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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.
Articles
14
Articles
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.

Media Promosi Bisnis Potensi Wisata Daerah Bandung Dengan Aplikasi Virtual Reality

Triani, Ananda Risya, Adriyanto, Andreas Rio, Faedhurrahman, Deny

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

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Abstract

One of the industrial sectors that can increase foreign exchange in Indonesia is the tourism industry. In 2019, the tourism industry in Indonesia is projected to be the largest foreign exchange earner through oil and gas, coal and palm oil. One aspect that supports the development of industry is the readiness of ICT. Bandung is one of the cities in West Java, which has sought to develop ICT, but needs to be improved further from the central / regional government, to the executant of the tourism industry. Bandung has a tourism potential that consists of natural attractions, culture, shopping, and culinary interesting to explore both by domestic tourists and foreign tourists. Thus, information technology that contains relevant and interesting information by using the right business model. Research methodology in data list technique which is measurement, interview, and literature study. Mobile apps are one of the information technology tools used by todays society, therefore interactive and can be used via mobile devices. Creative concepts applied to the 360​​° Virtual reality Panorama app. Through Virtual reality Panorama will create a different visual location, which can attract potential tourists to visit Bandung city destinations directly. In addition, the appropriate business model will be used on the system as part of the activity. It is expected that this research can support previous research in the field of visual communication design, ICT, and management.

Visualisasi Seni Sebagai Aspek Kreatif Periklanan

Permana, Gandara

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

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Abstract

Advertising is an in-depth creative process with a variety of supporting factors. One of the constituent elements is the creative strategy aspect. Advertising creative strategy is a tool to generate fresh and creative ideas that represent advertised products. The context of art as part of societys lifestyle becomes one of the commodities to be exploited. This study used descriptive qualitative method. This topic is analyzed by visual content approach through dissecting advertising visualization with the context of its art medium, message and linking visualization of art as creative aspect of advertisement so as to produce persuasion element for consumer audiences. The results obtained are the use of art medium in advertising as an approach to the audience by utilizing the momentum, situations and emotions that can persuade audiences. Visualization of the ad is a moment of celebration with the nuance of kinship or the expression of the life style of the young people who care about the traditional values ​​of the nation.

Preliminary Design Pada Perancangan Merchandise Resmi Untuk Revenue Generated ITS Sebagai PTNBH

Ramadhani, Nugrahardi, Setyadi, Denny Indrayana, Alamin, Rabendra Yudistira, Prasetyo, Didit

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

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Abstract

The Revenue Generated ITS program as part of ITS Strategic Plan of PTNBH 2015-2019 provides a new challenge for ITS to develop business programs that departs from the intellectual result of all academic community. One of the opportunities that can be initiated is the development of official ITS merchandise products as a commercial product of ITS. ITS Merchandise product development efforts has been finding a variety of obstacles, ranging from inconsistencies between the products with each other, the quality of the existing product quality, up to the quality of the resulting product ideas. ITS Merchandise product development efforts are considered very urgent to be done immediately to see the high demand for ITS official merchandise products for various ITS activities. The method used in this research is the method of designing product design variants. Some stages of research include: (1) identification of design typology merchandise; (2) identification of consumers and product needs of ITS Merchandise; (3) Mapping merchandise product categories; (4) Development of product design merchandise variant; (5) Materials analysis and merchandise ITS Design Form; (6) Sampling of 1 prototype product; (7) Preparation of ITS Merchandise Product Design Guidelines. The approach used in variant product development in this research is ‘morphological chart’. The results to be achieved in this research is the identification of ITS Merchandise product line and its implementation, and A guide to merchandise product design development at production stage.

