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BRANDING RUMAH LIMAS 100 TIANG DI OGAN KOMERING ILIR SUMATERA SELATAN m.baqifidynillah; Windu Viatra, Aji; Iswandi, Heri
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.263

Abstract

Abstract: This 100-Pole Limas House has its own charm and uniqueness because it has 100 pillars and foundations. According to (Hartini, 2016) The forms of the carving motifs on the Hundred Pillar House are generally geometric in shape, such as triangle shapes, rectangles, circle shapes, parallelogram shapes, with carvings such as slampit garang, wave shapes, fan leaves, jasmine stalks and sowing seruje. Flora such as allied rose motifs, sow flowers, tulips, mangosteen leaves, melon and lotus flowers. Fauna is like an elephant's trunk motif. Other natural motifs with shapes such as tongues, flames (China), flames (Kayuagung), morning stars, and sunrises. Even the 100 Pillar Limas House has historical value and keeps a unique story behind its construction. Even though it has been standing for hundreds of years, the house is still there and is well maintained by local residents. The current situation, some people prefer to build houses in a modern way so that there is a lack of preservation of traditional houses, one of which is the 100-pole pyramid house. 100 pillar pyramid house in Ogan Komering Ilir.
PERANCANGAN KOMUNIKASI VISUAL PROMOSI KAMPUNG KAIN TUAN KENTANG PALEMBANG Apridho, Raden Muhammad; Windu Viatra, Aji; Iswandi, Heri
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.301

Abstract

Abstract : Tourism Village in general is an expression of human life that presents a village tourist destination. In the city of Palembang there is an area of artisan villages where most of the population works as traditional cloth craftsmen. Residents who work as cloth artisans in this village are able to produce various types of typical Palembang fabrics, such as songket, blongsong, tajung, rainbow, or jumputan fabrics of good quality because they are made directly by indigenous people who understand customary values. Palembang city. This design uses the design think planning method which includes premedia, main media and follow-up media. Data collection was carried out through observation, questionnaires, interviews, literature and websites. The data is then identified, classified, selected, then analyzed using the (5W+1H) method, and interpreted according to the text and context. This design aims to promote the Tuan Kentang Fabric Village to the people of Palembang city and outside the city of Palembang. In this design, the resulting media are promotional videos, gates, T-shirts, posters, book catalogs, stickers, tote bags, bucket hats and wallets.
KAMPANYE SOSIAL PENERAPAN GAYA HIDUP MINIMALIS TERHADAP WANITA DI KOTA PALEMBANG Febriyanti Hidayat, Euis; Halim, Bobby; Windu Viatra, Aji
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.318

Abstract

Abstract: The fulfillment of individual life needs cannot be separated from people's consumption of an item. But along with the times, the behavior patterns of people who originally shopped to meet their needs changed to shopping beyond their needs, which is often called consumerism. The existence of consumerism in society is supported by the development of a modern era that has an impact on lifestyle changes. Therefore, a social campaign was carried out to implement a minimalist lifestyle in reducing consumptive behavior and impulse shopping. This design uses the Design Thinking method which consists of Emphatize (understanding the problem), Define (analyzing data), Ideate (determining concept ideas), Prototype (visualizing ideas), and Test ( testing the results) so that the results of designing a media work are obtained namely the main media in the form of motion graphics, issue media in the form of posters, infographics, x-banners, Instagram feeds, catalogs, and supporting media in the form of keychains, rags, beeswax wrap, t-shirts, tumblers, tote bags and notebooks. With this social campaign, it is expected to provide information about a minimalist lifestyle applied in everyday life and can be wiser in buying goods according to their functions.
IKLAN LAYANAN MASYARAKAT BAHAYA JUDI ONLINE BAGI REMAJA DI KOTA PALEMBANG Burhanudin, Yasser Prajanata; Mubarat, Husni; Windu Viatra, Aji
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.344

Abstract

Abstract : Online gambling is a gambling game through electronic media with internet access as an intermediary. Online gambling has many negative impacts that are detrimental to society, especially among teenagers, because adolescence is a period of rapid growth and development both physically, psychologically and intellectually. The typical nature of teenagers is that they have a great sense of curiosity, like adventure and challenges and tend to be brave enough to take risks in their actions without prior careful consideration. Therefore, the author wants to provide an educational information medium that can provide information to the public, especially teenagers, that there are many dangers involved in online gambling and can also provide awareness to parents and teaching staff so they can supervise their students when using the internet. It is hoped that the aim of this design is as an educational and information medium that can provide messages about the dangers of online gambling to the public, especially teenagers, parents and teaching staff.
WAYFINDING SEBAGAI MEDIA PROMOSI TERPADU PADA MUSEUM NEGERI SUMATERA SELATAN Ferry, Ferry Muhammad Rahman; Yulius, Yosef; Windu Viatra, Aji
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.372

Abstract

Abstract : The South Sumatra State Museum consists of 5 museums, namely Balaputra Dewa Museum, Sultan Mahmud Badaruddin II Museum, Textile Museum, and Sriwijaya Museum. However, these 5 museums do not have any identity at all. Therefore, the author wants to provide an educational information media that can inform and invite museum managers to pay more attention to how to manage museums in this modern convergence era. It is expected that the purpose of this design is intended as a medium of education and information that can provide knowledge to museum managers to increase the number of local and foreign tourist visits.
KAMPANYE SOSIAL BUDIDAYA SAYUR MELALUI SISTEM HIDROPONIK DI KOTA PALEMBANG Ero Wati, Dewi; Windu Viatra, Aji; Patriansah, Mukhsin
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.382

