Journal of Visual Art and Design
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Peran Ragam Hias Tradisional Melayu Riau pada Desain Produk Kerajinan Kayu di Pekanbaru
Melayu Riau uses many wooden craft products, ranging from casings for rituals to varieties of souvenirs. As similar to other areas of Indonesia, Melayu Riau community possesses various decorative styles that are rich in motifs and laden with meanings. It is an endless potential source for wooden craftsmen, yet not many have optimally exploited them. This study observes wooden crafts of Melayu Riau in Pekanbaru (especially souvenirs), in order to expose the roles of traditional decorative styles of Melayu, their ridden symbolic meanings, and the possibility of using them as sources for creating various wooden craft products. To address the purpose, the study applied descriptive approach using interviews, document study, and observation as means of data collecting. Results of analysis showed that newly created wooden products from the Center of Melayu Riau Souvenirs support varieties of functions yet their aesthetic qualities are not representatively qualified. Too many products repeatedly use floral and nail kaluk motifs, as if there are no other available motifs. Thus, the products look monotonous in shapes, colors, and applied decorative elements. To make the products representatively qualified, it is better to address the aesthetic qualities of the product by exploiting varieties of motifs, alternate colors, shapes, and decorative elements
Studi Komparatif Lukisan Perempuan Perupa dengan Pria Perupa Impresionis dalam Tema Kehidupan Keseharian
Impressionism is an art movement that firstly established in France in the middle of 19th century. Claude Monet, Èdouard Manet, Pierre-Auguste Renoir, and Edgar Degas are famous male impressionist artists that were known by many, yet there are famous female impressionist artists such as Berthe Morisot, Mary Cassatt, Eva Gonzales, and Marie Bracquemond that deserve to be known as well. The presented paper discusses the aesthetics value and meanings of paintings of these female impressionist artists, through the perspective of art criticism, historical method, and women studies. Object of analysis are paintings that depicting domestic life made by mentioned artists above. Results show that the depicted domestic life in those paintings presented a unique gaze of a woman, as shown in the representation of body language to express the relationship between mother and children. Thus, female impressionist paintings emphasize more on the activities and aspiration of women than the beauty of their bodies. The painted theme shows that the artists express gender equality and/or independent (or self-supporting) women, which are presented in an equal aesthetic quality compared to those of male impressionist artists
Karakter Visual Keindonesiaan dalam Iklan Cetak di Indonesia
Many have tried to explore the unified identity character of an Indonesian, arousing certain tribal cultures to visually represent "Indonesian" on apparent bestowed upon Indonesia as a nation of multi-cultures. This is clearly be seen in advertisements where the expressed visuals represent periods, societal forms, political, and economical situation according to the allotted time and space. Thus, visuals on advertisements may serve as clues to understand the significance of expressions as "Indonesian" out of the memory of how things were and were done and therefore ought to be done. This study explores visuals from the advertisements of the past to understand the spirit of Indonesia as a nation for the purpose of tomorrow. The study looked into visuals of the advertisements from the Dutch colonial era, Japanese occupation period, the birth of a nation in 1950s, the new order (1970s-1990s), and end with those of reform order (2000s); in order to portray "Indonesian" in terms of figure, behavior, and attitude of a nation. The paper discusses visuals of the past to model the present and future of an "Indonesian"
Terapi Seni Melalui Melukis pada Pasien Skizofrenia dan Ketergantungan Narkoba
For centuries, human used various forms and/or elements of art as an effort to 'treat' their body and souls. The ancient Greece used the existence of theatrical art as something that has catharsis effect in "cleansing" and/or "healing" their souls. Through this understanding, the author explores the effect of art activities on the process of mental recovery (art therapy). It is observed that through the process, catharsis effect serves as an important part of art therapy; exploring process and activities that unites disciplines of Art and Psychology as means for treatment
Experiencing Design “Pleasures”: Framework for Pleasurable Experiences On Designed Objects
This paper explores the importance of human perceptual experiences toward objects, an effort to understand how human (as users of object) experiencing pleasures when interacting with a designed object. Having the purpose to explore the theoretical structure of human and object interaction, the paper contextualizes the concept of pleasurable experience in product use by (1) understanding the conceptual traces of “pleasure in design” in the history of design thinking (e.g. modernism and post-modernism), (2) correlating the identified traces with research results from other related field (e.g. cognitive psychology) to clarify the conceptual mechanism of human pleasurable experience, and (3) synthesizing results to define the theoretical framework in assessing pleasurable experience when human interact with a designed object. Following the path of Patrick Jordan’s theory on the pleasure in human factors, the study indicates that there are four identified functions of pleasure in product use: pleasure of using, pleasure of interacting, pleasure of understanding, and pleasure of owning. Those dimensions represent the experiential aspect of arousal (on the continuum of temporal – perpetual) and interactivity (on the continuum of individual – group)
Karakter Busana Kebesaran Raja Surakarta dan Yogyakarta Hadiningrat Periode 1755-2005
