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KERIS MAGIC BOOK SEBAGAI PENGENALAN KERIS KEPADA REMAJA Asmoro Nurhadi Panindias
Ornamen Vol 11, No 2 (2014)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (338.274 KB) | DOI: 10.33153/ornamen.v11i2.1077

Abstract

Kris as a weapon is a symbol of traditional aesthetic, which has a ceremonial significance and superiormetallurgical technology, in addition to valuable antiques. Kris is a masterpiece of cultural heritage of Indonesiaare highly valued and able to amaze the world community. Keris recognized as World Heritage and awardedthe Masterpiece of the Oral and Intangible Heritage of Humanity by UNESCO, which is a testament to theworldwide recognition of the kris as a masterpiece of Indonesian heritage. Books about the Kris with a targetaudience of teenagers has not been published. Though the nation’s youth as the next generation, is expectedto be able to preserve and continue the existence of the kris as part of the cultural heritage of the archipelago.“Keris Magic Book” is a combination of conventional books with augmented reality technology. Narrative,illustration and paper as part of a conventional book will be added to the virtual object, when the book iscombined with augmented reality technology. This book will reduce the lack of books in digital technologyand so is its opposite. Kris will be shown with illustrations, 3D objects, sound and movie. One of the advantages“Keris Magic Book” is a case to solve communication and information between the presence of kris with aninterest in youth to learn it. Bring up a graphic design media in the form of a book with augmented realityapplication that is able to appreciate about the kris, not only physically but also in the philosophy of eachsymbol in the kris.Keywords: Kris, augmented reality, magic book.
Instagram filter with AR technology as an innovation for introducing fauna to Generation Z in Indonesia Albani, Salmaan Daffa; Rachman, Anung; Panindias, Asmoro Nurhadi
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 1 (2024): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i1.57755

Abstract

Fauna preservation is a crucial undertaking necessary for sustaining the survival of animal species globally. However, the issue of wildlife conservation often lacks widespread recognition, particularly among individuals aged between 13 and 28 years old, commonly referred to as Generation Z. To address this gap, the author proposes a solution utilizing Augmented Reality (AR) technology through Instagram filters to introduce fauna to the Generation Z demographic in Indonesia. Employing the Double Diamond method, consisting of four key stages (Discover, Define, Develop, and Deliver), the author aims to develop an effective solution for fauna preservation in Indonesia. The research findings indicate that Instagram filters incorporating AR technology significantly enhance the public's understanding of fauna in Indonesia. Furthermore, these filters successfully capture the attention of the public, particularly the younger generation, known for their preference for engaging and captivating content. Consequently, Instagram filters leveraging AR technology emerged as an innovative solution for fauna preservation in Indonesia.
Pembuatan AR Filter Topeng Unik Dengan Metode Adie Feriana, Candra; Rachman, Anung; Panindias, Asmoro Nurhadi
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 6, No 3 (2024): Visual Heritage: Jurnal Kreasi Seni Dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v6i3.8229

Abstract

Dunia digital sudah semakin berkembang pada masa sekarang ini, dan ide-ide baru juga banyak bermunculan. Bahkan pada saat ini iklan tidak hanya sekedar berwujud poster, flyer, video ataupun animasi, namun sekarang wujud periklanan sudah memasuki dunia Augmented Reality (AR). Augmented reality merupakan salah satu terobosan di bidang teknologi yang mampu membuat ilusi seolah-olah sebuah benda virtual dapat berada diantara kita untuk dapat berinteraksi. Oleh karena itu disini penulis ingin membuat AR filter dengan tema topeng untuk menghibur pengguna, serta pengguna dapat seakan-akan menggunakan topeng tanpa harus membeli ataupun membuat topeng. Metode penelitian yang digunakan adalah metode penelitian ADDIE yaitu metode yang dilakukan dengan melakukan analisysis, design, development, implementation, dan evaluation. Teknik pengumpulan data yang dilakukan dalam perancangan filter AR (augmented reality) instagram dengan face mask Spark AR ini dilaksanakan dengan teknik observasi dan studi pustaka. Hasil yang diperoleh adalah filter dengan desain burung garuda dengan motif batik kawung yang dapat digunakan secara umum melalui instagram.
The Mascot of the Nusantara Keris Museum as a Socio-Cultural Symbol Wirantoni, Wirantoni; Panindias, Asmoro Nurhadi
Jurnal Mamangan Vol 13, No 2 (2024): Special Issue: Jurnal Ilmu Sosial Mamangan, Accredited 2 (SK Dirjen Ristek Dikt
Publisher : LPPM Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/mamangan.v13i2.8848

