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Contact Name
Desy Nurcahyanti
Contact Email
tama.jva@mail.uns.ac.id
Phone
+62895425500990
Journal Mail Official
tama.jva@mail.uns.ac.id
Editorial Address
Editorial Office TAMA Journal of Visual Arts Faculty of Arts and Design Universitas Sebelas Maret (UNS), Gedung Edi Sudadi - Maryono (Gedung IV) Jalan Ir. Sutami No. 36A Kentingan, Jebres, Surakarta 57126
Location
Kota surakarta,
Jawa tengah
INDONESIA
Tama: Journal of Visual Arts
ISSN : -     EISSN : 29880572     DOI : https://doi.org/10.61405/9arp2b98
TAMA Journal of Visual Arts is published by the Faculty of Art and Design Universitas Sebelas Maret (UNS). The journal is published twice a year, providing a space for academics, researchers and art and design practitioners to convey their ideas and thoughts. We encourage breakthroughs in practice and critical thinking that contribute positively to developing science, knowledge and practice in art and design. The journal accepts high-quality and original writing in the form of research or propositional articles, either practical or theoretical thinking. To be considered for inclusion in the publication, articles can discuss the following topics (but are not limited to): a) Fine Arts, including Painting, Sculpture, Graphic Arts, Crafts, Pottery, Film, and Multimedia Arts. b) Design, including Visual Communication Design, Interior and Space Design, Fashion Design, Textile Design, Industrial Design, Product Design, Service Design, and Interaction Design. c) Conceptual themes, including Aesthetic, Visual Culture, Design Culture, Social Design, Sustainable Design, Participatory Art, Strategy and Innovation, Entrepreneurship, and Creative Economy. d) Art and design education. We also consider special issues with guest editors and themes. Special issues could come from proposal submissions or certain art and design conference presentations. Please note that this journal only publishes articles in English.
Articles 25 Documents
Roland Barthes Semiotic Approach to the Gebyok Jumpara Cultural Video Campaign Kinanti Erste Panggayuh Putri; Deny Tri Ardiyanto; Andreas Slamet Widodo
TAMA: Journal of Visual Arts Vol. 1 No. 1 (2023)
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i1.677

Abstract

The video campaign entitled Gebyok Jumpara is a short-duration cinematic video which is one of the cultural promotional content of Jepara Regency on the Youtube social media platform. Gebyok Jumpara is used to introduce the art of Gebyok carving as a representative carving product that has a close relationship with socio-cultural values in Jepara. This research aims to dissect the content of the Gebyok Jumpara video with the Roland Barthes approach so that the explicit and implicit messages in the video can be revealed more deeply. Based on these objectives, this research emphasizes descriptive qualitative methods to obtain in-depth and accurate findings. Data were collected through observation, interview, and document study. The theoretical approach used is Roland Barthes' semiotic theory with the division of signifier (denotation), signified (connotation), and signification (myth) levels. The initial stage of analysis is the description of the cinematographic composition used in the Gebyok Jumpara video campaign. The next stage is a semiotic analysis using Roland Barthes' theory. The Gebyok Jumpara video campaign will be separated into a total of 9 scenes according to the frame transition. Each scene will be analyzed to classify the level of signs that are translated into the meaning of signifier (denotation), signified (connotation), and signification (myth). The conclusion shows that the Gebyok Jumpara cultural campaign video pays attention to the composition elements of cinematographic techniques such as the role of third, negative space, and natural frame. Meanwhile, the results of the interpretation of meaning through the Roland Barthes approach bring three main messages: the great cultural heritage, the relationship between humans and God as the Greatest Creator, and the acculturation of Hindu, Chinese, and Islamic cultures. These three important points boil down to a message about how humans behave while maintaining tolerance for each other.
Interior Design of Samin Community Culture Museum With Neo Vernacular Concept in Blora Dzia Fadhilla Novrizka; Rahmanu Widayat
TAMA: Journal of Visual Arts Vol. 1 No. 1 (2023)
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i1.681

Abstract

Samin Community Tourism Village in Blora is located in the middle of the forest and also far from the hustle and bustle of the city, as well as a place to store cultural heritage from the Samin culture is also very less a problem experienced by the Samin Community Tourism Village. Not many people in general know about the Samin people who live in the Klopo Dhuwur Village area, Blora. Therefore, to introduce and preserve the culture of the Samin people, a place that can maintain the collections of the Samin people's heritage is needed. Samin Community Cultural Museum was designed with a neo vernacular concept in which this concept combines modern and traditional concepts in its interior. This concept was chosen to design a museum that is interactive but does not leave the culture of the surrounding area. The neo vernacular concept will be implemented in interior elements and furniture.
Analysis of Visual Elements on the Movie Poster Suzume Kiki Fitaloka; Andreas Slamet Widodo; Ambar Mulyono
TAMA: Journal of Visual Arts Vol. 1 No. 1 (2023)
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i1.682

