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Pengaruh Video Virtual Tour 360° Pantai Kuta Terhadap Respon Emosional Audiens Paramartha, I Putu Adi Surya; Julianto, I Nyoman Larry; Mudra, I Wayan
Visualita Jurnal Online Desain Komunikasi Visual Vol 11 No 2 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v11i2.8453

Abstract

The presence of a 360° virtual tour video as a medium with a new format in Indonesia has the potential to be an alternative way of traveling as well as a medium for promoting a tourist attraction with a new format. The unique experience that 360° videos offer can influence the emotional response of the viewer which in turn can potentially influence the viewer's actions. The purpose of this research is to determine the emotional response of respondents when watching a 360° virtual tour video about Kuta Beach. This qualitative research uses emotional design theory approach in the analysis process. Data collection techniques are carried out using documentation and questionnaire methods. The results of this research indicate that respondents tend to feel more positive emotion than negative emotions when watching a 360° virtual tour video about Kuta Beach. Most of the positive emotion are caused by the visual scene generated based on a particular camera placement, especially when there was movement of the camera. Meanwhile, the negative emotional response, especially the boredom type, was caused by the placement of the camera which was only stationary in one place. In addition, it was also found that personal factors such as personality and culture can also affect emotional responses when watching 360° videos.
PRODUK KERAMIK STONEWARE DENGAN KONSEP FRONTO DI THE FRONTIER HOUSE Satrio Hutomo, Adam; Mudra, I Wayan; Muka, Muka
Hastagina : Jurnal Kriya Seni Vol 4 No 01 (2024): Hastagina : Jurnal Kriya dan Industri Kreatif
Publisher : Pusat Penerbitan LP2MPP ISI Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/hastagina.v4i01.3419

Abstract

Fronto is a concept to create a functional ceramic work for the needs of the coffee shop at The Frontier House which is a partner in completing an independent project in the Merdeka Learning Independent Campus (MBKM) program. Fronto is a mascot from The Frontier House in which Fronto is a dinosaur (T-Rex). Fronto is embodied by an upright posture and holding a cup in his right hand, has a simplified shape, wears a raglan shirt with the F logo on his chest and complete with his pants and shoes. The costume from Fronto is inspired by the costume of American students in the 70s, with the hope that The Frontier House's coffee shop business can remain standing, become big, and everlasting. Based on this, the author got the idea to create a functional ceramic product that can be directly applied to The Frontier House coffee shop business, as a realization of an agreement with MBKM partners. Using creation methods such as observation methods for introduction, exploration methods for exploring ideas, design design methods to illustrate clearly, and work creation methods for the execution stage, with embodiment techniques applying rotation techniques, pinching techniques, and cast printing techniques. The result is the creation of two types of incense holders, glasses, ashtrays, and succulent pots by applying the elements contained in Fronto into the form of ceramic works, by applying vintage colors, namely olive green and orange in accordance with the color concept applied by The Frontier House, thus producing harmony between ceramic products made with The Frontier House concept which can provide comfort and interest for visitors.
Teori Dekonstruksi dalam mengintepretasi limbah ban kendaraan bertransformasi menjadi produk kursi sebagai makna baru Deviyani, Ni Kadek Siska; Mudra, I Wayan
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 7, No 1 (2024)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v7i1.4928

Abstract

The use of used vehicle tire waste which can generate profits in everyday life is an interesting discussion regarding the application of tire demolition material as one of the furniture elements in its application to interior design using Derrida's theory of deconstruction. This paper aims to discuss the process of deconstructing furniture in interior design. This paper is aimed at examining the theory of deconstruction in order to transform the meaning of an object from a four-wheeled vehicle tire. The research method used is descriptive qualitative, while the data collection methods used are online observation, online documentation and library search with a semiotic approach in interpreting the research object in the aspect of material exploration furniture deconstruction. The main literature refers to the Semiotic Language Philosophy Book by Prof. Dr. Kaelan and the theory of deconstruction by the philosopher Jacques Derrida. The results of research on semiotic studies with the theory of deconstruction that transform meaning by Derrida resulted in the conclusion that vehicle tire waste can be transformed by means of deconstruction theory by destruction and then reconstruction so as to produce a new meaning in the tire waste into a furniture stool in its application. This renewal can occur because of the transformation of the meaning of a four-wheeled vehicle tire that is damaged (damaged) resulting in a used tire whose meaning is reconstructed into a stool.
Kajian Semiotika C.S. Pierce pada Salib Altar Interior Gereja Katolik Roh Kudus Katedral Denpasar Bali Prasetya, Ignasius Gede Aldo Dani; Mudra, I Wayan
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 8 No. 02 (2022): June 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i02.4394

