cover
Contact Name
Canthing
Contact Email
salimasdi@yahoo.com
Phone
+6281225870059
Journal Mail Official
salimasdi@yahoo.com
Editorial Address
Akademi Seni dan Desain Indonesia Surakarta Jl. Garuda Mas No. 03, Pabelan, Solo
Location
Kab. sukoharjo,
Jawa tengah
INDONESIA
SENI
ISSN : 23020644     EISSN : 23020644     DOI : seni
Core Subject : Art,
Jurnal chanting adalah jurnal berkala terbit 2 kali dalam setahun yang bertujuan untuk mewadahi dan mempublikasikan berbagai pengkajian dan konsep penciptaan desain, serta berbagai pemikiran tentang karya seni.
Articles 123 Documents
MEMORI SEBAGAI IDE PENCIPTAAN KARYA SENI INSTALASI BERBASIS MEDIA KERTAS Yulianto
Canthing Vol. 9 No. 1 (2023)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Perjalanan manusia di muka bumi ini tak lepas dengan berbagi macam problema kehidupan. Tantangn-tantangan kehidupan sering kali muncul secara acak, tibatiba, dan tak dapat terelakkan. Pengahayatan terhadap memori dan pengendapan atas permasalahan kehidupan yang telah dilalui harus diresapi dengan kesadaran yang bijak merupakan tendensi penting dalam melakukan refleksi hidup berkelanjutan. Penciptaan karya “Nothing is a Coincidence (The Epitome of Memories#1)” lahir dari bagian proses pengendapan terhadap pertanyaan, pengalaman, dan permasalahan yang begitu acak dalam kehidupan. Selama proses penciptaan karya ini berdasarkan pada riset dan dukung oleh metode penciptaan pemikiran David Campbell. Terdapat lima tahapan yang ditawarkan David Campbell dalam penciptaan karya seni yakni: persiapan (preparation); konsentrasi; inkubasi (incubation); iluminasi (illumination); dan verifikasi (verivication. Tahapan-tahapan tersebut selama proses penciptaan disadari penuh sebagai tahapan yang bersifat holistik. Pada tataran medium, karya instalasi ini diciptakan dengan cara mengeksplorasi dan merespon limbah kertas berwarna putih. Dalam artian sempit karya ini diwujudkan untuk merepresentasikan gagasan yang bersumber dari kegelisahan batin personal seorang kreator dalam memahami memori dan problem perjalanan hidup. Dalam arti luas karya ini hadir sebagai salah satu sarana penyampaian pesan moral kepada para pengamat/penikmat seni, serta sebagai media alternatif kreatif dalam proses penciptaan karya, seni tiga dimensi.Kata kunci: memori, kertas, instalasi
REPRESENTASI FEMINISME DALAM KARYA-KARYA SENI NFT PADA ERA SENI RUPA CYBER TECHNOLOGY Dessy Rachma Waryanti
Canthing Vol. 9 No. 1 (2023)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Representasi perempuan telah hadir dalam dunia seni rupa sebagai objek artistik yang memiliki konteks. Hingga saat ini gerakan feminisme dengan perjuangan gender tampak masih belum selesai dan memiliki rentetan agenda yang terus diupayakan. Seperti dalam memperjuangkan kesamaan dan persamaan hak perempuan dengan laki-laki, mengikis domestifikasi peran perempuan dan laki-laki. Artikel ini berusaha meninjau hasil dari gerakan feminis yang telah dilaksanakan sejak abad ke 18 melalui tinjauan karya seni rupa cyber (NFT) yang memiliki unsur feminisme. Penulis menggunakan metode penelitian deskriptif kualitatif dengan meneliti karya-karya pilihan yang merepresentasikan perempuan dari awal kemunculan seni modern di Indonesia hingga abad seni rupa cyber yang akrab disebut dengan NFT. Pendekatan teori yang digunakan adalah teori kajian analisis semiotika dan gender dengan model kritik seni rupa feminis dimana peneliti menulis dan mengkaji karya seni secara sadar sebagai perempuan “reading as a woman” untuk mencari citra perempuan dalam karya sastra (dalam hal ini visual) dan pandangan stereotip di dalamnya. Kesimpulan dari kajian ini adalah citra perempuan dalam karya seni modern yang berbeda dengan citra perempuan pada karya seni rupa masa kontemporer dan cyber. Identitas perempuan tak lagi hadir sebagai pendamping suami, isteri, dan ibu, namun lebih menampilkan semangat juang, independensi dan ekspresi kegiatan perempuan seharihari sebagai manusia dengan nilai produktivitas yang sama dengan laki-laki di dunia material dan dalam struktur sosial.Kata Kunci: Representasi, Feminisme, NFT, Era Cyber Tech
KONSTRUKSI MAKNA SELENDANG SEBAGAI SENJATA DALAM FILM PAHLAWAN SUPER WANITA ‘SRI ASIH’ (2022) Devi Nirmala Muthia Sayekti
Canthing Vol. 9 No. 1 (2023)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

