cover
Contact Name
Wandah Wibawanto
Contact Email
wandah@mail.unnes.ac.id
Phone
+6281805156852
Journal Mail Official
dkv@mail.unnes.ac.id
Editorial Address
B9 lt 2 ruang dosen SR Kampus Unnes
Location
Kota semarang,
Jawa tengah
INDONESIA
Arty: Jurnal Seni Rupa
ISSN : 22527516     EISSN : 27218961     DOI : https://doi.org/10.15294/arty.v9i2
Arty: Jurnal Seni Rupa focuses on the research of visual art studies through the experiences exchange among educators, artists, and researchers. Its primary goals is to promote quality research on conceptual ideas, studies, application of theories, and visual art reviews. Contributions may encourages the following types of articles which are completed research papers, student papers (research done by students), and case studies. Topics of special interest to Arty include scholarly reports that enhance knowledge regarding art in general, Fine Art, Art History, Visual Culture, Design Methodology, Design Process, Design Discourse, Design and Culture, Art Critism, Anthropology of Art, Artifact Design, Visual Communication Design, Creative Industry, and other historical, critical, cultural, psychological, educational and conceptual research in visual art and design
Articles 261 Documents
VISUAL IDENTITY DESIGN OF TANDATANYA COFFEE Afriani, Farah; Wibawanto, Wandah
Arty: Jurnal Seni Rupa Vol 10 No 1 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

Company identity is a description of a product or company which is used to compare other similar products or companies. The purpose of visual identity is to recognize and differentiate one another. In this final project, Tandatanya Coffee does not yet have an identity which describes the company itself. The steps used in designing Tandatanya Coffee's visual identity are pre-production, production and post-production. The writer chose simple with Japanese touch as the concept design according to its interior. Based on the analysis that has been done, the writer decided to make logo, stationary, packaging, apron, neon box, and promotional media.
ILLUSTRATION DESIGN OF ICONIC BUILDING OF SEMARANG APPLIED ON MERCHANDISE Abdul Gani, Aqil; Haryanto, Eko
Arty: Jurnal Seni Rupa Vol 10 No 1 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

Semarang is one of the cities that has the potential for iconic building tourism. With the various kinds of iconic buildings in Semarang, it’s necessary to have promotional media that supports to disseminate tourism information on iconic buildings in Semarang, which is merchandise media. All merchandise designs that are made contain visual illustration designs with realist illustrative depictions of the surreal approach of the iconic buildings in Semarang. The design process starts from manual manufacturing of illustrations. The illustration design is made using manual techniques and digital finishing through the Adobe Photoshop CC 2019 software. The process of produce merchandise design through several stages of the pre-production process, the production process, the post-production process. The product are t-shirts, tote bags, key chains, wall hangings, flower pots, pillows, soft case, masks, binders, mugs and plates, and decorative lamps. Through the design of this merchandise , it’s hoped that it can increase the number of tourist visits, and can provide broad information to the public about what iconic buildings are in Semarang.
THE DESIGN OF STORY BOOK OF RATU KALINYAMAT LEGEND Ratnasari, Yasinta Ayu; Gunadi, Gunadi
Arty: Jurnal Seni Rupa Vol 10 No 1 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

The aim of this study project is to produce a draft picture book telling the story of the legend of Ratu Kalinyamat in order to preserve the wisdom of Jepara’s local culture. The work process in making this work goes through three processes, namely pre-production, production, and post- production. The process of illustration design was using manual techniques at the stage of sketching and coloring using poster paint. Then at the layout and editing stage using digital techniques with Adobe Photoshop CS6 and Adobe Illustrator CS6 software. The design of the picture book tells the story of the legend of Ratu Kalinyamat which produces thirty-two pages for story illustrations and narrative text, front cover pages, back cover pages, and supporting pages which include sub covers, character introductions, moral message pages, and author bio. The work of this study project is expected to increase children's enthusiasm in getting to know the legendary story of Ratu Kalinyamat.
DESIGN OF WEB-BASED GALLERY B9 BOOKING SYSTEM AS A MEDIA SERVICE IN DEPARTMENT OF FINE ARTS FACULTY OF LANGUAGE AND ARTS STATE UNIVERSITY OF SEMARANG Athian, Muhammad Rahman; Murtiyoso, Onang
Arty: Jurnal Seni Rupa Vol 10 No 1 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

