cover
Contact Name
Mukhsin Patriansah
Contact Email
jurnalvisart@gmail.com
Phone
+6282386846177
Journal Mail Official
jurnalvisart@gmail.com
Editorial Address
Jl. Tj. Barangan, Jl. Tj.Majid, Bukit Baru, Kec. Ilir Barat. I, Palembang, Provinsi Sumatera Selatan
Location
Kota palembang,
Sumatera selatan
INDONESIA
VisArt: Jurnal Seni Rupa dan Design
ISSN : 30262135     EISSN : 30262143     DOI : https://doi.org/10.61930/visart.v2i1.662
VisArt: Jurnal Seni Rupa dan Design focuses on the research of visual art studies through the experiences exchange among educators, artists, and researchers. Its primary goals is to promote quality research on conceptual ideas, studies, application of theories, and visual art reviews. Topics of special interest to Arty include scholarly reports that enhance knowledge regarding art in general, Fine Art, Art History, Visual Culture, Design Methodology, Design Process, Design Discourse, Design and Culture, Art Critism, Anthropology of Art, Artifact Design, Visual Communication Design, Creative Industry, and other historical, critical, cultural, psychological, educational and conceptual research in visual art and design
Articles 113 Documents
Pengembangan Buku Pop Up Pengenalan Rumah Ulu Ogan Sebagai Media Edukasi Bagi Anak Sekolah Dasar Karmini, Umi; Lubis, Hestia Rachmat Nunciata; Iswandi, Heri
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1266

Abstract

Rumah Ulu Ogan is one of the traditional houses of South Sumatra that holds significant historical and cultural value. However, the lack of engaging educational media for elementary school children has led to a decline in knowledge about Rumah Ulu. This study aims to design an interactive pop-up book as an educational tool for first to third-grade students in Palembang, enabling them to better understand the shape, function, and uniqueness of Rumah Ulu Ogan. The design process includes literature review, observation, and analysis of the learning needs of young students. A pop-up book was chosen for its ability to offer a more engaging visual and sensory experience compared to conventional books. The outcome of this design is expected to enhance children’s interest in learning while effectively introducing local culture
Buku Interaktif Sebagai Media Komunikasi Pengenalan Tari Gending Sriwijaya Untuk Anak Usia 6-12 Tahun Di Kota Palembang Ceria, Sofiah; Prasetya, Didiek; Nunciata, Hestia Rachmat
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1267

Abstract

Gending Sriwijaya Dance is one of the intangible cultural heritages of South Sumatra, rich in meaning and historical value. However, a lack of interest and the absence of engaging and age-appropriate media have led to a decline in the introduction of this traditional dance to younger generations. This design project aims to introduce the Gending Sriwijaya Dance to children aged 6-12 in Palembang through an interactive children’s storybook. The methods used include observation, interviews with elementary school students, and literature studies to explore appropriate content and visual approaches. The book is designed with expressive illustrations, easy-to-understand narratives, and interactive activities that can stimulate children's interest in local culture. The resulting book is expected to serve as an enjoyable alternative medium to help introduce and instill a love for regional culture from an early age, as well as a part of cultural preservation strategies through a visual approach that is adaptive to the times and children’s developmental needs
Strategi Edukasi Sejarah Lokal Melalui Animasi Interaktif Museum Fatahillah Sebagai Upaya Meningkatkan Minat Generasi Muda Wijaya, Nicole
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1287

Abstract

The Fatahillah Museum, located in Kota Tua, Jakarta, is a historical landmark that was originally built as the town hall during the era of the Dutch East India Company (VOC). Today, it serves as a museum that preserves and displays important historical artifacts from Batavia’s colonial past. Despite its rich cultural and historical value, the museum faces low engagement from the younger generation, who often perceive historical sites as outdated or irrelevant. This study aims to explore effective ways to increase youth interest and appreciation for the Fatahillah Museum and its historical significance. To achieve this, the study utilizes a qualitative research method, including direct observation, in depth interviews, and literature review. Findings indicate that the use of animation featuring engaging visual styles, narrative storytelling, and accessible language can significantly enhance the delivery of historical content. The combination of educational messages and creative visuals helps bridge the gap between traditional history and contemporary youth culture. In conclusion, animation proves to be a promising medium to make learning about cultural heritage more appealing, interactive, and relatable to the younger generation
Perancangan Video Musik “Menit Tambahan” oleh Band Lomba Sihir Berbasis Animasi Lie, Farrellino Jason; Sekarsari, Andreana Lingga
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1291

