Jurnal Bahasa Rupa
Jurnal Bahasa Rupa telah terindeks pada: Google Scholar dan One Search Indonesia. Isi artikel Jurnal Bahasa Rupa meliputi ontologi keilmuan, epistemologi dan aksiologi Desain Komunikasi Visual (DKV) dan Multimedia, meliputi: (a) semiotika visual, (b) ikonografi, (c) ilustrasi, (d) tipografi, (e) fotografi, (f) animasi, (g) periklanan, (h) branding strategy, (i) corporate identity, (j) sign system, (k) logo, (l) media cetak, (m) desain kemasan, (n) film, (o) video eksperimental, (p) game, (q) terapan teknologi terbaru terkait DKV dan Multimedia, (r) metode pendidikan dalam pengajaran DKV dan multimedia, atau isu budaya terkait Desain Komunikasi Visual dan Multimedia.
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140 Documents
GUTTA TAMARIND: OLAHAN VISUAL BAHASA RUPA MENGGUNAKAN MATERIAL RAMAH LINGKUNGAN
Iman Budiman;
Shopia Himatul Alya;
Ariesa Pandanwangi
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.960
Painting has undergone many developments. One of them is technical development in terms of materials. One of the unique techniques in painting is the gutta tamarind technique which uses ground tamarind seeds that are ground. This study aims to examine the use of tamarind seeds as an alternative medium in the work. Gutta tamarind is popular because the material used resembles the material for batik. However, in the process of using it, gutta tamarind which is also known as cold wax does not require a heating stove like the hot wax of batik in general. In this study, we will discuss the process of making cold wax from tamarind seed powder. This study uses a qualitative descriptive research method by studying the manufacture of cold wax gutta tamarind in stages. The results of this study indicate that the gutta tamarind technique in the process of making textile paintings or wastra paintings produces characters that are no less unique and beautiful.
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA
I Gede Adi Sudi Anggara;
I Wayan Adi Putra Yasa;
I Dewa Gede Agung Pandawana;
I Nyoman Jayanegara
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.967
The pandemic due to the spread of the COVID-19 disease has led to changes in various social structures in society. The application of social distancing as a form of preventing the spread of disease raises the phenomenon of limiting various activities that present a large number of people. Various changes in the order of life then gave rise to a new life order (new normal) in responding to the COVID-19 epidemic. A creative effort is needed so that this new life order can be implemented in society from an early age. Games are creative solutions that combine elements of design and technology so that they are very easy to be accepted by various groups. In game design, assets are very important to design first. The design of this asset game will use a visual flat design style that has gone through a visual study process by collecting similar images or photos as a visual reference in the design. The resulting game assets display simplification of both illustrations and typography, the use of solid colors with game values, and a simpler user interface (UI).
ANALISIS “AIDA” PADA KONTEN INSTAGRAM “MADAME GIE” TERHADAP MINAT BELI KONSUMEN
Donna Carollina;
Yongkie Angkawijaya;
Victor Adiluhung Abednego
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.987
This research aims to examine Madame Gie's Instagram content with consumer buying interest based on attention, interest, desire, and action (AIDA). This research uses the descriptive qualitative method. The data collection was carried out using a questionnaire distributed online to 100 followers of the Madame Gie account as the research sample. The results found the relations between Madame Gie's Instagram content with consumer buying interest based on AIDA aspects. In the attention aspects, pastel colors and celebrities' photos and videos use to attract the audience. In the interest aspects, the consistency of uploading photos and product content makes it easier for the audience to know the product. In the desire aspects, content that displays various product advantages such as product variants and testimonials encourages the audience to make a purchase or action.
