cover
Contact Name
Ali Ramadhan
Contact Email
ali.ramadhan@mercubuana.ac.id
Phone
+6285813007765
Journal Mail Official
jurnal.narada@mercubuana.ac.id
Editorial Address
Fakultas Desain dan Seni Kreatif Universitas Mercu Buana Gedung E Lantai 4 Jl. Raya Meruya Selatan no.1, Kembangan, Jakarta 11650 Tlp./Fax: +62215871335
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Narada : Jurnal Desain dan Seni
ISSN : 24775134     EISSN : 26215233     DOI : https://dx.doi.org/10.22441/narada
Core Subject : Art,
Narada: Jurnal Desain dan Seni diterbitkan oleh Fakultas Desain dan Seni Kreatif, Universitas Mercu Buana. Jurnal ini merupakan sarana untuk mempublikasikan tulisan ilmiah berupa hasil penelitian, hasil pemikiran (gagasan konseptual), serta hasil perancangan karya desain dan seni terapan (Applied Art) dalam ruang lingkup bidang desain dan seni rupa yang mencakup desain interior, desain produk, desain fashion, desain multimedia, desain komunikasi visual, fotografi, HAKI Desain, Hak Cipta Desain serta bidang perluasan yang ditujukan untuk mengembangkan bidang ilmu tersebut. Narada: Jurnal Desain dan Seni terbit sebanyak tiga kali dalam setahun, yakni pada bulan April, September, dan Desember. NARADA Jurnal Desain dan Seni menerima artikel yang ditulis menggunakan Bahasa Indonesia.
Articles 10 Documents
Search results for , issue "Vol 11, No 1 (2024)" : 10 Documents clear
ANALISIS WACANA HALLIDAY PADA PAMERAN TUNGGAL AHMAD JUNAID Haryono, Haryono; Arfa, Muhammad; Gunalan, Sasih
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.005

Abstract

Fine art exhibitions are part of the discourse or publication that will be delivered by the owner of the work presented in public spaces. Where art exhibitions generally attempt to represent a value that is communicated through visual media in the form of paintings. Ahmad Jailani's exhibition is a fine arts event which is published in the form of an exhibition. Behind the exhibition, of course, there is another purpose that will be conveyed to the public. The aim of this research is to try to describe the dimensions of the artist's work in the form of paintings displayed and the dimensions of the curator presented in the form of a curatorial narrative. Because behind both visual and verbal tests there is a purpose and a relationship between one and another. This research uses a qualitative descriptive type of research where the research tries to draw relationships. The method of this research is the Halliday discourse analysis method which consists of what field of discourse is being discussed, the tenor of discourse who is involved in the conversation, and the mode of discourse (mode of discour) the language choices used by the media. The results of the research show that what is exhibited and what is opined is distorted, such as the work and the curatorial theme.
MEMAHAMI PERAN KUALITAS VISUAL DALAM MENINGKATKAN PENGALAMAN PENGGUNA VR PADA PRESENTASI DESAIN INTERIOR Pramalystianto, Andhika
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.010

Abstract

With the development of digital technology, Virtual Reality (VR) has become an innovative tool in interior design presentation and exploration. VR allows users to interact with the space immersively, providing a more realistic experience compared to two-dimensional representations. One of the main factors that affects the quality of the user experience in VR is visual resolution. Higher resolution can increase the level of realism, clarifying material details, lighting, and textures, and reducing distracting visual effects, such as pixelation or blur. In the context of interior design, an optimal visual experience is essential to help designers and clients understand the scale, composition, and atmosphere of a space before the realization stage. Therefore, this study aims to explore the extent to which visual resolution in VR can affect user perception and interaction, and how optimizing display quality can improve the effectiveness of VR as an interior design presentation tool. The research method includes data collection through questionnaires, observations, and experiments on interior design users. The results of the study show that the use of high resolution directly increases respondents' interest and the effectiveness of using VR as a visualization tool in interior design. This shows the great potential of VR technology in enhancing the virtual interaction experience, as well as providing important directions in the selection of visualization media in the future. With high resolution, VR is able to provide a more realistic and immersive visual experience for users, which in turn can improve the understanding and appreciation of interior design. These findings provide a foundation for further development in the application of VR technology in the design industry, as well as emphasizing the importance of considering the visual resolution factor in its use. Thus, this study not only provides new insights, but also offers practical contributions to the development of VR in the context of interior design.
PENGENDALIAN PENCAHAYAAN ALAMI BTP INNOVATION GALLERY MELALUI INTERIOR SHADING SYSTEM Abdulhadi, Reza Hambali Wilman; Hapsoro, Agustinus Nur Arief; Perdana, Aditya Bayu; Nugroho, Ardianto
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.001

