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
Perancangan Visual Kartu Tarot Untuk Pengenalan Cerita Rakyat Batu Menangis Limas, Margaretha Angelica; Valentina, Anny
Jurnal Bahasa Rupa Vol. 8 No. 1 (2024): Jurnal Bahasa Rupa Desember 2024
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.v8i1.1611

Abstract

Tarot cards are often considered a medium for fortune telling, but in several other countries tarot cards have been socialized with various versions of fairy tales or historical stories of their own countries. Indonesia also has its own tarot cards, namely the Wayang Tarot cards and Nusantara Tarot cards, and has its own community. Tarot cards are widely considered to be a card game for fortune-telling and are synonymous with the word 'mystical', so many people immediately think negatively about tarot cards, even though these cards were originally a game that can now be used as a medium for education through counseling. This design aims to create visual recommendations for tarot cards with illustrations in the form of folklore so that it can reintroduce almost forgotten folklore. The design method used is Robin Landa's method, namely  orientation, analysis, design concept, design development, and implementation. The design of this tarot card visual recommendation uses a decorative illustration style emphasizing the use of outlines.  The illustrations displayed depict events in the Batu Menangis folklore. This design requires further trials to validate its effectiveness in order to ensure that the tarot cards designed can be a visual recommendation that can reintroduce folklore so that it is not forgotten.
Perancangan Karakter Ilustrasi Pada Buku Edukasi Pupuk kompos Dari Sampah Organik : merancang karakter ilustrasi untuk buku edukasi lingkungan suryani, Eli; Riyanto, Bedjo; Sarwono, Sarwono
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
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.v7i3.1688

Abstract

Waste is a serious problem in Indonesia, including Surakarta City, due to the low awareness of the community, especially housewives, in its management. This design aims to design character illustrations in the educational book of compost fertilizer from organic waste to help deliver information effectively. This design focuses on character illustrations inspired by the head of the PKK women who will be used in the educational book. This type of research is qualitative research with a descriptive approach, the design method used is design thinking. Data collection is done through observation, interviews, questionnaires and documentation. The design thinking method consists of five stages, namely empathize, define, ideate, prototype and testing. The data used in this design consists of library data, data from interviews with PKK leaders and members in Jebres Village. The result of this design is an educational book that has a size of 14.8 cm x 21 cm or A5 size with 33 pages. The type of paper used on the book cover is 260 gsm artcarton while, for the contents using 150 gsm artpaper. Supporting media in this design are posters and Merchandise, namely tote bags and pins. Educational media in the form of books has been tested on the target audience and the character illustrations presented are able to represent educational messages effectively through visualization of friendly characters, familiar with the audience, and costumes that support and pay attention to the appropriate color theory.
Stimulus Augmented Reality Children Storybook Timun Mas Membentuk Kognitif Visual Anak Usia Dini Kinanti erste panggayuh putri; Ardiyanto, Deny Tri; Widodo, Andreas Slamet
Jurnal Bahasa Rupa Vol. 7 No. 2 (2024): Bahasa Rupa April 2024
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.v7i2.1702

Abstract

The concept of visual literacy reading activities based on technology represents an implementation of the smart education paradigm, which is currently gaining recognition as a potentially transformative approach for engaging the digital native generation. The strategy of combining the power of visual-based storyteling media with virtual reality technology represents an innovation that aims to present a more engaging and enjoyable reading experience for early childhood. The objective of this study is to examine the impact of the Augmented Reality Children's Storybook (ARCS) Timun Mas media on the cognitive and visual responses of early childhood. The study employed a qualitative case study methodology with a purposive sample of children aged 4-6 years at Darrunajwa Kindergarten, Jombang, East Java. The data collection techniques selected were observation, interviews, literature studies, and documentation. The findings of the study indicate that the Timun Mas Storybook media based on Augmented Reality can facilitate the formation of five indicators of children's cognitive-visual abilities, namely visual sensory, visual attention, visual memory, visual spatial relations, and visual sequence memory. This visual response will subsequently contribute to an enhanced visual perception of children towards the forms of visual elements, storylines, and moral messages contained in the ARCS Timun Mas media.
Estetika Visual dan Naratif pada Video Musik "Saat Kau Telah Mengerti" oleh Virgoun: Analisis Komposisi Visual dan Emosi Audiens Bima Wicaksana, Inovensius Hugo; Prasetyo, Martinus Eko
Jurnal Bahasa Rupa Vol. 8 No. 1 (2024): Jurnal Bahasa Rupa Desember 2024
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.v8i1.1724