Abstract

The visual profile of a band is a way of communication that supports their listeners’ listening experience. This study aims to make an animated music video for “Menit Tambahan” by Lomba Sihir to expand the song’s idea through the animated music video visuals and as a promotional tool. This study uses the qualitative method through observing animation videos and animated music videos, also through interviews with the creative director for the song “Menit Tambahan” and a director of an animated music video. The result shows that the music video for “Menit Tambahan” by Lomba Sihir can be an example of visual exploration based on animation that enriches artistic values and promotion from a body of work. Visual approach employed takes into account illustration style, color selection, movement rhythm, and synchronization between animation and music in order to create a strong unity of message. Through this design, the animated music video is expected not only to function as an aesthetic complement, but also as a visual communication medium capable of expanding audience reach, strengthening the band’s visual identity, and enhancing the appeal and interpretation of the song “Menit Tambahan”
Ikan Arwana Sebagai Ide Penciptaan Ukir Relif Kayu Chandra, Riky
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1301

Abstract

This research discusses the process of creating a wood craft artwork with the theme of arowana fish as the main inspiration. The arowana fish was chosen for its distinctive visual form, such as its calm movement, shiny scales, and fan-shaped tail, as well as its meaning in Asian culture as a symbol of prosperity and good fortune. The process of creating this work uses the methods of exploration, design, and realization. The exploration stage involved direct observation of the arowana fish to understand its shape and movements, which were then translated into sketches. The design stage includes selecting the final design and transferring the sketch to surian wood as the main media. In the realization stage, relief carving techniques are applied to produce three-dimensional works with visual depth. The main material used is surian wood, chosen for its strength and beauty of grain, supported by finishing materials such as impra and biopolis to emphasize the texture of the wood. The process involves drawing, cutting, shaping and punching tools to create precise works. The final artwork serves not only as an aesthetic object, but also as a medium of expression and education, highlighting the aesthetic, symbolic and philosophical values of arowana fish. This work represents a combination of high craftsmanship and exploration of cultural values through craft
Lebah Madu Sebagai Motif Pada Karya Seni Kulit Dua Dimensi Tumeang, Paulina Wati; Ferawati
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1304

Abstract

The creation of this two-dimensional leather craft work takes the form of a wall decoration inspired by the object of the honeybee, entitled “Hard Work Leads to Results.” This artwork depicts the activity of bees in collecting food in the form of pollen from flowers, which is then processed into sweet honey. The bees’ activity is interpreted as a symbol of human perseverance and hard work in living life and carrying out one’s occupation, while the sweetness of honey represents the results or rewards obtained from such hard work, such as enjoying the outcomes of effort and the income earned. In its creation process, this two-dimensional leather craft work employs three stages of creation: the exploration stage, which involves searching for and developing sources of ideas; the design stage, which produces sketches and design concepts; and the realization stage, which transforms the concept into a finished leather artwork. The final work consists of a single piece made from vegetable-tanned leather, measuring 54 cm in width and 74 cm in height. The technique applied is the embossed carving technique (tatah timbul), which serves to highlight the motifs and strengthen the visual character of the leather craft. The final finishing stage uses glazing paint to create a more vivid visual impression, emphasize details, and enhance the overall aesthetic value of the artwork
Strategi Kampanye Komersil Untuk Mempromosikan Perawatan Kulit Pemuda Laki-Laki Melalui Merek Kahf Aryani, Kinanti Restu
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1316

