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INDONESIA
Jurnal Bahasa Rupa
Published by STMIK STIKOM Indonesia
ISSN : 25810502     EISSN : 25809997     DOI : -
Core Subject : Humanities, Art,
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.
Arjuna Subject : -
Articles 140 Documents
Tinjauan Bibliometrik Produktivitas Penelitian Desain Interaktif (Interactive Design) Di Indonesia Adiwijaya, D Rio
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 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.v6i3.1325

Abstract

This research was conducted to review the productivity of research on the topic of interaction design, especially in Indonesia, based on the Scopus database. The method used in this research is bibliometric analysis. Based on the results of the search conducted, 829 documents were found related to the topic of interaction design in Indonesia. The number of documents continued to grow every year during this period. This can be seen from the number of documents, which in 1996 only increased to 1 document, increasing to 118 documents in 2022. The publication source with the highest number of documents is the Journal of Physics Conference Series with a total of 191 documents. While the dominant document type is in the form of conference papers with a total of 487 documents. The affiliate with the highest number of documents is the Indonesian University of Education with a total of 65 documents. While related science research fields that predominantly discuss interaction design topics are computer science with a percentage of 17.7% or 260 documents .
IDENTITAS VISUAL DALAM PERANCANGAN MEDIA PROMOSI MUSEUM MELANGE KARANGSAMBUNG, KEBUMEN Nur Hamidatur Rohmah; Pandanwangi, Brilindra
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 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.v6i3.1392

Abstract

Museum Melange has an absence of the definitive and representative visual identity as an earth conservation place with a diverse collection of national and international scaled geological heritage sites (Geo sites), which has resulted in the inability to represent its identity that makes it different from other museums. Therefore, it is necessary to design a visual identity in order to build and strengthen the identity of the Melange Karangsambung Museum, Kebumen. In this creation method, it uses the design thinking process which starts with data collection (literature studies, observations, and interviews). This design produces a visual identity that is used in promotional media with the AISAS (Attention, Interest, Search, Action, and, Share) strategy. The promotional medium that this creation uses are Instagram social media and other media such as:  stone samples for educational purpose, wristbands, uniform organizers, stationery items, and merchandise to attract the general public to visit the Melange Museum.
Game Asset Design As A Culture Conservation Effort Through New Media Rezaldi, Muhammad Yudhi; Alhafizi, Imam
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 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.v6i3.1393

Abstract

Indonesia has a very rich culture, but not much is known by the wider National community, even though some are known but are slowly being forgotten because they have been defeated by technological developments. The purpose of this research is to conserve culture in Toba Batak through new media packaged in digital game technology. Through this method, it is hoped that it can indirectly introduce regional culture to its target audience, namely youth people from the millennial generation. The methods Narrative Literature Review (NLR) that used are collecting data, analyzing data, determining assets, illustrating assets (sketching, coloring), assisting with asset illustrations, revising, and finalizing 2D asset designs. This design asset is succeeded creating 6 (six) game assets design in the form of 2D illustrations of the Batak Toba culture. That is, legendary figures, traditional clothing (men and women), traditional houses, traditional weapons, traditional food, and landscapes. In the future, this asset design will be made into a 3D model to be implemented into the game engine.
REPRESENTASI BUDAYA MINUM KOPI DALAM GAME VISUAL NOVEL COFFEE TALK latifah safarina; Ahmad, Hafiz Aziz
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 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.v6i3.1397

Abstract

Games are a form of design that is growing along with the development of design and technology. Games as part of mass media are able to represent a value or point of view, shape understanding by building, conveying and repeating various meaning constructions. The visual novel game Coffee Talk developed by Indonesian game developer Toge Productions, shapes and represents the phenomenon of coffee drinking culture as the main narrative. Coming at the right time along with the development of this culture both in the world and Indonesia itself. Therefore, this research will explain the representation of the phenomenon of coffee drinking culture formed in Coffee Talk game. The research method used in this research is a qualitative method with descriptive analysis. It is conducted to produce an in-depth understanding about elements used in the representation. The results of the research reveal that the Coffee Talk game is able to represent the phenomenon of coffee drinking culture well, through narrative, gameplay, character, visual background, background music (bgm) and game atmosphere formed based on reality.
Analisis Visual Dalam Fotografi Sejarah Kemerdekaan Indonesia Karya Alex dan Frans Mendur Kaparang, Martinus Eko Prasetyo; Sanjaya, William
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.v7i1.1357

Abstract

Photojournalism can depict events that hold meaning. In Indonesia, the inception of photojournalism was led by Alex Mendur and Frans Mendur. Alex and Frans Mendur were photojournalists who captured images of events during the periods of independence, the New Order era, and the Reform era. Besides documenting these events, they also photographed the atmosphere and ordinary people after the independence period. This research aims to understand the role of composition in the photographic works of Alex and Frans Mendur and the extent to which composition was applied. To prove and understand this, the research is necessary. The theory used in this study is the photography composition theory proposed by Budhi Santoso. The research method employed is qualitative descriptive, utilizing the theories of Budhi Santoso and Paul Hill as analytical tools. Based on the analysis conducted, it is concluded that the photographic works of Alex and Frans Mendur employ various compositions. These compositions are used to guide the viewer's focus on specific parts of the image. Furthermore, these compositions highlight subjects such as heroic figures and landscapes, creating an impact within the images. This research is expected to serve as a reference in the field of basic journalistic photography, emphasizing the importance of applying visual composition in capturing a narrative moment, making it easier for the audience to understand and interpret the visual message being conveyed, a practice that dates back to the period of Indonesian Independence.
3D AUGMENTED REALITY SEBAGAI PENDUKUNG BRANDING MUSEUM MPU TANTULAR SIDOARJO Prasetya, Ardian Jaya; Dhika Yuan Yurisma
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.v7i1.1409

