cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota denpasar,
Bali
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
RANCANG BANGUN MEDIA INFORMASI INTERAKTIF BERBASIS ANDROID SEBAGAI MEDIA INFORMASI PROGRAM STUDI STMIK STIKOM INDONESIA Putra, I Nyoman Agus Suarya; Pandawana, I Dewa Gede Agung
Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1533.717 KB) | DOI: 10.31598/bahasarupa.v2i1.237

Abstract

STMIK STIKOM Indonesia is an IT campus in Denpasar. STMIK STIKOM Indonesia has vision to create a study program which form bachelors of computer science who have ability to make use of smart technology system and digital system to support the development of tourism industry with cultural insight. From direct observation, it was obtained some findings, such as lack of knowledge of marketingship from the performer of the marketing activity of STMIK STIKOM Indonesia about campus life, especially the information about the study program. The effect is lack of knowledge or understanding of the prospective students about the activity done in the process of education in terms of payment, teaching and learning process, up to supporting facilities in STMIK STIKOM campus environment. Most of prospective students have tendency to come to STMIK STIKOM Indonesia to know directly the profile of TI and SK study program rather than only know through information media and its promotion. In the previous research, it has been made the design of information media study program based on desktop, and augmented reality through android application. In the next research, it is developed an information media based on android by combining information system application study program based on desktop with augmented reality which later produce new information media based on android. This new media has advantage with based on android, thus it can be accessed by anyone through android handphone. Interactive multimedia based on android is a proper way to answer the problems. Android technology gives help in the process of presentation about STMIK STIKOM Indonesia. The application that is installed in the students handphone can inform freely and detail about important information in STMIK STIKOM Indonesia. This modern technology can be downloaded in STMIK STIKOM Indonesia website and can be accessed by the prospective students everywhere they are.
GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID Sukanto, Petrus Sokibi; Adnyana, I Ketut Widhi
Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1249.431 KB) | DOI: 10.31598/bahasarupa.v2i1.240

Abstract

Finding insights into the questions for learning exercises is not only found in schools but outside the school environment such as reading books in the library or by utilizing the sophistication of Smartphones. The majority of children are very willing to play games, based on data from Appbrain (2015) shows that the number of games on Google Play are Action Games totaling 17,853, Casual Games 51,458, Puzzle Games 59,283, Game Education only 14,180. By playing an educational game, children can easily remember and discuss problems. The method used is a system approach with Object Oriented that uses AOO (Object Oriented Analysis) and DOO (Object Oriented Design) which are visualized with UML (Unified Modeling Language) and the results obtained from this study are games that are able to combine RPG games by discussing the questions of the junior high school national exams.
Fotografi Di Era Media Sosial : Studi “Toko Memorabilia” Karya Agan Harahap Purnomo, Aji Susanto Anom
Jurnal Bahasa Rupa Vol 1 No 2 (2018): Jurnal Bahasa Rupa April 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (859.582 KB) | DOI: 10.31598/bahasarupa.v1i2.200

Abstract

The development of photography technology in the era of social media currently contribute various problems that need to be studied and reflected. One of them is about the essence or meaning of the presence of "photography" itself. This paper reflect the essence or meaning of photography in the social media based on the theory of reading photographs "cynical phenomenology" by Roland Barthes through a case study study of "Toko Memorabilia" which is one of the social criticisms by the artist Agan Harahap. Memories Commodification  and visual carnivals are two instruments of meaning that the author discovers in his critical reflection journey and will be described further through this study.
Intellectual Property Animasi Di Indonesia Dalam Buku Katalog Nganimasi Indonesia Santoso, Bambang Gunawan
Jurnal Bahasa Rupa Vol 1 No 2 (2018): Jurnal Bahasa Rupa April 2018
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1494.674 KB) | DOI: 10.31598/bahasarupa.v1i2.221

