https://proceeding.senirupaikj.ac.id/index.php/xvicture/issue/feedProceeding of International Conference on Visual Culture and Urban Life2020-02-24T06:50:22+00:00Open Journal Systemsxvicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/3Hybridity - Visual Turn: An Essay2020-02-20T14:16:50+00:00Sapardi Djoko Damonoxvicture@senirupaikj.ac.id<p>-</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/4The Taste of Cake in Our Dream: Can Arts Translate the Taste of a Cake?2020-02-20T14:22:46+00:00Kei Yasakaxvicture@senirupaikj.ac.id<p>-</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/1Transformation of Ondel-ondel Function as the Icon of the Capital and Busker in Jakarta2020-02-24T03:02:12+00:00Ade A.S. Fajarwati xvicture@senirupaikj.ac.idA.F Choiril Anam Fathonixvicture@senirupaikj.ac.id<p>Ondel-ondel as one of the Betawi arts, is an image icon of the city of Jakarta. It is a couple of giant doll characters that has distinctive shapes with bright colors and placed in several municipal government agencies as well as government-owned public spaces such as stations, city parks, meetinghouses, urban village offices and so on. This form of a pair of male and female dolls is also often used to mark the wedding ceremony of the Betawi people in Jakarta. Ondel-ondel is the representation of the Jakarta that symbolizing the identity of the Republic of Indonesian capital city. Ironically, instead of just as an icon of the capital city of Jakarta, currently Ondel-ondel has transformed its function as busking medium in urban spaces. This busker character, that according to some people, are considered as "beggars in disguise" are very different from the sanctity of Ondel-ondel in its origin. Although in the same physical form, when Ondel-ondel is placed in different spaces and activities, the meaning changes. Multi-perspectives that emerge from the transformation of the Ondel-ondel function as capital icon but also as buskers, are discussed in this paper. The purpose of this study is to examine urban phenomena and the meaning of the transformation of the Ondel-ondel character function in Jakarta. The qualitative method that used in this paper is the literature study and observation with the subject of Ondel-ondel as a city icon and also as a busker.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/2Gaze In The Javanese Women's Motion Concept (Case Study of ‘Setan Jawa’ The Movie by Garin Nugroho)2020-02-24T03:05:14+00:00Agustina Kusuma Dewixvicture@senirupaikj.ac.idYasraf Amir Piliangxvicture@senirupaikj.ac.id<p>The conceptual conception of women in Indonesia is carried out in various ways and mediums, including movies. In relation to the medium of a social discourse, movies have distinctive characteristics, namely long lasting and spread to various places. Whereas from the perspective of psychoanalysis itself the movie also gets a special place. The psychoanalyst Marxists, for example, see the potential of movie in playing the subconscious so that it has the potential to become the power of mass hypnotic culture. One view that is very close to the issue of women's traditional arts is male gaze Laura Mulvey (1990). Mulvey explained the male gaze concept in the cinematography industry was overly using men's views. Women themselves are not positioned as self-possessiveness subjects but as objects of male gaze. ‘Setan Jawa’ The Movie is the first black and white silent movie by Garin Nugroho accompanied by a live gamelan music orchestra created by Rahayu Supanggah and premiered in September 2016. Combining the Lacan discourse and few of Mulvey’s concept, regarding the discourse on women, the ‘motion’ concept of Javanese women in the ‘Setan Jawa’ framing seems to try to offer the formation and interpretation of different public discourses.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/5‘See/Do: Everyday, Differently’: Interactive Public Display About Cerebral Visual Impairment2020-02-24T03:07:00+00:00Annisa Dyah Lazuardiniadlazuardini@gmail.com<p>Visual perception is one of the key aspects of our interaction with the everyday environment, but not all people perceive it in the same way. There are people whose brain processes visual information differently, affecting their visual and spatial judgment. This is called Cerebral Visual Impairment, the single most common cause for visual impairment in children, yet often goes undiagnosed or is little understood. See/Do: Everyday Differently is a set of interactives showing what everyday life is like for people with Cerebral Visual Impairment (CVI). Through each interactive, the audience can gain first-hand experience of CVI and listen to an audio narrated by a person with CVI. This project aims to raise public awareness about this condition, whilst challenging the current dominant narratives surrounding disability. Stories about disabled people tend to go to the extreme, between pitiful portrayals and inspirational, however, both create a distance between the audience and the characters. Two-thirds of the UK population still feel awkward when interacting with disabled people—if they were able to experience the everyday life of a person with CVI, how would it help to change how they perceive this disability, and subsequently disability on the whole? The interactives were first displayed in the Reading Room of the Wellcome Collection*, It was followed by a design workshop to explore how design can respond to CVI. The interactive will be used for future CVI awareness-raising events and a long-term design methodology for doing exhibitions on this kind of theme.</p> <p><em>* a hybrid of gallery, library, and event space designed to encourage its audience to explore their curiosity with a theme of the relation between science, life, and art</em></p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/6Exploring Batik Semarang Patterns Typographically2020-02-24T03:12:16+00:00Brian Alvin Hanantobrian.hananto@uph.eduAchmad Syariefasyarief@fsrd.itb.ac.idAgus Nugrohogusnug55@gmail.com<p>This paper discusses the use of typography as a sign in developing Semarang Batik pattern. The pattern itself is produced from a Batik Center located in Kampung Batik Semarang. The center was recently revived after being destroyed since the colonialism era of Holland and Japan. The Batik Center has developed many unique contemporary patterns; some were part of their own take on traditional patterns, while some were originally developed. After observing and interviewing the batik makers in Kampung Batik Semarang, the author experiments on designing Semarang Batik patterns. The experiment uses letters as it's visual element to signify and identify the batik patterns. The results were five different batik patterns that were based on contemporary Semarang Batik patterns. This research shows that on developing products using traditional batik for a contemporary audience or customer; the context of signifying can be explored further to create an alternative way of interpretation with the help of non-natural signs such as typography.