cover
Contact Name
I Nyoman Miyarta Yasa
Contact Email
miyarta.yasa@universitasbumigora.ac.id
Phone
+628175786708
Journal Mail Official
miyarta.yasa@universitasbumigora.ac.id
Editorial Address
UNIVERSITAS BUMIGORA JLN ISMAIL MARZUKI CILINAYA CAKRANEGARA
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Jurnal SASAK : Desain Visual dan Komunikasi
Published by Universitas Bumigora
ISSN : -     EISSN : 26854120     DOI : https://doi.org/10.30812/sasak
Core Subject : Education, Art,
Jurnal “SASAK” Desain Visual dan Komunikasi diterbitkan sebagai media bagi para dosen dan mahasiswa Program Studi Disain Komunikasi Visual Fakultas Teknik dan Kesehatan Universitas Bumigora, dalam publikasi ilmiah berupa karya penelitian maupun rancangan dalam bidang komunikasi visual , yang mencakup: bahasa rupa, budaya visual, desain grafis, multimedia dan sebagainya. Jurnal "SASAK" akan di terbitkan 2 (dua) kali dalam 1 tahun pada periode Genap (Mei) dan Ganjil (Nopember).
Articles 115 Documents
Adventure of Jayangrana Pewayangan Sasak Sebagai Ide Perancangan Karakter Tokoh Visual Game Platfrom Lalu Ade Sukmajayadi; Sunardy Kasim; Muhammad Arfa
Jurnal SASAK : Desain Visual dan Komunikasi Vol 3 No 2 (2021): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v3i2.1750

Abstract

The Sasak puppet character as the idea for designing a visual platform game entitled Adventure Of Jayangrana is based on the desire to introduce the Sasak wayang art in the form of games to the younger generation. With this design, it is hoped that the younger generation can get to know the Sasak puppet characters and motivate the younger generation to preserve traditional arts, especially Sasak puppetry as an effort to develop a Sasak culture in contemporary media. The characters in the Sasak puppets are packaged in a contemporary form by adopting them into the form of a platform game visual design entitled Adventure Of Jayangrana. The results of this game's visual concept design are character design, layout design, character animation, and background design. Keyword: Game, Platformer, Sasak puppet
Karya Seni Poster Shepard Fairey dalam Kajian Semiotika Van Zoest : Analisis Sintaksis, Simantik dan Pragmatik Adnan Setyoko; Robert Hendra Yudianto
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1778

Abstract

Posters are not only a media for publication and promotion, more than that, posters can be a medium of expression to express the aesthetic and ideological experiences of their creators. Shepard Fairey is a poster artist who is well known in the contemporary art world, especially street art. Shepard Fairey's works display ideas that are full of political and propaganda content. Shepard Fairey's posters feature many themes of peace, anti-war, gender issues, and themes of social criticism. The purpose of this study was to find the symbolic meaning contained in one of Shepard Fairey's works entitled "Guns and Roses". Fairey's work is interesting to study because it contains contents of social criticism and political propaganda which are currently attracting the world's attention. The study of Shepard Fairey's work was carried out using qualitative methods with Van Zoest's semiotic approach, namely syntactic, simantic, and pragmatic analysis approaches. The results of this study indicate that Shepard Fairey's poster entitled “Guns and Roses” contains political content that displays a lot of propaganda narratives. The icons and colors displayed in the posters contain a sign system correlation that is related to each other. Visually, Shepard Fairey's poster also has its own charm, both from the choice of colors, image icons, and the visual elements that make it up to have a distinctive character.
Efektivitas Sign System Dan Intensitas Informasi Petunjuk Arah Sebagai Media Komunikasi Visual Kota Lama Semarang Muhamad Hasan Basori; Mukaromah Mukaromah; Muhammad Noor Hidayat
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1840

