cover
Contact Name
I Putu Udiyana Wasista
Contact Email
udiyanawasista@isi-dps.ac.id
Phone
+6281353266933
Journal Mail Official
jurnalamarasidkvisidenpasar@gmail.com
Editorial Address
Program Studi Desain Komunikasi Visual Fakultas Seni Rupa dan Desain Institut Seni Indonesia Denpasar Phone: +62-361-227316, Fax: +62-361-236100 Jalan Nusa Indah Denpasar Bali, 80235
Location
Kota denpasar,
Bali
INDONESIA
Amarasi : Jurnal Desain Komunikasi Visual
ISSN : -     EISSN : 27220389     DOI : https://doi.org/10.59997/amarasi
Core Subject : Humanities, Art,
Amarasi: Jurnal Desain Komunikasi Visual menyediakan wadah bagi para ilmuwan, akademisi, dan peneliti untuk berbagi pemikiran tentang isu-isu terkini yang terkait dengan semua aspek penelitian dan pengembangan Desain Komunikasi Visual. Lingkup jurnal ini mencakup laporan tentang hasil perancangan atau penciptaan karya seni dalam bentuk karya ilmiah, studi tentang berbagai fenomena seni dan budaya, dengan lingkup studi dalam bidang periklanan, kampanye, desain grafis, multimedia digital, animasi, film, komik, kartun, fotografi, permainan, video, dan film.
Articles 84 Documents
Interactive Media Design with Blelozz Cartoons as an Alternative to Toddler Dependence on Gadgaet at Made Blez Studio Agung Mulyawan, I Dewa Gede; Sudika Negara, I Nengah; Arya Putraka, Agus Ngurah
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 01 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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Abstract

Gadgets are one of the technological developments that are used equally in all age groups, including children under 5 years old. The use of gadgets in toddlers can interfere with the natural development process. The excessive application of gadgets without a portion that is balanced with direct interaction from parents and their environment causes dependence in children which of course affects them physically and psychologically. The descriptive qualitative method was chosen because the process of obtaining data is focused on problems based on facts carried out by observation, interviews, literature and supported by documentation obtained directly in the field. From the observations that have been made with the aforementioned methods, it is found that gadget addiction is caused by a lack of playing facilities and parenting provided by parents, so the design of interactive media is considered appropriate as an alternative to replace toddlers' dependence on gadgets.
Perancangan Konten Media Sosial Sebagai Media Informasi dan Media Promosi di Graha Kita 18 Elyanto, Yefta Novfensia; In Diana Sari, Ni Luh Desi; Larry Julianto, I Nyoman
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 01 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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Abstract

Technology which always growing in the digital era has given people the ability to connect more easily through social media. Social media opens up opportunities for companies to communicate and promote their business through it to other people/audiences. One of the companies in Bali called Graha Kita 18, is a company engaged in home building needs, has utilized social media as their main promotional media to communicate and promote its products and services. The design of social media content at Graha Kita 18 is done through Instagram and Graha Kita 18 has a strategy where social media content is planned and published on a monthly basis. The social media content designed in Graha Kita 18 is based on two pillars of content, which is educational content and product knowledge to achieve audience and potentional customers reach out and awareness of Graha Kita 18 through social media.
Perancangan Buku Cerita Bergambar Tentang Bullying Pada Anak - anak Berjudul Sepeda Tua Dan Semangat Si Made Dengan Teknologi Augmented Reality Kolaborasi Karakter Blelozz di Madeblez Studio Hendra, I Made; Artawan, Cokorda Alit; Negara, I Nengah Sudika
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 01 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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Abstract

Bullying is a negative behavior carried out by a stronger party against a weaker one, using or not using tools, with the aim of causing them to feel pressured, both physically and emotionally (M. Miftahuddin Al Amin, 2018:12). Bullying behavior has become a common occurrence among children, resulting in long-term psychological impacts on individuals. There is a need for a medium that can be used to educate about the effects of bullying and how to cope with it. The illustrated storybook "Old Bike and Si Made's Spirit" addresses this topic to showcase the impact of bullying and how to confront it, based on the author's own experiences as a victim during childhood and adolescence. The story revolves around Made, who comes from an underprivileged family and becomes the subject of ridicule by peers. Despite this, Made competes in a cycling championship, demonstrating his abilities to everyone. The research method used to obtain the necessary data is qualitative research through interviews, participant, observation, documentation, and literature review. The result of this project is an A4-sized illustrated storybook with 15 scenes, incorporating Augmented Reality technology on its cover.  
Perancangan Karakter Female Sci-Fi Dengan Model Visual 3D Dalam Game Eclipse of The Undead Di PT. Miracle Grup Indonesia: Bahasa Indonesia Lee, Evelien; Krisna Ari, Ida Ayu Dwita; Segara Putra, Gede Bayu
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 01 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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Abstract

