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All Journal Gorga : Jurnal Seni Rupa Corak : Jurnal Seni Kriya DeKaVe Rekam : Jurnal, Fotografi, Televisi Animasi Jurnal Inovasi Teknologi Pendidikan Tanra : Jurnal Desain Komunikasi Visual Fakultas Seni dan Desain Universitas Negeri Makassar Jurnal Edukasi dan Penelitian Informatika (JEPIN) Jurnal Pengabdian Kepada Masyarakat (Indonesian Journal of Community Engagement) Proceeding of the Electrical Engineering Computer Science and Informatics Arty: Jurnal Seni Rupa Jurnal Bahasa Rupa Jurnal Bina Praja Visualita : Jurnal Online Desain Komunikasi Visual Abdi Seni Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Ornamen Jurnal Pengkajian dan Penciptaan Seni Kriya Ultimart: Jurnal Komunikasi Visual Jurnal Desain Jurnal Tekno Kompak Jurnal Ilmu Komputer dan Desain Komunikasi Visual Jurnal Muara Ilmu Sosial, Humaniora, dan Seni Jurnal Nawala Visual Ideas: Jurnal Pendidikan, Sosial dan Budaya Jurnal Mnemonic IJITEE (International Journal of Information Technology and Electrical Engineering) Visual Heritage: Jurnal Kreasi Seni dan Budaya Jurnal Digit : Digital of Information Technology ARTISTIC : International Journal of Creation and Innovation CITRAWIRA : JOURNAL OF ADVERTISING AND VISUAL COMMUNICATION DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Jurnal Nasional Teknik Elektro dan Teknologi Informasi ArtComm : Jurnal Komunikasi dan Desain Jurnal Teknik Informatika dan Desain Komunikasi Visual Jurnal Rupa Matra : Media Seni, Komunikasi Visual, Desain Grafis Dan Multimedia Sanggitarupa Jurnal Bahasa Rupa International Journal of Digital Learning on Languages and Arts Jurnal Bahasa Rupa Jurnal Teknik Informatika dan Desain Komunikasi Visual
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KENDAL CITY BRANDING Ismiati, Dwi; Rachman, Anung; Setiawan, Aris
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 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.v6i2.1249

Abstract

In 2021, Kendal district launched the city branding program through Kendal Handal "Beautiful Land Good Bussines". This research aims to describe and analyze meaning of symbols contained in Kendal logo. Logo is a symbol represents person and used to visualize the image or characteristic institution, company or organization. This research uses qualitative method with theory iconography and iconology by Erwin Panofsky to reveal meaning of logo through the aesthetic aspects of design. Through a semiotic approach by Charles Sanders Peirce to examine in depth elements of meaning in Kendal logo. Based on the findings of analysis, Kendal logo able to carry local wisdom values that characterize regional uniqueness. Visual element Kendal logo shown from use of colors, variety icons and visual stylization structure that radiates and spreads. An important findings this research that conceptually Kendal logo does not imply a logo that looks simpler. The signs on elements Kendal logo in line with vision and mission of Kendal government, to become leading industrial and tourism center. The meaning shape logo is not something static, surely will be change according to conditions inside. Kendal logo is part existing dynamics and represents geographical, historical and cultural conditions in every era.
KENDAL CITY BRANDING Dwi Ismiati; Anung Rachman; Aris Setiawan
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 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.v6i2.1249

Abstract

In 2021, Kendal district launched the city branding program through Kendal Handal "Beautiful Land Good Bussines". This research aims to describe and analyze meaning of symbols contained in Kendal logo. Logo is a symbol represents person and used to visualize the image or characteristic institution, company or organization. This research uses qualitative method with theory iconography and iconology by Erwin Panofsky to reveal meaning of logo through the aesthetic aspects of design. Through a semiotic approach by Charles Sanders Peirce to examine in depth elements of meaning in Kendal logo. Based on the findings of analysis, Kendal logo able to carry local wisdom values that characterize regional uniqueness. Visual element Kendal logo shown from use of colors, variety icons and visual stylization structure that radiates and spreads. An important findings this research that conceptually Kendal logo does not imply a logo that looks simpler. The signs on elements Kendal logo in line with vision and mission of Kendal government, to become leading industrial and tourism center. The meaning shape logo is not something static, surely will be change according to conditions inside. Kendal logo is part existing dynamics and represents geographical, historical and cultural conditions in every era.
Animasi Nyi Roro Kidul Melalui Augmented Reality Upaya Melestarikan Budaya Cerita Rakyat Magenta, Evan Arwagavin; Kurniawan, Rendya Adi; Muslihah, Isnawati; Rachman, Anung
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 4 No 2 (2024): DIVAGATRA #08
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v4i2.12980