Abstract

Abstrak Gereja Katolik Roh Kudus Katedral Denpasar memiliki simbol yang digunakan sebagai dekorasi interior. Penelitian ini bertujuan untuk menjelaskan dekorasi salib Gereja Katolik Roh Kudus Katedral Denpasar Bali dengan teori C.S. Peirce. Penelitian ini menggunakan pendekatan deskriptif kualitatif, dengan metode pengumpulan data observasi, wawancara, dan dokumentasi. Sumber data utama penelitian ini adalah Salib Altar pada salib Gereja Katolik Roh Kudus Katedral Denpasar. Hasil penelitian menunjukan bahwa salib altar gereja tersebut menyerupai bentuk Kayon Bali. Salib altar ini ditempatkan di belakang altar menghadap ke umat, berwarna keemasan dengan ornamen tanaman anggur, dan enam bentuk manusia malaikat. Interpretantnya salib altar menyerupai kayon Bali, memiliki tiga fungsi sesuai isi Alkitab, bagian awal kayon Bali adalah pembuka dan penutup pementasan wayang sedangkan di Alkitab melambangkan Yesus pada Awal dan Akhir. Kedua, kayon Bali berfungsi sebagai tanda pergantian babak sedangkan di Alkitab sebagai pengganti kurban persembahan pada perjanjian lama. Ketiga, kayon Bali sebagai lambang gunung, angin, hutan, dan lainnya, pada Alkitab melambangkan tempat Yesus disalibkan di Bukit Golgota. Representamentnya salib altar mengabungkan kebudayaan Bali dan simbol kekristenan, terjadi akulturasi dengan budaya lokal Bali. Simpulannya salib altar menyerupai bentuk kayon Bali yang memiliki makna sesuai dengan isi Alkitab, dan merupakan akulturasi budaya lokal Bali dengan kekristenan. Kata Kunci: Gereja Katedral, Kayon Bali, Semiotika Peirce, Salib Altar AbstractIn the Denpasar Cathedral Holy Spirit Catholic Church there are symbols used as interior decorations. This study aims to explain the decoration of the cross of the Holy Spirit Catholic Church, Denpasar Bali Cathedral, with the theory of C.S. Peirce. This study uses a qualitative descriptive approach, with data collection methods of observation, interviews, and documentation. The main data source of this research is the Altar Cross on the cross of the Holy Spirit Catholic Church, Denpasar Cathedral. The results showed that the church altar cross resembled the shape of a Balinese Kayon. This altar cross is placed behind the altar facing the congregation, golden in color with vine ornaments, and six human angelic shapes. The interpretation of the altar cross resembles a Balinese kayon, has three functions according to the Bible, the beginning of the Balinese kayon is the opening and closing of the wayang performance, while in the Bible it symbolizes Jesus at the Beginning and the End. Second, the Balinese kayon serves as a sign of changing stages, while in the Bible it is a substitute for sacrifices in the Old Testament.  Third, the Balinese kayon as a symbol of mountains, wind, forests, and others, in the Bible symbolizes the place where Jesus was crucified on Golgotha Hill. The representation of the altar cross combines Balinese culture and symbols of Christianity, acculturating local Balinese culture. In conclusion, the altar cross resembles the shape of a Balinese kayon which has a meaning according to the Bible, and is an acculturation of local Balinese culture with Christianity. Keywords: Altar Cross, Cathedral Church, Kayon Bali, Peirce Semiotics
Media Pembelajaran Interaktif Smart Finger Tenses Berbasis Website untuk Siswa Sekolah Menengah Pertama di Badung Rosaline, Nelly; Julianto, I Nyoman Larry; Mudra, I Wayan
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 04 (2023): December 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i4.9172

