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Studi Kasus dan Analisis Praktik Dalam Pengajaran Gambar Anatomi di Perguruan Tinggi Benyamin, Muhammad Firdaus; Budiman, Budiman; Supandi, Fajar Persada
Jurnal Pendidikan Vol 12 No 2 (2024): Jurnal Pendidikan
Publisher : Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/pendidikan.v12i2.5079

Abstract

Penelitian ini mendalami studi kasus praktik pengajaran gambar anatomi di lingkungan perguruan tinggi, terfokus pada peningkatan pemahaman dan keterampilan mahasiswa. Di Universitas Widyatama, pembelajaran langsung menjadi pendekatan inti dalam mata kuliah gambar anatomi di program studi desain grafis. Namun, tantangan seperti adaptasi awal, fluktuasi motivasi belajar, konsistensi latihan, dan kelanjutan pembelajaran di luar ruang kelas menjadi hambatan yang dihadapi mahasiswa. Untuk menangani permasalahan ini, solusi alternatif diperlukan, mencakup tahapan adaptasi serta faktor pendukung seperti motivasi personal, disiplin diri, dukungan pengajar, kolaborasi antar-mahasiswa, dan optimalisasi sumber pembelajaran daring. Tujuan penelitian ini adalah memberikan wawasan mendalam tentang proses pengajaran yang efektif dan memberikan rekomendasi yang berbasis bukti untuk meningkatkan pengalaman pembelajaran mahasiswa di mata kuliah gambar anatomi.
Analisis Warna Ikon Fitur Layanan Aplikasi Gojek Terhadap Psikologi Persepsi Konsumen Alfajar Madani; Supandi, Fajar Persada
Jurnal Visual Ideas Vol. 4 No. 1 (2024): Visual Ideas
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/visualideas.vol4.iss1.2024.1934

Abstract

Gojek merupakan salah satu aplikasi yang menyediakan layanan jasa ojek online yang berdiri pada tahun 2009. Gojek sendiri sudah jauh berkembang dengan menyediakan berbagai fitur layanan seperti pesan antar makanan, penjulan tiket, pembayaran digital (Gopay) dan banyak lainnya. Setiap fitur layanan Gojek memiliki ikon dan warna sehingga memudahkan pengguna ketika menggunakan aplikasi. Warna merah, hijau, biru, merah jambu, jingga dan ungu pada ikon fitur layanan aplikasi gojek memiliki makna tersendiri sesuai dengan jenis layanannya. Metode yang digunakan pada penelitian ini adalah metode kulitatif deskriptif dengan teknik pertanyaan 5W + 1H yang menganalisis aspek formalitas khususnya warna. Pencarian data diperoleh dari literatur yang berkaitan dengan sumber berasal internet dan bahan-bahan yang tersedia. Psikologi persepsi warna hijau pada ikon fitur layanan aplikasi gojek memiliki arti pertumbuhan dan vitalitas terkait kehidupan baru dan pembaruan. Tujuan penelitian ini adalah untuk menganalisis bagaimana persepsi konsumen terhadap ikon fitur layanan dapat dipengaruhi oleh warna.
Bahasa Rupa Relief Cerita Kresnayana Candi Prambanan Deni Iskandar, Asep; Supandi, Fajar Persada
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
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.v7i1.1424

Abstract

The Kresnayana story relief in the Prambanan temple complex is considered by researchers as a past artifact that can provide information. The information presented is in the form of visuals that tell the Kresnayana epic. The Kresnayana story relief is a transformation of a literature (kitab) originating from India. The carvers select the scene in the most appropriate paragraph, then visualize and arrange the composition of each image in each panel. The selected scenes in each panel are then assembled into a complete Kresnayana story.  In a modern visual context, the series of scenes arranged into a unified story is like a movie. In order to depict all the scenes within the limited picture plane, the sculptors used a typical drawing method with the space-time-flat system. The way of drawing done by the carvers is very different from the modern Western way of drawing.  The distinctive way of drawing on each relief panel is then considered to be strange and makes it difficult to read the story scene. This way of drawing is used to examine the reliefs of the Kresnayana story. This research uses descriptive and qualitative methods. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of working on various media. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of creating works in various visual media. From the results of the analysis, information on the typical drawing method that was used before the discovery of the Western drawing method with the naturalist-perspective-moment opname system can be found.
TRANSFORMASI NARASI VISUAL RELIEF CANDI BOROBUDUR MELALUI APLIKASI UNTUK PLATFORM ANDROID Supandi, Fajar Persada; Mudra, I Wayan; Suharto, I
International Conference on Humanity Education and Society (ICHES) Vol. 3 No. 1 (2024): Third International Conference on Humanity Education and Society (ICHES)
Publisher : FORPIM PTKIS ZONA TAPAL KUDA

