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Computational Aesthetics in Improving Regional Election Mascot Branding Using Hue Saturation Value Method Hasbullah, Hasbullah; Swandi, I Wayan; Udayana, Anak Agung Gde Bagus; Dewi, Alit Kumala
International Journal of Engineering and Computer Science Applications (IJECSA) Vol. 4 No. 2 (2025): September 2025
Publisher : Universitas Bumigora Mataram-Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/ijecsa.v4i2.5159

Abstract

The digital era has a visual appeal that plays a crucial role in strengthening identity and public involvement in political campaigns, particularly in the election of the regional head of Mataram City. The role of visual mascots is important in attracting public attention. Through the intensity of color in digital media, it can attract attention and persuade the public to like it, thus building trust in the branding of the Mataram city election. However, the deviation value from the dominant color intensity in the Mataram City election mascot on the computer screen remains unclear. The core issue lies in identifying the exact value of the color intensity in the mascot design, which serves as a digital aesthetic element in strengthening the branding identity of the Mataram City election. This study aims to analyze the color intensity of the mascot design as a reflective attraction in the regional political campaign in Mataram City. The method used is Hue, Saturation, Value (HSV), with cultural and psychological color analysis image processing techniques to attract public participation and perception. The results of the study indicate that the color intensity based on HSV segmentation increases. The average color Hue has a deviation of 0.0319, Saturation has a deviation of 0.0255, and Value has a deviation of 0.9409, all of which are attributed to the dominant color in the mascot design on the computer screen. The HSV color intensity in the design of the Mataram city election mascot, especially on the screen, has an average value that intersects with each other, resulting in unity and forming an aesthetically pleasing visual. In conclusion, the brightness of the dominant color is a crucial aspect of creating aesthetic elements that capture the audience's attention. The implications of the study's results serve as a basic reference for creating graphic designs using computer technology. 
The Third Space in Postcolonial Architecture: Hybridity and Cultural Resistance in Singaraja Pande, I Made Artadi; Bagus Udayana, Anak Agung Gde; Wasista, I Putu Udiyana
PANGGUNG Vol 35 No 3 (2025): Estetika, Identitas, dan Digitalisasi: Praktik Seni dan Budaya Nusantara dalam P
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v35i3.3894

Abstract

Situated within the contested terrain of colonial architectural inheritance, this article interrogates domestic hybridity in Singaraja, Bali, as a site of spatial negotiation and epistemic dissent. Mobilizing Homi Bhabha's third space as both an analytic and a method, it explores how local undagi engage neoclassical forms not as passive recipients but as strategic agents of cultural rearticulation. Drawing on ethnographic immersion, architectural typology analysis, and dialogic interviews, ten heritage houses are examined as performative loci where mimicry and subversion intertwine. The study reveals that architectural hybridity emerges less as visual synthesis and more as a tactical disruption of colonial order, a vernacular counter-script enacted through space, symbolism, and ritual. In reframing architecture as a site of indigenous theorizing, the discussion foregrounds postcolonial spatiality not as peripheral to heritage discourse but central to its decolonial reorientation.
CHARACTER EDUCATION AND MORAL VALUE IN 2D ANIMATION FILM ENTITLED "PENDETA BANGAU" Anggara, I Gede Adi Sudi; Santosa, Hendra; Udayana, A.A. Gde Bagus
Capture : Jurnal Seni Media Rekam Vol. 10 No. 2 (2019)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v10i2.2449

Abstract

Character is a very important and fundamental matter in a child's development. Character education has the same orientation with moral education, whereas moral education is very important in directing young generation to become good people through good values approach. In the midst of current IT advances, animated films are one of the effective and interesting media in transferring the values of character education and moral messages to children. The 2D animated film entitled Pendeta Bangau (The Priestess of Stork) is an animated film which source of story comes from Balinese folklore entitled Pedanda Baka. The aim of this study is to discuss the values of character education and moral messages/values contained in the animated film entitled “Pendeta Bangau”. This study uses qualitative research methods with qualitative data analysis techniques model of Miles and Huberman. The result of this study shows that the character education values from the animated film entitled Pendeta Bangau contains the values of honesty, tolerate, friendship / communicative, love of peace, and curiosity. While the moral message/value was seen in the final/end of film, namely the Bangau (stork) died due to its immorality. Its Bangau dead is related to the principal of Prarabda Karmaphala, namely Bangau, gets the results of his behavior in the present, and is now available without being there anymore. 
Pengolahan Limbah Gawai Menjadi Produk Dengan Nilai Sentimental Dalam Pendirian Usaha Rintisan Bingkai Jadoel Project Pradnya Ananda, I Made Mardawa; Swandi, I Wayan; Bagus udayana, Anak Agung Gde
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 01 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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