Clothes represent cultural expressions and associate with certain social status. The Javanese societies, as complex as they are, possess unique social stratification according to the hierarchy of their positions, where the king has the tipmost status, followed by the nobles, merchants, farmers, and commoners. Thus, king clothes expresses societal status and cultural heritage of Java. This paper explores varieties of king clothes from the Surakarta and Yogyakarta kingdom on the period of 1755-2005, in order to identify the styles, associated symbolic meanings, and aesthetic values of the clothes whose patronage the Javanese people. The study focuses on the objects associate with king's clothes such as throne (kuluk/panunggul), sikepan bleggen, bordiran ageng, cinde/lancingan, blumbangan kampuh, wedhungpasikon, belt (ukup), kepuh, and footwear (selop). Results indicate that the king clothes of Surakarta and Yogyakarta were not made to solely express symbolic meanings but also to differ identities of the throned kings. Changes on the shape of the throne (kuluk or panunggul), coat (sikepan ageng bordiran bleggen), accesories, cinde pants (lancingan atau sarual), kampuh blumbangan with parang barong batik, short sword (pasikon wedhung), keris, belt (ukup) a pair of clothes on the back, and footwear (selop), can be used to characterize the throned kings and thus identities of them
Perancangan Game Batik “Nitiki” Berteknologi Multi-Touch Screen
Batik is an intangible cultural heritage of Indonesia that has endured a span of 200 years in its existence. Batik may enter today’s contemporary world by exploiting both the traditional and contemporary cultures to look beyond what has been elaborated before. Having exposed to the world of digital game and animation, this study exploited multi-touch screen technology to develop a new game-play on Javanese batiks as a visual entertainment medium to serve learning of batik. Using gesture interactivity sensors, the game of batik was designed by allowing users to interact freely with the contents limiting the mechanistic control in game playing. The end-result showed that traditional artifact, such as batik, can be exposed in a new technological medium. The game of batik serves as an alternate way to suit traditional knowledge into the contemporary world we live in
Konsep Desain Kamar Mandi Bertema ”Accessible Restroom” 2007 Analisis Penerapan Konsep ’Desain Universal’ pada Sayembara Perancangan
Universal design is a design approach which considering that all products, building, exterior and interior spaces be usable to the greatest possible extent by all, regardless of ages and abilities. Given its importance, this approach needs to be promoted and socialized, especially for the design of public facilities (including interior and its complement) in Indonesia. BILiC (Bandung Independent Living Centre) started the assessment for the importance of universal design on public facilities with the 2007 ”Accessible Restroom” international design competition. The presented paper discusses universal design and accessibility in lieu for the evaluation of entry design works of the competition
Looking into the Credibility of Appearance: Exploring the Role of Color in Interface Aesthetics and How it Affects our Perception on System’s Credibility
Dalam penelitian ini dikaji hasil tiga eksperimen sebagai kelanjutan studi yang pernah dilakukan oleh Kurosu-Kashimura [1] dan Noam Tractinsky [2] tentang relasi antara persepsi pengguna dengan kualitas estetik dan usability tampilan interface. Berdasar dua premis utama yaitu bahwa persepsi estetik dipengaruhi latar belakang kultural serta tampilan yang atraktif dapat mempengaruhi persepsi kehandalan sebuah produk., Dalam penelitian ini dievaluasi bagaimana persepsi pengguna migran (:orang Indonesia yang berada di Jepang) terhadap relasi antara tampilan estetik dan apparent usability pada sebuah interface produk. Dalam eksperimen dilakukan investigasi efek tampilan warna pada sebuah interface produk terhadap persepsi trustworthy (tingkat kepercayaan) dan credibility (tingkat kredibilitas) produk secara umum. Sebagai stimulus, digunakan tampilan layout-utama (hasil modifikasi) layar ATM bank di Jepang. Hasil eksperimen menunjukkan bahwa nilai estetik tampilan interface mempengaruhi persepsi user atas credibility (tingkat kredibilitas) dan trustworthy (tingkat kepercayaan) sebuah objek. Latar belakang budaya pengguna tidak memiliki pengaruh signifikan terhadap persepsi estetik tampilan interface apabila pengguna telah melakukan adaptasi eksperiential atau memiliki pengalaman interaksi dengan produk dengan komposisi layout sejenis. Lebih lanjut hasil penelitian menunjukkan bahwa warna memiliki pengaruh penting dalam meningkatkan kualitas ke-atraktif-an, persepsi kredibiltas (credibility), dan tingkat penerimaan (acceptability) pengguna (user). Eksperimen lebih lanjut perlu dilakukan untuk mengetahui bagaimana dan seperti apa sebuah kombinasi warna pada sebuah tampilan interface, dapat memiliki pengaruh yang bermakna pada keterpakaian sebuah produk
Makna Simbolis pada Unsur Visual Kostum Tari Topeng Babakan Cirebon Keni Arja di Desa Slangit
Mask dance is one of the traditional performing arts that has grown and developed ever since the Hindu period. At the beginning, this artistic performance serves as the medium in the ceremonial tradition related to the ritual of elderly summon, for giving blessings and provide salvations. In the Islam period, the performance was used by Sunan Gunung Djati as a media of religious endeavor to show the phase in human's beliefe. In this special type of performance, the dancer wears five character masks: Panji, Pamindo, Rumyang, Patih and Klana, along with their equipments, such as costumes, clothes, and headdress called sobrah. Although it looks visually simple, its provide lots of symbolical values that are related to the growing period of arts, where major philosophies from the two grand religions (Hindu and Islam) collided. It is also related to the concept of Mandala, a primordial discourse of Indonesian society. This study focuses in analyzing the symbolic meaning of visual elements from the babakan dance's costume, which was used by Keni Arja in the year of 2006. It is found that inside Keni Arja's costume there are full varieties of forms, motives, and colors. For instance, the figure of Panji, Pamindo, Rumyang, and Patih wear a tie; however Klana wears ombyok to cover the chest. Patih's figure is no longer using sobrah as headdress, instead it uses peci-bendo and glasses. Results of analysis indicate that there are several changes on the visual elements inside mask-dance costume, especially in the element of form among ornament of sobrah, the material of sobrah, the costume colors of every character, and the motive of kain. Interestingly, Keni Arja keeps using some traditional elements, such as headdress (called sobrah) and a cloth piece to cover below. This indicates that traditional dancer still obeys the old form, which refers to the early birth of this artistic performance, as a way to keep magical values of the performing arts