cover
Contact Name
Satriana Didiek Isnanta
Contact Email
semhas.isi.ska@gmail.com
Phone
+62271647658
Journal Mail Official
-
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
KARAKTER PUNAKAWAN SEBAGAI STICKER CHAT DALAM KAMPANYE PENANGGULANGAN COVID-19 DI SURAKARTA Ipung Kurniawan Yunianto
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 3 (2020): Seni, Tenologi, dan Masyarakat #5
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v3i0.144

Abstract

Punakawan, a wayang purwa character whose presence is always awaited, because of his humor in conveying moral messages and social issues that are hotly discussed by the community. They are able to communicate messages according to trends, adaptive to situations and conditions, as well as communicative, so that they are easily accepted by the audience. Starting from the elders who enjoy pakeliran to the Post-Millennial generation who are enthusiastic about social media. This design study is a way of optimizing the achievement of the message of the Covid-19 pandemic response campaign in Surakarta, which is applied to social media in the form of digital stickers on the instant messaging platform for the Post-Millennial generation group in Surakarta. Punakawan as a visual communication strategy with cultural insights in the midst of a pandemic situation, is adjusted to post-millennial visual references, so that messages are easy to remember, effective, and well conveyed. This design study will design instant messaging chat stickers for the millennial generation as a campaign for handling Covid-19 in the city of Surakarta, so that qualitative ethnographic methods are carried out, with the stages of gathering information in the city of Surakarta aimed at the post-millennial generation group in the form of observation, interviews, and problem identification. , the planning stage by determining the main ideas through analysis, integration, abstraction, using a visual rhetorical approach, synthesis and selection stages, then the following realization of prototype trials, and implementation of digital stickers on communication technology 4.0 on Google Paly Store as monetizing. Keywords: Covid-19 pandemic, sticker, Punakawan
PEMBERDAYAAN INDUSTRI KERAJINAN SUVENIR KAYU TERDAMPAK PANDEMI DI KECAMATAN PEDAN KABUPATEN KLATEN Eko Sri Haryanto; Tri Prasetyo Utomo
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.146

Abstract

ABSTRACT The Covid-19 pandemic has caused Micro, Small and Medium Enterprises (MSMEs) to experience a drastic decline in income, especially in tourist souvenirs. The impact is a reduction in the workforce and a decrease in people's income. The partner of this activity is a Luphy Craft souvenir belonging to Mr. Sriyanto. Souvenirs from Micro, Small and Medium Enterprises, among others; tourist souvenirs, wedding souvenirs and other event souvenirs. The purpose of this activity is so that partners can develop their businesses even though they are still in the midst of the Covid-19 Pandemic. The methods used include discussion, design training, making promotional media, making online media, creating marketplace accounts, making video profiles, simple management training and online sales training. The results of this community service activity are in accordance with the output that has been set at the beginning. This activity is not only beneficial for partners, but is also an implementation of the Tri Dharma Perguruan Tinggi, especially in the field of community service.
MEREKAM KISAH KUSDONO RASTIKA MELALUI FILM DOKUMENTER EKSPOSITORI “BERKACA PADA LUKISAN KACA KUSDONO RASTIKA” Widhi Nugroho; Cito Yasuki Rahmad
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.147

Abstract

The condition of disabled artists in Indonesia has a variety of artistic fields in their activities. They pursue several fields of art such as music, painting, literature, theater, and dance. The variety of disabilities they experience also varies. They use all their abilities to keep working. The works of artists with disabilities in Indonesia (in general) show the presence of their experience as people with disabilities and some are purely artistic works without showing that a creator is a person with a disability. Kusdono Rastika is one of the many Cirebon glass painters. Glass painting is unique in its way, both the media used and the technique. Unfortunately, from this uniqueness, the fate of current glass painting artists like Kusdono Rastika can be said to be far from the "beauty reflection" of the colors emitted. The lack of appreciation in the form of exhibitions of works and media exposure, makes Kusdono and his glass paintings seem to have “lost their luster” in the repertoire of contemporary Indonesian painting. Qualitative descriptive methods in the form of notes, documentation, and archiving of Kusdono Rastika's story can be used as an example of how determination and struggle to advance glass painting towards independence and economic sovereignty can be seen through this expository style documentary.
PEMBUATAN MODUL ELEKTRONIK (E-MODUL) SEBAGAI SOLUSI PEMBELAJARAN DI MASA PANDEMI COVID-19 PADA MATA KULIAH ANIMASI GRAFIS DI PRODI FILM DAN TELEVISI ISI SURAKARTA Dedi Eko Nurcahyo
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.148

