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Contact Name
Desiana Muryasari
Contact Email
desiana@ustjogja.ac.id
Phone
+6282225942221
Journal Mail Official
desiana@ustjogja.ac.id
Editorial Address
Institut Bisnis dan Teknologi Indonesia Jl. Tukad Pakerisan No. 97, Denpasar - Bali Telp (0361) 256995
Location
Kota denpasar,
Bali
INDONESIA
Jurnal Bahasa Rupa
ISSN : 25810502     EISSN : 25809997     DOI : https://search.crossref.org/?q=bahasarupa
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, (b) Illustrations, (c) Typography, (d) Photography, (e) Advertising and Branding strategy, (f) Corporate Identity, (g) Packaging Design, (h) The latest applied technologies related to Visual Communication Design, (i) Educational methods in Visual Communication Design teaching, (j) The Science of Design in Visual Communication Design, (k) Cultural Issues Related to Visual Communication Design. MULTIMEDIA DESIGN (a) User Interface & User Experience (UI/UX design), (b) Animation, (c) Cinematography and Videography, (d) Digital Game, (e) Interactive Multimedia, (f) The latest applied technologies related to Multimedia Design, (g) Educational methods in Multimedia Design teaching, (h) The Science of Design in Multimedia Design, (i) Cultural Issues Related to Multimedia Design.
Articles 6 Documents
Search results for , issue "Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023" : 6 Documents clear
PERANCANGAN BUKU TIPOGRAFI UNTUK KEMASAN DENGAN METODE DESIGN THINKING Erlyana, Yana; Winnie, Winnie; Veronica, Veronica
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1299

Abstract

The appropriate utilization of typography holds substantial significance as it directly influences the visual perception of a brand. Typography serves as a visual manifestation of a brand, wherein the distinctive characteristics of each letter reflect the brand's overall image. Similarly, within the domain of packaging design, typography assumes a critical role in upholding brand identity. Recognizing the urgency of this matter, the present study endeavors to develop an informative compendium that exhibits the application of typography in packaging design through visually captivating presentations, complemented by case studies of well-known brands prevalent in the Indonesian market. Employing the design thinking methodology, which entails problem-solving through product development, this study culminates in the production of a book that showcases typographical content presented in an uncluttered layout, emphasizing the significance of typography while elucidating its contents. The study presents its findings in the form of a book showing typographical content, meticulously designed with a clean layout that highlights the exploration of typography within the book's contents. The significance of this research stems from the demand for comprehensive and visually engaging resources that demonstrate the application of typography in packaging design, aligning with the evolving requirements of the digital economy industry and the educational needs of Visual Communication Design students in Indonesia.
PEMANFAATAN INFOGRAFIS BERBASIS ILUSTRASI UNTUK MELESTARIKAN DAN MENDIDIK SISWA SD TANTANG PERMAINAN TRADISIONAL BETAWI Permatasakti, Damba; Salsabila, Afifah
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : 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 Adiwijaya, D Rio
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : 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 .
IDENTITAS VISUAL DALAM PERANCANGAN MEDIA PROMOSI MUSEUM MELANGE KARANGSAMBUNG, KEBUMEN Nur Hamidatur Rohmah; Pandanwangi, Brilindra
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : 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 Rezaldi, Muhammad Yudhi; Alhafizi, Imam
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : 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; Ahmad, Hafiz Aziz
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : 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.

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