This paper is aimed to observe the presence of scarf employed by woman superhero in the movie entitled ‘Sri Asih’ (2022). Up to this day, the function of scarf as a part of costume, either for dancing or other performances, is commonly used for property. It was a few numbers of studies observing the meaning attached to scarf when it is worn by the performer, or in other context. Meanwhile, the story of Sri Asih in its movie can construct new meaning related to the presence of the scarf. This research is using qualitative and descriptive way. By employing the theory of Reading Images by Theo van Leeuwen and Gunther Kress, this paper tries to explore how the presence of scarf can construct a new meaning beyond such a property of costume. Even more, the way of making meaning of its power to the Sri Asih’s scarf also prove that representation of scarf for women is closely related in Nusantara’s culture context. A number of women’s role often need scarf as their ‘weapon’ to walk on their job.Keywords: Sri Asih Movie, Analysis of Shawl, Costume, Semiotics, Reading Images
ADAPTASI DESAIN POSTER FILM SEBAGAI MEDIA PROMOSI DALAM PERSPEKTIF LINTAS BUDAYA DAN PEMASARAN GLOBAL Roudlotul Jannati Rochnadia Noorva Yudhitya
Canthing Vol. 9 No. 1 (2023)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

For the audience, movie posters may only be one of the marketing agendas to promote a film. However, for production studios and distributors, film posters must be able to persuade viewers and arouse their curiosity or interest in watching the movie. Movie posters can also be seen as an insight into a certain culture in life. This study reviews the strategies of filmmakers with marketers in publishing their film posters for other countries. A literature study was chosen as a research method to reach more insight from various sources, as well as compare findings from previous research. The findings from this study indicate that film posters are not designed in one version globally for audiences around the world, but are redesigned and sometimes translated according to the local culture, thoughts, and aesthetics of the people of that country.Keywords: Design, Film Poster, Marketing, Cross-Culture, Promotion
PERSEPSI MAHASISWA TERHADAP ISU-ISU GENDER DI JURUSAN SENI RUPA MURNI ISI SURAKARTA Aditya Eko Adrianto; Yuristia Wira Cholifah
Canthing Vol. 9 No. 1 (2023)
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

A work of art is the creator’s expression and a medium for conveying a message to the audience. One message that can be voiced is gender. However, the dimensions and issues surrounding gender continue to change, making gender a concept still challenging to understand among university students. This issue is then carried over to the works of art produced by art students. Students tend not to understand gender issues in society. Works of art can be a medium of resistance to breaking narrow views on gender issues. Therefore, this study aims to analyze art students' understanding of gender using Judith Butler's gender theory. This study uses qualitative methods, observation data collection techniques, interviews, and documentation. Four students were selected as informants using the Purposive Sampling technique, with the criteria of students choosing gender as the central theme for their Final Project and having completed the Creation Methodology Course. The study's results show how art students perceive gender issues and how they express or challenge gender issues through art. Keywords: Gender issues, challenge, art students, works of art
ANALISIS KARAKTER PADA KARAKTER UTAMA ANIME DEMON SLAYER: KIMETSU NO YAIBA Illona Zamia Lusaka; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Anime Demon Slayer: Kimetsu No Yaiba is a 2-dimensional animated series from Japan known as anime. This anime has 4 main characters, namely Kamado Tanjiro, Kamado Nezuko, Agatsuma Zenitsu, and Hashibira Inosuke who are members of the Demon Slayer squad. The research aims to determine the visual elements and meaning of the main characters of the Demon Slayer anime. The meaning of each main character is analyzed and described using design elements and the semiotic perspective of denotation and connotation using Roland Barthes' theory. This research used qualitative research methods with a descriptive approach. Data collection techniques implemented literature study and observation. The results show that everything in the character has its own meaning and function. It is also the characteristic of each character that makes them stand out. The characters' colors also describe each character's personality and special features. The characters Tanjiro, Nezuko, Zenitsu, and Inosuke are easy to remember with their unique characteristics. It means that the mangaka succeeded in creating the main character. Keywords: Roland Barthes Semiotics, Anime, Demon Slayer: Kimetsu No Yaiba, Japan
