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Journal : CITRAWIRA : JOURNAL OF ADVERTISING AND VISUAL COMMUNICATION

Pembentukan Persuasif Dalam Struktur Naratif Pada Iklan Gopay Indonesia Versi Bumbu Rahasia Dari Bu Sisca Yang Bikin #Lebihenak Alfiani Kristiana Dewi; Handriyotopo Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol 2, No 2 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i2.4015

Abstract

The concept of an advertisement aimed at modern society can no longer rely solely on the description of a product. Because basically people can find their own info from a product using their smartphone. Therefore, an advertisement must be designed in such a way that it really attracts potential consumers. Persuasive messages need to be packaged well in order to achieve the target to influence consumers to use the company's products. The research "Pembentukan Persuasif Dalam Struktur Naratif Pada Iklan Gopay Indonesia Versi Bumbu Rahasia Dari Bu Sisca Yang Bikin #LebihEnak " aims to find a persuasive formation of a product advertisement used by modern society, namely Gopay Indonesia e-money through narrative analysis of one of the advertising versions, namely Bumbu Rahasia dari Bu Sisca yang Bikin #Lebihenak. The research method used is descriptive qualitative by collecting data through documentation, observation, and literature study. This research uses narrative theory from Bordwell-Thompson which sees the narrative elements consist of plot and story, space, time, characters, and narrative. The results showed that the formation of persuasion to grow awareness and product introduction was formed from each narrative element. 
Dimensi Etis Iklan, Studi Kasus Pada Iklan Sampo Anti Dandruff dan Iklan Belanja Online di Media Televisi Ni Luh Putu Ratna Suandari; Fajri Rahma Pratiwi; Handriyotopo Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol 2, No 2 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i2.4013

Abstract

The ethical dimension related to advertising ethics towards advertisements broadcast on television media often violates the rules. The case study of the Pantene advertisement version of "Anti Drandruf Ads" played by Anggun C. Sasmi and the online shop version of the Shopee advertisement with Korean artist Black Pink were criticized by KPI regarding broadcast hours and their effect on children. The perspective of this research is the ethical dimension by Kevin Johnston and Tanya Robertson, with descriptive qualitative research methods interpretive analysis of advertising criticism. The evaluative finding of advertising art criticism in this study is that the morality of advertising ethics by comparing it with other products orally is still considered reasonable but the advertising dimension is negative. In the case of the Shopee advertisement with the Black Pink artist, it contains elements of sexism that should not be consumed by children.
Peran Ilustrasi Sebagai Media Bercerita dalam Album Musik Band Elfensjón Pahlevi, Syahtuta Rahul; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 5 No. 1 (2024)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v5i1.4840

Abstract

                                                                                                              Dalam era teknologi perkembangan ilustrasi pada saat ini sudah sangat pesat. Ilustrasi telah banyak digunakan dalam berbagai produk, salah satunya adalah sampul album musik. Penelitian ini dilakukan untuk mengkaji penerapan ilustrasi dalam album musik dari band asal Jepang yang bernama Elfensjón. Band ini merupakan band hasil kerja sama antara komposer Keisuke Kurose dan  ilustrator Kachiru Ishizue yang bergenre Animecore karena memasukan unsur ilustrasi anime dalam musik mereka. Elfensjón menggunakan penggabungan ilustrasi dan musik sebagai media untuk bercerita fantasi. Ilustrasi yang digunakan adalah ilustrasi anime khas Jepang dengan gaya gothic. Penelitian ini menggunakan pendekatan metode kualitatif deskriptif. Tujuannya adalah sebagai referensi berkarya untuk para ilustrator dan juga masyarakat umum. Hasil penelitian ini adalah menunjukkan bahwa ilustrasi dalam musik dapat menjadi media yang menarik untuk bercerita yang menarik dan juga diminati oleh masyarakat.
PERANCANGAN AUGMENTED REALITY BERBASIS ANDROID SEBAGAI PROMOSI TAMAN SRIWEDARI SURAKARTA Widayaningsih, Nur Hanifati; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3298