Abstract

With the rapid development and innovation in the world of Indonesian gadgets, manufacturers are starting to present a selection of cheap gadgets with modern specifications that can easily attract consumers' attention in Indonesia. However, this is often a reason for consumers to replace their devices when the latest variant is released to the public, either because they feel bored or the device they are using is old/outdated, or because the cheap price means the device cannot last long. This creates quite a serious problem because only a small portion of old gadgets can be reused and most of these gadgets end up as waste which can be dangerous to health because of the chemicals contained in the waste gadgets. However, the problem of gadget waste also presents several business opportunities, especially for those who pursue business in the creative industry. One form of product produced from processing this waste is the Teardown Frame. How this type of product can become a business opportunity in building a start-up business is the main priority of this research, a qualitative approach method is used to collect the necessary data and information, through Observation, Literature, Interviews, and Participants which helps the author in determining what business model is appropriate for this business as well as the production flow of the Teardown Frame product. Through this approach method, it can be concluded that this type of business has a fairly narrow market segment with a focus on the group/community of old-school goods enthusiasts as the main market segment, where the main quality offered is the nostalgic feeling of the product.
PERANCANGAN MEDIA EDUKASI PUBLIK TENTANG FUNGSI DAN LAYANAN PERUM BULOG KANTOR WILAYAH BALI SEBAGAI PERUSAHAAN LOGISTIK PANGAN Permatahati, Ayu Leony Mahadewi Putri; Swandi, I Wayan; Udayana, Anak Agung Gde Bagus
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 6 No 1 (2025): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/amarasi.v6i1.4740

Abstract

Public education media plays an important role in conveying information to the public effectively, especially regarding government agency and company services that have a direct impact on public welfare. Perum Bulog Kanwil Bali as a food logistics company has a strategic function in maintaining the availability and stability of food prices in the Bali region. However, the lack of public understanding of Bulog's role and services creates a need for educational media that can convey information clearly and attractively. This study aims to design public education media that educates the public about the functions and services of Perum Bulog Kanwil Bali, especially in the management of food logistics such as procurement, distribution, and storage of staple foods. The methods used in designing this media include analyzing the information needs of the community, reviewing literature, and applying the principles of visual communication design. The resulting media include infographics, animated videos, and digital campaigns that can be accessed through various platforms.
THE VALUE OF SUBAHNALE IDENTITY IN THE DIGITAL DESIGN MATARAM CITY REGIONAL ELECTION MASCOT Hasbullah, Hasbullah; Swandi, I Wayan; Udayana, Anak Agung Gde Bagus; Dewi, Alit Kumala
Proceeding Bali-Bhuwana Waskita: Global Art Creativity Conference Vol. 4 (2024): Proceedings Bali-Bhuwana Waskita: Global Art Creativity Conference
Publisher : UPT Pusat Penerbitan LP2MPP ISI Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/bbwp.v4i1.489

Abstract

Subahnale’s existence is not only in digital mascot designs but is widely used by the younger generation in illustration designs and others. However, what values are contained in Subahnale’s motives in communicating in the Mataram city elections? This research aims to examine the value of Subahnale’s identity in the digital design of the Mataram City Pilkada mascot. Using qualitative methods, data collection was carried out through interviews, visual analysis of Subahnale motifs, and literature reviews and was based on Roland Barthes' semiotic theory. The research results show that Subahnale’s mascot design will increase its aesthetic appeal. Subahnale is digitally relevant in modern visual communication, demonstrating emotional value that encourages community involvement and strengthens local identity. The implications of the results of this research strengthen the political value of branding in safe, honest, and fair regional election activities.
E-INVITATION SEBAGAI PELUANG BISNIS ERA INDUSTRI 4.0 DI BALI Wardani, Wina Pertiwi Putri; Udayana, Anak Agung Gde Bagus
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.873

Abstract

In the 4.0 era, everything uses technology, including the dissemination of information such as wedding invitations. It can be said that in Bali the use of e-invitation is not as popular as in Southeast Sulawesi, South Sulawesi, Aceh, West Sumatra and Central Java. This study aims to describe the potential of e-invitation in the new era, especially in Bali. Qualitative descriptive method was used in this study to explore information about the importance of using e-invitation in the pandemic era and could be a business opportunity. This paper uses high concept theory and high touch and visual elements as supporting theory in data analysis method. From the research results, it is known that e-invitation has wide-open business potential in Bali. The use of e-invitation has many advantages both from an economic and environmental point of view, it's just that few people know where the e-invitation design can be made.
A Digital Comic on Lingkaran Pengider Bhuwana as the Source of Balinese Gamelan Tuning Systems I Gusti Ayu Pitriani; I Gusti Agung Ayu Alicia Pradnya Dewi; I Wayan Swandi; A.A. Gde Bagus Udayana
Warna Komunikasi Vol 1 No 2 (2025): Journal of Visual Art and Design Studies: Les-Guet's
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/lg.v1i2.5691

