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
DESIGN USER INTERFACE DUNIAKU.COM MOBILE APPLICATION USING DESIGN THINKING METHOD Aqviriyoso, Roman; Rachman, Anung; Yunianto, Ipung Kurniawan
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.v11i1.57136

Abstract

Di era digital dengan perkembangan teknologi yang semakin maju, media informasi memiliki peranan penting dalam memenuhi kebutuhan masyarakat dalam menemukan informasi. salah satu media informasi yang cukup dikenal adalah Duniaku.com, merupakan website yang menjadi penyedia informasi seputar geek culture dengan target audiens para millennial dan generasi Z. Namun dengan target audiens tersebut, media informasi berbasis website belumlah cukup, karena selain penggunaan website dalam memberikan informasi seputar geek culture pada para masyarakat, duniaku.com juga memerlukan media lain untuk penyebaran konten dengan lebih efisien, yang mana media yang dimaksut adalah aplikasi mobile. Dengan fakta bahwa aplikasi mobile lebih diminati para audience maka diperlukanlah desain UI dengan menggunakan gaya atau aliran yang berhubungan dengan generasi sekarang.
ANIMATION RECOGNITION OF THE ORIGIN OF THE YAA QOWIYYU TRADITION IN JATINOM
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.v10i2.57222

Abstract

Abstract Yaa Qowiyyu is one of the most famous art festivals from Jatinom, Central Java. The festival, also known as the distribution of apem, is in great demand by residents around and outside the Jatinom area. Apem is a traditional food that is iconic every time this festival is held. Not a few people know the origin of how this Yaa Qowiyyu tradition was first carried out. One way to spread information about the origin of the Yaa Qowiyyu tradition is to use animated stories. This assignment focuses on creating characters in the Yaa Qowiyyu Time Traveler animated story which is made using animation principles. This assignment is made using Pre Production, Production and Post Production methodologies. The end result is a character who will be the main character in the animated story Yaa Qowiyyu Time Traveller.
ART EDUCATION IN LEARNING NEEDS OF ILLUSTRATION DRAWING AT BOARDINGBASED SCHOOLS Aziz, Abdul; Lestari, Wahyu; Sunarto, Sunarto
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.v11i1.57307

Abstract

Tujuan penelitian ini mengkaji masalah proses pendidikan seni rupa di lingkungan pesantren, pembelajaran menggambar ilustrasi di Madrasah Aliyah Futuhiyyah 2 Mranggen Demak, dan siswa kelas XII IPA 2. Metode penelitian menggunakan pendekatan kualitatif, pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi. Teknik pengabsahan data dilakukan melalui triangulasi. Analisis data dilakukan melalui reduksi data, dan verifikasi. Hasil penelitian menunjukkan hal-hal sebagai berikut. Pertama, pembelajaran seni rupa di lingkungan pesantren yang terfokus pada pembelajaran menggambar ilustrasi di Madrasah Aliyah Futuhiyyah 2 Mranggen Demak dilakukan melalui tahapan perencanaan, pelaksanaan, dan evaluasi yang dilaksanakan oleh guru bukan bidang kompetensinya. Kedua, pembelajaran tersebut menghasilkan 29 karya gambar ilustrasi, karya-karya gambar ilustrasi secara simbolis mengekspresikan kondisi lingkungan pesantren dengan dilandasi adanya nilai-nilai lingkungan pesantren yaitu: Pendalaman ilmu-ilmu agama, mondok, kepatuhan, keteladanan, kesalehan, kemandirian, kedisiplinan, kesederhanaan, toleransi, qana’ah, rendah hati, ketabahan, kesetiakawanan/tolong menolong, ketulusan, istiqomah, kemasyarakatan, dan kebersihan. Ketiga, ke 29 karya tersebut dianalisis menunjukkan adanya representasi nilai-nilai kepesantrenan. Pada pembelajaran ini guru menggunakan kurikulum 2013 tetapi proses pembelajarannya di landasi dengan nilai-nilai keagamaan. Berdasarkan hasil penelitian ini dapat dikemukakan saran sebagai berikut. Pertama hendaknya sekolah menyediakan guru seni budaya yang sesuai dengan kompetensi dan kebutuhannya. Kedua, hendaknya guru menambah referensi media pembelajaran agar siswa tidak kesulitan dalam mengembangkan ide berkarya serta siswa lebih termotivasi dalam mengikuti pembelajaran. Ketiga, hendaknya sekolah memiliki ruang ketrampilan dan ruang pamer untuk menampilkan hasil karya siswa.
2D ANIMATION CREATION WITH BUJANG GANONG ART THEME Anindhitya, Hanung; Rachman, Anung; Kurniawan, Rendya Adi
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.v11i1.57351

