANG TUA Aryani, Tabita Nani; Ardhianto, Peter; Utami, Maya Putri
Wacadesain Vol. 5 No. 1 (2024): Jurnal Wacadesain
Publisher : LPPM Universitas Adhirajasa Sanjaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51977/wacadesain.v5i1.1409

Abstract

Desain visual memegang peranan yang sangat penting dalam industri produk bayi. Visual pada produk dirancang untuk menyampaikan pesan kepada orang tua yang memiliki bayi atau anak balita, terkait product benefit, spesifikasi kualitas produk maupun citra dari produk dan perusahaan. Dewasa ini di tengah situasi setelah pandemi terdapat kecenderungan di kalangan orang tua bayi dari kelompok ekonomi atas untuk memilih produk-produk dengan desain yang menggunakan warna-warna bersaturasi rendah atau muted colors dengan konsep green advertising. Hal ini diduga berkaitan dengan makna alami yang disampaikan warna-warna tersebut, dibandingkan dengan warna-warna cerah atau bersaturasi tinggi. Lebih lanjut kecenderungan ini juga terkait dengan nilai-nilai target audience yang memiliki kepedulian terhadap lingkungan dan keberpihakan kepada produk-produk ramah lingkungan. Penelitian ini akan menggunakan sample design dari produk pakaian anak Boho Panna, sebagai salah satu brand yang mengedepankan kesan natural dan ekologis pada produk maupun kemasannya. Pendekatan yang akan digunakan adalah pendekatan kualitatif deskriptif. Analisa tinjauan desain kemasan dilakukan untuk memetakan gambaran visual concept terkait makna pada orangtua berusia muda di kota-kota besar di Indonesia. Penelitian ini diharapkan dapat menghasilkan konsep visual yang tepat berbasis green advertising pada visual produk yang berimplikasi pada metode penciptaan desain, peningkatan daya jual pada industri dan memperkaya referensi dan rekomendasi pada teori kajian desain.
Visual Language of Javanese Script on Shoe Design as Cultural Identity Purnomo, Cynthia Ayu; Mahanaim, Soteria Adia; Riva Lo, Fang-ying; Ardaniah, Viqi; Ardhianto, Peter
Gelar: Jurnal Seni Budaya Vol. 19 No. 2 (2021)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v19i2.3951

Abstract

Various culture in Indonesia is slowly being forgotten by the majority, for people now uses another way of communication to deliver the message from one person to another. One of the examples that could see is the usage of Javanese script or usually called Hanacaraka. Therefore, studying the visual language of shoe design from Flymax Indonesia case study will help the public to understand how urgent creative cultural product is. This research uses qualitative research regarding the case study based on the in-depth interview through the owner of Flymax Indonesia and visual language analysis regarding the visuals. This study has implications for the creative industry practitioners in conveying visual language and impacting methods in developing creative products by including cultural elements in popular products. From Flymax study case, implementing cultural to modern shoes is to strengthen cultural identity, user identity, and local brand identity, moreover supporting local economic growth and cultural preservation.
Designing mascot character based on believable agent framework Ardhianto, Peter; Aryani, Tabita Nani; Utami, Maya Putri
Gelar: Jurnal Seni Budaya Vol. 22 No. 1 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i1.5962

Abstract

Utilizing mascots as an extension of the brand to reach the target audience is one strategy in visual branding that has proven its effectiveness. Mascots with solid characters can build consumer trust and are even more impressive than other visual identities. However, currently, very few mascot design methods or steps lead to the creation of a mascot that is both convincing and an agent of the institution it represents. This research highlights the convincing agent design process as the primary basis for designing mascot designs. This research uses the theory of believable agents, which includes seven dimensions: personality, emotions, self-motivation, change, social interaction, consistency of expression, and the illusion of life. These seven theories will be supported by the results of the questionnaires. The questionnaire results found that credible and trustworthy agents should have a friendly personality, which can be seen from their facial expressions, body movements, and the way they present themselves. The research results confirm that the seven dimensions of a trustworthy agent can be applied to mascot design that prioritizes the formation of a unique and distinctive personality. Mascots will be perceived as genuine individuals with specific characteristics that appear in the way they act (behavior), the way they think (think), and the way they feel (emotions). The results of this research provide a bridge for designers to consider ideas up to the mascot design stage.
The potential of onomatopoeia from Javanese culture as assets for visual work creation Mataram, Sayid; Ranu Wicaksono, Arif; Irfan Ismail, Anugrah; Ardhianto, Peter
Gelar: Jurnal Seni Budaya Vol. 22 No. 2 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i2.6196

