Journal of Visual Art and Design
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Batik Fractal: Marriage of Art and Science
By applying Fourier Transformation, this paper shows that batik has fractal characteristic. This character is shown in batik's fractal dimension between 1 and 2. The isen process in batik is one factor that contributes to create self affine as one of fractal's important characteristic. Anova Test for fractal dimension in this method classifies batik according to patterns and its region. Fractal in batik shows the presence of complexity in traditional art. This complexity arises because the effort to obey pakem rule and media. Furthermore, the presence of fractal in batik becomes the foundation of this paper to create algorithm which will produce new kind of patterns: Batik Fractal. The method used for creating the pattern is L-System and Fractal Dimension. L-System is used to create pattern, while Fractal Dimension is used as a measurement tool for Batik Fractal to compare with traditional batik. Algorithm to create Batik Fractal has been developed into a software known as jBatik. As a software, jBatik becomes a helping tool for batik makers to create new patterns. jBatik v 2.0 has been used as a tool to create new batik patterns in creative industry by involving several batik makers
Art Medium and Art Infrastructure Development in Contemporary Indonesian Art
This research review Indonesian contemporary artists that used the various media in the presentation in his works over the years since 2000 until now. Survey at Pameran Besar Indonesia "Manifesto" in May 2008, were around 670 Indonesian living artists, 350 are consistently professional artists, 41 artists who utilize a variety of media in each works and 6 of them are artists who used a various of media on their solo exhibition including combining conventional media with new media and installation approaches. 6 artists are analyzed on the structure of the media presentation configuration their used, and generally they used more than 3 types of media in their solo exhibition, first, painting/drawing, second, sculpture/object/installation, and third video/photography. In the study of each exhibition process, generally utilizing the curatorial and sponsored by promotor (gallery). This research shows a rapid development of economic infrastructure in Indonesian the art in 2000-an era with the emergence of many auction hall, a new generation of collectors and galleries, and the Asian art market and global orientation, it became one of the holding in contemporary art of Indonesia, has been shifting art situation from cultural appreciation in the era of 90-to an era to cultural production
Kajian Potensi Pendidikan Formal Animasi di Sekolah Menengah Kejuruan Kota Cimahi 2011
Explanation of PP No.28 of 2008 related to the National Industrial Policy (KIN) sets Cimahi city as a base of animation industry development and as a leading sector in the field of animation, film and ICT. Vocational high school animation rated by industry experts is quite attractive but less in terms of competence and result qualities. This study reveal the lack of competence of animation education at vocational high school level in Cimahi based on quality parameters of the drawing test from students sketch presentations. Therefore, to improve its potentials, a formulated education strategy and student entry test based on drawing is needed followed with refining other educational process
Kajian Karya-Karya I Nyoman Erawan, antara Tradisi dan Modernitas
I Nyoman Erawan is an artist who develops abstraction shape manner by fusing formal aspects (line, area, color and texture), with the symbols in the Balinese culture tradition which is absorbed by his own religious experience as a part of Hinduism Balinese Community. The experience exists and gives deep influence to his works, when he took art study at Indonesian Art Institute of Yogyakarta in the year of 1980 and then was introduced to modern art included to its' technique and concept. The Nyoman Erawan's works development in presenting the values of the tradition and modernity can be seen from three aspects, which includes; technique, medium and theme. The exploration of Nyoman Erawan's technique and medium was begun from two dimension artworks in1982, painting technique and assemblage, collage various materials was fused for his works and then it developed become installation work in 1993-1994, and has become performance work since 1996. The tradition values in his work are presented in west modern art manner. He uses the modernity spirit to preserve the tradition value. He represents the development of modernity in different way than modernity in West context. This is a development of his work
Kajian Transformasi Visual Desain Karakter Eevee pada Game Pokémon Series Generasi I-V
Pokémon game series is a representation of the media culture that offers a world of simulation by creating signs through storyline, gameplay, environment, as well as game characters, so that it becomes a part of digital culture. The design of Pokémon character, in this case is Eevee, is able to generate its fans curiosity and addiction resulted from the application of Manga-matrix method, color theory and morphological-forced-connections technique through the visual transformation of character design itself. This study is a qualitative research that conducted through the application of Manga-matrix principle including internal and external factors on the characters, similarity analysis or the relation among the theories connected to visual element and the interpretation of character meaning, and the combination of character design theories as the reflection of the Satoshi Tajiri as well as Japanese society’s ideology or thinking pattern in cultural implementation. The analysis shows that Eevee’s changing form still contains similarity with its existence of additional elements creates variety of forms in Eevee’s character visualization. Those Eevee’s form variety becomes the essence of the creation of the character as the media that introduces the visual transformation of character design in a game, in this matter is the Pokémon game series
Shadow Puppets Performance of Yogyakarta through its Visual Language
The shadow puppet performance conveys its story to the viewers through its visual language. The aim of this research is to reveal the visual language of the gesture effects in the shadow images of the shadow puppet performance of Yogyakarta. Visual language stands for the representative images that are similar to the original objects and the way to draw it. In the case of shadow puppet performance of Yogyakarta, Central Java, Indonesia, the way to draw the images correlated to the space-time-plane system of drawing. The space-time-plane system has the characteristic to have multiple angles, distances and moments. The results of this research were each movements of the main puppet character determine it own body language