Abstract

Abstrak Pada era teknologi 4.0 saat ini, materi pembelajaran Bahasa Inggris masih kurang dipahami oleh siswa khususnya mengenai tenses yang dianggap rumit, dan proses penyampaiannya masih menggunakan media konvensional. Dari hal tersebut, dibutuhkan adanya inovasi metode dan media pembelajaran baru yang praktis dalam bentuk digital. Maka tujuan dari penelitian ini adalah merancang sebuah media pembelajaran interaktif menggunakan teknik smart finger tenses berbasis website dengan pendekatan gamifikasi. Metode pengumpulan data dilakukan di empat Sekolah Menengah Pertama (SMP) perintis melalui observasi, kuesioner, dan studi literatur. Pada penelitian sebelumnya, ditemukan teknik menghafal tenses dengan mudah menggunakan jari tangan yang disebut dengan smart finger, dengan menggunakan pendekatan teori dari Aristoteles. Kekurangan dari teknik ini adalah tidak memiliki media dan teknik ini masih dapat disederhanakan. Hasil dari penelitian ini berupa video animasi 2D menggunakan warna yang variative dan diimplementasikan teknik gamifikasi untuk memberikan kesan hiburan dan memotivasi pengguna agar tidak monoton dan membosankan. Teknik smart finger dipadukan dengan fitur permainan untuk memberikan cara yang praktis dan menyenangkan dalam meningkatkan pemahaman siswa terhadap tenses. Media ini juga dapat diakses secara fleksibel sehingga dapat mendukung proses pembelajaran di kelas maupun secara mandiri. Kata Kunci: gamifikasi, jari-jari pintar, media pembelajaran, situs web, tenses AbstractIn the current era of technology 4.0, English learning materials are still poorly understood by students, especially regarding tenses which are considered complicated, and the delivery process still uses conventional media. From this, there is a need for innovative methods and practical new learning media in digital form. So, the purpose of this research is to design an interactive learning media using website-based smart finger tenses technique with a gamification approach. The data collection method was conducted in four pioneering junior high schools (SMP), through observation, questionnaires, and literature studies. In the previous research, a technique to memorize tenses easily using fingers called smart finger was found, using the theoretical approach from Aristotle. The disadvantage of this technique is that it has no media and this technique can still be simplified. The result of this research is a 2D animated video, using varied colors, and implemented gamification techniques to give the impression of entertainment and motivate users so as not to be monotonous and boring. The smart finger technique is combined with game features to provide a practical and fun way to improve students' understanding of tenses. This media can also be accessed flexibly so that it can support the learning process in class or independently. Keywords: gamification, learning media, smart fingers, tenses, website
TRANSFORMASI NARASI VISUAL RELIEF CANDI BOROBUDUR MELALUI APLIKASI UNTUK PLATFORM ANDROID Supandi, Fajar Persada; Mudra, I Wayan; Suharto, I
International Conference on Humanity Education and Society (ICHES) Vol. 3 No. 1 (2024): Third International Conference on Humanity Education and Society (ICHES)
Publisher : FORPIM PTKIS ZONA TAPAL KUDA