Abstract

This research aims to create electronic modules (e-modules) which can later be used as a guide for students to be able to study animation theory and follow practical instructions that can be done independently through e-modules and also to determine the effectiveness of using e-modules used in learning Graphic Animation courses at the Film and Television Study Program ISI Surakarta. The method used is the method of developing a product with the Sadiman model developed in 2009. The research data shows that from the results of student questionnaires, the score for the content feasibility aspect gets a score of 90%, the linguistic aspect gets a score of 85%, the serving aspect gets a score of 83%. All three fall into the very appropriate category. Graphic aspect gets a score of 76% or in the appropriate category. The last is from the aspect of the task getting a score of 82% or in the very appropriate category. The results from media experts show that the feasibility of content, language, presentation, graphics and aspects of the task gets a score of 80% or falls into the very appropriate category. From the results of the questionnaire, it can be concluded that this graphic animation e-module is suitable for use in graphic animation lectures.
FOUND OBJECT SEBAGAI PENDEKATAN PROSES VISUALISASI PADA TEKNIK FOTOGRAM Anin Astiti; Setyo Bagus Waskito
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.150

Abstract

ABSTRACT Found object dalam judul penelitian penciptaan ini menjadi sebuah pendekatan yang pada akhirnyaakan memunculkan cara pandang baru bagi peneliti dalam menciptakan karya fotogram. Pengenalan fotogram dalam proses berkarya peneliti diawali saat masih di bangku kuliah, sebagai salah satu bagian terkecil dari proses panjang dalam menuntut ilmu. Pendalaman teknik fotogram yang dilakukan kemudian adalah dimulai pada tahun 2016 yang membuat peneliti memutuskan untuk berhenti menggunakan perangkat kamera untuk menciptakan karya. Selama kurun waktu 4 tahun peneliti mencapai hasil visualisasi dengan menggunakan metode penciptaan yang sesuai dengan apa yang peneliti ketahui selama ini. Hal di atas akan sangat berbeda pada penelitian penciptaan kali ini, yang menggunakan pendekatan found object, di mana peneliti harus mencari atau melakukan observasi di sekitar peneliti hingga menemukan sesuatu yang menarik dan peneliti anggap memiliki nilai artistik, hingga pada akhirnya objek temuan tersebut akan peneliti jadikan sebagai objek utama untuk dilakukan penyinaran atau eksposur. Pengembangan yang akan dilakukan penelitipada penelitian artistik berjudul “Found Object sebagai Pendekatan Proses Visualisasi pada Teknik Fotogram” kali ini berkaitan dengan pendekatan found object seperti yang telah disampaikan sebelumnya, serta proses eksposur atau penyinaran yang berbeda dengan sebelumnya. Kali ini peneliti akan melakukan penyinaran tanpa menggunakan enlarger dan dilakukan secara horizontal. Adapun sumber cahaya yang akan peneliti gunakan adalah lampu senter, cahaya lilin, lampu belajar dan beberapa jenis sumber cahaya lain yang memungkinakan untuk dilakukan eksperimentasi.
PERANCANGAN APLIKASI MEDIA PEMBELAJARAN INTERAKTIF SEBAGAI SOLUSI PEMBELAJARAN DI MASA PANDEMI COVID-19 PADA MATA KULIAH ANIMASI GRAFIS DI PRODI FILM DAN TELEVISI ISI SURAKARTA BERBASIS ANDROID Cito Yasuki Rahmad; Dedi Eko Nurcahyo
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.152