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

Abstract

Candi Borobudur, Warisan Dunia UNESCO di Jawa Tengah, Indonesia, menghadapi tantangan dalam pelestarian nilai sejarah dan budayanya. Candi Borobudur terdiri dari sembilan tingkat berstruktur batu, tiga tingkat bawah persegi dan enam atas melingkar, dihiasi relief yang menggambarkan kisah Buddha dan ajarannya. Penelitian ini menyoroti tiga fenomena: pertama, keterbatasan akses pada narasi relief Candi Borobudur; kedua, penggunaan teknologi, seperti aplikasi untuk platform android, untuk pelestarian warisan budaya; dan ketiga, pentingnya pendidikan dan promosi warisan budaya, termasuk pengembangan aplikasi untuk pemahaman narasi visual relief candi. Penelitian kualitatif ini menggunakan metode fenomenologi, dengan teknik pengambilan data melalui wawancara, observasi, dan studi literatur. Tujuannya adalah untuk memperkaya pemahaman publik dan memastikan keberlanjutan warisan budaya dengan mengembangkan teknologi yang membantu pengunjung dalam bentuk aplikasi. Platform android dikembangkan untuk memberikan informasi narasi visual relief candi, sehingga dapat meningkatkan pengalaman pendidikan bagi pengunjung. Hasil penelitian menunjukkan peran signifikan teknologi, khususnya aplikasi berbasis Android, dalam pelestarian dan pendidikan. Platform android dapat digunakan untuk membaca relief menggunakan media qr code untuk menmpilkan media yang berisi mengenai informasi relief. Ini membantu dalam preservasi candi dan meningkatkan kesadaran serta apresiasi masyarakat terhadap warisan budaya. Penelitian ini menegaskan bahwa teknologi, khususnya platform android, dapat menjadi alat efektif dalam mendukung pelestarian dan pemahaman warisan budaya bagi generasi mendatang, menjadikan Candi Borobudur sumber pembelajaran dan inspirasi yang berkelanjutan.
Meningkatkan Nilai Ekonomi UMKM melalui Ekonomi Kreatif dan Design Preneurship Astuti, Marisa; Farid, Rudy; Supandi, Fajar Persada
Jurnal Informatika Ekonomi Bisnis Vol. 6, No. 1 (March 2024)
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v6i1.837

Abstract

Micro, Small and Medium Enterprises (MSMEs) play a crucial role in a country's economy, but are often faced with various challenges that limit their ability to develop. In facing the era of globalization and digital transformation, the concepts of creative economy and design preneurship have emerged as promising solutions. This research aims to analyze and understand the role of the creative economy and design preneurship in increasing the economic value of MSMEs. Data from a number of references highlights that the implementation of the creative economy and design preneurship can produce innovation, product differentiation and expand market share. Despite the great potential, many MSMEs have not fully utilized these concepts. Therefore, this research focuses on identifying effective strategies, best practices, and the impact of implementing the creative economy and design preneurship on the growth and sustainability of MSME businesses. This study uses qualitative methods with a focus on case studies. Data was obtained from 25 business actors who are MSMEs in Parongpong District, West Bandung Regency and are considered representative who will successfully apply creative economic concepts and design preneurship in increasing the economic value of MSMEs. From the research results, it is known that increasing the economic value of MSMEs through the creative economy and designpreneurship in MSMEs in Parongpong District, West Bandung Regency can be done through 3 (three) activities, namely optimizing product branding, optimizing packaging design and optimizing promotional media, with training provided regarding optimization. These three things mean that the creative economy and design entrepreneurship can effectively increase the economic value of MSMEs and provide the basis for more concrete and efficient policy strategies.
Visual Analysis and the application of Islamic law in farm animal vocabulary learning videos for children Pertiwi, Annisa Bela; Budiman, Budiman; Iskandar, Asep Deni; Supandi, Fajar Persada
International Journal of Visual and Performing Arts Vol 6, No 2 (2024)
Publisher : ASSOCIATION FOR SCIENTIFIC COMPUTING ELECTRICAL AND ENGINEERING (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/viperarts.v6i2.1697

Abstract

This study analyzes the visual expression and application of Islamic legal principles, particularly iqtina ash-shurah, in the animated video "Learning Vocabulary: Names of Farm Animals" produced by Yufid Kids. This video serves as an educational medium for early childhood learners to acquire vocabulary related to farm animals. The study is important as it addresses the intersection of Islamic legal principles and visual media, providing a framework for creating educational content that aligns with sharia while remaining engaging and effective. The content of the wimba used is a visual representation of livestock depicted in a simple and unrealistic way, adhering to sharia principles and avoiding realistic depictions of living beings. Visual expressions in the video consist of four types: first, expressing space, which clearly displays the location and environment of animals; second, expressing motion, which includes animations that illustrate animal activities, making it easier for children to grasp vocabulary; third, external expressions that indicate time and space through scene transitions, facilitating contextual shifts in the narrative; and finally, stating importance, which emphasizes key information through visual elements such as color and size to draw attention to essential learning components. From the perspective of Islamic law, the analysis focuses on the application of iqtina ash-shurah, which permits the use of simplified and non-detailed images of living beings, and the inclusion of thayyibah sentences to reinforce Islamic values. The research uses a qualitative descriptive method through visual and sharia analysis. The findings demonstrate that the video successfully integrates effective visual expressions with adherence to Islamic principles, providing an interactive, educational, and Islamic learning experience. This research contributes to the field of Islamic education and visual media by offering a model for developing sharia-compliant educational content, highlighting the theoretical and practical value of visual expressions in reinforcing Islamic values in early childhood learning.
Study of Logo Teaching Methods in Design Colleges Farid, Rudy; Astuti, Marisa; Supandi, Fajar Persada
Gondang: Jurnal Seni dan Budaya Vol. 9 No. 1 (2025): GONDANG: JURNAL SENI DAN BUDAYA, JUNE 2025
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gondang.v9i1.53301

