Sungging
Sungging adalah jurnal hasil penelitian, penciptaan, dan pemikiran yang diterbitkan oleh Jurusan Pendidikan Seni Rupa FBS UNY. Jurnal Sungging memfasilitasi hasil penelitian, penciptaan, dan pemikiran para peneliti, akademisi, perupa, desainer, profesional, dan praktisi dalam bidang seni rupa, kriya, desain, dan pembelajarannya.
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Anatomical construction of book covers by indie publishing houses in Yogyakarta
Mawaidi, Mawaidi
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.72657
Changes upon changes in anatomical elements on book covers are common in the publishing industry. However, changes in anatomical elements have always been read as meaningless. This research aims to describe the meaning of changes in the anatomy of book covers in indie publishers in Yogyakarta. This research method uses deconstructive qualitative analysis using book anatomy concepts from experts, including Michael Bhaskar. The results of this study show three patterns of change construction. First is layout construction. This layout-based anatomical change uses a templateable technique that attracts the reader's attention. Second, colour construction: This design pattern was applied to publishers who thought white could be a publication's identity. Third, construction of totality: This last part is a significant finding because of all the anatomical elements used by mainstream publishers; there is one publisher that negates the existence of critical anatomical elements that are not used, namely ISBN.
Character design for the Tapel Saga mobile game inspired by Malangan masks and Urban Legends
Arif, Novida Nur Miftakhul
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.75292
Character design is a crucial aspect of video games, requiring a solid understanding of design principles and an appreciation of the sources of inspiration, mainly when aiming to promote traditional culture, such as the Malangan masks. "Tapel Saga" attempts to interpret the esoteric aspects of Malangan masks and urban legends into a mobile game format. The representation of traditional cultural values can be visualised in character design by adhering to character design principles and considering the tastes of the target audience, namely the younger generation. The literature review on Malangan masks and Malang urban legends is limited; therefore, most data on Malangan masks was obtained through observation and interviews with practitioners and enthusiasts in the Malang region, specifically Jabung. Characters in the mobile game were created using character design methods that consider design principles such as the utilisation of basic shapes, target audience characteristics, and sources of inspiration from traditional culture. The development of the Tapel Saga mobile game character design serves as an actualisation of conventional culture, providing a reference for visual creativity and expanding ideas for the growth of Indonesia's video game industry, which is currently experiencing significant growth.
Illustrated book design on Asmat tribe culture in Papua: Promoting local cultural awareness among children
Fitri, Nofria Doni;
Veruschka, Zophia Aprilia
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.73100
Asmat is one of the largest tribes in Papua. The Asmat tribe is divided into two coastal and inland areas. The Asmat people tend to be fishermen or hunters. However, besides these two professions, a true woodcarver is another profession of this tribe. The uniqueness and high cultural value of this tribal woodcarving art are very well known. However, the development of the era, knowledge and technology resulted in many foreign cultures entering. The entry of foreign cultures into Indonesia quickly influences various lines of people's lives. Therefore, it is essential to introduce native Indonesian cultures to this generation so that they get to know ethnic groups in Indonesia; educational facilities are needed to teach the culture of ethnic groups in Indonesia in a language that children understand, with illustrations that are interesting and evocative. The educational tool is the Asmat Tribe Culture Illustration Book.
Batik Smock at The Galbita Gallery Home Industry in Banaran Village, Sukoharjo, Central Java
Safitri, Nandini Ayu;
Zuhro, Aida Roihana
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.74846
This study aims to describe the process of making batik smocks produced by the Galbita Gallery Home Industry. This research is a descriptive qualitative research. This research is focused on the comparison of smock techniques in fabrics with batik combined with smock techniques. Data collection was obtained by observation, interview, and documentation techniques. The subject of this study is Home Industry Galbita Gallery, and the object of the research is the batik smock at Home Industry Galbita Gallery. The research instruments are the researcher himself accompanied by observation guidelines, interview guidelines, and documentation guidelines, as well as using voice recording aids, cameras, and notebooks. The technique of checking the validity of the data was obtained by triangulation. Data analysis is carried out by collecting data, reducing data, presenting data, and drawing conclusions. The results of this study show that batik smocks are made at Home Industry Galbita Gallery by combining two techniques, namely the smock technique and the batik stamp technique. The smock and batik combination smock technique produces fabrics with different uniqueness and aesthetic value. The smock technique offers an elegant three-dimensional texture, while the combination of smock and batik creates a fabric with richer and more artistic dimensions and colours. Both are valued in the world of textiles and fashion because of their uniqueness and high added value.
Visual identity design of the Batik Ciprat Giyanta SMEs in Banjarnegara
Kusumohendrarto, Raden Hadapiningrani;
Fitriyandani, Yanuar Maulana
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.73101
Batik is an indigenous Indonesian cultural heritage that continues to be preserved. Numerous patterns and techniques for making batik have been developed, including Batik Ciprat (splash technique batik). Giyanta is one of the Batik Ciprat production houses located in Banjarnegara. In the batik business, Giyanta's visual identity is currently insufficiently informative and appealing, resulting in suboptimal promotional activities. This study employs an analysis and design process as part of this practice-based research. Data was collected through interviews and field observations, forming the basis for concept development and guiding visual identity design. The design process involved SWOT analysis, target audience identification, referencing, brainstorming, alternative logo design, final logo selection and its philosophy, colour and typography decisions, and supporting elements. This design aims to enhance the brand value and image of the Batik Ciprat Giyanta SME in the public's perception.
