CandraRupa: Journal of Art, Design, and Media
CandraRupa: Journal of Art, Design, and Media (e-ISSN: 2714-8076) is a scientific journal based on Art, Design, and Media published by Universitas Dinamika. Candrarupa is an article that contains conceptual, research resumes, and book reviews. The development of Art, Design, and Media is the primary goal of this journal as the main foundation in both theoretical and practical forms. In addition, CandraRupa is published twice a year on MARCH and OCTOBER which has published for the first time in 2019 by Universitas Dinamika Surabaya.
Articles
49 Documents
Pengembangan Lembar Kerja Mahasiswa Mata Kuliah Praktek Tata Teknik Pentas Dan Cahaya
Welly Suryandoko;
I Nengah Mariasa;
Eko Wahyuni Rahayu
CandraRupa : Journal of Art, Design, and Media Vol. 1 No. 1 (2019): Vol.1 No.1 (2019)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v1i1.32
Based on observations. Some lecturers have used MFIs and other lecturers not to use MFIs because the use of printed books is enough to be used by students in understanding the material taught. Seeing the facts, all lecturers from the concentration in the department stated that there was a need for the development of MFIs. This is the basis of the problem statement 1) How is the Development Process of Eye and Light Engineering MFIs? 2) How is the Quality of Development of Eye MFIs for Stage and Light Engineering? The research method used in the development of this MFI is research and development or Research and Development (R & D). Sukmadinata (2015) states that research and development or Research and Development (R & D) is a research method or approach to produce new products or improve existing products. Based on the results of the process of developing stage and light engineering MFIs for the 6th semester students of the 2015 UNESA FBS study program, the percentage scale obtained was 90%, 85% and 74%. The percentage scale obtained belongs to the good category. Quality aspects consist of: the accuracy of the contents of the book validator I gets a scale of 92% and validator II gets a scale of 83%. For the benefit aspect the book validator I got a scale of 83% and validator II got a scale of 83%. For completeness aspects, validator I gets a scale of 100% and validator II gets 93%. For linguistic aspects, validator I got a scale of 100% and validator II got a scale of 93%. With the scale obtained from these 4 aspects, it can be concluded that the product does not need to be revised. The researcher hopes that this product can be disseminated and used by lecturers and students extensively to improve the ability of lecturers in the arts, especially the practice of TTPC.
Penciptaan Prototipe Locomotif Dari Barang Bekas Menjadi Karya Seni Bernilai Ekonomis
Wahyu Hidayat
CandraRupa : Journal of Art, Design, and Media Vol. 1 No. 1 (2019): Vol.1 No.1 (2019)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v1i1.33
This research is the creation of works of art that have an orientation for creative-based industries, in this study more focused on the process of creating artworks by responding to used materials in the environment around us by prioritizing aesthetic values ​​in the artwork, the works produced are not only limited to decoration or functional only but also contains content that has a purpose and a specific purpose from its creator which among other things is also capable of growing the value of the creative economy.
Ilustrasi Sebagai Bahasa Komunikasi Audio Visual Film, Televisi Dan Animasi
Thomas Hanandry
CandraRupa : Journal of Art, Design, and Media Vol. 1 No. 1 (2019): Vol.1 No.1 (2019)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v1i1.34
Music is one of the important parts, which are related to the development of creative industries in era 4.0, especially film, animation, and television, as well as other industries related to the arts and media in particular. Music is experiencing very rapid development, starting from development through software to creating compositions, as well as arrangements. Music also has a function to be one of the supporting factors in giving impression, language, and also communication tools in the form of audio in film, animation, and television. One important role is to give a discussion about communication to the audience is to make the audience understand the film. The purpose of this study is to provide information through audio and visual communication to the audience, so that understanding the film is not only visual but also in terms of audio visual. The method used in this study is qualitative research from samples taken from film screening conducted at the Stikom Surabaya Institute of Business and Information. This research is expected to be used as a learning media for audio visual communication courses.
Relasi Persepsi Visualisasi Desain Kemasan Obat Sakit Kepala Terhadap Kepercayaan Konsumen
Miranti Nurul Huda
CandraRupa : Journal of Art, Design, and Media Vol. 1 No. 1 (2019): Vol.1 No.1 (2019)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v1i1.35
The interaction between consumer and product packaging design is a process of meaning which is involves vision and thought processes that influenced by knowledge, references, experience, and cultural backgrounds. Packaging products have an important role as dealing directly with prospective buyers and consumers and become the first experience with the product. Especially packaging for drugs, that are not only to attract consumers but also must meet safety standards for consumers to consume the drug. The purpose of this study to discover the facts of how consumers perceive packaging design and its influence on purchasing decisions and verify the trust level of the product. This research will use quantitative methods with semantic approach and using questionnaire to collecting data. Questions in the questionnaire using two scales measuring, Likert scale to measure respondent’s psychometric factors. The expected outcome of this research is the acquisition of a formulation headache medicine packaging design that maximizes consumer confidence in the usefulness of the drug without prejudice to the safety of consumers when consumed.
