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INDONESIA
Jurnal Bahasa Rupa
Published by STMIK STIKOM Indonesia
ISSN : 25810502     EISSN : 25809997     DOI : -
Core Subject : Humanities, Art,
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.
Arjuna Subject : -
Articles 24 Documents
Kajian Rancangan Promo Album Faito 61 Tahun 2008 Fajaraditya Setiawan, I Nyoman Anom
Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1024.777 KB) | DOI: 10.31598/bahasarupa.v1i1.134

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (549.877 KB) | DOI: 10.31598/bahasarupa.v1i1.138

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 Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1445.636 KB) | DOI: 10.31598/bahasarupa.v1i1.140

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (784.415 KB) | DOI: 10.31598/bahasarupa.v1i1.141

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.
Studi Logo Event (Acara) Di Daerah (Kajian Ikonografi: Studi Kasus Logo Karya Z. Hanafi di Sumatera Barat) Budiman, Arif
Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (787.648 KB) | DOI: 10.31598/bahasarupa.v1i1.142

Abstract

Logo’s event become an art medium to express an image of event. From elements of line, shape, colour,  and typography which are composed unified, makes logo as a symbolic language. Logo can emphasize an identity of particular region from the diversity of local wisdom. West Sumatra which is in Minangkabau culture territority has its own concept on how human creativity reveal the messages. By a unique logo, it fulfills the aesthetic needs of society that interact people to participate the event. Theory of Iconography and Iconology reveal the meaning of logo from aesthetic aspect and aim behind the design. Zainul Hanafi is one of artist from West Sumatra that concern in graphic design.  Hanafi means logo’s event in specific region must have a concept that representate the importance of each stakeholder. The representation emerge the uses of diverse colours and shapes. Overlaps, crowded icons and rousing. Although there are many logo with more simple shapes, actually it is a valid diversity.
Film Animasi 2 Dimensi Cerita Rakyat Bali Berjudul I Ceker Cipak Muhdaliha, Benny; Batuaya, Dewa Ray Dharmayana
Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (865.079 KB) | DOI: 10.31598/bahasarupa.v1i1.143

Abstract

Many factors can lead to moral irregularities by children, one of which is the number of impressions that are less culturally appropriate and less educational for children. Impressions adapted from folklore often become a strategic alternative as educational media. In general, the message conveyed in folklore is a guideline of behavior in social life, good and bad teaching, joy, sadness, and heroism. Positive moral messages contained are expected to control turbulent in emotion and character development in the process of forming a childs character, especially in the contemporary era. 2 dimensional (2D) animated film which delivering Balinese local content from folklore is done by this research. The 2D animation is entitled I Ceker Cipak. The 2D animation form is chosen because it can explain complicated information to be more simple and interesting, so it can be easily to understood by the audience. 2D animated film is also a media that can be enjoyed by all ages and relatively cheaper and easy to use. Story I Ceker Cipak also convey the values ​​of justice, and humanity through the implementation of the law of karma phala. From the results of tests conducted on children SDN 1 Semarapura Middle students, Klungkung, found that elementary school children can easily understand the moral messages contained in the 2D animation folklore movie entitled I Ceker Cipak.
Pemanfaatan Sampah Spraycan sebagai Katalog Pameran “Voice of Wall 6 Hours Exhibition” Carollina, Donna
Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (956.417 KB) | DOI: 10.31598/bahasarupa.v1i1.145

Abstract

The rampant of graffiti activity in Yogyakarta has an impact on increasing the amount of spraycan waste that became the main tools in this activity. The utilization of spraycan waste then becomes an interesting thing, as shown in the street art exhibition catalog “Voice of Wall 6 Hours Exhibition”. This exhibition used spraycan waste as a catalog exhibition. Thus this catalog exhibition has been interesting thing to study. This study uses qualitative descriptive method to get a systematic, factual, and accurate description of the utilization of spraycan waste as the exhibition catalog of “Voice of Wall 6 Hours Exhibition”.
Perancangan Media Informasi Program Studi Teknik Informatika Dan Sistem Komputer Pada STMIK STIKOM Indonesia Berbasis Animasi 2D Agus Suarya Putra, I Nyoman; Adi Saputra, I Putu
Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (857.69 KB) | DOI: 10.31598/bahasarupa.v1i1.148

Abstract

STMIK STIKOM Indonesia is still using media information about study programs that are static and still can not be conveyed properly. This resulted in the existence of students who moved the study program and specialization when they have undergone lecturing process because they feel unsuitable, and still mistaken the students in distinguishing between study program and specialization. Seeing the problem, STMIK STIKOM Indonesia needs a media information about study program in the form of more practical, interesting, effective and detail, that can be used for media campaign and presentation. 2D animation is suitable as a medium to support the study program information because there are elements of visual, audio, text and color combined so that understanding of a concept or information becomes more easily accepted by the user. After the animation is completed, it is tested by internal STMIK STIKOM Indonesia. The results of these tests show an excellent response from the respondents. Both in terms of visualization, audio, and information from 2D animation as a medium to support information Engineering Studies Program Informatics and Computer Systems at STMIK STIKOM Indonesia.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1094.399 KB) | DOI: 10.31598/bahasarupa.v1i2.207

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1200.129 KB) | DOI: 10.31598/bahasarupa.v1i2.208

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.

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