Abstract

In the design of a space, daylighting related to space lighting standards, as well as the visual comfort of users are important to fulfill. In terms of lighting control, natural lighting is difficult to control because it always changes based on the weather, time of day, month, building orientation and inclination angle. Architecture, fullfill visual comfort through natural light and it is usually done through building orientation, use of types of openings, glass, landscape elements in relation to control the amount of light entering the room. Meanwhile, in the realm of interior design, the strategy for meeting the level of illuminance is usually carried out through arranging the layout and elements behind the windows such as curtains, vitrasse and roller blinds which are integrated with an artificial lighting system. Another phenomenon encountered is that many buildings use glass facades, thus implementing sun shading on the outside of the building, become a problem. It is necessary to think about other strategies for this problem. This is what researchers suspect is happening in the BTP Innovation Gallery, where the entire building facade uses glass. For this reason, it is necessary to develop interior elements to overcome building problems, especially those that use glass facades on almost the entire building. To provide development of existing technology in interior space, the research carried out was in the form of developing a strategy for controlling indoor light (interior shading system) statically through simulation tests using dialux software. The research method was carried out using quantitative methods by first analyzing the illumination that occurs inside the building. In the next stage, experiments were carried out with different shading system forms and with different opening angles. From the research results, it was concluded that the interior shading system that approaches the uniformity of illuminance ratio value is the interior shading system with a vertical shape of 45 degrees, although the resulting value cannot be said to be perfect because the value is still below the required standard.
PERANCANGAN TACTILE BOOK SEBAGAI MEDIA PEMBELAJARAN AKSARA SUNDA UNTUK TUNANETRA Darmawan, Agus; Desmiati, Putri
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.006

Abstract

Indonesia has various kinds of culture that we can see such as traditional clothing, rare ancient objects, music, dance, etc. One of the many Indonesian cultures in West Java is the Sundanese script. Sundanese script is also a social component that is maintained, including for the younger generation with special needs such as the blind. article 6 section 6 Republic of Indonesia Regulation no. 4 of 1997 concerning Persons with Disabilities, specifically explains that every person with disabilities has the same freedom to develop their talents, potential and community activities, especially for the younger generation of people with disabilities in the family and local environment. This research aims to develop Sundanese script for the blind using Tactile book media. Tactile books are books that have visual illustrations that can be read with the sense of touch. The method applied in this research is a qualitative descriptive method with data collection methods through literature studies and interviews. Results of exploration through planning material books as a vehicle for learning Sundanese script for the blind. The aim of the results of this research is to provide useful information for blind people in order to preserve Sundanese script culture in Sukabumi.
PENGENALAN CERITA MITOLOGI MAKASSAR: LEGENDA PENJAGA TAHTA KEMBAR MELALUI BUKU DIGITAL ILUSTRASI KYRAN Shabiriani, Uzda Nabila; Retanubun, Immanuel Sean Keane
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.002

Abstract

Sulawesi Island is rich in myths, one of which is the legendary tale from Makassar City. This research underlines the Legend of the Twin Thrones, a story about Suri Pa'langi, a warrior chosen by the twin spirits of Gowa and Tallo to protect Makassar from the threat of a portal that releases monsters. The story seamlessly interweaves historical fragments of the Gowa-Tallo Kingdom and fantasy in order to construct an interesting plot that reflects Makassar's cultural unity. Further, it is intended that the development of the Digital Illustrated Book "Kyran" will introduce the mythology of Makassarese to the youth of Indonesia. This study applies a descriptive narrative method and exploratory approach in the concept of pipeline art, including character, setting, and illustration with themes of fantasy, adventure, and action. The illustrations are colored with Makassar's characteristic colors and feature dark visuals that add to the mythological atmosphere. The main characters are Isla Neith, Erland Ghafari, Sanna Devana, Tirza Keres, and Suri Pa'langi. A moon-shaped portal that appeared 20 years ago is the main villain, unleashing monsters and wreaking havoc. Kyran is a digital book that shows mythology in an exciting and relatable way for teenagers. The results showed that the story significantly improved the teenagers' knowledge of Nusantara mythology and could be considered as a new media for learning. This book can also popularize Indonesian mythology worldwide.
PENGARUH UNSUR SINEMATOGRAFI KDRAMA TERHADAP EFEK SINEMATERAPI PADA PEREMPUAN PEKERJA DI DKI JAKARTA Fitriati, Trimalda Nur; Satrinia, Dwina; Sularso, Alva Nurvina; Rahmayadi, Gagas Ezhar; Azzahrah, Aprilia Putri
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.007

Abstract

As economic demands increase and gender roles change, the number of working women increases. The challenges faced by working women are also high, because they need to balance their roles as "housewives" and career women. This resulted in an increasing stress levels in working women. Another way to overcome stress beside getting enough rest is to do enjoyable things, such as doing hobbies or watching films. K-drama has regained its place in the hearts of Indonesian women for their popularity both in storylines and attractive casts. It has elements that can reduce the stress of their viewers. Therefore, this study aims to determine the cinematographic elements of K-dramas that can provide a cinematherapy effect on working women. This study uses both qualitative and quantitative methods. The main data collection was carried out by interviewing female working respondents who live in DKI Jakarta. As a result, the cinematographic element that has the most influence on the cinematherapy effect on K-dramas is the type of shot. According to a number of respondents, types of shots such as medium close up, extreme close up, are able to enhance the dramatic effect from humorous scenes of K-drama.
PENDEKATAN ADAPTIVE REUSE PADA BANGUNAN KOMERSIAL NON-CAGAR BUDAYA DI KOTA BANDUNG Amelia, Kiki Putri
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.003

