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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
A REDESIGN OF VISUAL IDENTITY AND ITS APPLICATIONS IN NURSALAM TRAVEL PROMOTION MEDIA IN KARAWANG
Arty: Jurnal Seni Rupa Vol 10 No 3 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v10i3.53252

Abstract

Penelitian ini memfokuskan permasalahan yang dihadapi oleh salah satu biro perjalanan Haji dan Umrah di Karawang, yakni Nursalam Travel. Permasalahan dirumuskan sebagai kurangnya kesadaran pemilik bisnis mengenai pentingnya brand awareness dan manajemen promosi. Oleh karena itu, diperlukan suatu rancangan identitas visual yang akan diaplikasikan pada media promosi. Kontribusi perancangan ini bertujuan untuk meningkatkan citra pelaku usaha dan meningkat omset penjualan jasa. Perancangan identitas visual ini dilakukan dalam beberapa tahap, yakni pra produksi, produksi, dan pasca produksi. Desain yang dirancang sebagai media promosi dalam penelitian ini yaitu stationary, brochure, poster, seragam karyawan, car branding, merchandise, dan media sosial. Penelitian ini menghasilkan rancangan identitas visual dan aplikasinya untuk media promosi bagi “Nursalam Travel” sehingga diharapkan mampu menampilkan citra brand yang positif dan professional pada masyarakat. Hasil penelitian ini juga diharapkan dapat memberikan dampak yang positif bagi pemilik usaha dalam memasarkan jasanya.
REPRESENTATION OF ONLINE LEARNING IN COMIC STRIP CHITATO MAXX BY TAHILALATS Hiu, Elisiah Marsanda; Dessen, Denia
Arty: Jurnal Seni Rupa Vol 11 No 2 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i2.53659

Abstract

The emergence of many new innovations in the manufacture of products and services creates competition in forming attractive advertisements so that the target market is achieved. The development of social media has become a platform for the emergence of content creators who have creative and entertaining ideas, one of which is the creator of digital comic strips. This opens up opportunities for entrepreneurs to use comic strips as a medium for promoting their products. An example is the Chitato Maxx comic strip commercial. A comic strip in its concept can contain about social problems, but with a humorous nature. This happened in the Chitato Maxx comic strip advertisement with the concept of online learning. This study analyzes the meaning of denotation, connotation, and myth in Roland Barthes' semiotics in Chitato Maxx advertisements to find out the representation of online learning presented in the advertisements. In the results of the study, the comic strip advertisement represents online learning by displaying the behavior of students and teachers when conducting online meetings. The advantages of Chitato products are also present even though the advertising concept contains social issues
FASHION PHOTOGRAPHY ON INSTAGRAM: A STUDY OF VISUAL ATTRACTION AND MESSAGES DELIVERED Aina, Salma Qurrotu
Arty: Jurnal Seni Rupa Vol 11 No 2 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i2.53871

Abstract

Fashion photography that was previously distributed through printed media such as magazines, is now also distributed online through social media such as Instagram. Seeing these developments, this study aims to examine the form, visual appeal, and messages conveyed by fashion photography in Instagram’s content. This study uses a descriptive qualitative research approach with analysis of visual methods. Observations and interviews were used for data collection, sourced from fashion marketing accounts on Instagram, and from other Instagram users with photography and fashion education backgrounds. The results show that the form of fashion marketing photography varies depending on the concept and product being sold. Photos that are unique, different, and use good compositions are favored by the participants. Each photo has its own theme and message concept, but each photo shows that anyone can look cool and attractive if they use the fashion products shown in the photos. So, the fashion photography used in Instagram content should look unique and different, with good photographic composition, and easy-to-understand messages.
COMIC DESIGN "TRIO MANTAP" AS FOREST AND LAND FIRE PREVENTION EFFORT Aisyah, Melinda Nur
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.v11i3.54016

Abstract

Forest and land fires are serious environmental problems that can destroy an ecosystem. Not only causing ecological losses, but also health, economic, socio-cultural to political. In an effort to prevent forest and land fires, the Ministry of Environment and Forestry uses Komik Trio Mantap as an intermediary medium in educating the public, especially the younger generation, in responding to and preventing forest and land fires. The drawing style applied in the comics is cartoonist and brightly colored. The comic is done digitally with A4 size 300dpi including cover and 20 pages of illustrations and produces 3 A5-sized prototypes. Utilizing a variety of shooting angles that aim to make the illustration look more varied and dynamic, including establishing shots, long shots, medium shots, and so on. Discussed about the Fire Care Community training activity which was attended by Trio Mantap because of their interest and curiosity. In addition to introducing MPA, this comic also presents a number of alternative activities that can reduce the potential for land forest fires. It is hoped that the results of the comic design can help convey information related to preventing land forest fires properly.
ILLUSTRATION DESIGN OF THE AUTOBIOGRAPHY BOOK “THE WOUNDS THAT NEVER BLEED” Hapsari, Pramudita Nur Anisa; Mujiyono, Mujiyono
Arty: Jurnal Seni Rupa Vol 11 No 1 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i1.54655

