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Twilite Orchestra: An Indonesian Pops Orchestra Rachmawanti, Ranti
TAWARIKH Vol 6, No 2 (2015)
Publisher : ASPENSI in Bandung, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.017 KB)

Abstract

ABSTRACT: Music is one of the culture elements which change and improve fast in the context of popular culture. Influenced by this culture, there are many musical innovations in Indonesia. Many music communities are made up of various formats, style, and genre, either tradition or Western. One of the Western music format and music communities developed in this country is orchestra, a group of musicians playing instrument in harmony. In the beginning, however, orchestra was developed in Europe on the 17th century. Along with the changes and the passing time, the music played by the orchestra had started to change. And orchestra may be not a new thing to Indonesia. There are evidences which show that orchestra has long been well-known. Indonesian orchestra is growing rapidly by the presence of the Twilite Orchestra as an Indonesian Pops Orchestra. This article explains the research result of Twilite Orchestra as one of Indonesian Pops orchestra. Main idea of this research is to uncover and describes the Twilite Orchestra characteristics, functions, and roles of Twilite Orchestra within the popular culture in Indonesia. This research used qualitative method with ethnographical approaches to identify all facts discovered during research. The conclusions of this research show that Twilite Orchestra moves in two ways, which are the idealism of a vision to create a real Indonesian orchestra and to be a part of music industry. At the end, these two ways are connected to each other in their making. Music industry becomes a supporting factor which creates the idealism of Twilite Orchestra to be an Indonesian Pops Orchestra.KEY WORDS: Music, Twilite orchestra, popular culture, music industry, idealism of a vision, and characteristics, functions and roles of Twilite Orchestra. About the Author: Ranti Rachmawanti is a Doctoral Student at the Cultural Studies Program, Faculty of Humanities UNPAD (Padjadjaran University), Jalan Raya Bandung-Sumedang Km.15, Jatinangor, Sumedang, West Java, Indonesia. The author can be contacted via her e-mails at: ranti13005@student.unpad.ac.id and ranti02@gmail.comHow to cite this article? Rachmawanti, Ranti. (2015). “Twilite Orchestra: An Indonesian Pops Orchestra” in TAWARIKH: International Journal for Historical Studies, Vol.6(2) April, pp.169-176. Bandung, Indonesia: Minda Masagi Press and UNHAS Makassar, ISSN 2085-0980. Chronicle of the article: Accepted (November 24, 2014); Revised (February 2, 2015); and Published (April 28, 2015).
Sa’Unine String Orchestra, Orkes Geseknya Indonesia Rachmawanti, Ranti -
PANGGUNG Vol 22, No 2 (2012): Signifikasi Makna Seni Dalam Berbagai Dimensi
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v22i2.61

Abstract

ABSTRACT This article explains the result of Sa’Unine String Orchestra as one of Indonesian orchestras in popular culture. Main idea of this research is to uncover and describe the characteristic, func- tion, and role of Sa’Unine String Orchestra within the popular culture in Indonesia. This research used qualitative method with ethnographical approaches to identify all facts that discovered during research. The conclusions of this research show that Sa’Unine String Orchestra moves in two ways, there are; the idealism which had a vision to create a real Indonesian string orchestra and a part of music industry. At the end, these two ways are connected to each other because of the earnings of those. Music industry becomes a support factor which create the idealism of Sa’Unine String Or- chestra to be an Indonesian String Orchestra. Keywords: String Orchestra, Music, Popular Culture. 
TEKNOLOGI SPIRITUAL TERAPI PENYEMBUHAN KORBAN NARKOBA DAN PERAN PONDOK REMAJA INABAH (I) MALAYSIA DALAM PENGEMBANGAN TQN DI NEGERI MALAYSIA Cecep Alba; Qoriah A. Siregar; Ranti Rachmawanti
Jurnal Sosioteknologi Vol. 19 No. 1 (2020)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2020.19.1.2