PERANCANGAN VIDEO IKLAN PRODUK HIJABSANIA Raizal Shanisyahmi Al Akhyar; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Changes from time to time, especially now which has entered the modern era. This influences the way of dressing from western culture which has an impact on Indonesian society whose majority religion is Islam. Nowadays, you can find many different styles of hijab in Indonesia. One of the MSMEs that focuses on selling hijab products is HijabSania. HijabSania promotes products only through social media platforms such as WhatsApp and Instagram. The problem experienced by HijabSania is a problem with the concept of the video it uploads on Instagram. Therefore, it is necessary to make efforts to solve the HijabSania problem. The solution offered is a promotional media design with a Cinematic Video concept. The video that will be shown contains concerns about anxiety when wearing the hijab so that products from HijabSania are the solution to these concerns. Using a qualitative design method by collecting data and interviewing HijabSania, they produced a design in the form of a cinematic video which was intended as a product promotion medium and was supported by several other supporting media. Keywords: Design, Product Advertising, Products, Hijab
PERANCANGAN ANIMATED MUSIC VIDEO UNTUK LAGU KELAPA MUDA BAND Yesaya Sabda Imanuel; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Kelapa Muda Band is an experimental jazz music group originating from Lampung, Indonesia, and has won the first championship in one of the international jazz music competitions. However, the Kelapa Muda Band is still rarely recognized by the general public who are not concerned with the jazz music genre. One problem is the lack of promotional media for music video clips. Therefore, promotional media for music video clips is needed to increase the name of the Kelapa Muda Band, especially the song "Pagi dan Hujan". The design was made to promote the song "Pagi dan Hujan" from Kelapa Muda Band as an attractive promotional medium. It method starts from Development, pre-production, production, post-production, and distribution. Therefore, the design can produce music video clips and some of merchandise that are interesting in terms of concept and visualization. Keywords: Video Clip, Animation, Jazz
DESAIN ANIMASI 2D SEBAGAI MEDIA PEMBELAJARAN ANAK USIA DINI DENGAN CERITA “AYAM DAN IKAN TONGKOL” Raden Kusuma Candra Gusti Aji; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Animation is an image/object that is arranged in a regular manner that will be manipulated and will be arranged within a specified time so that it will make the image/object appear to be moving. At an early age, children cannot learn too hard, so they need a learning method in the form of games. Children are playing while learning. Children prefer learning through animation media. This combination of animation and comics aims to give children a new impression of animation. Moreover, it also aims to train children's reading levels at an early age. The design method used qualitative by collecting data directly through observing children's conditions in the environment, the internet and social media. As a result, this 2D animation was created using comic elements so it creates a new experience for young children and makes children learn through animation. Keywords: Animation, Early Age, Learning
DESAIN VISUAL BRANDING GITAR TERATE MUSIK MANCASAN BAKI SUKOHARJO Itoh Yosie Prayogo; Evelyne Henny Lukitasari; Arif Yulianto
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Along with the times, there are also many business opportunities to develop. In the Mancasan area, Baki Sukoharjo is famous for Kampung Gitar. Guitar is a musical instrument made of wood and plywood, Guitar is the most common musical instrument found and played by many people. Local Guitar Products from Mancasan Baki Sukoharjo are not only bought by lovers and stringed music players from Indonesia, original guitars of local craftsmen have managed to attract the attention of the international market. One of them is the Mancasan Baki Sukoharjo Music Terate Guitar craftsman entrepreneur, always maintaining its quality, namely wood and plywood raw materials and always innovating following the development of guitar variant models. And to maintain the Mancasan Baki Sukoharjo Music Terate Guitar product, namely for the purpose of designing this Final Project to produce Visual Branding of the Mancasan Baki Sukoharjo Music Terate Guitar which is applied to logos, t-shirts, roll banners, posters, stickers, hats and guitars. The design method includes 7 stages. Ideas, surveys, briefs, brain storming, creative briefs, design and evaluation. The Visual Design Design Branding of Mancasan Baki Sukoharjo Music Terate Guitar was carried out with a concept shown to strengthen the image of the Mancasan Baki Sukoharjo Music Terate Guitar and convey the superior variant of the Mancasan Baki Sukoharjo Music Terate Guitar. The final result of this final project work is used to promote local products with services from the Mancasan Baki Sukoharjo Music Terate Guitar. Keywords: Guitar Terate Music. Visual Branding Design. Mancasan Baki Sukoharjo

Page 10 of 13 | Total Record : 123