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Contact Name
Ahmad Ashifuddin Aqham
Contact Email
ahmad.ashifuddin@gmail.com
Phone
+6285726460045
Journal Mail Official
suwandi@prin.or.id
Editorial Address
PUSAT RISET DAN INOVASI NASIONAL UNIVERSITAS SAINS DAN TEKNOLOGI KOMPUTER Alamat: Jl. Majapahit No.304, Palebon, Kec. Pedurungan, Kota Semarang, Jawa Tengah 50199
Location
Kota semarang,
Jawa tengah
INDONESIA
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM)
ISSN : 28290283     EISSN : 28290186     DOI : 10.55606
Core Subject : Art,
Sub Rumpun ILMU SENI PERTUNJUKAN 1 Senitari 2 Seni Teater 3 Seni Pedalangan 4 Seni Musik 5 Seni Karawitan 6 Seni Pertunjukkan Lainnya yang Belum Disebut Sub Rumpun ILMU KESENIAN 1 Penciptaan Seni 2 Etnomusikologi 3 Antropologi Tari 4 Seni Rupa Murni (seni lukis) 5 Seni Patung 6 Seni Grafis 7 Seni Intermedia 8 Bidang Ilmu Kesenian Lain Yang Belum Tercantum Sub Rumpun ILMU SENI KRIYA 1 Kriya Patung 2 Kriya Kayu 3 Kriya Kulit 4 Kriya Keramik 5 Kriya Tekstil 6 Kriya Logam (dan Logam Mulia/Perhiasan) 7 Bidang Seni Kriya Lain Yang Belum Tercantum
Articles 156 Documents
PENGEMBANGAN MEJA LIPAT BELAJAR MULTIFUNGSI MENGGUNAKAN METODE QUALITY FUNCTION DEVELOPMENT (QFD) Zainudin, Muhamad; Kusaeri, Didi; Susanti, Susi
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.144 KB) | DOI: 10.55606/jurrsendem.v1i1.188

Abstract

Study table is one of the supporting learning activities but the current study table design is not in accordance with consumer needs, especially for children. The development of this study table product is expected to answer the needs of custumers or consumers and produce an ergonomic study table. This multifunctional learning folding table product uses the parameter measurement of the Quality Function Deployment (QFD). The result obtained based on the customer show that there are 7 attributes (customer requitment) and 4 technical parameters ( technical response). In this regard, the product development of a multifuntional folding study table uses the Quality Function Deployment (QFD) method using teak wood. This table also has several features, namely a reading light feature, a glass holder, a storange feature, equipped with a simple design, attaractive practical colors and ideal dimensions so as to increase comfort inusing the folding study table product.
PENGEMBANGAN KARAKTER MOBILE GAME PERANG PUPUTAN KLUNGKUNG Putra, Putu Satria Udyana; Efendi, Mochamad Arman; Putu Wirayudi Aditama; Dwi Novitasari; I Nyoman Anom Fajaraditya Setiawan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (837.251 KB) | DOI: 10.55606/jurrsendem.v1i1.199

Abstract

Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.
PEMANFAATAN SENI KERAJINAN TANGAN MAKRAME UNTUK DEKORASI RUANGAN DENGAN KONSEP ART DECO Juli Atika; Laras Purwanti
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (330.087 KB) | DOI: 10.55606/jurrsendem.v1i1.226

Abstract

In this era of globalization, many people, especially young people, are very fond of various kinds of beauty decorations for residential. After seeing this situation through social media, there are many business opportunities in this field. With that the author has an idea where a textile craft is an item that is easy to process and is in great demand by connoisseurs of decoration design. With an aesthetic and contemporary style, macrame craft is also a necessity for millennials to make room, living room and other decorations that look good and look aesthetic. There are many factors that need to be considered and maintained, the most important factors being in terms of technique and design, so that the macramé made looks more beautiful and becomes an attraction for art connoisseurs and buyers of the macramé. Where the author uses the concept of Art deco style as the initial goal to decorate the room.
KAJIAN SEMIOTIKA PADA IKLAN TELEVISI PRODUK COCA-COLA VERSI “KABAYAN” Gilang Ramadhan; Luqman Wahyudi; Agatha Dinarah Sri
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (492.542 KB) | DOI: 10.55606/jurrsendem.v1i1.326

