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Rancangan Video Company Profile Universitas Bumigora Anthony Anggrawan; I Nyoman Yoga Sumadewa
Jurnal SASAK : Desain Visual dan Komunikasi Vol 2 No 1 (2020): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (484.176 KB) | DOI: 10.30812/sasak.v2i1.741

Abstract

Universitas Bumigora atau yang disebut UBG menjadi Institusi pendidikan yang cukup besar, dengan menggunakan nama baru tentunya akan menimbulkan tantangan baru salah satunya mengenalkan atau membranding UBG kepada masyarakat untuk mempertahankan kepercayaan masyarakat bahwa UBG tetap memiliki kualitas terbaik dalam bidang pendidikan maupun non pendidikan. video company profile adalah salah satu alat bantu untuk UBG mempromosikan diri. Proses metode pengembangan multimedia akan digunakan sesuai dengan perancangan suatu karya video yang sesuai dengan harapan. Pemecahan masalah tersebut dengan menggunakan teknik pengambilan gambar yang sederhana, shoot video yang mudah dipahami dan menggunakan kalimat narasi yang mudah dipahami dan diingat masyarakat. Video company profile ini dirancang untuk digunakan meningkatkan strategi sebagai media promosi.
Perancangan Buku Interaktif Cerita Rakyat Lombok “Monyeh” Mirnayati Mirnayati; I Nyoman Yoga Sumadewa
Jurnal SASAK : Desain Visual dan Komunikasi Vol 2 No 2 (2020): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v2i2.868

Abstract

Folklore is an oral cultural heritage that needs to be preserved because folklore is part of the cultural wealth of Nusantara. However, the lack of publications makes many folk tales still unknown to the public, especially children. One of the folk tales that are less well known to the public is the folklore from Lombok entitled monyeh. So it is necessary to have a publication media to introduce this folklore, one of which is through interactive books that can attract children to read, so they do not get bored while reading and are more informative.This interactive book of monyeh folk tales is designed using the design thinking method to get the right problem-solving solution in designing. There are two media in the design, namely the primary media of interactive folklore books, monyeh and secondary media, namely x-banners and merchandise. By designing this interactive book, it is hoped that it can become a new media choice to introduce the Lombok Monyeh folklore.
Re-Branding Identitas Visual Usaha Kopi Pengonong di Desa Batu Kumbung Lombok Barat Bhayu Julian Purnama; Hasbullah Hasbullah; I Nyoman Yoga Sumadewa
Jurnal SASAK : Desain Visual dan Komunikasi Vol 3 No 2 (2021): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v3i2.1699

Abstract

Kopi menjadi bentuk tradisi menarik minat masyarakat, khususnya bagi yang memposisikannya menjadi peluang bisnis yang menjanjikan. Usaha kopi di berbagai pelosok negeri ini sudah mulai menjamur, salah satunya Kopi Pengonong yang terletak di Dusun Pengonong, Desa Batu Kumbung, Kec. Lingsar, Kab Lombok Barat yang membuat atau mengolah produk minuman kopi tradisional. Akan tetapi, keberadaan Kopi Pengonong belum banyak masyarakat luas mengenalnya. Hal demikian, dikarenakan kurangnya sentuhan branding yang komunikatif. Permasalahan dalam tulisan ini adalah tentang bagaimana bentuk re-branding Kopi Pengonong sehingga dapat dikenal masyarakat luas. Tujuannya untuk memberikan gambaran tentang re-branding sebuah usaha kopi serta sangat efektif dalam mendorong kemajuan usaha serta meningkatkan hasil penjualan. Metode yang digunakan adalah design thinking dengan teknik pengumpulan data observasi, wawancara dan studi pustaka. Hasil re-branding berupa logo kopi yang mengomunikasikan sebuah cita rasa yang khas dari Dusun Pengonong. Proses perancangan terdiri dari: Penjaringan ide, pembuatan sketsa, pembuatan layout dan pewarnaan, serta proses pencetakan. Media utama penerapan branding kopi terletak pada desain kemasan sedangkan media pendukung terdiri dari baju, dan woody bag. Melalui re-branding ini, diharapakan dapat meningkatkan nilai jual terhadap pengusaha Kopi Pengonong.
Perancangan Infografis Tentang Kesadaran Tertib Lalu Lintas di Kota Mataram Qaolan Jadid Subardan; Sandi Justitia Putra; I Nyoman Yoga Sumadewa
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 4 (2020): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v4i4.4035

