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Representation of guardian spirits through dayak motifs: a visual language analysis of rumah betang murals in West Kalimantan Della Maharani, Utin; Prilosadoso, Basnendar Herry
Gelar: Jurnal Seni Budaya Vol. 23 No. 1 (2025)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v23i1.6484

Abstract

This research explores the symbolic visual language of guardian spirit motifs depicted in the mural of Rumah Betang, located in Jalan Sutoyo, Pontianak, West Kalimantan. The mural features visual representations of ancestral guardian spirits, the hornbill (enggang), and the serpent (Nabau), which are central to Dayak cosmology and spiritual beliefs. Using a qualitative descriptive approach and visual language theory by Primadi Tabrani, the study analyzes the content (wimba), visual strategy (way of wimba), and expression structure of the mural. Field observation and interviews with Dayak cultural actors support the interpretation of visual elements and their symbolic functions. The guardian spirit is positioned at the top to signify spiritual authority; the hornbill at the center represents a divine messenger; and the Nabau at the base reflects foundational protection. Tendrils and spirals serve to connect these figures, symbolizing the cycle of life and balance between natural and spiritual realms. This research contributes to a deeper understanding of how visual art encodes cultural narratives, spiritual structures, and protective symbolism within the Dayak community.
PENCIPTAAN TEMBANG DOLANAN “AYO KANCA” DENGAN ILUSTRASI UNTUK ANAK SEKOLAH DASAR DI SURAKARTA SEBAGAI MEDIA EDUKASI VIRUS COVID-19 Waluyo; Prilosadoso, Basnendar Herry
Keteg : Jurnal Pengetahuan, Pemikiran dan Kajian Tentang Bunyi Vol. 24 No. 1 (2024): Keteg: Jurnal Pengetahuan, Pemikiran dan Kajian Tentang Bunyi
Publisher : Surakarta: Jurusan Karawitan Institut Seni Indonesia Surakarta

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

Abstract

Wabah virus Covid-19 menjadi wabah pandemi di Indonesia, dimana untuk mencegah dan menanggulangi virus tersebut sudah dilakukan di seluruh daerah. Penyebarluasan informasi seputar wabah Corona ini dibutuhkan bagi kalangan siswa sekolah dasar, dimana pada usia tersebut informasi dapat menjadi pedoman nantinya baik untuk sekarang dan di masa depan. Diperlukan media yang sesuai dan kondisi, serta dibutuhkan alternatif agar informasi yang disampaikan dapat diterima serta menarik. Media alterantif salah satunya melalui tembang dolanan yang mempunyai keunikan serta daya tarik dikarenakan dalam tembang dolanan sarat dengan ajaran serta nilai-nilai dalam kehidupan manusia. Visualisasi nilai yang tampak dari bentuk tembang dolanan dan syair mengandung ajaran moral yang berguna dan dapat digunakan sebagai media penyampaian pesan yang dapat diaplikasikan dalam pelestarian bahasa ibu dan pendidikan budi pekerti. Tujuan penelitian artistik, yaitu : karya tembang dolanan anak yang dikolaborasikan dengan ilustrasi yang berisi materi tentang pencegahan dan penyebaran virus Covid-19 kepada siswa sekolah dasar. Metode penciptaan karya seni ada 6 (enam) tahapan yaitu : Discovery, Interpretation, Ideation, Experimentation, Evolution, dan Implementation. Tembang dolanan “Ayo Kanca” ini diharapkan selain untuk pelestarian tembang dolanan juga memberi informasi dan edukasi mengenai wabah pandemi ini. 
PERAN EKONOMI KREATIF DALAM MENINGKATKAN PEMBERDAYAAN SOSIAL KOMUNITAS LOKAL Perlambang , Rizal; MS, Syaifullah; Thalib, Najdah; Santoso, Cahyo Budi; Prilosadoso, Basnendar Herry
JURNAL LENTERA BISNIS Vol. 14 No. 2 (2025): JURNAL LENTERA BISNIS, MEI 2025
Publisher : POLITEKNIK LP3I JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34127/jrlab.v14i2.1683