Abstract

Mascots play an important role as a promotional tool as well as a visual representation that reflects the museum's identity as a whole, including the cultural values, history, and communities involved. This study aims to design a socio-cultural symbol that can be realized in the form of a mascot for the Nusantara Keris Museum through the design thinking design method from David Kelley. This mascot is designed to represent the socio-cultural elements of Surakarta City, including the friendly character of the community and other local wisdom, such as physical relics in the form of artifacts, historical buildings, and cultural areas. In addition, mascots can also reflect intangible heritage, such as traditional music, dance, and various religious rituals and traditions (Purnomo et al., 2023). These elements can be evaluated in depth to ensure that the resulting mascot can function as an appropriate symbol and represent the socio-cultural wealth of Surakarta.
PERANCANGAN INFORMASI KERIS BERUPA MULTIMEDIA INTERAKTIF BERBASIS KIOSK Panindias, Asmoro Nurhadi
Acintya Vol. 1 No. 1 (2009)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2856.38 KB) | DOI: 10.33153/acy.v1i1.27

Abstract

This art design study was inspired from Keris which is known as a World Heritage and received a honorary as a Masterpiece of The Oral and Intangible Heritage of Humanity from UNESCO. Recently the speed of enlarge information demand this nation to extend information about Keris to public. Multimedia interactive has been choosing, which is use computer function to create and join link and tool that possibly user to do a navigation, interaction, recreation and communication. More specific about multimedia interactive, this is designed with kiosk base. Kiosk is an information system base on computer that put in a place who can be access by public, offer access to information or transaction for a group of user constantly with various anonym, use a short time dialogue and user interface that typically simple.Keyword : Keris, Multimedia Interactive, Kiosk, Public Information
IDENTITAS VISUAL DALAM DESTINATION BRANDING KAWASAN NGARSOPURO Panindias, Asmoro Nurhadi
Acintya Vol. 6 No. 2 (2014)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4815.196 KB) | DOI: 10.33153/acy.v6i2.223

Abstract

Surakarta city, then known as Solo, has a long history as part of the cultural centers of Java. “SoloPast is the Solo Future”, a slogan created by Solo City Government in an effort to make Solo as anicon of cultural heritage preservation. Solo is known as one tourist destination in Indonesia, which isrich in a variety of tourist attractions, ranging from cultural tourism, nature tourism, and culinarytours. Economic development and business in Solo can go hand in hand with the development, preservationof cultural heritage and tourism. Ngarsopuro is an area in front of the Mangkunegaran,which formerly lined electronics stores and antique markets called Triwindu. Ngarsopuro region isseen as a cultural activity. As a tourist destination, Ngarsopuro Region needs to have an identity as adifferentiating factor and promotion. It is necessary for a studies associated with Visual IdentityNgarsopuro area for promoting tourism potential.This design study will design a visual identity for the region as a destination brand Ngarsopuro, soresearch conducts with qualitative studies. To design a visual identity Ngarsopuro Region Solo willrequire methods to acquire the concept and design results, among others, to study and data collectingprimary data and secondary data conducted by interview, observation and documentation of data onthe scope of Ngarsopuro area, potential and excellence and values contained in Javanese culture.The visual identity of a company is not only formed by a logo, but also the supporting visual elementsthat appear in each component company. With consistency in the use of visual elements in a companywill further strengthen the position and identity of the company in the eyes of the visitor or relatedparties. Visual identity also includes some of the constituent elements including the name, logo, colors,and slogan.Keywords: Destination brand, Visual identity, Ngarsopu
KEMASAN DALAM RANGKA PENUNJANG IDENTITAS KAWASAN (PERANCANGAN KEMASAN APEM SEWU SURAKARTA) Panindias, asmoro nur hadi
Acintya Vol. 11 No. 1 (2019)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (759.62 KB) | DOI: 10.33153/acy.v11i1.2611

