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Contact Name
Satriana Didiek Isnanta
Contact Email
semhas.isi.ska@gmail.com
Phone
+62271647658
Journal Mail Official
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Editorial Address
Jl. Ki Hadjar Dewantara 19
Location
Kota surakarta,
Jawa tengah
INDONESIA
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT
ISSN : -     EISSN : 27154351     DOI : https://doi.org/10.33153
Core Subject : Humanities, Art,
Seni, teknologi, dan masyarakat dewasa ini telah menyatu dalam praktik penelitian dan pengabdian masyarakat di perguruan tinggi seni. Tidak ada lagi jarak antara praktik seni dan teknologi, terutama dengan masyarakat. Pemisaha antara disiplin sain dan teknologi dengan sosial, humaniora, dan seni tidak lagi populer saat ini. Praktek seni sudah seharusnya melebur dan kehadirannya mewarnai teknologi dan masyarakat . seni tidak lagi terbatas menjadi menara gading yang berlindung di balik kredo seni untuk seni. Kehadiran seni semakin diperlukan dalam dunia yang kian berlari menuju kecanggihan teknologi. Seni telah membuktika hal tersebut dengan munculnya disiplin-disiplin baru dalam ilmu pengetahuan seperti disiplin desain, kajian budaya dan sebagainya. Dengan demikian terjadilah dialog antar disiplin yang memungkinkan seni memberi manfaat lebih bagi peradaban. Lembaga Penelitian dan Pengabdian Masyarakat Institut Seni Indonesia Surakarta konsisten mewadahi praktik seni dalam penelitain dan pengabdian masyarakat dengan perspektif yang lebih holistik. Seni dikembangkan tidak terpisah dengan masyarakat dengan segala dinamikanya.
Articles 162 Documents
Bayyinah Nurrul Haq INOVASI PRODUK PADA PERKULIAHAN STUDIO DI PROGRAM STUDI DESAIN PRODUK UNIVERSITAS TRILOGI JAKARTA Bayyinah Nurrul Haq
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.103

Abstract

This paper will discuss the lectures of product design studios from the perspective of the resulting productinnovation. Referring to the product innovation model proposed by Lucia Rampino (2016), product innovationconsists of functional innovation, aesthetic innovation, meaning innovation, and product typology innovation.Product Design Trilogy University applies 5 times studio courses, which are carried out from semester 3 tosemester 7. Each level has a different theme, complexity, and application flow design process. Based onobservations, interviews with lecturers and students, innovation achievements of results and processes lecturesfound the application of different innovation priorities. This is due to the emphasis on the theme of studioassignments, student conditions, lecture conditions.
Slamet NILAI-NILAI MULTIKULTURAL: PERSPEKTIF FALSAFAH PANCASILA SEBAGAI DASAR NEGARA Slamet
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.104

Abstract

Tujuan penelitian adalah untuk mendeskripsikan dan menganalisis: 1) urgensi pendidikan multikultur dalamnegara-bangsa yang plural; 2) kebijakan implementasi multikulturalisme dalam institusi pendidikan; dan 3)nilai-nilai multikultural sebagai penjabaran dari falsafah Pancasila sebagai dasar negara. Jenis penelitian didesainmenggunakan penelitian deskriptif, sedangkan bentuk penelitian digunakan analisis isi (content analysis),sehingga pelaksanaannya mengacu pada prosedur analisis isi. Hasil kajian dapat disimpulkan bahwa penanamannilai-nilai multikultural dalam institusi pendidikan dapat “dititipkan” pada mata pelajaran Sejarah, PPKn, danAgama, selain melalui kegikatan ekstrakurikuler. Pendidikan multikultural perlu terus dilakukan pendalamannyasecara komprehensif, sehingga tidak stagnan hanya terbatas pada sebuah wacana tetapi dapatdiimplementasikan ke dalam institusi pendidikan.
Desy Nurcahyanti POTENSI WILAYAH SEBAGAI KARAKTER VISUAL DALAM DESAIN BATIK GIRILAYU Desy Nurcahyanti; Agus Sachari; Achmad Haldani Destiarmand
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.105