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

Abstract

Candi Borobudur, Warisan Dunia UNESCO di Jawa Tengah, Indonesia, menghadapi tantangan dalam pelestarian nilai sejarah dan budayanya. Candi Borobudur terdiri dari sembilan tingkat berstruktur batu, tiga tingkat bawah persegi dan enam atas melingkar, dihiasi relief yang menggambarkan kisah Buddha dan ajarannya. Penelitian ini menyoroti tiga fenomena: pertama, keterbatasan akses pada narasi relief Candi Borobudur; kedua, penggunaan teknologi, seperti aplikasi untuk platform android, untuk pelestarian warisan budaya; dan ketiga, pentingnya pendidikan dan promosi warisan budaya, termasuk pengembangan aplikasi untuk pemahaman narasi visual relief candi. Penelitian kualitatif ini menggunakan metode fenomenologi, dengan teknik pengambilan data melalui wawancara, observasi, dan studi literatur. Tujuannya adalah untuk memperkaya pemahaman publik dan memastikan keberlanjutan warisan budaya dengan mengembangkan teknologi yang membantu pengunjung dalam bentuk aplikasi. Platform android dikembangkan untuk memberikan informasi narasi visual relief candi, sehingga dapat meningkatkan pengalaman pendidikan bagi pengunjung. Hasil penelitian menunjukkan peran signifikan teknologi, khususnya aplikasi berbasis Android, dalam pelestarian dan pendidikan. Platform android dapat digunakan untuk membaca relief menggunakan media qr code untuk menmpilkan media yang berisi mengenai informasi relief. Ini membantu dalam preservasi candi dan meningkatkan kesadaran serta apresiasi masyarakat terhadap warisan budaya. Penelitian ini menegaskan bahwa teknologi, khususnya platform android, dapat menjadi alat efektif dalam mendukung pelestarian dan pemahaman warisan budaya bagi generasi mendatang, menjadikan Candi Borobudur sumber pembelajaran dan inspirasi yang berkelanjutan.
Vernacular Typography Design of Bamboo Keben Craft as an Opportunity of Creating Digital Typeface Sari, Ni Luh Desi In Diana; Mudra, I Wayan; Sarjani, Ni Ketut Pande
Harmonia: Journal of Arts Research and Education Vol 22, No 1 (2022): June 2022
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.v22i1.34861

Abstract

Keben for the Balinese is a medium that functions to package ceremonial facilities made of bamboo. Craftsmen in Kayubihi village, Bangli sub-district produce kebens with various designs of vernacular typography motifs that have the opportunity to be developed in the form of digital typefaces. This study aims to: (1) analyze the vernacular typographic design of the keben motif and its opportunities in the creation of digital typefaces; (2) analyze the meaning of keben in Kayubihi village in a socio-cultural context. Qualitative methods are used in this study. Typographic design principles consisting of legibility, readability, visibility, and clarity are used to analyze the vernacular typography of the keben motifs, while Saussure’s semiotic approach is used to give meaning to the keben of Kayubihi village from the spirit and the concept behind it. Data collection strategies were carried out by observation and interviews, online and offline. Meanwhile, data analysis was carried out by interpreting, namely interpreting in-depth the collected data according to the research objectives. The results show that the vernacular typography of the keben motifs was arranged alphabetically to form words as a symbol of identity. Geometric motifs inspired by the environment around the craftsmen can be classified into five groups: the sun, flowers, traditional fabrics, objects, and cultural symbols of Balinese Hinduism. These motifs can be developed into digital typefaces. Keben in Kayubihi village spiritually means creativity, preservation of culture and identity. This creativity can be used as a source of inspiration in designing typefaces that offer novelty. The vernacular typography design with the Keben motif is indigenous creativity, representing the identity of the local Balinese culture.
PENCIPTAAN SANGKU KERAMIK DENGAN ORNAMEN GAMBAR WAYANG KHAS BALI I Wayan Mudra; I Gede Mugi Raharja; I Wayan Sukarya
Prosiding Seminar Nasional Bahasa, Sastra, dan Seni (Sesanti) Prosiding Seminar Nasional Bahasa, Sastra, dan Seni (Sesanti) 2019
Publisher : Fakultas Ilmu Budaya, Universitas Mulawarman