Abstract

ABSTRAKKelurahan Sewu atau disebut juga Kampung Sewu merupakan salah satu kelurahan di Kecamatan Jebres.Daya tarik sejarah di Kelurahan Sewu diwujudkan dalam bentuk festival, yaitu Festival Gethek dan Festival Apem Sewu.Festival Apem Sewu dan keberadaan produsen apem membuat Kelurahan Sewu mulai dikenal dengan kelurahan penghasil kuliner apem yang memiliki ciri khas sendiri.Berbagai upaya dilakukan untuk meningkatkan kualitas, diantaranya dilakukan pelatihan membuat dan mengkreasi apem, pengemasan serta pemasaran.Produsen apem belum mengetahui teknologi dan manfaat kemasan, termasuk diantaranya adalah branding dan pemasarannya.Kendala utama yang dikeluhkan oleh peserta adalah desain kemasan sebagai identitas usaha yang mereka miliki.Produk apem sewu telah memiliki kekhasan tersendiri, sekarang yang perlu dilakukan adalah menyampaikan kelebihan dan keunikan apem tersebut kepada calon konsumen.Kemasan sesuai fungsinya, dapat menjadi corong dalam mengkomunikasikan keinginan produsen.Bahkan kemasan tidak hanya memasarkan produk yang ada didalamnya, tapi juga dapat mengkomunikasikan potensi sebuah wilayah.Kata kunci: Kemasan, Kelurahan Sewu, apem sewu ABSTRACTKampung Sewu is one of the villages in Jebres District. The historical appeal in Kampung Sewu is manifested in the form of festivals, namely Gethek Festival and Apem Sewu Festival. The Apem Sewu Festival and the apem producers make Kampung Sewu known as the apem culinary producer that has its own characteristics. Various efforts were done to improve quality, including training in making and creating apples, packaging and marketing. Apple producers don't know the technology and benefits of packaging, including branding and marketing. The main obstacle complained by participants is the packaging design as their business identity. Apem Sewu has their own peculiarities, and one thing that needs to be done is to convey the advantages and uniqueness of the apem to the consumers. Packaging according to its function can be a means of communicating the hopes of producers. Even packaging not only markets the products inside, but also can communicate the potencies of a region.Keywords: Packaging, Sewu village, Apem Sewu
PERANCANGAN IDENTITAS VISUAL KELURAHAN BALUWARTI SEBAGAI KAMPUNG WISATA BUDAYA DI SURAKARTA Zarkasi, Much. Sofwan; Panindias, Asmoro Nurhadi
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 7 No. 2 (2015)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1157.908 KB) | DOI: 10.33153/bri.v7i2.1593

