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SKETSA TAHAPAN AWAL “MERARIK” AKRILIK 3D DENGAN MEDIA SENSOR SUARA DAN CAHAYA Christofer Satria; Hasbullah Hasbullah; I Nyoman Subudiartha
Gorga : Jurnal Seni Rupa Vol 10, No 2 (2021): 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.v10i2.26219

Abstract

The Merarik tradition is one of the customs of the Sasak tribe, which means eloping or kidnapping. This interesting phenomenon is very unique because a man has to kidnap his woman without being noticed by the parents of the woman. In this case, the research subject is in Sade Village. To obtain the desired information, researchers used interview techniques with this type of qualitative research (Interview with the Traditional Village (Sade Village), the Chairperson of the Sasak Indigenous Community (MAS), and a couple who married with the traditional merarik) The results of the study found that the first stage in the merarik tradition was the Merarik stage. A sketch is a rough and light drawing or just an outline of an unfinished drawing or painting. Or a sketch can also be interpreted as a plan for a picture or painting to be made. The Design Thinking method is the method used to solve this problem, which has several stages such as empathize, define, ideate, prototype, test, and implement. Aesthetic theory is a theory that is used to strengthen the work of the creator. According to Bruce Allsopp, Aesthetic theory is a theory that studies the processes and rules in creating a work of art, which is expected to generate positive feelings for people who see and feel it. The creator hopes that the sketch of several stages in this drawing can help the creator to simplify the work to be made and provide additional ideas to the creator and make it easier for the creator to sort or select layer by layer from the sketch.Keywords: merarik, qualitative, acrylic, sketches, aesthetics.AbstrakTradisi Merarik adalah salah satu adat istiadat dari suku sasak, yang berartikan kawin lari atau penculikan. Fenomena merarik ini sangatlah unik dikarenakan seorang pria harus menculik wanitanya tanpa diketahui oleh orang tua dari wanitanya. Dalam hal ini yang menjadi subjek penelitian berada di Desa Sade. Untuk mendapatkan informasi yang di inginkan peneliti menggunakan teknik wawancara dengan jenis penelitian kualitatif (Wawancara dengan Desa Adat (Desa Sade) , Ketua Masyarakat Adat Sasak (MAS), dan Pasangan yang menikah dengan adat merarik). Hasil penelitian mendapati bahwa tahapan pertama dalam tradisi merarik ialah tahapan Merarik. Sketsa adalah gambar yang kasar dan ringan atau gambaran garis besarnya saja dari suatu gambar atau lukisan yang belum selesai. Atau sketsa dapat diartikan juga sebagai rencana dari suatu gambar atau lukisan yang akan dibuat. Metode Design Thinking adalah metode yang digunakan untuk penyelesaian masalah ini, yang terdapat beberapa tahapan seperti empathize, define, ideate, prototype, test, dan implement. Teori Estetika adalah teori yang digunakan untuk memperkuat hasil karya pencipta., Menurut Bruce Allsopp Teori estetika adalah teori yang mempelajari tentang proses dan aturan dalam menciptakan suatu karya seni, yang diharapkan bisa menimbulkan perasaan positif bagi orang yang melihat dan merasakannya. Pencipta berharap dengan adanya sketsa dari beberapa tahapan dalam merarik ini dapat membantu pencipta dalam mempermudah karya yang akan dibuat dan memberikan ide-ide tambahan kepada pencipta dan mempermudah pencipta untuk memilah atau memilih layer by layer dari sketsa tersebut.Kata Kunci: merarik, kualitatif, akrilik, sketsa, estetika. Authors:Christofer Satria : Universitas BumigoraHasbullah : Universitas BumigoraI Nyoman Subudiarta : Universitas Bumigora References:Adnan, S. (2004). Pergeseran Nilai-nilai Adat Marari Pada Masyarakat Suku Sasak Lombok (Studi Pada Kecamatan Ampenan, Kota Mataram, Provinsi Nusa Tenggara Barat). Semarang:  Program Pascasarjana Universitas Diponegoro. http://eprints.undip.ac.id/11011/1/2004MNOT3051.pdfAllmy. (2012). Pengertian Sketsa. http://allmy.blogdetik.com/2012/12/24/pengertiansketsa/ (diakses 18 Maret 2021).Azhar, H. Lalu. (2021). “Tradisi Merarik”. Hasil Wawancara Pribadi: 12 April 2021, Desa Sade.Budiman, H. C. (2016). Perancangan dan Pembuatan Mesin Penekuk Akrilik. Yogyakarta: Universitas Islam Indonesia.Caraousell. (2021). Acrylic Sheet. https://www.carousell.sg/p/acrylic-sheet-5mm-thk-108794231/ (diakses pada tanggal 16 Juni 2021).Dunne, David. (2018). Design Thinking at Work. London: University of Toronto Press.Eko, S. (2019). Gambar Bentuk. Padang: Universitas Negeri Padang.Fidelia, M. (2009). Perpustakaan Seni Rupa di Yogyakarta (Intergrasi Perpustakaan, Galeri, dan Kafe, dengan Memasukan Karakter Karya-karya Dimitri Maksimov sebagai Sumber Inspirasi). Yogyakarta: Universitas Islam Indonesia.Hadinata, G. Q. (2019). Pengaruh Komposisi Cat Akrilik dan Binder Sablon Terhadap Kualitas Tahan Luntur Warna dan Kekakuan Dalam Pembuatan  Motif Cosplay Pada Kain Katun, Satin, dan Drill. Yogyakarta: Universitas Negeri Yogyakarta.Indotrading. (2016). Acrylic Lembaran Putih Susu 3mm.https://www.indotrading.com/cahayaabadipackinggasket/acrylic-lembaran-putih-p606771.aspx (diakses pada tanggal 16 Juni 2021).Lightboxgoodman. (2021). Cinderella 4 – Paper Cutting Light Box. https://lightboxgoodman.com/collections/all-products/products/across-the-sea-1-laser-cut-reproduction-3d-paper-cutting-night-light-paper-cut-light-box-paper-cutting-light-box-1?variant=39262773903522 (diakses pada tanggal 16 Juni 2021).Mclntyre, J. E. (2005). Synthrtic Fibres: Nylon, Polyster, Acrylic, Polyolefin. England: Woodhead Publishing Limited.Melichson, H. (2009). The Art Of Paper Cutting. USA: Penn Publishing.MT, F. S. H. (2018). Pengaruh Penggunaan Media Grafis Terhadap Kemampuan Representasi Matematis Siswa Di Kelas VII Mts N 4 Mandailing Natal. Padangsidimpuan:  IAIN Padangsidimpuan. Nasution. (2003). Metode Penelitian Naturalistik Kualitatif. Bandung: Tarsito.Putra, P. A. (2013). Mesin Pemotong Akrilik Berbasis Mikrokontroler. Salatiga: Universitas Kristen Satya Wacana.Satria, C. (2021). “Merarik”. Hasil Dokumentasi Pribadi: 16 Juni 2021, Universitas Bumigora.Saladin, B. (2013). Tradisi Merari’Suku Sasak di Lombok dalam Perspektif Hukum Islam. Al- Ihkam, 8(1), 21-39. http://doi.org/10.19105/al-ihkam.v8i1.338Sumardjo, J. (2010). Estetika Nusantara. Surakarta: Institut Seni Indonesia Surakarta.Tolu, Admin. (2017). Pengenalan Resin dan Katalis serta Takaran Tepat Perbandingannya. https://www.kerajinankreatif.com/2017/04/campuran-resin-dan-katalis.html (diakses pada tanggal 16 Juni 2021).
Analisis Pesan Visual Bahaya Virus Covid-19 Dalam Film Animasi “ Larva” Hasbullah Hasbullah; Andi Sofyan Anas; Anak Agung Gde Agung Indrawan; Tomi Tri Sujaka
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 3 No 3 (2021): November
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v3i3.167

