cover
Contact Name
Yahya Dewanto
Contact Email
dewanto.yahya@trisaktimultimedia.ac.id
Phone
+6281222525237
Journal Mail Official
dewanto.yahya@trisaktimultimedia.ac.id
Editorial Address
Kampus C Trisakti, Jl. Jend. A Yani (H.Ten) Kav 85, Rawasari, Jakarta Timur 13210
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
Magenta
ISSN : 25488953     EISSN : 2598313X     DOI : 10.61344
Core Subject : Education, Art,
MAGENTA bertujuan untuk menyebarluaskan hasil penelitian, pengkajian, dan pengembangan bidang komunikasi visual dan teknologi grafika, khususnya bidang Web Design, Illustrator, Graphic House Entrepreneur, 3D Artist, Motion Graphic, Video Maker, Film Production, serta bidang Printing Design, Production Management, Planning Production Control dan Quality Control pada industri grafika. Artikel yang dipublikasi dalam MAGENTA dapat berupa Artikel Penelitian maupun Artikel Konseptual (non-penelitian).
Articles 106 Documents
Kajian Kemasan Tape Ketan sebagai Identitas Khas Kuningan Jawa Barat: Studi Kasus: Merek Harum Sari Rukiah, Yayah
Magenta | Official Journal STMK Trisakti Vol. 2 No. 02 (2018): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v2i02.37

Abstract

MEA (ASEAN Economic Community) entered into Indonesia in 2016. One of the industries that is the pillar of the populist economy is UMKM industry. This industry goes into culinary Enterprises. Culinary business that enter into the group of SMEs among them is Tape Ketan Business which is generally produced by home industry. This research method is a critical study on the circulation of design work in the form of packaging design and plastic content of glutinous tape product typical of Kuningan brand Harum Sari. Typical glutinous tape is packed in a unique way. Although actually not much different, the uniqueness is there because the tape is packed in a bucket and the content of plastic contained therein endanger health. But the black bucket will not be replaced and still be used because this is typical of typical sticky tape packaging of Kuningan Regency of West Java.
Analisis Semiotika pada Sampul Majalah National Geographic Wulandari, Wulandari
Magenta | Official Journal STMK Trisakti Vol. 2 No. 02 (2018): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v2i02.38

Abstract

Our planet become damaged, every year more garbage we made. Many activist aware us about environment, they do campaign. National Geographic, one of magazine that aware about environment has issues they cover about waste that damaging the Iceland. They represented with digital process into a photo. This time, the photo told to us, that one day our planet really become a plastic. This cover has bring pro and contra, because the idea same with the campaign of Tesco eco bag. The idea has rebuild, this is what we called imitation. in everything of figure there are two messages, first as denotative and second as connotative. As we know the National Geographis bring us about that messages to people, that environment very important.
Fenomena Cyber Public Relations pada Lembaga Pemerintah Non Kementerian: (Studi kasus Aktivitas Cyber Public Relations pada Badan Pengkajian dan Penerapan Teknologi/ BPPT) Ariyanti, Dian Metha
Magenta | Official Journal STMK Trisakti Vol. 2 No. 02 (2018): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v2i02.40

Abstract

The phenomenon of Cyber Public Relations in Non-Ministerial Governance Institutions is an interesting thing to be studied. This study raises case studies at one of these institutions, the Agency for the Assessment and Application of Technologies (BPPT), which was awarded as Top IT Institution in 2017. The purpose of this research is to see how far the IT-based institutions perform Cyber Public Relations activities to publish performance and enhance corporate image in the eyes of the public. This research uses qualitative research approach and descriptive research type. Data collection was obtained through observation, interview, and documentation. The findings of research that the dissemination of information conducted public relations BPPT has been using Internet-based media such as websites and utilize social media such as twitter, facebook, instagram, and youtube to publicize. Despite having many advantages, Cyber Public Relations activity is still constrained internet access problems, human resources and also bureaucratic policy.
Analisa Logo Uma Art Space melalui Pendekatan Teori Semiotika Roland Barthes Hasian, Irene; Fajri, Akbar Kukuh
Magenta | Official Journal STMK Trisakti Vol. 2 No. 02 (2018): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v2i02.41

