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Journal of Visual Art and Design
ISSN : 23375795     EISSN : 23385480     DOI : -
Core Subject : Humanities, Art,
Journal of Visual Art and Design welcomes full research articles in the area of Visual Art and Design from the following subject areas: Design History, Art History, Visual Culture, Design Methodology, Design Process, Design Discourse, Design and Culture, Sociology Design, Design Management, Art Critism, Anthropology of Art, Artifact Design, Industrial Design, Visual Communication Design, Photography, Interior Design, Craft, Architecture, Film, Multimedia, Creative Industry, Design Policy, and other historical, critical, cultural, psychological, educational and conceptual research in visual art and design. Publication History Formerly known as: ITB Journal of Visual Art and Design (2007 – 2012)
Arjuna Subject : -
Articles 182 Documents
Kajian terhadap Sarana Duduk Publik Kampus dengan Pendekatan Perilaku dan Aktivitas Warga Kampus (Studi Kasus pada Kampus Institut Teknologi Bandung Ganesha) Puspita, Arianti Ayu; Wiyancoko, Dudy; Saphiranti, Dona
Journal of Visual Art and Design Vol 5, No 1 (2013)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (266.913 KB) | DOI: 10.5614/itbj.vad.2013.5.1.1

Abstract

This research is motivated by a number of outdoor public furniture, which is not functional, not in place and even unused. The expected result is the discovery of a tendency of design criteria to sit to meet the needs of students. “Sunken Court” was the first major project from seven planning areas  and  a case method in this paper. Three theories of human behavior from Elizabeth D. Hutchison, Christopher Alexander and Edward T. Hall are used as an approximation method to observe students activities at seven case areas in Institut Teknologi Bandung. Those theories are used in observation step according to environmental dimensions, time dimensions and personal dimensions, and the results are 15 design principles references about seating facilities from human behavior aspects and produce the tendency of seating facilities design. The outputs of observation from seven case areas are arranged in appendix so it can be used for the next research.  
Artifak Purba Pasemah: Analisis Ungkap Rupa Patung Megalitik di Pasemah Suryanegara, Erwan; Damayanti, Nuning; Yudoseputro, Wiyoso
Journal of Visual Art and Design Vol 1, No 1 (2007)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (990.765 KB) | DOI: 10.5614/itbj.vad.2007.1.1.9

Abstract

Prehistoric relics, especially those of megalithic traditions, were found many in the plateau of Pasemah. From several types of megalithic artefacts, megalithic idols are the one that excessively found in Pasemah. Unfortunately, scientific information about these ancient artefacts in Pasemah is still scarcely to be found, especially in the form of visual data and reports. Based upon this notion, this research conducted a study to investigate, document and describes the existence, depiction, the object, expression style, symbol, and attribute of the megalithic idols of Pasemah; using the approach of ungkap rupa. The study discovers that the proponent society of megalithic culture in Pasemah had used and applied bronze. They had good ability in chiseling idols from big stones of andesit, formed it in sharp corners and created accurate forms. The depicted idols show that its form has a dynamic pictorial postures and shapes, although some are also made in the style of realistic expression. The idols are formed in a leaning forwards posture, its head or face tilted upward, and its feet usually visualized in the bended forms, depicting austronesoid man and animals complete with its attribute and symbols. Further, the study indicates that these megalithic idols were representations of symbolic-mystical beliefs of a Pasemah’s society which were based on cosmology of the past. Accordingly, these idols were inseparable parts of Pasemah’s ancestor veneration rituals. The distinctiveness of these idols is found in their dynamics—both in pictorial and realistic depiction— that seem to be the masterpiece of megalithic idols of Pasemah at that time. The idols visualize the complete body part of austronesoid man and/or animals (head, body, foot/feet, and hand), which indicates that the megalithic idols of Pasemah represents a mystical culture of a society that whorshiped the spirit of their ancestors, live as an agrarist society of farmer (peladang) system, and encourages the patriotic characteristic of man.
Visualisasi Iklan Televisi dan Ekspresi Seni pada Anak Penderita Autis Nurfarina, Anne
Journal of Visual Art and Design Vol 3, No 1 (2009)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.09 KB) | DOI: 10.5614/itbj.vad.2009.3.1.1