Abstract

Design colleges play a key role in shaping competent future designers, especially in the context of logo designing, which is an important element in a brand or organization's identity. The teaching of logo designing in design colleges varies and faces challenges, so there is a need for in-depth research on its teaching methods. Teaching methods are strategies used to convey knowledge and skills to students, involving steps such as concept explanation, demonstration, practical exercises, feedback, iteration, and collaboration. The design teaching method is a specialized approach to design learning, focusing on developing aesthetic understanding, design concepts and technical skills. The design teaching process includes steps such as concept explanation, demonstration, practical exercises, feedback, iteration, and collaboration. This research aims to analyze logo design teaching methods in design colleges, evaluating their effectiveness in developing students' understanding, skills, creativity, and problem-solving. The research will also explore the potential utilization of technology in teaching logo design. The research results are expected to provide recommendations and guidelines for design colleges to improve the quality of logo design teaching, prepare students for the competitive design industry, and innovate teaching methods in an era of rapid design development.
Designing Interactive Media for the Introduction of Visual Language on Kresnayana Relief in Prambanan Supandi, Fajar Persada
Gondang: Jurnal Seni dan Budaya Vol. 8 No. 1 (2024): GONDANG: JURNAL SENI DAN BUDAYA, JUNE 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gondang.v8i1.53297

Abstract

Prambanan Temple in Yogyakarta is one of Indonesia's most meaningful and historic cultural heritages. One of the most impressive elements of the temple is the Kresnayana Relief, which depicts the epic story of Lord Vishnu transforming into Kresna. This relief has high artistic and historical value, but understanding and appreciation of the story is often limited. This research aims to design an interactive media that combines visual language with modern technology, focusing on the Kresnayana Relief. Through literature studies, surveys, interviews, and visual art analysis, we understand the story of the Kresnayana Relief and the interest of visitors to Prambanan Temple in interactive media. The result of this research is an interactive media prototype designed to provide an immersive experience in understanding the Kresnayana Relief story. The prototype includes a user-friendly interface, visual animation, narration, and audio elements that aim to enhance visitors' understanding and appreciation of this relief.
Analisa Identitas Visual Karya Firma Desain Chermayeff & Geismar & Haviv Putra, Hengky Dwi; Ria Sapitri; Supandi, Fajar Persada
JURNAL RUPA MATRA Vol. 2 No. 2 (2024): APRIL 2024
Publisher : Puslitabmas Batam Tourism Polytecnic

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62375/jdkv.v2i2.235

Abstract

Chermayeff & Geismar & Haviv is a brand design firm in New York City, United States specialising in visual identities. Since established in 1957, the firm has succeeded in creating the most recognisable visual identities and logos such as Mobil, NBC Television, Warner Bros Discovery, Open US, and many more. Their memorable logo works have earned the firm a good reputation on a global scale. Therefore, this research aims to analyse the quality of the firm’s work through portfolio observation techniques using semiotics theory. The results showed that the success of the firm's visual identity works departed from simplicity, and the simplicity of logo designs in this technological era has slowly begun to fade. With this research, it is hoped that readers, especially visual identity designers, can gain insight into how to create distinctive and memorable visual identity works through simplicity.
Bahasa Rupa Relief Cerita Kresnayana Candi Prambanan Deni Iskandar, Asep; Supandi, Fajar Persada
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1424

Abstract

The Kresnayana story relief in the Prambanan temple complex is considered by researchers as a past artifact that can provide information. The information presented is in the form of visuals that tell the Kresnayana epic. The Kresnayana story relief is a transformation of a literature (kitab) originating from India. The carvers select the scene in the most appropriate paragraph, then visualize and arrange the composition of each image in each panel. The selected scenes in each panel are then assembled into a complete Kresnayana story.  In a modern visual context, the series of scenes arranged into a unified story is like a movie. In order to depict all the scenes within the limited picture plane, the sculptors used a typical drawing method with the space-time-flat system. The way of drawing done by the carvers is very different from the modern Western way of drawing.  The distinctive way of drawing on each relief panel is then considered to be strange and makes it difficult to read the story scene. This way of drawing is used to examine the reliefs of the Kresnayana story. This research uses descriptive and qualitative methods. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of working on various media. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of creating works in various visual media. From the results of the analysis, information on the typical drawing method that was used before the discovery of the Western drawing method with the naturalist-perspective-moment opname system can be found.