Edi Jatmiko
Jurusan S-1 Desain Komunikasi Visual, Fakultas Seni Rupa, Institut Seni Indonesia Yogyakarta

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TEMBUNG LAN GAMBARE KAMUS VISUAL RAGAM DIKSI BAHASA JAWA TINGKAT NGOKO Jatmiko, Edi
DeKaVe Vol 10, No 1 (2017): Jurnal DeKaVe Vol. 10 No. 1 2017
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v10i1.2089

Abstract

Java language as a mother language, has a complicated character, and terraced difficult even for Javanese society itself. The level of complexity in the Java language system is one of the factors that led to the Java language is considered less desirable and not match the needs of the times by the Java community itself. This difficulty is caused by one of the Java language has a complete vocabulary, diction diverse, in one term in Indonesian, can be assorted due to the mention of the Java language that caused chronology. Javanese society has the ability to mark the various forms of work in different terms though just because of small differences. Diction of the diversity of conditions in the Java language ngoko level, ie the level of the language most widely used Java community need for adequate instructional media. One of the gaps that can be addressed in greater depth is how to bring learning the Java language into a form that is easily understood visual communication method is to create a visual dictionary of the Java language.
PENERAPAN UNSUR-UNSUR NIRMANA DWIMATRA DALAM TOOLBOX PERANGKAT LUNAK DESAIN CORELDRAW Edi Jatmiko; Krisna Tanaya Joestiono
DeKaVe Vol 13, No 2 (2020): Jurnal DeKaVe Vol. 13 No. 2 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v1i2.4869

Abstract

TEMBUNG LAN GAMBARE KAMUS VISUAL RAGAM DIKSI BAHASA JAWA TINGKAT NGOKO Edi Jatmiko
DeKaVe Vol 7, No 2 (2014): DeKaVe Vol. 7 No. 2 Juli-Desember 2014
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3625.564 KB) | DOI: 10.24821/dkv.v7i2.1278

Abstract

Java language as a mother language, has a complicated character, and terraced difficult even forJavanese society itself. The level of complexity in the Java language system is one of the factors that led to theJava language is considered less desirable and not match the needs of the times by the Java community itself.This difficulty is caused by one of the Java language has a complete vocabulary, diction diverse, in one termin Indonesian, can be assorted due to the mention of the Java language that caused chronology. Javanesesociety has the ability to mark the various forms of work in different terms though just because of smalldifferences. Diction of the diversity of conditions in the Java language ngoko level, ie the level of the languagemost widely used Java community need for adequate instructional media. One of the gaps that can beaddressed in greater depth is how to bring learning the Java language into a form that is easily understoodvisual communication method is to create a visual dictionary of the Java language.
INTERPRETASI VISUAL TIGA DIMENSI BUSANA MASYARAKAT JAWA AWAL ABAD KE- 19, BERDASAR ILUSTRASI J. B. WOLTERS DAN C. JETSES DALAM BUKU KITAB SI TALOE Edi Jatmiko; Krisna Tanaya Joestiono
DeKaVe Vol 14, No 2 (2021): Jurnal DeKaVe Vol.14 No.2 2021
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v1i2.6235

Abstract

Digital Platform Usage Among Young Graphic Designer as A Shortcut To The Fame: A Case Study on Visual Communication Design Students in Yogyakarta Petrus Gogor Bangsa; Edi Jatmiko; Dwisanto Sayogo
IJCAS (International Journal of Creative and Arts Studies) Vol 9, No 1 (2022): June 2022
Publisher : Graduate School of Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ijcas.v9i1.6978