Abstract

Awareness among Indonesian youth regarding proper facial cleansing habits remains relatively low, even though interest in skincare has increased over the past decade. This design project aims to convey messages about skin hygiene to young people by featuring the Kahf Oil and Acne Care product line to encourage a better understanding of skincare among males aged 15–23 years. The methodology employs both qualitative and quantitative approaches, including interviews with experts in communication, design, and skin health, as well as a survey of 112 young male respondents. The campaign, titled KahfBOYS, is designed with communicative visuals, a casual tone of language, and storytelling and illustration approaches that are relevant to the everyday lives of teenage boys. The campaign media are applied across various forms of visual communication to enhance the effectiveness of message delivery. This campaign is expected to build awareness that maintaining skin cleanliness is not merely a temporary trend, but an integral part of a healthy lifestyle, and to eliminate the stigma that skincare is only intended for women
Efektivitas Metode Kerja Kelompok Pada Pembelajaran Seni Budaya Plat Logam Khusus Sma Negeri 7 Wajo Sahrang, Lisa Syari; Jamilah; Nurwahidah
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1318

Abstract

This study aims to examine the effectiveness of the group work method in increasing students’ active participation in Cultural Arts learning, specifically on the metal plate material at SMAN 7 Wajo, as well as to identify the obstacles faced by students during the group work process. The background of this research is based on the phenomenon of students’ lack of active involvement in group work activities, where most students tend to be passive and rely on a few dominant members. This condition leads to unequal contributions within groups and has an impact on the low achievement of overall learning objectives. This study employs a qualitative descriptive approach, with data collection techniques including observation, interviews, and questionnaires. The results indicate that the group work method has the potential to enhance students’ active participation; however, its effectiveness is highly dependent on teachers’ mentoring strategies, the management of group dynamics, as well as individual motivation and responsibility within the group. The obstacles encountered include low learning motivation, a lack of awareness of the importance of cooperation, and unequal task distribution
Motif Tato Sebagai Ide Penciptaan Seni Grafis Biru, Savana; Kurniawati, Dyah Yuni
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1321

Abstract

The creative work in graphic art is grounded in the rapid development of graphic art as a branch of visual art that continues to advance in both technical execution and visual approach. The growth of printing technologies both manual and digital has opened up broader opportunities for the realization of visual concepts rooted in diverse cultural traditions. One such rich visual and symbolic source is Japanese tattoo art (Irezumi), which historically and philosophically embodies values such as courage, resilience, harmony, and the cycle of life and death. Motifs such as koi fish, dragons, cherry blossoms, and phoenixes are characterized by bold outlines, soft gradients, and dense compositions, making them highly adaptable to the medium of graphic art. The objective of this creative project is to explain the visual characteristics and symbolic meanings of Japanese tattoo motifs as the conceptual basis for the creation of two-dimensional graphic artworks; to apply their aesthetic and philosophical values within a contemporary visual context; and to implement these motifs using appropriate visual strategies and printing techniques. The creative process involved digital design methods and the use of Direct to Film (DTF) printing technology on fabric media, enabling accurate and practical visual application. Theoretical studies supporting this work include analyses of Japanese tattoo symbolism, principles of graphic design, and the cultural values underlying the selection and adaptation of these motifs. The resulting works, including Up and Down and Dragon and Tiger, present visual interpretations of life’s dualities and the balance between spiritual and worldly forces. The outcomes demonstrate that the implementation of Japanese tattoo motifs in graphic art not only enriches contemporary visual expression but also serves as a medium for preserving and recontextualizing traditional cultural values in a relevant and meaningful visual form
Pendekatan Alternatif Animasi 2d Dalam Media Edukatif Peningkatan Pariwisata Kota Tua Kali Besar Barat Altisya, Viecel; Huddiansyah
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 2 (2025): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v3i2.1330

Abstract

Kali Besar, an important port in the colonial era in Kota Tua, preserves a rich history with a variety of social, economic, and cultural transformations. However, the history of Kali Besar Barat is still less known to modern society. Through an interesting visual and educational approach, the project depicts historical buildings on Kali Besar Barat, as well as a chronological explanation of the history of the transitional functions of each building. The methods used included live observations, interviews with historians and animator, as well as literary studies. The result of this research is an interesting and educational 2D animation that is expected to introduce Kali Besar Barat to the public, especially young adults, and contribute to the development of animation-based educational media. In addition to serving as a learning medium, this 2D animation is expected to increase public awareness of the importance of preserving historical areas in Jakarta’s Old Town. By integrating accurate historical data with clear and engaging visual presentation, this project seeks to present historical narratives that are easy to understand and relevant to contemporary contexts, thereby offering an effective and sustainable alternative medium for history education.

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