Abstract

In the current era of globalization and digitalization, economic development does not only focus on the industrial and agricultural sectors, but also leads to the development of the creative economy sector. The creative economy, which is based on ideas, creativity and innovation, has become a new driving force in encouraging inclusive and sustainable economic growth. The aim of this research is to determine the role of the creative economy in increasing the social empowerment of local communities. The research uses a qualitative approach with a case study design. The analysis process includes coding data, identifying themes, and interpreting findings in the context of community empowerment through local skills. Triangulation of data sources and member check techniques are used to increase the credibility of research results. The results of this research found that the creative economy has a broad scope and a significant contribution to various aspects of the economy in Indonesia, especially in terms of increasing Gross Domestic Product (GDP), creating jobs, increasing tourism, and empowering local communities. In this section, we will discuss in more depth the role of creative economics in increasing the empowerment of local communities, its impact on job creation, its relationship with the tourism sector, as well as the opportunities and challenges faced by this sector in Indonesia.
Analisis Semiotika Poster Video Gagasan Konstruktif GAMELAND Aldiansyah, Diky; Prilosadoso, Basnendar Herry; Setiaji, Denis
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5098

Abstract

Menurut Kurniasih dalam Sitompul Poster adalah alat komunikasi visual berupa gambar dan teks yang saling tergabung dalam elemen-elemen visual berupa ilustrasi, tipografi, warna, tata letak, dan konsep penggambarannya. Poster berfungsi sebagai media informasi publik yang bertujuan untuk menyampaikan informasi dari produk yang ditawarkan dan memiliki peran penting didalamnya, seperti poster dari video gagasan konstruktif GAMELAND. Video gagasan konstruktif GAMELAND merupakan sebuah konsep video gagasan berjudul “GAMELAND: Inovasi Ruang Pertunjukan, Pendidikan, dan Industri Berbasis Virtual dalam menciptakan Era Baru Gamelan Dunia” yang dalam pemecahannya dibuat secara konstruktif. Gagasan GAMELAND diikutsertakan dalam perlombaan Pekan Kreativitas Mahasiswa (PKM) dalam skim Video Gagasan Konstruktif (VGK). Poster GAMELAND merupakan jenis poster infografis, terdapat penanda verbal dan nonverbal yang dapat dianalisis berdasarkan teori semiotika Ferdinand de Saussure.
MEDIA PEMBELAJARAN PEMBERDAYAAN MASYARAKAT MELALUI TEKNOLOGI CETAK SARING UNTUK PEMBUATAN SOUVENIR SEBAGAI UPAYA PENINGKATAN KUNJUNGAN WISATAWAN DI DESA WISATA BETISREJO, SRAGEN Prilosadoso, Basnendar Herry; Sutedjo, Agus; Soewasta, Muji
Batoboh Vol 2, No 2 (2017): Batoboh -Jurnal Pengabdian Pada Masyarakat
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/bt.v2i2.353

