cover
Contact Name
William Sanjaya
Contact Email
williamsanjaya1993@gmail.com
Phone
+6281936460035
Journal Mail Official
wen@instiki.ac.id
Editorial Address
Jl. Tukad Pakerisan 97 Denpasar, Bali, Indonesia 80225 Tel. 0361 - 256 995 (Hunting) Faks. 0361 - 246 875
Location
Kota denpasar,
Bali
INDONESIA
Jurnal Bahasa Rupa
Published by Prahasta Publisher
ISSN : 25810502     EISSN : 25809997     DOI : prefix 10.31598/jurnalbahasarupa
Core Subject : Art,
The contents of Bahasa Rupa Journal include scientific ontology, epistemology and axiology of Visual Communication Design (DKV) and Multimedia, which includes: VISUAL COMMUNICATION DESIGN (a) Visual semiotics Iconography Iconology Visual semiotic is a sub-domain of semiotics that analyses the way visual images communicate a message. Studies of meaning evolve from semiotics, a philosophical approach that seeks to interpret messages in terms of signs and patterns of symbolism.
Articles 130 Documents
Perkembangan Penelitian Tipografi: Kajian Bibliometrik Citra Fadillah Santoso
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i2.1307

Abstract

An essential component of visual communication design is typography. Moreover, research on typography has been done in the past from both the standpoints of study and creation. Yet, there has never been research done on examining the development trend of studies on the subject of typography. Therefore, the following research questions were addressed: (1) What are the trends in research productivity regarding to typography topics based on year, publication source, affiliation, country, citation, and authorship from year to year? and (2) How is the development of research themes regarding to typography research from year to year? To conducted the research question, this research used the bibliometric method. Based on the keyword "typography" in the Scopus database, the information was retrieved, then examined and visualized using the Vos Viewer. The study's findings indicate that there has been a noticeable increase in typographic research from 1854 to 2022 in the Scopus database. Tiny nodes show up as a result of the co-occurrence visualization, indicating that there are still unique potential for research on typography-related issues. In the eight clusters, these tiny nodes are dispersed outside of the big nodes (red, green, blue, yellow, orange, brown, light blue, and purple clusters). Research possibilities with typography topics that contain the novelty can also be produced from new research that has been indexed in the Scopus database, in addition to being based on these tiny nodes.
Komunikasi Visual Kajang Dalam Upacara Ngaben di Bali I Wayan Swandi; I Wayan Nuriarta
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i2.1313

Abstract

Kajang is one of the essential elements in Balinese death rites. Kajang, as a symbol, has visual communication because it is a representation of the meanings of life. This research aims to classify the Kajang's appearance and interpret the Kajang's rerajahan from a visual communication perspective as the ceremony's spirit. The benefit of this research is that it can be used as a reference in classifying the visual appearance of awnings and is useful for understanding the meaning of awnings, so that awnings can be widely recognized by the Balinese people. The research method used is a critical qualitative method with the point of view of cultural studies.The results show that in the Hindu tradition, especially in Bali, Kajang is written in the Modre script and the Swalalita script and then placed on the curvature of the person to be incised. The types of Kajang in the composition of Ulaka Warih Ida Bhatara Dalem Benculuk Tegeh Kori, namely; (1) Kajang Klasa Walaka, (2) Kajang Pemijilan Walaka, (3) Kajang Kawitan Walaka, (4) Kajang Recedana Walaka, and (5) Kajang Sari/ Siwa Walaka. Kajang in Balinese Hindu tradition is a symbol (pengawak) of the spiritual and physical bodies of people who have died. In visual communication, Kajang is an illustration that explains a narrative of life. Religiously, the Kajang is a religious symbol with the meanings of human life.
PEMANFAATAN INFOGRAFIS BERBASIS ILUSTRASI UNTUK MELESTARIKAN DAN MENDIDIK SISWA SD TANTANG PERMAINAN TRADISIONAL BETAWI Damba Permatasakti; Afifah Salsabila
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1318