Abstract

Human psychic development has different levels. A person will grow in harmony with his environment. However, for some people who have certain conditions it will be difficult to do this. This problem can lead to mental illness disorders. The author, who is a survivor, feels that people still consider this issue as a taboo problem. Therefore, the author was inspired to make an illustrative autobiographical book that tells the author's life story as a mental illness survivor. The stages of making this book consist of script writing, sketching, lineart, coloring, book layout and finishing. The contents in the book include the author's story with mental illness, GAD, Anorexia, OCD and Depression. The style used is a cartoon style to display expressive visual elements so that readers will easily understand the meaning inside it. The author uses pastel colors to give a soft and comfortable impression to the reader. The author also uses several points of view such as Long Shot, High View, Low View and Medium Shot to give dinamic style. This book will be an intermediary that brings readers and mental illness survivors to help both parties understand the importance of mental health.
The THE LEGEND OF ANGLING DHARMA AS INSPIRATION IN WORK OF COMIC ART Munazil, Jamil; Muharrar, Syakir; Mujiyono, Mujiyono
Arty: Jurnal Seni Rupa Vol 11 No 2 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i2.55067

Abstract

The study project that was written, took the theme "The Legend of Angling Dharma As Inspiration in Creating Comic Art". The purposes of this study project are 1) Visualize the author's ideas and creations regarding the legend of Angling Dharma in the form of a comic book so that it can be enjoyed by various groups. 2) Presenting information and education to others about the legend of Angling Dharma. The materials used in making the Angling Dharma comic book work are paper, ink, and watercolors. The tools used in the work are brushes, palettes, pencils, sharpeners, rubber erasers, rulers, drawing pens, scanners, and computers. The work technique that the author uses is a combination of manual and digital techniques or hybrid techniques. The creation of the work uses an approach that seems realistic so that it can be enjoyed by all people by going through several stages of work, namely preliminary, pre-production, production, and post-production. The production process of the "Angling Dharma" comic uses several stages, namely storyboarding, sketching, inking, coloring, adding word balloons, editing and finishing. This Study Project produces a comic book entitled “Angling Dharma” which is divided into 26 chapters and is packaged in 54 pages, with dimensions of A4 (21cm x 29.7cm). The comic "Angling Dharma" can be accessed online, through the website and social media prepared by the author.
DESIGN OF MAGIC CANTING INTERACTIVE MULTIMEDIA AS EDUCATIONAL MEDIA IN PEKALONGAN BATIK MUSEUM Hafid, Hafid; Nugrahani, Rahina
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.v11i3.55099

Abstract

Kota Pekalongan dikenal sebagai kota batik, dan sebagai upaya pelestarian batik, pengenalan mengenai batik dimulai sejak pendidikan Sekolah Dasar. Hal ini juga di tunjang dengan hadirnya Museum Batik Pekalongan. Media pembelajaran interaktif Canting Ajaib hadir sebagai alternatif dalam pengenalan batik khususnya di Museum. Canting Ajaib hadir dengan nuansa keajaiban dan dunia khayalan, dimana akan memberikan nuansa baru dalam belajar tentang proses pembuatan batik Pekalongan. Selain itu juga terdapat materi alat dan bahan serta pengertian singkat dari batik. Canting Ajaib juga memiliki sebuah permainan tebak-tebakan yang akan mengasah kompetensi materi yang telah diakses sebelumnya. Dalam perancangannya Canting Ajaib telah melalui proses yang bertahap diantaranya: (1) Pra produksi, dimana pada tahap ini pencarian ide dan gagasan, analisis dan pengumpulan data dilakukan, (2) Produksi, tahap dimana proses memvisualisasikan data-data yang telah terkumpul menjadi aset, dan bahan yang dibutuhkan dalam perancangan multimedia interaktif Canting Ajaib, pengujian multimedia, serta konsultasi dengan dosen pembimbing, (3) Pasca Produksi, pembuatan media pendukung seperti merchandise, dan pameran karya. Perancangan proyek studi Canting Ajaib ini menghasilkan karya berupa multimedia interaktif Canting Ajaib yang menjadi sebuah media pengenalan dan pembelajaran mengenai proses pembuatan Batik Pekalongan.
360° PHOTO TECHNIQUES AND VIRTUAL REALITY IN CINEMATOGRAPHY Raehana, Hafiza Raehana
Arty: Jurnal Seni Rupa Vol 11 No 2 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i2.56111