Abstract

Autism Spectrum Disorder (ASD) is a complex neurobehavioral disorder characterized by impairment in reciprocal social interaction, impairment in communication, and the presence of repetitive and stereotypic patterns of behaviors, interest, and activities. Autism Spectrum Disorder has grown to epidemic proportions, once to be very rare that ASD are estimated to occur in as many as 1:160 (one in every 160 people). Although autism is characterized by deficits in socialization, communication and imagination; they still have. This paper will focus on perceptual creativity processing. As Kientz & Dunn,1977 said that Children with autism show sensitivities to visual and other stimuli in everyday life For  example; parents have reported that their autistic children show interested to look at the TV commercial, which is the audio and visual from the program influences her/his mood to stimulating creative activities such as painting. Television, from children’s programs through commercial television, has probably influence to people life styles. Such ways of interesting of autistic children to this program have real implication how the subject stimulated for anyone. Some works of art by the autistics shown connection between the audio visual media and ideas of creative activities. It is now possible, using television commercial methods to make a child with autism rise their abilities. By using the purposive sampling methods, the research focused some Aan’s  (15 years old) works.
Pendekatan One Village One Product (OVOP) untuk Mengembangkan Potensi Kerajinan Daerah. Studi Kasus: Kerajinan Gerabah di Kecamatan Plered, Kabupaten Purwakarta Triharini, Meirina; Larasati, Dwinita; Susanto, R.
Journal of Visual Art and Design Vol 6, No 1 (2014)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (134.103 KB) | DOI: 10.5614/itbj.vad.2014.6.1.4

Abstract

One Village One Product (OVOP) is a regional development approach that aims to promote the economy of a region. The concept of OVOP was origined from Oita, Japan, and adopted by various countries in the world. Indonesia through the Ministry of Industry since 2008 implementing OVOP program that aims to promote the potential of small and medium craft industry in the ten regions in Indonesia, including Purwakartawith its potential on decorative pottery and ceramic crafts. This study aims to evaluate the implementation of OVOP in Indonesia that has been ongoing since 2008 and make a recommendation for the development of potential handicrafts with OVOP approach by taking a case study in Plered, Purwakarta. In addition to the importance of consistency of government and public participation and oversight in implementing the program, the development of craft product design plays a very significant role. It is required for designers to have very strong roles to develop designs that can understand the market needs while maintaining the traditional values of craft and resolve the problems faced by the industry.
Experiencing Design “Pleasures”: Framework for Pleasurable Experiences On Designed Objects Syarief, Achmad
Journal of Visual Art and Design Vol 2, No 2 (2008)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.916 KB) | DOI: 10.5614/itbj.vad.2008.2.2.1

Abstract

This paper explores the importance of human perceptual experiences toward objects, an effort to understand how human (as users of object) experiencing pleasures when interacting with a designed object. Having the purpose to explore the theoretical structure of human and object interaction, the paper contextualizes the concept of pleasurable experience in product use by (1) understanding the conceptual traces of “pleasure in design” in the history of design thinking (e.g. modernism and post-modernism), (2) correlating the identified traces with research results from other related field (e.g. cognitive psychology) to clarify the conceptual mechanism of human pleasurable experience, and (3) synthesizing results to define the theoretical framework in assessing pleasurable experience when human interact with a designed object. Following the path of Patrick Jordan’s theory on the pleasure in human factors, the study indicates that there are four identified functions of pleasure in product use: pleasure of using, pleasure of interacting, pleasure of understanding, and pleasure of owning. Those dimensions represent the experiential aspect of arousal (on the continuum of temporal – perpetual) and interactivity (on the continuum of individual – group).
Pengalaman, Usability, dan Antarmuka Grafis: Sebuah Penelusuran Teoritis Darmawan, Ruly
Journal of Visual Art and Design Vol 4, No 2 (2013)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (67.109 KB) | DOI: 10.5614/itbj.vad.2013.4.2.1

Abstract

Experience is a significant matter for human beings. Man obtains as well as constructs the meaning of life through his very own experience. By investigating human experience, one can become fully aware of humanity, the world, and the mutual relationship between both entities. On the other hand, experience in relation to existence can also be investigated in a wider context. In the context of usability, investigation of experience can make a significant contribution, for example, when determining the effectiveness and efficiency of a system and/or a product of technology. This paper discusses human experience and then correlates it to the concept of usability. It includes observation of several graphical user interfaces that serve as a medium between people and a product or a system. The expected result is an understanding of experience that will complement the existing concept of usability.
Konservasi Preventif Karya Seni Lukis bagi Mahasiswa Seni Damajanti, Irma
Journal of Visual Art and Design Vol 1, No 3 (2007)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (131.283 KB) | DOI: 10.5614/itbj.vad.2007.1.3.5