Abstract

Most of the traditional games in Jakarta are attached to the Betawi culture. Betawi traditional games not only have cultural values ​​that are implied to be preserved but are helpful for children in practicing their soft skills in real life. However, the game's popularity among the younger generation has decreased significantly because the primary method of disseminating the traditional Betawi game, namely word-of-mouth, has been passed down from generation to generation. This resulted in the inevitable extinction of traditional games. This research was conducted to find new media for preserving traditional Betawi games by adopting the Design Thinking method from IDEO and Stanford d. School: Empathy, Interpretation, Ideas, Experiments, and Tests. The result of this research is an illustrated book with an infographic style intended for elementary school students. The infographic style provides an overview of the equipment required, step-by-step instructions on how to play using short narrations, and displays game situations in vivid scenes. The tasteful design style of elementary school students applying the Betawi color scheme received positive feedback from the target market during testing. Thus, the book proved to arouse elementary school student's interest in learning and playing traditional Betawi games. So that efforts to preserve Betawi traditional games with new media is achieved.
Tinjauan Bibliometrik Produktivitas Penelitian Desain Interaktif (Interactive Design) Di Indonesia D Rio Adiwijaya
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1325

Abstract

This research was conducted to review the productivity of research on the topic of interaction design, especially in Indonesia, based on the Scopus database. The method used in this research is bibliometric analysis. Based on the results of the search conducted, 829 documents were found related to the topic of interaction design in Indonesia. The number of documents continued to grow every year during this period. This can be seen from the number of documents, which in 1996 only increased to 1 document, increasing to 118 documents in 2022. The publication source with the highest number of documents is the Journal of Physics Conference Series with a total of 191 documents. While the dominant document type is in the form of conference papers with a total of 487 documents. The affiliate with the highest number of documents is the Indonesian University of Education with a total of 65 documents. While related science research fields that predominantly discuss interaction design topics are computer science with a percentage of 17.7% or 260 documents .
Analisis Visual Dalam Fotografi Sejarah Kemerdekaan Indonesia Karya Alex dan Frans Mendur Martinus Eko Prasetyo Kaparang; William Sanjaya
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1357

Abstract

Photojournalism can depict events that hold meaning. In Indonesia, the inception of photojournalism was led by Alex Mendur and Frans Mendur. Alex and Frans Mendur were photojournalists who captured images of events during the periods of independence, the New Order era, and the Reform era. Besides documenting these events, they also photographed the atmosphere and ordinary people after the independence period. This research aims to understand the role of composition in the photographic works of Alex and Frans Mendur and the extent to which composition was applied. To prove and understand this, the research is necessary. The theory used in this study is the photography composition theory proposed by Budhi Santoso. The research method employed is qualitative descriptive, utilizing the theories of Budhi Santoso and Paul Hill as analytical tools. Based on the analysis conducted, it is concluded that the photographic works of Alex and Frans Mendur employ various compositions. These compositions are used to guide the viewer's focus on specific parts of the image. Furthermore, these compositions highlight subjects such as heroic figures and landscapes, creating an impact within the images. This research is expected to serve as a reference in the field of basic journalistic photography, emphasizing the importance of applying visual composition in capturing a narrative moment, making it easier for the audience to understand and interpret the visual message being conveyed, a practice that dates back to the period of Indonesian Independence.
IDENTITAS VISUAL DALAM PERANCANGAN MEDIA PROMOSI MUSEUM MELANGE KARANGSAMBUNG, KEBUMEN Nur Hamidatur Rohmah; Brilindra Pandanwangi
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1392

Abstract

Museum Melange has an absence of the definitive and representative visual identity as an earth conservation place with a diverse collection of national and international scaled geological heritage sites (Geo sites), which has resulted in the inability to represent its identity that makes it different from other museums. Therefore, it is necessary to design a visual identity in order to build and strengthen the identity of the Melange Karangsambung Museum, Kebumen. In this creation method, it uses the design thinking process which starts with data collection (literature studies, observations, and interviews). This design produces a visual identity that is used in promotional media with the AISAS (Attention, Interest, Search, Action, and, Share) strategy. The promotional medium that this creation uses are Instagram social media and other media such as:  stone samples for educational purpose, wristbands, uniform organizers, stationery items, and merchandise to attract the general public to visit the Melange Museum.
Game Asset Design As A Culture Conservation Effort Through New Media Muhammad Yudhi Rezaldi; Imam Alhafizi
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1393

