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A STEREOTIP PEREMPUAN DAN KEKERASAN SIMBOLIK PADA NARASI PEMBERITAAN MEDIA ONLINE Ida Ayu Dwita Krisna Ari; Arya Janot tama
Gestalt : Jurnal Desain Komunikasi Visual Vol 3 No 1 (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.v3i1.72

Abstract

ABSTRAK Tulisan ini merupakan kajian kritis pada media online yang merupakan produksi simbol dari aspek visual dengan menitikberatkan dapa analisis kritis untuk mewujudkan kesetaraan gender. konstruksi sosial berlangsung secara mapan dan lama dimasyarakat menyebabkan terjadinya ketidak adilan gender yang pada masyarakat kolektif dengan menganut system patriarki, cendrung merugikan pihak wanita. Penelitian ini menggunakan metode kualitatif, data yang berasal dari obvservasi, dokumentasi, kepustakaan dan internet. Berdasarkan Analisa yang dilakukan dapat disimpulkan bahwa media massa tidak memperhatikan kode etik jurnalistik, cenderung menonjolkan sisi sensasional jika pemberitaan tersebut menyangkut perempuan. Media menjual tubuh perempuan dengan ebih menonjolkan sisi sensasional kekerasan simbolik pada pemberitaan media di atas dapat dilihat dari bahasa, teks, gambar dan foto yang digunakan oleh media sehingga menggiring konstruksi realitas sosial yang terjadi, dari narasi yang dituliskan tersebut media mampu menggiring opini masyarakat sehingga memunculkan stereotip negatif terhadap korban. Harapannya penelitian ini dapat dijadikan rujukan dalam konteks kekerasan simbolik melalui unsur visual terhadap perempuan dalam media online
IDEOLOGI T-SHIRT BEBASKAN JRX SEBAGAI SEBUAH KOMODITI DAN SIMBOL PERLAWANAN TERHADAP KEKUASAAN Made Ika Kusuma Dewi; Ida Ayu Dwita Krisna Ari; Widya Duta
Widya Duta: Jurnal Ilmiah Ilmu Sosial Budaya Vol 16 No 2 (2021): WIDYA DUTA SEPTEMBER 2021
Publisher : UHN IGB Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (572.504 KB) | DOI: 10.25078/wd.v16i2.213

Abstract

Clothing has become an important part of the lifestyle and hasbecome a fashion trend in Balinese society. Clothing is very closely relatedto the human self, through clothing can reveal many things about theidentity of the wearer from the appearance reflected how the social statusand personality of the wearer. Currently, the t-shirt is a popular clothingused by people from all walks of life because it is easy to clean and themodel remains eternal from time to time. T-shirts have severalconveniences, apart from being cheap, comfortable to wear, easy to clean,mobile, functional, and can be used as souvenirs, and so on, this makesbusiness people and politicians realize that t-shirts can be used as a gift. aneffective and efficient promotional media, apart from being a means ofadvertising t-shirts, it is also used as a medium to spread politicalunderstanding. Of the several functions possessed by the t-shirt, it isrelated to the function of the t-shirt as a medium for delivering messagesand aspirations. Currently, several types of t-shirts have emerged thatcarry the aspirations of several groups of people who empathize with thecase that befell the drummer for the Superman Is Dead band, I Gede AriAstina, or who is familiarly called Jerink, later shortened to JRX. Regardingthis case, many JRX sympathizers thought that he did not deserve to bepunished, without holding mediation to bridge the problem between JRXand IDI Bali which he criticized, but the JRX case went straight to the legalprocess so that it was considered by some groups of society as an act.silence the aspirations of the small people who try to voice injustice in thiscountry, therefore several individual formation practices have emergedthat determine their common social orientation, this communitymovement group has the same ideology and so that they can actstructurally so that it is in line with their ideology. stretcher, then in theprocess of marking the ideology, several t-shirt designs emerged with thetheme “free JRX” with various variants, designs, colors that emerged fromseveral groups that had the same ideology.
ANALISIS VISUAL GAMBAR ANAK PADA MASA PRA-SKEMATIK Nuriarta I Wayan; Dwita Krisna Ari Ida Ayu; Suryawan I Gde
PRATAMA WIDYA : Jurnal Pendidikan Anak Usia Dini Vol 6 No 2 (2021): Pratama Widya Oktober 2021
Publisher : UHN I GUSTI BAGUS SUGRIWA DENPASAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/pw.v6i2.156