Abstract

Taman Sriwedari Surakarta is a cultural heritage treasure that needs efforts to preserve and introduce historical buildings and cultural values to the public, especially young people, through Android-based augmented reality technology. The purpose of this design is that the public can enjoy historical videos, exterior buildings, and the revitalization of the 2018 Surakarta Sriwedari Park video based on android. The design of Augmented Reality becomes more attractive, interesting, and educational as well as a means of preserving Surakarta Sriwedari Park as a cultural heritage. This design uses the diffusion analysis of innovation, the Multimedia Development Live Cycle method, layout design, selection of typography and colors that have aesthetic values. The results of this design are in the form of identity creation, a catalog book containing markers and information, and an application called SriwedARi. An advertising promotion strategy in an effort to introduce this product uses above and below the line media as well as through online stores. Keyword: Taman Sriwedari Surakarta, Augmented Reality, diffusion of innovation, marker.
PERANCANGAN POP UP BOOK AND SOUND TEMBANG DOLANAN SEBAGAI MEDIA PENGENALAN ALAT MUSIK GAMELAN Asya Ari, Ilham Musyafa; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 1 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i1.3299

Abstract

One traditional Javanese art is the art of tembang dolanan which is accompanied by Javanese gamelan. Currently in school subjects, elementary school students in Surakarta are very rarely introduced, because in fact the gamelan instruments are not owned or rarely exist as a learning laboratory. Learning dolanan songs accompanied by gamelan instruments are considered less interesting and outdated, although there is a campursari instrument or single organ. The design of this pop up book book of dolanan tembang was created, as a new teaching medium aimed to make it more interesting for today's generation, especially for elementary school children to get to know the culture of traditional music which is full of meaning whose existence has been forgotten. This method of creation begins with research and interviews to elementary schools in Surakarta, brainstorming, exploring ideas, creating manuscripts, sketches, layouts, dummy, and artwork. Promotional media to introduce Pop up book is through the media of the top line of the website or social media and supporting media such as color pencils, totegbag, pins and stickers, as a form to awaken the importance of loving the local culture in tembang dolanan. 
Media Buku Pop Up Pembelajaran Bahasa Jawa Anak Sekolah Dasar Kusumoningrum, Ipung Dyah; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3669

Abstract

Writing a Javanese script to make it easy to understand requires interactive learning media by designing interactive pop-up books for elementary school students in Surakarta. The design of a pop-up book in Javanese with a qualitative methodology to collect data through interviews with teachers, the education office, and references to the Javanese curriculum. Pop up book design methods, namely; 1 (first) determine the theme and content of the page, scriptwriting style, visual style, visualization techniques, making interactive pop-up book models. The 2nd (two) make the title design, color selection, design pages with attractive illustrations, as well as selecting materials that are suitable for use. The 3rd (three) determines the illustrations and pop-up techniques used on each page. Promotional media for the introduction of Javanese script pop up books to the public, through social media, namely; Youtube and Instagram, supported by media posters, x banners, and gifts in the form of drinking bottles and character magnets. The design of interactive Javanese pop-up books is visually attractive and has a positive impact on students to focus on learning better, as a teaching medium for teachers in the classroom.
Perancangan Katalog Digital Museum Radya Pustaka Surakarta Handita Kesoema, Ivan; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 3 No. 1 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i1.4622

