cover
Contact Name
I Putu Udiyana Wasista
Contact Email
udiyanawasista85@gmail.com
Phone
+6287861236918
Journal Mail Official
jadam.sidyanusa@gmail.com
Editorial Address
Jl.Gunung Cemara No.46, Sapta Bumi, Kelurahan/Desa Tegal Harum, Kecamatan Denpasar Barat, Kota Denpasar, Provinsi Bali.
Location
Kota denpasar,
Bali
INDONESIA
Journal of Aesthetics, Design, and Art Management
ISSN : 28084985     EISSN : 28084993     DOI : https://doi.org/10.58982/jadam
Core Subject : Humanities, Art,
The Journal of Aesthetics, Design, and Art Management, established in 2021 under the auspices of the Sinergi Widya Nusantara Foundation, maintains a biannual publication cadence. This scholarly endeavour is dedicated to exploring and disseminating research findings at the intersection of aesthetics, design, and art management. With a primary aim of advancing knowledge in these interconnected disciplines, the journal is a pivotal platform for exchanging innovative ideas, theoretical frameworks, and practical insights. By fostering a dynamic dialogue among scholars, practitioners, and enthusiasts, it seeks to deepen our understanding of the intricacies inherent in artistic and design processes and catalyze meaningful contributions to their theoretical foundations and practical applications. In pursuit of these objectives, the Journal of Aesthetics, Design, and Art Management stands as a beacon of intellectual rigour and scholarly excellence, steadfast in its commitment to shaping the discourse and driving forward the ever-evolving landscape of art and design scholarship.
Articles 42 Documents
DIGITAL COMIC CHRONICLE OF CALONARANG BALADEVA BY TANTRAZ COMICS BALI Ida Bagus Kt. Trinawindu
Journal of Aesthetics, Design, and Art Management Vol. 3 No. 2 (2023): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v3i2.557

Abstract

Purpose: This digital comic of Trantraz Comic Studio is attractively packaged, displaying visuals different from other comics in Indonesia and able to provide new nuances in the story's packaging. The visual appearance is more contemporary and modern. Digital comics are digitally based on their delivery to readers. They are paperless in digital form, borderless because they are not limited in size or format and timeless because of their durability across time, which may not be possible in paper media. This research aims to explain and describe the meaning and ideology contained in digital comics by Tantraz Comics Bali. Research methods: An interpretative qualitative method is used in this research, emphasizing the disclosure of process and meaning in order to be able to capture a variety of qualitative information with descriptive clarity for a comprehensive conclusion in an interpretative manner. Findings: Comics have forms and types of stories and elements in comics in detail. Types of comics are educational comics, promotional comics, puppet comics and martial arts comics. In comics, there are themes, narratives, illustrations and character designs made by the demands of the story that reflect the nature and personality of the character. Implications: The ability to perform a work of art greatly influences the ability to digest and understand beauty.
AI ASSISTED FACIAL RECONSTRUCTION OF PANJI’S LOVER CHARACTER IN PENATARAN TEMPLE’S BAS RELIEFS USING SKETCH TO IMAGE METHOD Andito, Tegar
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v4i1.605

Abstract

Purpose: Purpose of this research is to realistically reconstruct face of Panji’s Lover character at 51st panel of Teras Pendopo structure’s bas relief in Penataran Temple complex as guide for concept art creation of Panji’s Lover character. Research methods: This experiment consists of two steps. First is manually drawing a sketch of the character and describing her facial features. The second step is image generation by artificial intellegence employing sketch-to-image method using created sketch as base image and the description as prompt. The used artificial intelligence (AI) program is Stable Diffusion 1.5 with ControlNet add on. The used AI models are Realistic Vision 5.1 and Dreamshaper 8. Findings: Images generated with Realistic Vision 5.1 model are closest to sketch and description of original bas relief. Implications: The results of this experiment can’t be used as final artwork but can be guide for concept art creation for both Candra Kirana and Galuh Ajeng character in any future visual art projects based on Panji Tales stories.
TAJOG RUN GAME VISUAL ASSET DESIGN Yasa, I Wayan Adi Putra; Yasa, Ngakan Putu Dharma
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v4i1.663