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

Abstract

Penciptaan sangku keramik dengan memnafaatkan gambar wayang khas Bali sebagai budaya tradisi, masih sangat jarang dilakukan oleh pencipta keramik di Bali maupun di Indonesia pada umumnya. Budaya tradisi sangat penting diangkat dalam upaya menghadirkan karya-karya keramik berkarakter Indonesia, di tengah menjamurnya karya-karya keramik bernuansa asing di Indonesia. Tujuan penulisan ini adalah untuk menjelaskan: proses pembentukan, proses pembakaran, proses ornamen dan fungsi penciptaan karya sangku keramik yang menerapkan objek ornamen wayang khas Bali. Penelitian penciptaan ini menggunakan metode diskriptif kualitatif dengan teori pengmbilan data purposive sampling. Metode penciptaan merujuk pada metode penciptaan SP. Gustami yaitu eksplorasi, improvisasi, dan perwujudan. Teknik pengambilan data dilakukan dengan teknik observasi, wawancara dan dokumentasi, analisis karya dengan kualitatif dan hermeneutik. Hasil penelitian menunjukkan: proses pembuatan sangku keramik ini menggunakan teknik putar, pembakaran karya melalui tiga tahapan yaitu pembakaran bisquit, pembakaran glasir 1250oC dan pembakaran ornamen mencapaisuhu 1250oC; penerapanornamen dilakukan dengan teknik lukis; dan fungsi karya sangku keramik ini yaitu sebagai benda hias, sebagai benda fungsi pakai, dan souvenir. Kesimpulannya adalah penelitian penciptaan sangku keramik ini merupakan tahapan yang cukup panjang mulai dari tahap pembentukan sampai tahap pembakaran akhir. Gambar wayang khas Bali sebagai ornamen pada penciptaan sangku keramik ini merupakan penciptaan yang cukup langka, juga sebagai upaya pelestarian budaya tradisi dan juga mendukung upaya penciptaan kriya keramik berkarakter Indonesia.
Ekosistem Seni Kulidan Kitchen & Space Adiartha, I Komang; Mudra, I Wayan
JURNAL TATA KELOLA SENI Vol 10, No 2 (2024): Desember 2024
Publisher : Graduate School of Indonesia Institute of the Arts Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jtks.v10i2.13239

Abstract

Kulidan Kitchen & Space adalah sebuah lembaga sosial enterpreneur, yang mengusung konsep bisnis dengan menggunakan pendekatan seni sebagai mediumnya. Dalam menjalankan usahanya, dengan membuka ruang/art space sebagai pusat usaha yang dipakai sebagai sarana melting pot. Art space dipakai sebagai titik temu, penyelenggaraan program-program kolaborasi dan kerja-kerja multidisiplin sebagai strategi dalam memperluas jejaring. Kulidan Kitchen & Space, memiliki program Kulidan art project. Kulidan art project, menyelenggarakan program seni dan edukasi. Program yang dilaksanakan antara lain art class (painting class), workshop linocut, pameran, pementasan, bedah buku, pemutaran film, dll. Tujuan tulisan ini adalah menguraikan pembahasan mengenai ekosistem seni di Kulidan Kitchen & Space, melalui divisi Kulidan art project. Pembahasan ini, meninjau program-program yang dilaksanakan di Kulidan Kitchen & Space. Program-program yang akan dibahas adalah program yang dilaksanakan inhouse dan di luar Kulidan Kitchen & Space. Teori yang digunakan untuk membedah topik ini adalah teori praktik sosial oleh Pierre Bourdieu. Metode pengumpulan data dilakukan dengan wawancara, studi pustaka, dan dokumentasi. Hasil tulisan ini menunjukkan bahwa Kulidan Kitchen & Space, melalui divisi Kulidan art project menyelenggarakan program seni dan edukasi secara regular dengan tema-tema yang berbeda sesuai jadwal yang telah ditentukan. Pelaksanaan program reguler oleh Kulidan art project telah melalui tahap produksi, distribusi, dan konsumsi. Program ini dapat dinikmati oleh warga sekitar, wisatawan yang berlibur di Bali, dan juga telah berkesempatan untuk menyelenggarakan program ke luar negeri. Kesuksesan perhelatan program-program ini tentu dibantu dengan komponen sosial yang memiliki modal dalam ranah ekonomi, sosial, dan media. Kulidan Kitchen & Space Art Ecosystem ABSTRACT Kulidan Kitchen & Space is an entrepreneurial social institution, which carries a business concept using an art approach as its medium. In running its business, by opening a space/art space as a business center, which is used as a melting pot. Art space is used as a meeting point, organizing collaborative programs and multidisciplinary work as a strategy in expanding networks. Kulidan kitchen & space, has a kulidan art project program. Kulidan art project, organizes art and education programs. The programs implemented include art class (painting class), linocut workshop, exhibition, performance, book review, film screening, etc. The purpose of this article is to describe the discussion of the art ecosystem in kulidan kitchen & space, through the kulidan art project division. This discussion reviews the programs implemented at Kulidan Kitchen & Space. The programs that will be discussed are programs implemented in-house at Kulidan Kitchen Space and programs outside kulidan kitchen & space. The theory used to dissect this topic is the theory of social practice by Pierre Bourdieu. Data collection methods are carried out by interview, literature study and documentation. The results of this paper show that kulidan kitchen & space, through the kulidan art project division, organizes art and education programs regularly with different themes according to a predetermined schedule. The implementation of regular programs by the kulidan art project has gone through the stages of production, distribution and consumption, this program can be enjoyed by local residents, tourists on vacation in Bali and have also had the opportunity to organize programs abroad. The success of these programs is certainly assisted by social components that have capital in the economic, social and media realms.
Ekosistem Seni Sevenpro Entertainment Bali di Discovery Shopping Mall Kuswandari, Ni Kadek Diah Nanta; Mudra, I Wayan; Pratama, Putu Angga
JURNAL TATA KELOLA SENI Vol 10, No 2 (2024): Desember 2024
Publisher : Graduate School of Indonesia Institute of the Arts Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jtks.v10i2.13225

