Recognized as one of Jakarta’s icons, the large pair of puppets known as ondel-ondel has undergone significant transformation since its origin centuries ago. Classically built in a fairly simple form, ondel-ondel presents itself in various ways at every performance. Now, ondel-ondel is increasingly found throughout Jakarta, having gone through numerous changes in its costume elements. Whereas it is usually meant to be shown as a couple, nowadays a single ondel-ondel can be found cruising alleys with a mere digital sound system as musical accompaniment. Once respected and feared for its looks, today it is belittled by its own people. Due to this phenomenon, this research aimed to answer the questions of who influenced this ideological change, which ruling elite encouraged their ideology, and what the ideology is. Interviews and direct observations produced stories and photographs, while literature and media studies provided a historical background. Roland Barthes’ semiotic connotations with a historical perspective were used to read the hidden concepts behind these signs, which connect the changes of the costume elements through the important events in Betawi society during the period of 1970–2020. The different interests of each party brought more conflict in their relations, which created a dynamic cultural negotiation. Based on the results, the terms for the ondel-ondel models were identified, specifically a personification model, Islamic model, and commercial model, each named after the historical events and ideology brought about by Jakarta’s ruling elites.
Projection mapping adalah bentuk teknologi yang memproyeksikan citra ke permukaan atau platform. Sekarang ini, projection mapping sering digunakan untuk memberikan sensasi tersendiri berupa pengalaman kepada para pengunjung suatu tempat. Dalam penelitian ini, projection mapping digunakan di dalam Monumen Nasional Pancasila Sakti untuk memberikan sensasi dan pengalaman baru kepada pengunjung. Metode penelitian menggunakan kualitatif dengan teknik pengumpulan data berupa observasi lokasi, wawancara kepala bimbingan objek penelitian dan beberapa pengunjung. Hasil dari proyek ini berupa proyeksi interaktif berupa visual animasi bergerak yang dapat diinteraksikan, sehingga pengunjung mendapatkan pengalaman cerita yang realistis. Diharapkan dengan pemanfaatan animasi yang menarik, museum di Indonesia dapat bersaing dengan tempat-tempat lain yang banyak dikunjungi oleh kaum muda.
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