Abstract

With the rapid development of technology nowdays, the culture we have also needs to adapt to the rapid change of the technology so the culture stays relevant. One of the interesting modern technologies is the Augmented Reality technology where the virtual world able to enters the real world. With AR technology delivering local culture will be more interesting, one of them is Upacara Labuhan which is related to Nyi Roro Kidul. With Augmented Reality technology can emerge a figure of Nyi Roro Kidul into reality through animation. The virtual show of Nyi Roro Kidul is made for preserving the culture of Southern Seas Ruler myth. The method used for the research is MDLC (Media Development Life Cycle) for designing animation from start to finish. Then an interview conducted to determine whether the quality of the animations was sufficient to be distributed. Many opinions say that the style of animation is suitable for audience especially children.
Pembuatan Vidio Iklan Café Bahasa Solo sebagai Media Promosi menggunakan Metode MDLC Bahtiar, Ilham; Cornelius Bryan Indriantara; Anung Rachman; Rendya Adi Kurniawan; Ditya Fajar Rizkizha; Irfan Girji Bilnutama
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 5 No. 2 (2024)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v5i2.5744

Abstract

Penelitian ini bertujuan untuk merancang dan memproduksi video iklan sebagai media promosi untuk Café Bahasa Solo dengan menggunakan metode Multimedia Development Life Cycle (MDLC). Tahapan dalam metode ini meliputi konseptualisasi, perancangan, pengumpulan bahan, perakitan, pengujian, dan distribusi. Video iklan dirancang untuk menonjolkan suasana unik serta produk unggulan café, yaitu Kopi Ngoko dan Kopi Madya, yang ditampilkan melalui visual menarik dan narasi yang relevan dengan target audiens. Video yang dihasilkan dipublikasikan melalui media sosial Instagram dengan durasi 1 menit, yang memungkinkan jangkauan audiens yang lebih luas. Hasil penelitian menunjukkan bahwa video promosi ini berhasil meningkatkan kesadaran merek (brand awareness) dan menarik minat konsumen baru, terlihat dari peningkatan jumlah interaksi di media sosial, seperti jumlah views, likes, dan komentar. Kesimpulannya, penggunaan video sebagai media promosi efektif dalam membangun citra merek dan meningkatkan daya tarik Café Bahasa Solo di kalangan konsumen
Menghidupkan Kembali Legenda Jaka Tarub Animasi 2 Dimensi dengan Augmented Reality Rachman, Anung; Kurniawan, Rendya Adi; Muslihah, Isnawati; Maharani, Aulira Iska
ArtComm Vol 7 No 2 (2024): ArtComm
Publisher : Universitas Informatika dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37278/artcomm.v7i2.867

Abstract

The article discusses the creation of 2D Jaka Tarub animation using Augmented Reality (AR) technology which aims to preserve local culture. Using qualitative literature study methods and a design thinking approach, this research explores the creative and technical processes in bringing back the story of Jaka Tarub through modern, interactive media. The results show AR technology provides new potential in enriching cultural narratives and connecting younger generations with Indonesia's traditional heritage. There are recommendations for further development in the field of cultural animation by utilizing AR technology and distribution strategies.
Visualisasi Simbol Persaudaraan Setia Hati Teratai Melalui Media Augmented Reality Berbasis Mobile Phone Rachman, Anung; Kurniawan, Rendya Adi; Muslihah, Isnawati; Nugraheni, Naura Hafizha
ArtComm Vol 7 No 2 (2024): ArtComm
Publisher : Universitas Informatika dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37278/artcomm.v7i2.874