Abstract

This article aims to read visual signs and verbal signs by utilizing the children's drawings during the pre-schematic stage. The reading of the signs will be used to describe the elements of fine arts in the children's drawing. Four works of kindergarten children were chosen and observed. The four works are entitled "Mother", "Brother", "Zoo" and "Tree". These have been selected as the subjects of the study. These four works were chosen because these works were created by using different media, such as pencil on paper, watercolors on paper, and digital media. The object of this study is focused on visual analysis of the children's drawings on the elements of art, such as points, lines, shape, spaces, and colors. The pre-schematic stage is characterized by the appearance of circular images with lines that seem to indicate human or animal figures. During this stage, the scheme (the visual idea) is developed. The drawing shows what the child considers most important about the subject. There is a little understanding of space - objects are placed randomly throughout the image. The use of color is more emotional than logical. The elements of fine art are shown in the drawings can be described as the result of the observation 1) The lines have been controlled so has formed the image. 2) The shape of the object described has been identified as representing the object that the child wants to describe. 3) The colors used to fill the shapes are based on the child's imagination and desires except the color used to fill the shape of the tree. The colors of nature are the same as in real life, such as green leaves, blue sky, and green grass. In general, the image or drawing presented by the child is an illustration
Edukasi Pemilahan Sampah Rumah Tangga di Dinas Lingkungan Hidup (DLHK) Badung-Bali Melalui Desain Komunikasi Visual Ari, Ida Ayu Dwita Krisna; Dewi, Alit Kumala; Nuriarta, I Wayan
Abdi Widya: Jurnal Pengabdian Masyarakat Vol 3 No 1 (2024): Abdi Widya: Jurnal Pengabdian Masyarakat
Publisher : UPT Pusat Penerbitan LP2MPP ISI Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/awjpm.v3i1.3574

Abstract

Badung menghasilkan 281 ton sampah, 52 truk/ hari dengan rata-rata berisikan total 1,6 ton. Sampah yang diambil petugas dari rumah warga masih dalam kondisi tercampur (tidak dipilah sesuai dengan jenis sampahnya). Mengatasi permasalahn sampah, diperlukan penerapan skema pengelolaan sampah dengan mengembangkan prinsip dasar 3R (Reduce, Reuse, Recycle). Berdasarkan data-data serta keterangan langsung dari pihak DLHK, menunjukkan bahwa kesadaran warga khususnya sekitar Badung-Bali dalam memilah jenis sampah masih rendah, sehingga perlu dilakukan kegiatan edukasi kepada warga terkait pengelolaan sampah. Salah satu upaya yang dapat dilakukan untuk meningkatkan kesadaran masyarakat terkait pengelolaan sampah, adalah dengan cara perancangan komunikasi visual sebagai media edukasi pemilahan sampah rumah tangga. Tujuan kegiatan pengabdian masyarakat ini selain menghasilkan karya desain yang efektif sebagai media edukasi, juga untuk meningkatkan pengetahuan, pemahaman, yang berujung kepada aksi kepedulian masyarakat dalam mengelola sampah dimulai dari lingkup rumah tangga. Metode yang digunakan terdiri dari tiga tahapan: Observasi lapangan ke tempat pemilahan sampah untuk menentukan media edukasi yang tepat. Mendesain dan merealisasikan media komunikasi visual untuk edukasi pemilahan sampah rumah tangga. Setelah melalui beberapa tahapan, terealisasi 10 media komunikasi visual yang efektif, informatif dan persuasif terkait sampah. Desain yang dibuat diharapkan mampu berfungsi sebagai problem solver bagi pihak DLHK untuk memudahkan sosialisasi dan edukasi bagi masyarakat agar mulai mengolah sampahnya sendiri di rumah tangga.   
Perancangan Karakter Female Sci-Fi Dengan Model Visual 3D Dalam Game Eclipse of The Undead Di PT. Miracle Grup Indonesia: Bahasa Indonesia Lee, Evelien; Krisna Ari, Ida Ayu Dwita; Segara Putra, Gede Bayu
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