Abstract

Mempertahankan kualitas sebuah brand adalah hal yang mutlak dilakukan oleh perusahaan penyedia barang/jasa. Di era konsumerisme seperti saat ini, peluncuran sebuah produk tidak dapat lagi berdiri sendiri. Sebuah brand tidak akan bertahan lama jika tidak didukung oleh produksi tontonan yang menyertainya. Iklan televisi lebih lanjut berperan sebagai arena komodifikasi, dimana pesan iklan bukan lagi sekadar menawarkan barang dan jasa, melainkan juga menjadi semacam alat untuk menanamkan makna simbolik. Dalam hal ini iklan televisi Coca-Cola menampilkan penanda yang dapat dibaca dengan perspektif semiotika sebagai berikut: Produk global tidak lagi hanya dipandang sebagai komoditas luar yang memiliki sekat, tetapi sudah menjadi bagian dari kebutuhan sehari-hari dalam masyarakat umum dengan makna dan citra yang sesuai dengan karakternya.
STRATEGI VISUAL KEMASAN MARKET LEADER MIE INSTAN DI INDONESIA Robert Hendra Yudianto; Adnan Setyoko
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.323 KB) | DOI: 10.55606/jurrsendem.v1i1.343

Abstract

Packaging has multiple roles that greatly affect the target audience and even the target market. Not only does it play a role in protecting or facilitating distribution, far from that, packaging can communicate many aspects at the same time even in the absence of sales. Packaging deserves special attention and is done optimally as an effective communication medium. This study tries to describe the visual strategy on instant noodle packaging which is the market leader in Indonesia, namely Indomie. Indomie As the only brand that is able to dominate 70% of the market compared to its closest competitor, only 16%. Although not the only major factor, there are many interesting things that we can describe from the visual strategy that has been implemented by Indomie producers in competing with similar products. This research was conducted using descriptive qualitative methods to determine the visual strategy by outlining the graphic elements of the packaging. The results of this study indicate that a strong visual identity is able to influence consumers to more quickly recognize their products and at the same time conduct persuasion to choose their products in the ranks of other similar products.
ANALISIS MODEL BUDAYA PADA FILM DOKUMENTER KAMPOENG KUNYIT SUTRADARA DWI CHITA SUCI MELALUI MISE EN SCENE Dani Manesah; Aji Purnomo
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 2 (2022): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (662.151 KB) | DOI: 10.55606/jurrsendem.v1i2.369

Abstract

Judul penelitian ini adalah Analisis Model Budaya Pada Film Dokumenter Kampoeng Kunyit Sutradara Dwi Chita Suci. Film adalah suatu bentuk seni yang mengandung informasi dan hiburan Ini berisi representasi atau makna dari apa yang ditampilkan. Penelitian ini bertujuan untuk merepresentasikan atau memaknai budaya lokal Melayu yang terdapat pada film Kampoeng Kunyit melalui mise en scene yang menampilkan budaya Melayu. Jenis pendekatan penelitian yang penulis gunakan dalam penelitian ini adalah metode kualitatif dan menggunakan analisis isi berdasarkan model budaya Edgar H. Schein. Edgar H. Schein membagi model budaya ini menjadi dua kategori, seperti Budaya Benda dan budaya bukanlah benda. Sementara hasil penelitian ini menunjukkan adanya bahwa pada film documenter Kampong Kunyit Sutradara Dwi Chita Suci ditemukan adanya representasi dua tanda kebudayaan antara lain: (a) budaya dan seni (b) bahasa (c) kekayaan budaya yang terdiri dari makanan Minuman lokal (papeda dan sopi) dan budaya tak berwujud, yaitu: (a)kepercayaan/ritual tradisional (b) hubungan pribadi.
PERANCANGAN IKLAN LAYANAN MASYARAKAT PEMBUATAN MEDIA TANAM DENGAN MEMANFAATKAN BARANG-BARANG BEKAS Suprianingsih Suprianingsih; Desipriani Desipriani
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 2 (2022): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (481.575 KB) | DOI: 10.55606/jurrsendem.v1i2.402

