Mitos Kecantikan Perempuan dalam Karya Seni Tiga Dimensi

Main Article Content

Laras Shinta Prasetya
Albertus Rusputranto P.A

Abstract

The creation of this Tugas Akhir Course (Final Project) departs from the writer's anxiety about people's response to women who are considered not beautiful. This is one of the impacts of beauty myths that are felt by women. On this Final Assignment the writer creates three dimensional works of art with a source of inspiration the myth of female beauty. On the creation of these three dimensional works of art, an experiment was carried out with stick glue medium. This Final Assignment departs from the visual concept and method of creation by Joris Kuipers. Kuipers creates installation art in the figurative abstractionism style. Joris Kuipers' method of creation and figurative abstractionism style the basis for the realization of these three dimensional works of art. The creation method used by Kuipers has three stages; the idea exploration stage, the initial idea development stage, and the media experiment stage. The creation of Final Assignment aims to criticize the myth of female beauty.

Downloads

Download data is not yet available.

Article Details

Section
Articles

References

Abi, B. V. (2020). Perancangan Motion Graphic Media Edukasi Cagar Budaya di Kota Surakarta. Digilib ISI Yogyakarta. http://digilib.isi.ac.id/id/eprint/604

Daniar, A. (2020). Kajian Visual Karakter Desain Webtoon be a poem. DESKOVI : Art and Design Journal, 3(2), 122. https://doi.org/10.51804/deskovi.v3i2.807

Dwariani, M. T., Sugihartini, N., & Santyadiputra, G. S. (2020). Pengaruh Penggunaan media Pembelajaran Pengenalan Hewan Mamalia laut berbasis virtual reality Terhadap Prestasi belajar Anak Kelompok b di TK negeri banjar. International Journal of Natural Science and Engineering, 4(1), 39–46. https://doi.org/10.23887/ijnse.v4i1.29038

Febyanti, F., Daniar, A., & Ayuswantana, A. C. (2022). Pengaruh Desain Karakter dalam Sebuah Game Terhadap Pemainnya. Seminar Nasional Desain (SNADES) 2022. Fakultas Arsitektur dan Desain. Retrieved from http://repository.upnjatim.ac.id/10005/1/42_FEBY%20FEBYANTI%20%28REVISI%20FP%29%20%28303-309%29.pdf

Firmantoro, Kiki & Anton, Anton & Rikardo Nainggolan, Esron. (2016). Animasi Interaktif Pengenalan Hewan Untuk Pendidikan Anak Usia Dini. XIII. 14-22.

Karima, Raisa & Kurniawati, Farida. (2020). Kegiatan Literasi Awal Orang Tua pada Anak Usia Dini. AL-ATHFAL : JURNAL PENDIDIKAN ANAK. 6. 69-80. 10.14421/al-athfal.2020.61-06.

Kusuma, G. T. A., I Made, A. W., & I Ketut, R. A. (2017). Pengembangan Media Pembelajaran

Pengenalan Jenis-Jenis Ikan Berbasis Virtual Reality. Jurnal Nasional Pendidikan Teknik Informatika Vol. 6, No. 3, Desember 2017, 296.

Latuconsina, H. (2020). Ekologi Ikan Perairan Tropis. Yogyakarta: Gadjah Mada University Press.

Rahayu, F. (2022). Penerapan Alat Peraga Papan Habitat Dalam Meningkatkan Kemampuan

Anak Mengenal Hewan Dan Habitatnya Di TK Alkhairaat Kabonena.

Sari, I. P. (2019). Perancangan Video Edukasi Animasi 2 Dimensi Berbasis Motion Graphic

Mengenai Bahaya Zat Adiktif Untuk Remaja. Jurnal Pendidikan Multimedia Vol. 1, No. 1 (2019), pp. 43-52, 44

Wulandari, A., Septi, A., & Aris, G. (2019). Pengenalan Ikan Hias Laut Pada Anak Usia 3 Tahun Dengan Metode Marker Based Tracking Berbasis Augmented Reality. Jurnal Teknologi & Manajemen Informatika – Vol. 5 No. 1 2019

Wulandari, S. et al. (2022) ‘Perancangan e-booklet Tentang Pangan jajanan anak sekolah (PJAS) Berbahaya Untuk siswa SD’, Ars: Jurnal Seni Rupa dan Desain, 25(1), pp. 71–78. doi:10.24821/ars.v25i1.6423.