Abstract

The COVID-19 pandemic has paralyzed all activities and economies in almost all land areas of the world. The paralysis of community activities in various places disturbs creative ideas emerging through visual communication media, one of which is the animation of Larva from South Korea. The problem to be raised in this paper is about how the form of visual messages conveyed through Larva animation. The purpose of this article is for the audience to understand the message that is hidden behind the Larva animation. The method used in this paper is qualitative with observation data collection techniques or direct observation of Larva animation videos and literature study. Data analysis techniques, namely, reduction, presentation, and drawing conclusions based on the semiotic theory of Raland Barthes. The results presented in this paper lead to a visual message that displays the shape at the denotative level of the covid-19 virus in red to purple plus the effect of a dirty brown color that attacks larvae that are eating without implementing health protocols so that the Larva cough and spread the virus a group of larvae. which is enjoying food and immediately dies, then attacks the two red and yellow Larva. However, they apply health protocols such as washing hands using hand sanitizer and wearing masks. Connotatively, this visual message illustrates the importance of implementing health protocols during this COVID-19 period.
Peningkatan Nilai Tambah Ikan Lele melalui Pemberdayaan Perempuan untuk Meningkatkan Ekonomi di Kecamatan Lingsar Baiq Fitria Rahmiati; Anthony Anggrawan; Wayan Canny Naktiany; Sirojul Hadi; Nurul Hidayah; Hasbullah Hasbullah
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 2 No 2 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v2i2.1578