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/7Reading Print Comics and Webtoons Panel Reading That Changes the Way and Feels of Comics Storytelling2020-02-24T03:19:14+00:00Carolus Astabrataxvicture@senirupaikj.ac.id<p>This study aims to find and distinguish the ways of reading between two types of comics that are presented differently in two different media, namely print and digital media. This different way of reading changes how the story is conveyed and told visually, and it has differences in the order of seeing, rhythm of reading, and its tempo of delivering information. Because by changing the way of presenting information, the emphasis and the highlighted points in that body of information will change. This plays a role in the communication process. This study compares how information is presented in printed comics and digital comics in webtoon format. Samples were taken from action genre comics, namely Noblesse by Jeho Son and Kwangsu Lee and Angel Hearts by Tsukasa Hojo. To present action, a dynamic rhythm is needed and clear clarification between scenes is very important. By taking samples from comics that are in the action genre, the way information is conveyed is seen and distinguished from the tempo, reading direction and rhythm in the panel arranged in the format of the media.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/8“Reading the Visual, Reading the Movement: Observing Kopi Keliling’s 2011-2017 Events (e-) Posters”2020-02-24T03:18:04+00:00David Rafael Tandayuxvicture@senirupaikj.ac.id<p>From 2011 to 2017 Kopi Keliling, a visual art-based organization in Jakarta, has held various offline events that are promoted online with (e-)posters. Kopi Keliling has five events that were launched from 2011 up to 2014. Author views that Kopi Keliling’s events posters are not just for promotional needs, but contains certain meaning. To be able to read the meaning in posters, I use structure-system-pattern structuralism semiotic approach and the reading of denotation to connotation meaning then to the ideology as offered by Roland Barthes. Based on the research and doing methodological efforts, the finding is that visual aspects in Kopi Keliling’s posters at least explain that its sustainability as organization runs systematically in its purpose to build a creative movement in Jakarta, and that the movement contains modern oriented-ideology.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/9Visual Ideology of Girilayu Batik’s Women Crafters In the Mbok Semok Batik Motif2020-02-24T03:22:45+00:00Desy Nurcahyantidesynurcahyanti@gmail.comAgus Sacharidesynurcahyanti@gmail.com<p>A piece of batik cloth describes aesthetic, ideological, and mentality of a society expressions. <em>Mbok Semok</em> batik motif by batik’s woman crafters in Girilayu summarizes culture and identity of tradition heir. Stylization decorative elements consist of main ornaments and <em>isen-isen </em>(filler motifs), color selection, and layout (composition) of motifs in the available space, arranging stories of how to batik’s women crafters socialize in domestic and cultural roles. Value of local wisdom has been absorbed, studied, reduced, and accepted by batik’s women crafters in Girilayu. Process of deposition values ??occurs repeatedly and affirmatively through batik process, and visualized through <em>Mbok Semok</em> batik motif. Batik’s women crafters in Girilayu have no academic background in the design field, but they are able to present batik motifs with classical compositions. Cognition of the batik’s women crafters creation in Girilayu emerged and was formed by a combination of acculturation and syncretism gradually, periodically, and also accumulatively. This mini research aims to describe: (1) processes and manifestations of batik’s women crafters visual ideology in Girilayu, (2) understanding design of batik’s women crafters in Girilayu culturally, (3) philosophical meaning of <em>Mbok Semok's</em> batik motifs supporting elements. Qualitative descriptive analysis with aesthetic design and semiotics approach from the perspective of visual culture studies was used to identify and explain the details of cultural background constructions of batik’s women crafters in Girilayu, as a visual ideology in the <em>Mbok Semok</em> batik motif. Empirically, it can be concluded that teachings, values, and norms are implemented repeatedly and continually sourced from the past, in a generative way affecting process and path of communal thinking. Tri Dharma as a philosophical moral teaching from Kanjeng Gusti Pangeran Adipati Arya Mangkunegoro I has been collectively lived out as a guide to the life of the Girilayu community, especially by batik’s women crafters through their visual actions and batik creations.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/10DOCUMENTARY Chef Inmate Kitchen Activities in Prison 2nd Class a Paledang Bogor2020-02-24T03:25:41+00:00Dipo KrishYudi Ono xvicture@senirupaikj.ac.id<p>This research aims to determine the role of inmate, especially work at kitchen or can be called a chef inmate, fostering Guidance at the 2nd Class A Paledang Bogor Penitentiary. Data or audio documentation of kitchen chef inmate activities in carrying out their work in the kitchen, see the process of making food from the beginning of food stuffs arrived to prison until it is processed and consumed for the inmates and their daily activities. This documentation and documentary shows coaching with the meaning of communication between the sides of the kitchen as well as a glimpse of the personal lives of some of the assisted citizens. The documentary itself has a premise, namely the activity of Zaenal a chef inmate two days before the release who has the