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DEVELOPMENT OF CHARACTERISTIC MOTIFS ON PRINTING MASKS AS PROMOTIONAL MEDIA FOR VISUAL CAMPAIGN IN PRODUCT DESIGN STUDY PROGRAM, ESA UNGGUL UNIVERSITY Putri Anggraeni Widyastuti; Ratih Pertiwi; Huddiansyah Huddiansyah
Gestalt : Jurnal Desain Komunikasi Visual Vol 3 No 2 (2021): Gestalt : Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual Universitas Pembangunan Nasional "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v3i2.96

Abstract

The condition of the covid-19 virus pandemic gave to the term “new normal” lifestyle in society., They must wear a fabric mask who can be produces by digital printing as one of the visual promotional media. Therefore, the product is used as part of the lecture assignments for product design students at Esa Unggul University. It uses the process to development characteristic motifs as a visual material for printing masks. The goal is that they can apply the result of process to include a new visual aesthetic in a product. The applied research method was carried out by involving product design students from Esa Unggul University who were involved in similar course through questionnaire data collection. The result was found that the development creating characteristics motifs to produce new visuals or patterns. It can be used as a promotional media for a visual campaign for a printing mask product. In other words, the development creating process base of human image triangular can be used as experience developing characteristic motifs for designing printing masks. It is suggested to train the sensitive of product design student in visualizing the characteristics of visual campaign printing masks.
Seni Rupa Dalam Soft Power Diplomasi Indonesia Di Suriname Tri Wahyudi; Putri Anggraeni; Ratih Pertiwi
JURNAL RUPA Vol 7 No 1 (2022): Open Issue
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/rupa.v7i1.4747

Abstract

Using fine art practice as a tool of Indonesia’s soft power diplomacy in Suriname is one of the critical instruments in the practice of bilateral relations between the two countries. This can be seen when soft power diplomacy is defined as a means of diplomacy that contains elements of culture, value systems, or policies. Such effort, of course, has a positive impact on international relations between the two countries for cooperation in the economic, socio-cultural, and even trade between nations. Soft power diplomacy can be interpreted as an effort to organise diplomacy to attract attention to the international world and create a cooperative relationship to attract public attention through efforts by using various channels, one of which is cultural media. In this study, the author uses qualitative research methods using an explanatory “Case Study” theoretical approach. Thus, the results achieved in this study are how the state can see that art, which is part of the culture in Indonesia, can be a medium to bridge bilateral relations between the two countries, Indonesia and Suriname. Keywords soft power, diplomacy, fine art, Suriname
Perancangan Kampanye Non Komersil Funrun 3K LASKAR Di Bekasi Naufal Faadihilah Putra; Ratih Pertiwi
Nusantara Journal of Multidisciplinary Science Vol. 3 No. 1 (2025): NJMS - Agustus 2025
Publisher : PT. Inovasi Teknologi Komputer

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

Abstract

Pemanfaatan media visual merupakan salah satu cara yang efektif untuk menyampaikan pesan kepada audiens. Tingkat aktivitas olahraga masih tergolong menengah keatas di lingkungan masyarakat perkotaan. Hal ini disebabkan oleh rutinitas remaja yang lebih banyak menghabiskan waktu dengan penggunaan ponsel maupun perangkat digital lainnya. Karya yang dibuat berbentuk video profil berdurasi sekitar 10 menit dengan konsep acara fun run fiktif. Dari video tersebut ditampilkan dua talent, yaitu satu tokoh yang digambarkan malas beraktivitas dan satu tokoh lain yang gemar berolahraga keduanya dipertemukan dalam cerita di mana talent yang malas diajak untuk ikut serta dalam acara fun run. Visualisasi disusun melalui pendekatan sinematik, alur cerita (storytelling), dan motion graphic. Perancangan ini ditujukan untuk menghadirkan strategi kampanye yang memanfaatkan desain grafis secara maksimal, sehingga mampu mendorong masyarakat ikut serta dalam kegiatan jogging dan terbebas dari kebiasaan pasif atau rasa malas.