Several years ago, games were associated with playing outside with friends, going on adventures, and doing physical activities that improved children's motor skills. However, today video games are better known than traditional games, with fun applications that can be played on various devices. The world is developing; 2D visuals are still used with more impressive animations and brilliant colours that are pleasing to the eye, but the new visual form, namely 3D, is no less interesting. Various ideas from digital game producers are expressed in visual form in the form of 2D and 3D, but as time goes by 3D visuals are gaining a wider audience. PT. Miracle Group Indonesia, which was founded in 2014, empowers 3D Artists to design various 3D models with realistic, stylized, and cartoon styles. Currently, PT. Miracle Group Indonesia is in the game development stage, Battle of Guardians which has been launched on the Steam platform on PC. Apart from Battle of Guardians, PT. Miracle Group Indonesia is also in the development stage of various new video games; Eclipse of the Undead is one of them. Eclipse of the Undead is a video game with 3D visuals that takes the player as the main character in a post-pandemic world that has filled the world with zombies and monsters. To increase knowledge in character design with 3D visual models and as proof that Indonesian children can also compete and are indeed capable of creating 3D models/assets like other countries, this writing is expected to provide significant new knowledge.
STUDY OF VULGAR TEXT AND ILUSTRASI ON T-SHIRT Ida Ayu Dwita Krisna Ari; I Nyoman Anom Fajaraditya Setiawan
Jurnal Bahasa Rupa Vol. 2 No. 2 (2019): Jurnal Bahasa Rupa April 2019
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i2.297

Abstract

Brand new produce lifestyle support products, t-shirt products popping up fertile. The high competition in the clothing company industry causes, the product is demanded to have an appeal as a differentiator with other products. Some clothing companies have unique concepts, such as text or illustrations that are vulgar and even classified as taboo to say. The paradigm, making research on vulgar themed t-shirts need to a studied at an aesthetic level. Providing valuable input to the academic studies and clothing business. Qualitatively qualitative analysis, social phenomena in society as objects and the interesting reality of characteristics, signs or descriptions of the existing situation and phenomenon conditions. Prizes in the form of t-shirts with vulgar themes, it is assumed that the audience's awareness of art, including the composition of the results of the interaction between memory perception and visual perception as well as the sense of comprehension of the user.
PERANCANGAN DESAIN KALENDER CAKA BALI SEBAGAI MERCHANDISE OBJEK AGNI DENGAN PENDEKATAN NEO INDONESIANA Prabawa, Widi; Dewi, Alit Kumala; Ida Ayu, Dwita Krisna Ari
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.v6i1.4742

Abstract

The Caka Bali Calendar is a cultural heritage rich in traditional and spiritual values but often perceived as complex and difficult to understand by the modern audience. To address this, the calendar was redesigned using the Neo-Indonesiana approach, combining traditional elements with contemporary design. This project focuses on simplifying calendar components such as tri wara, panca wara, full moon, new moon, and sasih, creating an accessible and user-friendly calendar for the younger generation. Employing cultural research and visual exploration methods, the project delivers a minimalist, aesthetic, and functional design. The creative process incorporates modern digital techniques with the philosophy of Cipta, Rasa, and Karsa, emphasizing a balance between tradition and innovation. This calendar serves not only as a time marker but also as a medium for cultural education and preservation.
Pelatihan Menggambar Ilustrasi Cerita Rakyat untuk Pengembangan Karakter Anak-Anak Sekolah Dasar di Bali Krisna Ari, Ida Ayu Dwita; Nuriarta, I Wayan
Bakti Budaya: Jurnal Pengabdian kepada masyarakat Vol 6 No 1 (2023): 2023: Edisi 1
Publisher : Faculty of Cultural Sciences, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/bakti.6697