position as chair of the kitchen. The results this study were formed into two, first is documentary film figure (portrait) Zaenal with a touch of Documentary Research, by title the daily life of a kitchen chef in correctional institutions as a basic benchmark for the cultivation of "Another Eye of the Chef", and second was documentation shows the overall chef activity in the kitchen and half inmate part of construction policy humanity prison. Activities chef started from receiving food ingredients, processing, packaging, and delivery to all residents of the 2nd Class A Paledang Bogor. Records of video documentation chef activities as well as assisted residents part of construction policy humanity prison at the Penitentiary with another activity, lasts being recorded from December 2017 to August 2018</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/11The Influence of Cultural Development on Changes in the Visual Space of Residence In Indonesia2020-02-24T03:27:25+00:00Dwi Sulistyawati soeli1988@gmail.comImam Santosa Soeli1988@gmail.com<p>Culture is a way of life that develops and is shared by a group of people and is passed down from generation to generation. Culture is formed from many complex elements, including religious and political systems, customs, language, tools, clothing, buildings, and works of art. Language, as well as culture, are an inseparable part of humans so many people tend to think of it as a genetic heritage. Culture is all the designs of life that are made historically, both explicit and implicit, rational, irrational, that exist at a time, as a potential guide to human behavior. Understanding the space of human behavior is related to perceptions about space / building, symbolic meaning of space / building and the need for social interaction of space / building users related to Visual Space. Space always has a shape, a pattern is part of a situation that can change the pattern of human interaction. Shapes provide a major influence visually and relationship perceptions if desired, shapes can provide clues that consider the area in one section to be another separate part. Culture that develops from time to time is followed by a visual change in the living space in Indonesia. This is caused by the impact of the need or not for space that adapts to various complex design elements of life at a time because it was formed by the current environmental conditions, as a human lifestyle especially in Indonesia. Making an overview of Cultural Development from Traditional, Modern to Kontemporer related to the results obtained in the description of changes in visual space of residence in Indonesia through research in diachronic descriptive phenomena based on related sources.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/12Post-Truth Maze Interactive Installation2020-02-24T04:40:54+00:00Dyah Ratna Permatasarixvicture@senirupaikj.ac.id<p>Viral information from social media nowadays has a big impact to the urban life. Noises in social media affect the discussion topics at café, social gathering, education institution, and even at the Presidential Palace. It is not only talking about politics. The viral information from social media have also influenced the fashion trend, health issues, education, and security. The virtual world now becomes a part of modern people. Unfortunately, not all of the viral information are true. The revolutionair development of social media has created a new phenomenon, called Post-Truth, appointed as the Word of the Year 2016 by the Oxford Dictionaries. It is not important whether the information is factual, because the opinion has been set based on individual faith and emotion. Fake news is just swallowed and gone viral because emotionally it is believed to be true. When I saw a chemical reaction called Belousov dan Zhabotinsky, I was amazed with the pattern it made. It has an oscillating pattern. Then, I recalled that it is like the Post-Truth pattern. It just go viral when the mixture of solutions produce chemical reactions. Inspired from the reaction, I finally designed a post-truth maze interactive installation for my final project.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/13Old Floor Tiles and Nostalgia2020-02-24T04:42:34+00:00Ega Dyas Ninditaegadyas@gmail.com<p>Floor is an architecture element which defines space. Floor tile is another floor forming element which gives tactile quality on a floor. This paper discusses floor tiles produced by Tegel Kunci (an antique floor tile brand). We refer to Walter Benjamin’s notion of aura in order to discuss our subject. Benjamin conveyed that people feel the surrounding space not only as a sensory experience, but also a historical experience. History shapes us to perceive something, including place where we are. Benjamin argued that aura was lost since industrialization, which yielded mass (re-)production. We can see Benjamin’s essay as a critique to industrial society, as seen from artistic aspect. At first, during colonial era, Tegel Kunci’s floor tiles were often used at residential place, or inside the keraton (palace) of Yogyakarta. At present, Tegel Kunci’s floor tiles are found at places such as shopping mall and many other commercial area. Tegel Kunci’s floor tiles are considered as “art work”, which conjure the nostalgia of the past. The floor tiles are also considered as something which suggests certain ambience. There is an aura, or supposed “aura,” on the floor tiles; something ‘supranatural’ which comes out of the floor tiles. The aura is also assumed as artisans (tukang) are involved in the production of the tiles.What is exactly the urban society looking for? Is it the aura, the kind which Benjamin considered as gone due to mass production? Why are these antique tiles are considered as “classy” among the urban society? Is it the nostalgia they bring? Whose nostalgia is it? We explore the presence of the aura, if it still exists on a contemporary products of Tegel Kunci.