Several years ago, games were associated with playing outside with friends, going on adventures, and doing physical activities that improved children's motor skills. However, today video games are better known than traditional games, with fun applications that can be played on various devices. The world is developing; 2D visuals are still used with more impressive animations and brilliant colours that are pleasing to the eye, but the new visual form, namely 3D, is no less interesting. Various ideas from digital game producers are expressed in visual form in the form of 2D and 3D, but as time goes by 3D visuals are gaining a wider audience. PT. Miracle Group Indonesia, which was founded in 2014, empowers 3D Artists to design various 3D models with realistic, stylized, and cartoon styles. Currently, PT. Miracle Group Indonesia is in the game development stage, Battle of Guardians which has been launched on the Steam platform on PC. Apart from Battle of Guardians, PT. Miracle Group Indonesia is also in the development stage of various new video games; Eclipse of the Undead is one of them. Eclipse of the Undead is a video game with 3D visuals that takes the player as the main character in a post-pandemic world that has filled the world with zombies and monsters. To increase knowledge in character design with 3D visual models and as proof that Indonesian children can also compete and are indeed capable of creating 3D models/assets like other countries, this writing is expected to provide significant new knowledge.
Peranan Desain Kemasan Produk dalam Meningkatkan Pemasaran Usaha Mikro Kecil Menengah (UMKM) pada Program Bedah Desain Kemasan 2023 - Batch 14, Semarang (Bedakan) Moersid, Rambo; Faiz, Ahmad
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 01 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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Abstract

The Ministry of Tourism and Creative Economy/Baparekraf is working to provide economic opportunities for 25 creative economy actors. As a part of this effort, the Visual Communication Design Study Program Association (Asprodi) is facilitating an activity that involves its lecturers and students to help strengthen UMKM products, particularly in terms of packaging design. The goal is to find solutions to the packaging-related problems faced by business actors through the study of Visual Communication Design. The method used to achieve this is descriptive qualitative research, which includes data collection through direct discussions with representatives of the Ministry of Tourism and Creative Economy, Asprodi DKV, and related UMKM entrepreneurs. The researchers then created label and initial packaging designs before finalizing the packaging design. As a result of this research, a new label and packaging design for “Sambal Kehidupan” was created.  
Pengolahan Limbah Gawai Menjadi Produk Dengan Nilai Sentimental Dalam Pendirian Usaha Rintisan Bingkai Jadoel Project Pradnya Ananda, I Made Mardawa; Swandi, I Wayan; Bagus udayana, Anak Agung Gde
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 01 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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Abstract

With the rapid development and innovation in the world of Indonesian gadgets, manufacturers are starting to present a selection of cheap gadgets with modern specifications that can easily attract consumers' attention in Indonesia. However, this is often a reason for consumers to replace their devices when the latest variant is released to the public, either because they feel bored or the device they are using is old/outdated, or because the cheap price means the device cannot last long. This creates quite a serious problem because only a small portion of old gadgets can be reused and most of these gadgets end up as waste which can be dangerous to health because of the chemicals contained in the waste gadgets. However, the problem of gadget waste also presents several business opportunities, especially for those who pursue business in the creative industry. One form of product produced from processing this waste is the Teardown Frame. How this type of product can become a business opportunity in building a start-up business is the main priority of this research, a qualitative approach method is used to collect the necessary data and information, through Observation, Literature, Interviews, and Participants which helps the author in determining what business model is appropriate for this business as well as the production flow of the Teardown Frame product. Through this approach method, it can be concluded that this type of business has a fairly narrow market segment with a focus on the group/community of old-school goods enthusiasts as the main market segment, where the main quality offered is the nostalgic feeling of the product.
EKSPLORASI RIGGING PADA KARAKTER 3D AMICO Wijaya, Wisnu; Ramadhani, Nugrahardi
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 02 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

