Jurnal Bahasa Rupa
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
142 Documents
PERANCANGAN BUKU CERITA ILUSTRASI BERJUDUL “MENGENAL ZAMAN NEOLITIKUM BERSAMA KELUARGA BUDI” UNTUK ANAK USIA 5-8 TAHUN
Kaparang, Martinus Eko Prasetyo;
Manuela, Richard
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v5i2.1036
The design of this work was made with the aim of increasing the enthusiasm of children aged 5-8 years to read and providing insight into the history of the Neolithic Age by using a 2D illustration approach so that visuals can look more fun and not boring for students. Because not many students aged 5-8 years are interested enough in learning about history but most of the history books nowadays look boring with too many texts. The need for a media book that is able to make students interested in learning, therefore with this illustration book it is hoped that it can make it easy for children to understand and understand history lessons because this illustration book uses sentences that are easy for children to understand. 5-8 years. The research method was carried out by conducting interviews with informants, distributing questionnaires, and collecting and reading literature. The final result of this design is a 2D illustrated history story book using a family approach so that children can feel close to the storyline and the characters in the illustrated stories in the book. This illustrated book generated a positive response to the students, because the appearance of the history learning book with an illustration style at least did not make them bored quickly to read. Of course, it is hoped that it can provide insight to children about the history of the neolithic era which can increase interest in reading for children aged 5-8 years.
Desain Aplikasi Virtual Reality sebagai Upaya untuk Mengenalkan Sejarah Artefak Di Masjid Agung Demak
Yogananti, Auria;
Hasyim, Noor
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v6i1.1053
The Great Mosque of Demak is one of evidence of Demak Kingdom in Indonesia that plays an important role in the spread of Islam in Java. The Great Mosque of Demak have a variety of objects and artifacts including four of main pillars from Walisongo, Pillars of Tatal, Dampar Kencana Majapahit, Bledheg doors, Candrasengkala at leading prayer place, pillar given by Majapahit on the porch of the mosque. All of these artifacts have unique history and stories told by generations. However, due to pop culture, those history and stories have begun to be forgotten mostly by teenagers in Demak. Design virtual reality application was created to provide information of artifacts so that it can attract the attention of Demak teenagers. The qualitative method is used with observation, interviews, documentation, and literature study. As for designing the virtual reality application using the Multimedia Development Life Circle (MDLC) method. This research produces a virtual reality application that contains history and stories of artifacts. Digitizing history and stories about artifacts have became one of the efforts to preserve the history and stories so it can remain to sustain especially for the youth community in Demak.
PERANCANGAN IKON BANGUNAN BERSEJARAH DI SURABAYA
Satrya Dirgantara
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v5i2.1063
Surabaya is a large city that is developing. Although Surabaya is known as a metropolitan city, the city of Surabaya has many relics of colonial-era cultural heritage, many buildings – historic buildings of Dutch colonial heritage are still sturdy and magnificent to this day. This design raised 5 historic buildings in the city of Surabaya to be illustrated by vector. The buildings includes Tugu Pahlawan, Balai Pemuda Surabaya, Balai Kota Surabaya, De Javasche Bank, and Kantor Pos Kebonrojo. The goal is to documented this historic building in the form of an vector illustration. The vector illustration is carried out using the stages of Robin Landa’s design process which includes orientation, analysis, concepts, design, and implementation. Through this design, the historic building in Surabaya can be documented as an vector illustration.
ANALISIS SEMIOTIKA PADA ILUSTRASI SAMPUL MAJALAH TEMPO BERTEMA TERORISME EDISI 13 – 27 MEI 2018
Wahyudi, Luqman;
Purnomo, Aji Susanto Anom
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v5i2.1066
The cover of Tempo weekly magazine is known to be bold, critical, and sometimes controversial with its hidden meanings that are intentionally inserted (subliminal messages) in all fields (social, political, economic). This study was conducted to analyze the meanings and messages contained in a sample of three covers of Tempo magazine editions of 13, 20 and 27 May 2018 which featured terrorism cases, through three elements of Charles Sanders Peirce's semiotics, namely ground, object, and interpretant. The methodology used in this research is qualitative interpretative using semiotic analysis method. The results of this study are that the meaning of the sign that appear on the cover are closely related to acts of terrorism, prisoners who take hostage at the Brimob Mako detention house, a small child who is a suspect in a suicide bombing with his family, and students who stabbed Brimob intelligence officers in Kelapa Dua.The conclusion of researcher's interpretation when looking at the cover illustration is to disclosure a series of terrorist acts in the May 2018.