Abstract

Abstract: Farming activities are more specific to the agricultural sector which can support the economic needs of the community. People have become accustomed to doing the conventional system in agriculture, namely by cultivating the land first and then waiting for the rain to fall is the right time to plant. Of course, this is not an effective activity when compared between the past and today as it is today. The research method used in this design is 5W+2H Public knowledge about the use of vegetable cultivation through hydroponic systems is still minimal and no one has made social campaigns about vegetable cultivationthrough hydroponic systems, then it is necessary to design a social campaign for vegetable cultivation through a hydroponic system in Palembang City by making the main media motion graphic videos on how to cultivate vegetables through a hydroponic system which is expected to make the target target to understand how to cultivate vegetables through a hydroponic system by utilizing makeshift land and willing to practice it at home so that starting from a small environment the community can be self-sufficient in food.
Boardgame Sebagai Media Komunikasi Visual Untuk Mencegah Demensia Sejak Dini Bagi Remaja 15-20 Tahun Di Kota Palembang Raihan Al-Hafids, Abdul; Mubarat, Husni; Windu Viatra, Aji
Besaung : Jurnal Seni Desain dan Budaya Vol. 9 No. 2 (2024): Besaung
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v9i2.4075

Abstract

Dementia is a symptom of intellectual function decline characterized by impairment in at least four functions: language, memory, visuospatial abilities (such as measuring distance, distinguishing colors and people), and emotional control. One of the symptoms of dementia is forgetfulness, and most people are still unfamiliar with the term dementia. This lack of awareness is due to insufficient education about dementia. This design project is crucial because it can increase literacy about dementia, enabling preventive measures from a young age by training cognitive skills in adolescents so that their cognitive abilities remain intact into adulthood. The design method used is the Design Thinking method, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test. The main media used is a board game which can train players' memory, focus and concentration. Through this design, it is hoped that it will be able to overcome the symptoms of dementia from the teenage years.
Branding Tari Sedulang Setudung Untuk Generasi Muda Di Sumatera Selatan Suci, Suci Ramadani; Patriansah, Mukhsin; Windu Viatra, Aji
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v2i2.761

Abstract

One of the typical Banyuasin traditional dances is the Sedulang Setudung Dance, which is usually performed to welcome guests. The main problem faced is how to regenerate the interest of the younger generation in loving and appreciating local arts, one of which is the Sedulang Setudung dance. In overcoming this problem, the author uses the design thinking method for data collection and data analysis through the 5W+1H method (what, why, who, where, why, how), thereby producing an idea that can be applied at the design stage as a problem solving plan that faced. The main aim of this design is to create a branding design for the Sedulang Setudung dance so that it will be popular again with the younger generation. The designs created produce works that are categorized into three media, namely issue media including posters, x-banners, main media in the form of promotional videos, and supporting media including t-shirts, tote bags, stickers, hats, pencil pouches, key chains. and tumblers. The application of this media uses illustrations of dancers, rampai talang batik and other supporting elements. It is hoped that this design can embrace the younger generation. Through this design, it is hoped that it will be able to contribute to introducing and preserving the sedulang setudung dance to the younger generation in South Sumatra.
Pemanfaatan Limbah Kayu Menjadi Produk Mainan Edukatif Bagi Anak-Anak Di Kota Palembang faiz, M.Faiz Ghozi; Mubarat, Husni; Windu Viatra, Aji
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v2i2.823

Abstract

Wood waste is wood residue or parts of wood that are considered no longer of economic value, usually the remaining pieces of wood consist of several pieces, 25% -30% of the volume of wood material. The main problem is that wood waste has an impact on the environment and human life, such as the accumulation of wood waste which is often left to rot, piled up, or even burned. Then environmental pollution occurs, usually wood that is no longer used by the furniture industry often ends up as waste that pollutes the surrounding environment. The design method used is the Design Thinking design method with a 5W+1H data analysis approach. Therefore, it is hoped that the problem solving plan in designing wood waste can be utilized into educational toy products that are beneficial for children in the city of Palembang.
Kampanye Visual Makanan Khas Kota Palembang Berbahan Baku Ikan Febriansyah, Tegar; Patriansah, Mukhsin; Windu Viatra, Aji
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v2i2.847

Abstract

Visual Campaign for Typical Palembang Food Made from Fish is the right step because the author wants to introduce and preserve Palembang's Typical Food Made from Fish to Generation Z. The main problem faced is that the existence of Palembang Typical Food is starting to be eroded by the influence of international foods such as western Korean food and dishes are starting to be forgotten by the younger generation, especially Generation Z. The main aim of this design is to introduce the heritage of Palembang City's Typical Food to Generation Z as part of Indonesia's cultural richness which needs to be preserved and created through motion. graphics as a problem solving step. The expected achievement and target of this design is that typical Palembang food made from fish is better known to generation Z and continues to exist amidst the development of various types of food products circulating in the current era of globalization.