Abstract

In this day and age, many traditional arts are marginalized. Marginalization according to the Big Indonesian Dictionary can be interpreted as "marginalizing". Many young people are more familiar with foreign cultures than their own culture, one of which is Korean dance. Whereas in East Java itself there are dances that are no less unique, namely the Bujang Ganong Dance contained in the Reog Ponorogo art. In the midst of the rapid advancement of information technology and the creative industry today, animation is one of the most effective informative media in presenting stories and introducing regional arts because it is more attractive to the target market. In the process of making this animation using qualitative methods using primary data in the form of interviews and secondary data using sources from the internet. While in the design of this 2D animation using the design thinking method. Design thinking which has been popularized by David Kelley and Tim Brown has 5 stages in the process, namely empathize, ideate, define, prototype and the last is test. Using design thinking allows writers to collect various information about existing problems so that they are able to develop ideas and create more innovative alternatives.
THE DESIGN OF MATHEMATICS INTERACTIVE LEARNING MEDIA THEME HOUR AND TIME UNIT FOR 3TH GRADE at SDN 1 GUNTUNG MANGGIS Setyaningrum, Larasati; Wibawanto, Wandah
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.v11i1.57356

Abstract

Gangguan masif yang disebabkan era disrupsi berdampak besar pada pesatnya perkembangan teknologi terutama sejak masuknya Pandemik COVID-19. Mobilitas dan aktivitas yang dibatasi memicu berkembangnya disrupsi teknologi, tak terkecuali pada sektor pendidikan dasar. Tidak maksimalnya implementasi pembelajaran berbasis teknologi pada materi matematika di dalam tematik, seperti pada materi Satuan Jam dan Waktu menyebabkan komunikasi hanya terjalin dengan satu arah, sehingga siswa sulit untuk menangkap inti materi yang dipelajari. Berdasarkan latar belakang permasalahan di atas, solusi yang dapat dilakukan adalah dengan mengemas materi Satuan Jam dan Waktu dengan memanfaatkan pembelajaran berbasis teknologi ke dalam konsep yang lebih menarik. Proyek studi ini bertujuan menghasilkan produk media pembelajaran sebagai media penunjang pembelajaran terhadap materi Satuan Jam dan Waktu. Proyek studi ini melalui empat tahapan berkarya, yaitu: 1) design treatment; 2) visual development; 3) programming phase; 4) testing phase. Proyek studi ini menghasilkan karya media pembelajaran interaktif. Diharapkan melalui karya media pembelajaran interaktif tersebut dapat membantu meningkatkan motivasi siswa terhadap materi Satuan Jam dan Waktu.
VISUALIZATION OF FOOD PHOTOGRAPHY IN THE GOFOOD MENU IN MAJALAYA Setiawan, Andri; Heriyawati, Yanti; Saleh, Sukmawati
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.v11i1.58261

Abstract

Fotografi makanan merupakan salah satu bentuk fotografi komersil, dan berperan sebagai media promosi. Fotografi makanan memiliki peran penting dalam proses komunkasi visual sebuah produk. Gofood hadir sebagai layanan delivery service yang terintegrasi dengan sebuah aplikasi, dapat membantu masyarkat dalam memperluas penjualan. Digitalisasi menu-menu yang ada di Gofood tidak terlepas dari sentuhan fotografi makanan. Terdapat kesenjnagan visualisasi foto makanan yang hadirkan anatara pengusaha bisnis kuliner yang ada di menu Gofood sekitar wilayah Majalaya. Penulisan ini bertujuan untuk mengetahui penyebab faktor penyebab kesenjangan visualiasi yang ada didalam menu Gofood di wilayah Majalaya. Dengan menggunana metode penelitian deskriptif kualtiatif melalui pengamatan foto makanan pada menu Gofood. Analisis menggunakan teori retorika visual dengan pendekatan segitiga retoris yang mana sebuah foto dapat memberikan efek persuasi secara tidak langsung. Hasil dari penelitian ini terdapat kesenjangan visuasilasi foto yang dihasilkan antara setiap pengusaha kuliner. Abstrac ___________________________________________________________________ Food photography is a form of commercial photography and acts as a promotional medium. Food photography has an important role in the process of visual communication of a product. Gofood is here as a delivery service that is integrated with an application, which can help the community expand sales. Digitizing the menus at Gofood cannot be separated from the touch of food photography. There is a gap in visualizing food photos that are presented between culinary business entrepreneurs on the Gofood around the Majalaya area. This writing aims to discover the causes of the visualization gaps in the Gofood in the Majalaya area. By using qualitative descriptive research method by observing food photos on Gofood. The analysis uses visual rhetoric theory with a rhetorical triangle approach in which a photo can provide an indirect persuasive effect. This study’s results show a gap in the resulting photo visualization between each culinary entrepreneur.
IMPLEMENTATION OF JAPANDI CONCEPT AT WISMA MULIA NURSING HOME WEST JAKARTA Rizki, Alfia
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.v11i2.58508

