Journal of Urban Society's Arts
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VISUAL STRATEGIES OF CONTEMPORARY ART: A Case Study of Banksy’s Artworks
Visual Strategy of Contemporary Art: The Study of Banksy’s Artwork. The development of contemporary art has introduced a new understanding and recognition of esthetics. This article aims to describe postesthetic phenomena as trends in the visual communication of contemporary art. The method used is a descriptive approach and analysis of Banksy's work. This study produces a discussion about: 1). Postesthetic symptoms in Banksy's work, 2). Characteristics of Banksy's work, 3). Banksy's symbolic meaning, 3). Social implications arising from the postesthetic approach to Banksy's work. Keywords: visual language, consumerism, contemporary ar
Implementation Fernando Martinez’s Practice Methods On Drumset Instrument Class Alfiah Akbar
This study aims to (1) Know the improvement in student learning outcomes in the drumset instrument class after applying the Fernando Martinez practice method; and (2) Knowing the obstacles that exist during the application of the Fernando Martinez (FM) practice method. The research method used is classroom action research (CAR) carried out in two cycles. The stages in this study include the planning, action, observation, and reflection stages. Data obtained include student learning outcomes, observations of student drumset practice activities obtained from videos and observation sheets, as well as the results of interviews. The results of the study in the first cycle showed that there was an increase in student learning outcomes, but the learning outcomes had not yet reached the indicators of learning achievement, namely the minimum score with a very good category (90-100). While the results of the research in the second cycle there is an increase in student learning outcomes that are significant when compared with before the application of the FM practice method and in first cycle. The obstacles faced when conducting research in the first and second cycles include; lack of motivation of students towards the tasks given, students have not been able to master the material well, because the FM method is new so students are not familiar. the stages of the FM practice method in first cycle have not been carried out correctly, the collection of tasks in the first cycle in this case the practice video was not collected on time
Designing a Design Thinking Model in Interior Design Teaching and Learning
In the last three decades, research on design processes and methods has been the driving force behind the design science development; however, research on design process knowledge has not developed much in Indonesia. This research aims to answer the problems faced by interior design students when they have to complete a design task by applying specific design processes and methods. The choice of technique and method is influenced by the situation & conditions in which the design is carried out. The research was carried out using the “double diamonds” process and method with a problem-solving approach. The research analysis was carried out by examining students’ design documents in the interior design course, conducting interviews with students and lecturers, and literature studies. Furthermore, an alternative process model and design method are more prepared to follow the needs and answer the Interior Design Study Program’s problems when completing a design task. Research has succeeded in finding process models and design methods called a DT-DI model compatible with interior design students.
Women Emancipation and Empowerment in The Incredibles 1 and 2
Movies represent women differently from men. Some try to raise women’s dignity, and some still impose traditional values on them. This paper studies the representation of the characters of female superhero in The Incredibles 1 and 2 which seem to support women’s emancipation. However, there are some ideas conveyed through the mise- en-scéne which still indicate that the movie series do not fully emancipate women. The Incredibles 1 and 2 movie series have been chosen as the object of the study for their typical characteristics when female superhero plays the role. The purpose of this paper is to examine how women are represented through visuals and character roles in The Incredibles 1 and 2. The movies were analyzed through a critical discourse approach. The analysis focused on the language beyond sentences and aspects outside the language, such as power relation, social context, and ideology. The result of the analysis shows that the female character in the movies still upholds traditional values, such as male domination, revealing that these movies are not emancipatory for women. Moreover, women are still degraded and objectified through their body. Therefore, these movies can be seen as a form of pseudo-empowerment, where something is seen as empowering but actually it is not. Emansipasi dan Pemberdayaan Perempuan dalam Film Incredibles 1 dan 2. Film menggambarkan perempuan dan laki-laki dengan cara yang berbeda. Sebagian mencoba untuk menaikkan derajat perempuan, dan sebagian masih menyajikan nilai- nilai tradisional. Artikel ini meneliti representasi karakter perempuan utama pada film The Incredibles 1 dan 2 yang terlihat mendukung emansipasi perempuan melalui karakter superhero. Namun, terdapat gagasan yang menunjukkan bahwa kedua film ini tidak sepenuhnya mengemansipasi perempuan. Artikel ini bertujuan untuk meneliti bagaimana perempuan digambarkan melalui visual dan peran pada setiap karakter di The Incredibles 1 dan 2. Kedua film ini dianalisa menggunakan pendekatan analisis wacana. Analisis dilakukan pada tingkat bahasa yang digunakan yang tidak terbatas pada kalimat dan aspek-aspek di luar bahasa, seperti hubungan kekuasaan, konteks social, dan ideologi. Hasil analisis menunjukkan bahwa karakter perempuan pada kedua film ini masih menjunjung tinggi nilai-nilai tradisional, seperti dominasi oleh laki-laki. Hal ini membuktikan bahwa film-film ini tidak merepresentasikan kebebasan pada perempuan. Lebih lagi, melalui tubuhnya, perempuan masih terlihat direndahkan dan dijadikan sebagai objek. Oleh karena itu, dapat disimpulkan bahwa film-film ini merupakan suatu pseudo-empowerment, yaitu ketika sesuatu terlihat seperti memberikan kebebasan namun dalam kenyataanya tidak sama sekali
