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 60 Documents
Korektor Postur Duduk untuk Remaja: Analisis Fungsional Hyacintha Sumarsono Putri; Hairunnas; Markus Hartono
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

The habit of sitting hunched over in adolescents is one of the risk factors for postural disorders that can have an impact until adulthood. Sitting posture correctors are present to aid in forming ideal sitting habits. This study aims to analyze the specifications of existing sitting posture corrector products and the needs and preferences of adolescents regarding the use of sitting posture correctors. The results of the analysis show that existing sitting posture correctors have adjustable features so that they can be adjusted to environmental conditions. In addition, adolescents are enthusiastic about the existence of sitting posture corrector products, especially those that have a practical design, are comfortable to use, and are easy to operate. Sitting posture correctors that are commonly preferred by adolescents have a curved cushion shape, with a fairly soft or at least smooth texture, and a long adjustment range. By considering the variations in adolescent physical conditions and user preferences, the development of an adjustable and dismantled sitting posture corrector is considered functional for use in forming better sitting posture habits in adolescents.
Eksperimen Pencampuran Limbah Ampas Kopi Sebagai Material Utama Theresia Tifanny; Guguh Sujatmiko; Hairunnas
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.v4i2.990

Abstract

In 2022, Indonesia experienced an increase in coffee production with 794.8 thousand tons. In Surabaya itself, according to data from the Surabaya city government in 2023, there are 175 cafes in Surabaya. With the increase in cafes and coffee production, coffee grounds waste has also increased. Coffee grounds waste itself if directly disposed of in the environment will damage the environment because coffee grounds contain harmful ingredients. So that coffee grounds waste itself needs to be reprocessed and has a great opportunity because there is still little processing of coffee grounds into useful products. Product development from coffee grounds needs to show the unique characteristics of coffee grounds. To show the characteristics of coffee grounds, the method that can be done is through lighting. Through lighting the characteristics of coffee grounds in the form of powder can be seen through the light exposed to the surface of the coffee grounds material. The research method used is experimentation, namely observation for the right treatment for coffee grounds, experiments to find out the right lighting contrast, and characteristic studies for coffee grounds with light sources. The result of the research conducted is an experiment that best shows the characteristics of coffee grounds seen with the help of a light source. This research is expected to increase the usability of coffee grounds waste.
STRATEGI VISUAL INTERAKTIF, PEMBELAJARAN MENDALAM, DAN PROJECT-BASED LEARNING DALAM PEMBELAJARAN SEJARAH SENI RUPA DI SEKOLAH Dwi Scativana
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1293

Abstract

Art history learning in schools is often limited to textual explanations, chronological memorization, and teacher-centered lectures, resulting in low conceptual understanding, weak visual literacy, and minimal student engagement. In the era of digital transformation and the 2025 Deep Learning Curriculum, these traditional approaches are no longer adequate for developing higher-order thinking, reflective analysis, creativity, and cultural understanding. This literature study examines the integration of interactive visual strategies, deep learning, and Project-Based Learning (PjBL) as an innovative framework for teaching art history. The review synthesizes findings from national and international studies on multimedia-based art learning, virtual museums, digital timelines, reflective pedagogy, and project-based creative production. Results indicate that interactive visual media enhance student motivation and expand access to artworks, while deep learning encourages critical interpretation, contextual analysis, and reflective understanding. PjBL facilitates the transformation of historical knowledge into creative outcomes through collaborative projects, digital exhibitions, and artwork production. The study identifies key gaps in existing research: limited integration of visual technology with deep learning; minimal use of PjBL in art history contexts; and insufficient empirical models tailored to the Indonesian curriculum. Based on these gaps, an integrative three-stage model is proposed: visual exploration, deep learning analysis, and PjBL-based creative project development. This model aligns with the 2025 curriculum and supports the development of visual literacy, critical thinking, creativity, and cultural awareness. Recommendations highlight the need for teacher training in digital arts pedagogy, improved school technological infrastructure, and future empirical studies to validate the model’s effectiveness.
DESAIN TAS UNTUK GEN Z gde raditya sandy negara
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1302