Abstract

The poster was one of the visual media that served as a messenger primarily for the sense of sight to convey messages that needed visual communication and message symbols to be understood as well as for the promotion of the film. The study was intended to find out the meaning that visual elements posed on movie posters. The research methods used are qualitative descriptive analytics using the technique for collecting data for literature studies and observing the "Suzume" and semiotics film poster of Ferdinand De Saussure used as a research method to help researchers examine the visual and signature elements on the poster. Semiotics is the study of signs, bookmarks, and maps and the relation between them under a convention in the community. In the study, signs related to the film and visual posters are made beyond the reference to the movie scene.
Analysis of Design Elements on Secret Magic Control Agency Movie Poster Eli suryani; Bedjo Riyanto; Sarwono
TAMA: Journal of Visual Arts Vol. 1 No. 1 (2023)
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i1.684

Abstract

In a film industry, advertising media is needed to promote or introduce films to be shown. One of the advertisements that is often used in cinema is posters. Posters are closely related to visual communication design, with visuals depicted can convey the important point of a film. Movie posters contain information and have design elements, namely visual elements and verbal elements contained in the design of Secret Magic Control Agency animated film posters. In the animated film, Secret Magic Control Agency is a family comedy film made in England and Russia based on popular fairy tales by brothers Gimm who are reliable storytellers who write many famous legendary fairy tales. The purpose of this study is to describe the elements of poster design and poster design styles used in Secret Magic Control Agency movie posters. The research method used is a qualitative descriptive method with data collection techniques, literature studies, and observations on Secret Magic Control Agency animated film posters. The design style of this poster is 3D, fun and secret agent adventure where the illustrations of the poster related to the magical world are depicted like real life objects that are colorful and contain fantasy which is very suitable for children. The Secret Magic Control Agency animated movie poster is made in accordance with the principles of layout, namely sequence and asymmetrical balance.
Indonesian Batik Study of Go Tik Swan at 1950-1990 Period in Surakarta AFRIK GRAFITA; M. Rudianto
TAMA: Journal of Visual Arts Vol. 1 No. 1 (2023)
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i1.685

Abstract

Batik is very closely related to the Majapahit Empire and Islamic kingdoms in Java in the past. The development of batik incessantly took place during the Mataram kingdom in 1600-1700. During this time, batik spread throughout Java, where it was used for ceremonial purposes and attire for royalty, and the craftsmen of the palace artists created various kinds of batik motifs. The treasury of batik designs developed from a variety of aesthetic orientations, in Central Java's palaces, designs were often inspired by ritual. The spread of batik culture to the birth of coastal batik, its emergence is a new period in the world of batik. This period deserves to be called modern batik, the form of coastal batik has developed very widely with various cultural influences brought by immigrants. One of the pioneers in the world of batik in Surakarta City is Go Tik Swan Panembahan Hardjoanagoro, he is the creator of the birth of Indonesian Batik which was inspired by President Soekarno's orders. Indonesian batik is a sophisticated blend of batik elements in the archipelago, namely classic batik and coastal batik in the design of the motifs and the use of colors. Go Tik Swan makes the concept of semi-delinquent as the basis for creating inner masterpieces. Indonesian batik is modern and multi-colored, but does not leave its roots, namely Javanese culture in terms of design motifs, production processes, and their meanings. The aims of this study were to study the rationale for Indonesian Batik based on the concept of semi-deferred by Go Tik Swan, to know the process of creating and realizing Indonesian Batik, and to understand the role of "semi-deferred" in the style of Indonesian Batik by Go Tik Swan.
Illustrated Book Design as Waste Education for Children Aged 7-9 Years in Semarang City Sayid Mataram; Zahra Luthfi Karunia Afanin
TAMA: Journal of Visual Arts Vol. 1 No. 2 (2023): TAMA: JOURNAL OF VISUAL ART VOLUME 1 NO.2 DECEMBER
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i2.730

Abstract

Garbage problems are common in Indonesia. The amount of waste disposed of in landfills is increasing every year. The waste problem is caused by a lack of public awareness regarding waste management. Therefore, it is necessary to educate the public to increase awareness of the environment. Education about environmental care given early on can prevent bad things that might happen in the future. The problem in this research is how to educate children to increase awareness of the environment using the educational media of illustrated books. This descriptive qualitative research refers to the ADDIE research model to create illustrated book media as an educational solution to waste problems. With educational media illustrated books that have been designed, children can understand the types of waste and get an education about waste. Waste that is disposed of is properly and correctly segregated for each type. Illustrated books have proven effective as educational media for children aged 7-9 years as evidenced by the ease with which children understand the types and sorting of waste Keywords: Education, Waste Management, Children, Illustrated Books
Hungry Pets Visual Identity Redesign as a Representation for Middle Class Pet Shop in Penjaringan North Jakarta Beatrice, Clara; Julianto
TAMA: Journal of Visual Arts Vol. 1 No. 2 (2023): TAMA: JOURNAL OF VISUAL ART VOLUME 1 NO.2 DECEMBER
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i2.741