Abstract

Sevenpro Entertainment Bali adalah perusahaan bidang seni beralamat di Jalan Kuwung II, Gang Kartika No.26, Denpasar, Bali, dirintis tahun 2012. Perusahaan seni ini memiliki konsistensi dan eksistensi kuantitas dan kualitas baik pada setiap pementasannya, namun belum terpublikasikan dalam karya tulis. Tujuan penelitian ini adalah menguraikan pembahasan mengenai ekosistem seni Sevenpro Entertainment Bali di Discovery Shopping Mall. Untuk mengulas praktik ekosistem seni perusahaan Seventri ini, digunakan teori praktik sosial oleh Pierre Bourdieu. Metode pengumpulan data dilakukan dengan observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa praktik seni Sevenpro Entertainment Bali di Discovery Shopping Mall menunjukkan konsistensi dengan mengusung seni hiburan secara rutin melalui tema yang berbeda setiap hari dengan tetap menjaga kualitas. Pertunjukan reguler Sevenpro Entertainment Bali dilakukan melalui tahap produksi, distribusi, dan konsumsi secara maksimal sehingga bisa bertahan dan sampai kini dapat disaksikan oleh wisatawan. Kesuksesan pertunjukan yang disuguhkan Sevenpro, merupakan gambaran kesuksesan keterlibatan para pihak yang berperan dalam ekosistem seni tersebut. Sevenpro Entertainment Bali’s Art Ecosystem at Discovery Shopping Mall ABSTRACT Sevenpro Entertainment Bali was an art company located at Jalan Kuwung II, Gang Kartika No.26, Denpasar, Bali, founded in 2012. This art company has consistency and existence of quantity and quality in every performance but has not been published in a written work. The research purpose was to describe the discussion of the Sevenpro Entertainment Bali art ecosystem at Discovery Shopping Mall. To review the practice of the Seventri company's art ecosystem, the theory of social practice by Pierre Bourdieu is used. Data collection methods ware carried out through observation, interviews, and documentation. The research results show that the art practice of Sevenpro Entertainment Bali at Discovery Shopping Mall shows consistency in carrying out entertainment arts routinely with different themes every day while maintaining quality. Sevenpro Entertainment Bali's regular performances ware carried out through the stages of production, distribution and consumption to the maximum, so that they can survive and can be watched by tourists until now. The success of the performances presented by Sevenpro was a picture of the success of the involvement of the parties who play a role in the art ecosystem.
