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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 122 Documents
WAYFINDING SEBAGAI MEDIA PENUNJANG DESTINATION BRANDING KAMPUNG KREATIF DAGO POJOK Gadis Febriani
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1014

Abstract

Kampung Kreatif Dago Pojok (KKDP) as a tourism destination has a strong brand identity. Its concept is a tourist village in Bandung which appointed by UNESCO as one of Creative City. It has lots of potential for creative products and cultural activities for the tourist to experience, but minimal public communication and lack of information make the tourist miss the full experience. Using the Qualitative approach by using three steps of Design Thinking methods (Inspiration, Ideation, dan Implementation) to dig the underlying problems of this area and to propose better problem solving by utilizing the community potential and strength. Proposed Area Map and wayfinding of KKDP area as an answer to information the tourist needed. It will be applied on the wall and streets of the village and blend well with a surrounding area filled with street arts and murals. The Maps and wayfinding gave information on tourist locations and KKDP each area’s unique experiences. Each area has different products to sell and activities to do, on the maps grouped by different color so tourists can just glance and choose which experience they want. The design of the area mapping and wayfinding made in this paper acts as a design guide and the application will be done by the hand of the youngster in the community to harness their talent and potential. Hopefully, this paper will modestly contribute to the improvement of wayfinding design in the scope of tourism and destination branding.
PERANCANGAN BUKU CERITA ILUSTRASI BERJUDUL “MENGENAL ZAMAN NEOLITIKUM BERSAMA KELUARGA BUDI” UNTUK ANAK USIA 5-8 TAHUN Martinus Eko Prasetyo Kaparang; Richard Manuela
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1036

Abstract

The design of this work was made with the aim of increasing the enthusiasm of children aged 5-8 years to read and providing insight into the history of the Neolithic Age by using a 2D illustration approach so that visuals can look more fun and not boring for students. Because not many students aged 5-8 years are interested enough in learning about history but most of the history books nowadays look boring with too many texts. The need for a media book that is able to make students interested in learning, therefore with this illustration book it is hoped that it can make it easy for children to understand and understand history lessons because this illustration book uses sentences that are easy for children to understand. 5-8 years. The research method was carried out by conducting interviews with informants, distributing questionnaires, and collecting and reading literature. The final result of this design is a 2D illustrated history story book using a family approach so that children can feel close to the storyline and the characters in the illustrated stories in the book. This illustrated book generated a positive response to the students, because the appearance of the history learning book with an illustration style at least did not make them bored quickly to read. Of course, it is hoped that it can provide insight to children about the history of the neolithic era which can increase interest in reading for children aged 5-8 years.
Desain Aplikasi Virtual Reality sebagai Upaya untuk Mengenalkan Sejarah Artefak Di Masjid Agung Demak Auria Yogananti; Noor Hasyim
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i1.1053

Abstract

The Great Mosque of Demak is one of evidence of Demak Kingdom in Indonesia that plays an important role in the spread of Islam in Java. The Great Mosque of Demak have a variety of objects and artifacts including four of main pillars from Walisongo, Pillars of Tatal, Dampar Kencana Majapahit, Bledheg doors, Candrasengkala at leading prayer place, pillar given by Majapahit on the porch of the mosque.  All of these artifacts have unique history and stories told by generations. However, due to pop culture, those history and stories have begun to be forgotten mostly by teenagers in Demak. Design virtual reality application was created to provide information of artifacts so that it can attract the attention of Demak teenagers. The qualitative method is used with observation, interviews, documentation, and literature study. As for designing the virtual reality application using the Multimedia Development Life Circle (MDLC) method. This research produces a virtual reality application that contains history and stories of artifacts. Digitizing history and stories about artifacts have became one of the efforts to preserve the history and stories so it can remain to sustain especially for the youth community in Demak.
PERANCANGAN IKON BANGUNAN BERSEJARAH DI SURABAYA Satrya Dirgantara
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1063

