Raden Hadapiningrani Kusumohendrarto
Sekolah Tinggi Seni Rupa Dan Desain VISI Indonesia

Published : 18 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 18 Documents
Search

Kelengkapan Identitas Visual Ijoijo.Com untuk Meningkatkan Mutu Brand di Pasar Global Rafiur Rahman Muis; Raden Hadapiningrani Kusumohendrarto
CITRAKARA Vol 4, No 2 (2022): JULI 2022
Publisher : CITRAKARA

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

Abstract

Perkembangan teknologi saat ini berkembang sangat pesat yang semula transaksi jual beli hanya bisa dilakukan secara tatap muka atau bertemu langsung antara penjual dan pembeli, namun kini bisa dilakukan secara online lewat smartphone hingga ke berbagai penjuru dunia. Kemunculan ijoijo.com sebagai e-commerce tanaman hias Indonesia tentu harus mempersiapkan identitas visual yang baik agar dapat meningkatkan “trust” serta meningkatkan “mutu brand” di hati pelanggannya. Perancangan ini dilakukan berdasarkan analisa permasalahan kebutuhan ijoijo.com sebagai brand e-commerce dengan menggunakan metode observasi lapangan. Adapun hasil yang perancangan berupa kelengkapan identitas visual sebagai peningkatan mutu brand di kancah internasional
Pemanfaatan Game Tower Defense Sebagai Media Edukasi Digital Raden Hadapiningrani; Alvanov Zpalanzani
AKSA: Jurnal Desain Komunikasi Visual Vol. 1 No. 2 (2018): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v1i2.8

Abstract

Game is an activity that cannot be separated from human life because human beings are playing. The growth of digital game on a smartphone rapidly and widely available in the available online which is a service provider of digital applications and games. The existence of digital games on smartphones is an application shall be owned by user that is used as a partnership be, a pastime, and as medium of education. Educational activities are learning activities and receive information on a person directly or indirectly. The information provided on recipient's are knowledge or limited a short message. Tower defense game is one kind of games that can be used as education to the recipient. With structure analysis method, elements of education on tower defense games will be analyzed to be known by both the educational element.
Mengoptimalkan Window Ligthing untuk Foto Potret dengan Menggunakan Kamera DSLR 1000D dan 60D Nofria Doni Fitri; r hadapiningrani kusumohendrarto
AKSA: Jurnal Desain Komunikasi Visual Vol. 2 No. 1 (2018): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v2i1.15

Abstract

Photography is a visual language that prioritizes the role of light. In photography there are several shooting formats, one of which is portrait or shooting vertically. Portrait photos are photos of a person's face that can reveal the character of the person, therefore the shooting exposure must be precise. In fact, the current portrait photos are not optimal because they do not consider the aspects of light and the correct shooting technique. Portrait photos can easily be done using window lighting techniques. This research was carried out on portrait photos with window lighting techniques produced from two different types of DSLR cameras. In the world of photography especially beginner photographers assume that the higher the level or class of the camera can produce better images. However, in the world of photography the results of good images are not solely produced by professional-class cameras, but by considering the exact exposure when shooting. Through this window lighting technique, researchers hope to find the essence and formula of making portrait photos that are of good quality and can be done by DSLR camera users. A good portrait photo, besides revealing a person's character also has a strong impact power.
Penerapan Teori Golden Section Pada Foto Landscape Pantai Di Gunungkidul Nofria Doni Fitri; R Hadapiningrani K
AKSA: Jurnal Desain Komunikasi Visual Vol. 4 No. 1 (2020): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v4i1.45

Abstract

Technical problems in the digital photography era have now beenovercome by the sophistication of cameras. The problem thattechnology cannot solve is the composition of the image.Composition is a skill that requires an understanding ofphotographic objects, visual elements, and artistic experience.Composition is related to the placement of objects and how to build aflow of view in viewing photos that have an impact on the impressionof the photo. The decision to press the camera's shutter button is aconsideration of composition, and is not easily understood bystudents or beginners who are just learning photography. So thatwith knowledge of the composition of this golden section,photographers can produce more optimal work. Careful at everyvisual element that exists, skilled in arranging objects so that bettervisuals are created. Super-sophisticated camera technology cannotsearch for objects on its own, therefore this research is offered. TheGolden Section Theory has been successfully applied to the field ofarchitecture in the 5th century BC and in the field of painting duringthe renessance era. In this study, the author tries to apply thisformula to determine the main object (center of attention) in a beachscene photo in Gunungkidul in 2: 3 image format or the defaultDSLR camera format.
ILLUSTRATION ANALYSIS OF THE 1980s iSTi PUBLISHERS M. Danang Syamsi; Buah Kasih Kalpitadjati; Raden Hadapiningrani Kusumohendrarto; Nofria Doni Fitri
AKSA: Jurnal Desain Komunikasi Visual Vol. 6 No. 2 (2023): AKSA : Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v6i2.92

Abstract

Nowadays, history is often ignored and even forgotten, especially if the information is only written. Picture storybooks are one of the media that can be used to commemorate history. Case study in this research are the story book entitled “Ki Hajar Dewantara”, “6 Jam di Yogya”, and “Kobarkan Semangat Pertempuran” which were published by Ibu Sejati (iSTi) in the 1980s. Aspects analyzed in the form of book covers and book contents; (1) the appropriateness of the illustrations that depict important scenes in the story; (2) suitability of the depiction of the characters with the story; (3) suitability of the illustration function in the book; (4) the use of color to build certain messages and information. This research uses qualitative research supported by various data sources. The results reveal that the books fulfill all the points and are quite in accordance with storybooks that contain historical information.
IDENTITAS BUDAYA INDONESIA DALAM GIM DIGITAL “SPACE FOR THE UNBOUND” Aprhodite Tanudjaja; Raden Hadapiningrani Kusumohendrarto
CITRAKARA Vol 5, No 1 (2023): APRIL 2023
Publisher : CITRAKARA