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/14Indonesian Animation Industry Ecosystem Study2020-02-24T04:44:36+00:00Ehwan Kurniawanehwankurniawan@senirupaikj.ac.id<p>The Indonesian animation ecosystem is a merger of each unit that involves reciprocal interactions of the concept of ideas, production, distribution, exhibition, appreciation, and continuous interdependent education. So that the flow of work processes and relations between institutions/agencies can be connected and mutually supportive towards certain targets to be achieved and a cycle that is interconnected and synergized, so that the role of industry, education, community and government and media can run well to advance this animation ecosystem. "Animation is the display of frames to frames in a time sequence to create the illusion of continuous movement so that the appearance looks as if life or has a life." keys from the definition above are: (1) Sequence of images (2) Live images (3) Moving images (4) Sequences of images (5) Illusion of motion (6) Animate images (7) Moving cartoons (8) Frame by frame. Animation is defined as "the arrangement of images constructed in such a way as to provide the illusion of real motion as an information communication medium seen from a display medium. Improving the quality and quantity of animated education, increasing the quality and quantity in animation education is needed to support the creation and dissemination of actors in an equitable and sustainable manner to support production in industry, make it better standard human resource in animation industry and environment to connecting with the market local and global, festival, and best appreciation from global industry.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/15The Concept of Shadow In Wayang Kulit Purwa Performance of Pedalangan Surakarta Style2020-02-24T04:56:22+00:00Eric Gunawanxvicture@senirupaikj.ac.id<p>Wayang is identical with shadow. However, nowadays wayang performance is equal to sinden. The existence of the singer originally serves the purpose of accompanying the performance, but since it has become popular, watching wayang is put on par with watching sinden. Physically, the stage and all of the other supporting elements represent the overall wayang kulit purwa performance. When it is related to the “wayang” terminology, the question of where the shadow is comes up. This paper will reveal about the concept of shadow. Wayang kulit purwa performance in the style of pedalangan Surakarta (hereafter: GPS) will be used as corpus. The elements of GPS circuit of culture will be adopted to analyse wayang kulit purwa. The elements include: production, consumption, regulation, representation, and identity. This paper will argue that previous studies on wayang kulit purwa GPS haven’t touched on the subject of regulation, related to the position of spectacle-spectator. The main focus of the study is about how shadow in wayang kulit purwa GPS performance is perceived by Javanese society in the modern era.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/16Narrative and Visual: Case Study 'Setangkai Daun Sorga' by Taguan Hardjo2020-02-24T04:58:04+00:00Hafid Alibasyah xvicture@senirupaikj.ac.id<p>Medan comics are not much different from other comics that were created and enjoyed by many people. These comics had their own journey, sparked from revolutionary zeal from the hegemony of colonialism, imperialism, and from other inspirations. Many inspirations can also be gained from existing myths and folklores, as well as inherited themes; these, which inspired Medan illustrators, gave them a spirit and a certain identity. These themes then found their expression. Stuck in between literature and visual expression, Medan comics found their standard in the local figures and backgrounds. Even the costumes of its figures express the living attitude for the local culture. Medan comics, with their local spirit, involves the local genius of good morals through literature. This research explains the connection between literature and visuals or pictures that are available within Medan comics, and tries to develop a way of seeing by investigating the expressions of whatever influenced a comic artist, Taguan Hardjo. He is chosen as the sample of this research because of the number of his works, and the general acceptance of the proximity of literature and visual expression in his works. One of his works, <em>Setangkai Daun Sorga </em>(“Leaf from Heaven”)—which was an interpretation of a French work, shows the usage of words in visualization that creates a different identity. For example, words as the builder of stories are displayed in conjunction with the picture page, without frames or text balloons, as commonly found in other comics. This research looks at a comic by Taguan Hardjo, seeking ways in which literature influences the form of the comic in the integration between words and scenes as a picture. Comics are seen not only as the play of pictures and scenes; it can be seen as a room for meaningful expression within literature.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/17Study of Graphics Presentation on Permanent Exhibition of ‘B’ Building Museum Nasional Indonesia2020-02-24T05:02:26+00:00Henny Hidajathenny.hi@gmail.com<p>Graphics presentation is one of method to describe information in museums, including Museum Nasional Indonesia, which is visited by large group of public, such as educators, families with children as well as foreign tourists for recreational, knowledge and even research purposes. This information communication also part of museum duty to exhibit and to communicate the heritage of humanity and its environment for the purposes of education, study and enjoyment to public, which is also in accordance to one of Museum Nasional Indonesia’s mission to accomplish museum management that provide excellent service in education and recreation to public as well as managing the collections, which are Nasional cultural heritage, by international standards. Based on recent visitors survey held by Museum Nasional Indonesia, there is indication that information to explain the collections in the exhibition of the museum, such as language and others, still need to be optimized. Therefore, there is a necessity to optimize the information method. This research is focusing on observation of applied information method in permanent exhibition in B Building of Museum Nasional Indonesia, such as wall panels, standing panels, collection captions and others. The observation result can be analyzed by graphic design theories, such as typography, illustration, layout, colour composition and others, also by visual theory such as Gestalt theory, in order to produce graphic presentation recommendations for the museum.