Abstract

Adaptive reuse, defined as the practice of repurposing old buildings by converting them to serve new functions, has become an increasingly common phenomenon in commercial building in Bandung. In the city of Bandung, the local government has established specific guidelines for the classification of cultural heritage buildings, meaning that not all old buildings are recognized as heritage assets. The phenomenon found in commercial buildings nowadays is the reuse of old buildings, with transformation of transforming them into new functions. One common approach is seen in heritage buildings, termed adaptive reuse, where transformations maintain conservation values and principles. Field observations show many non-heritage buildings applying some principles of adaptive reuse in their implementations. Adaptive reuse principles, aligned with decision considerations in implementation, are in line with the principles of transforming forms. Qualitative methods with case studies and data triangulation prove several points in adaptive reuse principles used in transforming old buildings into new ones that are not heritage buildings. Although historical value is not the main focus of these decisions, they refers more towards other aspects such as social, economic, and aesthetic values, which can be additional points in design that are not found in new building designs.
EKSPLORASI LIMBAH MARMER TULUNGAGUNG SEBAGAI BAHAN BAKU PRODUK DEKORASI INTERIOR Prasetyo, Yusro Defri; Nugraha, Adhi
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.008

Abstract

Marble is a superior natural resource in Tulungagung Regency, which is utilized for various types of crafts and building construction materials. Apart from all its benefits, marble processing also leaves waste that has an impact on the marble industry and the surrounding community. Marble shards, gravel, and powder are residues from marble waste. The purpose of this study is to create products made from marble waste to optimize material supplies. The design of this product can not only meet the demands of the community for environmentally friendly products but will also indirectly impact the sustainability of the marble industry in Tulungagung. By using a qualitative approach, this study uses design development and material exploration methods, all of which aim to make marble waste a raw material for product design. Through the experimental method applied to explore marble waste, its potential has been revealed as a new alternative for raw materials for making products in the marble industry. The exploration process uses marble waste, namely marble shards, gravel, and powder that have been sorted and other supporting materials such as water and white cement, to obtain the ideal formula in terms of strength, aesthetics, and ease of production. Challenges such as inconsistent material textures, varying hardening times also arise during the process, but instead open up opportunities for innovation in design approaches and production techniques. This research attempts to reduce waste while utilizing the unique characteristics of various types and proportions of marble waste. This collaborative effort with local craftsmen has resulted in interior decoration products, adding value to marble waste, strengthening the local economy, and maintaining the sustainability of the marble industry in Tulungagung.
TEKNOLOGI VIRTUAL REALITY: SEBAGAI CARA BARU PRESENTASI PURWARUPA DESAIN INTERIOR Akhmadi, Akhmadi; Ismiranti, Athifa Sri; Adriyanto, Andreas Rio; Febrianta, Mochamad Yudha
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.004

Abstract

Education in the field of design begins with the creation of ideas, thoughts and concepts and ends with the creation of a prototype before being submitted to industry for mass production. The design prototype can be a digital prototype that can be viewed through Virtual Reality (VR) glasses. The urgency of this research is to provide alternative interior design engineering other than using animation and printing technical drawings on drawing paper. The virtual reality method can also provide a more interactive design engineering alternative to see the interior design of a room in more detail in a sense of space experience. This research aims to prove the presence of virtual reality technology as an alternative for creating prototypes from the results of one semester of interior design learning. The research method uses experimental description. Namely, after the screening process for indicators of the sense of space literature, a trial was carried out to measure students' tendencies in assessing their interior design prototypes both before and after using VR technology. The results show findings about how to create virtual reality technology from students' interior design final project. The description of the preference questionnaire also states that they are more likely to agree in experiencing the theory of the sense of immersive space when using VR.
PERANCANGAN BRANDING MEDIA PROMOSI FASHION TRADISIONAL-MODERN (Studi Kasus : Wenny Chang) Hubert, Hubert; Yonatia, Jessica; Susanti, Elizabeth
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.009

Abstract

The development of the fashion industry in Indonesia has provided interesting opportunities for designers to combine modern designs with traditional elements that can help preserve local culture. This research aims to design a promotion strategy for Wenny Chang, a fashion designer who is well-known for her work in major cities in Indonesia. Wenny Chang's distinctive feature is her use of traditional Indonesian fabrics harmoniously combined with other materials, with a modern touch. Each of Wenny Chang's works has a unique and beautiful traditional-modern characteristic. This research will use a qualitative approach with a case study method to study every small detail of Wenny Chang's work, resulting in integrated data. The research will also produce a promotional media design strategy tailored to the needs and characteristics of Wenny Chang and potential consumer preferences. The results of Wenny Chang's promotional media designs include: brand identity, business suite, souvenirs, fashion photography, and fashion videography. This research aims to contribute to the domestic fashion industry practitioners in strengthening their brand through the selection of appropriate promotional media, expanding markets, and increasing public appreciation for traditional Indonesian fabrics.

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