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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. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020" : 8 Documents clear
GAME EDUKASI PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID UNTUK SDIT SABILUL QUR’AN CENDIKIA petrus sokibi sukanto; Ady Widjaja
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.v3i2.440

Abstract

In this modern era, technology continues to evolve rapidly so that it affects us in various areas of life, especially in the field of education. Educational game is a digital game designed for educational enrichment, using interactive multimedia technology and having a good chance with game based. Android is a Linux-based operating system used for mobile phones, such as smartphones and tablet computers (PDA). In SDIT Sabilul Qur’an Cendikia, the English language learning has started from Grade 1, but in his studies, enough students are difficult to remember the English vocabulary that has been taught and sometimes students make mistakes in writing English vocabulary. This Android based educational Game is expected to be useful in the learning of Grade 1 children in SDIT Sabilul Qur'an Cendikia in learning English vocabulary and also can help teachers as alternative learning media in delivering Material about the English vocabulary.
SIGNAGE YANG INFORMATIF DAN INTERAKTIF PADA THE HERITAGE PALACE KOTA SURAKARTA JAWA TENGAH Aulia Hanifunisa; Wirania Swasty
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.v3i2.452

Abstract

The Heritage Palace is located in Surakarta City of Central Java which formerly was the sugar factory that is currently used as a tourist attraction. However, this place has the problem of lacking its informative and interactive signage, less by the branding of the tourist spots, and less proper in material selection. The data collection used were the literature study, observation, interviews and questionnaires, using comparison matrix as data analysis method. The concept of the design takes the modern and old heritage concept using a font that matches the clear language and adds pictogram. The purpose of this design is to provide informative and interactive information using signage ang interactive media that is useful to help visitors get information when they visit the tourist site
ANALISIS BENTUK PADA IDENTITAS VISUAL STMIK STIKOM INDONESIA I Nyoman Jayanegara; i nyoman anom fajaraditya setiawan
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.v3i2.459

Abstract

Visual identity as a sign system that is used consistently to communicate messages widely. This is very important to be a consideration in building positive branding. The design elements contained in visual identity should be able to be clear and specific in their function as sign systems. In STMIK STIKOM Indonesia as an entity, it has a logo and a symbol as its visual identity. The use of these two things becomes somewhat ambiguous when published to the public and can lead to confusion about the reception of the message. In this visual identity study as a sign system, data will be collected in various fields related to logos and symbols in various media created by institutions. So that the data can be analyzed taxonomically by considering the construction, fields, letters, colors, and forms of placement in various elements. The results of the study found that the inconsistency of the use of visual identity, the use of different colors on the logo or symbol, removal of some parts of the logo, and the destruction of the logo structure with a disproportionately step. The fundamental finding is the emergence of ambiguity in visual identity and the necessity of having standard rules through manual graphic standards as a reference for the use or utilization of agreed visual identity.
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.
PERANCANGAN MASKOT ISI PADANGPANJANG SEBAGAI MEDIA BRANDING Olvyanda Ariesta
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.v3i2.490

Abstract

Branding activities carried out to provide an image to the public about a brand. As one of the tertiary institutions in Sumatra that specializes in arts education, the Indonesian Institute of Art (ISI) Padangpanjang does not have a brand identity that is able to reach the public effectively. This has caused a lack of relationship between the ISI Padangpanjang and the public. To build a strong institutional identity that easily touches the public emotionally, gives a feeling of being closer so as to foster public trust in the institution, a mascot of ISI Padangpanjang has been designed. In the process, branding theory, as well as analysis of the vision of ISI Padangpanjang became the foundation in creating a mascot design. The results obtained are the creation of a mascot representing the ISI Padangpanjang named Si Kuaw. The Si Kuaw mascot design method is carried out through the design stages: research, thumbnails, roughs, comprehensive, and ready to press. As a media branding, the Si Kuaw mascot has been applied to various media, such as: motion graphics, art exhibition posters, new student acceptance brochures, pins, and mascots in the form of dolls.
EFEKTIVITAS PERANCANGAN TYPEFACE DENGAN METODE IKONOGRAFI Elfa Swaratama; Achmad Zaki Yamani; Emmareta Fauziah
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.v3i2.518

Abstract

This article describes the typeface design method based on Dayak Iban tattoo. It uses iconographic theory from Erwin Panofsky and the evaluate it through a Likert survey on a scale of 1-5 using four aspects of assessment(similarity, uniqueness, readability, and legibility). Based on the iconographic analysis, this study categorizes Dayak tattoo motifs into three worlds, which are; The Upper World (Hornbill), Middle World (Tree of Life, Eggplant Flowers), and the Underworld (Dragon and Scorpion) will put on each letter anatomies. The evaluation stage found that the typeface has a 3.8 average level of uniqueness, readability, and legibility, although the level of similarity in this typeface with Dayak tattoo motifs needs to be increased again because of the score is just 3 of a maximum of 5.
KAJIAN KAMPANYE SOSIAL WORLD WILDLIFE FUND: THE LAST SELFIE Egie E. Yusadhi; Alvanov Zpalanzani Mansoor
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.v3i2.559

Abstract

The cases of protecting endangered animals around the world are difficult to solve. Lack of public awareness of the survival of these animals become one of the contributing factors. Given the importance of the survival of these animals, World Wildlife Fund as a global fund-raising agency invitesDanish and turkey advertising agencies to create a social campaign where they invited millennials to donate their money to help the survival of endangered animals and comes up with #LastSelfie. It is social media based campaign using Snapchat which then integrated with other social media. This campaign generated 40,000 tweets in a week and meets donation goal in just three days. This is a descriptive explanative research which itspurpose is to find out whether #LastSelfie campaign through breaking the structure of campaign materials and depict its relationship with the aim of campaign based on copywriting and target audience Engagement Process in social media theory. Through the application of this concept which encompasses various aspects of the campaign, at the end of this writing, the authors concludes that #LastSelfie campaign corresponds to the process sequence of Engagement in social media — consuming, curation, creation, collaboration, through meticulous campaign naming, copywriting strategy, sharing among peers, and collaborative donation to help preserve endangered animals.
BEDA CARANYO, SAMO ENAKNYO : MEDIA PROMOSI TALAMAK BOWL Windy Ramadhanty; Wirania Swasty
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.v3i2.563

Abstract

Indonesia has a great and priceless culinary potential of the archipelago. The culinary industry sector in Indonesia currently has a vast and increasing market, because this culinary sector is quite promising because it has economic value but still has advantages. Talamak Bowl is a small and medium enterprise (SME) in Bandung that is engaged in culinary specialties of West Sumatra. This business is still not well known by the public and there has been no increase in sales. Seeing the increasing number of culinary industry SMEs in the city of Bandung, it is necessary to have strong and effective promotional activities in offering products to many audiences in order to be superior than the others. Overcoming the problems above, then the design of promotional media is carried out by using data collection methods through observation, interviews, questionnaires and literature and the analytical method used is a comparison matrix to form the design concept. After getting conclusions from the method, the promotional media that created are applied to the name card, ambient media, brochures, e-posters and other supporting media. This design was made by combining two concept which is illustration and product photography. This design is expected that the problems faced will be resolved

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