Abstract

Generation Z is a highly mobile group that moves between academic activities, work, and social interactions within a single day, requiring a bag that is not only capable of carrying numerous items but also flexible, comfortable, and aligned with their aesthetic preferences. The problem arises because many existing bags fail to meet these needs, particularly in terms of configuration flexibility, load comfort, and adaptive internal organization. This study aims to design a flexible bag concept that can accommodate various daily contexts of use for Generation Z. A qualitative research method was employed through literature review, observation of carrying behavior, and analysis of existing products to identify the functional, ergonomic, and aesthetic requirements of users. The findings show that Generation Z prioritizes modular systems, compartments that can be removed or rearranged, quick access to essential items, and internal structures that can store digital devices and personal belongings in an organized manner. Load comfort also plays a crucial role, indicating the need for a design that distributes weight proportionally and provides adequate support for the shoulders and back. The conclusion of this study is that the ideal flexible bag for Generation Z should integrate modularity, ergonomic comfort, and modern minimalist aesthetics to support high mobility and fulfill both functional and stylistic needs in daily activities
MELAMPAUI ZONA NYAMAN: REPRESENTASI DISCONNECTED SEBAGAI UPAYA PEMBEBASAN DIRI DALAM KARYA SENI LUKIS: Bahasa Indonesia Muhamad Isa; Lutfi Rachman; Sanju Muhammad; Ferdiandra Putra
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1316

Abstract

This article examines the painting ‘Disconnected’ by Irsyad Kahirullah. In the context of art, emotional disconnection becomes a reflective strategy that enables self-transformation through distancing oneself from oppressive emotional experiences, which stem from the human drive to seek meaning and freedom. This study aims to explore how the representation of emotional disconnection in paintings can be understood as a strategy for moving beyond one's comfort zone towards a process of self-transformation and personal liberation. To create a framework for interpreting visual representations in paintings, this study uses a qualitative approach based on comparative literature. This study shows that the conceptual basis for understanding the expression of self-liberation represented in paintings can originate from the urge to step out of one's comfort zone, the process of self-transformation through spiritual awareness, and the practice of emotional disconnection as a reflective mechanism. In short, the conceptual basis that enables paintings to depict efforts at self- liberation visually and meaningfully is emotional disconnection, which is considered a reflective mechanism, as well as the desire to escape the comfort zone and the process of spiritual transformation. This research aims to create a new theoretical framework that connects the ideas of comfort zone, spiritual transformation, and emotional detachment as a foundation for interpreting paintings as expressions of self-liberation.
ANALISIS SEMIOTIKA ROLAND BARTHES PADA VISUAL TENUN BADUY SEBAGAI IDENTITAS DESAIN ETNIK KONTEMPORER Gardian Tristiawan; Agustina Kusuma Dewi
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1338

Abstract

The Baduy Woven Cloth is a cultural artifact containing a pure visual communication system from the Kanekes tribe. As a product of tangible culture, Baduy weaving contains cultural values ​​that can be internalized in contemporary life. Refers to that, this research aims to decode the visual meaning (motifs and colors) of the Baduy Dalam and Baduy Luar Woven Cloth as a design identity that can be transformed into a contemporary ethnic design identity. Using a qualitative method, this study combines two approaches: Roland Barthes' Semiotics to analyze the Denotation and Connotation of colors (White, Black, Dark Blue) and Jakob Sumardjo's Paradoxical Aesthetics to examine the construction of linear motifs. The analysis reveals that the Baduy Woven Cloth contains an essential spatial duality structure, aligned with the Triple Pattern concept found in the Javanese Wayang Gunungan. This visual represents the vertical (heavenly) and horizontal (worldly) concepts unified by a transitional space or inner space (pembatinan), which collectively articulates a narrative of harmony and cultural obedience (Pikukuh). This result offers a framework for Visual Communication Design (VCD) to interpret the philosophical richness of the Baduy into Slow Design concepts and authentic visual branding for the younger generation. The findings of this study will then become the initiation for designing relevant visual communication media to recontextualize the values ​​and philosophical meaning of Baduy woven cloth.
PERANCANGAN PRODUK JEWELRY BOX DENGAN PENDEKATAN KOMBINASI MATERIAL KAYU JATI LAWASAN DAN ORNAMEN PAPER QUILLING fedia alkautsar
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1339

Abstract

This study focuses on the design of jewelry boxes using waste teak wood produced by PT Dekorasi Cipta Indonesia, combining paper materials through the implementation of paper quilling techniques to create ornaments on the products. The company's wood waste has not been optimized and has the potential to be used in the creation of innovative, sustainable craft products. This study uses a descriptive qualitative method through several stages, namely observation, interviews, literature study, material exploration, design, prototyping, and evaluation. Thus, the researcher designed a jewelry box to integrate old teak wood waste and paper quilling into a functional product based on the concept of sustainability and, through the cultural values of Jakarta, can certainly increase economic and visual value.
EKSPLORASI ESTETIKA GARIS, WARNA, DAN DISTORSI VISUAL DALAM PING PONG THE ANIMATION DENGAN PENDEKATAN GAYA VISUAL GREAT PRETENDER Abipraya Sujatmiko; Muh. Bahruddin; Krisna Yuwono Fora; Yunanto Tri Laksono
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1343