Abstract

The development of the world very rapidly, it can be seen from the technology, at this time we are very easy to access the internet, and get stuff we want, even not only from the side of technology that can be considered, from the side of creativity we can certainly see also rapid development. UMA Art Space is a company that became a receptacle engaged in art and creativity, particularly painting devoted to self-improvement of young artists in Indonesia, through the works. Myth or mite is part of semiotics Roland Barthes, the myth is a thing that can be believed but could not be proved. In the process of preparing a qualitative descriptive method using writing outlining the results of the research on logo Uma Art Space, which proves the meaning, and the values contained in the logo, using the approach to the theory of semiotics Roland Barthes. The results of the analysis in the logo Uma Art Space, the logo is owned by Uma Art Space already has criteria as a good logo, representing the company’s vision and mission, and has a meaning that is directly related to the company or the owner of the company.
Perancangan Promosi Wisata Pendakian Gunung Merbabu melalui Desa Cuntel Dawami, Angga Kusuma
Magenta | Official Journal STMK Trisakti Vol. 3 No. 01 (2019): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v3i01.42

Abstract

Mountaineering travel more year more and more in demand by the public, especially the younger generation. The emergence of climbing themed films, is a bit much affect the interest of people to climb the mountain. Almost the entire mountain can be climbed by hikers, generally increases when the climbing season, including Merbabu. There are five hiking trail that can be an alternative to reach the summit of Mount Merbabu. One of them is the Cuntel village is a village that has a gate official ascent of Mount Merbabu National Park (TNGMb). This paper is a design of a climbing lane exposure in order to increase the potential for tourism in the village Cuntel climbing lane. The result of this design has been used by the manager of the Post Ascent, Ascent village to help promote Cuntel in the tourism sector. ABSTRAK Wisata pendakian gunung semakin tahun semakin banyak diminati oleh masyarakat, terutama generasi muda. Munculnya film-film bertema pendakian, juga sedikit banyak mempengaruhi minat orang untuk mendaki gunung. Hampir seluruh gunung-gunung yang bisa didaki oleh pendaki, umumnya meningkat saat musim pendakian, termasuk juga Merbabu. Terdapat lima jalur pendakian yang dapat menjadi alternatif untuk mencapai puncak Gunung Merbabu. Salah satunya adalah Desa Cuntel yang merupakan salah satu desa yang memiliki gerbang pendakian resmi dari Taman Nasional Gunung Merbabu (TNGMb). Tulisan ini merupakan paparan perancangan jalur pendakian guna meningkatkan potensi wisata di jalur pendakian Desa Cuntel. Hasil perancangan ini telah digunakan oleh pengelola Pos Pendakian, untuk membantu mempromosikan Pendakian Desa Cuntel dalam sektor pariwisatanya.
Penerapan Metode Role Play Storytelling dengan Menggunakan Media Poster Pada Kemampuan Berbahasa Inggris Mahasiswa Desain Komunikasi Visual Yohana, Fenti Mariska; Pratiwi, Heppy Atma; Susanti, Khikmah
Magenta | Official Journal STMK Trisakti Vol. 3 No. 01 (2019): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v3i01.43

Abstract

Role play storytelling method is a method to mastery the lesson of studying with how to gaining your imagination and appreciation that do by the act as a living figures or inanimated objects. The students of SMPN 1 Bojonggede has learn in English langunge by this method and using the poster as a media to storytelling, because the media that they use is interesting, colorful, and by the figures, so the students can raise their imagination by this poster. Poster is a strong combination of design, blending color, and the intention to capture the attention for those who see it. In this globalization era, teachers must be creative to do teaching and learning activities, by this method learning activities are going to interesting. ABSTRAK Metode role play storytelling adalah suatu cara penguasaan bahan-bahan pelajaran melalui pengembangan imajinasi dan penghayatan yang dilakukan siswa dengan memerankannya sebagai tokoh hidup atau benda mati. Para siswa SMPN 1 Bojonggede lebih mudah bercerita berbahasa Inggris dengan menggunakan media Poster, karena media yang digunakan menarik, berwarna, dan dengan gambar sehingga siswa mampu bermain dengan imajinasinya melalui media tersebut. Poster merupakan kombinasi yang kuat antara rancangan, paduan warna, pesan yang terkandung, serta maksud untuk menangkap perhatian orang yang melihatnya. Era globalisasi saat ini mengharuskan pengajar lebih kreatif dalam kegiatan belajar mengajar, karena dengan metode tersebut di harapkan kegiatan pembelajaran bermakna dan menyenangkan serta tidak membosankan, dengan metode dan penggunaan media tersebut diharapkan kemampuan bahasa anak tercapai dengan baik.
Analisis Media Kampanye Branding Augmented Reality di Museum Menggunakan Teori Desain Komunikasi Visual: Studi Kasus: Museum Perumusan Naskah Proklamasi Hasian, Irene; Rinaldo, Bryan
Magenta | Official Journal STMK Trisakti Vol. 3 No. 01 (2019): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v3i01.44