Penyutradaraan Dan Editing Dalam Pembuatan Film Animasi 3D Bergenre Action Berjudul “Beda�
Mega Pandan Wangi;
Muhammad Hanif Taqiuddin
CandraRupa : Journal of Art, Design, and Media Vol. 1 No. 1 (2019): Vol.1 No.1 (2019)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v1i1.36
The objective to be achieved in this Final Project is to produce an Action Animation 3D Film titled "DIFFERENT". This Final Project will use the theme of Racial Differences or Racism, with stories about conditions that will occur if there continues to be conflict due to differences. This work was made because of the increasing number of cases of racial differences (SARA) that are getting worse and worse. This racial difference occurs mostly because it is motivated by the desires of individuals or groups who want to be the best of other races, individuals or groups. Race is a categorization or grouping of humans based on the physical characteristics of the body. This Final Project will use qualitative research methods using data collection techniques in the form of interviews, literature studies, observations, and existing studies. In this 3D animated film, it will use the back and forth flow, displaying Fantasy stories with action genres and combined with visual effects of digital illusions, focusing on stories between 2 characters namely the main character "N" and the female lead character "Princess" who promised to end the war, lasted 12 minutes. With the creation of this short film, it is hoped that it can add insight into the meaning of racial differences and can respect differences.
Pengembangan Desain Produk Tas Kuliah Yang Efisien Bagi Mahasiswa Desain Di Stikom Surabaya
Darwin Yuwono Riyanto;
Hardman Budiarjo;
Faisal Fuadi Mahmud
CandraRupa : Journal of Art, Design, and Media Vol. 1 No. 1 (2019): Vol.1 No.1 (2019)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v1i1.37
One of the facilities that are needed in the world of lectures is a bag, because the bag is used by students to store goods or to carry equipment and student needs. various types and models of bags on the market that can be an option for students. But the bag model that is most popular with students is the backpack model. Because the backpack model college backpack can store all the needs and equipment for college. For college study program design students who have to be brought in very many and varied, including drawing books, drawing paper (A3) drawing tools, stationery, laptops, lecture books. So it is not uncommon for students to carry 2 bags namely college bags and picture pipe bags. This causes inefficiency for students in carrying bags. Therefore arises the idea of the writer to design an efficient college bag design for design students at Stikom Surabaya. So the concept of this design is to streamline the college bag that can carry all the equipment and lecture needs for design study students.
Relasi Gender Dalam Film-Film Bertema Islam
Ariza Qurrata A’yun
CandraRupa : Journal of Art, Design, and Media Vol. 1 No. 1 (2019): Vol.1 No.1 (2019)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v1i1.38
This study tries to discuss about gender relations are shown by both of movies by Hanung Bramantyo, which has different time setting and background. The film "Perempuan Berkalung Sorban" by setting of time in the 1990s situation whosebackground life in traditional boarding school in East Java. And the movie has titled "Hijab" by setting time in 2014 situation whose background life in Jakarta. Gender relation is the relationship between the main character, her good father, her husband, or her brother, in her attempt to raise the rights of women from the men who always positioned in the superior and detrimental to women. The problem is trying to answer is how the description of female main character in relation to the male character in their life in an Islamic films? The purpose of this study was to determine and describe of Muslim female main character in relation to the male figure in the Islamic films.In this study, the method performed is textual analysis Barthes semiotic property of the view denotation, connotation, and the myth of a text (dialogue or scene) in Islam films. The findings of the data in the form of denotation and connotation meaning every movie scene relating to gender relations in the film. -Perempuan Berkalung Sorban and Hijab-. It does not much have changed regarding the position of women in the film, even if displayed in Islamic films. True Islamic religion brought evolutionary teachings of liberation against the oppression of women by men; it is not reflected in either the Islamic movie. In the second story of the film is raised in this study there are texts or scenes that show the imbalance in gender relations.
Bentuk Pertunjukan Barongan Kusumojoyo di Kabupaten Demak
Arisyanto, Prasena;
Sundari, Riris Setyo;
Asri Untari, Mei Fita
CandraRupa : Journal of Art, Design, and Media Vol. 2 No. 1 (2023): Vol.2 No.1, March (2023)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v2i1.300
Barongan Kusumojoyo merupakan salah satu kelompok barongan di Kabupaten Demak. Barongan Kusumojoyo masih aktif melakukan pementasan untuk keperluan hiburan, ritual, maupun pertunjukan. Pada setiap pertunjukan yang dilakukan mempunyai bentuk pertunjukan yang berbeda sesuai dengan tujuan acara. Beberapa perbedaan tampilan dengan kelompok barongan lain bisa dilihat dari pelaku, gerak, suara dan rupa. Menarik untuk diteliti bagaimana bentuk pertunjukan kelompok barongan Kusumojoyo pada acara hiburan, sehingga kelompok barongan Kusumojoyo bisa dianggap sebagai kelompok barongan terbaik oleh penonton. Metode penelitian menggunakan kualitatif dengan pendekatan etnografis. Pengumpulan data menggunakan observasi, wawancara, dan studi dokumen. Analisis data menggunakan konsep bentuk pertunjukan dengan empat langkah analisis. Penelitian difokuskan pada acara hiburan sebelum kebijakan pembatasan kegiatan masyarakat akibat dari pandemi covid-19. Hasil penelitian mendeskripsikan bahwa pada acara hiburan ditampilkan sekitar 70 orang pemain yang dibagi menjadi beberapa kelompok penari dan menampilkan cerita beralur. Apresiator juga dapat meminta cerita tertentu untuk ditampilkan. Kelompok barongan Kusumojoyo juga selalu melakukan pembaruan baik dari gerak, musik tari, rias, busana, cerita, maupun properti sehingga terkesan selalu baru dan kreatif. Kebaruan tampilan yang dilakukan membuat kelompok barongan Kusumojoyo menjadi terkenal dan digemari oleh penonton.
