IMPLEMENTATION OF CULTURAL ACCULTURATION IN MAKE UP ROOM DESIGN AT PURO MANGKUNEGARAN SURAKARTA
Abstract
Puro Mangkunegaran as the residence of the king in Surakarta, Central Java, is full of historical and cultural values. Physically, the interior of Puro Mangkunegaran, especially in the princess dressing room, is equipped with furniture in accordance with ornate activities that are designed using ornaments that have certain cultural and philosophical meanings to maintain a balance between social ethics, cultural ethics, and personal ethics with acculturation styles of Eastern and Western culture. Western culture that influences furniture design, blends with eastern culture which is still strongly maintained. To understand the functions, meanings, and symbols in this study, the researcher used a qualitative method. The results of the design implementation show that the behavior and manners of Javanese culture which contain religious, philosophical, and cultural meanings with cultural procedures in customary rules affect the design of the furniture used.
Keywords
Full Text:
PDFReferences
Adityawan S., A., Tim Litbang CONCEPT , & Murti, M. W. (2010). Tinjauan Desain Grafis: Dari Revolusi Industri Hingga Indonesia Kini. Jakarta: Concept Media.
Albiladiyah, S. (1999). Ragam hias pendapa istana Mangkunegaran. Yogyakarta: Balai Kajian Sejarah dan Nilai Tradisional, Direktorat Sejarah dan Nilai Tradisional, Direktorat Jenderal Kebudayaan, Departemen Pendidikan dan Kebudayaan.
Ardhiati, Y. (2008). ‘Seat on the Floor Culture’ Surrounding Karaton Surakarta and Yogyakarta, makalah Conference International Budaya Jawa, Purwokwero.
Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6, 355-385.
Bastomi, S. (1996). Karya budaya K.G.P.A.A. Mangkunegara I-VIII. Semarang: IKIP Semarang Press.
Calloway, S. (1997). The Elements of Style: A Practical Encyclopedia of Interior Architectural Details from 1485 to the Present. New York: Simon & Schuster.
Darmaprawira, S. (2002). Warna: Teori dan Kreativitas Penggunanya, Edisi ke-2. Bandung: ITB.
Endraswara, S. (2006). Mistik Kejawen : Sinkretisme, Simbolisme, Dan Sufisme Dalam Budaya Spiritual Jawa. Yogyakarta: Narasi.
Fernando, M. (2013). Membuat Aplikasi Android Augmented Reality Menggunakan Vuforia SDK dan Unity. Solo. Buku AR Online. Solo: Buku ar Online.
Frannita, E. L. (2015). Pengembangan dan Analisis Media pembelajaran Perakitan Komputer Berbasis Augmented Reality untuk Platform Android di SMK YPKK 1 Sleman. Yogyakarta: Universitas Negeri Yogyakarta.
Joedawinata, Ahadiat. (2010). Materi Perkuliahan Aplikasi Teori Terbentuk dan Berkembangnya Objek Artefak, Kuliah Program Magister Desain FSRD 14 Desember 2010.
Nurhadi, & Teguh, R. (2014). Indonesia dalam Infografik. Kumpulan Infografis Kompas. Jakarta: Buku Kompas.
Panero, J., & Zelnik, M. (1979). Human Dimension & Interior Space: A Source Book of Design Reference Standards. New York: Watson-Guptill.
Panero, J., Zelnik, M., & Kurniawan, D. (2003). Dimensi Manusia dan Ruang Interior: Buku Panduan Untuk Standar Pedoman Perancangan. Jakarta: Erlangga.
Raajan, N. R., Shiva, G., Mithun, & Vijayabhaskar, P. V. (2014). A Review on: Augmented Reality Technologies, System and Applications. Journal of Applied Sciences, 14, 1485-1486.
Raffles, T., & Bastin, J. (1978). The History of Java. Kuala Lumpur: Oxford University Press.
Rizali, N. (2000). PERWUJUDAN TEKSTIL TRADISIONAL DI INDONESIA: Kajian Makna Simbolik Ragam Hias Batik yang Bernafaskan Islam pada Etnik Melayu, Sunda, Jawa dan Madura. In [Disertasi]. Bandung: ITB.
Sachari, A. (2005). Pengantar Metodologi Penelitian Budaya Rupa. Jakarta: Penerbit Erlangga.
Santosa, I. (2006). Kajian Estetika Dan Unsur Pembentuknya Pada Keraton Surakarta. In [Disertasi]. Bandung: ITB.
Simuh, S. (1988). Mistik Islam Kejawen Raden Ngabehi ranggawarsita, Suatu Studi Terhadap Wirid Hidayat Jati. Jakarta: UI Press.
Soekiman, D. (2000). Kebudayaan Indis dan Gaya Hidup Masyarakat Pendukungnya di Jawa (Abad XVIII-Medio Abad XX). Yogyakarta: Yayasan Bentang Budaya.
Sutopo, H. (2006). Metodologi Penelitian Kualitatif : Dasar Teori Dan Terapannya Dalam Penelitian. Surakarta: Univ. Sebelas Maret.
Usada, E. (2014). Rancang Bangun Modul Praktikum Teknik Digital Berbasis Mobile Augmented Reality (AR). Jurnal Infotel (Informatics, Telecommunication, and Electronis), 6, 83-88.
Widagdo. (2005). Desain dan Kebudayaan. Bandung: ITB.
Woodward, M. R., Salim HS, H., Amiruddin, & Nuruddin. (2017). Islam Jawa: Kesalehan Normatif Versus Kebatinan. Yogyakarta: IRCiSoD.
Yulianto, S. (2003). Arsitektur Klasik Eropa. Yogyakarta: Gajah Mada University Press.
Refbacks
- There are currently no refbacks.
International Symposium on Cultural Heritage (ISyCH)
Fakultas Desain dan Seni Kreatif
Universitas Mercu Buana
Gedung E Lantai 4
Jl. Raya Meruya Selatan no.1, Kembangan, Jakarta 11650
Tlp./Fax: +62215871335
http://publikasi.mercubuana.ac.id/index.php/narada
The Journal is indexed by:
Plagiarism Detection Software: