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Content analysis of different types of nirmana teaching videos and the viewers’ perception Ardianto, Deny Tri; Wicaksono, Arif Ranu; Mataram, Sayid; Widayat, Rahmanu; Yuda, Jotika Purnama
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol. 19 No. 2 (2024)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v19i2.6468

Abstract

Nirmana is a mandatory basic competency for academic artists. Strengthening the basics of Nirmana is compulsory so that fine artists and designers maintain their bargaining position in society. One of the rising media to learn Nirmana is teaching videos available on online platforms such as YouTube. With the many types and styles of Nirmana learning videos available on YouTube, a study to analyze which type of videos are effective in learning Nirmana is needed. This study uses content analysis to classify videos that convey information about Nirmana into four groups: live demonstration videos, animated videos, conventional lecture videos, and tutorials (Step-by-step). To determine the video's effectiveness, the responses from viewers were analyzed using a pragmatic approach. From the analysis results, teaching videos in the form of live demonstrations, animations, and tutorials proved to be the most effective in assisting viewers to learn about Nirmana. Videos with these concepts can convey information in an engaging, clear, and visually understandable way, thus improving student understanding more effectively. Integrating the appropriate teaching videos into the Nirmana curriculum, such as live demonstrations for practical projects and animated videos or tutorials or theory, can help students understand Nirmana better.
PERANCANGAN BUKU BAHASA LAMPUNG DALAM UPAYA MENINGKATKAN PENGETAHUAN ANAK USIA 5 SAMPAI 7 TAHUN Mataram, Sayid; Faizal, Daffa Ramadiansyah
ASKARA: Jurnal Seni dan Desain Vol 3 No 1 (2024): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v3i1.1360

Abstract

Lampung language is one of Lampung Province's cultural assets. Lampung language is the Lampung people's mother tongue. However, the Lampung language is gradually being abandoned and is rarely spoken, particularly among children and young people. This study will look at the design of Lampung language books with illustrations in order to pique the attention of youngsters aged 5 to 7 years old in learning the Lampung language. Children can thus contribute to the preservation of the Lampung language. This article will explain components of reading and writing book creators, namely color aspects, illustration aspects, layout aspects, and content aspects. Keywords: book, culture, illustration, child
PERANCANGAN MEDIA EDUKASI MENGGUNAKAN AUGMENTED REALITY MENGENAI PAKAIAN TARI BEDHAYA SUKAHARJA Mataram, Sayid; Nanprahita, Lovely Ayunda
ASKARA: Jurnal Seni dan Desain Vol 3 No 1 (2024): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v3i1.1361

Abstract

The preservation of culture in Indonesia, exemplified through its diversity in each region, particularly in traditional dances such as Tari Bedhaya Sukaharja, faces significant challenges in terms of understanding and preservation by the millennial generation. Their role is crucial as agents of preservation and bearers of local values. To engage the millennial generation, augmented reality (AR) technology is considered a fitting solution. AR is an innovative and interactive tool that can help millennials understand and preserve cultural heritage in an engaging and relevant way. This study employs the structured waterfall method, which includes steps for planning, design, development, testing, evaluation, and implementation. The study sample was chosen at random, with the goal of laying a solid foundation for understanding the impact of AR technology in enhancing the understanding and awareness of the millennial generation ages 12-18 regarding the preservation of Indonesian cultural heritage, specifically in the context of Tari Bedhaya Sukaharja.
PERANCANGAN BUKU ILUSTRASI SEBAGAI MEDIA EDUKASI MENGENAI GANGGUAN AFEKTIF BIPOLAR BAGI GENERASI MUDA Marwa, Fiqia; Mataram, Sayid
ASKARA: Jurnal Seni dan Desain Vol 4 No 2 (2025): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v4i2.1733

Abstract

Gangguan afektif bipolar merupakan perubahan afek atau suasana hati yang ekstrem. Perubahan suasana hati Orang Dengan Bipolar (ODB) berbeda dengan orang normal karena ODB mengalami mania dan depresi. Pengetahuan mengenai gangguan kesehatan jiwa seperti bipolar masih terbilang minim karena tingginya stigma mengenai gangguan kesehatan jiwa di Indonesia. Untuk itu, dilakukan perancangan buku ilustrasi sebagai media efektif dalam mengedukasi masyarakat mengenai gangguan afektif bipolar. Perancangan dibuat dengan penelitian deskriptif kualitatif yang menggunakan metode ADDIE (Analyze, Design, Development, Implementation, dan Evaluation. Muatan berisi pengertian umum tentang bipolar, hingga gejala dan terapinya. Buku ilustrasi dipilih karena memanfaatkan kombinasi antara ilustrasi dan literasi kesehatan jiwa dengan kisah naratif yang dapat menarik minat generasi muda usia 15-22 tahun.
PERANCANGAN IDENTITAS VISUAL UMKM KWADUNGAN JAVA COFFEE TEMANGGUNG SEBAGAI UPAYA STRATEGI PEMASARAN Hadiana, Vita; Mataram, Sayid
Jurnal Grafis Vol 4, No 2 (2026): Jurnal Grafis Volume 4, Nomor 2
Publisher : Universitas Catur Insan Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Potensi besar UMKM kopi di Temanggung sering kali terhambat oleh lemahnya identitas merek dan visual yang kurang menarik. Penelitian ini bertujuan merancang identitas visual Kwadungan Java Coffee sebagai strategi pemasaran untuk memperkuat citra merek dan daya saing. Masalah utama terletak pada desain logo dan kemasan yang tidak konsisten serta kurang merepresentasikan karakter produk. Metode yang digunakan adalah deskriptif kualitatif dengan pendekatan Design Thinking (empathize, define, ideate, prototype, dan test). Tahap ideate didukung metode AISAS untuk menyusun strategi visual yang berorientasi pada perilaku konsumen. Hasil perancangan mencakup logo baru, sistem warna hangat (cokelat dan oranye), serta tipografi Bodoni Moda SC dan Montserrat. Luaran utama berupa Graphic Standard Manual (GSM) sebagai pedoman resmi penggunaan elemen grafis guna menjamin konsistensi citra profesional pada berbagai media, seperti kemasan dan media sosial. Rebranding ini diharapkan meningkatkan pengenalan merek dan kepercayaan konsumen terhadap keaslian produk lokal. Kata Kunci : Identitas Visual, UMKM, Kwadungan Java Coffee, AISAS, Graphic Standard Manual.