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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
User Interface Design Aplikasi Mobile Hola-Hola Muhammad Divo Yursal; Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1600

Abstract

The background for the design of the user interface for the Hola-Hola mobile application is the problems that exist in the Hola-Hola premium gadget accessories business. Namely the limited space for product sales in businesses, which only provide offline services, so marketing is not effective and results in product sales being relatively low. This design uses the "Design Thinking" method with a user-focused approach, as well as "S.W.O.T" as a data analysis method, and uses the elements and principles that exist in U.I. Design and visual communication design in general. This application functions as a forum for conveying information about products and services, and user transactions, as well as a feature called "custom case", which is designing case designs directly through the application. The output of this design is an application prototype, aiming to see the user flow in the application later, as well as supporting media that have their respective functions. From the feasibility tests that have been carried out on several targets, a positive response has been received in terms of interface appearance as well as existing functions and features. Fresh appearance, the message conveyed and the flow is clear. The custom case feature is the main attraction for users, and the placement of sales features needed by Hola-Hola is in one application, so this application is expected as a business strategy for businesses, in increasing and expanding marketing.
Virtual Tour 360 Museum Matrilineal Putri Rahmadhani; San Ahdi
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1603

Abstract

The Matrilineal Museum is a management forum that supports efforts to preserve cultural values ​​related to the matrilineal system in Minangkabau, having its address at Jalan Raya Belimbing, Kuranji Padang. In this problem, museum tourist visits have decreased since 2019. Information about the Matrilineal Museum can be accessed by using posters, the web or simply via the address on Google maps as well as limited print media such as books. The purpose of this design is to increase public interest in visiting the Matrilineal Museum through virtual tour 360 media. At the design stage using the 4D method, Define, Design, Develop, and Disseminate. the analysis used is SWOT analysis. Video Virtual Tour 360 Matrilineal Museum, Center for Preservation of Cultural Values ​​of West Sumatra, will be implemented into supporting media
Analisis Konten Visual Pada Akun Instagram New Normal Burger Bar Ditinjau Dari Teori Retorika Danis Suryadi; Jupriani Jupriani
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1604

Abstract

Visual content is currently being loved by business activists to compete in introducing their business to customers. This has motivated one of the restaurant businesses, namely New Normal Burgerbar, in the city of Padang to make promotional efforts through their Instagram social media in order to attract customers. This proves that visual content is crucial in its application as an information medium. In this regard, a descriptive qualitative research was conducted to analyze how the role of rhetoric (ethos, pathos, and logos) in achieving interesting visual content results can be conveyed effectively.
Lebah Madu Dalam Karya Batik Lukis Dan Sulam Dini Sritika; Eliya Pebriyeni
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1632

Abstract

The purpose of making this final work is to create a work of art of batik painting and embroidery whose idea comes from the life of honey bees that can be exemplified by humans in everyday life. The method of creation in this final work is carried out in stages, starting from the preparatory stage of observing phenomena that occur directly, then elaboration (the stage of exploring), the synthesis stage (the creation of ideas), then the realization of the concept of preparing maps, materials, tools, and the process of working on the work. Finally, the completion or finishing stage of the work. All works use the methods of written batik and embroidery. Each work has a different size, based on the theme of nature conservation with the idea of honey bee life in everyday life with the titles, "Queen Bee", "Fight for Throne", "Metamorphosis", "Building a Hive", "Communication", "Sucking Sari", "Sharing", "Hard Work", "Not Destructive", "Threatened".
Gasiang Tangkurak/Sirompak Sebagai Inspirasi Karya Musik Dalam Seni Pertunjukan Tradisi Minangkabau Muhammad Arianda; Yensharti Yensharti
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1638

Abstract

This study aims to find sirompak music as a traditional Minangkabau music performance that uses gasian tangkorak as inspiration for making works. characteristic and gives rise to cobs/sirompak as the inspiration for saluang music. This type of research is qualitative with descriptive method. The research instrument is the researcher himself and is assisted by supporting instruments such as stationery and cameras. Data collection techniques were carried out by literature study, observation, interviews and documentation. Data analysis techniques are carried out by collecting data, describing data and concluding data. Based on the results of the study, it was shown that the traditional sirompak art which contained magical elements was still displayed in public places and with the same intent and purpose during the Animist era, it would cause disunity against families or neighbors, because of their intentions. and sirompak's aim was not good at that time. . After turning into a traditional art, there are elements of lyrical music and dance in this sirompak art, and the role of gasiang skulls in sirompak music is very influential in it because the hallmark of sirompak music itself is a top made of a human head skeleton. , but now the top has been replaced with the top made of coconut shells which are shaped in such a way as to be similar to the original.
Kehidupan di Tepi Sungai Batang Arau dalam Karya Seni Grafis Rezki Pratama; Yofita Sandra
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1646

Abstract

The purpose of the creation of this work is as social criticism and conveying messages about river pollution behavior that occurs in the Batang Arau river in Padang city by visualizing the impact of river pollution on humans. which is poured into graphic artworks. The creation of the work uses the art consortium method with five stages, namely, the preparation stage (observation and exploration), the elaboration stage (searching and collecting references), the synthesis stage (application of main ideas), the realization of concepts (making works), and the completion stage (artist report and final work exhibition).So that the realization of ten works that the author made with the theme of the impact of river pollution, the resulting works are 10 works with a size of 55 x 40 cm with titles including: Hal Baik yang Terganggu, Blind, Seiring Sejalan, Tanpa Sadar, Ingin Tapi Tak Bisa, Malam yang Sulit, Dimatanya, Meniru, Luapan, Dari dan untuk diri sendiri.
Gitar Dalam Karya Digital Painting Heru Syahputra; Syafei Syafei
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1657