PERANCANGAN BUKU CERITA ANAK BERJUDUL THE LITTLE HERO AND HIS FRIEND QILIN
Vinna Vinna;
Aprilia Kartini Streit
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.990
Indonesia has a lot of variety of dance arts. Starting from native to the results of acculturation. Based on questionnaires conducted, some of people are less preserve the art of dance, especially Acculturation. The traditional dance is the most difficult art of dance. Some of traditional dances are the results from unpopular acculturation and exclusive . As the acculturation dances, One of them is qilin dance. qilin dance comes from the culture of Hakka in Indonesia. This dance is only performed for a part of rituals. The reason is qilin are a highly respected divine beast. which is very disrespectful for devine beast to perfom dance as commercial. This research uses descriptive analysis method carried out as qualitative, by collecting data from questionnaires. literature study, observation and documentary. With the results of the research that will produce the work of the qilin dance story book, this book will be published commercially to introduce qilin dance. From this research and create this children book, the author hopes people in indonesia will love more about traditional dance, as the spirit of Bhineka Tunggal Ika.
WAYFINDING SEBAGAI MEDIA PENUNJANG DESTINATION BRANDING KAMPUNG KREATIF DAGO POJOK
Gadis Febriani
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.1014
Kampung Kreatif Dago Pojok (KKDP) as a tourism destination has a strong brand identity. Its concept is a tourist village in Bandung which appointed by UNESCO as one of Creative City. It has lots of potential for creative products and cultural activities for the tourist to experience, but minimal public communication and lack of information make the tourist miss the full experience. Using the Qualitative approach by using three steps of Design Thinking methods (Inspiration, Ideation, dan Implementation) to dig the underlying problems of this area and to propose better problem solving by utilizing the community potential and strength. Proposed Area Map and wayfinding of KKDP area as an answer to information the tourist needed. It will be applied on the wall and streets of the village and blend well with a surrounding area filled with street arts and murals. The Maps and wayfinding gave information on tourist locations and KKDP each area’s unique experiences. Each area has different products to sell and activities to do, on the maps grouped by different color so tourists can just glance and choose which experience they want. The design of the area mapping and wayfinding made in this paper acts as a design guide and the application will be done by the hand of the youngster in the community to harness their talent and potential. Hopefully, this paper will modestly contribute to the improvement of wayfinding design in the scope of tourism and destination branding.
PERANCANGAN BUKU CERITA ILUSTRASI BERJUDUL “MENGENAL ZAMAN NEOLITIKUM BERSAMA KELUARGA BUDI” UNTUK ANAK USIA 5-8 TAHUN
Martinus Eko Prasetyo Kaparang;
Richard Manuela
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.1036
The design of this work was made with the aim of increasing the enthusiasm of children aged 5-8 years to read and providing insight into the history of the Neolithic Age by using a 2D illustration approach so that visuals can look more fun and not boring for students. Because not many students aged 5-8 years are interested enough in learning about history but most of the history books nowadays look boring with too many texts. The need for a media book that is able to make students interested in learning, therefore with this illustration book it is hoped that it can make it easy for children to understand and understand history lessons because this illustration book uses sentences that are easy for children to understand. 5-8 years. The research method was carried out by conducting interviews with informants, distributing questionnaires, and collecting and reading literature. The final result of this design is a 2D illustrated history story book using a family approach so that children can feel close to the storyline and the characters in the illustrated stories in the book. This illustrated book generated a positive response to the students, because the appearance of the history learning book with an illustration style at least did not make them bored quickly to read. Of course, it is hoped that it can provide insight to children about the history of the neolithic era which can increase interest in reading for children aged 5-8 years.
PERANCANGAN IKON BANGUNAN BERSEJARAH DI SURABAYA
Satrya Dirgantara
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.1063
Surabaya is a large city that is developing. Although Surabaya is known as a metropolitan city, the city of Surabaya has many relics of colonial-era cultural heritage, many buildings – historic buildings of Dutch colonial heritage are still sturdy and magnificent to this day. This design raised 5 historic buildings in the city of Surabaya to be illustrated by vector. The buildings includes Tugu Pahlawan, Balai Pemuda Surabaya, Balai Kota Surabaya, De Javasche Bank, and Kantor Pos Kebonrojo. The goal is to documented this historic building in the form of an vector illustration. The vector illustration is carried out using the stages of Robin Landa’s design process which includes orientation, analysis, concepts, design, and implementation. Through this design, the historic building in Surabaya can be documented as an vector illustration.