Abstract

This study aims to analyze the visual and narrative aesthetics in the music video "Saat Kau Telah Mengerti" by Virgoun. The music video serves as a medium for conveying emotions and messages, where visual and narrative elements play a crucial role in shaping audience perceptions. This research employs a qualitative descriptive approach focused on audience meaning, utilizing Edmund Feldman’s formal analysis method through the stages of description, analysis, interpretation, and evaluation. Elements such as composition, lighting, color grading, and camera movement are analyzed to understand how they enhance the audience's emotional experience. The results reveal that these visual elements are effectively utilized to create a profound emotional narrative and strengthen the audience’s connection to the conveyed message. This study provides valuable insights into how visual aesthetics can be leveraged to amplify emotional impact in music videos.
Multimedia Pembelajaran Interaktif tentang Pengenalan Bilangan untuk TK Dharmawangsa, Badung Bali Sutarwiyasa, I Ketut; Anggara, I Gede Adi Sudi; Wirayoga, I Putu Ade; Wardana, Ketut Nala Hari; Herliyani, Elly; Suryana, Jajang
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
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.v7i3.1726

Abstract

In the learning activities carried out at TK Dharmawangsa, students feel bored quickly during the learning process, especially when learning to recognize numbers. This is because the learning media used before were less attractive, because they only used books and makeshift tools. The design of interactive multimedia about number recognition is able to be a solution to this problem, because interactive multimedia is able to display text, graphics, audio, and animation to attract students' interest in the learning process. Therefore, the purpose of this study is to develop interactive learning multimedia that has a number recognition feature and contains games to arrange numbers and guess the number of objects to help students and teachers of TK Dharmawangsa in the teaching and learning process. For data collection techniques used in this study, namely observation, interviews, questionnaires, literature, and documentation. And for the method of making media starting from the pre-production process, production, to post-production. Based on the test results, the material experts get a very good predicate about this interactive media as an auxiliary media in the teaching and learning process, while the media experts get a good predicate about the appropriateness of this interactive media to be published. Based on the results of the questionnaire that was given to 21 students of TK Dharmawangsa, this interactive multimedia about number recognition received very good 100% responses as an interesting and fun learning medium.
Kajian Papan Iklan “Miras” pada Ruang Publik Terbuka di Kota Denpasar Sutarwiyasa, I Ketut; Setiawan, I Ketut; Thalib, Emmy Febriani
Jurnal Bahasa Rupa Vol. 8 No. 1 (2024): Jurnal Bahasa Rupa Desember 2024
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.v8i1.1727

Abstract

This study examines the experiences and perceptions of Denpasar residents regarding alcohol advertisements in public spaces. In a society that upholds religious and cultural values, the presence of such advertisements sparks controversy due to concerns about their impact on social norms and morality. Using Maurice Merleau-Ponty's theory of the phenomenology of perception, this research aims to analyze how alcohol advertisements influence public perception based on the interaction between the body, consciousness, and social environment. The method employed is a phenomenological approach with in-depth interviews and observations of advertisements in public spaces. The findings reveal that perceptions vary significantly depending on age, gender, occupation, and religious background. The majority of respondents from Muslim and Hindu religious groups reject the presence of these advertisements, considering them to be in conflict with religious values and expressing concern about their potential influence on younger generations. On the other hand, younger respondents tend to be more permissive, as long as the advertisements do not disrupt social order. This study has not yet explored in depth how differences in the context of public spaces, such as tourist areas and local environments, influence public perceptions of alcohol advertisements.
Optimizing Art and Design Education Through Mobile Apps Development Abednego, Victor Adiluhung; Kusumawati, Yudhistya Ayu; Christyanti, Michelle Gita
Jurnal Bahasa Rupa Vol. 7 No. 2 (2024): Bahasa Rupa April 2024
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.v7i2.1728

Abstract

The rapid growth of the Visual Communication Design sector in the digital era highlights the increasing demand for skilled graphic designers across various industries. As creative professionals, graphic designers are tasked with conveying messages through visual means, balancing aesthetics, functionality, and technical expertise. However, many designers face challenges in producing high-quality work due to limited practical and theoretical knowledge. This research proposes the development of "Dr. Visual," a mobile e-learning app designed to enhance the design skills of both aspiring and young designers. By utilizing the design thinking process, the app aims to provide users with deeper insights into design theory and practice. Employing a Quantitative Descriptive method, the study analyzes user interest in the app, emphasizing its potential to support designers in creating superior artwork. The findings suggest that "Dr. Visual" could serve as a valuable resource, offering a platform for graphic designers to enhance their skills and produce higher-quality designs.
Elevating Jack Beans Sauce: A Visual Identity Strategy for Enhanced Brand Recognition Kusumawati, Yudhistya Ayu; Gunawan, Elizabeth Paskahlia; Lukiyanto, Kukuh; Yana, Erlyana
Jurnal Bahasa Rupa Vol. 8 No. 1 (2024): Jurnal Bahasa Rupa Desember 2024
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.v8i1.1745