Abstract

Pondok Remaja Inabah (1) Malaysia adalah sebuah institusi yang bergerak dalam bidang perawatan dan penyembuhan korban narkoba dan penyalah gunaan obat-obat terlarang lainnya dengan menggunakan pendekatan tasawuf yakni Tarekat Qodiriyah Naqsyabandiyah. Metode dan teknologi spiritual terapi penyembuhan tersebut diciptakan oleh mursyid TQN Pondok Pesantren Suryalaya yakni KH. A. Shohibul Wafa Tajul Arifin yang biasa dipanggil Abah Anom. Metode  dan teknologi terapi tersebut dibawa dan dikembangkan di Malaysia oleh Tuan Guru  Ustaz Zuki bin Syafi as-Syuja, murid  dan wakil talqin Abah Anom di Malaysia. Berdasarkan penelitian, teknologi spiritual terapi penyembuhan narkoba di Inabah Malaysia intinya adalah mengamalkan   mandi taubat, talkin, menjalankan salat baik yang wajib maupun yang sunat muakkad, an-nawafil dan zikrullah secara istiqomah. Tingkat kesembuhan korban narkoba yang dirawat di Inabah sangat tinggi yakni hampir seratus persen. Sedangkan lama terapi penyembuhan rata-rata 60 hari, tergantung pada kondisi keparahan anak bina itu sendiri. Jika sangat parah bisa diperpanjang hingga dua kali lipat, bahkan sampai satu tahun.  Inabah (1) Malaysia bukan hanya sebagai institusi penyembuhan dan perawatan korban narkoba tetapi juga sebagai pusat pengembangan TQN  di Malaysia. Melalui Pondok Remaja Inabah (1) yang berada di negeri bagian Kedah Darul Aman, TQN menyebar ke seluruh negeri bagian Malaysia.  Bermacam latar belakang masyarakat datang ke Pondok Inabah (1) Malaysia, tetapi pada ahirnya mereka belajar zikir yang merupakan  inti ajaran  TQN dan mengamalkannya di daerah maing-masing. 
Sa’Unine String Orchestra, Orkes Geseknya Indonesia Ranti - Rachmawanti
PANGGUNG Vol 22, No 2 (2012): Signifikasi Makna Seni Dalam Berbagai Dimensi
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.3 KB) | DOI: 10.26742/panggung.v22i2.61

Abstract

ABSTRACT This article explains the result of Sa’Unine String Orchestra as one of Indonesian orchestras in popular culture. Main idea of this research is to uncover and describe the characteristic, func- tion, and role of Sa’Unine String Orchestra within the popular culture in Indonesia. This research used qualitative method with ethnographical approaches to identify all facts that discovered during research. The conclusions of this research show that Sa’Unine String Orchestra moves in two ways, there are; the idealism which had a vision to create a real Indonesian string orchestra and a part of music industry. At the end, these two ways are connected to each other because of the earnings of those. Music industry becomes a support factor which create the idealism of Sa’Unine String Or- chestra to be an Indonesian String Orchestra. Keywords: String Orchestra, Music, Popular Culture. 
Art Exhibition in Digital Art Space as Social Interaction Arena for Artists Towards the Metaverse Era Ranti Rachmawanti; Cucu Retno Yuningsih
Jurnal Sosioteknologi Vol. 21 No. 2 (2022): JULY 2022
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2022.21.2.3

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With the help of several websites and smartphone application platforms, the number of digital visual arts performances and exhibitions is expanding. This indicates that social relationships have migrated into the virtual realm, offering artists more communication flexibility with a larger audience. This research investigates the social interactionbetween artists and viewers during an art exhibition and performance in a digital art environment. As actual space transforms into virtual space, the creation of digital art space signals a shift in the way art actors and viewers interact with art exhibitions. Digital art spaces allow users to connect and communicate as they see fit in the virtual world. Art exhibitions in the digital art space may be defines as taking place in a 3D environment arena with sophisticated interaction between organizers, artists, and spectators using a variety of communication method.
Digital Kultur: Music and Cultural Festivals Platform of Performing Arts in Digital Era Ranti Rachmawanti
Tonika: Jurnal Penelitian dan Pengkajian Seni Vol 5 No 2 (2022): Volume 5 Nomor 2 Tahun 2022
Publisher : Sekolah Tinggi Theologia Abdiel