Abstract

Surabaya is a large city that is developing. Although Surabaya is known as a metropolitan city, the city of Surabaya has many relics of colonial-era cultural heritage, many buildings – historic buildings of Dutch colonial heritage are still sturdy and magnificent to this day. This design raised 5 historic buildings in the city of Surabaya to be illustrated by vector. The buildings includes Tugu Pahlawan, Balai Pemuda Surabaya, Balai Kota Surabaya, De Javasche Bank, and Kantor Pos Kebonrojo. The goal is to documented this historic building in the form of an vector illustration. The vector illustration is carried out using the stages of Robin Landa’s design process which includes orientation, analysis, concepts, design, and implementation. Through this design, the historic building in Surabaya can be documented as an vector illustration.
ANALISIS SEMIOTIKA PADA ILUSTRASI SAMPUL MAJALAH TEMPO BERTEMA TERORISME EDISI 13 – 27 MEI 2018 Luqman Wahyudi; Aji Susanto Anom Purnomo
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1066

Abstract

The cover of Tempo weekly magazine is known to be bold, critical, and sometimes controversial with its hidden meanings that are intentionally inserted (subliminal messages) in all fields (social, political, economic). This study was conducted to analyze the meanings and messages contained in a sample of three covers of Tempo magazine editions of 13, 20 and 27 May 2018 which featured terrorism cases, through three elements of Charles Sanders Peirce's semiotics, namely ground, object, and interpretant. The methodology used in this research is qualitative interpretative using semiotic analysis method. The results of this study are that the meaning of the sign that appear on the cover are closely related to acts of terrorism, prisoners who take hostage at the Brimob Mako detention house, a small child who is a suspect in a suicide bombing with his family, and students who stabbed Brimob intelligence officers in Kelapa Dua.The conclusion of researcher's interpretation when looking at the cover illustration is to disclosure  a series of terrorist acts in the May 2018.
Id STRATEGI KOMUNIKASI VISUAL EDUKASI INSECURITY SEBAGAI DAMPAK PENGGUNAAN MEDIA SOSIAL PADA REMAJA PEREMPUAN Anny Valentina; Grivenna Lavender Putri; Valiani Valiani; Olivia Halim Putri
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1067

Abstract

The widespread use of social media among adolescent can have both positive and negative impacts. Insecurity is most impact that often felt by adolescent when exposed to too much by social media. They will be comparing themselves to others who look perfect on social media. If the perfect standard of social media is not achieved, then teenagers will tend to feel like a failure. If this is not immediately communicated, it will harm for the psyche and mentality. At the pre-research stage, it was found that by discovering the strengths of adolescent, it should be a motivation for self-development. So, it is necessary to find out visual communication that can be recommended to provide education to teenagers to find their potential so that they avoid insecurity. The purpose of this research is to find recommendations for visual communication that can be used to provide education about insecurity by adopting the consumer path 5A strategy and doing mind mapping in developing creative concepts. The method used in this research is qualitative by conducting observations and literature studies at the pre-research stage, followed by data collection by surveys, and focus group interviews on adolescent girls aged 18-21 years. This interview was carried out virtually because the current situation did not allow direct or face-to-face interviews. The results of this study are Instagram can be used as a communication medium and visual communication by providing motivation to carry out self-development can used as an alternative education through visual communication to help teenage girls aged 18-21 years to avoid insecurity.
PERANCANGAN TYPEFACE “MANTINGAN FONT” DAN SIGN SYSTEM BERBASIS ORNAMEN MASJID MANTINGAN DI KABUPATEN JEPARA Agus Setiawan; Dzuha Hening Yanuarsari
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1071