Abstract

The MSMEs sector is able to contribute to economic growth in Indonesia. Jawa Sehati Mulia is an MSMEs which operates in the field of producing jack beans sauce namely Korochi made from local jackbeans or Phaseolus lunatus L. When researching a visual identity strategy for jack beans sauce with the goal of enhancing brand recognition, qualitative research methods are particularly useful in understanding the deeper perceptions, emotions, and cultural nuances associated with the brand. By using design thinking method, this research explores the critical role of visual identity in building brand recognition and fostering consumer engagement for a unique, plant-based product. Despite its healthy and sustainable attributes, Jack Beans Sauce has yet to fully establish a strong brand presence in a competitive food market. The study focuses on developing a cohesive and appealing visual identity that reflects the brand’s core values—health, sustainability, and innovation—while appealing to a target audience of health-conscious and environmentally-aware consumers. By creating a distinct logo, color scheme, typography, and packaging design, the research aims to enhance the brand's visibility and differentiate it from competitors. Additionally, the study examines how this visual identity can be applied consistently across digital platforms and physical touchpoints to create a unified brand experience. Ultimately, this research seeks to provide actionable insights on how a well-crafted visual identity can elevate brand awareness, strengthen consumer connection, and support the growth of Jack Beans Sauce in an increasingly competitive marketplace.
A Visual Transformation: Using Photography to Boost Tugu Jawa's Brand Visibility Rafiqi, Hindam Basith; Kusumawati, Yudhistya Ayu; Widita, Anindya
Jurnal Bahasa Rupa Vol. 7 No. 2 (2024): Bahasa Rupa April 2024
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.v7i2.1746

Abstract

The MSMEs sector is able to contribute to economic growth in Indonesia. Jawa Sehati Mulia is an MSMEs which operates in the field of producing soy sauce made from local black soybeans with several product variants including sweet soy sauce, spicy soy sauce, barbeque soy sauce, etc. This research explores the impact of photography as a key tool in enhancing brand identity and increasing visibility for Tugu Jawa, a traditional Indonesian local brand. In an increasingly visual world, effective imagery has become essential in distinguishing brands in competitive markets. Tugu Jawa, known for its rich cultural heritage and artisanal products, has the potential to expand its reach by adopting a modern, visually appealing photography strategy. This study aims to analyze how high-quality, culturally resonant photography can effectively communicate the brand’s values, evoke emotional connections, and create a memorable presence across digital and print media. Through a series of case studies, visual analysis, and consumer feedback, the research investigates how curated imagery can elevate brand perception, improve engagement, and drive consumer interest. The findings suggest that a well-defined visual approach using photography can significantly enhance Tugu Jawa’s market visibility, attract a wider audience, and strengthen its connection with both local and global consumers. Ultimately, this study provides actionable recommendations for Tugu Jawa to leverage photography as a strategic tool to boost brand awareness and foster long-term brand loyalty.
A Visual Narrative: Leveraging Digital Comics To Preserve And Promote Traditional Arts Angkawijaya, Yongkie; Kusumawati, Yudhistya Ayu; Gozali, Alya; Yana, Erlyana
Jurnal Bahasa Rupa Vol. 8 No. 1 (2024): Jurnal Bahasa Rupa Desember 2024
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.v8i1.1748

Abstract

Digital media and emerging technological tools are expanding the reach of various practices, including art, which increasingly takes abstract, visual, or musical forms. This transformation has led to a growing detachment from traditional art forms, contributing to their diminishing appeal. Furthermore, regional cultural institutions, such as art galleries, often struggle to effectively promote traditional arts, exacerbating the challenges of preserving and revitalizing these cultural expressions in the face of rapid societal change. This research explores the innovative intersection of digital comics and traditional arts as a means of cultural preservation and promotion. This research investigates how the storytelling power of comics, with its engaging visuals and narrative structure, can be harnessed to communicate the richness of traditional art forms to a broader, more diverse audience. By integrating elements of traditional culture into digital comic formats, the study seeks to bridge generational and cultural gaps, ensuring that the cultural significance of traditional arts is not only preserved but also made relevant in today’s digital-centric world. The research emphasizes how this hybrid medium can serve as an accessible platform for education, engagement, and cultural exchange, providing an interactive way to showcase traditional art techniques, history, and symbolism. Furthermore, the study examines the potential of digital comics to expand the reach and visibility of traditional art, particularly among younger generations who may be less engaged with conventional art forms. Through an analysis of case studies and the development of prototype digital comic projects, the research highlights the effectiveness of combining modern digital tools with the timeless appeal of visual storytelling. The study suggests that by leveraging the popularity of comics and graphic novels, traditional art can be introduced in a fresh, dynamic way, fostering greater appreciation and understanding. This research ultimately proposes a new model for preserving cultural heritage, blending creativity, technology, and tradition to create compelling narratives that resonate with a contemporary audience.

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