Abstract

The research was conducted on the object of research, namely the design of augmented reality branding campaign media Museum of Proclamation Manuscript Formulation during the months of January - July 2018. The object of research was in the form of standing posters, mini posters and augmented reality content. Object analysis is done by describing in theory Visual Communication Design, Communication, Campaign, Branding, Promotion, Multimedia, Augmented Reality and Museum. Meanwhile, the design elements described in the form of illustrations, shapes, layouts, colors, typography, with additional duration and audio. In the presentation, the media branding augmented reality campaign has several constituent elements that always appear in every content, including the Digital Museum logo. ABSTRAK Penelitian dilakukan terhadap objek penelitian yaitu desain media kampanye branding augmented reality Museum Perumusan Naskah Proklamasi selama bulan Januari – Juli 2018. Objek penelitian berupa standing poster, mini poster dan konten augmented reality. Analisa objek dilakukan dengan menjabarkan secara teori Desain Komunikasi Visual, Komunikasi, Kampanye, Branding, Promosi, Multimedia, Augmented Reality dan Museum. Sementara itu, elemen desain yang dijabarkan berupa ilustrasi, bentuk, layout, warna, tipografi, dengan tambahan durasi dan audio. Dalam penyajiannya, media kampanye branding augmented reality memiliki beberapa elemen penyusun yang selalu muncul pada setiap kontennya, diantaranya logo Museum Digital.
Penerapan Pola Tata Letak (Layout Pattern) pada Wireframing Halaman Situs Web Segara, Adi
Magenta | Official Journal STMK Trisakti Vol. 3 No. 01 (2019): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v3i01.45

Abstract

The wireframing process is a process of placing information structure priorities into a visual composition before the user interface is designed. The placement of priority information into the form of wireframe design sometimes is still less optimal in aesthetics and functions. The application of layout patterns such as Gutenberg patterns, Z-patterns and F-patterns can be applied to the wireframe design to optimally compose the priority of visual content properly. This article shows the two examples of the application of layout patterns on website pages (in the field of travel and online shopping websites) it can be seen the application of these patterns, each of which has different function features and layout patterns will optimize the visual appearance in wireframe design form. ABSTRAK Proses wireframing merupakan sebuah proses penempatan prioritas struktur informasi ke dalam komposisi visual sebelum dilakukan perancangan tampilan pengguna (user interface). Penempatan prioritas informasi ke bentuk susunan desain wireframe terkadang masih kurang optimal secara estetika maupun fungsi. Penerapan pola tata letak (layout pattern) seperti pola Gutenberg, pola-Z dan pola- F dapat diterapkan pada desain wireframe untuk mengkomposisikan secara optimal prioritas konten visual dengan baik. Dari dua contoh penerapan pola tata letak pada halaman situs web (dalam bidang travel dan situs web belanja online) dapat dilihat penerapan pola-pola ini, dimana masing- masing memiliki fungsi fitur-fitur yang berbeda dan pola tata letak akan mengoptimalkan tampilan visual tersebut dalam bentuk desain wireframe.
Maskot Asian Para Games 2018: Identitas dan Aplikasinya Hadiprawiro, Yulianto; Hidayati, Atiek Nur
Magenta | Official Journal STMK Trisakti Vol. 3 No. 01 (2019): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v3i01.46