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/18Wayang Beber Urban2020-02-24T05:04:36+00:00Jati Noegrohoxvicture@senirupaikj.ac.id<p>Beber puppet is an image showing and told by Dalang(master of puppet). Traditional versions usually used Javanese language. First time from Stone Puppet then developed to Lontar Puppet. Lontar Puppet is painted used Gedog Paper. Beber Puppet still black and white color in the twelfth century. Beber Puppet tradition have found in Pacitan and Wonosari. WBM (Wayang Beber Metropolitan) community still conserved Beber Puppet. Researcher more than nine month for joined, attended, workshop, and following WBM. Most impotant for making process Beber Puppets. Urban life is raised theme Researcher make of Beber Puppets eight meters and divided into two scenes. First meters are first scene and second four meter are second scene. After finish then performed Urban Beber Pupet in Situbatujajar, and Pangasinan. Researcher as Dalang in every performance. Urban Beber Pupet performance used modern music like bass guitar, instrument music, and drums. Using daily activities of urban community as theme, this contempory beber puppet is desingned and performed.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/19Mapping and Analysis of Models of Co-Working Spaces: A Case Study in Jakarta2020-02-24T05:07:44+00:00Lily Wijayantililywijayanti@senirupaikj.ac.idArdianti Permata Ayulilywijayanti@senirupaikj.ac.idDanny Eko Sulistyolilywijayanti@senirupaikj.ac.id<p>Nowadays, especially in urban context that is supported by high technology, people prefer being freelancer or entrepreneur as their alternative works to live (survive). Being entrepreneur is chosen because it can be done with low-cost leasing, and they also have not to be bounded with certain company. That type of works usually done in mobile and do not need special large workspace or office. But, they still need space to support and facilitate their work in meeting with client, such as co-working space. In co-working space, people can work independently in a fluid space and stress-free co-working style. They rent workspace together in one room but in different work and different activity, such as freelancer, entrepreneur or startup. In this case, office have been shifting meaning and function. It was semi-public space that only used by the employment of current company, but now it changes become public space that everyone can use. This research is initial research which will be focused on co-working space in Central Jakarta and model-design analysis of workspaces. This research also aims to see how the influence of the working activity and working behavior pattern of urban society in Central Jakarta that have implemented in interior design model of co-working space. This also aims to see the dynamics of cultural change in urban society, both for practical purposes and also for contributing to the cultural thinking in Indonesia and to interior design education in particular.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/20Reconstruction of Sasak Traditional Weaving Tools2020-02-24T05:09:37+00:00Lucky WijayantiLuckyblueandwhite@yahoo.co.id<p>This research is to examine the making of non-machine weaving devices based on the traditional weaving tools used by the Sasak tribe. These new devices will help manufacture looms of new variants using wood. Looms that are made of wood can use a knock-down system so that it will make it easier for the weavers to work. This article will explain the reconstruction of a new loom that will alow women to learn how to weave in a good, appropriate and ergonomic way.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/21“Visualization of Democracy in Social Media” A Participatory Design Project by Sekolah Tinggi Design Bali Student2020-02-24T05:13:25+00:00Made Vairagya Yogantarivera@std-bali.ac.id<p>In this digital era, the development of social media makes it easier for people to participate in the democratic process. Social media disseminates everyone's ideas so they can connect with each other. Social media also helps people who have similar ideas to unite and build a new community. This participatory design project invited student at Sekolah Tinggi Desain Bali, Indonesia with an aim to show how young generation also can give a major impact to the public by speaking their thoughts as a form of freedom of expression. A system for student project is created based on modularity design method from participatory design to bridging student’s idea into visual form. The system also helps the student to visualize how democracy in social media should be positive, constructive, and beneficial by using vibrant colors as the guideline of the project. By doing this project the students encouraged that they should be conscious on what they are saying because democracy in social media is difficult to control and they are very responsible on their action.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/35Silek Movement Analysis for Martial Arts Animators Using a Dance Studies Perspective2020-02-24T05:18:53+00:00Madia Patra Ismarmadiapatraismar@ikj.ac.idPudentia MPSSpudentia_mpss@yahoo.com<p>This paper discusses Silat Minangkabau from the West Sumatran Oral Traditions self defence known as Silek, using movement analysis. This focus is to understand the characteristics of movement unique to traditional styles in the streams of silat schools called sasaran in the Minangkabau language. Applying movement analysis has an important role in understanding how the silat body moves in time and space. These researchers argue that using this approach<br>will strengthen and hone the artistic skills and perspective of an animator interested in understanding the movements when creating visuals based on martial arts. Further focus in this paper is to scrutinise the traditional Minangkabau self defence style known as the silek harimau. Although there are already creative works of animators on silat, movement analysis hones the precision of gazing upon the visual aspect of bodily movement in the context of emic views.