Abstract

Kawasan desa yang memiliki daya tarik terhadap wisatawan lokal, maupun luar negeri yang mengunjungi kawasan tersebut setidaknya dapat memberikan kenyamanan bagi para wisatawan, seperti halnya infrastruktur yang bagus (jalan), dan ketersedian transportasi, sehingga lebih mempermudah  para wisatawan mengunjungi tempat-tempat wisata yang ada di desa-desa. Fasilitas-fasilitas yang seyogyanya ada di suatu kawasan desa wisata antara lain: sarana transportasi, telekomunikasi, kesehatan, dan akomodasi. Tidak kalah pentingnya, aspek pengadaan souvenir (cinderamata) sebagai media buah tangan juga perlu dipikirkan, selain untuk media promosi yang efektif. Wilayah Kabupaten Sragen yang mempunyai potensi baik dari aspek sumber daya alam dan sumber daya manusia sangat mendukung bidang kepariwisataan. Desa Wisata Betisrejo berada di lokasi yang strategis dengan berada di jalur koneksitas dengan obyek wisata yang ada di wilayah Solo raya, di mana lokasi tersebut dekat dengan wilayah Museum Sangiran, desa Wisata Batik Kliwonan dan Pilang (Masaran), berada dekat dengan Candi Sukuh dan Cetho dan Tawangmangu. Betisrejo merupakan akronim dari nama tiga desa di wilayah Kecamatan Sambirejo, Kabupaten Sragen, yakni : JamBEyan; JeTIS; dan SukoREJO. Desa Wisata Betisrejo terletak 20 km sebelah selatan pusat kabupaten Sragen, tepatnya di sisi utara kaki Gunung Lawu. Betisrejo merupakan Desa Wisata bercorak agro dan banyak lokasi yang menarik dikunjungi. Salah satu daya tarik sebuah tujuan wisata, maka keberadaan souvenir (cinderamata) sangat penting. Souvenir bergam media, salah satunya melalui diproduksi teknologi cetak saring. Pelatihan ketrampilan teknologi cetak saring (sablon) bagi masyarakat yang akan memberi keterampilan (skill) di bidang ketrampilan teknologi cetak saring tingkat dasar. Alasan pemilihan pelatihan ketrampilan teknologi cetak saring bahwa teknologi tepat guna tersebut telah berkembang menjadi prospek yang menjanjikan di bidang industri kreatif yang banyak mencetak wirausahawan sekaligus menjadi salah satu andalan pendukung di bidang ekonomi kreatif yang sedang digalakkan oleh pemerintah Indonesia sekarang ini, khususnya mendukung Desa Wisata Betisrejo.  Permasalahan adanya kendala media, materi dan teknik pelatihan yang belum disesuaikan dengan karakteristik peserta pelatihan karena disebabkan oleh belum adanya lembaga formal maupun non formal (lembaga pelatihan keterampilan teknologi cetak saring yang menyediakan media dan materi yang sesuai dengan masyarakat di Desa Wisata Betisrejo. Melalui model pelatihan yang menggabungkan antara teori dan praktek dengan media pembelajaran yang dikemas dengan menarik, sehingga materi pelatihan dapat diterima oleh peserta sebagai mitra program pengabdian pada masyarakat.
Pengembangan Booth Display Sebagai Upaya Promosi dan Pemasaran untuk UMKM Desa Bagor sebagai Penunjang Destinasi Wisata The New Kemukus, Sragen Basnendar Herry Prilosadoso; Ditya Fajar Rizkizha; Rendya Adi Kurniawan; Isnawati Muslihah; Hening Laksani; Zahra Titania Magenta; Nauril Ni’ma; Krisna Adi Heryoga; Immanuel Abimanyu; M. Harun Rosyid Ridlo; Brilindra Pandanwangi; Ipung Kurniawan Yunianto; Yoga Prasetya Adi Nugraha; Ratna Susanti; Brillian Nur Diansari; Sri Murwanti; Nursiam
Ekopedia: Jurnal Ilmiah Ekonomi Vol. 1 No. 4 (2025): OKTOBER-DESEMBER
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/y2a7bp78

Abstract

The New Kemukus religious tourist attraction, located in Sumberlawang District, Sragen, continues to be beautified. Once known for its negative stigma, it has now been transformed into a new tourist icon in Sukowati. The Sragen Regional Government has allocated a development budget and prepared a regional public service agency (BLUD) to manage Mount Kemukus. The New Kemukus area is located in the Bagor Village, Miri, Sragen, an agricultural village with social, cultural, economic, educational, health, and infrastructure conditions that support 18 MSMEs, such as processed food products, clothing, culinary, children's toys, and other businesses. Community empowerment is an economic development concept that encompasses community values to build a new perspective for the community towards themselves and their environment, which is people-centred, participatory, empowering, and sustainable. Several training sessions were conducted to improve products, both in terms of quantity and processing, as well as other managerial aspects. Based on observations, the problems faced by these MSMEs consist of two aspects, such as the lack of promotion and marketing skills through booth display arrangements to improve product marketing. This activity is in accordance with the Master Plan of PPM ISI Surakarta, focusing on the application of art and appropriate technology in PPM for engineering art-based technology applications aimed at applying art to diversify creative products. The mentoring activity method for promoting booth displays and marketing uses the Design Thinking method through the following stages: Define, Research, Ideate, Prototype, Select, Implementation, and Learn. The mandatory outputs of the PKM include a scientific article (submitted) in a Sinta-indexed journal, a presentation of the activity results, a Letter of Application of Science and Technology from the partner, as well as additional outputs in the form of activity publications in the mass media, and an intellectual property (KI) submission in the form of a booth stand design.
Socialization Regarding Marketplaces In Villages As A Strategy To Improve Msmes In Villages Nasution, Muhammad Amsal; Putra, Suprio Jaya; Abidin, Jenal; Antesty, Sella; Prilosadoso, Basnendar Herry
Journal Of Human And Education (JAHE) Vol. 4 No. 4 (2024): Journal Of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v4i4.1264