Abstract

Augmented reality sebagai sebuah media, bukan sebuah teknologi. Yang dimaksud adalah perantara interaksi antara manusia satu sama lain dengan komputer. Penerapan Augmented Reality membutuhkan pemahaman mendalam mengenai teknologi beserta etikanya. Dengan mengambil pendirian bahwa augmented reality adalah sebuah media, akan menjadi lebih jelas bagaimana teknologi yang terlibat dapat digunakan untuk menciptakan visualisasi yang menarik untuk berbagai tujuan dan bukan hanya sekedar teknologi baru. Dengan Adobe Aero pengguna dapat memvisualisasikannya secara digital. PSHT ini sendiri adalah salah satu bela diri yang dikenal banyak kalangan. Persaudaraan Setia Hati Terate (PSHT), juga dikenal sebagai SH Terate, adalah organisasi pencak silat (seni bela diri Indonesia) yang didirikan di Madiun, Jawa Timur, Indonesia pada tahun 1922 oleh Ki Hadjar Hardjo Oetomo. Ini adalah salah satu organisasi pencak silat terbesar dan terpopuler di Indonesia, dengan jutaan anggota di seluruh dunia. PSHT didirikan pada tahun 1922 oleh Ki Hadjar Hardjo Oetomo, seorang pemimpin nasionalis dan spiritual Jawa. Organisasi ini awalnya bernama Persaudaraan Setia Hati, namun berganti nama menjadi Persaudaraan Setia Hati Terate pada tahun 1948 pada kongres pertama organisasi tersebut di Madiun. Metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian deskriptif kualitatif dan etnografi. Penelitian dilakukan dengan mengumpulkan jurnal-jurnal yang terkait pada PSHT, seperti buku panduan, peraturan, dan catatan sejarah. Melalui jurnal ini ditunjukkan bagaimana simbol PSHT divisualisasikan dalam bentuk Augment Reality.
Tokoh Punakawan Pada Wayang Orang Sebagai Sumber Ide Penciptaan Animasi 2d Dengan Konsep E-Learning Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 1 No. 1 (2009)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3495.096 KB) | DOI: 10.33153/bri.v1i1.243

Abstract

The problem in the rising generation society concerning local culture are conflicting between the needs of rising generation society to have a suistainable edutainment as unity of a “living culture”, with many changes affected from the importing culture developed by foreign resources, high technology and the pressure by the world culture growth. Panakawan as one of culture local figure variety have many utilized by art agents as inspiration of art creating and creation media with various artistry shaped. It oftentimes we can see, considering on pana-awan's figure there are many contain positive simbol that is utilized to build nation personality. But unhappily current, the local culture is getting not popular among the rising generation because it’s ingoing the import culture to this nation with in fast. By the encapsulate local tradition and animation (modern technology) method for the research we have destination that the rising generation society can feel comfort and back to local culture as nation wealth. With animations technology, an object at computer can be made more interesting because this technology make the object moving and becomes ‘ life’. The encapsulation is made with e-learning method. The result is edutainment creation. The user which exploit it will be given local culture education and entertainment all at once. e-learning is define as learning method with technology (electronic) supporting. Keywords: local culture, animasi, e-learning
Multimedia Pembelajaran Mixed Media dan Kolaborasi Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 1 No. 2 (2009)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2055.18 KB) | DOI: 10.33153/bri.v1i2.251

Abstract

The role of education world always must be dynamic and listens carefully in facing and anticipates all changes in happened. Some problems experienced by teacher in process of pure art study at university with material scope Mixed Media and collaboration is the subject difficult to be comprehended without in backing with media because teacher in giving lesson still conventionally, and instructor which has not so mastering is information technology, and curriculum now is delivered university autonomy causing teacher is claimed to makes method and strategy in teaching Study model applied in research to distinguish computer by using Adobe Flash is being based on Multimedia with approach of the constructivism theory in overcoming study problems of pure art.This paper describes the process of making multimedia learning, concept, design, until programming. In the end section also described the results of produce including an analysis of the multimedia learning Keyword : mixed media and collaboration, Multimedia, learning
Studi Penciptaan Game Komputer Pembelajaran Perbendaharaan Kata Budaya Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 2 No. 1 (2010)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2563.01 KB) | DOI: 10.33153/bri.v2i1.285

