Jurnal Bahasa Rupa
Jurnal Bahasa Rupa telah terindeks pada: Google Scholar dan One Search Indonesia. Isi artikel Jurnal Bahasa Rupa meliputi ontologi keilmuan, epistemologi dan aksiologi Desain Komunikasi Visual (DKV) dan Multimedia, meliputi: (a) semiotika visual, (b) ikonografi, (c) ilustrasi, (d) tipografi, (e) fotografi, (f) animasi, (g) periklanan, (h) branding strategy, (i) corporate identity, (j) sign system, (k) logo, (l) media cetak, (m) desain kemasan, (n) film, (o) video eksperimental, (p) game, (q) terapan teknologi terbaru terkait DKV dan Multimedia, (r) metode pendidikan dalam pengajaran DKV dan multimedia, atau isu budaya terkait Desain Komunikasi Visual dan Multimedia.
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Articles
SEMIOTIKA TANDA INFOGRAFIS KOMISI PEMBERANTASAN KORUPSI (KPK)

Arifianto, Pungky Febi

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

In term of its presentation of data, qualitative descriptive research is implemented as the method. To interpret the handling of corruption conducted by Indonesias Corruption Eradication Commission, Charles S. Pierces’ theory of signs classification in icon, index, and symbol is utilized as the approach. Disclosure of meaning the signs itself applies of Rolland Barthes’s connotation interpretations in significance. The Five Codes in significances are divided into Hermeneutic, Proairetic, Semantic, Symbolic, and Cultural. Visual infographic analysis in corruption’s handling by Indonesias Corruption Eradication Commission is expected for being able to give a discourse in semiotic interpretation to signs and meaning in infographics. Theoretically, the purpose of this analysis will give depiction about a scientific approach to visual communication design theory in sending message through sign-system in each visual elements in infographics.

KOMPARASI BUDAYA JEPANG DAN PRANCIS MELALUI KOMIK DETEKTIF

Intan, Tania

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

Psychologically, humans have a tendency to love reality and fiction because of life in between. With its unlimited imagination, humans can choose the preferred model of reality or fiction. If he chooses to be a good observer, a good and patient guesser in waiting for answers to important questions, the detective story can be an interesting reading alternative. In general, the detective story developed along with the rapid urbanization as a result of the industrial revolution. Life in big cities becomes insecure because of the increasing population density, unemployment, poverty and crime. To be able to reduce the saturation and tension experienced everyday, the public also entertain themselves with reading. Apparently people love reading about mysterious or even frightening events, because it always ends with a rational explanation of the various puzzles that cling to the reading. The crime-themed book makes readers familiar with the presence of criminals and law enforcers who are hunting him. Comics also called image literature, can also be a medium of telling of crimes favored by various circles. In this paper, we will discuss the phenomenon of the existence of detective comics in France and Japan with cultural comparative methods and studied with relevant theories. The results showed that because they came from different cultural backgrounds and published times, several things were found that showed differences between French and Japanese detective comics, including those related to characterization, public, story and cultural backgrounds, and comic formats. While the things that are common among them are the profession of detective figures who work more independently and prominently, and the presence of local police who are supportive of the characters movements, despite the fact that they often arrive late at the scene.

PENGGUNAAN WEBSITE PORTAL BERITA SEBAGAI MEDIA INFORMASI UNTUK MAHASISWA

Faizal, Mochammad, Abdillah, Muhammad Faqih, Sari I.M.S, Dea Aulia, Setiadi, Wahyu, Octavia, Denisha, Suhendari, Wulan, Soewardikoen, Didit Widiatmoko

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

Abstract Website can serve as a medium to deliver information, related to academic and non-academic university activity. Telkom University as a technology-based university is appropriate to use the website as a means of supporting the activity going on inside. On the one hand, 55 Student Activity Units at Telkom University require publication media related to non-academic activities conducted. Related to this, there are already three official media that can accommodate it, but the results of the questionnaire said that students still feel that the dissemination of information is still not optimal. This is important, because website is the main channel used to disseminate information in real time. To answer these problems, the necessary data will be obtained through visual objects observation, interviews with experts, distributing questionnaires to the audience, as well as literature studies that related to relevant theories. Once the data is collected, it will be analyzed through comparative matrix to obtain conclusions and suggestions that can answer the formulation of research problems. This research aims to optimize the cyber media websites to deliver real-time and reliable information to students. The results obtained are standard forms that can be used to create an actual and trusted student news portal website.