Co-Authors Adesastrawiguna, Iputu Adiartha, I Komang Adiputra, Komang Anak Agung Ayu Oka, Saraswati Andreani, Ni Putu Elvian Artawan, Cokorda Alit Asra, Rezky Gustian Ayu Krisna Gayatri Sari Dewi Bhumi, I Made Bayu Puser Deviyani, Ni Kadek Siska Dewa Gede Ardawa Putra Wicaksana Dewa Made Dermawan Dewi, Ayu Krisna Gayatri Sari Dewi, Gusti Ayu Ketut Rencana Sari Dewi, Gusti Ayu Nyoman Santhi Kumari Pusya Elsye Andriani Delfi Faisal, Yusuf Febrian Putra Gusti Ngurah Sastra Agustika Hasbullah Hasbullah I Gede Adi Sudi Anggara I Gede Mugi Raharja I Gede Mugi Raharja I Gede Yudarta, I Gede I Gusti Agung Ayu Wulandari I Gusti Ngurah Ardana I Gusti Ngurah Diva Ismayana I Ketut Muka I Ketut Sariada, I Ketut I Komang Arba Wirawan I Komang Sudirga I Made Dwiarya Swandi I Made Radiawan I Made Saryana I Made Suparta I Made Suparta I Nyoman Larry Julianto I Nyoman Widhi Adnyana I Nyoman Wiwana I Nyoman, suardina I Putu Adi Sanjaya I Putu Bagus Restu Pratama Wiwaha I Putu Putra Suryadana I Putu Putra Suryadana I Putu Suparthana I Wayan Adnyana I Wayan Sukarya I Wayan Sukarya I Wayan Sukarya I Wayan Swandi Ilma, Arina Zaida Kadek Dwiyani Kadek Meishya Paraswari Putri Kaiway, Yudhi Aji Ristanto Karuni, Ni Kadek Kuswandari, Ni Kadek Diah Nanta Larry Julianto, I Nyoman Made Gana Hartadi Maria Christina Ongkowidjojo Marina Wardaya Mercu Mahadi Muliawati, Ni Putu Muliawati, Ni Putu Nelly Rosaline Ngidep Wiyasa, I Nyoman Ni Gusti Ayu Paramita Ni Luh Desi In Diana Sari, Ni Luh Desi In Ni Luh Sustiawati Ni Made Arshiniwati Ni Made Rai Sunarini, Ni Made Rai Ni Putu Desy Sonnya Suandhari Nina Eka Putriani Nurlaeli Dwi Safitri Paramartha, I Putu Adi Surya Permadi, Giovanni Brewijaya Putra Prasetya, Ignasius Gede Aldo Dani Prastiti, Ni Putu Suci Pratama, Putu Angga Putriani, Nina Eka Rai, Sunarini Ratna Cora Sudharsana, Tjok Istri Ratnamaya, A. A. Ista Remawa, Anak Agung Gede Rai Ricky Fernando Rosaline, Nelly Sabath, Brill Obed Samuel Samuel Sarjani, Ni Ketut Pande Satrio Hutomo, Adam Shienny Megawati Sutanto Simanjuntak, Yessica Yosia Virginia Soelistyowati Soelistyowati Sri Marwati Sri Marwati Sudibya, I Gusti Ngurah Suharto, I Sukajaya, I Komang Supandi, Fajar Persada Sutrisnayanti, Ni Nyoman Syahrian, Alfin Teresia Hanna Sanjaya Udayana, A. A. Gde Bagus Wasista, I Putu Udiyana Wayan Karja Wicaksana, Dewa Gede Ardawa Putra Wirawan, I Gusti Ngurah Yanti Heriyawati Yogantara, Wayan Arfian