Abstract

This work aims to visualize the problems of adolescents experienced by the author through the image of a guitar which is used as a metaphor in digital painting works. The hope of this work is to improve the messages contained, to be able to inspire and provide support to teenagers who find it difficult to deal with problems. With this work, the author seeks to raise awareness of the importance of mutual understanding and provide space to talk about sensitive issues in the youth environment. The method of creating this work follows five stages, namely: preparation, in which the author makes observations and explorations to find inspiration. Then, at the elaboration stage, relevant references are collected and searched. The third stage, synthesis, involves applying the ideas and main ideas that have been generated. Furthermore, at the concept realization stage, the final work is made based on the previously designed concept. Finally, at the completion stage, the work is exhibited and a report is created covering the entire process from start to finish. In creating works, the author uses the Krita application as a technique in making digital painting works. Each work features a guitar object consisting of 10 works with the titles, "Break up", "Abandoned", "Stuck", "Confused", Depression", "Social Media", "Frenzy", Academic", "Bully", and “trapped”
Analisis Teknik Vokal Onang Onang Dalam Ende Gordang Sambilan Pada Grup Kumala Huta Siantar Panyabungan Kabupaten Mandailing Natal Umar Umar; Murniati Murniati; Sastra Sastra
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1666

Abstract

This study examines the Onang onang Vocal Technique Analysis in Ende Gordang Sambilan in the Kumala Huta Siantar Panyabungan group, Mandailing Natal Regency. The purpose of this study was to determine the vocal techniques of onang onang by parende/group singers, using qualitative methods through a descriptive analysis approach. Using musicology theory, supported by vocal techniques in western music science. Data collection techniques through field observa-tions, interviews, and documentation. The application of vocal techniques seen from the posture in a standing position, dominant articulation using the letters A and O, breathing through chest breathing in medium and low tones and abdominal breathing at the beginning of high-pitched lyrics, onang onang intonation according to the original melody, head resonance and a distinc-tive nose, improvisation with the addition of ornaments in some of the lyrics, vibrato at the end of the lyrics, the spontaneity of the vocal lyrics in relation to the dialect of everyday language, and the miking technique by holding the mic with two hands. In terms of vocal techniques in western music, parende's vocal techniques cannot be forced. Onang onang as a traditional musical art, and has its own characteristics.
Desain Interior Perpustakaan Fakultas Bahasa Dan Seni Universitas Negeri Padang Dengan Konsep Minimalis Beni Chandra; Heldi Heldi
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): 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.v2i2.1672

Abstract

The low interest in reading has hampered intellectual abilities in society, especially students, so that libraries are required to be able to keep up with the pace of development of the times with services and infrastructure that meet the needs of space users, but the FBS UNP library has not been optimal in terms of interior design standards. Student complaints such as unstable air circulation, lack of reading space, and incomplete facilities have caused inconvenience, so an interior design of the FBS UNP Library was held with a minimalist concept. The purpose of interior design is to design a library layout that is representative and in accordance with interior design standards in order to create a sense of security and comfort for visitors while in the room. The interior design of the FBS UNP Library refers to the application of library interior design standards in the form of space, variety, hierarchy, lighting, personal areas, and comfort. The design method uses the 4D design method, namely Define (Defining) Design (Design), Develop (Development) and Dissaminate (Dissemination). Data collection is done by way of interviews, observation and documentation. Works are presented in the form of an Artwork Report with the main works being Presentation Mockups, Animation Videos and Presentation Posters.
Perancangan Karakter Personifikasi Mandau Uyau Man Kan Berbasis Budaya Dayak Kalimantan Timur Ajeng Tita Negoro; Riri Irma Suryani; Nurhadi Nurhadi
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 1 (2023): April : 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.v2i1.1766

Abstract

This project focuses on the significant role of the gaming industry as an agent for spreading popular culture and global lifestyle from various countries, as well as its potential impact on local culture. Especially in the Indonesian market, the penetration of foreign cultures through digital platforms has become a phenomenon that has an impact on local cultural identity. However, as a successful example, Japan in promoting its traditional culture through media such as games, anime, and other products, provides inspiration for an approach that has the potential to strengthen the sustainability of local culture. This design aims to explain how character design in the game industry can be adopted as a tool to introduce and describe cultural values, myths, and philosophies of the East Kalimantan Dayak tribe. This approach will involve developing character designs that take references from the traditions and local wisdom of the Dayak tribe. The design will be a means of providing a unique and engaging visual experience, while simultaneously responding to concerns about the preservation of traditional culture. The methodology used in this research is a design thinking approach with a 5W+1H analysis approach. These design steps would result in a character called "Uyau Man Kan," which has its roots in the traditional folklore of the Dayak people of East Kalimantan. This character is not only a visual manifestation of the culture, but also a bridge for a deeper understanding of the cultural heritage of the Dayak tribe.

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