Abstract

The very high growth of vehicles in the City of Mataram is not matched by public awareness of the importance of a good and correct traffic order in accordance with applicable regulations. This problem is what makes traffic accidents occur every year and continue to grow. The need for appropriate and appropriate new media that is out of the box or unusual for the public. So through this dedication activity, the service team will create an infographic work by applying ambient media to be the right media to socialize orderly awareness in traffic by displaying data about traffic accidents in the previous year. This work uses a design thinking methodology. The conclusion is that this infographic work provides a memorable experience for road users and evokes feelings and moods for the target audience to feel comfortable and happy when interacting with the work of the infographic
TRANSFORMASI PADA CORAK KAIN SONGKET SASAK LOMBOK SEBAGAI TIPOGRAFI IDENTITAS I NYOMAN YOGA SUMADEWA; HASBULLAH HASBULLAH
Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni Vol 23, No 2 (2021): Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni
Publisher : LPPMPP Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1184.372 KB) | DOI: 10.26887/ekspresi.v23i2.1751

Abstract

The Lombok's Sasak Songket cloth has a unique visual style and has spiritual and cultural values. Through this uniqueness, the problem in this paper is about how the process of transforming the Lombok's Sasak Songket pattern into a typographic identity. The aim is to describe the process of transforming the unique patterns of the Lombok's Sasak Songket cloth into a typographic identity. The method used in this design process is Design thinking, namely empathize (get an empathic understanding of the problem being solved), define (analyze observations and synthesize to determine the identified problem), ideate (generate several ideas to solve the problem), prototype (produce several quantities prototype), and test (testing the complete product using the best solution) based on Agus Sachari's transformation theory. Data collection was carried out through observation and literature study. In conclusion, through the process of transformation, the patterns of the Lombok's Songket Sasak are grouped into four typefaces. The first face consists of an uppercase letter (uppercase); The second face consists of lowercase letters (lowercase); The third face consists of numbers and the last face consists of punctuation marks.
Pendampingan Fotografi dan Desain Grafis di Sekolah Menengah Pertama Katolik (SMPK Kesuma) Mataram Hasbullah Hasbullah; Anthony Anggrawan; Christofer Satria; I Nyoman Yoga Sumadewa; Baiq Fitria Rahmiati
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 1 (2022): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v3i1.2135

Abstract

Condition of the Catholic Junior High School (SMPK Kesuma) in the COVID-19 pandemic has paralyzed the field trip activities programmed by the school every year. With the soaring Covid-19 cases in Mataram, the school replaced the field trip activities with photography and graphic design training. Photography and graphic design training aims to foster students' talents and interests in dealing with the development of science, technology and art in this current era. The method of implementing this training is by simulation and practice of photography and graphic design. Stages The activity begins with a classical presentation of the material, explaining photography techniques using simple tools such as smartphones. Furthermore, providing assistance in the practice of photography and graphic design. Graphic design assistance is carried out using a simple application available on a smartphone to produce Lombok food promotion posters. The photographic work produced becomes the task of cultural arts and the poster work made by students becomes the assessment of the tourism work program..
PLASTER FOWLER : METAFOR PADA DESAIN KARYA VISUAL ALTHA RIVAN Sasih Gunalan; Christofer Satria; I Nyoman Yoga Sumadewa
Gorga : Jurnal Seni Rupa Vol 11, No 2 (2022): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v11i2.40455