Kajian Estetika Melalui Bentuk Keseimbangan Ilustrasi Durga Dengan Teknik Sablon Discharge Sederhana

Novitasari, Dwi

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

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Abstract

This study purpose is to analyze esthetic characters on Durga illustration with simple discharge screen printing technique. As many people know, Durga visualization is more identically spooky impression. Durga illustration used as reference or as an object on simple discharge screen printing technique, which is a type of screen print that removes the basic color of the fabric with chlorine material as a mixture of ink, produce a distinctive color effect and different from the usual screen printing techniques. This study will focus on the form balance and aesthetic characteristics or properties such as complexity, it becomes interesting to study. Furthermore in this writing using qualitative descriptive method in order to get a systematic, factual, and accurate overview of aesthetics through the balance form of Durga illustration with a simple discharge screening technique.

Kajian Rancangan Promo Album Faito 61 Tahun 2008

Fajaraditya Setiawan, I Nyoman Anom

Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

Music has many lovers, especially in Bali there are many bands from various musical genres. In the development of indie music labels required hard work in creativity as supporting the popularity and success in the field of music. Faito 61, the band that existed from many hardcore bands of Bali maintained its existence with it so it is known among hardcore music fans from 2004-2010. Efforts to improve creativity and quality, Faito 61 released its first album as proof of maturity to fans and the community in addition to the creations of musicians that can generate and increase the bands popularity. It utilizes visual communication media as a supporting tool to maximize the album promo and this can also increase the popularity and sales of Faito 61 album. The existing media is so diverse that it needs to be selective and in accordance with theories, concepts and field conditions. For such provision it must begin with research and theoretical review. The hardcore concept is lifted according to the flow of the band. The design of Faito 61 album promo media, applied hardcore elements ranging from illustrations, typography and colors. Data obtained from direct interviews with direct observation media that has been owned so far then compared with design theory. Further analyzed qualitatively so that it can be concluded as the basic design.

Semiotika Visual Logo RSU.Surya Husadha Denpasar

Jayanegara, I Nyoman

Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

The logo is a picture mark that depicts the identity and image for the entity, where the image and corporate character are communicated with the audience by using the element of writing and image. Images and writing as a logo forming element is a sign system that aims to communicate messages about the type of business, image, or even the companys character to the public. The signs used in a logo are easily understood and conventionally agreed to be able to communicate quickly with the audience. RSU.Surya Husadha as an entity seeks to communicate the message about the type of business as well as the image of the company by using the sign system to the community. Visual signs used in the form of writing and drawing elements in the RSU.Surya Husadha logo, analyzed using semiotic theories expressed by Ferdinand de Saussure and Charles Sander Peirce. The results obtained are RSU.Surya Husadha logo has a deep philosophy about a life depicted through water and seed symbols. Life and exixtence require a balance of all the realities and consequences that exist where the philosophy is portrayed through logotype and logogram as forming elements of the company logo.

Menguak Mitos: Diskursus Gaya Gambar Amerika, Jepang, Eropa, Gaya Gambar Indonesia dan Implikasinya

Sega Gumelar, Michael

Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

The Indonesian young generation who has the skills to draw and or who love drawing in Indonesia when this study was written more or less have believe in the myth of the existence of the American drawing style (U.S.A), Japanese drawing style, European drawing style, and eventually come into conclusion there must be an Indonesian drawing style. The watching TV culture or watching other audio-visual footage via the internet reducing significantly on reading books in printed format or in electronic media (e-Books) in Indonesia young generations. In this study reveals are there really exist drawing in American, Japanese, European, and Indonesian style.

Perupaan Karakter Mang Ohle di Koran Pikiran Rakyat Sebagai Realita Pemikiran Rakyat di Jawa Barat

Triyadi, Agus

Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

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Abstract

The caricature as part of the drawing works has a straightforward language, verbal, social criticism but is funny and intriguing. The presence of Mang Ohle caricature as a documentation and social criticism characteristic of innocent but smart, such as fictional Sundanese figures are very populist, namely Kabayan, while caricature is critical, satirical, but not make people angry. The Cartoonist Didin Basoeni has a principle, "Herang caina beunang laukna", which means "when the water clear, it is easier to look at the fish". That is, make criticism that avoids conflict. In this article disclosed the analysis of strategy of Mang Ohle characterization  as the agent of the people voice in conveying their aspiration in the Pikiran Rakyat  newspaper printed edition.