Abstract

Mastery of multimedia applications, content, and aesthetics is an integral Trichotomy in the design of inter-active learning games. All three must function in proportion if a developer of multimedia applications to achieve optimal results in education. In this study the learning game was created by local cultural vocabulary. The work is the result of a combination of educational content of local culture and aesthetics of multimedia.The work of "game culture" not only offers information about culture, but further, this work aims to provide learning using a humanistic ap-proach. Lessons are presented in the form of multimedia games and animations intended to be a beauty to the learner to display the difference to the lesson as usual. Key words: games, animation, local culture
Digital Graffiti: Ekspresi Kreatif Di Lingkungan Digital Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 4 No. 2 (2012)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1576.134 KB) | DOI: 10.33153/bri.v4i2.373

Abstract

Digital technology is enabling graffiti art to take on new forms, creating an alternative for the artist in making art work. Few attempts, though, have been made to integrate classical expression of graffiti into virtual space, and digital graffiti artists are still adjusting himself to the Internet and to digital tool. This paper describes a variety of graffiti form movement from the streets to the virtual, from the technology used, classification, until coding. Various advantages presented of digital graffiti, more practical, more diverse, and reach out to all corners of the world. We aim to enrich digital art culture, drawing inspiration from the art form and culture surrounding graffiti, making it visible to mainstream Internet user and creative expression. keyword: digital graffiti, digital environment, technology, internet
Co-Authors Abdul Adli Akhlishon, Machadz Achmad Noerkhaerin Putra Akhlishon, Machadz Abdul Adli Albani, Salmaan Daffa Alifia Ananda Putri Alrazi, Camila Zahra amanah, nurul Ananto Singgih Agung Wicaksono Andre Eka Setya Nugraha Anindhitya, Hanung Anisa Lailatul Mukarromah Annisa Nugraheni Aqviriyoso, Roman Ardina Candra Kirana Ardiyanto, Aris Ardyan, Mohamad Zhofran Aris Setiawan Arumdani, Yeni Asmoro Nurhadi Asmoro Nurhadi Panindias Asmoro Nurhadi Panindias Atikah, Tata Bahtiar, Ilham Cahyaning Brian Paramarta Camila Zahra Alrazi Camila Zahra Alrazi Candra Kirana, Ardina CITRA Dewi Utami Citra, Benelora Novia Cornelius Bryan Indriantara Dhevin Kawistoro Ngabekti Ditya Fajar Rizkizha Dwi Ardiana Setyawardhani, Dwi Ardiana Dwi Ismiati Fajar Rizkizha, Ditya Fajri Rahma Pratiwi Fatahilah, Aufara Fiqi Feriana, Candra Hanung Adi Nugroho Ipung Kurniawan Yunianto Irfan Girji Bilnutama Ismiati, Dwi JIHAN KAUSAD KAUSAD, JIHAN Khoirunisa, Tata Atikah Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan Magenta, Evan Arwagavin Maharani, Aulira Iska Mohamad Zhofran Ardyan Muhamad, Fairus Iqbal Muslihah, Isnawati Nerfita Primadewi Ni Luh Putu Ratna Suandari Noor Afela Salsabila Nugraheni, Annisa Nugraheni, Naura Hafizha NURHADI, ASMORO Nurul Amanah Octavia, Nur Aula Panjaitan, Angelia Piliang, Noval Dhana Ardhani Pipit Wijayanti Pratama, Yoga Adhitya Puspa Ramadhania Rafika Ulfah Rahmaningtyas Rendya Adi Kurniawan Rendya Adi Kurniawan Risanuri Hidayat Roman Aqviriyoso Sartika Sasmita, Salsabila Hayu Setya Nugraha, Andre Eka Siagian, Grace Ekklesia Siti Helmyati Siwi Mahanani Prijayanti STRI AGNEYASTRA DITE Tiara Mara Antika Yulianti, Shakila Dwi Yunianto, Ipung Kurniawan Zulfa Arrifqi Umaimah