Abstract

When a person has aged, his life is no longer full of energy and slowly begins to get a decline in body functions. This has resulted in the need for support for good and comfortable housing facilities, one of which is an Nursing Home. The elderly home, which is commonly known as Panti Werdha, is a residential facility for the elderly. In this study, we will take the object of an elderly home named Panti Werdha Wisma Mulia. The author will carry the Japanese Scandinavian concept or better known as Japandi at the Wisma Mulia Nursing Home. Apart from following the concepts that developed according to the times, the selection of the Japandi concept was able to provide a comfortable atmosphere for the elderly. This is because the Japandi concept prioritizes minimalism and warmth on the design side. So that it can create a warm, quiet, spacious room atmosphere, and of course provide a comfortable and safe effect for the elderly who inhabit it. The research was conducted by direct observation at the orphanage to obtain building data, residents' habits and photos of the room's atmosphere, as well as looking for data and building precedents with the Japanese concept. Furthermore, the author will redesign the design of the Wisma Mulia Nursing Home by implementing the Japandi concept. The result is an image of an interior design perspective as well as an explanation and benefit of the design. The author hopes that the design can be useful if it is realized and provides comfort for the elderly.
DESIGN OF COMIC BOOKS AS A MEDIA TO INTRODUCE CLEAN BEHAVIOR AND PROTECTING THE ENVIRONMENT FOR ELEMENTARY STUDENTS Zulmi, Muhammad; Sugiarto, Eko
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.v11i2.58583

Abstract

Many of the damaged environment and pollution that occurs as well as the spread of disease is manmade. One of the factors is the bad habits of people who are not aware of the importance of maintaining cleanliness and the environment. Providing awareness about the importance of clean behavior and protecting the environment should be done from an early age to be more effective. Therefore, the purpose of this study project is to design a media to introduce clean behavior and protect the environment for children that is interesting and fun, namely through the medium of comics. The reason for choosing comics is expected to be able to overcome problems in understanding a material. The use of analogies and depictions of stories in life can help students to understand a material. In designing this comic book the author uses two techniques, traditional and digital. There are several stages in the design, the pre-production process including idea search, literature study, and analysis, then the production process including script and storyboard design, sketching, inking, scanning, and editing, and the last post-production is publication or exhibition. This design resulted in a comic book entitled "Cerita Andi dan Kawan-kawan", A5 size, and a complete of 55 black and white comic pages. The comic book is made with a softcover model using 260 ivory paper, while the contents of the comic book use 70 gram HVS paper. The results of this study project are expected to be able to raise the awareness of elementary students to protect the environment
BOUTIQUE HOTEL INTERIOR DESIGN OF THREEHOUSE SUITES IN PATI Adyssa, Tazkia Audrey; Atridia, Wilastrina
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.v11i2.58736

Abstract

A boutique hotel is a hotel that has strong characteristics, one of which is its unique interior design style. The application of cultural elements is also an essential key for boutique hotels to attract guests. However, there is no focal element of the local culture at Treehouse Suites in Pati, Central Java. Therefore, the interior design needs to apply the elements of typical Pati decoration. This project aims to make the interior design of a boutique hotel that is convenient not only for recreational activities but also for guests traveling on business. The method used in the research is research and development. The steps include analysis of potential problems utilizing preliminary studies by means of literature review and field studies. Data were collected through observation, interviews, and documentation. This design is a design development through making design concepts and making design drawings. The results of the interior design of the Treehouse Suites Boutique Hotel bring the concept of "Back to Nature," the coastal design style, and some decorations emblematic of Pati traditions, Central Java.
DESIGN OF PICTURE STORY BOOK “RASHA AND HER BELOVED CAT” AS A CHILDREN’S CHARACTER EDUCATION MEDIA Putra, Ekka Adi
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.v11i3.59255

Abstract

The importance of caring awareness of various types of animals must be cultivated from an early age so that humans (both adults and children) have sensitivity to them. Planting character education from an early age (especially in children) is carried out so that they have a sense of love for fellow humans and other creatures. This can be achieved through formal, informal, and non-formal education. The purpose of this study project is to produce a design for the picture story book “Rasha & his beloved cat” as a medium for character education for children. The process of creating this illustrated storybook is carried out using digital techniques as a whole through the Procreate software and Adobe Photoshop CS 6 using the Ipad Air 3 hardware and the ASUS S451LB Laptop. The stages in the process of creating this picture story book start from the pre-production, production and post-production stages. This picture story book consists of 26 pages consisting of text and illustrations. This picture story book is set in domestic life so that children can connect with the storyline. The story scripts and pictures contained in this book contain values to form positive children's characters and care for animals and the environment.