Abstract

The development of visual arts murals and paintings in West Nusa Tenggara has presented several names of artists. One of them is designer and artist Altha Rivan. Altha is a designer and visual artist who often uses the plaster fowler metaphor as an object in his works. Through the metaphor of Fowler's palster, Altha tells about various social phenomena around her. And this makes Altha's visual art works very interesting to study and research. In this study, the author uses the theoretical framework of iconology and iconography, Erwin Panofsky. There are three stages in the process of meaning that is carried out, namely pre-iconography, iconography and iconology. In the pre-iconography stage, various formalistic images of existing forms will be obtained. And then developed into the next stage, namely the iconographic analysis stage. The final stage of this study framework is the iconological interpretation stage. Through this theory, we will be able to discover the concept of meaning in works and various other factors that influence it. The results of this study explain that Fowler's palster is a metaphor in Altha Rivan's work. Is an inherent subject that emerges against the background of the artist's past memories and ideas. The metaphor then combines with current problems that he absorbs around him.Keywords: metaphor, design, work, visual. AbstrakPerkembangan seni visual mural dan karya lukis di Nusa Tenggara barat, telah menghadirkan beberapa nama seniman. Salah satunya ialah desainer dan seniman Altha Rivan. Altha adalah desainer dan seniman visual yang banyak menggunakan metafor plaster fowler sebagai objek dalam karya-karyanya. Melalui matafor palster fowler, Altha menceritakan berbagai fenomena social yang ada disekitarnya. Dan hal tersebut menjadikan karya-karya seni visual Altha,  menjadi sangat menarik untuk dikaji dan diteliti.  Tujuan penelitian ini, mengurai makna yang terdapat karya seni visual Altha Rivan, dengan subject matter plaster fowler. Dalam kajian ini, penulis menggunakan kerangka teoritik ikonologi dan ikonografi, Erwin Panofsky. Terdapat tiga tahap dalam proses pemaknaan yang dilakukan yaitu pra ikonografi, ikonografi dan ikonologi. Pada thap pra ikonografi akan didapatkan berbagai citra formalistic bentuk yang ada. Dan selanjutnya dikembangkan kedalam tahap selanjutnya yaitu tahap analisis ikonografi. Tahap akhir dari kerangka kajian ini ialah tahap interpretasi ikonologi. Melalui teori ini, kita akan dapat menemukan konsep makna dalam karya dan berbagai faktor lain yang mempengaruhinya. Hasil pengkajian ini, mejelaskan bahwa palster fowler sebagai metaofr dalam karya Altha Rivan. Adalah sebuah subjek inheren yang muncul dengan latar belakang ingatan dan gan masalalu sang seniman. Metafor tersebut kemudian berpadu dengan permasalahan terkini yang ia serap disekitarnya.Kata Kunci:  metafor, desain, karya, visual. Authors:Sasih Gunalan : Universitas BumgoraChristofer Satria : Universitas BumgoraI Nyoman Yoga Sumadewa : Universitas Bumgora References:Barry, S. (2008). Jalan Seni Jalanan Yogyakarta. Penerbit Sradium.Feldman, E. B. (1967). Art as Image and Idea atau Seni sebagai Ujud dan Gagasan terjemahan Sp. Gustami, 1991. Fakultas Seni Rupa dan Desain Institut Seni Yogyakarta.Gunalan, S., Haryono, H., & Yasa, I. N. M. (2022). Analisis Pemaknaan dan Tanda Pada Desain Logo GP Mandalika Series. Gorga: Jurnal Seni Rupa, 11(1), 212-219. https://doi.org/10.24114/gr.v11i1.34285.Kartodirdjo, S. (1993). Pendekatan Ilmu Sosial dalam Sejarah. Gramedia.Panofsky, E. (1955). Meaning in The Visual Art. Doubleday Anchor Books, Doubleday& Company, Inc.Rajudin, R., Miswar, M., & Muler, Y. (2020). Metode Penciptaan Bentuk Representasional, Simbolik, Dan Abstrak (Studi Penciptaan Karya Seni Murni Di Sumatera Barat, Indonesia). Gorga: Jurnal Seni Rupa, 9(2), 261-272. https://doi.org/10.24114/gr.v9i2.19950.Sugiyono, S. (2018). Metode penelitian Kombinasi. CV. Alfabeta.
Meningkatkan Kemudahan Pembelajaran Digital Marketing Menggunakan Mobile Learning di SMAN 2 Aikmel Widia Febriana; Rini Anggriani; I Nyoman Yoga Sumadewa; Melati Rosanensi
Target : Jurnal Manajemen Bisnis Vol 5 No 1 (2023)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/target.v5i1.2759