Abstract

This community service activity aims to find solutions for problems faced by the people of Batu Kumbung Village in improving family economy, by making various processed products based on local food (catfish). Fresh water fishery products found in Batu Kumbung Village are very abundant, especially catfish. The people of Batu Kumbung Village already have a joint business group, but the products produced are still very limited. In this regard, then it is necessary to provide catfish water processing skills to the community in Batu Kumbung Village so that it is expected to increase knowledge and skills that can used to improve the economy. Methods used in this activities, are: Providing training material modules to be implemented; The presentation of the material is in accordance with the contents of the recipe book plus material on food nutrition, hygiene and sanitation, kitchen management, and product packaging and online marketing related to the business to be run. The output target of the activity is that participants can increase their knowledge and skills skills in producing various catfish; Participants are able to organize and manage the business them properly and sustainably; the presence of a variety of local food-based specialty preparations which can be used as souvenirs for consumers.
Sosialisasi Internet Sehat, Cerdas, Kreatif dan Produktif di Era Pandemi COVID 19 pada MA NW Tanak Maik Masbagek Muhammad Innuddin; Dedy Febry Rahman; Hairani Hairani; Andi Sofyan Anas; Hasbullah Hasbullah
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 2 No 2 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v2i2.1609

Abstract

Healthy, Smart, Creative and Productive Internet in the Era of the Covid 19 Pandemic. The research objectives include: to find out how to use the technology and describing how to use technology properly to reduce negative impacts. This research method is a descriptive qualitative method. The techniques used in collecting data are observation techniques, interview techniques, and documentation. The results of this study found two problems, including 1) did not understand how to use and utilize internet technology properly, 2) lack of teacher evaluation and control on students. The conclusion of this research is the use and utilization of technology properly, leading to positive impacts and reducing negative impacts. By knowing how to use internet technology properly and correctly, it will be able to make students smart, creative, and productive. The purpose of being intelligent, creative, and productive is that students can develop and apply what has been obtained in internet technology, which is applied in their daily lives, both within the school environment or outside the school environment.
MAKNA KODE VISUAL DALAM SCENE FILM ANIMASI “ BATTLE OF SURABAYA” Hasbullah Hasbullah; Gede Pasek Putra Adnyana Yasa
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i2.460

Abstract

The animated film "Battle of Surabaya" is one of the nation's children's work that is able to win various awards, both at national and international levels. In some scenes in this animated film, there is a visual code that contains information or messages delivered to the audience (audience). Through observing several scenes, it is found that there is a meaning of the visual codes contained in the scene. This study aims to analyze the aesthetic visual codes contained in the first, middle and end scenes of the animated film "Battle of Surabaya". Data collected through observation and literature study. Theories used as analysis are semiotics and postmodern aesthetic codes. The results of this study indicate that the meaning of the visual code in the animated film scene "Battle of Surabaya" namely: in the first scene, the action or action of the Indonesian government declared independence from the Dutch East Indies government as an act of the past that needed to be made; the scene is explaining the rejection of Indonesian independence, this action as the style of an animator in the sequence before and next; the final scene depicts the action of the main character (Musa) who unites the storyline sequence of the animated film "Battle of Surabaya", one of which implements the cultural value of please help as an act of popularizing Indonesian culture.
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.
A* Pathfinding Applications in Two-Dimensional AI Video Games Tomi Tri Sujaka; Kurniadin Abd Latif; Sirojul Hadi; Hasbullah Hasbullah; Rifqy Hammad
INAJEEE (Indonesian Journal of Electrical and Electronics Engineering) Vol. 5 No. 1 (2022)
Publisher : Department of Electrical Engineering, Faculty of Engineering, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/inajeee.v5n1.p25-29

Abstract

A widely varieties of game genre already exist in the world, one of them is a platform game-type, this type of game in which players are required to jump between the Platform, through various Obstacle, so that players can survive and continue the game to the next level. This type of games have a wide variety of game mechanics such as jumping higher with the help of an object such as trampoline, beat or slay the enemy AI (Artifical Intelligent enemy) using a weapon or Environment that exist in the game, The Development of the game with fast phase  in-gamemovement speed hence the player reflect will be tested, this game is 2D based, which will be made using Unity and the assets that available at Unity Store and some are creator made.
KOMUNIKASI VISUAL IKLAN KENTUCKY FRIED CHICKEN (KFC) PADA MASA PANDEMI COVID-19 Hasbullah; Christofer Satria; I Nyoman Yoga Sumadewa
VISWA DESIGN: Journal of Design Vol. 1 No. 1 (2021): Viswa Design: Journal of Design
Publisher : Pusat Penerbitan LP2MPP ISI Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (905.365 KB)