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The Internet technology has triggered many transformations, including the emergence of digital platforms for graphic design. The rise of digital platforms is hailed as a driver of economic processes and technological innovation. Everyone can benefit greatly from this transformation as it empowers them to build a business online without relying on “offline” intermediaries, whether state or an established corporate without complicated regulations and unnecessary costs. As newcomers to the graphic design business, young graphic designers benefit greatly from this digital platform. They have a great opportunity to independently exhibit and sell their work to clients around the world, something that never happened in the days before the advent of Internet technology. This research aims to show that technological determination can have a very positive impact on those who master it. As a study material, this research uses José van Dijck's platform society theory. This research was conducted in early 2021 on several subjects consisting of Visual Communication Design students in Yogyakarta who run an online graphic design business. The conclusion of this research is that young graphic designers who utilize digital platforms become more visible, high exposure on their work, and zero dependence on intermediaries. This remote working method has now also proven effective as a solution in the midst of difficult circumstances due to the Covid-19 pandemic. Penggunaan Platform Digital di Antara Perancang Grafis Muda sebagai Jalan Pintas Menuju Populer: Studi Kasus pada Mahasiswa Desain Komunikasi Visual di Yogyakarta Abstrak Teknologi internet memicu banyak transformasi, termasuk memunculkan platform digital untuk desain grafis. Kemunculan platform digital digadang-gadang sebagai pendorong proses perekonomian dan inovasi teknologi. Setiap orang bisa mendapatkan keuntungan besar dari transformasi ini karena memberdayakan mereka untuk membangun bisnis secara daring tanpa bergantung pada perantara “offline”, baik itu negara atau perusahaan yang mapan tanpa regulasi yang rumit dan biaya yang tidak perlu. Desainer grafis muda sebagai pendatang baru di dunia bisnis desain grafis mendapatkan keuntungan yang luar biasa dengan adanya platform digital ini. Mereka mempunyai kesempatan besar untuk memamerkan dan menjual karya mereka kepada klien di seluruh dunia secara mandiri, sebuah hal yang tidak pernah terjadi pada masa sebelum kehadiran teknologi internet. Penelitian ini bertujuan untuk menunjukkan bahwa determinasi teknologi dapat berdampak sangat positif bagi mereka yang mampu menguasainya. Sebagai bahan kajian, penelitian ini memakai teori dari José van Dijck tentang masyarakat platform. Penelitian ini dilakukan pada awal tahun 2021 terhadap beberapa subjek yang terdiri dari para mahasiswa Desain Komunikasi Visual di Yogyakarta yang menjalankan bisnis desain grafis secara daring. Kesimpulan penelitian ini adalah bahwa desainer grafis muda yang memanfaatkan platform digital menjadi lebih terlihat karyanya, tingkat eksposur terhadap karya yang tinggi, dan ketergantungan pada pihak lain nol (zero dependence on intermediaries). Cara kerja jarak jauh tersebut kini juga terbukti efektif sebagai salah satu solusi di tengah sulitnya keadaan akibat pandemik covid-19.
Pelatihan Penggunaan Perangkat lunak CorelDRAW di MGMP Seni Budaya Kabupaten Klaten, Jawa Tengah Edi Jatmiko; Putika Dwi Ayurin
Jurnal Pengabdian Seni Vol 3, No 2 (2022): NOVEMBER 2022
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jps.v3i2.8180