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/36Orality in Digital Visual Space: Trafi’s Live Update Column2020-02-24T05:28:34+00:00Moelyono Rahardjoxvicture@senirupaikj.ac.idSonya Sondakhxvicture@senirupaikj.ac.id<p>When we navigate through Jakarta’s public transportation system for the first time, we might face complex, not-integrated system. Even if we traveled using single system (Angkot, BRT, or trains), still, we could easily get lost when facing a system with lacks of or too many stacked similar informations on certain stops. Lots of the available informations for passengers are outdated. The routes in reality are not the same. Trafi is one of the applications that help passengers<br>navigate through Jakarta’s public transportation systems, specifically TransJakarta. Recent studies found that there is always a room for debates on regulations, operators, entrepreneurs, and how private transportations users still infringed BRT special lanes; but rarely spoken from passengers’ point of view. Here, we show a glimpse of the discoveries we found when studied the TransJakarta BRT passenger information systems on transportation culture in Jakarta. Inside Trafi, is available an apps called “Live update”. We found some interesting questions coming from the passengers who asked for directions, ranted about the lack of quality service, poor buses’ dwelling time, passengers waiting too long and confusions in stops or routes. For us, this discovery is interesting to study, as digital natives, previous transportation system habits was use in these BRT’s system. And these issue can be correlate to what was in the deep layers of local culture about space, time and behaviour.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/22Decorative Ornaments of Rumah Gadang As The Basic Idea for Designing Ethnic Typography 2020-02-24T05:16:01+00:00Niken Savitri Anggraenixvicture@senirupaikj.ac.idJoachim David Magetanapuangxvicture@senirupaikj.ac.id<p>Indonesia has cultural diversity spread throughout the archipelago in the form of physical and non-physical cultures. Physical culture can be seen and maintained in its shape, composition and supporting decorative elements. Whereas non-physical culture is present through social norms and values. Traditional house represents as one physical culture sample and also the diversity of tribes in Indonesia, each has its own traditional house character along with its decorative elements, such as decoration. Decorative elements in Indonesia has various forms and meanings. The motifs that generally found are in the form of plants, animals and some geometric ornaments that have certain meanings. In the<em> Rumah Gadang </em>decoration, there are many different variations of decorative forms generally in the form of tendrils as a decorative element of the traditional house. The various forms of the<em> Rumah Gadang </em>decoration are then used as design ideas to create ethnic. Ethnic typography design which based on decorative elements transformation from the <em>Rumah Gadang </em>house can be used as the source for designers, typographers, and users in terms of introducing the distinctive character of West Sumatra and also can be used on customized design media.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicturehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/23Pregnant Woman And Nebula2020-02-24T05:30:59+00:00R.A. Heryani Wahyu Ningrumxvicture@senirupaikj.ac.id<p>Pregnant woman and nebula, both have similarity in pro-creation process: producing something new; where pregnant women will give birth to a child, while the nebula will produce a planet, star or other space object. This introductory of work combines the art of photography as documentation media, with the role of graphic design, to deliver fresh visual works of art, maternity photography. The visual works of art presented are the result of writer's professional experiences as a photographer and graphic designer until now.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/24Innovation in classroom – Application of Design Thinking in Visual Communication Design Class at Higher Education2020-02-24T05:32:54+00:00 Rachmat Arsyadirachmat.arsyadi@sampoernauniversity.ac.id<p>This paper focuses on innovation in teaching and learning process with Design Thinking approach. The innovation process starts with a question whether there is a potential in achieving a more beneficial teaching and learning process for students who study Visual Communication Design at higher education. The study case presented in this paper highlights a couple of particular courses delivered at Sampoerna University; which are “Technology, Human and Society” and “The Origin of Design”. The methodology applied in this research is the Design Thinking. The resulted innovation in the case study went through a cycle of phases which passed three aspects that suggest the strength of Design Thinking approach, which are inspiration, ideation and implementation. The result also suggests that the inclusion of users, in this case the students taking the particular courses, provide a great potential as a source of innovation if they have the right tools and do certain methodology in the innovation process.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/25Visual Storytelling Video Explainer Bea Cukai Sebagai Media Penyampai Program Kebijakan kepada Investor2020-02-24T05:34:50+00:00Rio Satriyo Hadiwijoyo rio.satriyo@paramadina.ac.id<p>The Directorate General of Customs and Excise is a government institution that serves the community concerning customs and excise. Investors often confuse and hesitant to make an investment decision in Indonesia due to various factors. Therefore, the Directorate of Customs and Excise need a method that is simple, clear and interesting to deliver information, such as for investment procedures aimed for investors and government officials. Video Explainer is an animation product in a form of short duration video format, intended to describe a product and helping it to be understood easily. This type of video is an audio-visual media is meant to be educative and informative, which broadly explaining a product or idea offered by a company or an institution. The Directorate of Customs and Excise have also been using <em>Video explainer</em> method, which is designed by <em>Amphibi Studio</em>. It is because this media of an audio-visual that was created in such a way by combining the elements of images and sounds. The purpose of this paper is to give an explanation about visual storytelling used for the video in the study. Furthermore, this study will also be discussing the visual experiment method used by <em>Amphibi studio</em>, in order deliver the information intended more clearly and uniquely, which is in contrast with similar videos that already existed. In its relationship with Industry 4.0, this video is a design in a form of audio-visual that can be easily accessible over the internet due to its short duration. Investors and government officials would be able to access the information concerning customs and excise faster for things such as leniency in investment procedure and customs and excise policies that are available by The Directorate of Customs and Excise.