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
PERANCANGAN VIDEO ADVERTORIAL MUSEUM KERIS NUSANTARA SURAKARTA Indra Hayu Tri Pamungkas; Ahmad Khoirul Anwar; Evelyn Henny Lukitasari
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Keris Nusantara Museum is one of the museums in the city of Surakarta. This museum holds a lot of historical objects such as keris and spears. Not only does it store historical objects, but this museum also contains lessons about the history, manufacture and story behind the keris itself. This place is great for people who love history. Currently, the interest in the Indonesian Keris Museum is slightly declining because many people prefer to go to modern shopping centers to spend their free time, rather than visiting and studying the history of the past. Therefore, a media was created for the promotional event for the Keris Nusanara Museum. The title of this research is "Designing an Advertorial Video for the Keris Nusantara Surakarta
FILM ANIMASI PENDEK 3D SEBAGAI PERANCANGAN MEDIA EDUKASI TENTANG DEPRESI Akhromul Hakim; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Mental health has become a crucial aspect of an individual's well-being. However, it remains a slightly overlooked issue globally. Depression is a common mental health disorder. The need for a creative approach in delivering messages about mental health education and depression is increasingly essential. The goal of this design is to create a concept for a 3D short animated film as an educational media about depression. The design of this 3D animated short film is inspired by the stories of depression survivors. The design method follows the workflow of 3D animation production, including development, pre-production, production, and post-production. The result of this design is a 3D short animated film titled "Lilies," aiming to convey educational messages about mental health and depression through the storyline of the designed 3D animated short film. Keywords: mental health, depression, 3D short animated film, educational media
(UI) USER INTERFACE DESAIN PADA WEB MOVE SABLON SRAGEN SEBAGAI MEDIA PROMOSI Christian Dwita Nugraha; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Move Screen Printing is a screen printing business established in the city of Sragen which was founded by Arief Mutaqin on December 3 2020, precisely in Bedoro village, Sragen, Central Java. Several entrepreneurs, one of whom is Move Screen Printing, are having difficulty marketing their products. apart from the impact following the COVID 19 pandemic, locations in remote areas are a problem. The solution offered is marketing through a supporting website. A supportive website is a website that makes it easy for users to access it, supported by a good user interface (UI). further developed with creative ideas, design and evaluation in the design process. It is hoped that the user interface (UI) design of this website will become Move Sablon's personal identity and make it easier to purchase and market Move Sablon products. Keywords: Design, UI User Interface, Website, Promotional Media
ANALISIS VISUAL DESAIN VIDEO GAME SUPER MARIO BROS. TAHUN 1985 Mileneo Prayudyanto; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