Abstract

Radya Pustaka Surakarta Museum needs a service that is able to efficiently present information about its 15,216 collection of cultural heritage objects. The design of the digital catalog website interface aims to be an information service medium for the Radya Pustaka Surakarta Museum that can help visitors find information on cultural heritage. Design using the Design Thinking method is human centered or focuses on human needs (users) and the process originates and is aimed at users. The results of the design include product identity (verbal and visual) from a digital catalog with the main identity of Rajamala combined with primary colors of blue, yellow, and white with a flat design illustration style referring to Michael Fugoso's style and shadows in wayang performances. The main media for this design are website prototypes and promotional media (Instagram campaigns, digital posters and YouTube advertisements) and merchandise supporting media such as (t-shirts, tumblers, sitting calendars, wall clocks, notebooks, keychains, enamel pins and sticker sets).
Komik Webtoon “Yaa Bunayya” Sebagai Penyampaian Pesan Ketagwaan Remaja Muslim Basori, Alif; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 3 No. 2 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i2.4637

Abstract

Webtoons frequently visited by teenagers contain various genres of comic stories, but only a few discuss Islam. The Qur'an has many stories, one of which is the story of Luqman's advice to his son. The webtoon approach to this story is suitable to be conveyed to Muslim youth today so that young people who are the next generation of the nation remain in the corridors of goodness. The design of a webtoon comic tells the story of Luqman. This webtoon character takes ideas from lurik and blangkon motifs, so this design is unique compared to other Islamic comics on the webtoon. Communication strategy via Instagram using the AIDA model to target the target audience.
Problematika Penggunaan AI (Artificial Intellegence) di Bidang Ilustrasi : AI VS Artist Fadilla, Alya Nur; Ramadhani, Putri Munadiyah; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.4741

Abstract

Artificial Intelligence (AI) kini banyak dibicarakan publik dimana teknologi kecerdasan ini telah masuk ke dunia desain khususnya di bidang ilustrasi. Penelitian ini dilakukan karena kehadiran AI disebut-sebut akan menggantikan posisi para seniman. Hal ini dilatarbelakangi akibat adanya peristiwa di sebuah penghargaan seni tahunan, Colorado State Fair yang dimenangkan pekerja kreatif yang memanfaatkan kecerdasan buatan bernama Midjourney. Fenomena ini memantik diskusi besar dalam dunia seni visual. Berbagai tanggapan muncul, ada yang pro penggunaan AI sebagai tools desain, ada yang kontra dengan menyebutkan bahwa AI dapat mematikan sektor pekerja kreatif. Penelitian ini menggunakan pendekatan metode kualitatif deskriptif yang dilakukan berdasarkan studi kasus di lapangan. Tujuannya adalah untuk menganalisis tren AI agar dapat memberi manfaat seperti rekomendasi kebijakan dari perusahaan AI terkait standar publikasi, solusi, prosedur sampai pengetahuan untuk mengindustrialisasikan karya hasil AI agar kedepannya tidak ada masalah atau isi plagiasi lainnya di dunia ilustrasi. Hasil penelitian ini menunjukkan bahwa AI kedepannya akan sangat membantu sebagai tools desain bukan sebagai authority.
PERANCANGAN AUGMENTED REALITY BERBASIS ANDROID SEBAGAI PROMOSI TAMAN SRIWEDARI SURAKARTA Widayaningsih, Nur Hanifati; Handriyotopo, Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3298

Abstract

Taman Sriwedari Surakarta is a cultural heritage treasure that needs efforts to preserve and introduce historical buildings and cultural values to the public, especially young people, through Android-based augmented reality technology. The purpose of this design is that the public can enjoy historical videos, exterior buildings, and the revitalization of the 2018 Surakarta Sriwedari Park video based on android. The design of Augmented Reality becomes more attractive, interesting, and educational as well as a means of preserving Surakarta Sriwedari Park as a cultural heritage. This design uses the diffusion analysis of innovation, the Multimedia Development Live Cycle method, layout design, selection of typography and colors that have aesthetic values. The results of this design are in the form of identity creation, a catalog book containing markers and information, and an application called SriwedARi. An advertising promotion strategy in an effort to introduce this product uses above and below the line media as well as through online stores. Keyword: Taman Sriwedari Surakarta, Augmented Reality, diffusion of innovation, marker.