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/26Collaborative Design Method on Indonesian Folktales in the Perspective of the Digital Natives Generation2020-02-24T06:35:34+00:00Rizki Taufik Rakhmanzsiregar310@gmail.comYasraf Amir Piliangzsiregar310@gmail.comHafiz Aziz Ahmad Ahmadzsiregar310@gmail.comIwan Gunawanzsiregar310@gmail.com<p>Folktales are Indonesian cultural heritage serve as binder of relationships within family and society. The moral message in it is the utterance of kindness towards behavior in society. Along with the changing times, family and society no longer use tales as a means of conveying these moral messages. The Digital Natives generation is a generation that grows along with the development of digital technology. This has an effect on their thinking and behavior which is difficult to separate from these technological devices. The virtual world seems to have become the real world for the generation of digital natives. This phenomenon also occurs in Indonesia. This study aims to find solutions to the two problems above, the role of folktales and the digital natives generation that are increasingly dependent on technological devices. Through the collaborative design method, the digital natives generation plays an active role in making Indonesian tales in accordance with their perspective. The results of the research are validations from Indonesian folktales made through the collaboration of the digital natives generation in the form of impacts that will arise in that generation.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/27Using visual metaphors to obtain student feedback on changes in teaching practice2020-02-24T06:36:52+00:00Rosa Rosa Karnitaxvicture@senirupaikj.ac.idAndrée Woodcockxvicture@senirupaikj.ac.id<p>Questionnaires usually provide student feedback on the quality of teaching and learning at the end of the semester. Few studies have been conducted into considering more student-centred approaches to gaining feedback which may provide more vibrant and more useful feedback. This work is part of a more extensive study to assess how safer learning environments can be created in Indonesia which could enable graphic design students to be more creative and reflective. Tutor approachability had been identified as playing a vital role in this. This study looked at the usefulness of visual metaphors in gathering graphic design students’ feedback on their tutors. A visual metaphor uses one or more images that represent a direct association between two things. A feedback approach using visual metaphors was investigated as a means of identifying perceived changes in tutors behaviour and teaching methods to increase tutor approachability. Six tutors participated in an intervention through action learning sets (ALS) to improve their relationships with students by being more approachable. Eighty-nine students described their tutors’ character and behaviour by creating visual metaphors depicting the tutors’ character and behaviour before and after the intervention. The student’s visual feedback before and after the intervention was used to encourage tutors to recognise their strengths and weaknesses then reflect on the changes students saw in them. This study demonstrates that visual metaphors could be a useful approach to measure change over time and to provide a more exciting and insightful means of gaining student feedback.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/28Designing Visual Characters In The Preservation of Culture Through Social Media For Youth (studi case: Bali Culture)2020-02-24T06:38:41+00:00Santo Santosanto.tjhin@sampoernauniversity.ac.id<p>Communication is an absolute means for human beings, a new trend in communication between the technology around the world and the rapid development of mobile technology. The communication medium, Blackberry messenger, Instagram, using pictures or stickers rather than text. Through visuals, youth argue that they can increase the emotional expression in communication. New traditions emerge when smartphones can display complex visuals, and even become behavioral in the communication method. Of course this is an opportunity and encouragement of the emergence of a creative economy in creating Indonesian visual characters and also means of introducing and preserving Indonesian culture, to the young generation of social media users. The attention of researchers to introduce the culture of Balinese character with a contemporary approach to youths around the world. Researchers used a method of facial expressions as part of emotions combined with general visualization in sticker depictions. Semiotic theory is part of the method, because there is a simplification in creating visual characters to get visual characteristics that are in accordance with Balinese culture. Previous research on the visual arts of Indonesian culture and contemporary art as visual basic, so that good visualization can be applied and become a means of introducing and preserving social media application users, namely youths around the world.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/29Digital Imaging Crafting Of Nokia Handphone Print Ad In 20092020-02-24T06:40:33+00:00Saut Irianto Manik iriantomanik@senirupaikj.ac.id<p>The industry of advertising in Indonesia is vastly developing, which can be seen from the creativity that is supported by the digital technology that has entered the area of visualization. Digital technology has brought a new discourse in the matter of producing visual advertising. The production of advertising has had a significant change in terms of execution. The advancement of manipulation becomes a strong element that is calculated in the visual execution process of a print ad design nowadays. The expertise in this area becomes an important position in the work process that has to be maximized by every advertising agency, and of course the involved practitioners. This research is done through the method of direct observation by analyzing a sample ad, the ad of Nokia phone. It finds that the visual of ad can build a manipulated new reality from the mind of a digital imaging designer to the mind of a reader (target audience) of the print ad. The manipulation of digital imaging requires a concept of art direction, because the power of visual that is produced by the advancement of digital imaging can change society’s thinking pattern towards the messages in the print ad and it influences the mind and desire of the consumers to buy the product. Therefore, a digital imaging designer has to train their sense of art direction.