ANALISIS SEMIOTIKA PADA ILUSTRASI SAMPUL MAJALAH TEMPO BERTEMA TERORISME EDISI 13 – 27 MEI 2018
Luqman Wahyudi;
Aji Susanto Anom Purnomo
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.1066
The cover of Tempo weekly magazine is known to be bold, critical, and sometimes controversial with its hidden meanings that are intentionally inserted (subliminal messages) in all fields (social, political, economic). This study was conducted to analyze the meanings and messages contained in a sample of three covers of Tempo magazine editions of 13, 20 and 27 May 2018 which featured terrorism cases, through three elements of Charles Sanders Peirce's semiotics, namely ground, object, and interpretant. The methodology used in this research is qualitative interpretative using semiotic analysis method. The results of this study are that the meaning of the sign that appear on the cover are closely related to acts of terrorism, prisoners who take hostage at the Brimob Mako detention house, a small child who is a suspect in a suicide bombing with his family, and students who stabbed Brimob intelligence officers in Kelapa Dua.The conclusion of researcher's interpretation when looking at the cover illustration is to disclosure a series of terrorist acts in the May 2018.
STRATEGI KOMUNIKASI VISUAL EDUKASI INSECURITY SEBAGAI DAMPAK PENGGUNAAN MEDIA SOSIAL PADA REMAJA PEREMPUAN
Anny Valentina;
Grivenna Lavender Putri;
Valiani Valiani;
Olivia Halim Putri
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.1067
The widespread use of social media among adolescent can have both positive and negative impacts. Insecurity is most impact that often felt by adolescent when exposed to too much by social media. They will be comparing themselves to others who look perfect on social media. If the perfect standard of social media is not achieved, then teenagers will tend to feel like a failure. If this is not immediately communicated, it will harm for the psyche and mentality. At the pre-research stage, it was found that by discovering the strengths of adolescent, it should be a motivation for self-development. So, it is necessary to find out visual communication that can be recommended to provide education to teenagers to find their potential so that they avoid insecurity. The purpose of this research is to find recommendations for visual communication that can be used to provide education about insecurity by adopting the consumer path 5A strategy and doing mind mapping in developing creative concepts. The method used in this research is qualitative by conducting observations and literature studies at the pre-research stage, followed by data collection by surveys, and focus group interviews on adolescent girls aged 18-21 years. This interview was carried out virtually because the current situation did not allow direct or face-to-face interviews. The results of this study are Instagram can be used as a communication medium and visual communication by providing motivation to carry out self-development can used as an alternative education through visual communication to help teenage girls aged 18-21 years to avoid insecurity.
PERANCANGAN TYPEFACE “MANTINGAN FONT” DAN SIGN SYSTEM BERBASIS ORNAMEN MASJID MANTINGAN DI KABUPATEN JEPARA
Agus Setiawan;
Dzuha Hening Yanuarsari
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)
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DOI: 10.31598/bahasarupa.v5i2.1071
The Mantingan Mosque is one of the cultural heritages of ancient Islam and is one of the tourism assets in Jepara Regency. The Mantingan Mosque in Jepara has several ornamental designs that are applied to several sides of the mosque walls. The Mantingan Mosque also has a characteristic ornament design that still has acculturation elements of Chinese, Hindu, Buddhist and Javanese cultures. These ornaments were then inspired to be developed into a typeface design concept which in it has an anatomical element of an ornament character where the construction is based on typeface design rules. The visual concept of this typeface design is obtained from the results of research conducted on respondents who are engaged in the design field. Then the typeface is designed on a digital basis which is packaged into a font pack with the name “Mantingan Font.otf” format which can be installed and used on a PC (Personal Computer). The designed typeface is then socialized to partners (Mantingan mosque administrators) to be further developed in the form of an application on the media sign system. The purpose of this design is to develop and support the context of the information system (sign system) at the Mantingan mosque in Jepara Regency as religious tourism. The research method used is descriptive-quantitative supported by factual field data and research that has been carried out supported by ATUMICS approach.