Abstract

Purpose : designing character design assets, item, obstacles and background for the development of the Tajog Run game. Research methods : research start from determining the visual style based on the game concept, media and user segmentation. After that, visual study process are collected into a moodboard. After that, brainstorming is carried out to get appropriate visuals in the form of design sketches, then enter the visualization stage using a computer/laptop device. Findings : through the process of visual study, brainstorming, and visualization, suitable design assets were obtained in the form of boy character assets in typical Balinese clothing, item assets in the form of stars, chicken and stone obstacle assets, background assets with a forest environment full of trees. Implications: obtain game visual assets that are suitable for the children's market segmentation
INFORMATION MEDIA PUBLIC SERVICE ADVERTISEMENT ABOUT VCT BASED ON 2D ANIMATION Trisemarawima, I Nyoman Yoga; Prayoga, I Kadek Martha; Jayanegara, I Nyoman; Yasa, I Wayan Adi Putra
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v4i1.664

Abstract

Purpose: to design information media for public service advertisements about the importance of 2D animation-based VCT tests. Research methods: the research was conducted qualitatively by collecting data through interviews, observation, literature and documentation. The design process is carried out through three stages, namely pre-production, production and post-production. Findings: The design of public service advertisement information media is carried out through three stages. First, the pre-production process by designing simple design concepts, visual elements to storyboards and scenarios. The second stage enters the production process by realizing and combining all visual assets in the software. The third stage is post-production, which is the rendering process to produce a public service advertisement video that is ready to be distributed to the public. Implications: 2D animation-based public service advertisement media is communicative, informative and easy to understand and is suitable for display in the community.
INCREASING THE VALUE OF BALINESE TEXTILES THROUGH AESTHETIC STORES DISPLAY Darmastuti, Putu Ari; Diantari, Ni Kadek Yuni
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v4i1.665

Abstract

Purpose: Providing education to Balinese traditional textile MSME business activists to be more sensitive in displaying and storing traditional Balinese textile works. Traditional textiles that have value and are the work of Balinese craftsmen would be a shame if they were not cared for and sold optimally. The high interest of consumers has made traditional Balinese textiles a commodity that continues to be sought after and will remain alive as long as Balinese traditions are maintained. Research methods: The creation method uses the Research-Based Design (RBD) method. This method was proposed by Teemu Leinonen, and inspired by design theories. Building design prototypes, emphasizing creative solutions, exploring ideas from various design concepts, continuous evaluation, and developing a design solution are the focus of this RBD methodology. Findings: Three traditional textiles that have high demand in the market, namely endek, songket and geringsing cloth, have different characteristics that influence how they are displayed. Endek cloth is a fairly light woven cloth made from cotton thread and has striking colors related to the display of traditional textiles such as lighting, humidity, and how to organize the placement of conventional cloth. Implications: Through this discussion, we hope it can have a positive impact on conventional textile MSME activists to further increase the selling value of traditional Balinese textiles.
STRATEGY OF PRESERVATION AND DEVELOPMENT OF IKAT WOVEN FABRIC IDUP PANAK IN TENGANAN PEGRINGSINGAN VILLAGE Utami, Ni Luh Ayu Pradnyani; Sukawati, Tjokorda Gde Abinanda; Karuni, Ni Kadek
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v4i1.671

Abstract

Purpose: This research aims to analyze the preservation and development strategies of idup panak ikat woven fabric in Tenganan Pegringsingan Village, Bali, focusing on the application of the concepts of upcycling and revivalism. The research also explores how these practices can contribute to the cultural preservation and economic sustainability of the local community. Research Methods: This research used a qualitative approach with a case study of the Tenganan Pegringsingan Village community. Data were collected through in-depth interviews with local weavers, direct observation of the production process, and literature studies related to weaving techniques, upcycling, and revivalism. Data were analyzed descriptively and interpretively to identify key themes. Findings: The results showed that the Tenganan Pegringsingan community has successfully adopted the concept of upcycling by utilizing leftover yarn from the production of gringsing cloth to create “idup panak” ikat woven fabric. In addition, the revivalism strategy is applied by integrating traditional motifs into contemporary designs. The combination of these two approaches not only maintains the cultural value but also increases the attractiveness of the product in the modern market. Implications: This research makes an important contribution to the understanding of how cultural heritage can be adapted to meet the demands of the contemporary market. The application of the concepts of upcycling and revivalism to the idup panak ikat woven fabric can serve as a model for other artisan communities in developing sustainable creative products.
DESIGN OF THE PANCA MASK DOCUMENTARY FILM I Wayan Dipa Mulyawan; I Nyoman Agus Suarya Putra; I Made Marthana Yusa
Journal of Aesthetics, Design, and Art Management Vol. 5 No. 3 (2025): Journal of Aesthetics, Design, and Art Management (December 2025)
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v5i3.1065