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37368/tonika.v5i2.448

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This article discusses the results of research on the development of the Digital Kultur application as a platform for organizing cultural festivals. The purpose of this research is to find out the development indicators that can be used in applications. Digital Kultur is an invention in the form of an application made for organizing various cultural festivals in Indonesia. It is designed to be one of the solutions to address technological challenges in the world of music and performing arts. Digital Kultur has made it easy for participants to compete, perform and express their abilities in music not only within a small event, but also in a large-scale cultural festival, involving dance, folklore, and other art fields. By using this application, festival participants are managed online, starting from the registration process, auditions, judgment, up to the result before the final offline festival. Participants will perform live and record through the application of Digital Kultur in any city or place, respectively, with the specification of facilities and infrastructure adapted to the conditions of the local area. The selection and assessment process is carried out directly, and only selected participants as finalists will be invited to perform directly at the festival venue. The main point of using this application is the effectiveness and efficiency of the operational time of the festival.
Impelentasi Teknologi Dalam Teknik Melukis Cucu Retno Yuningsih; Ranti Rachmawanti
VISUALIDEAS Vol. 2 No. 2 (2022): Visual Ideas
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/visualideas.vol2.iss2.2022.909

Abstract

Artikel ini membahas tentang pengaruh teknologi dalam melukis, salah satunya adalah melukis menggunakan tehnik proyektor. Bagaimana teknologi mempengaruhi dunia kehidupan sehari hari dan bahkan masuk ke ranah seni lukis. Salah satu teknologi yang mempengaruhi dunia seni lukis yaitu tehnik berkarya menggunakan proyektor.Tehnik ini akan mempermudah seniman dalam berkarya atau bagi masyarkat umum yang ingin membuat karya tetapi ada keterbatasan di kemampuan membuat sketsanya. Penelitian ini menggunakan metode kualitatif dengan pendekatan deskriptif. Data yang terkumpul merupakan pembahasan tentang teknologi yang mempengaruhi perkembangan seni rupa terutama dalam tehnik melukis pada kanvas dan mural yaitu dengan menggunakan LCD Proyektor dan seniman yang berkarya menggunakan tehnik LCD Proyektor. Salah satu seniman yang menggunakan tehnik ini adalah Chusin Setiadikara, seorang seniman realis dari Bali yang sering melukiskan kehidupan sehari hari dan portrait. Pada penelitian ini akan membahas bagaimana peran teknologi dalam berkarya seni lukis, yaitu salah satunya melalui tehnik proyektor
Perancangan Aplikasi Digital Kultur sebagai Ruang Pamer Berbasis 3D Website untuk Karya Seni Rupa Ranti Rachmawanti; Djarlis Gunawan; Cucu Retno Yuningsih
JURNAL RUPA Vol 7 No 2 (2022): Open Issue
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/rupa.v7i2.5586

Abstract

This article discusses the design of the Digital Kultur application to become a virtual exhibition space for works of art/other visual arts. The background for this design is the acceleration of virtual technology which makes artistic activities undergo a transformation from a reality space to a virtual space. Digital art exhibitions are growing, with the support of various website and smartphone-based application platforms. This phenomenon is the basis for conducting research related to the Design of Digital Kultur as a 3D Website-Based Exhibition Space for Visual Art Works. The research methodology used is qualitative experimental, by developing Digital Kultur applications into digital interactive art spaces. The research results show that Digital Kultur as a virtual space that can hold visual art exhibitions is designed to have various features that make it easier for artists and audiences to access and enjoy exhibitions just like in a real gallery or exhibition space. This design is not only related to feature development, but also pays attention to the process of interaction between artists and audiences, so that the reality of the exhibition space for works of art can be fully felt even in a virtual space.
Visualisasi Teknik Otomatisme Dalam Karya Animasi Hilda Alhaque Islami; Iqbal Prabawa Wiguna; Ranti Rachmawanti
eProceedings of Art & Design Vol 10, No 1 (2023): Februari 2023
Publisher : Telkom University