Abstract

The city of Semarang has excellent tourist destinations and its own characteristics that become its strengths, namely the Old City History Tour which utilizes buildings from the Dutch colonial era in Semarang City. To support Semarang City tourism known by tourists, an effective and communicative information media is needed so that visitors know the identity of an object, signs and directions to the next destination, one of which is the use of a media sign system. This study aims to examine how effective the use of the sign system and the intensity of information instructions that have been applied to tourist areas around the Kota Lama Semarang are by using the Direct Rating Method (DRM), through a quantitative research method approach. The variables used are the effectiveness of the sign system, the intensity of directions and visual communication media. The results of the research that were processed by 100 respondents were that there was no relationship between the effectiveness of the sign system and information on directions in the Kota Lama Semarang, there was no relationship between the effectiveness of the sign system and the visual communication media in the Kota Lama Semarang, there was no relationship between the information instructions directions with visual communication media in the Kota Lama Semarang. These three results mean that the three variables are not related to each other, this could be because the sign system in the Old City of Semarang is not functioning as it should, because it should be a sign system that can provide good information to visitors and have attractive visuals. , but in reality this is not the case, namely that the sign system in the city of Semarang does not or does not provide information to visitors and also the sign system does not have good visuals so that it is less able to attract visitors in the Kota Lama Semarang.
Aplikasi Pembelajaran Percakapan Bahasa Arab dan Inggris Berbasis Android Hairani Hairani; Muhammad Zulkarnaen Haris; Muhammad Arfa; Muhammad Innuddin
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1884

Abstract

Nurul Haramain Islamic Boarding School NW Narmada is a private educational institution that applies English and Arabic as daily languages ​​for students in the boarding school environment. However, students who have just entered the Islamic boarding school are given up to six months to learn English and Arabic. Until now, Nurul Haramain Islamic Boarding School NW Narmada in teaching Arabic and English to students still uses the conventional learning process without using the help of learning media. Most of the students did not listen to the teacher delivering the subject matter, difficulties in understanding the material, and the lack of interest of the students in Arabic and English conversations. Therefore, this study aims to develop an application for learning conversational English and Arabic based on Android for class 1 students of Mts Nurul Haramain. The application development stages use the Luther Sutopo model which consists of the Concept, Design, Material Collecting, Assembly, Testing, and Distrubution stages. The application that has been developed was tested on 30 respondents related to application functionality, where the results of application functionality were 78% in the Good category, so that it can help class 1 students of Mts Islamic boarding school Nurul Haramain learn English and Arabic conversation with the correct pronunciation.
Analisis Semiotika Visual Orang Desa sebagai Objek Fotografi Okka Supardan Adhitya Prayoga
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1901

Abstract

Instagram is currently a tool for photography lovers. Many professional photographers use Instagram for their work. One of them was done by a local photographer from Majalengka, West Java, Okka Supardan. Through his Instagram account, Okka tries to present the ins and outs of natural life in the village which he displays through his photograph. This study aims to describe the meaning of photos in Okka Supardan's photography and how the village people are visualized. By using the discourse analysis method, the researcher tries to see and analyze some photos of Okka Suppardan with the semiotic study of Roland Barthes. The results of the study indicate that there is a desire from photographers to show life in the countryside today which has been assimilated with technological attributes that are identical to the times.
Semiotika dalam Metode Analisis Karya Seni Rupa Pangeran Paita Yunus; Muhammad Muhaemin
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1905

Abstract

Fine art is one of the artifacts that are present as a result of human behavior and human actions that are driven by motivation in their thoughts and feelings. Therefore, a work of art is not something isolated but is an element of a system so that the meaning contained in it is systemic as well. This means that the meaning of a work of art can be determined by the system, by the work of art itself, and by the humans who make the work of art, or who associate physical elements from the environment with certain meanings. This has become the object of theoretical study and is systematically analyzed by semiotics by relying on the sign as the main concept. Fine art in the study of semiotics is not only limited to a theoretical framework, but also as a method of analysis. For example, in fine art analysis, Peirce's theory of triangle meaning consisting of a sign, object, and interpretant is one theory that can be applied.
Bagaimana pengaruh tutup, bentuk dan ukuran kemasan terhadap pembelian produk air mineral Aqua dalam kemasan click and go? Benyamin Regi; Muhammad Arfa
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1933