Abstract

The purpose of writing Hungry Pets visual identity redesign that will to improve in terms of aesthetics, and the depiction of Hungry Pets visual identity can be more highlighted and contrasted. The balance between elements also needs to be considered in making the redesign of the Hungry Pets. The author tries to dig deeper information from various sources. So that we can further deepen information about Hungry Pets. A successful logo made from a collection of valid information and data can produce a visual element that is easy to remember. This can increase brand awareness of Hungry Pets. As well as in making the design, it is designed principles and theories. The author hopes that by writing this purpose can also obtain information that can increase public knowledge from all aspects. Keywords: Redesign, Visual Identity, North Jakarta, Hungry Pets.
The Influence of Culture in Character Design in Open World Games in terms of Roland Barthes' Visual Semiotic Theory Chrsitiana Damayanti, Gloria
TAMA: Journal of Visual Arts Vol. 1 No. 2 (2023): TAMA: JOURNAL OF VISUAL ART VOLUME 1 NO.2 DECEMBER
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i2.818

Abstract

The emergence of identification, way of life, and norms that apply to society are interrelated and formed by the existence of culture. Culture that carries these three things coexists with humans and becomes an important aspect of life. Open World Game is a game that invites players to create a player-made world. By creating a culture, Open World Game raises a culture that exists in the world to create and shape the identity of its characters. One of them is Genshin Impact. Genshin Impact raises several cultures in the world, one of which is Sumeru which elevates Middle Eastern culture. Through the Semiotic Theory put forward by Roland Barthes, the author analyzes the role and application of this culture to the visual characters in the Genshin Impact Open World Game. Keywords: Visual Analysis, Open World Game, Graphic Design, Design Critique
THE USED GUNNY SACKS AND LEFTOVER LEATHER PRODUCTION IN THE DESIGN OF BOOTS FOR WOMEN WITH TIE DYE AND SMOCK TECHNIQUES: utilization of used materials and production waste Edya Arandita, Efrita Ajeng
TAMA: Journal of Visual Arts Vol. 1 No. 2 (2023): TAMA: JOURNAL OF VISUAL ART VOLUME 1 NO.2 DECEMBER
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i2.863

Abstract

This design is based on the gunny sacks (jute) that accumulate in Keden market, Kec. Pedan, Kab. Klaten, Central Java, there are conditions that are still worth using again. Gunny sacks are still feasible to use as the main material and the rest of the leather production as a supporting material in the product design boots in this design. Tie dye and smock techniques are applied to the burlap sack as an element of decoration. Women's boots are currently a trend, synonymous with masculine style. The method applied in realizing the idea of designing these boots is the method of creating artwork by Gustami SP., namely in designing the work there are three steps that must be passed: the stage of exploration, design and visualization This design produces boots for women types of chelsea boots and wedges boots using the main material used gunny sacks given smock motifs and a combination of leather remaining production. Naphtol staining accompanied the visualization of the smock on this gunny sack. Keyword : jute sacks, boots for woman, tie dye, smock technique, chemical dyes naphtol.
The Interior Design of Juvenile Detention Class I in Kutoarjo, Central Java to Support the Rights of Child Prisoners Devina, Ursula; Setiawan, Andi
TAMA: Journal of Visual Arts Vol. 1 No. 2 (2023): TAMA: JOURNAL OF VISUAL ART VOLUME 1 NO.2 DECEMBER
Publisher : Faculty Of Arts and Design Sebelas Maret University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61405/tama.v1i2.926

Abstract

AbstractOne of the objectives of the Lembaga Pembinaan Khusus Anak (LPKA) is to provide guidance and rehabilitation for children involved in criminal offenses. Despite the efforts of Lembaga Pembinaan Khusus Anak (LPKA) to continuously improve its system, LPKA must ensure the fulfillment of children's rights in accordance with the principles stipulated in Law No. 11/2012. LPKA coaching that is less effective and not integrated with community life can be an indicator of the failure of child rehabilitation in LPKA. Therefore, there is a need for structured and integrated efforts to improve the effectiveness of rehabilitation of children in LPKA so that these children can return to being responsible and productive members of society. Prisoners who do not have access to adequate training or education may lack the necessary skills to find decent work and feel pressured to return to crime. The ideal LPKA interior should be able to provide access to facilities that are beneficial to juveniles. It is hoped that the idea of designing and planning the interior of the Class I Child Special Development Institution (LPKA) in Kutoarjo can be an evaluation material to see the field conditions about the actual facilities inside and the outside world. Especially to fulfill the rights of fostered children who must prepare for the future in social life.Keywords: Rights, Children, Recidivists, Rehabilitation

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