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Perkembangan karakter peserta didik dalam hal kemampuan dan penguasaan teknologi informasi menyebabkan munculnya kebutuhan baru yang harus dipenuhi oleh pendidik untuk menyamakan pola komunikasi dalam proses belajar mengajar. Pola komunikasi terutama pada aspek media pembelajaran yang perlu penyesuaian dalam hal konten dan cara penyampaian sesuai dengan kebutuhan peserta didik. Tujuan dari pembinaan pelatihan CorelDRAW adalah mendorong para pendidik yang tergabung dalam MGMP Seni Budaya Jawa Tengah untuk menguasai teknis penggunaan perangkat lunak CorelDRAW. Luaran dari penguasaan perangkat lunak tersebut adalah pendidik mampu merancang dan memvisualkan materi-materi bahan ajar yang sebelumnya berupa verbal dan teks saja ke dalam bentuk visual sesuai dengan mata pelajaran yang diampu. Pembinaan dan pelatihan menggunakan metode pelatihan tatap muka secara langsung menggunakan metode gabungan, yakni ceramah, demonstrasi cara, demonstrasi hasil, dan diskusi dengan pendampingan secara instruksional dan dilengkapi dengan media tutorial dalam bentuk buku digital dan video latihan. Setelah memenuhi durasi pelatihan selama 12 pertemuan, peserta pelatihan dapat menguasai pengoperasian perangkat lunak dan mampu mengolah cipta media pembelajaran sesuai dengan mata pelajaran yang diampu. Dengan terpenuhinya materi tingkat dasar diperlukan pelatihan lanjutan sebagai pendalaman pengetahuan penggunaan dan operasional feature dan fasilitas CorelDRAW tingkat menengah.
Perancangan Buku Taktil dengan Media Clay sebagai Media Pengenalan Hewan untuk Tunanetra Usia Anak-Anak Kristiana Melanie Setiawan; Terra Bajraghosa; Edi Jatmiko
Fenomen: Jurnal Fenomena Seni Vol 1, No 1 (2023)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/fenomen.v1i1.8616

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Tunanetra merupakan kondisi seseorang yang memiliki keterbatasan dalam penglihatannya. Untuk dapat menyerap informasi, mereka menggunakan indera pendengaran dan peraba. Oleh karena itu, tunanetra membutuhkan sarana dan pra-sarana khusus seperti buku braille. Buku braille memberikan suatu kemudahan bagi mereka untuk membaca seperti orang-orang awas. Tetapi, buku braille sendiri masih memiliki kekurangan yakni belum mampu memberikan akses terhadap bentuk-bentuk yang mampu memvisualisasi braille tersebut, sulit diakses karena keterbatasan jumlah buku, proses produksi yang susah dan memakan banyak biaya. Lalu, media apa yang mampu memberikan semua yang tunanetra butuhkan dalam satu buku?Dengan menggunakan identifikasi 5W+1H, tedapat pertanyaan apa, siapa, kenapa, kapan, dimana, dan bagaimana perancangan itu dibuat. Dari situ ditemukanlah media utama buku taktil yang mampu memberikan informasi melalui bentuk, tekstur, dan ukuran mengenai hewan-hewan yang ada di sekitar lingkungan kehidupan berupa ayam, kucing, burung, tikus, kambing, dan bintang laut dengan clay sebagai bahan utama dalam merancang bentuk-bentuk visual hewan secara semi 3D. Pengambilan data dilakukan dengan cara wawancara, pengamatan, dan uji media langsung. Perancangan buku taktil ini diharapkan mampu membantu tunanetra khususnya usia anak-anak dalam menyerap dan memahami informasi secara keseluruhan dalam satu genggaman mereka, melatih kemampuan motorik dan sensorik serta menjadikan proses pembelajaran lebih menyenangkan.Kata Kunci : Buku taktil, Pengenalan hewan, Braille, Clay, Tunanetra usia anak-anak TACTILE BOOK DESIGN USING CLAY AS A MEDIUM FOR ANIMAL RECOGNITION FOR YOUNG CHILDREN WITH BLINDNESSBlind is a condition of someone who has limitations in their vision. To be able to absorb information, they use their sense of hearing and touch. Therefore, the blind need special facilities and infrastructure such as braille books. Braille books make it easy for them to read like people with normal vision. However, braille books themselves still have drawbacks, namely not being able to provide access to forms that able to visualizing braille, difficult to access because of the limited number of books, the production process is difficult and costs a lot. Then, what media can provide everything that the blind need in one book?By using the 5W + 1H identification, there are questions of what, who, why, when, where, and how the design was made. From there it was found that the main medium of tactile books was able to provide information through shape, texture and size about animals that exist around the environment in the form of chicken, cat, bird, mouse, goat and starfish with clay as the main material in designing semi 3d animal visual shape forms. Data collection was carried out by means of interviews, observations, and direct media tests. The design of this tactile book is expected to be able to help the visually impaired, especially children, in absorbing and understanding overall information in one hand, training motor and sensory abilities and making the learning process more enjoyable.Keywords : Tactile book, Introduction to animals, Braille, Clay, Children’s blind age
Pengaruh Pembiayaan Murabahah dan Pembiayaan Musyarakah Terhadap Profitabilitas (ROA) Pada Bank Syariah Indonesia (BSI) Periode 2016-2022 Erniati; Edi Jatmiko; Marfudin
EKSYDA: Jurnal Studi Ekonomi Syariah Vol. 4 No. 2 (2024): EKSYDA
Publisher : LPPM STAI DARUSSALAM LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51226/eksyda.v4i2.651