Abstract

Komunikasi sebagai dasar informasi yang disampaikan kepada khalayak untuk menentukan pemahaman dan ketertarikan. Ketertarikan khalayak terhadap informasi yang disampaikan tersebut, ditinjau dari dua jenis komunikasi yakni verbal dan nonverbal. Permasalahan yang diangkat dalam tulisan ini adalah tentang bagaimana bentuk komunikasi visual iklan KFC pada masa pandemic covid-19. Tulisan ini bertujuan untuk menganalisis komunikasi visual iklan KFC pada masa pandemic covid-19. Metode yang digunakan dalam tulisan ini adalah kualitatif deskriptif dengan berlandasan teori semiotika Charles S. Peirce. Hasil penelitian dalam tulisan ini berupa komunikasi visual yang mengarah pada bahasa simbol seperti : warna merah, ayam goreng, kentang goreng, ice cream, dan lain-lainnya. Komunikasi yang dilakukan oleh pihak KFC, selain menggunakan bahasa visual terdapat secara tulisan. Hal demikian bertujuan untuk mempresentasikan produk makanan siap saji yang diproduksi oleh KFC. Kesimpulannya, komunikasi visual iklan kentucky fried chicken (kfc) pada masa pandemi covid-19 berupa bahasa simbol. Bahasa simbol tersebut, tergolong dalam bahasa visual dan teks yang bertujuan mempromosikan produk KFC.
TANDA VERBAL PADA FILM ANIMASI “El Empleo” Nyoman Miyarta Yasa; Hasbullah Hasbullah
Jurnal Nawala Visual Vol 2 No 1 (2020): Jurnal Nawala Visual Mei 2020
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v2i1.77

Abstract

"El Empleo" is a silent animated film that won 102 Awards. This animated film is only equipped with sound effects, so that makes it alive. This film is very important to be investigated when viewed from the uniqueness that is located in a strange visual, humans are used as tools and objects around their residence. This animated film, communicates messages through verbal signs However, not everyone understands the meaning of the sign. Therefore, the problem that arises in this research is about how the verbal signs are displayed in the animated film " El Empleo ". The purpose of this study is to analyze in-depth in the first, middle and end scenes of verbal signs, the intent that the animator communicates in the animated film. The method used is qualitative interpretative with the foundation of Charles S. Pierce's semiotics theory. The results of this study are verbal signs in the form of icons of men living as bosses; human symbolized as a seat, vehicle (taxi), traffic signs, and as a toilet mat; index contained in the expression of the face of the character/character that indicates power and oppression. In conclusion, at the level of verbal signs in the first, middle, and final scenes, they can be divided into icons depicting a man living a boss; humans as subordinates are symbolized as seats, vehicles, traffic signs, even as footwear in front of the toilet door, the index looks at the boss's facial expression, and subordinates that indicate oppression. The purpose and objectives as a symbolic message that signifies power are not always owned, but on the contrary the power will be oppressed.
ANALISIS PEMAKNAAN SEMIOTIKA PADA KARYA IKLAN LAYANAN MASYARAKAT Sasih Gunalan; Hasbullah Hasbullah
Jurnal Nawala Visual Vol 2 No 2 (2020): Jurnal Nawala Visual Oktober 2020
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v2i2.117

Abstract

Proses penelusran makna dalam karya desain memiliki posisi penting, dalam memahami setiap massage yang disampaikan melalui sebuah karya. Metode penelitian yang digunakan dimulai dari pengumpulan data dan menghimoun instrumen penelitian meliputi menghimpun data, mereduksi data, menganalisa hingga menarik kesimpulan yang utuh terkait berbagai permasalah dalam konteks kajian yang dilakukan. Analisis ini menggunakan pendekatan ilmu semiotika yang dikembangkan Rolan Barthes sebagai kajian tanda dan petanda. Kajian pemaknaan dalam analisis ini terfokus pada kajian bahasa verbal dan bahasa visual. capaian lain yang ingin dianalisis dalam kajian ini ialah konsep pemaknaan pemaknaan tingkat pertama (denotasi) dan lapisan pemaknaan tingkat kedua (konotasi). Kajian semiotika menjadi pilihan analisis sikarenakan metode kajian semiotika masih relevan digunakan untuk menelusuri berbagai aspek sosial sebagai representasi pedesain terhadap dunia luar, yang bersentuhan langsung dengan dirinya maupun tanggapan-tanggapanya terhadap lingkungan sekitarnya.