Abstract

The 4.0 industrial revolution currently offers traditions. Those offer options for chose to survive, join, or merge.Various forms of technology are offering unnecessity because the community has a system and local wisdomthat keeps the form of tradition in its place. One of tradition form that’s facing on offer is batik in Girilayu.Pattern character basic on regional potencies as a characteristic of Girilayu’s batik design. Meanwhile, thespecific purpose of this research is explaining the background of batik designers in Girilayu when makingdesign development, to expose and promote the regional character in the 4.0 industrial revolution era today.The focus of the research problem includes changes and design innovations carried out by Girilayu’s batikdesigners, within the last three years, from 2016 until the middle of 2019. The research method used qualitativewith a hermeneutic approach through findings that shows visual characters of Girilayu batik. That appearedas a representation of Girilayu’s community still maintains cultural nobility by exploring regional potenciesas batik’s characteristic.
Agustina Kusuma Dewi TRANSPOSISI KREATIF ‘GERAK’ DALAM FILM SEBAGAI IDENTITAS KULTURAL PADA ERA MULTILITERASI DIGITAL Studi Kasus Film ‘Setan Jawa’ Karya Garin Nugroho Agustina Kusuma Dewi; Yasraf Amir Piliang; Irfansyah; Acep Iwan Saidi
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.106

Abstract

Technology change the way of thinking, how people access information also influence process to spread andshare information in various media, including film, an art that plays images and screen technology. In the film,‘movement’ is a changing position of an object. Accelerating technology constructed’movement’ becomes animportant keyword that needs to be presented in every communication channel. ‘Setan Jawa’ Film by GarinNugroho with Gamelan Orchestra composed by Rahayu Supanggah, was released in Indonesia in 2016 inJakarta and still scheduled to tour the world until 2020. Combines a variety of collaborative art, design andtechnology—‘Setan Jawa’ creating a multiliterated communication channel that has possibilities to become amedium society cultural education. In this film, ‘movement’ becomes a sign constructed by creative transpositionof narratives in various arts, including puppets. Using a case study approach and documentation analysis,referring to the results of Roger Long’s research (1979), this research aims to identify creative forms ofpuppet’s ‘movement’ transposition in the film ‘Setan Jawa’ as cultural identity, a finding that in the Industrial Era4.0; through multiliteration digital, process of cultural discourseto society could be done through a varietyvehicle of signs.
Hoo Leony Gracia Budi Saputra PELATIHAN BATIK TULIS DAN TEKNIK JUMPUTAN BAGI MASYARAKAT BANYU URIP LOR SURABAYA Hoo Leony Gracia Budi Saputra; Kelvin Marcellino Ibrahim
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.107

Abstract

Batik is a pictorial fabric that is known for its unique motifs, variety of styles and colors. The process ofmaking batik is quite complicated and required specific expertise. Batik itself has become a distinctivefeature of Indonesian state, with October 2 celebrated as national batik day. The development of batik itselfis not only in one or two regions, but almost every region in Indonesia had batik with their own unique characteristics.In addition, the development of batik is not only inside the country, but foreign people also takeinterest on the development of batik. Batik could be preserved with a variety of efforts, one of them is byholding batik training for the general public. This made not only batik craftsmen can make batik, but thegeneral society can also do it. Surely this will make a huge contribution for the general society towards thepreservation of Indonesian’s batik. Therefore, the reason for holding “batik tulis” and “jumputan” techniquetraining for Banyu Urip Lor Surabaya village is to introduce the process of making a batik and participate in thepreservation of batik.
Magdalena Viola Cundawan PEMANFAATAN LIMBAH JEANS UNTUK BAHAN BARANG FUNGSIONAL YANG DAPAT DIGUNAKAN SEHARI – HARI Magdalena Viola Cundawan; Shania Hwang Handoko
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.108

Abstract

This scientific journals aims to show the benefits of jeans waste that can be used for materials that can beused for everyday use. This scientific journal is based on previous research by making alternative productdesigns and prototypes ranging from branding to goods that are ready to be sold and marketed. The productdeveloped is called U-jeans and consists of several types of designs and functions that are all made from usedjeans. This research helps researchers find solutions to reduce jeans waste by product design that attractsconsumers’ attention. The subjects in the previous research were teenagers and the subjects of this scientificjournal were students and the general public. The data collection technique was carried out by survey andobservation while the data analysis technique was carried out using the service learning method with threestages namely pre-production, production and post-production. The results of the research and scientificjournal writing are that researchers gain knowledge and experience that can be disseminated so that they canform a community in the processing of used jeans waste not only by making into items that will be usedprivately but into goods that have functions and aesthetics to be marketed.
Rah Utami Nugrahani STRATEGI PENGGUNAAN MEDIA SOSIAL SAUNG ANGKLUNG UDJO DALAM MENGKOMUNIKASIKAN ESTETIKA BAMBU Rah Utami Nugrahani; Sylvie Nurfebiaraning
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.109