STRATEGI KOMUNIKASI VISUAL EDUKASI INSECURITY SEBAGAI DAMPAK PENGGUNAAN MEDIA SOSIAL PADA REMAJA PEREMPUAN
Valentina, Anny;
Putri, Grivenna Lavender;
Valiani, Valiani;
Putri, Olivia Halim
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v5i2.1067
The widespread use of social media among adolescent can have both positive and negative impacts. Insecurity is most impact that often felt by adolescent when exposed to too much by social media. They will be comparing themselves to others who look perfect on social media. If the perfect standard of social media is not achieved, then teenagers will tend to feel like a failure. If this is not immediately communicated, it will harm for the psyche and mentality. At the pre-research stage, it was found that by discovering the strengths of adolescent, it should be a motivation for self-development. So, it is necessary to find out visual communication that can be recommended to provide education to teenagers to find their potential so that they avoid insecurity. The purpose of this research is to find recommendations for visual communication that can be used to provide education about insecurity by adopting the consumer path 5A strategy and doing mind mapping in developing creative concepts. The method used in this research is qualitative by conducting observations and literature studies at the pre-research stage, followed by data collection by surveys, and focus group interviews on adolescent girls aged 18-21 years. This interview was carried out virtually because the current situation did not allow direct or face-to-face interviews. The results of this study are Instagram can be used as a communication medium and visual communication by providing motivation to carry out self-development can used as an alternative education through visual communication to help teenage girls aged 18-21 years to avoid insecurity.
PERANCANGAN TYPEFACE “MANTINGAN FONT” DAN SIGN SYSTEM BERBASIS ORNAMEN MASJID MANTINGAN DI KABUPATEN JEPARA
Setiawan, Agus;
Yanuarsari, Dzuha Hening
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v5i2.1071
The Mantingan Mosque is one of the cultural heritages of ancient Islam and is one of the tourism assets in Jepara Regency. The Mantingan Mosque in Jepara has several ornamental designs that are applied to several sides of the mosque walls. The Mantingan Mosque also has a characteristic ornament design that still has acculturation elements of Chinese, Hindu, Buddhist and Javanese cultures. These ornaments were then inspired to be developed into a typeface design concept which in it has an anatomical element of an ornament character where the construction is based on typeface design rules. The visual concept of this typeface design is obtained from the results of research conducted on respondents who are engaged in the design field. Then the typeface is designed on a digital basis which is packaged into a font pack with the name “Mantingan Font.otf” format which can be installed and used on a PC (Personal Computer). The designed typeface is then socialized to partners (Mantingan mosque administrators) to be further developed in the form of an application on the media sign system. The purpose of this design is to develop and support the context of the information system (sign system) at the Mantingan mosque in Jepara Regency as religious tourism. The research method used is descriptive-quantitative supported by factual field data and research that has been carried out supported by ATUMICS approach.
Augmented Reality Buku Cerita Anak Sebagai Media Mendongeng Pada Komunitas Bali Mendongeng Berbasis Android
I Made Adi Krisma Dinata;
Harsemadi, I Gede
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v6i1.1074
The culture of reading fairy tale books by parents and children is very difficult to find, so it becomes a important issue in the Bali Mendongeng Community to develop media to preserve the storytelling culture. This study aims to utilize technology as a solution to solve problems regarding books as a storytelling medium. One of technologies can be used to make books into fun storytelling media for children is Augmented Reality. Therefore, an Augmented Reality-based children's story book illustration was made to make storytelling more interesting. The research development method is the Multimedia Development Life Cycle. This research resulted a story book entitled "Where did the little tiger go?", as well as an Android-based application that is capable of displaying two-dimensional animation with storytelling voices. The results of blackbox testing test show that all functions can run according to design. That Augmented Realitywill work well if the light intensity is 18 lux - 200 lux, camera angle settings are 30o - 90o, and the distance marker to camera is 30cm - 90cm. Based on results of questionnaire testing to determine respondents' opinions on application content, story book illustrations, and augmented reality animations, results are 88.76% with very good categories.