Abstract

Purpose: This research was motivated by a problem the author discovered in Tulikup Village, Gianyar, namely the Panca Mask Dance, which is usually expressed through "yadnya." To explain this, a documentary film titled "Panca Mask" was designed in Tulikup Village, Gianyar, as a promotional medium to educate the public about the Panca Mask Dance. Research methods: The research methods used by the author include observation, questionnaires, interviews, documentation, and literature studies. The film will utilize production theory through three stages: pre-production, production, and post-production Findings: From the results of the research that has been carried out, it can be concluded that the Panca Mask documentary film contains information that is not widely known by the public. Implications: This film provides benefits and can be further developed and disseminated so that it can be understood by the public, especially the younger generation, in maintaining its existence.
DESIGN OF VISUAL ASSETS AND SUPPORTING ELEMENTS OF THE SAUPGEN GAME I Wayan Adi Putra Yasa; I Nyoman Jayanegara; I Nyoman Anom Fajaraditya Setiawan
Journal of Aesthetics, Design, and Art Management Vol. 5 No. 3 (2025): Journal of Aesthetics, Design, and Art Management (December 2025)
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v5i3.1074

Abstract

Purpose: designing character design assets, items, obstacles, and background for the development of the Saupgen game. Research methods: research starts from determining the visual style based on the game concept, media, and user segmentation. After that, visual study processes are collected into a moodboard, brainstorming is carried out to get appropriate visuals in the form of design sketches, and then the visualization stage using a computer/laptop device. Findings: through the process of visual study, brainstorming, and visualization, suitable design assets were obtained in the form of boy character assets in typical. The character assets resulted in a design of a boy wearing traditional Balinese clothing, namely udeng and kamen. The collected letter item assets and obstacle assets used gadgets and game consoles. For the background assets, the chosen atmosphere was a beautiful Balinese rural panorama environment with mountains, coconut trees, and temple buildings. Implications: Obtain game visual assets that are suitable for the children's market segmentation.
VISUAL COMMUNICATION MEDIA DESIGN AS A PROMOTIONAL STRATEGY FOR THE 'SEPATU KEDAS' SHOE CLEANING SERVICE IN DENPASAR I Ketut Sassu Budi Satwam; Chandra Ramandha Putra
Journal of Aesthetics, Design, and Art Management Vol. 5 No. 3 (2025): Journal of Aesthetics, Design, and Art Management (December 2025)
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v5i3.1117

Abstract

Purpose: This design aims to design visual communication media in the form of posters, brochures, goodie bags, sign boxes, motion graphics, which function as promotional media for Kedas Shoes services. Research methods: The design of this visual communication media uses a qualitative approach with primary and secondary data collection. This qualitative approach includes data collection through interviews, observations, literature, and documentation Findings: The design stage resulted in four promotional media: posters, brochures, goodie bags, and Instagram posts, which have gone through an evaluation and revision process to strengthen the visual identity and communication of Sepatu Kedas services. The design process was carried out by applying the modern flat design visual concept, using a color palette of red, orange, white, black, bright gray, and sans-serif typography that is applied consistently across all media. Implications: After being refined, the final design received approval from the owner of the Kedas Shoes business and was declared suitable for use as a print and digital promotional medium.
PROMOTIONAL MEDIA DESIGN FOR SARASWATI IV KINDERGARTEN DENPASAR TO INCREASE BRAND AWARENESS I Gusti Ngurah Agung Dewantara; I Ketut Sutarwiyasa; I Wayan Adi Putra Yasa
Journal of Aesthetics, Design, and Art Management Vol. 5 No. 3 (2025): Journal of Aesthetics, Design, and Art Management (December 2025)
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v5i3.1143

Abstract

Purpose: Saraswati IV Kindergarten, Denpasar, as an early childhood education institution, has faced a decline in student enrollment in recent years due to limited promotional media. This study aims to design a profile video for Saraswati IV Kindergarten, Denpasar, as a promotional medium capable of conveying institutional information in an informative, persuasive, and engaging manner to parents of prospective students. Research methods: The method used in this research is qualitative, with data collection techniques including observation, interviews, documentation, and literature review. The video profile design process involved pre-production, production, and post-production, applying visual communication design principles and cinematography techniques appropriate to the characteristics of early childhood education. Findings: The research results show that the designed profile video comprehensively and communicatively represents the identity, advantages, facilities, and learning methods of Saraswati IV Kindergarten, Denpasar. Furthermore, supporting media such as brochures, billboards, hats, and carousel content also strengthen the integrated promotional strategy. Implications: It is hoped that the design of this profile video will increase the visibility of the institution and become an effective promotional tool in attracting the interest of parents of prospective students.