Abstract

ABSTRACT The Graphic Animation course is one of the compulsory subjects in the Film and Television Study Program, ISI Surakarta. Graphic Animation course consists of 2 credits taken by semester VI students. During the Covid-19 pandemic, graphic animation lectures did not work as expected. Interactive learning media emerged as a solution for students to be able to learn independently by following the instructions from the provided application. The purpose of this study was to create an android-based interactive learning media used in learning graphic animation courses and also to determine the effectiveness of using android-based interactive learning media used in learning graphic animation courses at the Film and Television Study Program ISI Surakarta. The method used in this study is the Research and Development (R & D) method with the ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The research data showed that from the questionnaire results of 24 students, the score for the content feasibility aspect got a score of 87% or in the very appropriate category, for the linguistic aspect it got a score of 82% or in the very appropriate category, for the presentation aspect it got a score of 81% or in the very category. appropriate, for the graphic aspect it gets a score of 75% or in the appropriate category, and for the task aspect it gets a score of 82% or in the very appropriate category.
PERANCANGAN REPOSITORI ARSIP VIDEO KARYA SENI ISI SURAKARTA Wahyu Widyasih
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.153

Abstract

ABSTRACT This study seeks to develop a design for managing video archives of ISI Surakarta's artworks so that it can be used as a source of learning, research, work, information and policy making references. The research has been conducted qualitatively by identifying, observing, mapping, and compiling designs. The object of the research is the video archive of works of art at ISI Surakarta, both final projects, research results, and community service results. The purpose of the research is to formulate a design for managing video archives of artwork at ISI Surakarta according to archival principles so that it is informative, safe, and easily accessible to users. An archive repository is a design that can be set up for managing video archives of artwork. Repositories have the advantage of making it easier for users to access open archives of artwork videos. The design of the artwork video archive repository as a video art archive management system at ISI Surakarta is divided into 3 stages including (1) content identification, metadata, and classification codes; (2) development of a video archive repository of artworks which includes archival policies, interface design, quality control, procedure manuals, and copyrights. (3) Arrangement of video archives of artworks in the repository with stages (a) identification of video archives of artworks which include the process of collecting physical archives (technical handling) and data collection of archive information (intellectual handling); (b) compiling an archive classification scheme; (c) creation of a video archive description of artwork; (d) maneuvering the video archive of the artwork through the stages of assigning a definitive number, maneuvering the description card, and maneuvering the video archive of the artwork; and (e) preparation of a retrieval scheme through a video archive list of works of art.
BATIK SEBAGAI MEDIA PEMBELAJARAN PADA SISWA SEKOLAH DASAR DI SDN TUGU JEBRES Aan Sudarwanto
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.154

Abstract

Fakultas Seni Rupa dan Desain, Institut Seni Indonesia (ISI) Surakarta, Indonesia
KREATIVITAS SANGGAR SANG CITRA BUDAYA SURAKARTA DALAM PELATIHAN TARI MASA PANDEMI COVID-19 Hartanto
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.155

Abstract

ABSTRACT This report is the result of Community Service with the theme 'Creativity of the Surakarta Cultural Image Studio in Dance Training During the Covid-19 Pandemic.' The purpose of the training is to accommodate the talents, abilities and enrichment in the field of dance for the studio students. This training can foster the creativity of students in the field of dance. The targets of the activity are students and studio teachers. The training activities are carried out using the dialogical method, the lecture method, the demonstration method, and the drill method. The output of this activity is to direct and make students to develop creativity in learning dance. The result of the creativity training activity is the creation of the offerings dance "Sesaji Nur Citra Laksita" and Puppet Bocah "Dewa Ruci". This training provides an understanding of basic creativity, doing creative work, and to document audio-visual so that it can be used as a reference in learning dance at the Sanggar.
PROYEKSI PERPUSTAKAAN DI LINGKUNGAN ISI SURAKARTA PADA ERA DIGITAL Wahyu Karminah
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 4 No 1 (2021): Seni, Tenologi, dan Masyarakat #6
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/semhas.v4i1.156

Abstract

ABSTRACT This study aims to reveal the study and evaluation of the ISI Surakarta library repository work system during the pandemic. It turns out that most of the users feel dissatisfied. Then find a representative model or breakthrough for the ISI Surakarta library repository work system in the face of a pandemic, by accommodating the library's electronic work system in online application-based services. Also recommends libraries to adopt big data systems in managing library collections, as well as updating the literacy needs of users at ISI Surakarta.