cover
Contact Name
Kristin Lebdaningrum
Contact Email
kristin@dinamika.ac.id
Phone
+628388811032
Journal Mail Official
candrarupa@dinamika.ac.id
Editorial Address
Universitas Dinamika, Raya Kedung Baruk 98 Surabaya 60298 Jawa Timur, Indonesia
Location
Kota surabaya,
Jawa timur
INDONESIA
CandraRupa: Journal of Art, Design, and Media
Published by Universitas Dinamika
ISSN : -     EISSN : 27148076     DOI : https://doi.org/10.37802/candrarupa
Core Subject : Humanities, Art,
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 51 Documents
Kajian Terhadap Bentuk Visual Elemen Interior Grand Inna Medan Medan Hermita, Rani; Fahrezi, Thasya Choiriani
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 1 (2025): Vol. 4 No. 1, March (2025)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i1.769

Abstract

The Grand Inna Medan Hotel is a legacy of the Dutch East Indies era which has historical value and is one of the heritages in the city of Medan which, along with the development of the times, was built while maintaining the Dutch design nuances combined with Malay. This research discusses how the visual form of the Grand Inna Medan interior in Medan is related to design aspects. The method used in this research is descriptive qualitative. The results obtained from this research are what the interior of the Grand Inna Medan building looks like, which consists of hotel rooms, meeting hall, lobby and restaurant. The interior design of Grand Inna Medan's rooms, restaurants and meeting rooms takes Malay and Dutch colonial concepts. Each room has walls, floors and ceilings that carry Dutch colonial and Malay colonial concepts. Floor materials using different colors and floor shapes create diversity in the room. The patterns on the walls are symmetrical and use different colors to create an impression of harmony and blend with the color of the floor. The color of the doors and windows is described according to the theme of each room in addition to supporting its main function as lighting circulation. The colors used on the ceiling of the room are colors that can raise a person's mood and enthusiasm. The different levels of each room create a variety of shapes and room harmony.
Perancangan Aplikasi Masdika Untuk Pembelajaran Bahasa Jawa Krama Irawan, Dimas; Dewi, Putri Novika
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 1 (2025): Vol. 4 No. 1, March (2025)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i1.810

Abstract

Joseph Errington conducted a study concluded that the use of the Javanese language since 1998 is starting to fade. The influencing factoris the rare usage of the language within the scope of family, school or work. Though the Governor of Central Java in 2014 established a regulation requiring officers of the Central Java Provincial Government to use the Javanese language every Thursday, the regulation did not work well since the Javanese language has a level of speech that is not easy to do first on the variety of manners. Therefore, it is necessary to design a mobile application that can assist in communicating using the Javanese Krama language. This design approach uses qualitative methods, interview data, observation, documentation, and literature studies. The data analysis method used the 5W + 1H then media development used the MDLC (Multimedia Development Life Cycle) method. The results of the analysis show that the mobile application media is the right medium for the target audience aged 20 to 35 years, and is expected to be able to 'teach' and 'get used to' the use of Krama Javanese.
Privatisasi Iklan Konvensional di Ruang Publik Braniwati, Meutia
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 1 (2025): Vol. 4 No. 1, March (2025)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i1.815

Abstract

Public space is a place that serves to conduct and develop social interactions and plays an important role in maintaining environmental aesthetics. Public space is a place that cannot be separated from the existence of an advertisement. In today's era, advertising development is rampant in both digital and conventional advertising. Conventional advertising is one of the strategies in media to attract audiences in a wide range and in a relatively short time. However, the negative impact that arises is on the public space component, especially advertising in the road or sidewalk area where there is no convention from the local government. Public space is used as a promotional event for both products and services in a conventional manner. This causes a change where public space becomes a privatized space where some advertisers use public space as an economic activity. The research method used is descriptive qualitative analysis to obtain the availability of public space elements and the use of public space related to the use of public space for conventional advertising promotion activities. The findings show that the privatization of conventional advertising in public space will continue to grow from time to time so that an order is needed so that the realization of public space is free from exposure to visual problems including clutter and disorder in urban space. The level of effectiveness, aesthetics, and continuity in the physical dimension of space is also needed because it affects the beauty and comfort of public space. Thus, conventional advertisements in public space areas that are convention in nature need to be considered so that the environment is maintained and problems related to visual waste do not arise.
Rekayasa Wrist Rest Menggunakan Swivel Joint untuk Mengurangi Risiko CTS Zefanya, Kristian; Guspara, Winta Adhitia; Nur, Christmastuti
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 1 (2025): Vol. 4 No. 1, March (2025)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i1.819