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Untuk mencapai tujuan sebagai kampung wisata budaya, dibutuhkan branding agar Baluwarti tertata dan terarah, memiliki satu tujuan, satu gaya, satu visual sehingga memiliki brand image atau citra di benak target konsumen. Tujuan dari kekaryaan seni ini adalah untuk memecahkan masalah dalam merancang destination branding identitas visual Baluwarti sebagai Kampung Wisata Budaya dengan menguatkan image tradisional dan klasik melalui media komunikasi visual. Perancangan ini menggunakan pendekatan A-A Procedure sebagai pentahapan komunikasi persuasif mulai dari usaha membangkitkan perhatian (attention) kemudian berusaha mempengaruhi orang untuk melakukan kegiatan (action) seperti yang diharapkan. Kemudian dalam mendapatkan data karakter kawasan Baluwarti    digunakan teori dari Kevin Lynch yang menyebutkan 5 elemen yang membentuk kawasan yaitu Path (jalur), Edge ( tepian ), District (kawasan), Nodes (simpul), Landmark (Tetenger) dan selain itu juga data dari Consumers journey (pengamatan kunjungan konsumen). Produk perancangan yang dihasilkan, berupa prototype pedoman sistem identitas termasuk eksplorasi dalam perancangan nama, logo, warna, tipografi berupa logo Baluwarti dan nama kampung di kawasan Baluwarti yang menjadi bagian rangkaian sistem identitas. Penguatan image tradisional menjadi acuan utama dalam perancangan ini mengingat Baluwarti masuk dalam kawasan Kraton Kasunanan Surakarta yang masih menjunjung tinggi nilai tradisi, diharapkan akan menunjukan keunikan, kekhasan dan kekuatan dari Baluwarti. Kata kunci : Identitas visual, destination branding, Baluwarti
KONSEP PENYUTRADARAAN TELEVISI KREATIF MELALUI PENDEKATAN UNSUR LOKAL NUSANTARA Rembulan, Dara Bunga; Panindias, Asmoro Nurhadi
Capture : Jurnal Seni Media Rekam Vol. 7 No. 1 (2015)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3358.414 KB) | DOI: 10.33153/capture.v7i1.1561

Abstract

Most of the Indonesian society form new interaction network with the western lifestyle, so indirectly it created the consumetive society in which everthing was consumed from foreign countries as the effects of the diffucion culture. That effects inflicted the Indonesian culture become eroded step by step. Therefore, creative director is needed for producing the television programme which can inform and distribute knowledge about diversity of Indonesian culture. In fulfilling these needs, the audio visual work was created with the emphasis on beauty shots of Indonesian culture, namely clip video exploration in temple surroundings, advertisement exploration of wayang and Indonesian cosmetic products. It is hoped that this television programme can educate the society on how to preserve the Indonesian culture and not easily influenced by foreign cultures.Keywords: creative, television, Nusantara, and directing
STRATEGI KREATIF KARYA PEMENANG ADSTUDENT AWARD PINASTHIKA KREATIF FESTIVAL 2015 -, Oentari Krisnawati; Panindias, Asmoro Nurhadi
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 1 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i1.3314

Abstract

Desain membutuhkan sebuah konsep yang akan menjadikan suatu karya, dalam  prosesnya sebuah desain dibutuhkan untuk menarik audience. Untuk mencapai itu dibutuhkan sebuah strategi kreatif untuk sebuah desainnya, dimana sebuah desain bukan hanya dituntut dalam bentuk tampilan visual yang bagus saja tetapi bisa mengkombinasikan elemen – elemen desain untuk menjadi suatu karya yang mempunyai pesan didalamnya yang dapat menarik perhatian audience.Metodologi yang digunakan adalah metodologi penelitian kualitatif, dengan pendekatan deskriptif, yaitu dimana data yang dikumpulkan berupa data-data hasil observasi, wawancara, studi pustaka dan hasil karya adstudent award Pinasthika Kreatif  Festival 2015, dari karyanya yang mempunyai karakter dan pesan-pesan yang terkandung di dalamnya.Penelitian ini menunjukan bahwa setiap desain atau karya print ad pada setiap finalis adstudent award Pinasthika Kreatif Festival 2015 mengandung pesan-pesan strategi kreatif yang dapat membuat konsep desain pada print ad yang dapat menarik dewan juri,untuk menjadi pemenang pada kategori adstudent award. Sebuah karya print adadstudent yang menjadi salah satu kategori dari pinasthika ini, dapat menjadi tolok ukur bagi para desainer lainnya dalam membuat sesuatu karya desain agar menarik pada visual maupun dalam pesan-pesan yang terkandung, dan elemen yang digunakan meliputi dari pesan, tipografi, layout, ilustrasi dan warna.