Abstract

IP or Intellectual Property refers to the creation of the mind; invention; literary and artistic works; symbols, names and drawings used in the trade. Intellectual property rights (HKI) are rights granted to IP creators, and include trademarks, copyrights, patents, industrial design rights, and in some trade secret jurisdictions. Works of art including music and literature, as well as discoveries, words, phrases, symbols and designs can all be protected as intellectual property or IP. Until now the catalog book "IP Animasi Indonesia" does not exist yet; while other countries such as Korea have released an annual catalog of animations since 2005. (The author data when he got 6 months internship scholarship at KOCCA - Korea Creative Content Agency in 2008, and a special invitation to Korea in November 2015). So through the process of collecting data with the method of collecting data periodically (time series) for more than 1.5 years, the author ventured to collect the work of colleagues from almost all of Indonesia. Once collected, the data is sorted, tidied up, rearranged, and then compiled in a book entitled NGANIMASI INDONESIA: Indonesia Animation Industry Data (NI). The results of this study revealed that until August 2017 there were 56 IPs categorized in animation character collected. 64% of the 56 IPs are character designs of humans or people; while the remaining 36% are animals, objects, and custom characters.
EDUKASI PERAWATAN ORGAN REPRODUKSI EKSTERNAL SAAT MENSTRUASI BAGI REMAJA PUTRI MELALUI VIDEO ANIMASI TIPE MOTION GRAPHIC Yuliana Cornillon Intan Krisciaputri; Michael Bezaleel Wenas
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i2.472

Abstract

This study discusses the design of a socialization video entitled Menstrual Health and Hygiene with motion graphic techniques. This is based on the importance of a woman to maintain personal hygiene, especially during menstruation and the lack of socialization media that discusses the maintenance of cleanliness and health of women's external reproductive organs, especially during menstruation. Therefore, a media outreach was designed in the form of video socialization with motion graphic techniques to help socialize how to maintain the cleanliness and health of women's external reproductive organs, especially during menstruation effectively and attractively. The method used is a mixed method for data collection and quantitative testing of product results. In this design, the process of making socialization media, from the concept design to the final result, is in the form of video socialization with motion graphic techniques. The results achieved from this research were in the form of a socialization video entitled Menstrual Health and Hygiene, able to convey information about hygiene and health of female external reproductive organs, especially during menstruation and can be used as a media for Menstrual Health and Hygiene socialization.
EVALUASI METODOLOGI DESAIN DALAM SIMULASI PERANCANGAN ULANG SISTEM TANDA UNTUK PENGGUNA TRANSPORTASI UMUM Brian Alvin Hananto; Jessie Rose Komala Hadi; Karina Olivia Hernawan; Natasha Christina Gondo
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.585

Abstract

A design methodology is an important aspect of design. In hopes to develop the design methodology’s pedagogy in the Visual Communication Design Department of Universitas Pelita Harapan (VCD UPH), the author conducted a classroom action research to evaluate results of design methodology analysis of final assignment projects in VCD UPH. The project that is featured in this article is a signage system redesign for Transjakarta by Triska, in which several students in the Design Methodology class evaluate the methodology. For the evaluation, Triska’s methodology is framed by the design process model of Robin Landa. The result of the evaluation shows several points that can be added from Triska’s methodology to make it better. From the study, it is shown that design methodology learning can be conducted through analysis and evaluation of a design methodology of a design project. The learning method is possible to be implemented for the bachelor level of design programs. Though the pedagogy demonstrated in this article is still in its preliminary phase, it can later be further developed after more studies and the second cycle of research had been done by the author.
REDESAIN SIGN SYSTEM PADA KAWASAN OBYEK WISATA YANG INFORMATIF SEBAGAI USAHA UNTUK MEMBANGUN CITRA TEMPAT Darin Nugraha Wirasasmita; Wirania Swasty
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.590