Gallery B9 is one of the facilities in the Department of Fine Arts in supporting the improvement of learning activities at the Department of Fine Arts, FBS, UNNES which is expected to have a Web-based gallery space lending system as a service that is open to anyone who wants to take advantage of the B9 gallery. Aim of this study is 1) to create a web-based booking system as a service media at Studio and Gallery B9 Department of Fine Arts, Semarang State University. 2) to implementing a trial-based studio and gallery lending system as a supporting facility for students of the Department of Fine Arts, Semarang State University. Methodology that used is SDLC, which is used as an appraiser on the website . After using a questionnaire for 22 students. The results obtained that the website -based lending system has good communication effectiveness, this is evident from the results of the questionnaire showing 86% communication efficiency. The problem of the model and visual appearance is vital as a representation of the Department and University, it is considered to have an aesthetic level that is 89% efficient and easy to use. The features on the website are also interesting so they can show 89% results. After testing the loan, 82% said they were satisfied using this feature. The average input provided is giving a checklist about the facilities that are owned in each studio
SULTAN HASANUDDIN'S COMIC BOOK AS A MEDIA FOR DELIVERING INDONESIAN HISTORY Kurniawan, Sulistyo Agung Dwi; Syafii, Syafii; Budi Utomo, Kamsidjo
Arty: Jurnal Seni Rupa Vol 11 No 3 (2022): Regular
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i3.44197

Abstract

This study project was motivated by the decreasing interest in reading among adolescents, especially reading books on history, the decreasing reading rate resulting in less information absorption so that they forgot the importance of studying history. Because of this problem, the writer has the idea to bring back the big story that has happened in Indonesian history with a more modern look with the title "Sultan Hasanuddin" so that it attracts readers to learn the importance of history. The purpose of this study project is to produce a comic book about the heroism of Sultan Hasanuddin as a means of conveying Indonesian history in an effort to increase youth reading interest with local stories. This study project is expected to provide insight into the picture of Indonesia in the past that the author conveyed which is packaged into a comic book of Sultan Hasanuddin, which has an interesting visualization of images for teenagers. That way Indonesian teenagers are able to absorb the essence of what the author says by not never giving up in order to achieve their goals, not easily breaking up in the face of obstacles that get in the way. It is hoped that this comic can be used as a comic book that will be published later.
ALADDIN'S STORY AS A THEME OF COMBINATION BATIK DESIGN FOR WOMEN'S CLOTHING Fauzia, Nadia Rana
Arty: Jurnal Seni Rupa Vol 11 No 3 (2022): Regular
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i3.44777

Abstract

Batik merupakan salah satu warisan budaya dari nenek moyang Indonesia. Batik diciptakan dengan tingkat ketelatenan yang tinggi sehingga mendapat hasil yang memiliki kualitas tinggi, selain itu batik juga dapat dikatakan sebagai identitas dari bangsa Indonesia. Di samping tingginya nilai budaya serta kualitas dari batik, kerajinan ini seiring berjalannya waktu pemakaiannya mulai memudar. Masuknya tren busana dari luar negeri membuat anak-anak muda lupa akan seni khas budayanya, padahal seni budayanya tersebut merupakan hasil budaya yang memiliki nilai kualitas dan sudah diakui oleh dunia. Selain tren busana, terdapat salah satu budaya asing yang banyak diminati oleh anak muda di negara ini yaitu kisah 1001 Malam, berupa kisah-kisah dari Timur Tengah. Salah satu kisah yang paling diminati yaitu kisah dari Aladdin. Cerita Aladdin kaya dengan unsur-unsur kesenian Timur Tengah. Maka dari itu penulis menerapkan cerita Aladdin sebagai perancangan batik kombinasi bordir untuk pakaian wanita menggunakan teori pendekatan desain oleh Clipton dalam buku Nanang Rizali yang berjudul Tinjauan Desain Tekstil (2002). Terdapat persyaratan pokok dan beberapa pertimbangan agar desain bisa memenuhi syarat tertentu, yaitu fungsional, keindahan, bahan, dan teknik penciptaan. Teknik yang digunakan untuk membuat karya ini yaitu teknik batik tulis dengan kombinasi teknik bordir.
USED JEANS PANTS FOR DESIGN OF EVENING GOWN WITH MIRAH GOLAN INSPIRATION BATIK WRITING TECHNIQUES
Arty: Jurnal Seni Rupa Vol 10 No 2 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v10i2.44989