DAYA TARIK VISUAL SEBAGAI BRAND RECALL PADA IKLAN TELEVISI (STUDI KASUS : IKLAN MIZONE 2012 VERSI “TILT”)

Utama, Jiwa, Swasty, Wirania

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

The power of visual and audio messages on television commercial (TVC) is critical to create the advertised brand awareness. The use of popular songs as an advertisement attraction is often used in television commercials. This paper is a case study of Mizone TVC in 2012. The popular song should be able to help the visual appeal used in helping audiences remember brands and advertisements. This study aims to determine the role and impact of visual appeal on TVC that use popular song as the appeal of music to brand reminders. The method used in this study is based on marketing approach and advertisement evaluation research through advertising stimulus recall test method. The first stage is an audio stimulus test by playing a popular song from the case study. The second stage is a visual stimulus test by showing some advertising frames as a visual stimulus. The third stage is to show the ads as a whole to know the response about the attractiveness of the ad to brand recall. This method is tested on the respondent which is the target audiences of Mizone. The analysis of the visual stimulus visual recall shows the use of visual appeal not only from TVC talents but also through advertising messages packaged with unique, distinct visual approaches and identity that can help audiences to better remember the brand.

KAJIAN PENDEKATAN VISUAL IKLAN PADA INSTAGRAM

Arumsari, Rizki Yantami, Utama, Jiwa

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

Social media technology as a medium of communication has progressed quite rapidly and has a significant role for human life until 2018. One of the role of social media that feels quite influential is to help businesses in advertising their products. Although Instagram provides Ads features for business people, but they do not always use the Ads feature to advertise their products. Most of them just use personal accounts and display photos of their products to advertise. The technique they use in advertising is pure photography, digital imaging, and photography combined with text. Despite having a technique quite different from conventional advertising in general, the businessman can still advertise his product even very helpful in the sale of its products. It will provide a different persuasive approach for those who see it. Through observation, literature studies and interviews, attempts are made to elaborate the persuasiveness resulting from the visual approach commonly found in Instagram. The results of this study indicate that visual advertising using photography approach but without mentioning tagline that reflects positioning as product differentiator. The approach is used based on the main needs of social media Instagram which prioritizes the photo as a medium of communication.

PERANCANGAN DESAIN SISTEM TANDA JALAN & TEMPAT WISATA (STUDI KASUS : YOGYAKARTA DAN SEKITARNYA)

septarina, sri wahyuning septarina

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

Increased income of Indonesia in the form of foreign exchange one of them is because of tourism. The second tourism destination in Indonesia after Bali that attracts the attention of foreign tourists and local tourists is Yogyakarta. The attraction of this city is the legacy of nature and cultural tourism that continues to be maintained values ​​and traditions, because it is the largest capital of the development of tourism in the city. Along with the city of Yogyakarta is being clean up to realize itself as a tourist destination in Indonesia, it is worth noting some very basic things one of which is a system of tourism signs that exist today. Not apart from the nickname of the city of Jogjakarta as a cultural center, it is inevitable that cultural knowledge increasingly faded and forgotten. Therefore it must be preserved from simple-looking things but provide informative travel information. the tourism sign system which is part of the traffic sign system sub-section needs to be improved. The tourism sign system is one form of information that is short and clear which involves many disciplines. With the approach of various disciplines are expected to apply and its use can be maximally and do not forget the elements of local culture. The results of the test show good response from some related parties as suggestions and enter for infrastructure improvement in Yogyakarta.