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This study aims to examine and analyze the Profitability (ROA) of Indonesian Sharia Banks (BSI). The several factors analyzed in influencing Profitability (ROA) are Murabahah Financing and Musyarakah Financing. This study uses a quantitative approach using secondary data, namely data obtained from Bank Syariah Indonesia (BSI) quarterly reports for 2016-2022. Data collection instruments come from Publication Reports of Bank Indonesia and the Financial Services Authority (OJK). The data analysis method used in this study is Multiple Linear Regression Analysis. The results of the partial multiple linear regression test show that murabahah financing has a significant value of 0.041 and musyarakah financing has a significant value of 0.280, so murabaha has a significant effect on profitability and musyarakah has no significant effect on profitability. Simultaneously, all independent variables have a significant influence on profitability, namely a significant value of 0.000 <0.05 .
ANALISIS PROMOSI CASHBACK PADA E-COMMERCE BUKALAPAK DALAM PERSPEKTIF EKONOMI SYARIAH Edi Jatmiko; Siti Kholijah; Fitri Utami
EKSYDA: Jurnal Studi Ekonomi Syariah Vol. 4 No. 1 (2023): EKSYDA
Publisher : LPPM STAI DARUSSALAM LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51226/eksyda.v4i1.653

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Online shopping in e-commerce has become a habit of Indonesian people, this trend started with the Covid-19 pandemic. There are various factors that motivate Indonesian consumers to shop online. One of them is a cashback promotion. This research method uses library research. The results of this research are that cashback is often considered a marketing strategy that aims to attract customer attention. This cashback practice can be classified as khiyar ghabn in the context of Islamic law. The function of khiyar in buying and selling transactions is to provide the ability for the transacting parties to consider long-term consequences in order to avoid regrets in the future. Thus, it can be said that cashback is permitted because it is a form of deception aimed at persuading customers, as implemented in platforms such as bukalapak. Cashback is considered permissible because it does not involve elements of usury and is included in the khiyar ghabn category.
PELATIHAN MANAJEMEN PEMASARAN MELALUI PHOTOROOM PADA UMKM DI DESA BRAJA HARJOSARI, KEC. BRAJA SELEBAH, LAMPUNG TIMUR Afifah, Pipit; Jatmiko, Edi; Wahid, Moh. Abdur Rahman
Jurnal Peduli : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2023)
Publisher : LPPM STAI DARUSSALAM LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51226/pdl.v3i2.523

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UMKM or micro, small and medium enterprises are the backbone of the Indonesian economy. It was proven in 1998 and 2008 that UMKM were strong in facing the economic crisis and were able to act as a safety valve for the economy during a crisis. Until now, the progress of UMKM has been paralleled by technological developments. Technology is developing very rapidly and is important for human life today. The aim of this Community Service (PKM) program is to provide knowledge and skills regarding marketing management to UMKM in Braja Harjosari Village. The specific target is to provide knowledge and skills to UMKM players in business development through training in improving marketing management through photoroom and can also increase the skills of training participants in the photoroom application. The method used in this service is a participatory method, where devotees and partners both participate from start to finish. The implementation stages start from photoroom supervision, evaluation stage. As a result of this training, MSME players know more about marketing management so they are better prepared to face increasingly fierce competition and can generate higher income. and through this marketing management training, UMKM understand more about promotional media.