cover
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 153 Documents
From Expectations to Execution: Developing Dating SIM FMVs for Girls Tony Wibowo; Clarita Clarita; Jackson Candra Dinata; Joshua Lucas Samudra; Jonathan Sukianto; Bayu Syahputra
Jurnal Bahasa Rupa Vol. 9 No. 1 (2025): Jurnal Bahasa Rupa Desember 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v9i1.2028

Abstract

This study explores the development of a Full Motion Video (FMV) dating simulation game designed for female players, emphasizing the integration of Indonesian cultural elements into the narrative and gameplay. The research adopts the Game Development Life Cycle (GDLC) framework, covering stages including scripting, casting, video production, editing, and implementation using Unity with C# and the FMV node systems. A qualitative approach was employed through market analysis and semi-structured interviews to examine player expectations in terms of enjoyment, fantasy, motivation, satisfaction, and their overall experience. The findings indicate that FMV dating simulations appeal to players because of their immersive realism, emotional engagement, and escapist qualities. Narrative depth and character development are key factors influencing long-term engagement. Furthermore, integrating Indonesian cultural values, aesthetics, and social contexts enhances player immersion and promotes cultural appreciation. This study demonstrates that culturally grounded FMV games function not only as entertainment media but also as a platform for cultural preservation and global cultural dissemination.
A Semiotic Analysis of Batu Padas Stone Sculpture Craft in Sukawati District I Wayan Arissusila; Ni Luh Putu Trisdyani; I Ketut Gede Rudita
Jurnal Bahasa Rupa Vol. 8 No. 3 (2025): Jurnal Bahasa Rupa Agustus 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v8i3.1999

Abstract

The batu padas stone sculpture craft is a form of traditional visual art that continues to develop and be preserved in Sukawati District, Gianyar Regency, Bali. Various religious-themed sculptures, such as those depicting Goddess Saraswati, Shiva, and Ganesha, are produced sustainably and demonstrate strong visual appeal. This phenomenon indicates that batu padas sculptures do not merely exhibit aesthetic qualities but also embody symbolic meanings constructed through a system of signs. This study aims to analyze the symbolic meanings of batu padas stone sculptures through the relationship between signifier and signified based on Ferdinand de Saussure’s semiotic theory. The research employs a descriptive qualitative method, with data collected through observation, interviews with local artisans, and documentation studies. Data analysis is conducted by identifying visual elements of the sculptures as signifiers that refer to specific signified concepts, followed by an interpretation of the resulting symbolic meanings. The findings reveal that batu padas stone sculptures form an interconnected system of signs representing aesthetic and religious values. Thus, these sculptures function not only as artistic objects but also as meaningful visual media within Balinese Hindu culture.
Penerapan Sistem Tanda Anti-Bullying Dalam Film Animasi 3D Small Steps Melalui Semiotika Umberto Eco Priya Regan Philandersani; Ida Ayu Dyah Maharani; Gede Pasek Putra Adnyana Yasa
Jurnal Bahasa Rupa Vol. 8 No. 2 (2025): Jurnal Bahasa Rupa April 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v8i2.2093

Abstract

Film animasi 3D sebagai media edukasi anti-bullying menghadapi tantangan mendasar dalam mengkodekan nilai moral abstrak ke dalam sistem tanda visual yang terbaca intuitif oleh anak usia sekolah dasar. Semiotika Umberto Eco, khususnya konsep sign-function, overcoding, dan undercoding, menawarkan kerangka yang tepat untuk mengevaluasi seberapa andal makna tanda visual tersampaikan kepada audiens tertentu. Secara praktis, kerangka ini mengidentifikasi kode visual mana yang langsung terbaca oleh anak tanpa penjelasan verbal dan kode mana yang membutuhkan interpretasi aktif dari penonton. Penelitian ini menganalisis sistem tanda dalam film animasi 3D Small Steps menggunakan kerangka semiotika Eco, dengan fokus pada tiga unit analisis: desain karakter, sistem warna, dan environment subak sebagai kode budaya. Metode deskriptif kualitatif digunakan dengan teknik analisis unit tanda pada 11 adegan kunci film. Hasil menunjukkan bahwa kontras ukuran antara karakter Luh dan Bara beroperasi sebagai sign-function yang mengkodekan ketidakseimbangan kekuatan tanpa penjelasan verbal. Environment subak yang diakui UNESCO sebagai Warisan Budaya Dunia sejak 2012 berfungsi sebagai overcoding budaya yang berpotensi mengaktifkan nilai harmoni Tri Hita Karana bagi anak Bali yang memiliki pengetahuan budaya relevan. Penelitian ini menawarkan model sistem tanda tiga lapisan sebagai kontribusi praktis bagi bidang Desain Komunikasi Visual dan pengembangan multimedia edukatif berbasis kearifan lokal.