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Abstrak: Keterbatasan ruang gerak dan ajegnya aktivitas menyebabkan munculnya rasa bosan dan sepi. Kebebasan dan kesenangan yang diinginkan menjadi terbatas akibat kondisi pandemi saat ini yang mengharuskan untuk mengambil jarak dengan yang lainnya. Kondisi tersebut mengakibatkan keinginan-keinginan menjadi terpendam dalam alam bawah sadar dan hanya tersalurkan dalam mimpi secara tidak sadar. Tidak tersalurnya keinginan dalam alam sadar dapat berpengaruh pada pola perilaku individu. Penulis kerap mengandai-andaikan akan hal fantasi, yang didasari atas situasi yang telah dan sedang dialami pada alam bawah sadar maupun mimpi, sebagai pengalih atas keterbatasan tersebut. Maka dari itu, guna menghadirkan kebebasan dalam alam mimpi dan bawah sadar—berdasarkan pada metode Andre Breton dan Sigmund Freud—penulis memanfaatkan teknik otomatisme dan menuangkannya menjadi sebuah karya utuh. Bagi penulis, teknik otomatisme dianggap mampu menjadi sebuah kebebasan dalam menghadirkan kemungkinan-kemungkinan di luar alam sadar. Berdasarkan pemaparan tersebut, proyek tugas akhir ini merupakan sebuah bentuk dari penerapan teknik otomatisme, bertemakan mimpi dan alam bawah sadar, yang kemudian dikemas dalam karya animasi. Animasi mampu menjadi medium yang tepat karena dapat menghadirkan visual sureal dengan cepat dan praktis. Hasil animasi yang telah diolah kemudian disajikan dalam bentuk instalasi, dengan tujuan memberikan kesan yang imersif. Diharapkan karya tugas akhir ini dapat memberikan pengalaman estetika visual dengan bentuk-bentuk irasional dari mimpi dan alam bawah sadar. Kata kunci: otomatisme, mimpi, alam bawah sadar, animasi ABSTRACT: The limitations of space and activities, which happens to myself lately, causes boredom and loneliness. The desire for freedom and pleasure become limited due to this pandemic situation that requires us to keep our distance away from others. Those conditions cause the desires to be buried in the unconscious mind and only delivered in a dream—which they’re not in the conscious area. Not delivering the desires to the conscious mind can affect individual behaviors. Sometimes, I often do some fantasy imaginations, which are based on my experience in dreams and the unconscious mind, as a diversion for those limitations. Therefore, in order to presenting freedomness from dreams and unconsions mind—based on Andre Breton and Sigmund Freud’s method—I’m using automatism as a technique to create a complete artwork. For me, automatism is like a free way to present the possibilities of things outside the conscious mind. Because of that, this final project talks about the exploration and application of automatism, wrapped as an animation, based on the dreams and the unconscious minds. Animation can be the right medium because it can brings the surreal visual practically. Then, the animation wrapped into installation for the display needs. With this work, I hope that it can provide the audiences a visual aesthetic experience with the irrational forms of dreams and unconscious minds. Keywords: automatism, dreams, unconscious, animation
HAUNTED TECHNOLOGY PADA SERIAL FILM PENDEK BERJUDUL PHASMO Rio Hermawan; Adrian Permana Zen; Ranti Rachmawanti
eProceedings of Art & Design Vol 10, No 1 (2023): Februari 2023
Publisher : Telkom University

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Setiap orang memiliki rasa takutnya masing-masing terhadap suatu hal. Rasatakut pada dasarnya merupakan pembentukan sebuah memori pada otak yangmengenali bahwa suatu hal itu merupakan hal yang berbahaya atau biasa disebutdengan istilah horor. Hal ini juga dapat muncul dalam bentuk tidak langsung ataurepresentatif yang menggambar dari objek, subjek, atau situasi yang dapatmenimbulkan suasana horor. Penggunaan media seperti gambar atau videomerupakan bentuk yang dapat diterapkan dalam memunculkan rasa takut seseorang.Tugas akhir dengan judul <Haunted Technology Pada Serial Film Pendek BerjudulPhasmo= bertujuan untuk menimbulkan rasa takut kepada penonton dengan bentukfilm pendek. Penerapan cerita dibuat relevan dengan kehidupan nyata sepertipenggunaan hantu, mistis, atau supra natural yang masih banyak orang alami.Kata Kunci: Film Pendek, Hantu, Horor, Ketakutan, Mistis, Supranatural