Abstract

Public service advertisement is an extension or socialization made to provide information or education to the public about something that is beneficial to the community, both financially and non-financially. Planting media is a container or place to grow plants, both flowers, fruits and vegetables. Used goods are items that are no longer used, such as drink bottles, broken buckets and others, used goods are often considered as household waste that will be just thrown away. This public service advertisement is designed to educate the public to be able or willing to manage household waste produced into new goods that have artistic value and selling value.
Penerapan Visual Efek 2D Dalam Produksi Film Animasi 3D “Neos Desert Ambush” Muhammad Rofi’ Nur Assidiqi Haryanto; Charles De Haan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 2 (2022): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1707.813 KB) | DOI: 10.55606/jurrsendem.v1i2.499

Abstract

The main thing that distinguishes between 2D and 3D animation lies in the quality of the resulting display, namely the appearance of 2D animation that seems flat and the appearance of 3D animation that seems more volume. This study aims to manually apply 2D visual effects as an alternative in making an animated visual effect. The process of uniting a 3D animation combined with 2D animation visual effects that are created manually frame by frame and using Clip Paint Studio and Blender software. The results of this study indicate that the application of 2D animation visual effects in 3D animation is able to display a visual style that resembles 2D animation and does not require computer engine performance that is too heavy, rather than using 3D simulation methods or 3D procedural which requires strong computer resources. It is good to use in making a 3D animation with a visual style of 2D animation.
PERAN ANALISIS SEMIOTIK DALAM FILM THE SOCIAL DILEMMA DALAM TEORI “CMC” COMPUTER MEDIATED COMMUNICATION Novan Andrianto; Hasan Ismail
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 2 (2022): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (913.995 KB) | DOI: 10.55606/jurrsendem.v1i2.547

Abstract

The Social Dilemma is a documentary film that premiered on September 9, 2020. Directed by Jeff Orlowski, the documentary film The Social Dilemma tells about the negative impact of using social media on society. The purpose of this study is to get an overview of the guide in the film The Social Dilemma. The method used in this study is qualitative, namely analyzing the signs in the film using Charles Sanders Pierce's semiotic theory and Computer-Mediated Communication. The results of the study illustrate that The Social Dilemma contains many signs in it. Every scene in the film successfully explains how social media can have a negative impactif used excessively. With an analysis carried out using Charles Sanders Pierce's semiotic theory and Computer-Mediated Communication, the film The Social Dilemma is considered to have been well-packaged.
Desain Interior Mempengaruhi Minat Pengunjung Restoran Sajian Bhinneka Di Medan Rani Hermita; Mislida Murti
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 2 (2022): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v1i2.700

Abstract

The restaurant is the most visited place both for meeting friends orfor gathering with family to eat together. So we need a unique interior design to attract visitors. Taking into account the modern layout and interior so as to make visitors more comfortable to relax. The attractiveness of a restaurant can be made in various ways, such as a very unique and attractive interior or exterior design. The purpose of this research is to analyze the influence of interior design on the interest of restaurant visitors. Sampling in this study using simple random sampling technique. Sample random sampling is a technique where sampling is carried out directly at the place to be sampled. An example in this study is the 100 responses that were visitors to a multi-ethnic restaurant in Medan. The technique used in this study uses data analysis techniques to test the validity, reliability and regression tests to test the effect of independent variables on the dependent. Based on the results obtained from an analysis of the positive influence between interior design and the interest of visitors to a diverse serving restaurant in Medan, the better and more attractive the interior design used, the increasing number of visitors coming to a diversity serving restaurant in Medan

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