RANCANG BANGUN MEDIA INFORMASI INTERAKTIF BERBASIS ANDROID SEBAGAI MEDIA INFORMASI PROGRAM STUDI STMIK STIKOM INDONESIA

Putra, I Nyoman Agus Suarya, Pandawana, I Dewa Gede Agung

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

STMIK STIKOM Indonesia is an IT campus in Denpasar. STMIK STIKOM Indonesia has vision to create a study program which form bachelors of computer science who have ability to make use of smart technology system and digital system to support the development of tourism industry with cultural insight. From direct observation, it was obtained some findings, such as lack of knowledge of marketingship from the performer of the marketing activity of STMIK STIKOM Indonesia about campus life, especially the information about the study program. The effect is lack of knowledge or understanding of the prospective students about the activity done in the process of education in terms of payment, teaching and learning process, up to supporting facilities in STMIK STIKOM campus environment. Most of prospective students have tendency to come to STMIK STIKOM Indonesia to know directly the profile of TI and SK study program rather than only know through information media and its promotion. In the previous research, it has been made the design of information media study program based on desktop, and augmented reality through android application. In the next research, it is developed an information media based on android by combining information system application study program based on desktop with augmented reality which later produce new information media based on android. This new media has advantage with based on android, thus it can be accessed by anyone through android handphone. Interactive multimedia based on android is a proper way to answer the problems. Android technology gives help in the process of presentation about STMIK STIKOM Indonesia. The application that is installed in the students handphone can inform freely and detail about important information in STMIK STIKOM Indonesia. This modern technology can be downloaded in STMIK STIKOM Indonesia website and can be accessed by the prospective students everywhere they are.

GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID

Sukanto, Petrus Sokibi, Adnyana, I Ketut Widhi

Jurnal Bahasa Rupa Vol 2 No 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

Finding insights into the questions for learning exercises is not only found in schools but outside the school environment such as reading books in the library or by utilizing the sophistication of Smartphones. The majority of children are very willing to play games, based on data from Appbrain (2015) shows that the number of games on Google Play are Action Games totaling 17,853, Casual Games 51,458, Puzzle Games 59,283, Game Education only 14,180. By playing an educational game, children can easily remember and discuss problems. The method used is a system approach with Object Oriented that uses AOO (Object Oriented Analysis) and DOO (Object Oriented Design) which are visualized with UML (Unified Modeling Language) and the results obtained from this study are games that are able to combine RPG games by discussing the questions of the junior high school national exams.

Perancangan Permainan Digital “Kronik Majapahit” Sebagai Media Pembelajaran Sejarah Sumpah Palapa Untuk Remaja

Rahman, Yanuar, Hertiasa, Hendy

Jurnal Bahasa Rupa Vol 1 No 2 (2018): Jurnal Bahasa Rupa April 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

History is a reflection to characters of the nation that should not be forgotten, because there are so many lessons and could be gained by understanding it. But in reality history lessons did not always get a proper place in the learning process of students in high school. This research wants to dig deeper and find alternative solutions for historical learning process, especially about how to introduce chronological history of the sumpah palapa through an exciting gaming media as part of the learning process to teenagers. The research process is also looking for alternative ways of designing gameplay and visually appropriate for the game. The method used in this research is a systematic and continuous action reserach, to understand the context of learning used constructivism learning methods, as well as related theories in the realm of education and psychology in order to enrich the rationale of this research. The results of the research produced through literature review, observation, discussion and experiments to obtain data, will be used as a basis in the design of content and visual games. A final challenge of this game design process is to create a game that contextual and parallel with the goal of teaching history in Indonesia, as a means to develop the good character of young people for the nation by strengthen the sense of history to the youth as the primary user.

Perkembangan Pertunjukan Wayang Beber Kontemporer Di Era Modernisasi

Hariyadi, Muhammad Nur, Afatara, Narsen, Purwantoro, Agus

Jurnal Bahasa Rupa Vol 1 No 2 (2018): Jurnal Bahasa Rupa April 2018
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

Research discussed regarding the development of contemporary puppet some in a society now. A puppet beber contemporary some years previously had broken by giving alternative forms of a new and exhibited more simple but is interesting, Shorter performances , and use just taken a figure from real life now. The story delivered also adopt issues is in vogue in the days of the modernization of right now. The puppet beber is one of cultural heritage in Indonesia. A puppet beber some which was a live used for events great kraton, the event ruwatan, clean village, healing the sick, and important event specified java. Now puppet classical considered rarely staged and slightly experienced various a setback in terms of staging, because some years previously had broken puppet classic staged as a means of ritual and rarely staged important as entertainment for the urban nowadays. The puppet beber contemporary appear in order to provide new perspective,  so people know back puppet show some years previously had broken who became inherited from an ancestor java.