Abstract

Saung Angklung Udjo (SAU) is a performance venue that was founded in 1966 by UdjoNgalagena and hasstood until now for one of them aimed at communicating bamboo music, in this case focusing a lot onangklung, as Indonesia’s cultural wealth, especially West Java. To further develop themselves, SAU alsobegan to move in the online field, which in this case was specifically done through social media, especiallyYoutube and Instagram. To find out more about SAU’s social media strategy in communicating SAU’s aesthetics,observations, interviews and literature studies were conducted. After taking the data which is then processedby qualitative methods, the following results and discussion are obtained: SAU conducts all publicationsand documentation related to on-site performances to be uploaded via Instagram and Youtube, SAUcollaborates to increase the popularity of bamboo music, with one of them picking up composer Eka Gustiwanais able to produce fresh works that are accessible to the public, SAU re-arranged to make bamboo musicfamiliar, especially among Western music listeners, and this strategy is also generally a form of angklungpreservation in its position as Intangible Cultural Heritage of Humanity by UNESCO version which was passedin 2010.
Agnes Nathania PENERAPAN VIRTUAL REALITY TERHADAP DESAIN INTERIOR DI BANDUNG PLANNING GALLERY Agnes Nathania; Clarine Tiffany
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.110

Abstract

In the era of the industrial revolution 4.0., there is already a lot of showroom that uses VR (Virtual Reality). Theexistence of this technology can attract people interest to explore the museum, because it has new andsophisticated elements in it. VR facilities that are increasingly becoming a trend in this museum are used aseducational media and must be accompanied by good implementation to give a good influence as well. Onegallery that has implemented VR facilities in it is the Bandung Planning Gallery. VR facilities in this gallery canvisualize the future of Bandung in 2031 so that people can imagine the future of Bandung. Therefore, thisgallery which is claimed to be a gallery with high technology becomes the object of analysis using qualitativefield observation methods. Through the results of the analysis of the application of VR in this Gallery, theauthors hope that other showrooms can apply VR well in the interior. The implementation of VR will make iteasier for people to learn technology and be ready to face the next era.
Crisientia Pranata Raharja STRATEGI PEMBERDAYAAN MASYARAKAT BERBASIS EKONOMI KREATIF: STUDI KASUS KAIAKAIU BRAND Crisientia Pranata Raharja; Juanita Priscilla
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.111

Abstract

Indonesia has entered the era of the creative economy. Various local brands began to be increasingly known.This gave rise to increasingly fierce competition. Micro, Small and Medium Enterprises, or MSMEs, are increasinglyemerging and are supported by regional and government regulations. But for some people, it feltvery heavy. Individual business forms are increasingly pressured to survive in industrial competition. The lackof knowledge about government programs and the right strategy makes industry players unable to developtheir businesses. This paper will give you the strategy to increase individual business with KAIAKAIU as thecase study. KAIAKAIU is a new local brand, in collaboration with the locals. Creating a product that couldmake the people contribute to Indonesian society. The approach uses SWOT (Strength, Weakness, Opportunityand Threat) and Business Model Canvas using community approaches. The research is aimed at exploringappropriate strategies for competing in the ASEAN Economic Community (AEC), especially for the micro andindividual industries.
Ratih Mahardika PELATIHAN PEMBUATAN ALAT PERMAINAN EDUKATIF PENGENALAN MAKANAN BERGIZI UNTUK ORANG TUA ANAK USIA DINI Ratih Mahardika
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v2i0.112

Abstract

The introduction of nutritious food is very important to be introduced to early childhood, of course introductioncan be done by parents, especially mothers by utilizing the time when playing. Teachers and parents have ahabit of getting play equipment or learning support tools to buy. But of course, these habits can fosterconsumptive nature and culture early on. It also triggers the weakening of creativity and innovation for children.Therefore there is a need for training to make or design educational toys based on simple craftsmanship withthe concept of introducing nutritious foods to children from an early age. This training will be aimed at mothersof early childhood. The method used in community service is to provide training to make an educational gametool about the introduction of nutritious foods from simple crafts.

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