Abstract

Latar belakang dari pembuatan karya ini karena banyaknya celana jeans bekas yang belum banyak dimanfaatkan sehingga perlu adanya perancangan dari celana jeans di jadikan sebuah gaun malam dengan teknik batik tulis dan teknik bleaching sebagai pemuncul motifnya. Motif yang digunakan mengambil dari cerita rakyat Mirah Golan dari Ponorogo.Metode pendekatan yang digunakan yaitu metode pendekatan seni kriya oleh Gustami, Terdapat tiga tahapan yaitu eksplorasi ( penggalian sumber ide, pengumpulan sumber referensi untuk mendapatkan solusi dalam perancangan, tahap perancangan merupakan tahapan perancangan dalam bentuk verbal dengan mempertimbangkan aspek material, aspek teknik, dan aspek estetis yang diwujudkan dalam bentuk 5 sketsa alternatif, perwujudan mewujudkan 5 sketsa alternatif dalam bentuk karya .Berdasarkan proses perancangan yang dilakukan, diperoleh hasil bahwa celana jeans bekas dapat dijadikan gaun malam dengan teknik batik tulis serta menjadi terobosan baru pengolahan jeans bekas untuk memenuhi sekmentasi pasar serta proses pembuatanya memiliki tahapan olah desain gaun, pembuatan dan pemotongan pola, olah desain motif, teknik batik, teknik bleaching, pelorotan, pencucian,penjemuran, dan finishing.
THE DEVELOPMENT OF BOYOLALI BATIK DESIGN WITH THE IDEA OF BOYOLALI LEGEND "KI AGENG PANDAN ARANG"
Arty: Jurnal Seni Rupa Vol 10 No 2 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v10i2.45414

Abstract

Abstrak Pengembangan desain motif batik Boyolali dengan sumber ide legenda Boyolali ini dilakukan untuk menghasilkan batik Boyolali yang inovatif, tidak monoton dan memberikan pengetahuan baru akan adanya legenda Boyolali Ki Ageng Pandan Arang yang nantinya menjadikan peluang penjualan batik Boyolali meningkat dan berdampak baik bagi ekonomi. Pengembangan ini menjadi penting mengingat motif Ki Ageng Pandan Arang yang diambil dari cerita sejarah legenda Boyolali ini nanti menarik karna mengandung makna simbolis dan filosofis yang sangat kental. Tahap yang dilakukan dalam pengembangan ini adalah: 1) observasi dan mencari informasi lebih dalam mengenai batik Boyolali dan sejarah cerita legenda Boyolali. 2) mengeksplorasi potensi olah visual pada sumber ide yang diambil yaitu Legenda Boyolali Ki Ageng Pandan Arang. Hasil pengembangan desain ini dapat membuka peluang dan pandangan baru pada pengembangan batik Boyolali. Mulai dari detail visual, warna, komposisi, produksi hingga realisasi pada produk. Pengembangan produk dengan memadukan hasil potensi alam sebagai ciri khas dengan legenda Boyolali “Ki Ageng Pandan Arang” ini meningkatkan kualitas visual dan nilai artistic, sehingga lebih inovatif dan tidak monoton. Abstract The development of the Boyolali batik motif design with the idea of ​​the Boyolali legend was carried out to produce Boyolali batik that was innovative, not monotonous and provided new knowledge of the existence of the Boyolali legend Ki Ageng Pandan Arang which later made Boyolali batik sales opportunities increase and had a good impact on the economy. This development is important considering that Ki Ageng Pandan Arang's motif, which was taken from the historical story of the Boyolali legend, is interesting because it contains symbolic and philosophical meanings that are very thick. The stages carried out in this development are: 1) observation and seeking deeper information about Boyolali batik and the history of the Boyolali legend. 2) exploring the potential of visual processing on the source of the ideas taken, namely the Legend of Boyolali Ki Ageng Pandan Arang. The results of this design development can open up new opportunities and perspectives on the development of Boyolali batik. Starting from visual details, color, composition, production to product reality. Product development by combining the natural potential as an characteristic with the Boyolali legend "Ki Ageng Pandan Arang" enhances visual quality and artistic value, making it more innovative and less monotonous.
DESIGNING CHILDREN’S CLOTHING WITH DIGITAL PRINTING AND COLET TECHNIQUES
Arty: Jurnal Seni Rupa Vol 10 No 2 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v10i2.45417