Abstract

Indonesia has a very rich culture, but not much is known by the wider National community, even though some are known but are slowly being forgotten because they have been defeated by technological developments. The purpose of this research is to conserve culture in Toba Batak through new media packaged in digital game technology. Through this method, it is hoped that it can indirectly introduce regional culture to its target audience, namely youth people from the millennial generation. The methods Narrative Literature Review (NLR) that used are collecting data, analyzing data, determining assets, illustrating assets (sketching, coloring), assisting with asset illustrations, revising, and finalizing 2D asset designs. This design asset is succeeded creating 6 (six) game assets design in the form of 2D illustrations of the Batak Toba culture. That is, legendary figures, traditional clothing (men and women), traditional houses, traditional weapons, traditional food, and landscapes. In the future, this asset design will be made into a 3D model to be implemented into the game engine.
REPRESENTASI BUDAYA MINUM KOPI DALAM GAME VISUAL NOVEL COFFEE TALK latifah safarina; Hafiz Aziz Ahmad
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1397

Abstract

Games are a form of design that is growing along with the development of design and technology. Games as part of mass media are able to represent a value or point of view, shape understanding by building, conveying and repeating various meaning constructions. The visual novel game Coffee Talk developed by Indonesian game developer Toge Productions, shapes and represents the phenomenon of coffee drinking culture as the main narrative. Coming at the right time along with the development of this culture both in the world and Indonesia itself. Therefore, this research will explain the representation of the phenomenon of coffee drinking culture formed in Coffee Talk game. The research method used in this research is a qualitative method with descriptive analysis. It is conducted to produce an in-depth understanding about elements used in the representation. The results of the research reveal that the Coffee Talk game is able to represent the phenomenon of coffee drinking culture well, through narrative, gameplay, character, visual background, background music (bgm) and game atmosphere formed based on reality.
3D AUGMENTED REALITY SEBAGAI PENDUKUNG BRANDING MUSEUM MPU TANTULAR SIDOARJO Ardian Jaya Prasetya; Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1409

Abstract

Visitors to the Sidoarjo MPU tantular Museum are dominated by school students who receive assignments from school. Lack of attractions and information in each museum collection causes visitors to be less interested in visiting. The main objective of this research is to designing three-dimensional Augmented reality design as an effort to brand the mpu tantular museum in Sidoarjo. By using Augmented reality technology, visitors can interact directly with museum collections. The method used in this study is the Multimedia Development Life Cycle with a direct approach by observation and interviews. From the results of data analysis, it was found that the concept of augmented reality was used, namely in the form of an Instagram application filter so that visitors would immediately share their experiences visiting the mpu tantular museum on their social media and be able to communicate to the public. The media implementation uses a 5x5 cm sticker affixed near the selected collection as a marker, visitors only need to scan the marker.
Bahasa Rupa Relief Cerita Kresnayana Candi Prambanan Asep Deni Iskandar; Fajar Persada Supandi
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1424

Abstract

The Kresnayana story relief in the Prambanan temple complex is considered by researchers as a past artifact that can provide information. The information presented is in the form of visuals that tell the Kresnayana epic. The Kresnayana story relief is a transformation of a literature (kitab) originating from India. The carvers select the scene in the most appropriate paragraph, then visualize and arrange the composition of each image in each panel. The selected scenes in each panel are then assembled into a complete Kresnayana story.  In a modern visual context, the series of scenes arranged into a unified story is like a movie. In order to depict all the scenes within the limited picture plane, the sculptors used a typical drawing method with the space-time-flat system. The way of drawing done by the carvers is very different from the modern Western way of drawing.  The distinctive way of drawing on each relief panel is then considered to be strange and makes it difficult to read the story scene. This way of drawing is used to examine the reliefs of the Kresnayana story. This research uses descriptive and qualitative methods. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of working on various media. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of creating works in various visual media. From the results of the analysis, information on the typical drawing method that was used before the discovery of the Western drawing method with the naturalist-perspective-moment opname system can be found.

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