This article discusses the results of research on the visual design elements and design principles used in the Super Mario Bros. video game. 1985. These two things are reflected in the problem formulation, namely looking for what visual design elements and design principles are used in the video game. Meanwhile, the aim of this research is to find the answers listed in the two problem formulations above. The research method used was descriptive qualitative with primary data, namely the video game itself and secondary by distributing questionnaires or surveys. The result of the research obtained was that Super Mario Bros., released in 1985 for the Nintendo Entertainment System (NES), utilized various visual design elements, including lines, shapes, textures, and colors, to create an iconic and memorable game world. In this research it was found that in the video game Super Mario Bros. 1985 there are several classifications of lines (horizontal and vertical) such as ground lines, block lines, pipe lines, platform lines, enemy lines, and scenery lines. As for shape, various shapes or planes are found in the characters and the number of pixels that make up the characters in the video game. Other design elements are the textures found in solid block textures, ground, backgrounds, and enemies. Meanwhile, Super Mario Bros. 1985 uses a limited color palette, and specific RGB percentages for background colors may not be available or well documented. For the design principles used in the video game Super Mario Bros. 1985 are emphasis, balance, rhythm and unity. Each character, both protagonist and antagonist, has unique characteristics in their design principles. Likewise, for other supporting elements, they have unique characteristics in their design principles. Finally, as a reinforcement of the findings of the design principles used in Super Mario Bros. 1985, a survey (15 questions) was conducted on 52 people and those who answered the survey were 37 people who were respondents with experience of playing this video game. Keywords: visual elements, design principles, Super Mario Bros. 1985
DESAIN WEBSITE E-COMMERCE BATIK KENANGA SUKOHARJO Safitri Nurjannah; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Indonesia is known as a country that has many cultural variations. As time and technology progress, the spread of batik leads to commercial development, but the more people who buy and sell, the less benefits are created by each business actor, therefore creativity is needed to support economic progress in every sale and one of them is using online-based promotional media such as E-Commerce with a website as a distribution bridge. The solutions offered are marketed through supporting websites. Batik Kenanga is a type of production service in solid form, Batik Kenanga prioritizes quality, but the problem that occurs is that the growth of batik is starting to grow rapidly around it, and requires online introduction, so that it can be accessed by the wider community. . The aim of this final assignment is to expedite the sales process and become a promotional medium. Kenanga Batik sales use qualitative design methods which are then further developed into new, more attractive promotions and are supported by several wider publication media, so that the products offered are widely known. Keywords: Design, Website , E-Commerce, Kenanga Batik
PERANCANGAN WEB KOMIK “PEMBAWA CAHAYA” UNTUK MEMPERKENALKAN BUDAYA BATAK Erlang Arsa Ridha Putra; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

The design of the comic “Pembawa Cahya”t was motivated by the low quantity of Batak cultural web comics, especially in the action and fantasy genres. As for themes, there is a tendency to emphasize visual themes, such as traditional clothing or traditional houses, so that they don't really seem like the culture that exists in Indonesia today. This results in less interest in web comics with local themes. This design aims to make the audience more interested in local Indonesian cultural themes. Web comics were chosen because they area relevant entertainment medium in the millennial era where platforms and sites providing web comics have penetrated society. The story of The “Pembawa Cahaya” is designed so that the fantasy story wrapped in horror remains relevant by adding elements of kinship and cultural socialization in the local community. Most local web comics do not really raise social and cultural issues that are relevant to society, so they have few fans. Likewise, the issue of the harsh upbringing of sons from Batak families, even though there is a more fundamental reason for what actually happened, is rarely corrected in most Batak-themed story works. Using themes that are more local and relevant to society is aimed at reviving public interest in local web comics and can use web comics as a medium for promoting local cultures which is also an introduction to how the concept of culture actually applies, not just what the community interprets for themselves. Alone. This design uses observations in various fields, from provider platforms such as webtoon or comic toon as well as in data collection which is based on journals that are relevant to the theme raised. The design concept for this design is "Local culture in the modern era" whose concept is based on combining the concept of modernization with local culture that seems traditional.
CORAK ESTETIKA PERTUNJUKAN WAYANG GAGRAG BANYUMAS SAJIAN PANDU NUR PRASTIYO LAKON SEMAR BANGUN KAYANGAN salim
Canthing Vol. 11 No. 1 (2025): CANTHING VOL. 11 NO. 1 Tahun 2025
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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This research focuses on the study of popular aesthetics in the Banyumasan style shadow puppet performance presented by Pandu Nur Prastiyo through the play Semar Bangun Khayangan. The formulation of the problems raised in this research include: (1) What is the structure of the Banyumasan style shadow puppet performance presented by Pandu Nur Prastiyo in the play Semar Bangun Kayangan? (2) What is the form or aesthetic pattern displayed in the 1 Vol. 11 | No. 1 | Tahun 2025 performance?" The analysis of the two problems was carried out using an aesthetic approach in the world of puppetry, especially through an understanding of the concepts of Nuksma and Mungguh. In addition, the analysis of the performance structure refers to the Banyumasan Gagrag Puppetry Path as a reference. The research findings show that the achievement of the Nuksma value can be observed through the puppeteer's ability to present a musical atmosphere such as gending beregu, trenyuh, greget, sereng, gandrung, to prenes. This nuance is built through a harmonious combination of catur (speech), sabet (movement), and karawitan (accompanying music) elements in each scene. Based on the analysis of these pakeliran elements, it can be concluded that the aesthetic pattern in the Banyumasan gagrag shadow puppet performance is known as nyopak. Keywords: Aesthetics, Shadow Puppet, Pandu Nur Prastiyo, Semar Bangun Khayangan, Banyumasan Styl
GELARAN FASHION SHOW “KAWULA MUDA FESTIVAL (TEMA GELORA WASTRA)” SEBAGAI WUJUD APRESIASI BERKARYA Aninda Dyah Hayu Pinasti Putri
Canthing Vol. 11 No. 1 (2025): CANTHING VOL. 11 NO. 1 Tahun 2025
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