Abstract

The Mantingan Mosque is one of the cultural heritages of ancient Islam and is one of the tourism assets in Jepara Regency. The Mantingan Mosque in Jepara has several ornamental designs that are applied to several sides of the mosque walls. The Mantingan Mosque also has a characteristic ornament design that still has acculturation elements of Chinese, Hindu, Buddhist and Javanese cultures. These ornaments were then inspired to be developed into a typeface design concept which in it has an anatomical element of an ornament character where the construction is based on typeface design rules. The visual concept of this typeface design is obtained from the results of research conducted on respondents who are engaged in the design field. Then the typeface is designed on a digital basis which is packaged into a font pack with the name “Mantingan Font.otf” format which can be installed and used on a PC (Personal Computer). The designed typeface is then socialized to partners (Mantingan mosque administrators) to be further developed in the form of an application on the media sign system. The purpose of this design is to develop and support the context of the information system (sign system) at the Mantingan mosque in Jepara Regency as religious tourism. The research method used is descriptive-quantitative supported by factual field data and research that has been carried out supported by  ATUMICS approach.
Augmented Reality Buku Cerita Anak Sebagai Media Mendongeng Pada Komunitas Bali Mendongeng Berbasis Android I Made Adi Krisma Dinata; I Gede Harsemadi
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i1.1074

Abstract

The culture of reading fairy tale books by parents and children is very difficult to find, so it becomes a important issue in the Bali Mendongeng Community to develop media to preserve the storytelling culture. This study aims to utilize technology as a solution to solve problems regarding books as a storytelling medium. One of technologies can be used to make books into fun storytelling media for children is Augmented Reality. Therefore, an Augmented Reality-based children's story book illustration was made to make storytelling more interesting. The research development method is the Multimedia Development Life Cycle. This research resulted a story book entitled "Where did the little tiger go?", as well as an Android-based application that is capable of displaying two-dimensional animation with storytelling voices. The results of blackbox testing test show that all functions can run according to design. That Augmented Realitywill work well if the light intensity is 18 lux - 200 lux, camera angle settings are 30o - 90o, and the distance marker to camera is 30cm - 90cm. Based on results of questionnaire testing to determine respondents' opinions on application content, story book illustrations, and augmented reality animations, results are 88.76% with very good categories.
Transformasi Digital Dalam Proses Pembelajaran Studio Desain Komunikasi Visual Sebagai Refleksi Pasca Pandemi Dita Saraswati; Nuning Y. Damayanti; Agung E.B. W.; Djuli Djatiprambudi
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i1.1075

Abstract

Visual communication design education in Indonesia has long applied studio-based teaching methods influenced by the history of the European design education system. In studio-based learning, students are required to master competencies formed from; personality competence, technical competence, communication competence, methodological competence, and social competence. In the studio room, student knowledge is developed by conducting training guided by lecturers. The studio trained technical exercises such as sharpening hand skills, processing taste, and shape. The studio also forms students' understanding of the design's concept. Gradually the quality in designing can be formed. With the Covid-19 pandemic, studio-based teaching methods have been forced to be carried out online. This article seeks to describe the forms and processes of change in learning in studios that use digital technology as a result of the pandemic conditions. By taking some examples of cases of application of learning in the design studio, the presentation intends to reflect a new learning style rooted in studio-based learning in visual communication design education and to present ideas that become material for further research for the development of learning methods in the field of design in the future.
KONTEN VISUAL INSTAGRAM SEBAGAI UPAYA BRANDING DESA WISATA SAAT PANDEMI COVID-19: Studi Kasus pada Instagram Desa Kemiren, Desa Penglipuran dan Desa Waerebo Made Arini Hanindharputri; I Gusti Bagus Bayu Baruna Ariesta; Sri Utami
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i1.1079

Abstract

The COVID-19 pandemic that has lasted since 2020 has had a major impact on the tourism sector. This uncertain situation has made various countries produce policies for traveling both at home and abroad. World tourism, including Indonesia, needs time to return to being able to generate visitors. Various efforts and strategies have been made to save Indonesian tourism. One of them is by doing branding including branding on tourist villages on social media, namely through presenting visual content on Instagram. The choice of tourist village in this study is because Indonesia has villages with natural, cultural and traditional potential, community communities to culinary diversity. The research method used is a qualitative descriptive method with case studies from several tourism village Instagram accounts that have potential and are analyzed based on branding variables. It was found that the selection of the right visual content such as showing the identity of the tourist village and testimonials became effective content for branding the tourist village. In addition, the consistency of visual elements is also an important factor in improving the image of a tourist village. This study aims to determine effective visual content in branding for tourist villages so that it is expected to revive the tourism sector and the creative economy in Indonesia since the Covid-19 pandemic.

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