Abstract

Sign system applied to the nature tourism object of Situ Gunung is still lacked in its placement, with conditions that are weathered, not maintained, not unity, and a less informative gate. In terms of design, the existing sign system in Situ Gunung nature tourism object is less in accordance with the theory of proper sign system.  Therefore, the authors are interested to redesign the sign system in Situ Gunung natural tourism object in Sukabumi Regency as an effort to build the image of the place by showing the identity of the place in the natural tourism object. The study used a qualitative approach by conducting various data collection techniques such as observation, interviews, and literature review.  The concept of the design is to bring out the tree of resin and fauna of the monkey Lutung as a characteristic element of the place of this natural tourism object.  The design of this signage is willing to make visitors easy to get information about the location and other information about the area of the tourist attraction
PERANCANGAN PORTAL BERITA DARING MAGAZINC! SEBAGAI MEDIA INFORMASI MAHASISWA Mochammad Faizal; Nurul Arifin Aristarini
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.606

Abstract

Magazinc! is one of the mass media managed by Telkom University students, which so far has only focused on publication activities through social media and print magazines. In 2019, Magazinc! do not have a news portal website even though they realize the importance of the website's presence. This article will describe the design process of the Magazinc! website through a mixed-method approach. The necessary data has been collected through triangulation of literature review related to students' news portal website design, interviews, questionnaires, and visual observations, to maximize the validity of this research. Based on the results of data analysis, we found that the typeface used on web pages largely determines the size that should be used for the typography itself. Also, a Magazinc! news portal website has been designed, which can compete with similar websites that already exist within Telkom University. This article can be an example of designing a student news portal website.
ANALISIS TANDA VISUAL DALAM TAGAR CORONA ART MUSEUM Nofrizaldi Nofrizaldi; Pungky Febi Arifianto; Elianna Gerda Pertiwi
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.614

Abstract

The gallery is a space of interaction between artists and audiences. In the era of pamdemik covid, gallery space was closed due to physical distancing. Imaginary space is built by utilizing communication and information technology. Instagram as a digital platform is widely used as a space for building artistic interactions. Through the hashtag of Corona Art Museum, the writer looks for some visual works to be used as object of analysis. Verbal and visual signs in the visual content will be dissected using the classification of signs: icons, indexes, symbols from Charles S. Peirce and the system of meaning production of codes using The Five Code: Hermeunetic, Narrative, Cultural, Semantik & Symbolic from Roland Barthes. The reading of visual signs will use the Sumbo Tinarbuko Triadik in looking at aspects of visual communication. The results of reading visual signs will reveal how visual content in an imaginary space can be a space of expression and the existence of an artist / designer.
DISKURSUS KEARIFAN LOKAL UNTUK PENGEMBANGAN CITY BRANDING MAGELANG KOTA SEJUTA BUNGA Galih Putra Pamungkas; Achmad Sultoni
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.625

Abstract

This research is a discourse to streamline the development of the city branding concept of Magelang City of One Million Flowers by exploring the potential of local wisdom owned by the City of Magelang. Currently, the City of Magelang has the slogan "Magelang City of a Million Flowers". This idea is based on the history of the colonial era which at that time was the City of Magelang better known as Tuin Van Java (Garden City / Park of Java). However, on the one hand, the application of the concept has not yet run optimally. The contributing factor is the incompatibility of the concept with the fact that there is potential and the formation of an image that is not running optimally. According to the potential and the facts of the existing situation, the City of Magelang has great potential by developing the concept as a Heritage City (a city of cultural heritage) which is then followed by the concept of sustainable communication strategies that lead to heritage matters and of course according to aesthetic rules. The Magelang City Government has another choice, which is to continue the Magelang City One Million Flower program, but with the support of visual concepts that utilize all parts of the city to create a communication process by providing direct experience to consumers, namely by utilizing artifacts in the City of Magelang. Artifacts that are part of the culture of the community and have been imprinted in the memory of the community are enhanced with original flower decorations, especially the types of flowers typical of the City of Magelang and its surroundings.

Page 3 of 14 | Total Record : 140