MEMPERKENALKAN FUNGSI GUNUNGAN DALAM PERTUNJUKAN WAYANG GOLEK PADA MAHASISWA MELALUI INSTALASI INTERAKTIF
Keywords:Interactive installation, Gunungan wayang, History, Culture., Instalasi interaktif, Sejarah, Budaya
Gunungan contains historical values of civilization of the archipelago (pre-Indonesian) which is said to be adherents of animism and dynamism, the Hindu-Buddhist era, to Islam (Purwoko, A., 2010). , as well as the names used from the tree of life, kayon to gunungan. Gunungan in wayang performances has a very fundamental position, because many functions can only be interpreted through wayang gunungan, such as the main use, which is a sign of opening time, changing rounds and closing. Gunungan symbolizes this life, which can be interpreted as the heart or life in the performance, if the gunungan has not been plugged into the middle of the gadebog, it means that the puppets are not yet alive, and climbing back up the gunungan screen means a sign of changing life. This interpretation is based on a mountain which philosophically contains
many noble values. This discussion is realized through interactive installation media. Interactive installation is a new design because of technological developments that are getting more advanced from time to
time in terms of hardware and software. Through interactive installations featuring storytelling projector holograms as the main media, by providing 3D audio visuals telling and showing the history of change that fills the changing times to the fundamental basis why the role of gunungan is very important in performances and interactive laser sensors that project the relationship between humans and 4 basic elements, namely water, fire, air and earth, this refers to emotional and emotional memories of oneself and the environment.
Keyword: Interactive installation, Gunungan wayang, History, Culture
Setiawan, M. and Kopaha, A.R., 2016. Mengajak Masyarakat Ikut Aktif dalam Kampanye Friendly Bandung Melalui Instalasi Interaktif. Wimba: Jurnal Komunikasi Visual, 7(1).
Papilaya, J.O. and Huliselan, N., 2016. Identifikasi gaya belajar mahasiswa. Jurnal Psikologi, 15(1), pp.56-63.
Afnan, A., Fauzia, R. and Tanau, M.U., 2020. HUBUNGAN EFIKASI DIRI DENGAN STRESS PADA MAHASISWA YANG BERADA DALAM FASE QUARTER LIFE CRISIS. Jurnal Kognisia: Jurnal Mahasiswa Psikologi Online, 3(1), pp.23-29.
Crawford, C., 2003. The Art of Interactive Design. San Francisco, CA 94107.
McLellan, H., 2000. Experience design. Cyberpsychology and behavior, 3(1), pp.59-69.