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SMARA JANTRA Kadek Ayu Diah Mutiara Dewi; Ni Made Ruastiti; I Gusti Putu Sudarta
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 5 No. 2 (2025): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/morfai.v5i2.3850

Abstract

Smara Jantra is a contemporary dance work rooted in local wisdom, reflecting a reinterpretation of Tari Telek, one of the core elements in the mepajar ritual of Desa Adat Legian, Bali. This work emerges as an aesthetic response to contemporary challenges facing the preservation of sacred values in traditional performing arts, which are increasingly confronted by the forces of tourism commodification and shifts in meaning. Tari Telek, traditionally functioning as a spiritual medium and protective symbol, has undergone transformations in function and significance over time. In response, the choreographer seeks to transform these values into a new choreographic form that remains grounded in Balinese philosophical and spiritual foundations. This creative research examines three main aspects: (1) the creative process in formulating and developing the artistic concept; (2) the choreographic form as the result of creation; and (3) the symbolic meanings and reflective messages embodied in the work. The Angripta Sesolahan method serves as the primary approach, consisting of five stages, ngarencana, nuasen, makalin, nelesin, and ngebah, derived from the philosophy of tradition-based creative work in Bali. The outcome is a site-specific performance staged at Pura Agung Legian, offering an integrated experience of space, body, and spirituality. The novelty of this work lies in the integration of the cosmological concept of luwan-teben as the foundation for a transformative aesthetic, as well as the application of a contextual local creation method within the realm of contemporary Balinese performing arts.
Sinema Audio Berbasis Ambisonik: Menjelajahi Pengalaman Imersif untuk Penyandang Disabilitas Netra Ibrahim Adi Surya; I Wayan Swandi; Desak Suarti Laksmi; I Gusti Putu Sudarta
Kartala Virtual Studies Vol 5 No 2 (2026): Juni 2026
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v5i2.359

Abstract

This study aims to explore the potential of ambisonic technology as an inclusive sound cinema medium for people with visual impairments. The background of this study stems from the limitations of conventional audio description, which is often considered to disrupt dramatic continuity, thus requiring an alternative based on immersive experiences. The research uses a practice-based qualitative approach with two main outputs, namely an ambisonic sound cinema prototype and empirical findings on the listening experience of visually impaired audiences. The research population consisted of students at SLBN A Pajajaran, Bandung City, with a purposive sample covering the categories of low vision, totally blind since birth, and light perception. The research process consisted of the creation of ambisonic sound cinema through sound dramaturgy, followed by listening tests using stereo headphones, and in-depth interviews to explore the respondents' perceptions. Data analysis was conducted qualitatively through reduction, categorization, and thematic interpretation. The results showed that respondents were able to clearly perceive the direction, space, and depth of sound, as well as understand the narrative flow without additional visuals or verbal narration. Ambisonic was considered more natural than audio description, although limitations in equipment, environmental noise, and technological literacy remained challenges. This study concludes that ambisonic has significant potential as an alternative form of accessibility to performing arts and entertainment for the visually impaired, while also contributing to the development of sound dramaturgy theory. Practical implications include integration into inclusive education, application in film production, and distribution through digital platforms. Thus, this study serves as a starting point for developing ambisonic sound cinema as a more equitable form of artistic and social innovation. Keywords: Ambisonic, sound cinema, visual impairment, inclusivity, sound dramaturgy, immersive experience
Video Interaktif Sebagai Media Interpretasi Gerak Tari Tradisional Siswa SMP Raka Sukma Dewi; I Wayan Karja; I Gusti Putu Sudarta; Gede Pasek Putra Adnyana Yasa
Cetta: Jurnal Ilmu Pendidikan Vol 9 No 3 (2026)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v9i3.5594

Abstract

This study aims to analyze the effectiveness of interactive videos in overcoming visibility constraints and students' psychological anxiety in traditional dance learning. Employing a descriptive-analytical qualitative approach, data were collected through observation, interviews, and Likert scale questionnaires from 30 8th-grade students and 1 teacher at SMP Nasional Denpasar. The results show that the slow motion and multi-angle features significantly reduce visual distortion, thereby increasing the accuracy of students' complex movement interpretations. Psychopedagogically, the use of personal devices successfully created a "safe space" that frees students from the pressure of social surveillance. This drastically reduced academic anxiety and encouraged students to practice freely and independently. Through the self-assessment mechanism, an 86.7% increase in student self-confidence was recorded. This interactive video also proved effective in distributing the teacher's instructional load. In conclusion, this media is highly effective as a pedagogical solution to facilitate learning autonomy and eliminate mental barriers during practice. Learning time becomes more efficient, providing educators with ample guidance space to focus on the transfer of aesthetic values and soulful expressions (wirasa).
PAKELIRAN WAYANG BETEL INOVATIF SIWARAJANI: PENCIPTAAN WAYANG DON NANGKA BERBASIS LAKON LUBDHAKA SIWARATRI KALPA ida bagus arthya weda singarsa; I Gusti Putu Sudarta; I Dewa Ketut Wicaksana
JURNAL DAMAR PEDALANGAN Vol 6 No 1 (2026): Mei
Publisher : Pusat Penerbitan LPPM Institut Seni Indonesia Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/dmr.v6i1.6491

Abstract

This artistic creation aims to develop an innovative wayang (shadow puppet) performance entitled Siwarajani, based on the Lubdhaka story from the Siwaratri Kalpa text, utilizing wayang don nangka (jackfruit leaf puppets) as the primary medium. The work addresses the gap between the ideal preservation of Balinese pedalangan tradition and contemporary artistic expression, while integrating ecological awareness and philosophical depth into performance art. The creation process employs the Panca Sthiti Ngawi Sani methodology developed by I Wayan Dibia, encompassing five stages: ngawirasa (inspiration), ngewacak (exploration), ngarencana (conception), ngawangun (execution), and ngebah (presentation). This method provides a structured framework for transforming abstract spiritual concepts into tangible artistic expression. The result is a 47-minute integrated performance that harmoniously combines traditional pedalangan elements with digital media innovation. The wayang don nangka crafted from dried jackfruit leaves serves not merely as visual property but as a philosophical symbol representing life cycles, impermanence, and spiritual transformation. The performance demonstrates that everyday natural materials, often overlooked, can become meaningful artistic media. This work implies significant potential for future research in developing sustainable puppet media and integrating digital platforms to support wayang performances. The novelty of this creation lies in the transformation of dried jackfruit leaves into philosophically grounded puppet media integrated with digital visual performance.
BUKU ILUSTRASI SEBAGAI MEDIA INFORMASI WARIGA BAGI GENERASI Z DENGAN PENDEKATAN DESIGN THINKING Ida Bagus Gede Darma Putra Pidada; Anak Agung Gede Rai Remawa; I Gusti Putu Sudarta
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 13, No 2 (2026): Agustus
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v13i2.85020

Abstract

Wariga atau sistem penanggalan tradisional Bali merupakan salah satu wujud budaya dan kearifan lokal masyarakat Bali yang digunakan sebagai pedoman kehidupan. Perubahan zaman yang terjadi dengan cepat menimbulkan fenomena baru yang berdampak pada pelestarian Wariga, khususnya bagi Generasi Z sehingga diperlukan alternatif media informasi baru yang lebih relevan seperti buku ilustrasi yang berfungsi sebagai jembatan pengetahuan Wariga kepada Generasi Z. Penelitian ini bertujuan untuk (1) Menghasilkan konsep perancangan media buku ilustrasi Wariga yang komunikatif bagi Generasi Z, serta (2) Menghasilkan narasi media buku ilustrasi Wariga yang tepat bagi Generasi Z. Untuk mencapai tujuan penelitian peneliti menggunakan teori dan pendekatan Transformasi Budaya, Narasi Visual, dan Desain Komunikasi Visual. Penelitian ini menggunakan kombinasi Metode Penelitian Design Thinking Stanford oleh David Kelley serta Metode Glass Box (Kotak Kaca) dan Black Box (Kotak Hitam) oleh Christoper Jones. Terdapat tiga tahapan pokok yang digunakan, yaitu: Input (Define, Analyze), Proses (Ideate), dan Output (Prototype, Testing). Teknik pengumpulan data menggunakan wawancara, dokumentasi, dan angket. Metode analisis data menggunakan model interaktif, yaitu reduksi data, penyajian data, dan verifikasi/penarikan kesimpulan. Berdasarkan penelitian reka desain yang telah dilakukan, diketahui bahwa: (1) Konsep media buku ilustrasi Wariga yang diwujudkan berupa buku ilustrasi bergaya komik infografis dalam dua jenis format yaitu format digital berupa e-book interaktif dan format cetak, serta media pendukung berupa pembatas buku, gantungan kunci, dan sticker vinyl, (2) Narasi media buku ilustrasi Wariga yang diwujudkan terdiri atas tiga babak cerita yaitu Set Up (Pengenalan karakter dan konfllik), Confrontation (Penyajian materi Wariga untuk menjawab konflik), Resolution (Penyelesaian konflik). Hasil uji coba kepada 122 responden yaitu Generasi Z dalam lingkup wilayah Denpasar, Bali, menunjukkan  perolehan skor 4409 dari skor maksimum 4880 dengan persentase 90.3% yang termasuk dalam kategori sangat baik. Maka, dapat disimpulkan hasil yang diwujudkan layak digunakan sebagai alternatif media informasi Wariga bagi Generasi Z.