Abstract

Era transformasi digital 4.0 ini marak penggunaan citraan berbasis digital untuk berbagai kebutuhan, dari jualan hingga hiburan. Metaverse memiliki peluang besar di Indonesia karena dapat digunakan di berbagai bidang seperti pariwisata, pendidikan, kesejahteraan sosial dan perdagangan di Indonesia. Namun demikian, belum banyak berkembang pembahasan mengenai kualitas citra yang standar untuk kebutuhan sinematografi. Citra yang dimaksud adalah suatu representasi (gambaran), kemiripan atau imitasi dari suatu objek. Citra sebagai keluaran suatu sistem perekaman data dapat bersifat optik berupa foto, bersifat analog berupa sinyal-sinyal video seperti gambaran pada monitor televisi, atau bersifat digital yang dapat langsung disimpan pada suatu media penyimpanan. Meskipun sebuah citra kaya akan informasi, namun sering kali citra yang dimiliki mengalami penurunan mutu, misalnya mengandung cacat atau denois. Metode yang digunakan dalam sinematografi meliputi camera angle, continuity, cutting, dan composition. Hasil penelitian ini adalah Penggunaan aspek sinematografi terutama dalam karya animasi ataupun syuting mempunyai mood dan teknik pencahayaan yang sama dengan pengarahan pada media yang lain. Dalam pencahayaan film VR yang menggunakan metode pembuatannya menggunakan animasi tiga dimensi mempunyai treatment yang lebih menonjolkan kesan tekstur yang gelap dan low-key lighting In this era of digital transformation 4.0, there is widespread use of digital-based imagery for various needs, from sales to entertainment. Metaverse has great opportunities in Indonesia because it can be used in various fields such as tourism, education, social welfare and trade in Indonesia. However, there has not been much discussion about standard image quality for cinematography needs. The image in question is a representation (picture), resemblance or imitation of an object. The image as the output of a data recording system can be optical in the form of photos, analog in the form of video signals such as images on a television monitor, or digital which can be directly stored on a storage medium. Even though an image is rich in information, the image that is owned often suffers a loss of quality, for example, contains defects or defects. The methods used in cinematography include camera angle, continuity, cutting, and composition. The result of this research is that the use of cinematographic aspects, especially in animation or filming works, has the same mood and lighting techniques as directed at other media. In VR film lighting, which uses a three-dimensional animation method, it has a treatment that emphasizes the impression of a dark texture and low-key lighting.
BOOK ILLUSTRATION OF THE BENEFITS OF DRINKING MILK AS AN EDUCATIONAL MEDIUM FOR CHILDREN AGED 7-12 YEARS Firmansyah, Mochammad Al Hadad; Masnuna, Masnuna; Romadhona, Mahimma
Arty: Jurnal Seni Rupa Vol 11 No 1 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i1.56630

Abstract

Indonesia adalah negara dengan tingkat konsumsi susu yang tergolong rendah yaitu 16,27 kg/kapita/tahun, dibandingkan dengan negara ASEAN lainnya yang sudah tergolong tinggi. Padahal, konsumsi susu sangatlah penting terutama bagi anak-anak dalam mencukupi kebutuhan gizinya. Sebanyak 11,2% anak usia 5-12 tahun di Indonesia kekurangan nutrisi dan Indonesia juga berada pada tingkatan yang rendah di aspek kesehatan anak, yaitu peringkat 117 dari 180 negara. Maka dari itu untuk meningkatkan kualitas kesehatan anak tersebut, diperlukan edukasi mengenai pentingnya minum susu, karena susu mengandung banyak nutrisi yang bermanfaat untuk tubuh. Edukasi dilakukan melalui buku ilustrasi yang mengandung informasi tentang manfaat minum susu. Metode penelitian yang digunakan adalah metode kualitatif dan kuantitatif, setelah itu menggunakan teknik analisis deskriptif untuk menemukan data yang komprehensif. Lalu pada tahap penciptaan terdapat 3 tahap yaitu pra-produksi, produksi, dan pasca produksi. Harapannya, dengan perancangan buku ilustrasi ini dapat memberikan kesadaran kepada anak-anak akan betapa pentingnya minum susu dan kualitas kesehatan anak juga meningkat.
DRIVE SAFETY 3D ANIMATION AS EDUCATIONAL MEDIA FOR YOUTH 15-17 YEARS OLD Akbar, Adam Faisal; Nisa, Diana Aqidatun; Widyasari, Widyasari
Arty: Jurnal Seni Rupa Vol 11 No 2 (2022): Regular Issue
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/arty.v11i2.56770

Abstract

Kecalakaan lalu lintas adalah salah satu peristiwa di jalan yang tidak diduga dan tidak sengaja melibatkan kendaraan dengan atau tanpa pengguna jalan lain yang akan mengakibatkan korban manusia maupun kerugian harta benda. Salah satunya pencegahannya ialah dengan adanya iklan layanan masyarakat tentang “Animasi Bahaya Berkendara” dan bisa sebagai pembekalan penyebab kecelakaan lalu lintas sejak remaja, yaitu saat usia 15-17 Tahun. Animasi 3D menjadi solusi karena dalam proses pembelajaran akan lebih mudah dipahami, dimengerti, tidak monoton dengan materi sehingga tidak membosankan dan lebih menarik untuk dipelajari. Perancangan animasi ini menggunakan metode kualitatif dan kuantitatif, kemudian data diolah secara deskriptif. Konsep desain dengan keyword "Animasi Mendebarkan tentang Keselamatan Berkendara" telah dihasilkan dengan metode tersebut. Animasi ini dirancang sebagai media penyampai informasi yang efektif dan informatif cara berkendara dengan mengutamakan keselamatan.