Abstract

Abstrak Kurangnya variasi pakaian anak terutama dalam bentuk perpaduan motif teknik digital printing dan teknik colet. Biasanya pakaian anak yang beredar dipasaran hanya berupa kaos kaos dengan motif sablon atau polosan, hanya sedikit saja variasi dari bentuk fashion anak, dikarenakan harga yang cukup dibilang mahal dan karna busana anak ini hanya bisa bertahan 1 hingga 2 tahun saja karna pertumbuhan si anak.Permasalahn pada perancangan ini adalah Bagaimana merancang motif tekstil yang diaplikasikan ke dalam busana anak anak dan Bagaimana perpaduan teknik digital printing dan teknik colet yang diterapkan sesuai dengan tujuan perancangan guna untuk mendapatkan hasil yang diharapkan. Gagasan perancangan yang didapatkan dari pemikiran yang berasal dari pengolahan data-data yang berorientasi pada pemecahan masalah dari perancangan yang dilakukan dan divisualisasikan berupa desain dari motif yang dibuat pada perancangan karya ini. Hasil perancangan yang dihasilkan berupa produk pakaian kimono dan setelan kemeja anak melalui perancangan pakaian anak dengan teknik digital printing dan teknik colet Lack of variations in children's clothing, especially in the form of a combination of digital printing technique motifs and dabbing techniques. Usually children's clothes on the market are only t-shirts with screen printing or plain motifs, there are only slight variations from the form of children's fashion, because the price is quite expensive and because this children's clothing can only last 1 to 2 years due to the child's growth. In this design is how to design textile motifs that are applied to children's clothing and how to combine digital printing techniques and duster techniques that are applied in accordance with the design objectives in order to get the expected results. Design ideas that are obtained from thoughts that come from data processing oriented to solving problems from the design carried out and visualized in the form of designs from the motives made in the design of this work. The resulting design results are in the form of kimono clothing products and children's shirt suits through designing children's clothes using digital printing techniques and dabbing techniques
FRACTALS AS A SOURCE OF IDEAS FOR DEVELOPMENT OF TUBAN BATIK DESIGN Puspa Wardani, Fernanda Rizky; Santoso, Ratna Endah
Arty: Jurnal Seni Rupa Vol 11 No 3 (2022): Regular
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i3.45520

Abstract

The design for the pattern of Batik Tuban with Fractal visual idea was motivated by the availabilityof a chance to develop a new design that focuses on the visual processing of Fractals and Batik Tubanmotif itself. The urge that generates this idea was taken not only because of the phenomena thatFractals are currently being explored, but also based on the unique characteristics of visual Fractalsitself that can produce new various and diverse motifs. Visual Fractals are acquired from a softwarecalled ‘Ultra Fractal’ which is then processed to be combined with Batik Tuban motif. This designingprocess produces a new pattern that associated with the typical motifs of the past towards today’stextile products that is manufactured through digital processing techniques. The results of this designdevelopment can be concluded as: (1) From the visual Fractal idea, this design produces nine designsemploying the original Batik Tuban motif as the main pattern which are classified into nine, they arethree geometric designs, three flora designs and three fauna designs. (2) Three of the nine designshave been transformed into blouse fashion products using Japanese cotton which are polished byapplying Batik Tulis techniques and dabbing them in the coloring process. Pengembangan desain Batik Tuban dengan sumber ide visual Fraktal dilatarbelakangi oleh peluanguntuk mengembangkan desain baru yang berfokus pada pengolahan visual (motif) Fraktal maupunBatik Tuban sendiri. Sumber ide ini diambil selain karena fraktal sedang hangat dikembangkan,alasan lain yakni visual Fraktal memiliki karakteristik yang sangat unik serta dapat menghasilkanberbagai motif baru dan sangat beragam, Visual Fraktal diperoleh dari software yang bernama UltraFractal, yang kemudian diolah untuk digabungkan dengan motif Batik Tuban. Pengembangan inimenghasilkan tampilan desain baru yang menjembatani motif khas masa lampau dengan produktekstil era sekarang lewat teknik olah digital. Hasil pengembangan desain ini dapat disimpulkan:(1) Dengan sumber ide visual Fraktal, pengembangan ini menghasilkan sembilan desain denganmenggunakan motif asli Batik Tuban sebagai motif utama yang dikelompokkan menjadi tiga desaingeometri, tiga desain flora dan tiga desain fauna. (2) Tiga dari Sembilan desain telah diwujudkanmenjadi produk fesyen blouse, dengan menggunakan bahan katun jepang, yang dikerjakan denganteknik batik tulis dan colet dalam pewarnaannya