Abstract

In the era of information and communication technology, keyboards are part of the work carried out via computers. The keyboard is the primary component in carrying out commands for the computer. High intensity use of keyboards and computers can change body position for the worse, and cause new diseases, for example Carpal Tunnel Syndrome (CTS). CTS is a syndrome that is often caused by repetitive movements and poor body posture. In CTS, effective preventive solutions have not been effective. This research uses qualitative methods to examine the factors that cause CTS, as well as finding solutions through product design. The goal is to design keyboard products and supporting items that can provide a feeling of comfort, safety and prevent changes in posture. There are several stages in this research, including studying employee behavior with keyboard use, analyzing risk factors from the literature, and testing and user interviews regarding the new product from this research.
Penerimaan Khalayak pada Tayangan Behind The Scene sebagai Materi Promosi Film 13 Bom di Jakarta Jonathan, Enrian; Agung, I Putu Suhada
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 1 (2025): Vol. 4 No. 1, March (2025)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i1.848

Abstract

Visinema Pictures produced the film 13 Bombs in Jakarta on a large scale and technically complex, so they have a claim that the film is the biggest action film in Indonesia that year. Visinema saw the scale of the film's production as one of the production value that could be offered, so they used behind-the-scenes footage as one of their main promotional materials. Promotion is one of the important stages in the film distribution stage in order to get maximum economic results from its screening. Good promotional parameters include cognitive, affective and conative responses produced by a person, according to the marketing management study hierarchy of effects model by Lavidge and Steiner (1960). This research focuses on audience acceptance of Visinema's film promotion strategy through behind-the-scenes shows. Qualitative research methods are used to discover new phenomena resulting from the screening of these shows as promotional material for films. One form of data collection in this research uses focused group discussions with ISI Surakarta Film and Television student participants, so that the acceptance of this form of promotion is known. The resulting responses serve as verification of interviews with publicists for the film 13 Bom in Jakarta as well as measuring the effectiveness of film promotional media for the film itself. Based on data analysis and drawing conclusions, the form of promotion carried out by Visinema through behind-the-scenes shows succeeded in achieving the ultimate goal for the majority of informants and was effective in creating awareness, knowledge, interest, and even the decision to watch the film. The results of the questionnaire showed that 75% of respondents stated that it was cognitively and affectively interesting.
Peluang Pemanfaatan Kulit Kombucha Berbasis Kulit Kopi dalam Perancangan Produk Home Décor J. Lianto, Sheren; Hairunnas; Tiffany, Florentina
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 1 (2025): Vol. 4 No. 1, March (2025)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i1.924

Abstract

The abundance of coffee production in Indonesia will also lead to an accumulation of waste from this industry. Approximately 35% of coffee skin waste, also known as cascara, is only used for animal feed and is rarely used for making products. This research aims to find the strongest characteristics of the kombucha skin material made from cascara and make it an innovative and sustainable product. The cascara kombucha skins used in the research have been processed and become ready-to-use skin sheets. These leather sheets are tested for their characteristics using material studies and observations compared to other products to find out what potential developments can be developed. The results show that when illuminated by light, this material has a texture and color that is quite unique and shows potential towards lighting-based products, then by combining multifunctional and ornamental aspects in the product it can add value to the product so that it can compete and have its own appeal compared to other products. other. Apart from being exposed to light, the material also shows potential in laser cutting and interlocking techniques because it can create a pattern from both techniques. With its characteristics, the opportunity for this material is more towards home décor products because its potential is based on lighting, so it can lead to lighting products that add value with multifunctional and ornamental aspects.
Inovasi Rompi Medis untuk Fisioterapis Sepakbola Berbasis Tactical Vest Mochammad Aldiansyah , Putra; Darwin Yuwono , Riyanto; Yosef Richo , Adrianto; Erstiawan, Martinus Sony
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 1 (2025): Vol. 4 No. 1, March (2025)
Publisher : Universitas Dinamika

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Abstract

This study focuses on the development of a tactical vest design specifically tailored for football physiotherapists, integrating an ergonomic and functional bag element. The background of this research arises from the necessity for physiotherapists to handle player injuries quickly and efficiently, requiring an innovative solution in the form of a multifunctional medical vest. The primary issue addressed is the limited accessibility of medical equipment when using conventional bags such as sling bags or waist bags, which can hinder the mobility and effectiveness of physiotherapists on the field. Therefore, this research aims to design a tactical vest with an optimized pocket layout, durable materials, and a storage system that facilitates quick access to medical tools. The research employs a qualitative descriptive method with an experimental approach. Data were collected through field observations, interviews with physiotherapists from the Persebaya Surabaya football team, and literature analysis on ergonomic design, materials, and pocket configurations. The design process follows the input-process-output (IPO) approach, encompassing design exploration, material selection, and production simulation. The findings reveal that the tactical vest design achieves a balance between aesthetics and functionality. The use of 1680D polyester has been proven to provide high resistance to abrasion and weather conditions, while polyfoam enhances user comfort by offering additional padding. The ergonomic design, based on anthropometry, allows greater mobility, while the strategic pocket configuration facilitates quick access to medical equipment. From an economic perspective, production cost estimates indicate that the vest has a competitive selling price with significant market potential. In conclusion, this tactical vest can serve as an innovative solution for physiotherapists to handle football player injuries efficiently and effectively. Further development may include exploring lighter materials and optimizing the design to enhance the product’s competitiveness in the sports industry market.
Pergerakan Kamera sebagai Penguat Unsur Dramatik pada Film Pengabdi Setan 2: Communion Syabantoro, Berlian; Suhada Agung, I Putu
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 2 (2025): Vol.4 No.2, October 2025
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i2.812