Abstract

The Japanese animated film Ping Pong The Animation presents a non-conventional visual approach through the exploration of rough line work, expressive coloring, and formal distortion that challenges mainstream animation aesthetics. This visual style functions not only as an artistic identity but also as a narrative medium for representing the psychological dynamics, emotions, and inner conflicts of its characters. This study aims to analyze the aesthetics of line, color, and visual distortion in Ping Pong The Animation by employing the visual style of Great Pretender (2020) as a comparative framework. Great Pretender is selected due to its similar visual tendencies that emphasize extreme stylization, symbolic color palettes, and visual deformation as strategies for strengthening narrative and characterization. This research adopts a qualitative descriptive method with a visual analysis and animation stylistics approach. The data are collected through close observation of key scenes that represent the use of line, color, and visual distortion in both works. The analysis examines the relationship between these visual elements and their narrative functions, emotional atmosphere, and the construction of symbolic meaning. The theoretical framework is grounded in visual aesthetics theory, animation film stylistics, and visual semiotics. The findings indicate that Ping Pong The Animation employs dynamic and unstable line work to reflect the intensity of competition and the psychological states of the characters, while color is used selectively to emphasize specific emotional atmospheres. Visual distortion functions as an aesthetic strategy to express inner pressure, subjectivity, and character transformation. The visual style approach of Great Pretender demonstrates how similar stylization can produce different narrative effects through the use of more contrasting colors and theatrical visual compositions. This study concludes that the visual exploration in Ping Pong The Animation constitutes an effective cinematic language of animation that expands the possibilities of narrative expression through non-realistic aesthetics.
TEKNIK EDITING FLASHING LIGHT PADA ADEGAN AKHIR FILM PENGABDI SETAN 2: COMMUNION (2022) KARYA JOKO ANWAR Beni Pusanding Tuah Beni Tuah; I Wayan Nain Febri
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1361

Abstract

Horror films are widely known for their ability to create fear through darkness, suspenseful sound, and visual shocks. One common technique is the use of limited lighting, such as flashing lights, combined with editing strategies. This study examines the final scene in Pengabdi Setan 2: Communion (2022), which employs flashing light as the central element to intensify the horror effect. The focus of this research is on how editing through cutting rhythm, shot duration, and cut to black, organizes the flashing light to produce tension and surprise for the audience. Using film textual analysis and Eisenstein’s montage theory, this study explores how editing patterns synchronized with pulsating light intervals create visual disorientation and distinctive shock effects. The findings show that rapid editing, dominated by medium to close-up shots combined with flashing light, successfully produces a claustrophobic atmosphere and layered tension. This technique also strengthens the visual narrative by presenting horror through the “uncertainty of vision,” making it difficult for viewers to predict what will appear next. Thus, flashing light is not merely a diegetic light source in the story but becomes an essential part of the editing technique that constructs immersive horror. This study concludes that Joko Anwar enriches Indonesian horror aesthetics by merging light and editing into a unified visual style.
VISUALISASI FENOMENA MICROTREND DAN FEAR OF MISSING OUT (FOMO) GENERASI Z DALAM KARYA SENI DIGITAL Milkha; Dona Prawita Arissuta
CandraRupa : Journal of Art, Design, and Media Vol.5 No.1, March (2026)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v5i1.1368

Abstract

The background of the creation of this work is based on the microtrend phenomenon and Fear of Missing Out (FOMO). Especially in generation Z from the acceleration of information flow on social media. This triggers an identity crisis and social anxiety. Through artwork as a visual medium using digital art technology. The purpose of this creation is to present a visual interpretation through digital art. The approach method used is the method of creating craft/fine art by S.P. Gustami. There are three stages, namely: (1) exploration (excavating sources of ideas from social media phenomena and literature studies), (2) design (visualization of ideas in the form of digital sketches by considering composition and distortion of form), and (3) embodiment (final execution using graphic software). The results of digital art are able to represent the abstract concept of anxiety into a concrete visual symbol through stylization, layering, and color techniques. This work becomes a social critique as well as a medium of contemplation for audiences in the era of screen culture.