Visualisasi Penokohan Purasara Dalam Hikayat Purasara Sebagai Penanda Jejak Pertunjukan Wayang Kulit Pada Abad Ke-19
Putri Melina Febrianti;
Buduroh, Mamlahatun
CandraRupa : Journal of Art, Design, and Media Vol. 2 No. 1 (2023): Vol.2 No.1, March (2023)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v2i1.301
Penelitian ini membahas visualisasi tokoh Purasara, Rara Amis, dan Semar dalam cerita dan pertunjukan wayang. Permasalahan yang diangkat adalah bagaimana hubungan cerita dan visual Purasara dalam naskah Melayu klasik, wayang kulit Jawa, dan wayang kulit Betawi. Berkaitan dengan hal tersebut, penelitian ini bertujuan untuk mendeskripsikan kaitan antara Hikayat Purasara di Betawi dengan pertunjukan wayang di Jawa. Penelitian ini dilakukan dengan menggunakan metode kualitatif dengan studi pustaka untuk penelusuran sumber dan penelitian lapangan untuk observasi dan wawancara. Data yang diperoleh dianalisis menggunakan pendekatan sastra bandingan untuk mengkaji keterkaitan antara cerita dan visual Purasara dari tiga korpus, yaitu Hikayat Purasara, lakon “Purasara” gaya Yogyakarta, dan koleksi wayang kulit Betawi milik sanggar Marga Juwita. Hasil penelitian menunjukkan bahwa cerita dan ilustrasi tokoh wayang baik dalam Hikayat Purasara maupun wayang kulit Betawi dipengaruhi oleh wayang kulit Jawa. Selain itu, melalui visual yang terdapat dalam tiga korpus tersebut ditemukan adanya pola bentuk penggambaran anatomi yang serupa di antara tokoh-tokoh tersebut. Akan tetapi, terdapat kekhasan pada visual tokoh wayang Betawi yang terlihat pada segi pewarnaan yang lebih terang, penggambaran atau tatahan dengan garis lebih tegas dan tebal, dan penyesuaian dengan prinsip agama masyarakat Betawi.
Pendekatan Design Thinking Dalam Perancangan Media Pembelajaran Berbasis Mobile “Teater Tradisional Indonesia”
Fujiawati, Fuja;
Ulfa, Saida;
Praherdhiono, Henry
CandraRupa : Journal of Art, Design, and Media Vol. 2 No. 1 (2023): Vol.2 No.1, March (2023)
Publisher : Universitas Dinamika
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DOI: 10.37802/candrarupa.v2i1.303
Teater merupakan salah satu konten dalam mata pelajaran seni budaya yang memiliki beragam jenis dan bentuk dalam penyajiannya, dalam mengenalkan jenis pertunjukan masih menjadi permasalahan dalam penggunaan media yang memudahkan siswa untuk mengaksesnya sesuai dengan kebutuhan siswa. Penelitian ini bertujuan untuk merancang media pembelajaran berbasis mobile pada mata pelajaran seni budaya untuk materi teater tradisional Indonesia, berdasarkan kebutuhan pengguna, karakteristik materi, kemudahan belajar siswa yang dapat diakses kapan saja dan dimana saja yang dirancang dalam bentuk aplikasi mobile. Media ini dirancang dengan menggunakan pendekatan metode design thingking yang memiliki lima tahapan yaitu: (1) Empathize, (2) Define (3) Ideate (4) Prototype (5) Test. Data informasi kebutuhan pengguna diperoleh dari siswa dan guru dengan teknik wawancara dan dikembangkan dalam produk aplikasi media berbasis mobile untuk mengenal Teater Tradisional Indonesia, yang mana media tersebut menjadi panduan kegiatan siswa dan guru, memberikan materi pengantar, menunjukan contoh video pertunjukan, dan menyediakan evaluasi pembelajarannya. Media pembelajaran berbasis mobile ini dirancang untuk menjadi sumber belajar siswa yang dapat diakses dimana saja dan kapan saja sesuai kebutuhan pengguna.