Abstract

The film Pengabdi Setan 2: Communion has an important aspect in terms of cinematography, more precisely in camera movement, because if cinematographic elements are combined into one in a series of scenes, they can strengthen the visuals, apart from that, the messages and impressions contained in the film can be conveyed to the audience. This research aims to determine the presence of dramatic elements in camera movement. The research method uses descriptive qualitative with observation and literature study data collection techniques The research was conducted by observing scenes in the film that include many camera movements and dramatic elements that emerge from the camera movements. Based on the observation results, 217 camera movements were found, data reduction was carried out to select scenes that contained dramatic elements from camera movements, which contained 18 scenes in the form of dramatic elements of horror, tension (suspense) and surprise. Data analysis was carried out by observing scenes that had undergone a data reduction process that was adjusted to the theoretical basis of camera movements and dramatic elements.. The results of the research show that camera movements in films are able to strengthen dramatic elements with different feelings. The camera movement that is often used in this film is handheld in 11 scenes which can increase the dramatic element with the majority of it being tense (suspense). The movement of a handheld camera moving in a shaky and unstable manner can create a more natural image, so that it can give the impression of tension (suspense) for the audience and strengthen the dramatization of scenes in the film.
Tinjauan Bentuk dan Estetika Font Bergaya Aksara Jawa Arief, Lukman
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 2 (2025): Vol.4 No.2, October 2025
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v4i2.955

Abstract

Research on the review of the form and aesthetics of Javanese script-style fonts can be crucial in developing better Javanese script fonts that align with user needs. Javanese script fonts are an important aspect of preserving Javanese script culture, and their usage is increasingly growing in the digital context. In this study, researchers can analyze the form of Javanese script fonts, such as letter characteristics, spacing, kerning, and proportions. Additionally, the study may involve assessing the aesthetics of Javanese script fonts, including font selection and overall design. This research also includes a study of the history and development of Javanese script fonts to gain a more contextual understanding of font design. The study employs qualitative methods, such as interviews with users of Javanese script fonts or visual analysis, and quantitative methods, such as surveys on Javanese script font preferences. The results of this study can provide significant benefits for the development of better Javanese script fonts that meet user needs and strengthen the cultural identity of the Javanese script. This research can also contribute significantly to the preservation and development of local culture.
SUT Pembuatan Film Pendek Fiksi Thriller Penggambaran Dibalik Pikiran Penderita Psikotik: - -, Sutikno; Rizqi Rhesa Harsana; Sigit Prayitno Yosep
CandraRupa : Journal of Art, Design, and Media Vol. 4 No. 2 (2025): Vol.4 No.2, October 2025
Publisher : Universitas Dinamika

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Abstract

Kesehatan mental merupakan aspek vital dalam mencapai kesehatan menyeluruh, namun seringkali diabaikan terutama di negara berkembang. Fokus pada gangguan mental lebih dominan daripada usaha mempertahankan kesehatan mental. Psikosis, seperti yang dialami oleh penderita gangguan psikotik, menjadi tantangan serius. Penyebabnya kompleks, melibatkan faktor genetik, perkembangan otak, dan paparan stres. Cry of Fear, sebuah video game, memberikan narasi seputar kesehatan mental dan psikosis, yang menginspirasi penulis untuk menciptakan film pendek dengan tema serupa. Sebagai sutradara, penulis merinci proses kreatifnya, memilih warna biru sebagai simbol kekuatan dan suhu dingin. Film pendek ini memiliki tujuan untuk meningkatkan kesadaran akan kesehatan mental sebagai masalah yang signifikan, serta menghadirkan kembali naratif Cry of Fear dalam genre thriller melalui gaya penyampaian cerita yang unik. Proses pembuatan film juga menyoroti peran sutradara sebagai kreator dan pemimpin, menghadirkan imajinasi dalam bentuk gambar dan visual. Hasil akhirnya diharapkan memberikan pengalaman menarik bagi penonton, sambil menyampaikan pesan penting tentang kesehatan mental.