Development of Rempah Kita illustrated book to introduce spice diversity to children aged 7–12
Cahyani, Wiwit;
Setiaji, Rony Siswo
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.70911
This study aims to describe the process of development and material feasibility as well as the feasibility of the picture book media "Rempah Kita". This study used the Brog and Gall R&D method. The stages that are carried out consist of potential problems, data collection, product design, validation, product design improvement, and product trials. This study was conducted on children aged 7–12 at SD Negeri Sedangsari. Research data collection using observation techniques, interviews, questionnaires and documentation. Data analysis techniques are quantitative and qualitative descriptive. This research and development results are as follows: (1) The picture storybook "Rempah Kita" for children aged 7–12 years is equipped with a Game Card. The story's content is divided into two parts, equipped with the values of character education and love for the motherland. (2) The feasibility results of the picture storybook "Rempah Kita" based on the assessment of material experts get a response score of 90%, while the results of trials for children aged 7–12 years for material quality get a response score of 95%. (3) The feasibility results of the picture storybook "Rempah Kita" based on the assessment of media experts received a response score of 85%, while the results of trials for children aged 7–12 years for media quality received a response score of 96.75%. Thus, the picture storybook "Rempah Kita" gets a very decent category (SL) regarding material and media.
Implementation of character education for vocational high school internship students at Subandi Giyanto Studio
Lestari, Anggita Mundhi;
Astuti, Eni Puji
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.64241
The research aims to describe character education through internships at Subandi Giyanto Studio for vocational students. Character education is implemented through habituation and exemplary. This research uses qualitative research with a descriptive case study method"”data collection techniques using observation techniques, interviews, documentation, and field notes. The research subjects were apprentice students conducting data validity by source and technique triangulation. The results of this study indicate that 1) there are five central character education values, namely religious, disciplined, creative, polite, and responsible; 2) the activities are integrated into the apprenticeship learning process 3) have a good impact on student behaviour and character 4) the obstacles that encountered comes from the emergence of feelings of nervousness, limited communication between students, and the character of students who are heavily influenced by technology, 5) efforts made to overcome obstacles during the process of implementing character education include taking a personal approach to students, training apprentice students' sensitivity to the environment, establishing relationships between students, and train student communication.
Dessy Rachma's digital illustrations: The creative process and formal analyses
Azizah, Anie Qotul;
Ambarwati, Dwi Retno Sri
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.70989
This research aims to 1) describe the creative process of Dessy Rachma's digital illustration work, 2) describe Dessy Rachma's artistic journey, and 3) describe the marketing strategy for Dessy Rachma's work. This qualitative research uses descriptive methods to describe the results in detail. So, the final result of this research is an analysis and discussion of the results based on several art theories. Data sources were collected using triangulation techniques: observation, interviews, and documentation. Moreover, the validity of the data will be tested using a member check (checking research data with the data provider). The results of this research show that: 1) Dessy's creative process in working uses digital media and techniques, and the characteristics of the work highlighted are themes about feminism with the use of neon colours such as in cyber art style; 2) Dessy's artistic journey started when she was in college, continued until she was in graduate school, and now she has marketed many of her digital works on the Crypto Ar market; 3) The marketing strategy for Dessy's work is carried out by marketing her work on a platform from Crypto Art called Teia. art which Dessy not only uses as a marketing medium but also as a place for archiving her work and as a medium to increase her branding.
Enhancing students' creativity through graphic art: A holistic approach at Pesantren Modern Insan Madani in Bandung
Ma'arij, Jian Al
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.72999
Art education in modern Islamic boarding schools (pesantren) faces several challenges, including difficulties in presenting practical materials that are engaging and relevant for students. This study aims to identify effective strategies for presenting practical graphic art materials, specifically using stencil techniques, that are appealing and easily understood by students in modern pesantren. The research employs a descriptive qualitative approach. A series of learning activities, including direct demonstrations, discussions, and hands-on practice by ninth-grade students at MTs Insan Madani under the guidance of an art teacher, were conducted over three sessions. The results indicate that using stencil techniques as an affordable and straightforward alternative for graphic art practice can help overcome the limitations of expensive art tools and materials. Additionally, integrating Islamic values into art education is a crucial aspect that aligns with the principles of Indonesia's Merdeka Curriculum within the pesantren education context. By implementing these strategies and adopting a holistic educational approach that integrates spiritual and intellectual aspects, it is expected that teachers can more effectively present practical art materials in modern pesantren, enhance students' creativity and academic performance, and positively contribute to the development of art education in the pesantren environment.
Systematic review: The formation of personal brand
Firmansyah, Robby
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta
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DOI: 10.21831/sungging.v3i1.75252
The rise of personal branding utilisation as a communication strategy within various contexts results in its concepts and elements heterogeneity. On the one hand, its popularity accelerates the development of knowledge regarding establishing a personal brand; on the other hand, it contributes to the variety of its concepts and elements that become dependent on its context. This article aims to illustrate the development of understanding toward establishing the personal brand based on its formative dimensions and also to draw a more general description from the heterogeneity of its elements. The systematic review method is used to identify, analyse, and synthesise the elements that play a role in establishing the personal brand based on the existing literature. Based on the identification and elimination process toward initial literature, twenty-one (N=21) pieces of literature were selected as relevant sources to describe the development of personal brand establishment elements. The results show that values, personalities, and expertise become the most commonly used elements in the internal dimension of personal brand establishment. Process dimensions include the process of reflection, communication, and evaluation. The external dimensions consist of the role of the third party and the setting where the personal branding activity takes place.