Transformasi Digital Dalam Proses Pembelajaran Studio Desain Komunikasi Visual Sebagai Refleksi Pasca Pandemi
Saraswati, Dita;
Damayanti, Nuning Y.;
W., Agung E.B.;
Djatiprambudi, Djuli
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v6i1.1075
Visual communication design education in Indonesia has long applied studio-based teaching methods influenced by the history of the European design education system. In studio-based learning, students are required to master competencies formed from; personality competence, technical competence, communication competence, methodological competence, and social competence. In the studio room, student knowledge is developed by conducting training guided by lecturers. The studio trained technical exercises such as sharpening hand skills, processing taste, and shape. The studio also forms students' understanding of the design's concept. Gradually the quality in designing can be formed. With the Covid-19 pandemic, studio-based teaching methods have been forced to be carried out online. This article seeks to describe the forms and processes of change in learning in studios that use digital technology as a result of the pandemic conditions. By taking some examples of cases of application of learning in the design studio, the presentation intends to reflect a new learning style rooted in studio-based learning in visual communication design education and to present ideas that become material for further research for the development of learning methods in the field of design in the future.
KONTEN VISUAL INSTAGRAM SEBAGAI UPAYA BRANDING DESA WISATA SAAT PANDEMI COVID-19: Studi Kasus pada Instagram Desa Kemiren, Desa Penglipuran dan Desa Waerebo
Hanindharputri, Made Arini;
Ariesta, I Gusti Bagus Bayu Baruna;
Utami, Sri
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v6i1.1079
The COVID-19 pandemic that has lasted since 2020 has had a major impact on the tourism sector. This uncertain situation has made various countries produce policies for traveling both at home and abroad. World tourism, including Indonesia, needs time to return to being able to generate visitors. Various efforts and strategies have been made to save Indonesian tourism. One of them is by doing branding including branding on tourist villages on social media, namely through presenting visual content on Instagram. The choice of tourist village in this study is because Indonesia has villages with natural, cultural and traditional potential, community communities to culinary diversity. The research method used is a qualitative descriptive method with case studies from several tourism village Instagram accounts that have potential and are analyzed based on branding variables. It was found that the selection of the right visual content such as showing the identity of the tourist village and testimonials became effective content for branding the tourist village. In addition, the consistency of visual elements is also an important factor in improving the image of a tourist village. This study aims to determine effective visual content in branding for tourist villages so that it is expected to revive the tourism sector and the creative economy in Indonesia since the Covid-19 pandemic.
Desain Mural Sebagai Media Komunikasi Visual Perwujudan Destination Branding Desa Wisata Bongan
Pratama, I Gede Yudha
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Institut Bisnis dan Teknologi Indonesia
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DOI: 10.31598/bahasarupa.v6i1.1080
Destination Branding is an effort to identify and introduce the potential of a destination, in order to build the identity of a destination against public perception through information and communication media. Bongan Village is one of the tourist villages in the Tabanan Regency which has the potential for its natural, historical, and cultural wealth that can become a leading tourist destination. So, it is important to realize destination branding for Bongan Tourism Village in order to introduce its superior potential through the right communication media. The purpose of realizing this destination branding is to inflame the superior potential of Bongan Tourism Village to the public and tourists through mural design as a medium of communication. The research method used in realizing this destination branding is by conducting observations and direct field interviews through descriptive methods. With the application of this method, it is known that there is a public space in the Bongan Tourism Village area that is appropriate and worthy of being used as a communication medium, in which a communicative mural design can be implemented. Murals, which are often seen as street art, are a choice of media that can communicate and convey information visually in public spaces.