Abstract

Lingkaran Pengider Bhuwana, as the foundational source of Balinese gamelan tunings, embodies essential philosophical values of life balance. However, this cultural concept has become increasingly marginalized among the younger generation due to limited exposure and the lack of appealing media that introduces it in contemporary contexts. Addressing this urgency, this project presents a digital comic as an accessible and engaging medium for youth. The creative process employs the Gustami method, which involves exploring cultural phenomena and references, designing narrative and visual elements, and ultimately realizing the final digital artwork. The visual style adopts a cartoon aesthetic with dominant blue and purple tones to evoke a spiritual atmosphere, supported by the use of sacred script designs inspired by Lingkaran Pengider Bhuwana. The narrative employs a spiritual fantasy genre featuring teenage characters that symbolize the two primary Balinese gamelan tunings. This work contributes to the preservation of Balinese culture by utilizing a popular digital medium to convey cultural knowledge, encouraging young audiences to understand and appreciate the philosophical significance of Lingkaran Pengider Bhuwana.
FOTO KRITIK SOSIAL DALAM PELESTARIAN BENTENG KEDUNGCOWEK DARI PERSPEKTIF DEKONSTRUKSI DERRIDA Nugroho, Yulius Widi; Udayana, Anak Agung Gde Bagus
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 03 (2025): Vol. 11 No. 3 (2025): September 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i03.9430

Abstract

Pelestarian bangunan bersejarah penting dilakukan karena warisan budaya menjadi refleksi dari sejarah, budaya, dan identitas daerah atau bangsa. Penciptaan karya dan analisis ini bertujuan untuk mengeksplorasi bagaimana karya foto seni dapat digunakan sebagai bentuk kritik sosial terhadap keberadaan bangunan bersejarah Benteng Kedungcowek. Penelitian ini menggunakan pendekatan dekonstruksi Derrida yang menyoroti peran bahasa dalam membangun makna dan menghilangkan hierarki dalam pemahaman tradisional. Metode yang digunakan adalah analisis seni foto dengan pendekatan dekonstruksi Derrida, yang memeriksa bagaimana seni foto dapat merepresentasikan realitas yang berbeda dan mengeksplorasi hubungan antara gambar dan teks dalam seni foto. Konsep Dekonstruksi yang digunakan untuk memecah suatu karya seni menjadi elemen yang lebih kecil dan kemudian mengambil makna baru dari setiap elemen tersebut. Puisi dalam fotografi adalah penggabungan dua media seni yang berbeda untuk menciptakan pengalaman estetika baru. Hasil penelitian menunjukkan bahwa seni foto dapat digunakan sebagai bentuk kritik sosial terhadap pemeliharaan Benteng Kedungcowek dengan merepresentasikan realitas yang berbeda dari sudut pandang yang berbeda. Kesimpulan dari penelitian ini adalah bahwa seni foto dapat menjadi alat kritik sosial yang efektif dalam mempertanyakan pemahaman tradisional tentang pemeliharaan Benteng Kedungcowek. Pendekatan dekonstruksi Derrida dapat membuka pemahaman yang lebih luas dan memperkaya diskusi tentang pemeliharaan warisan budaya.
Analisis kebutuhan pengguna dalam merancang tata letak website Singasana Smart Pocket Made Ayu Diah Pramesti Wiguna Putri; SettingsI Gede Mugi Raharja; Anak Agung Gde Bagus Udayana
Jurnal Desain Vol 13 No 1 (2025): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v13i1.56

Abstract

Penelitian ini menganalisis kebutuhan pengguna dalam merancang tata letak website Singasana Smart Pocket dengan pendekatan User-Centered Design (UCD). Pengguna yang dimaksud meliputi masyarakat umum serta pegawai pemerintahan di Kabupaten Tabanan yang membutuhkan akses mudah dan cepat terhadap informasi publik seperti pemetaan struktural pejabat publik, informasi wilayah desa, dan kontak darurat. Studi ini dilaksanakan melalui observasi, wawancara dengan stakeholder pemerintah, serta analisis literatur terkait. Hasil penelitian menunjukkan bahwa tata letak website yang optimal harus memperhatikan beberapa faktor utama, seperti kemudahan navigasi, penyajian informasi yang relevan, responsivitas desain di berbagai perangkat, penempatan fitur penting secara strategis, konsistensi visual, dan aksesibilitas bagi seluruh lapisan masyarakat. Penerapan pola-F dalam desain interface terbukti efektif untuk mengarahkan perhatian pengguna pada informasi penting. Evaluasi desain interface menunjukkan bahwa kebutuhan pengguna telah terakomodasi dengan baik, meskipun masih diperlukan perbaikan minor pada label konten dan kontras visual. Dengan demikian, tata letak website Singasana Smart Pocket diharapkan mampu menjadi sarana informasi yang efisien, inklusif, dan mudah diakses oleh semua kalangan.