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/30Learning Process For Special Needs Students Case Study of Deaf Students of Communication Visual Design Department of Faculty of Fine Art Jakarta Institute of Arts2020-02-24T06:42:28+00:00Siti Turmini Kusniah sititurminik@senirupaikj.ac.id<p>Students with special needs of persons with disabilities, have got the right education and achieve its goal of being a quality human being, self-contained, and could benefit the wider community. Communication is main main obstacles of deaf students (deaf), which require special care in the implementation of the learning process,so that students can run a good education,to the maximum extent that the learning out comes of the course. Research case study methods with a qualitative approach to study the subject, object, and learning process. Research to see the right learning services for deaf students (deaf) includes learning methods and systems. How is the relationship between the role of the lecturer, and the learning process to wards the learning outcomes. Subjects in research; 4 deaf students (deaf) from Communication Visual Design Department with the courses research object with 4 credits, that is Basics Visual Communication Design, Graphic Design Publication (Specialization in Graphic Design), Associative Illustration (Specialization Illustration). Communication problem can be overcome by using multiple methods and teaching aids. Deafness affects the development of language, the ability to socialize, interact, and cooperate. It is necessary to form a Student Service Unit with Special Needs to improve accessibility in learning services, writing training for deaf students, sign language training for the academic community, improve lecturers' competencies, and build awareness of the academic community</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/31Jakarta Distract: Research Practices and Artwork Development2020-02-24T06:45:59+00:00Tri Aru Tri Aru Wiratnoxvicture@senirupaikj.ac.id<p>Art as an activity that experiences jump and zig zag from the life of social reality that is run by through art. Art combines reality with imagination as an effort to find what is the expression in seeing socio-cultural realities, as a form and value found in self when in the lives of its people. While the reality of life lived by human life in the reality of socio-culture is not as easy as what is thought and planned, because the reality of human life experiences jumping and zigzagging in carrying it out to achieve what is the goal and ideals, as a form of art and life. Distract a picture of the condition of socio-cultural reality where the people who experience inability to do things properly, in the face of problems that exist in their lives. This attitude of art as a form of research practice and developer of artwork with the terrain that is made. As a method of making fine art works. The practice of scrutiny and the development of research are carried out by making basic concepts of work, sketches and works. Among the concepts of works, sketches and works of art found what is called the practice of research and development research. Linda Candy Practice Based Research and Borg and Gall with research and development.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/32Analysis of Re-Branding Logo and Packaging in Fanta Beverage Products Using Semiotic Approach and Visual Attraction2020-02-24T06:48:13+00:00Yana Erlyanayerlyana@bundamulia.ac.id<p>Re-branding is an effort made by a company or institution to totally change or renew a company's brand to be better by not leaving the original goal of the company itself. Fanta has just re-branding the logo and packaging to further refine the product and launch the product the European continent in mid-2016. The re-branding then spread and officially released to all countries in the world including Indonesia in April 2017. Carrying the tagline "Fresh and Fun" re-branding is expected to better reflect the brand new Fanta brand identity. This research will use filling system techniques and use semiotic analysis methods. Data is interpreted, combined with concepts or theories that support the understanding of the phenomenon under study. Data is processed through observation, recording, according to the categories used based on the analysis method using the basic theory of Peirce's meaning triangle. Peirce's theory is a tool for analyzing new logos and packaging from Fanta's beverage products.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 Proceeding of International Conference on Visual Culture and Urban Lifehttps://proceeding.senirupaikj.ac.id/index.php/xvicture/article/view/33Exploration of Clay in the Sub-districts of Pagelaran, Penanggungan and Dinoyo, the City of Malang2020-02-24T06:50:22+00:00Zamilia Zamiliazamilia@senirupaikj.ac.id<p>The aim of experiment research from the exploration of soil burning in the sub districts of Pagelaran, Penanggungan and Dinoyo to make a mapping of those districs then it can make knowledge contribution for pottery craftmen by knowing the product that matches to the soil material and the combution technique used is in accoradance with the design made. The target to be achieved is to find out the type of soil and its contents from those three districts and develop the design according the result of exploration and experiment thus increasing the production and sales process. The methods used are qualitative descriptive method by conducting literature study, observation, interview, photo documentation, experiment and material exploration.</p>2019-01-17T00:00:00+00:00Copyright (c) 2019 XVicture