Abstract

Abstrak Artikel ini bertujuan untuk mengetahui strategi peningkatan UMKM di desa melalui kegiatan sosialisasi marketplace. Kegiatan pengabdian kepada masyarakat melalui sosialisasi marketplace di desa karya maju jambangan bertujuan untuk mengedukasi masyarakat khususnya pengusaha UMKM tentang penggunaan marketplace ‘pasarbujangan’ yang belum secara maksimal digunakan dalam hal peningkatan UMKM di desa. Hasil kegiatan ini menunjukkan bahwa peserta kegiatan memiliki pengetahuan baru atau teredukasi tentang profil marketplace ‘pasarbujangan’ Desa Karya Maju Jambangan, mulai dari keuntungan yang dapat diperoleh mitra hingga peningkatan pendapatan desa. Peserta juga dibekali pelatihan tentang penggunaan Marketplace Jambangan ‘pasarbujangan’ mulai dari cara mengakses marketplace, membuat akun dan mendaftar sebagai mitra penjual, serta tata pengelolaan toko online. Peserta kegiatan dapat memanfaatkan marketplace yang dimiliki desa untuk memperluas area pemasaran serta mempermudah proses jual beli tanpa perlu adanya interaksi langsung antara penjual dan pembeli. Kata Kunci: Sosialisasi, marketplace, peningkatan umkm Abstract This article aims to find out strategies for increasing MSMEs in villages through marketplace socialization activities. Community service activities through socialization of the marketplace in Karya Maju Jambangan Village aim to educate the community, especially MSME entrepreneurs, about the use of the 'Pasar Bujangan' marketplace, which has not been optimally used in terms of increasing MSMEs in the village. The results of this activity show that the activity participants have new knowledge or are educated about the profile of the 'pasarbujangan' marketplace in Karya Maju Jambangan Village, starting from the benefits that partners can obtain to increasing village income. Participants are also provided with training on using the Jambangan Marketplace 'pasarbujangan' starting from how to access the marketplace, create an account and register as a seller partner, as well as online shop management. Activity participants can take advantage of the village's marketplace to expand the marketing area and simplify the buying and selling process without the need for direct interaction between sellers and buyers. Keywords: Socialization, marketplace, improving MSMEs
Socialization of the Use of the Live Tiktok Shop Feature as a Marketing Method in Increasing Housewives' Home Businesses Prilosadoso, Basnendar Herry; Nazriah, Ainun; Putra , Johni Eka; Desembrianita , Eva; Mardiah, Ainil
Journal Of Human And Education (JAHE) Vol. 4 No. 4 (2024): Journal Of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v4i4.1335

Abstract

The increasingly sophisticated technological progress in this modern era is one of the innovations resulting from the rapid development of technology, namely online sales or digital business. Purwosari Village is one of the villages in Laweyan subdistrict, Surakarta City, Central Java Province, where many residents are involved in managing industrial houses. According to Purwosari sub-district officials, the number of home industries in the village is already large, but home industry players still carry out traditional marketing such as Word of Mouth (WoM) and promotions using the WhatsApp application only. So far, Home Industry players still find it difficult to use digital marketing media so not many people use it. Based on these problems, digital marketing outreach and training was carried out, especially using the Live TikTok Shop feature. The choice of marketing media using TikTok is because this platform is widely used by the general public and has a TikTok Shop which is a social commerce feature with the aim of enabling MSMEs who use this application to promote and sell products. The aim of carrying out this Community Service activity is to optimize marketing activities for home industry digitally so that home industry products in the Purwosari Subdistrict, Laweyan District can cover a wider coverage not only in the surrounding area but can cover all of Indonesia. Community Service Activities in Purwosari Village are carried out by holding outreach and training for all Home Industry players. Based on the activities that have been carried out, Home Industry players who do not yet have a TikTok Shop account can help manage the products produced on the platform and understand how to market them. The result of this socialization and training is an increase in the ability of Home Industry players to utilize the Live TikTik Shop feature and also increase sales of goods produced by the Home Industry.
Socialization of Improving the Quality of Public Services Through Digital-Based Integrated Village Governance in Villages Prilosadoso, Basnendar Herry; Salampessy, Maryam; Yahya, Afif Syarifudin; Afrizal, Dedy; Mado, Yohanes Jibrail
Journal Of Human And Education (JAHE) Vol. 4 No. 4 (2024): Journal Of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v4i4.1418