Abstract

Mesatua folklore in Bali has moral education values. The aim of this training is to draw folklore illustrations for elementary school (SD) children in Bali to preserve the mesatua tradition whose values ​​are relevant to society. This training program uses three program approaches, namely (1) Mesatua, (2) Drawing illustrations, (3) Reading children's drawings. The implementation of the program resulted in the provision of mesatua folklore in each region which was given differently according to the needs of the local environment. At the public elementary school in Budakeling village, Karangasem district, they were given the folklore I Belog, while at the public elementary school in Tukadsumaga village, Buleleng district, they were given the story The Arrogant Frog. The conclusion shows that children's illustrative work discussed line, composition, illustration, typography and color. The works produced by elementary school children in the two districts show works that are honest, expressive and free. The composition of the fields also shows that their drawings are full of freedom and confidence in drawing. Character values ​​such as not being arrogant, having to study hard and being obedient to worship are contained in the children's drawings. ==== Cerita rakyat mesatua di Bali memiliki nilai pendidikan moral. Tujuan pelatihan menggambar ilustrasi cerita rakyat untuk anak-anak Sekolah Dasar (SD) di Bali adalah untuk melestarikan tradisi mesatua yang nilai-nilainya relevan dengan masyarakat. Program pelatihan ini menggunakan tiga pendekatan program, yaitu (1) mesatua, (2) menggambar ilustrasi, dan (3) membaca gambar anak. Pelaksanaan program menghasilkan pemberian cerita rakyat mesatua di masing-masing daerah diberikan secara berbeda-beda sesuai dengan kebutuhan lingkungan setempat. Di SD Negeri Desa Budakeling, Kabupaten Karangasem diberikan cerita rakyat I Belog, di SD Negeri Desa Tukadsumaga, Kabupaten Buleleng diberikan cerita Si Kodok Sombong. Simpulannya menunjukkan bahwa karya ilustrasi anak-anak dibahas garis, komposisi, ilustrasi, tipografi, dan warna. Karya-karya yang dihasilkan oleh anak-anak SD di dua kabupaten menunjukkan karya yang jujur, ekspresif, dan bebas. Komposisi bidangnya pun menunjukkan gambar mereka penuh kebebasan dan rasa percaya diri dalam menggambar. Nilai-nilai karakter seperti tidak boleh sombong, harus rajin belajar, serta taat beribadah terkandung dalam gambar anak.
Pelatihan Desain T’shirt Bertema Stop bullying Untuk Peserta Didik SD-SMU di Denpasar-Bali Kumala Dewi, Alit; Krisna Ari, Ida Ayu Dwita; Nuriarta, I Wayan
Bakti Budaya: Jurnal Pengabdian kepada masyarakat Vol 8 No 2 (2025): 2025: Edisi 2
Publisher : Faculty of Cultural Sciences, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/bakti.19320

Abstract

Bullying khususnya di lingkungan sekolah merupakan masalah serius yang dapat berdampak negatif pada mental dan fisik peserta didik. Kampanye terkait bullying dapat dilakukan dengan cara yang kreatif dan menarik, salah satunya dengan pelatihan desain t’shirt digital printing bertema stop bullying. Kegiatan ini tidak hanya meningkatkan kesadaran, tetapi juga melibatkan peserta didik secara aktif dalam upaya pencegahan bullying, sehingga dapat menciptakan lingkungan belajar yang aman dan nyaman. Peserta didik akan dibimbing untuk berkreativitas, bebas berekspresi dan berimajinasi, merepresentasikan ungkapan penolakan bullying dalam bentuk desain t’shirt. Kegiatan pelatihan menggunakan metode service learning dengan pendekatan partisipatif, tahapan dari service learning meliputi investigation, preparation, action, reflection, dan demonstration. Hasil dari kegiatan pelatihan dapat mengembangkan keterampilan, kreativitas, serta membangun karakter yang kuat (character building) bagi peserta didik penerus bangsa. Melalui desain, sebagai sarana kreatif, peserta didik menjadi makin terampil dalam mengekspresikan diri, solutif dalam melihat dan menyikapi fenomena dan isu-isu sosial (bullying) yang berdampak buruk dalam lingkungan sekolah.
Perancangan Karakter Female Sci-Fi Dengan Model Visual 3D Dalam Game Eclipse of The Undead Di PT. Miracle Grup Indonesia: Bahasa Indonesia Lee, Evelien; Krisna Ari, Ida Ayu Dwita; Segara Putra, Gede Bayu
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

Several years ago, games were associated with playing outside with friends, going on adventures, and doing physical activities that improved children's motor skills. However, today video games are better known than traditional games, with fun applications that can be played on various devices. The world is developing; 2D visuals are still used with more impressive animations and brilliant colours that are pleasing to the eye, but the new visual form, namely 3D, is no less interesting. Various ideas from digital game producers are expressed in visual form in the form of 2D and 3D, but as time goes by 3D visuals are gaining a wider audience. PT. Miracle Group Indonesia, which was founded in 2014, empowers 3D Artists to design various 3D models with realistic, stylized, and cartoon styles. Currently, PT. Miracle Group Indonesia is in the game development stage, Battle of Guardians which has been launched on the Steam platform on PC. Apart from Battle of Guardians, PT. Miracle Group Indonesia is also in the development stage of various new video games; Eclipse of the Undead is one of them. Eclipse of the Undead is a video game with 3D visuals that takes the player as the main character in a post-pandemic world that has filled the world with zombies and monsters. To increase knowledge in character design with 3D visual models and as proof that Indonesian children can also compete and are indeed capable of creating 3D models/assets like other countries, this writing is expected to provide significant new knowledge.