This community service initiative aimed to provide a platform for appreciation and creative expression for young designers, fashion vocational high school students, and fine arts academy students through a fashion show titled "Kawula Muda Festival (Gelora Wastra Theme)." The event was held at Pendhapi Balaikota Surakarta on February 10, 2024, coinciding with the Chinese New Year celebration, which attracted many visitors. The activities included a beauty class, an art workshop, and a fashion show featuring the works of young designers with traditional fabric themes. This event benefited not only the designers but also other stakeholders such as photographers, makeup artists, and models who needed portfolios and experience. The results showed increased confidence among participants, public enthusiasm, and requests for similar activities to be held continuously. This fashion show serves as a concrete form of support for the regeneration and development of the creative industry, particularly in local wisdom-based fashion design. Keywords: fashion show, young designers, community service, traditional fabric, appreciation of work
EKSPLORASI ECOPRINT PADA BUSANA PESTA KIMONO MODERN DENGAN MOTIF MUSIM GUGUR JEPANG Shafa Kamila Choirunnisya; Amin Sulistiyowati; Aninda Dyah Hayu
Canthing Vol. 11 No. 1 (2025): CANTHING VOL. 11 NO. 1 Tahun 2025
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

The Online Journal of Akademi Seni dan Desain Indonesia Surakarta comprises of 13 online journals which contribute to the advance of knowledge in 13 scientific fields. To comply to the formatting used by the Journal, authors who wish to submit paper to one of the Journal are strongly recommended to use this file as the template for their papers. In this file, authors will find all styles and formatting acceptable for paper submission. Each paper should be between 8 to 12 pages in all, including illustrations, tables, list of references, and abstracts in Bahasa Indonesia and English. Authors are encouraged to submit paper in MS Word format (.doc or .docx) via http://jurnalonline.itenas.ac.id as registered author. Hardcopy is acceptable for first submission, but softcopy is required for further editing once the paper is considered for publication by the Journal. Keywords: author’s guideline, document’s template, format, style
KELIR DIGITALISASI : STRATEGI PRODUKSI VIDEO DOKUMENTER PEMENTASAN WAYANG KULIT DALANG MUDA KI PANDU NUR PRASTIYO DALAM KONTEKS DIGITAL PELESTARIAN BUDAYA Heriyanto Atmojo
Canthing Vol. 11 No. 1 (2025): CANTHING VOL. 11 NO. 1 Tahun 2025
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Documentation of wayang kulit performance art needs to adapt to changes in the media consumption patterns of the younger generation in order to remain relevant and in demand. This study proposes a documentary video production strategy that combines a modern audiovisual approach, engaging narratives, and strategic digital distribution. Some of the main approaches include the use of dynamic cinematography, a strong storyline with a storytelling approach, embedding subtitles and educational infographics, and utilizing digital platforms such as YouTube, Instagram, and TikTok to reach a wider audience. In addition, interactivity through social media and collaboration with content creators also strengthen the involvement of the younger generation. This strategy aims not only to document traditional arts, but also to revive them in the digital space as part of adaptive and sustainable cultural preservation. Keywords: Shadow puppets, digital documentation, young generation, documentary video, cultural preservation

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