Abstract

Technological developments are currently growing rapidly. The rapid development of technology affects the progress of a business marketing process. One of the technological developments in the marketing process is digital marketing. Digital marketing is an attempt to promote a product using internet media with the aim of winning the competition to attract consumers and potential customers efficiently. There are many ways that must be learned to carry out digital marketing so that digital marketing can be carried out efficiently and does not harm a business owner who will carry out digital marketing. Little knowledge of digital marketing in general and little material and android applications that discuss digital marketing that can be accessed online or offline is one of the reasons for the lack of understanding of someone who will develop a learning process at SMAN 2 Aikmel. Researchers made an article with the title "improving the ease of learning digital marketing using mobile learning at SMAN 2 Aikmel with the aim that it can be used to study digital marketing materials and increase understanding of digital marketing learning in schools using mobile learning. The method used to make this article is the Gamma Feedback Learning Model (GFLM) method with the Computer Assisted Instruction (CAI) model stored in the Learning Management System (LMS). Based on the test results, it can be concluded that this research can help improve students' understanding according to the aspects that have been measured in this study.
Development Of Digital-Based Classroom Learning E-Learning Web Interface Study Bumigora University Project Case Widia Febriana; Rini Anggraini; Irwan Cahyadi; I Nyoman Yoga Sumadewa
IJE : Interdisciplinary Journal of Education Vol. 1 No. 2 (2023): November, Interdisciplinary Journal of Education (IJE)
Publisher : Sumber Belajar Sejahtera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61277/ije.v1i2.35

Abstract

Bumigora University has been trusted as a campus that can develop interactive learning models based on free open source software for all teaching and learning activities related to computers at Bumigora University. One of the obstacles that arises is doing full-day learning (8 hours) there is limited time and the material load is quite dense so a breakthrough learning model is needed that gives rise to acceleration and ease of transferring knowledge from learning sources (lecturers, textbooks, and other learning resources) to student. Therefore, Bumigora University designed an application in the form of a website where in this application admins and teachers can carry out management processes on student data and can convey information and materials or assignments to students. Students can see information about teaching and learning activities and can see subjects, materials, and grades. You can also download materials. From the results of testing using the Black Box Testing method that has been carried out, it can be concluded that the Bumigora University E-Learning System has fulfilled the research objectives to be used properly, as evidenced by the functioning of the functions in the application properly.
Pendamping Kegiatan Desain Grafis di Sekolah Menengah Pertama Katolik Kesuma I Nyoman Subudiartha; Hasbullah; I Nyoman Yoga Sumadewa; Christofer Satria
JILPI : Jurnal Ilmiah Pengabdian dan Inovasi Vol. 2 No. 1 (2023): JILPI: Jurnal Ilmiah Pengabdian dan Inovasi (September)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v2i1.259

Abstract

Kondisi Sekolah Menengah Pertama Katolik (SMPK Kesuma) dalam pandemic covid-19 melumpuhkan kegiatan karya wisata yang diprogramkan pihak sekolah tiap tahunnya. Dengan melonjaknya kasus covid-19 di Mataram, maka pihak sekolah mengganti kegiatan karya wisata tersebut dengan pelatihan desain grafis. Pelatihan desain grafis bertujuan untuk menumbuhkan bakat dan minat peserta didik dalam menghadapi perkembangan ilmu pengetahuan teknologi dan seni di era sekrang ini. Metode pelaksanaan pedampingan ini dilakukan secara  klasikal dan  praktik desain grafis dengan Langkah-langkah seperti: (a) Simulasi; (b) Tutorial; (c) Latihan Terbimbing. Kegiatan ini mengahsilkan karya poster promosi makanan khas Lombok. karya poster yang dibuat peserta didik menjadi penilaian program karya wisata.