Abstract

The 2018 Asian Para Games is a continent-level disability sports event that involves many athletes with disabilities in various sectors in the community at large. Indonesia hosted the sporting event for Difabel in 2018. As one of the international sports parties, in 2018, the Asian Para Games issued visual promotions to support the promotion needs of the event. Uniquely, the promotion form of the 2018 Asian Para Games is also supported by mascots and logos that resemble the 2018 Asian Games. Indirectly this supports the visual promotion of the Asian Para Games 2018. Campaign materials that are compatible with diffable entities are also needed as visual markers for a grand event like Asian Para Games 2018. Research discusses campaign material, focusing on mascot and visual production of derivatives from mascot. This aims to see how the 2018 Asian Para Games mascot becomes an important part of the visual promotion that is disseminated to the public. The visual representation that emerges will provide knowledge that in the Asian Para Games program, mascot is needed to support its visual promotion massively. This study found; (1) definition and history of bondol eagle mascot as the mascot of the Asian Para Games 2018; (2) The forms of visual mascot applications that appear have represented the Asian Para Games event, although they have not represented the visuals of Difabel. ABSTRAK Asian Para Games 2018 merupakan ajang olahraga difabel tingkat benua Asia yang melibatkan banyak atlet disabilitas diberbagai sektor di masyarakat secara luas. Indonesia menjadi tuan rumah dalam ajang perhelatan olahraga bagi Difabel pada tahun 2018. Sebagai salah satu pesta olahraga internasional, pada tahun 2018, Asian Para Games mengeluarkan promosi-promosi secara visual guna mendukung kebutuhan promosi terhadap acara tersebut. Uniknya, bentuk promosi Asian Para Games 2018 juga didukung oleh maskot dan logo yang menyerupai Asian Games 2018. Secara tidak langsung hal ini mendukung promosi visual Asian Para Games 2018. Materi kampanye yang sesuai dengan entitas difabel juga dibutuhkan sebagai penanda visual sebuah acara akbar layaknya Asian Para Games 2018. Penelitian membahas tentang materi-materi kampanye, dengan berfokus pada maskot dan produksi visual turunan dari maskot. Hal ini bertujuan untuk melihat bagaimana maskot Asian Para Games 2018 menjadi bagian penting dalam promosi visual yang disebarkan ke masyarakat. Representasi visual yang muncul akan memberikan pengetahuan bahwa dalam acara setingkat Asian Para Games, memang diperlukan maskot untuk mendukung promosi visualnya secara masif. Penelitian ini menemukan; (1) definisi dan sejarah maskot burung elang bondol sebagai maskot Asian Para Games 2018; (2) Bentuk-bentuk aplikasi visual maskot yang muncul sudah merepresentasikan acara Asian Para Games, meskipun belum mewakili visual Difabel.
Analisa Visual Desain Kemasan Lipstik Creamatte Emina Terkait Segmentasi Pasar Gurning, Linda RM; Susilowati, Madalena
Magenta | Official Journal STMK Trisakti Vol. 3 No. 01 (2019): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v3i01.47

Abstract

Packaging has become an important part that should cover the marketing process. Visualization on the packaging can effect conusmers to be able win in battle toface competitor products. Emina is a beauty cosmetic intended fot teenagers. On packaging, Emina’s liptick Creamatte has a different designs on each variant color on lipstick packaging. The methodology in this study used type of research based on qualitative approach. Throught qualitative approaches used to anlyze data from the field and its more in-depth. Result this research will later to know wheter the visual design on tha packaging already according to market segmentation. ABSTRAK Kemasan telah menjadi bagian penting yang harus mencakup proses pemasaran. Visualisasi pada kemasan dapat mempengaruhi konsumen untuk tertarik pada suatu produk yang dilanjutkan dengan tindakan pembelian. Emina merupakan kosmetik kecantikan yang diperuntukkan untuk remaja. Lipstik Creamatte Emina memiliki visual desain yang berbeda dengan yang lainnya. Emina berani berinovasi membuat desain yang berbeda pada setiap varian warna kemasan lipstiknya. Metodologi yang digunakan adalah pendekatan kualitatif. Data dari lapangan di analisa secara medalam. Hasil penelitian untuk mengetahui apakah visual desain pada kemasan sesuai dengan segmentasi pasar.

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