Deconstruction and fractalization of urban identity
The research, by referring to the Dur Untash city at the Symbolic level, seeks to answer the question that how in urban semiotics, the city's identity has acquired a semantic significance beyond its significance. The situation of the city expresses a state that any kind of dominant discourses has lost their accreditation capacity and authority, and the audience cannot rely on any of the currents that were considered as definitive. City identity is nothing but fractal games that there is no source of authority that indicates the fixed meaning of these formulas and this is a social contract. These contracts derive from the semiotic rules which is agreed upon in the community. In this game will be try to impose certain meanings on the city identity using the symbolic function; to internalize meta-narrative (internalization process) and in this way, the identity and the presence of the Dur-Untash city will be recorded in time and reach an immortal realm
'Ora Minggir Tabrak' Electronic Dance Music (EDM), a Montage of The Time-Image
Electronic Dance Music (EDM) is a music genre which has been perceived in negative way because closely related to night life in which alcoholic drinks and illegal drugs. The beatings of the rhythm presented can arouse a desire to shake the body, giving instant pleasure to escape from the weariness of life. Although it could be said that this music genre is able to help the listeners to forget “the problems” of life, however, it is very rarely that the academic circle looked into this music genre and make it as a subject of interesting studies. This article is written out of subjective observations in social sphere on subjects containing a lot of secrecies and initially considered as a taboo to be discussed. The existence of EDM in line with the technological developments as montage of the time-image related with complexity of social relations, attempting to embark on a new identity in power, politics, and ideological trappings. The phenomenon comes into sight specifically in the song of “Ora Minggir Tabrak”,literally means if you get on my way I will hit you, a soundtrack of Ada Apa Dengan Cinta 2feature film. And it obviously could be seen in talent hunting for EDM musicians program broadcast by Net TV (the ReMix), and several other big events with internationally standard organized annually, such as DWP (Djakarta Warehouse Project); and Dreamfield at GWK Bali, which are worth-discussing amidst the hustle and bustle of music market in Indonesia
Pedagogi Estetik Berbasis Kearifan Lokal melalui Kriya Nusantara Batik Cianjur
ABSTRAKJawa Barat memiliki keanekaragaman seni dan budaya, salah satunya ialah kriya nusantara berupa batik yang ada di Kabupaten Cianjur. Motif batik Cianjur disesuaikan dengan keadaan alam dan kearifan lokal yang ada dan hal ini menjadi pendukung bagi Kabupaten Cianjur sebagai salah satu destinasi wisata di Jawa Barat. Motif batik Cianjur selain memiliki nilai estetik juga memiliki nilai pendidikan, sehingga bisa dijadikan sebagai media pedagogi estetik bagi masyarakat,. Penelitian ini menggunakan pendekatan kualitatif, metode studi kasus, dengan tujuan untuk mendapatkan gambaran komprehensif mengenai proses pedagogi estetik melalui kriya nusantara batik Cianjur.Kata kunci: pedagogi estetik, kriya nusantara, batik Cianjur ABSTRACTLocal Wisdom-based Aesthetic Pedagogy through Indonesian Archipelago Craft: Cianjur Batik. West Java is rich of arts and cultural diversity, among others, the Indonesian archipelago craft of batik in Cianjur Regency. The Cianjur batik motif is adapted to prevailing natural condition and local genius that support Cianjur Regency as a tourist-destination in West Java. The Cianjur batik motif has both aesthetic and education values so that it can be used as an aesthetic pedagogy media for society. This study employs qualitative approach and case-study method in order to obtain a comprehensive description of aesthetic pedagogy through the Indonesian archipelago craft of Cianjur batik.Keywords: aesthetic pedagogy, Indonesian archipelago craft, Cianjur bati
Eco Art: Bamboo and Silat Spirituality in the Integrated Space Design
