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
NEW NORMAL : DALAM PESAN IKLAN TV KOMERSIAL TRAVELOKA Agus Hermanto; Sa’diyah El Adawiyah; Cecep Effendi; Tria Patrianti
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.793

Abstract

This article aims to know the display and narrative new normal in the Traveloka Commercial TV ad message regarding a new way of life in relation to the Covid 19 pandemic. Using a qualitative approach with narrative analysis; how do communicators tell stories, this research was conducted. Through observation of Traveloka #JalanBersamaAnda TV advertising material and literature study, data collection techniques were carried out. One by one, analyzing each frame and duration of advertisements and selecting and classifying them according to the research focus for data presentation. The finding in this article is that Traveloka commercial TV commercials carry #JalanBersama as the big idea foundation. Presenting ten visual stories of environmental atmosphere and some unusual daily activities of people in early 2020 related to the COVID-19 pandemic.
MAKNA PERUBAHAN LOGO PARTAI KEADILAN SEJAHTERA (PKS) DAN HUBUNGANNYA DENGAN BRAND IMAGE PKS Ben Isa Muhammad
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
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.v4i2.809

Abstract

Sunday, November 29, 2020, the Prosperous Justice Party (Partai Keadilan Sejahtera abbreviated as PKS) held their Fifth National Conference in Bandung and launched its new logo, march and hymn. The logo change is a value transformation proclaimed by PKS, which can be categorized as a company rebranding. This study used a qualitative approach with Charles Sanders Peirce's semiotic analysis. The authors tried to study and describe the meaning of the new PKS logo, and how the logo changes as part of the PKS rebranding. The research found that rebranding wise, this change is an evolutionary change, and the changes of the basic shapes and brand color from the dominant black-yellow colored box to the Orange-White colored circle and its meaning constitutes the most significant change, though philosophically, the party values remain maintained. The results concluded that the meaning represented in the PKS new visual logo was changing the image of the party from a more religious and formal one to a more neutral, youthful, fresh and dynamic. As part of the PKS's corporate rebranding, changing the logo is PKS strategy to attract new constituent, especially millennials. PKS has evolved its logo into a more modern, adaptive and organic design.
PENGEMBANGAN DESAIN KARAKTER KOMIK WARAK NGENDOG BERBASIS NILAI-NILAI KEARIFAN LOKAL khamadi; Abi Senoprabowo
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
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.v4i2.826

Abstract

Warak Ngendog as a symbol of unity and the mascot of Semarang City. It has local wisdom values ​​which are important to be passed on to the younger generations. So far, Warak Ngendog has been close to people's lives in the form of toys and a Dugderan celebration which is held once a year. The trend shows that the Warak Ngendog toy is getting less and less popular, due to the presence of foreign characters that are closer to the child. This has made the younger generation's understanding of Warak Ngendog culture decrease. The purpose of this research is to design the comic characters of Warak Ngendog to attract public interest. This study uses a qualitative descriptive method to get a picture of the value of local wisdom of Warak Ngendog. This is then analyzed and implemented in designing a good comic character design. The results of the analysis show that aesthetic, social, and religious values ​​are the main elements in designing the character of Warak Ngendog. The result is a character design of Warak Ngendog which still maintains its visual uniqueness and has a good characterization of representation of Warak Ngendog's social and religious values.
Aset Budaya Sebagai Konsep Destination Branding Desa Ngadas Kabupaten Malang Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.836

Abstract

Destination branding is an effort to build people's perceptions of a destination, by marketing or introducing existing potentials and advantages, so that it can become an identity for a destination. Ngadas Village, located in Malang Regency, is one of the four villages of the Tengger tribe that has cultural potential and natural wealth that can be developed into a tourist destination. Therefore, it is necessary to design a destination branding for Ngadas Village so that its potential can be recognized and become a characteristic of the village. The main purpose of this design is to communicate Ngadas Village to the wider community so that the cultural heritage of Ngadas Village can be maintained and sustainable, besides that it can also help the welfare of the people of Ngadas Village. With this Destination branding, Ngadas village has the opportunity to introduce its potential, while preserving the cultural heritage for its successors. The research method used in Destination branding uses qualitative methods with a direct approach to the field and in-depth interviews with related parties to deepen knowledge about Ngadas village. From this method, it is found that the Ngadas village has cultural assets that become verbal concepts, visual concepts and media strategies in this design.
‘Sarimin’ Game Petualangan Adaptasi Webtoon Dengan Konsep Discovering The Mythical Creatures Nugrahardi Ramadhani; Annisa Dhia Baswedan
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.843

Abstract

This research focused on designing a webtoon adaptation game "Sarimin" based on Indonesian mythical creatures. The purpose of this paper is to introduce various Indonesian mythical creatures as the preservation and appreciation of local mythical culture from the positive side through the player's point of view as Sarimin, who is the personification of the white monkey djinn and the main character of the webtoon 'Sarimin'. The design methods used were literature study, observation of historical physical relics, experimental studies, interviews with game developers, prototyping, and testing. Based on the research results, the "Discovering The Mythical Creatures" design concept was created where players would explore the levels and be introduced to Indonesian mythical creatures and their stories related to the story from the webtoon 'Sarimin' with adventure-platformer gameplay.
INFORMATION ARCHITECTURE PADA APLIKASI E-COMMERCE: (STUDI KOMPARASI APLIKASI SHOPEE DAN TOKOPEDIA) Sri Soedewi; Wirania Swasty; Arry Mustikawan; Fariha Eridani Naufalina
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.848