Abstract

Animation media has a very important role in improving the initial reading ability of the first graders of SDI Wolomarang. This study aims to determine the extent to which an animation media can be used and measure the development of reading skills in elementary grade students. At an early age, students are more familiar with visually appealing and easy-to-remember media than boring verbal presentations. This study uses quantitative research methods with data collection techniques including tests and observations, analyzed using the T-test. From the results of the T-test calculation, there is a t-count of 2.410 and a t-table with dk = 15 and a significant level = 0.05 is 1.753. It can be concluded that t-count > ttable (2.410>1.753) so that Ho is rejected and Ha is accepted. From these results, it can be seen that there is an effect of using animation media on the initial reading ability of the first graders of SD InpresWolomarang. Thus, it can be concluded that the students' initial reading ability and class 1 students' learning outcomes have changed for the better after using animation media in the experimental class.
Podcast Audio Visual Sebagai Media Komunikasi Pendidikan Susanto, Adi Imron; Dharma, Ferry Adhi
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 2 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i2.2030

Abstract

Komunikasi dalam pendidikan merupakan unsur yang sangat penting kedudukannya, bahkan sangat besar perannya dalam menentukan keberhasilan pendidikan. Pembelajaran yang berhasil dan menarik membutuhkan suatu model berkomunikasi yang baik dan sesuai. Komunikasi yang baik sebaiknya mesti didukung oleh media komunikasi pendidikan. Media komunikasi memberikan nilai manfaat yang lebih sehingga pendidikan memiliki nilai guna yang positif bagi hidup dan kehidupan. Penelitian ini bertujuan untuk mengetahui bagaimana efektivitas podcast audio visual sebagai media komunikasi pendidikan ditinjau dari hasil belajar siswa. Jenis penelitian ini merupakan penelitian kuantitatif dengan metode penelitian quasi eksperimen dengan rancangan penelitian pretest-postest control group design dengan satu kelas eksperimen dan satu kelas kontrol dari kelas VII Sekolah Menengah Pertama (SMP) Muhammadiyah 6 Krian. Intrumen penelitian berupa soal kemampuan kognitif siswa. Berdasarkan hasil nilai pretest kelas kontrol sebesar 54,8 dan kelas eksperimen sebesar 62,8, sedangkan nilai hasil postest kelas kontrol sebesar 65,9 dan kelas eksperimen sebesar 67,2. Analisis data dilakukan dengan metode N-gain. Didapatkan skor nilai N-Gain kelas kontrol sebesar 13% dan kelas eksperimen sebesar 20% sehingga rata-rata N-gain kedua kelas adalah 16%, yang dapat dikategorikan bahwa podcast audio visual tidak efektif terhadap hasil belajar siswa SMP.
Pengaruh Adaptasi Bahasa Visual Jepang pada Film Animasi Indonesia Battle of Surabaya Cintya Dwi Hastuti; Irfansyah Irfansyah; Hafiz Aziz Ahmad
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 2 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i2.2036

Abstract

The animation industry in Indonesia is currently developing positively, where its production is increasing from year to year. Various kinds of drawing styles have been widely explored and applied to Indonesian animation. Moreover, with the better quality of world animation, situationally it also encourages Indonesian animators to improvise and continue to develop creativity through their work. In the process of its development, the popularity of Japanese animation turned out to have a significant influence on the formation of Indonesian animated films. Since the first Battle of Surabaya animation appeared in the community, many speculated that this animation was adapting Japanese animation visuals. The purpose of this research is to examine more deeply the effect of Japanese Visual Language adaptation in the Indonesian animated film, Battle of Surabaya. This research is expected to be a form of scientific dedication regarding Indonesian animation, as well as an evaluation material for Indonesian animators in exploring and considering the application of animation visualization.
Perancangan Si Ugo Sebagai Maskot Universitas Bumigora Hasbullah, Hasbullah; Rahmiati, Baiq Fitria
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 2 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i2.2068

Abstract

Lack of branding image of the Bumigora University campus has encouraged designers and students to think more about the role of promotional media. Designers in the field of visual communication design really need to make it a special concern and concern for public knowledge from the information submitted to increase the number of new student registrations. Related to this, there are mandatory promotional media such as brochures, posters, banners and billboards, unique and dynamic promotional media in the form of mascots are also designed. The research process was carried out on the campus of Bumigora University, by following the Design Thinking stage and producing a mascot named "Si Ugo". Anthropomorphic humans with deer animals become a unified whole in the form of the mascot character "Si Ugo". This mascot will become a new identity and strengthen the branding of Bumigora University.

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