Abstract

The three villages that were the objects of observation and the author carried out community service within a period of two weeks to one month had the same problem, namely regarding the quality of public services that were still minimal. The author took the initiative to conduct socialization to village officials to improve the quality of public services. During the service for a period of two weeks to one month, the author has a realistic target, namely that village officials can master the internet. In the first week and part of the second week, the author conducted socialization on how to use technology properly, the author taught basic things until the village officials could operate the technology they had. In the final stage, the author recruited stakeholders to create websites for the three villages above so that they could serve the rural community digitally. The author would like to express his deepest gratitude to a number of parties involved in the making of the article and the author's dedication to the villages of Baraya and Babatan that have been mentioned since the introduction. The author would like to express his deepest gratitude to the Village Head, Mr. Somad and Mr. Sugeng for the direction given and other village officials who cannot be mentioned one by one
PERANCANGAN DESAIN PERMAINAN MATERI PENDIDIKAN ANAK USIA DINI BERBASIS WAYANG BEBER Sutedjo, Agus; Prilosadoso, Basnendar Herry
Acintya Vol. 8 No. 1 (2016)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/acy.v8i1.1909

Abstract

The traditional game contains a lot of important elements such as aspects of educational, recreational, or competitive so that children can benefit. The traditional game according to the nature ofthe game can be divided into two, namely a game to play (games) that are competitive and games toplay (play) that are available. This study aims to provide solutions related to design problems oftraditional children’s games based material introduction wayang beber in Pacitan and learning media character education for children early age as a way to preserve the traditional art to obtainalternative modification of traditional games. The crisis in various dimensions that many hit Indonesian life that impact on the crisis of morality can be prevented by reviving the character educationthrough the incorporation of traditional games children with puppet figure. Character education isthe transformation of the values of life in one’s personality to become one in the behavior of thatperson’s life. Draft experiment will be conducted with the involvement of a team of professors andstudents and practitioners in the field of craftsmen game and the offender (puppeteer) wayang beber.To map data is done through literature studies, interviews, observation, and documentation. Experiments performed with the shape design and game design approach is supported by the psychologicalapproach, educational, social and cultural. The use of SWOT analysis models used when going to theformulation of traditional game design as a medium for the introduction of the figure of wayangbeber and learning material character education to early childhood.Keywords: Wayang beber Pacitan, the character of early childhood education, traditional games,Art Tradition Preservation.
Co-Authors Adi Nugraha, Yoga Prasetya Afen Prana Utama Sembiring Agus Sutedjo Ainil Mardiah Aldiansyah, Diky Amaliah, Siti Nur Ana Rosmiati Ana Yuliana Anjani, Viki Antesty, Sella Arief Nuryana Asmoro Nurhadi Panindias Bagaskara, Danendra Belani5, Sriwanti Brilindra Pandanwangi Brillian Nur Diansari Cahyo Budi Santoso Candra Putra Ardiansyah Chandra, Dicki Bagus Cilla, Nola Ardelia Vorna CNAWP, Rizal Perlambang Dedy Afrizal Della Maharani, Utin Denis Setiaji Dinesh Basti Farani Dini, Erlyana Zuar Ditya Fajar Rizkizha Donny Juliandri Prihadi Eva Desembrianita Evi Sirait Fitri Novilia Handriyotopo Handriyotopo Hasanah, Fiqih Imroatil Hening Laksani Immanuel Abimanyu Indri Yani Indri Yani, Indri Ipung Kurniawan Yunianto Iswara, Wildan Arya Praba Itsar, Ahmad Jenal Abidin, Jenal Krisna Adi Heryoga Kurniawan, Rendya Adi Kusumaningtyas, Daru Putri Laksani, Hening M. Harun Rosyid Ridlo Mado, Yohanes Jibrail Maharani, Utin Della Mahmuddin Mahmuddin Maulana, Muhammad Fikri Muhammad Sabir Muslihah, Isnawati Nasution, Muhammad Amsal Nauril Ni’ma Nazriah, Ainun Novilia, Fitri Nur Diansari, Brillian Nurantika, Melda Nursiam Pandanwangi, Brilindra Pravitasari, Indriati Suci Priana, Fatika Fajar Priyono Sadjijo Putra , Johni Eka Putra, Suprio Jaya Rahmawati Yuliani Ratna Susanti Rendya Adi Kurniawan Ridlo, M Harun Rosyid Rizkizh, Ditya Fajar Rizkizha, Ditya Fajar Salampessy, Maryam Santi, Oasis Fadila Setiawan, William Soewasta, Muji Solly Aryza Sri Murwanti Sriwanti Belani5 Suci Purwandari Sunarto, Ucu Andritama Suyanto, S., Syaifullah MS Tandafatu, Natalia Kristiani Thalib, Najdah Tori, Pisteo Gabriel Waluyo Yahya, Afif Syarifudin Yoga Prasetya Adi Nugraha Yuliana, Ana Yunianto, Ipung Kurniawan Zahra Titania Magenta