Abstract

Visitors to the Sidoarjo MPU tantular Museum are dominated by school students who receive assignments from school. Lack of attractions and information in each museum collection causes visitors to be less interested in visiting. The main objective of this research is to designing three-dimensional Augmented reality design as an effort to brand the mpu tantular museum in Sidoarjo. By using Augmented reality technology, visitors can interact directly with museum collections. The method used in this study is the Multimedia Development Life Cycle with a direct approach by observation and interviews. From the results of data analysis, it was found that the concept of augmented reality was used, namely in the form of an Instagram application filter so that visitors would immediately share their experiences visiting the mpu tantular museum on their social media and be able to communicate to the public. The media implementation uses a 5x5 cm sticker affixed near the selected collection as a marker, visitors only need to scan the marker.
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.
Perancangan Ulang Desain Website Mamnich sebagai Media Promosi dan Edukasi UMKM fashion Etnik Krishana Ekka Angela; Taufik Murtono
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.v7i1.1450

Abstract

Mamnich is a manufacturer who produce and sell various types of fashion with ethnic themes. Mamnich's promotion and transaction processes are mainly carried out through social media, e-commerce, and offline media, with the website being underutilized and having various shortcomings. However, maximizing website usage can provide various benefits, especially in this digital era. Maximizing this usage can be achieved by considering consumer and business owner opinions. Based on interviews with website users, Mamnich's website has various shortcomings in terms of appearance, functionality and ease of access, and content. Meanwhile, the owner expects Mamnich's website to support product promotion and serve as a platform for ethnic fashion education. Therefore, redesigning the Mamnich website is necessary to make it a promotional and educational platform that meets user needs and expectations. This research was conducted using design thinking method which consists of five steps, namely empathize, define, ideate, prototype, and test. Based on user interviews it can be concluded that the new Mamnich website prototype can maximize promotion, education, and meet user needs and desires.
Perancangan Signage & Wayfinding untuK Perpustakaan Nasional Indonesia Calista, Helena; Hananto, Brian Alvin; Wijaya, Ade Maradhona Shantio
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.v7i1.1471

Abstract

Signage and wayfinding is one of the components of Environmental Graphic Design that is used to help people feel safe and comfortable when navigating, particularly for individuals in heavily crowded locations. The Indonesian Nasional Library (Perpustakaan Nasional Republik Indonesia), recognized as the world's tallest library, comprises 24 floors filled with various services and amenities that cater to the community's interests and consistently attract many visitors. Hence, signage and effective wayfinding are indispensable in accommodating users in their library activities. The framework of this design process is established based on the pyramid method by Chris Calori & David Vanden-Eynden, with additional methods by the execution of conceptual designs, mind mapping, and the formulation of keywords. The authors aspire to contribute a signage and wayfinding design proposal that optimizes usability, resolves navigation challenges, and enhances the user experience at The Indonesian National Library.
Dokumenter sebagai Alternatif Metode Konservasi untuk Nilai Budaya Kecamatan Andir Utami, Lira Anindita; Lionardi, Angelia; Putri, Arum Githa; Apsari, Diani; Wiwaha, Luqman Rusdan
Jurnal Bahasa Rupa Vol. 7 No. 2 (2024): Bahasa Rupa April 2024
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.v7i2.1439

Abstract

Culture, as a multifaceted entity serves as a mirror reflecting how individuals interact with their surroundings and one another. Andir, a district located in Bandung Region of West Java, Indonesia with its rich tapestry of history and cultural diversity, demands a way to creatively preserve and showcase its cultural dynamic. By choosing documentary filmmaking as an instrument to record and safeguard the essence of cultural diversity of Andir, the authors gained a way to subjective and participatory exploration into the colorful scenes situated in Andir. Several techniques of immersion in the field such as walk-around and treasures mapping is employed in the filmmaking to construct a subjective experience and became a way of participatory learning of Andir’s culture for the people involved in this initiative. Documentary filmmaking emerges as an indispensable tool for recording and safeguarding the essence of Andir’s culture that allows for a more authentic portrayal of the cultural landscape. As a medium, it stands as a pivotal container of conservation through visual storytelling that amplifies the documentation and representation of cultural legacies for the next generation and for the audience. This study highlights the result of mapping the cultural dynamic that can be observed in socio-economic activities, culinary culture, and architecture. These are considered as the cultural assets in which the principles construct the cultural value of tolerance identified in Andir. It is then documented to construct the visual storytelling of documentary and to empower cultural conservation by creative media to raise awareness and foster future collaborative efforts. By showcasing the multifaceted cultural exchanges occurring within Andir in the visual storytelling, it offers a window into the cultural intricacies that define this community while becoming a medium that conserves the cultural scenery of everyday life. The film also captures the "Village of Tolerance", as a government initiative that showcase the general perception of diversity and unity. Documentary filmmaking of Andir is a preservation effort to portray authentically the vibrant cultural mosaic that deserves further dedicated archival endeavours.