Abstract

Shopee and Tokopedia are popular marketplace applications in Indonesia that provide facilities for buying and selling goods online from various sellers or stores. Application is very influential for user convenience in the preparation of information architecture. The Information Architecture uses to compile the information. It is easier to understand for users when interacting with mobile applications. This study uses quantitative research methods by conducting observations, questionnaires distributing, and literature studies to analyzing the information architecture or structure, and knowing the user experience on the Shopee and Tokopedia applications using the tool Optimal Workshop. Information Architecture on Shopee and Tokopedia results is conducted based on the research and analysis, as a whole are good.
ISU COVID-19 SEBAGAI IDE BESAR DALAM STRATEGI KREATIF IKLAN, SEBAGAI KEPENTINGAN PENJUALAN ATAUKAH PENCITRAAN? Jiwa Utama; Rahmiati Aulia
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.862

Abstract

Using something currently popular among the intended target audience is a natural thing to be appointed as a big idea in an advertisement. However, what if the COVID-19 (coronavirus) pandemic that is hitting many countries worldwide, including Indonesia, causes many sufferers and casualties? The issue wants to show the care of the brand towards the audience as consumers, or is it just for the sake of selling? This study uses purposive sampling from identifying problems, namely analyzing several product advertisements that used the covid-19 pandemic issue with a qualitative method. Where advertisements will be studied using content analysis to find out how to approach communication and visuals, then will be discussed with a creative strategy theory approach in advertising. This study aims to find out the pattern of creative strategies used and to answer what interests are contained in the pattern of creative strategies based on the formulation of the problems that have been mentioned. The study results do not show any sales interest solely in categories that display the coronavirus based on an assessment of advertising messages. However, one of the findings of communication that says can use other brand products where the advertisement of a product usually only prioritizes the interests of the product so that the audience believes in the product and will only use the product, which of course will not recommend competing products.
Design of Assertive Communication Illustration Book as an Educational Media Masnuna Masnuna; Nyimas Qonita
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
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.v6i1.868

Abstract

Communication is the basis of social interaction activities in everyday life. There are four communication patterns, namely passive communication, aggressive communication, passive-aggressive communication, and assertive communication. Of the several communication patterns, assertive communication is the most effective communication pattern. However, assertive communication is still a common thing among the public. According to questionnaire data, 63.6% of 66 fresh graduates do not know assertive communication. A fresh graduate will be faced with problems such as work problems and other work demands. In addition, it is also necessary to have soft skills that are useful in the future. Therefore, assertive communication patterns are needed in the world of work. Seeing fresh graduates who are busy with work, informative and interesting educational media is needed, namely illustration books. The use of visuals and verbal in this book adjusts the characteristics of the target audience. Based on these phenomena and problems, this research uses the preparation stage and the creation stage. With this illustrated book media, it is hoped that the target audience can apply it in their daily lives, attract reading interest, and be able to work more productively in the future.
E-INVITATION SEBAGAI PELUANG BISNIS ERA INDUSTRI 4.0 DI BALI Wina Pertiwi Putri Wardani; Anak Agung Gde Bagus Udayana
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.873

Abstract

In the 4.0 era, everything uses technology, including the dissemination of information such as wedding invitations. It can be said that in Bali the use of e-invitation is not as popular as in Southeast Sulawesi, South Sulawesi, Aceh, West Sumatra and Central Java. This study aims to describe the potential of e-invitation in the new era, especially in Bali. Qualitative descriptive method was used in this study to explore information about the importance of using e-invitation in the pandemic era and could be a business opportunity. This paper uses high concept theory and high touch and visual elements as supporting theory in data analysis method. From the research results, it is known that e-invitation has wide-open business potential in Bali. The use of e-invitation has many advantages both from an economic and environmental point of view, it's just that few people know where the e-invitation design can be made.
PENDEKATAN KOMUNIKASI SMCR DALAM PERANCANGAN PERMAINAN BOARD GAME ULAR TANGGA “POSTCOV” UNTUK UPAYA MEMBANTU TRAUMA HEALING ANAK PADA PANDEMI COVID-19 Dzuha Hening Yanuarsari; Mukaromah Mukaromah; Khamadi Khamadi
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.890

Abstract

The Covid-19 pandemic that occurred at the end of 2019 had a significant impact on various sectors of activity in the world, including Indonesia. Various actions were taken as steps to overcome these problems. One of them is in the education and health sector for children, namely the psychological vulnerability of children and the level of depression that occurs due to the Covid-19 pandemic phenomenon. Through educational games, it is believed that it can help things related to child psychology. The purpose of this research is to create an educational game of snakes and ladders that can be used to help the trauma healing process in children due to the impact of the Covid-19 pandemic. The research method used in this design is an explanatory descriptive method using the SMCR communication approach. Through this method, educational messages regarding the COVID-19 pandemic that children still have to deal with should be treated with caution and there is no need to be afraid as long as they adhere to health protocols. The results of this study are the creation of a prototype design of the snake and ladder game "PostCov" as an alternative new educational media as a form of innovation in delivering information as well as a form of play therapy in helping psychological problems that are vulnerable to occur in children.

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