Abstract

The book of “The Introduction of Preventive Conservation on Painting for Visual Art Students” explains how to apply preventive conservation techniques for objects of culture and collections, especially paintings. It is said that preventive conservation optimizes environmental conditions to which objects and collections are housed.  By controlling light and ultraviolet radiation, humidity and temperature, biological pets, dust and pollutants, we can prevent damages and decays of the paintings.  In addition, preventive conservation also means in ensuring that good handling, transportation, storage and displaying techniques are used at all times.  Thus, applying preventive methods can prolong and protect the life of artworks for the future. Yet, although the Introduction of Preventive Conservation on Painting provides information on how to give care of paintings as objects of culture and collections, it is important to understand that all except the simplest conservation treatments should be taken by trained conservators. Thus, active conservation treatment is a response skill to the damaging process of cultural artifacts, a highly skilled field that requires extensive knowledge on the use of chemicals and rigorous technical procedures.
Visual Pollution in the Context of Conflicting Design Requirements Sumartono, Sumartono
Journal of Visual Art and Design Vol 3, No 2 (2009)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (383.932 KB) | DOI: 10.5614/itbj.vad.2009.3.2.8

Abstract

All designs (graphic, product, and interior designs) are directed to consider certain requirements which are followed by logical thinking to fulfill a design process. Once the requirements of each design have been well-considered and the logical design process has been fulfilled, the design is complete. Ideally, all designs are not supposed to be in conflict with each other because each one is based on a logical design process. In reality, however, the mutual existence of these designs has produced conflicting requirements and thereby conflicting logics. This conflict can be seen in visual pollution. This paper will examine the impact of visual pollution caused by billboards, street signs, posters, houses/buildings, automobiles, shopfront graphic designs, packaging designs, graffiti, etc. in the context of conflicting logics/requirements. Today, opposition grows everywhere against all visually polluting designs and outdoor advertising is the most prominent one. Some people think that it should be banned from the city. Some others, however, think that if advertisements are removed from the city, it will become a bland concrete jungle. Every city in Indonesia needs a clean-city law to control illegal advertisements and signs. It is possible to make legal yet attractive advertisements that will give positive contribution to “visual democracy” in Indonesia.
Enter the Matrix: Building Creative Industry through Delivering Insights in Comics Aziz, Hafiz Ahmad; Zpalanzani, Alvanov; Sabana, Setiawan
Journal of Visual Art and Design Vol 4, No 1 (2013)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (202.345 KB) | DOI: 10.5614/itbj.vad.2013.4.1.1

Abstract

Comic is a media which delivers its content through visual sequence. This media has negative preference in Indonesia’s community because viewed as mild entertainment for children. Yet in modern society, comics observed and researched as one of media which could penetrate deep within its reader’s mind. In re-create cultural insight through comic, the content must encrypt into visual and sequential mode which form a matrix of insight. This matrix will encompasses the effective transformation of cultural content in comic and also other visual media through media linkage strategy. The media linkage strategy is to surround the children’s access of information and visual entertainment in order to build certain knowledge and understanding. It’s a system that crystallized from global marketing practices of visual media industry over decades. This paper urges to highlight the visual communication design study in creating a matrix of cultural insight in translating cultures of Archipelago and media linkage strategy in order to strengthen cultural understanding among children.
Makna Simbolis pada Unsur Visual Kostum Tari Topeng Babakan Cirebon Keni Arja di Desa Slangit Dyah, Ayoeningsih
Journal of Visual Art and Design Vol 1, No 2 (2007)
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (488.162 KB) | DOI: 10.5614/itbj.vad.2007.1.2.5

Abstract

Mask dance is one of the traditional performing arts that has grown and developed ever since the Hindu period. At the beginning, this artistic performance serves as the medium in the ceremonial tradition related to the ritual of elderly summon, for giving blessings and provide salvations.  In the Islam period, the performance was used by Sunan Gunung Djati as a media of religious endeavor to show the phase in human’s beliefe. In this special type of performance, the dancer wears five character masks: Panji, Pamindo, Rumyang, Patih and Klana, along with their equipments, such as costumes, clothes, and headdress called sobrah. Although it looks visually simple, its provide lots of symbolical values that are related to the growing period of arts, where major philosophies from the two grand religions (Hindu and Islam) collided. It is also related to the concept of Mandala, a primordial discourse of Indonesian society. This study focuses in analyzing the symbolic meaning of visual elements from the babakan dance’s costume, which was used by Keni Arja in the year of 2006. It is found that inside Keni Arja’s costume there are full varieties of forms, motives, and colors. For instance, the figure of Panji, Pamindo, Rumyang, and Patih wear a tie; however Klana wears ombyok to cover the chest. Patih’s figure is no longer using sobrah as headdress, instead it uses peci-bendo and glasses. Results of analysis indicate that there are several changes on the visual elements inside mask-dance costume, especially in the element of form among ornament of sobrah, the material of sobrah, the costume colors of every character, and the motive of kain. Interestingly, Keni Arja keeps using some traditional elements, such as headdress (called sobrah) and a cloth piece to cover below. This indicates that traditional dancer still obeys the old form, which refers to the early birth of this artistic performance, as a way to keep magical values of the performing arts.

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