Abstract

Onomatopoeia is one of the visual elements in graphic design works. Cultural diversity in Indonesia has the potential to produce domestic onomatopoeia. Antawacana is one of the speech cultural activities of natural sound mimesis in Javanese society. It is the speech and sounds performed by Dalang of Wayang Purwa (puppeteers of shadow puppet performance). This research examines the potential of Indonesian domestic onomatopoeia, especially Javanese, which comes from the speech of puppeteers as an asset to support the increase in potential and productivity in the field of graphic design. This research converts audio into visual items to develop Indonesian domestic onomatopoeia based on the domestic cultural asset of Antawacana. This research interprets sound into visuals by using Antawacana as the basis for visualization. The variety of sounds in Antawacana itself results from Dalang’s interpretation. This research contributes to the Indonesian creative industry by providing visual assets based on Antawacana. These assets can assist the communication process in other creative works. In addition, along with technological developments, the potential of onomatopoeia as a domestic cultural asset can be developed into an artificial intelligence asset in online graphic design creation platforms.
Integrating generative artificial intelligence into Bakaran Batik: effects on design and workflow efficiency Ardhianto, Peter; Susanto , Felicia Regina; Mulyanto, Vinke Almeyda
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol. 19 No. 2 (2024)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v19i2.6316

Abstract

Artificial intelligence (AI) has been used in the development of design motifs for Bakaran Batik. This study investigates the methodological gaps in the production process, especially in the early stages of motif design, where traditional methods require a long time to design motifs, making them ineffective for clients with high demand and limited time. Qualitative methodology was used to collect data from two cross-generation batik companies. The data collection process included interviews, observations conducted before and after the application of AI, and literature analysis. Since 2023, AI technology for motif design has been applied in the Bakaran batik industry. AI generative motif design simplifies the batik pattern design process, allowing for a more measurable production process in terms of batik production time. The findings show a significant reduction in the time required for design and an increase in motif diversity. Batik artisans in Bakaran responded positively to the use of AI because it showed an increase in motif diversity and did not replace labor-intensive labor. However, the use of AI machines in motif design is less appropriate for certain clients who prioritize the motif design process through local wisdom such as fasting rituals, meditation or special inspiration from their batik makers. The use of AI has an impact on the Bakaran Batik industry including the potential for the growth of an innovative and sustainable economic system for its craftsmen considering the rarity of the younger generation who are engaged in the batik industry in Bakaran. The integration of AI in the motif creation process allows the batik business to preserve heritage motifs while increasing work productivity and overcoming creative challenges during motif design. This initiative ensures the long-term survival and expansion of Bakaran batik in the digital era.
IMPLEMENTASI TEKNOLOGI AUGMENTED DAN VIRTUAL REALITY DALAM PENELITIAN ARSITEKTUR Rahardjo, Astrid Hapsari; Purwanto, L.M.F.; Ardhianto, Peter
Vitruvian : Jurnal Arsitektur, Bangunan dan Lingkungan Vol 14, No 2 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/vitruvian.2024.v14i2.01

Abstract

Teknologi digital augmented reality (AR) dan virtual reality (VR) memiliki keutamaan dalam menyajikan representasi kondisi di dunia nyata dan mensimulasikan suatu kondisi buatan terhadap kondisi nyata tadi. Keduanya memiliki ciri tersendiri dimana AR mengetengahkan simulasi digital dari modifikasi kondisi buatan atau proyeksi rencana rancangan pada suatu kondisi eksisting lingkungan terbangun sedangkan VR sepenuhnya menyajikan representasi rancangan yang dapat diakses manusia dalam dimensi digital. Di dalam ranah ilmu arsitektur, pemanfaatan teknologi ini ditemukan di dalam penelitian arsitektural dalam rangka investigasi dan pengembangan keilmuan, selain daripada penggunaannya di dalam praktek perancangan dan konstruksi. Studi ini merupakan kajian literatur tentang pemanfaatan teknologi VR dan AR dalam penelitian arsitektur terkait berbagai topik, seperti pelestarian bangunan cagar budaya, pengaruh psikologis biofilia pada pengguna suatu lingkungan binaan, dan preferensi calon pengguna terhadap suatu rancangan arsitektur dan interior. Studi literatur ini disajikan secara sistematis (systematic literature review atau SLR) yang dimulai dengan perbedaan karakteristik antara teknologi VR dan AR kemudian dilanjutkan dengan penelitian mana saja yang menggunakan teknologi AR atau VR.