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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 8 Documents
Search results for , issue " Vol 1 No 2 (2018): Jurnal Bahasa Rupa April 2018" : 8 Documents clear
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.
Media Promosi Bisnis Potensi Wisata Daerah Bandung Dengan Aplikasi Virtual Reality Triani, Ananda Risya; Adriyanto, Andreas Rio; Faedhurrahman, Deny
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 (1143.781 KB) | DOI: 10.31598/bahasarupa.v1i2.215

Abstract

One of the industrial sectors that can increase foreign exchange in Indonesia is the tourism industry. In 2019, the tourism industry in Indonesia is projected to be the largest foreign exchange earner through oil and gas, coal and palm oil. One aspect that supports the development of industry is the readiness of ICT. Bandung is one of the cities in West Java, which has sought to develop ICT, but needs to be improved further from the central / regional government, to the executant of the tourism industry. Bandung has a tourism potential that consists of natural attractions, culture, shopping, and culinary interesting to explore both by domestic tourists and foreign tourists. Thus, information technology that contains relevant and interesting information by using the right business model. Research methodology in data list technique which is measurement, interview, and literature study. Mobile apps are one of the information technology tools used by todays society, therefore interactive and can be used via mobile devices. Creative concepts applied to the 360​​° Virtual reality Panorama app. Through Virtual reality Panorama will create a different visual location, which can attract potential tourists to visit Bandung city destinations directly. In addition, the appropriate business model will be used on the system as part of the activity. It is expected that this research can support previous research in the field of visual communication design, ICT, and management.
Visualisasi Seni Sebagai Aspek Kreatif Periklanan Permana, Gandara
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 (1110.274 KB) | DOI: 10.31598/bahasarupa.v1i2.216

Abstract

Advertising is an in-depth creative process with a variety of supporting factors. One of the constituent elements is the creative strategy aspect. Advertising creative strategy is a tool to generate fresh and creative ideas that represent advertised products. The context of art as part of societys lifestyle becomes one of the commodities to be exploited. This study used descriptive qualitative method. This topic is analyzed by visual content approach through dissecting advertising visualization with the context of its art medium, message and linking visualization of art as creative aspect of advertisement so as to produce persuasion element for consumer audiences. The results obtained are the use of art medium in advertising as an approach to the audience by utilizing the momentum, situations and emotions that can persuade audiences. Visualization of the ad is a moment of celebration with the nuance of kinship or the expression of the life style of the young people who care about the traditional values ​​of the nation.
Preliminary Design Pada Perancangan Merchandise Resmi Untuk Revenue Generated ITS Sebagai PTNBH Ramadhani, Nugrahardi; Setyadi, Denny Indrayana; Alamin, Rabendra Yudistira; Prasetyo, Didit
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 (1127.954 KB) | DOI: 10.31598/bahasarupa.v1i2.234

Abstract

The Revenue Generated ITS program as part of ITS Strategic Plan of PTNBH 2015-2019 provides a new challenge for ITS to develop business programs that departs from the intellectual result of all academic community. One of the opportunities that can be initiated is the development of official ITS merchandise products as a commercial product of ITS. ITS Merchandise product development efforts has been finding a variety of obstacles, ranging from inconsistencies between the products with each other, the quality of the existing product quality, up to the quality of the resulting product ideas. ITS Merchandise product development efforts are considered very urgent to be done immediately to see the high demand for ITS official merchandise products for various ITS activities. The method used in this research is the method of designing product design variants. Some stages of research include: (1) identification of design typology merchandise; (2) identification of consumers and product needs of ITS Merchandise; (3) Mapping merchandise product categories; (4) Development of product design merchandise variant; (5) Materials analysis and merchandise ITS Design Form; (6) Sampling of 1 prototype product; (7) Preparation of ITS Merchandise Product Design Guidelines. The approach used in variant product development in this research is ‘morphological chart’. The results to be achieved in this research is the identification of ITS Merchandise product line and its implementation, and A guide to merchandise product design development at production stage.
Kajian Estetika Melalui Bentuk Keseimbangan Ilustrasi Durga Dengan Teknik Sablon Discharge Sederhana Novitasari, Dwi
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 (1015.141 KB) | DOI: 10.31598/bahasarupa.v1i2.263

Abstract

This study purpose is to analyze esthetic characters on Durga illustration with simple discharge screen printing technique. As many people know, Durga visualization is more identically spooky impression. Durga illustration used as reference or as an object on simple discharge screen printing technique, which is a type of screen print that removes the basic color of the fabric with chlorine material as a mixture of ink, produce a distinctive color effect and different from the usual screen printing techniques. This study will focus on the form balance and aesthetic characteristics or properties such as complexity, it becomes interesting to study. Furthermore in this writing using qualitative descriptive method in order to get a systematic, factual, and accurate overview of aesthetics through the balance form of Durga illustration with a simple discharge screening technique.
Fotografi Di Era Media Sosial : Studi “Toko Memorabilia” Karya Agan Harahap Purnomo, Aji Susanto Anom
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 (859.582 KB) | DOI: 10.31598/bahasarupa.v1i2.200

Abstract

The development of photography technology in the era of social media currently contribute various problems that need to be studied and reflected. One of them is about the essence or meaning of the presence of "photography" itself. This paper reflect the essence or meaning of photography in the social media based on the theory of reading photographs "cynical phenomenology" by Roland Barthes through a case study study of "Toko Memorabilia" which is one of the social criticisms by the artist Agan Harahap. Memories Commodification  and visual carnivals are two instruments of meaning that the author discovers in his critical reflection journey and will be described further through this study.
Intellectual Property Animasi Di Indonesia Dalam Buku Katalog Nganimasi Indonesia Santoso, Bambang Gunawan
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 (1494.674 KB) | DOI: 10.31598/bahasarupa.v1i2.221

Abstract

IP or Intellectual Property refers to the creation of the mind; invention; literary and artistic works; symbols, names and drawings used in the trade. Intellectual property rights (HKI) are rights granted to IP creators, and include trademarks, copyrights, patents, industrial design rights, and in some trade secret jurisdictions. Works of art including music and literature, as well as discoveries, words, phrases, symbols and designs can all be protected as intellectual property or IP. Until now the catalog book "IP Animasi Indonesia" does not exist yet; while other countries such as Korea have released an annual catalog of animations since 2005. (The author data when he got 6 months internship scholarship at KOCCA - Korea Creative Content Agency in 2008, and a special invitation to Korea in November 2015). So through the process of collecting data with the method of collecting data periodically (time series) for more than 1.5 years, the author ventured to collect the work of colleagues from almost all of Indonesia. Once collected, the data is sorted, tidied up, rearranged, and then compiled in a book entitled NGANIMASI INDONESIA: Indonesia Animation Industry Data (NI). The results of this study revealed that until August 2017 there were 56 IPs categorized in animation character collected. 64% of the 56 IPs are character designs of humans or people; while the remaining 36% are animals, objects, and custom characters.

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