Eco Art: Bambu dan Spiritualitas Pencak Silat dalam Disain Ruang Terintegrasi. Berita tentang perubahan iklim dalam fenomena Global Warming penting untuk diperhatikan. Meski peristiwa tersebut sulit dibayangkan oleh masyarakat pedesaan, namun faktanya fenomena tersebut telah mengakibatkan para petani mengalami kegagalan panen dan hampir tidak dapat lagi memprediksi waktu tanam. Di luar fenomena tersebut, persoalan lingkungan juga terjadi di kaki Gunung Merapi, Sleman, Yogyakarta. Penambangan pasir liar di pemukiman penduduk, telah mengakibatkan menyusutnya populasi tumbuhan dan rusaknya tata guna lahan, sehingga berdampak pada menurunnya permukaan air tanah dan air permukaan. Kerusakan lingkungan berawal dari terpecahnya cara pandang orang akibat dari munculnya pembedaan antara humanisme dengan ekologis, pengetahuan dengan nilai-nilai, dan tubuh dengan spiritualitas. Pencak silat, sebagai seni bela diri Indonesia yang tunduk pada keselarasan antara manusia dengan lingkungan alam tempat hidupnya, dapat menggugah kesadaran orang setempat untuk mempertimbangkan kembali kebiasaannya yang dapat merugikan lingkungan dan alam. Integrated Space Design sebagai manifestasi estetis Eco Art, merupakan karya seni yang diciptakan untuk menjawab persoalan lingkungan yang terjadi di kawasan kaki Gunung Merapi, yaitu dengan mewujudkan ruang, wadah atau jembatan interaksi antar manusia, manusia dengan lingkungan buatannya dan alam seputar hidupnya, dengan menggunakan tanaman bambu sebagai medium utamanya, dan spiritualitas silat sebagai inspirasinya sehingga dapat melestarikan daya hidup masyarakat setempat, baik secara ekologis maupun spiritual. News about climate change in the phenomenon of Global Warming worth seriuos considerations. Although these events are difficult to imagine by rural communities, in fact the phenomenon has resulted in farmers experiencing crop failure and can hardly predict cropping time. Apart from this phenomenon, environmental problems also occur at the foot of Mount Merapi, Sleman, Yogyakarta. Illegal sand mining in residential areas has resulted in a shrinking of the plant population and impared the land use, resulting in a decrease both in the groundwater and surface water level. Environmental damage starts from the split of people’s perspectives as a result of the emerging separations between humanism and ecology, knowledge and values, and the body and spirituality. Pencak silat, as an indigenous Indonesian martial art that is subject to harmony between humans and the natural environment on which they live, can arise the awareness of local people to reconsider habits that are harmful both to the environment and nature. Integrated Space Design as the aesthetic manifestation of Eco Art, is an artwork created to address environmental problems that occur in the foot area of Mount Merapi namely by creating a space that bridges the interactions between humans, between humans and their artificial environment, and between humans and their surrounding nature, by using bamboo plants as its main media, and silat spirituality as an inspiration in order to sustain the living power of the local community, both ecologically and spiritually
The Visual Language of Consumerism in Contemporary Artworks
Bahasa Visual Konsumerisme dalam Karya Seni Kontemporer. Artikel ini mendeskripsikan wacana konsumerisme ketika dibahasakan secara visual dalam karya kontemporer. Penelitian ini bertujuan untuk mengetahui pendekatan visualnya, gaya ungkapannya, serta social effect dari karya-karya tersebut. Penelitian ini menggunakan pendekatan deskriptif dengan obyek kajian empat karya kontemporer dunia yang sangat terkenal, “Campbell’s Soup Cans” karya Andi warhol, “Jesus Christ with Shopping Bags” kaya Banksy, “I Shop Therefore I Am” karya Barbara Kruger, “Super Supper” karya Ron English. Berdasarkan analisis terhadap empat karya tersebut dapat disimpulkan bahwa kecenderungan visual pada karya-karya tersebut adalah: (1) memiliki karakteristik visual bergaya Pop Art dengan penggunaan simbol-simbol budaya populer, (2) sarat akan unsur jenaka, satir dan sarkastik, (3) menimbulkan persoalan etis dan estetis.This article describes how consumerism discourse is visualized in contemporary works with the aim to find out how the visual approach, how the style of expression, as well as the social effects of these works. Using a descriptive approach with the object of study of four world famous contemporary works, “Campbell’s Soup Cans” by Andi warhol, “Jesus Christ with Shopping Bags” rich in Banksy, “I Shop Therefore I Am” by Barbara Kruger, “Super Supper” by Ron English. Based on the analysis of the four works, it can be concluded that the visual tendencies in these works are: (1) having visual characteristics of Pop Art style with the use of symbols of popular culture, (2) full of humorous, satirical and sarcastic elements, (3) giving rise to ethical and aesthetic issues
Aesthetic Transformation in the Production Process of the Augmented Reality Folklore Pasua Realtime Performance
At present, the view of aesthetics has undergone a shift in line with the aesthetic concepts that have emerged in every era. This aesthetic transformation preserves cultural values in the Millennium Era, following along with the development of performing arts in Indonesia which are also growing. In the production of performing arts there is a need for continuous creativity. Creativity is a very important factor in the life of art, that at least creativity has three benefits: a) enabling humans to provide the strongest response to new situations, b) reacting more strongly to old challenges, c) organizing new situations and giving strong response to it. Creativity allows artists to improve the quality of the presentation of a new and original performance art.This paper is the result of the Research of the Consortium in the field of Art by raising three cultural phenomena that exist in the archipelago, namely Papua, Sunda, and Aceh. The structure of these three territorial territories is a name of virtual reality that is typical of PASUA's Augmented Reality (AR) (Papua-Sunda-Aceh) Performance Arts (PA) 4.0. An augmented reality real time synchronization in the creation of performance art 4.0. which describes the cycle of human life symbolized by the Sun. Beginning with the sun rising in Papua, it then shines on the land of Parahyangan, Sunda and finally sets in Aceh, the Veranda of Mecca