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

Abstract

Game Digital adalah salah satu metode paling populer untuk mendidik dan menyampaikan informasi identitas dengan cara yang lebih menyenangkan dan menarik. “Space for the Unbound” secara tidak langsung mengedukasi pemainnya dalam bentuk gameplay dan penceritaan tentang kehidupan remaja Indonesia yang penuh konflik dan penuh petualangan. penelitian ini akan menggunakan metode observasi kualitatif untuk menganalisis permainan Space for the Unbound. Kemunculan game space for the unbound dapat memberikan edukasi secara tidak langsung berupa pengetahuan tentang identitas, budaya, lingkungan, dan gaya hidup Indonesia di era 90-an yang sangat didukung dengan pixel art sebagai pilihan gaya visual, meningkatkan rasa nostalgia dan familiar bagi para pemain
Pengenalan Identitas Budaya Nusantara Lewat Buku Mewarnai “The Time Machine Coloring Book Bernostalgia dengan Warna” Raden Hadapiningrani Kusumohendrarto; Nofria Doni Fitri; Muhammad Nur Sani
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v5i01.723

Abstract

In everyday life, a person will experience psychological ups and downs, both physically and spiritually. It can cause a person to experience fatigue, boredom, and stress. In response to this, there are many ways you can do it, one of which is by coloring an illustration book. The coloring illustration book entitled "The Time Machine Coloring Book BERNOSTALGIA dengan WARNA” presented in this book has interesting things because it contains the diverse cultural identities of the Indonesian archipelago, ranging from daily activities to objects and so on. As well as Illustrations can simultaneously provide an educational message indirectly through attractive visuals. This study will use descriptive qualitative analysis by analyzing the illustrations, text, and themes in the book. The role of this coloring book illustration is expected to be a medium for attraction, interest, education, and color therapy that introduces the cultural identity of the Indonesian archipelago, especially its traditional culture
Implementasi Perancangan Komunikasi Visual Media Iklan Pada Brand Dua Salak UMKM KWT Muda Jaya Sleman Hukubun, Lejar Daniartana; Hadapiningrani, R; Hilmi N, Anhar; Pratama, Gregorius
DHARMA BAKTI Dharma Bakti-Vol 7 No 1-April 2024
Publisher : LPPM IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/dharma.v7i1.4676

Abstract

Micro, Small, and Medium Enterprises (MSMEs) are businesses undertaken by several individuals to sell their respective goods. The types and forms of these enterprises vary, encompassing clothing, food, goods, and services. One example of an MSME in Sleman is the production of chips from salak fruit, where the original fruit is processed into a snack without preservatives because its taste is already sweet, akin to the original fruit. To promote these MSME products and strengthen their branding, efforts are made in designing visual communication through advertising media. Advertising media design and the SWOT method are employed to produce advertising media that are appropriate, accurate, and communicative according to the target audience, thereby enhancing the visibility and positive progress of MSMEs in Sleman.
PERANCANGAN IDENTITAS VISUAL UMKM BATIK CIPRAT GIYANTA BANJARNEGARA Fitriyandani, Yanuar Maulana; Kusumohendrarto, Raden Hadapiningrani
CITRAKARA Vol. 5 No. 3 (2023): SEPTEMBER 2023
Publisher : Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ctr.v5i3.10222

Abstract

Batik merupakan budaya asli Indonesia yang masih dilestarikan, banyak motif dan teknik yang tercipta hingga saat ini, salah satunya adalah Batik Ciprat. Giyanta merupakan salah satu rumah produksi batik splash yang berlokasi di Banjarnegara, Giyanta mempunyai identitas visual yang masih kurang informatif dan menyajikan bisnis sehingga kegiatan promosi masih belum terlaksana secara maksimal. Dengan terciptanya desain ini, merupakan peluang untuk meningkatkan nilai dan citra merek di benak masyarakat. Perancangan akan dilakukan dengan metode kualitatif dan studi literatur, dengan proses pencarian data wawancara, observasi, dan studi literatur. Hasil perancangan ini akan berupa logo, elemen visual, dan media pendukung.
Visual identity design of the Batik Ciprat Giyanta SMEs in Banjarnegara Kusumohendrarto, Raden Hadapiningrani; Fitriyandani, Yanuar Maulana
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 3 No. 1 (2024): Sungging January-June Edition
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v3i1.73101

Abstract

Batik is an indigenous Indonesian cultural heritage that continues to be preserved. Numerous patterns and techniques for making batik have been developed, including Batik Ciprat (splash technique batik). Giyanta is one of the Batik Ciprat production houses located in Banjarnegara. In the batik business, Giyanta's visual identity is currently insufficiently informative and appealing, resulting in suboptimal promotional activities. This study employs an analysis and design process as part of this practice-based research. Data was collected through interviews and field observations, forming the basis for concept development and guiding visual identity design. The design process involved SWOT analysis, target audience identification, referencing, brainstorming, alternative logo design, final logo selection and its philosophy, colour and typography decisions, and supporting elements. This design aims to enhance the brand value and image of the Batik Ciprat Giyanta SME in the public's perception.