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Abstract

A spherical robot named Amico serves as the mascot for the 63rd anniversary celebration of ITS. Amico's design as a sphere embodies a concept of greater flexibility compared to other geometric objects, representing high mobility. The challenge lies in configuring the rigging of the spherical object to move in all directions (X, Y, and Z axes) without distorting the three-dimensional model. The method used involves experimentation with adding parameter properties to selected bones. The complexity of rigging varies according to specific needs of each 3D character. To avoid gimbal lock, where two rotational axes become aligned, complicating rotation for animators, particularly for ball-based 3D characters, multiple layers of bone hierarchy are used. Creating multiple layers of hierarchical control helps reduce the likelihood of gimbal lock. Parameter properties offer more control options for 3D objects. In terms of time efficiency, these parameters automate certain aspects of animation, such as scale changes and geometric shape alterations, regardless of the object's movement and rotation. These changes make the visualization of 3D objects appear more dynamic by adhering to animation principles such as stretch and squash. Simply put, parameter properties serve as centralized controls, allowing animators to manage and coordinate multiple elements from a single point (parameter properties), thus making control management and coordination more efficient.
APLIKASI UNSUR BUDAYA BETAWI SEBAGAI HIASAN RUANGAN Thufail; Nitiyoga, Rio Yohanes; Cikal Haekal, Muhammad
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 02 (2024): Amarasi: Jurnal Desain Komunikasi Visual
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Abstract

The shape of the Betawi traditional house as a cultural heritage is very inspiring for packaging designers to make it into a Public Relations (PR) Package. Along with the times, people in the Jakarta area are increasingly starting to abandon the traditional Betawi house form and prefer to build houses with a more modern and minimalist theme or start living in apartments. For this reason, packaging designers were inspired to create a PR Package by taking the shape and structure of the Betawi traditional house, and then from a visual perspective. PR Package is always used for promotional and marketing purposes, therefore the main focus of this research is to explore what characteristics exist in Betawi traditional houses which later the results of the identification will be used as inspiration in making PR Package designs. The method of data collection is done by exploration and direct observation of the elements that exist in Betawi culture. After the findings are obtained, this research is expected to contribute to further developments in the domain of PR Package design and interior design, as well as provide new insights into the importance of making creative and inspiring PR Package designs as one of the media in preserving culture in Indonesia and at the same time as a way to promote local culture and products to foreign countries.
Pembuatan Asset Creation Untuk Content Instagram Pixli Studio Candra Paramita, Luh Putu Diah; Ngurah Wirawan, I Gusti; Rini Astuti, Ni Ketut
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 02 (2024): Amarasi: Jurnal Desain Komunikasi Visual
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Abstract

This article discusses the author's experience during an internship at Pixli Studio, a company in the creative industry specializing in animation, illustration, and graphic design. The internship, which took place from February 19 to June 17, 2024, aimed to deepen understanding and practical skills in asset creation for Instagram content. The asset creation process includes several stages: sketching, outlining, and coloring, all done using Clip Studio Paint software. Pixli Studio, founded in 2021 by I Gede William Sedana Putra, offers various creative services including animation, story and visual development, and graphic design. During the internship, the author was directly involved in the creation of visual assets such as characters and backgrounds, designed for promotional content on the studio's Instagram. The methods used in the internship included observation, interviews, and documentation. Observations were made through direct monitoring at the studio, interviews with the CEO and team, and documentation of the work process as reference material. The outcome of the internship was various visual assets used for promotional content on Pixli Studio's Instagram, which underwent periodic evaluation to ensure quality and alignment with the studio's branding. This internship experience provided the author with significant insights and practical skills in the field of visual communication design, particularly in asset creation and creative studio management. Additionally, the internship strengthened the collaboration between academia and the creative industry, benefiting students, universities, and industry partners.
PERANCANGAN IDENTITAS VISUAL PADA EVENT KEEP ON STAGE DI PREGINA SHOWBIZ BALI Pranawa, I.G.A.Ngurah Bagus Rama; Nuriarta, I Wayan; Swandi, I Wayan
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 02 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/amarasi.v5i02.3894

Abstract

Keep on Stage is a concept for a music performance event that is designed by Pregina Showbiz Bali with the intent to conserve the spirit to keep doing live performances on a stage. But, the Keep on Stage event does not yet have any visual identity to present itself to the public. Therefore, Keep on Stage needs a visual identity design that is strong so It can be recognized and remembered. This design uses the creation method developed by Hawkins on the book “Creating Through Dance” that is Exploration, Improvisation, and Formation. This design also uses method of collecting data like interview, observation, literature study, and documentation. This design creates brand visual identity like logo and illustration assets that is apllicated on promotion media like Instagram post, Billboard, T-Banner, T- Shirt, and Nametag. The idea of conserving the spirit of music performance that Pregina Showbiz Bali wants to show through Keep on Stage event are presented on the visual identity that have been designed.