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Contact Name
Salim.S.Sn.M.Sn
Contact Email
salimasdi@yahoo.com
Phone
+6281225870059
Journal Mail Official
salimasdi@yahoo.com
Editorial Address
Jl.Garuda Mas No.3, Pabelan, Sukoharjo
Location
Kab. sukoharjo,
Jawa tengah
INDONESIA
Canthing
ISSN : 23020644     EISSN : 23020644     DOI : Canthing
Core Subject : Art,
Jurnal Canthing adalah jurnal mitra bestari yang menjadi wadah bagi artikulasi ilmiah dan refleksi kritis terhadap praktik kesenian secara luas. Mengambil filosofi canthing sebagai instrumen ketelitian, jurnal ini menampung hasil penelitian, pengkajian, dan penciptaan dalam berbagai bidang: seni rupa, seni kriya, desain komunikasi visual, hingga seni pertunjukan tradisi dan kontemporer. Fokus kami adalah mengeksplorasi keterkaitan antara nilai-nilai lokal Nusantara dengan dinamika seni global di era digital.
Articles 85 Documents
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

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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

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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
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.
DESTRUKTIF BATIK: PERANCANGAN MOTIF BATIK DENGAN VISUAL DESTRUKTIF (NEGATIF FILM) DAN GAYA SUREALISME PADA PRODUK ART WEAR Muchamad Bagus Iman; Andri Nur Cahyo; Amin Sulistiyowati
Canthing Vol. 10 No. 2 (2024): V10N2
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

As time goes by, many things are influenced, one of which is art. However, on the other hand, traditional arts in each region, especially in the field of art, have not been influenced by developments over time as significantly as Batik art in Indonesia, which has only been influenced by the materials and techniques for making it. Based on this, a design concept emerged for motifs, techniques and clothing applications that were newer and less monotonous. And these three things influence the design elements, namely shape, color and material in the components used. In this design the author wants to present a new batik motif with a new color technique and apply it to new clothing. By considering the aesthetic aspects of design, function and also the psychology of the user. The method used in this design is combining batik techniques with Surrealism visuals on batik motifs and using negative film coloring techniques which will be applied to Art Wear clothing. The aim of this design is to create batik motifs with destructive visuals (film negatives) with a surrealist style in Art Wear products. Keywords: Art wear, Batik, Destructive, Surreal
PERANCANGAN MOTIF BATIK EKSPRESIONISME ABSTRAK DENGAN SUMBER IDE SISI EMOSIONAL UNTUK FASHION STYLE BAD GIRL Shafira Nabila; Mursidah; Yustiana Dwirainaningsih
Canthing Vol. 10 No. 2 (2024): V10N2
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

The most young people didn’t like batik that seems old-fashioned with colors that seems monotonous. This design is a from of innovation to foster like and interest for young people so that batik willn’t be immersed in foreign cultures and will countinue to exist in the future. This design is an innovation that develops abstract contemporary batik with more expressionism in which the depiction displays the emosional side experienced by female figure who became the ideas for this work. In terms of images that are randomly generaled with the appearance of expressions human. In addition, the color ascept is made to show the emosional side. Observation of motifs and colors is done through the media of the books and the internet. This batik is realize using the written batik technique, with the coloring using the dab technique. This batik work is packaged or realized in the form of Bad Girls Style which reflects the figure of feminine girl who became a new, tomboyish personality. The results of this design trial obtained 3 motifs with 7 fashion designs which are illustrated in the from of 3 motifs in 1 design and realized with the chosen motif, namely the Confundo motif on a bad girl outfit. Keyword : Bad Girl, Contemporary Batik, Ekspresionism