cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota denpasar,
Bali
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 12 Documents
Search results for , issue "Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021" : 12 Documents clear
KAJIAN BAHASA RUPA BUDAYA MESATUA BALI DALAM CERITA BERGAMBAR I Gede Yudha Pratama
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.775

Abstract

Reviving oral traditions in Mesatua Balinese Culture seems far less than the written and image tradition. Mesatua Bali was once known as a culture that is conveyed by verbal storytelling, now it seems that it will be more efficient and interesting if it is copied in the appearance of a pictorial story (cergam), and it will be more interesting if it is presented in digital media. Interestingly, pictorial stories (cergam) greatly influence children's interest in following Balinese Mesatua culture. The Nusantara Katur Community adapts the Mesatua Balinese culture into a pictorial story made with a visual appearance that can arouse children's imagination when they can see. reading, and hearing a series of story satua (fairy tales) contained in a series of pictorial stories (cergam). Researchers used descriptive research methods to describe the characteristics of shape, color and composition through the study of visual language theory, starting from the content of the wimba, the way of the wimba, and the inner and outer layouts, in the view of pictures and documentation of the pictorial story works of the Nusantara Katur Community. The collection of materials is done by technique data reduction and data preparation to the conclusions presentation process. This research provides results results of visual language very indispensable role in supporting the illustrated story stories (cergam) that are presented. In addition to displaying visual images that are able to captivate children, they must also be able to present the plot of a story that is also attractive to children, because it is through a story idea that visuals can be created that are able to attract children's reading interest in pictorial stories (cergam).
NEW NORMAL : DALAM PESAN IKLAN TV KOMERSIAL TRAVELOKA Agus Hermanto; Sa’diyah El Adawiyah; Cecep Effendi; Tria Patrianti
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.793

Abstract

This article aims to know the display and narrative new normal in the Traveloka Commercial TV ad message regarding a new way of life in relation to the Covid 19 pandemic. Using a qualitative approach with narrative analysis; how do communicators tell stories, this research was conducted. Through observation of Traveloka #JalanBersamaAnda TV advertising material and literature study, data collection techniques were carried out. One by one, analyzing each frame and duration of advertisements and selecting and classifying them according to the research focus for data presentation. The finding in this article is that Traveloka commercial TV commercials carry #JalanBersama as the big idea foundation. Presenting ten visual stories of environmental atmosphere and some unusual daily activities of people in early 2020 related to the COVID-19 pandemic.
Aset Budaya Sebagai Konsep Destination Branding Desa Ngadas Kabupaten Malang Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.836

Abstract

Destination branding is an effort to build people's perceptions of a destination, by marketing or introducing existing potentials and advantages, so that it can become an identity for a destination. Ngadas Village, located in Malang Regency, is one of the four villages of the Tengger tribe that has cultural potential and natural wealth that can be developed into a tourist destination. Therefore, it is necessary to design a destination branding for Ngadas Village so that its potential can be recognized and become a characteristic of the village. The main purpose of this design is to communicate Ngadas Village to the wider community so that the cultural heritage of Ngadas Village can be maintained and sustainable, besides that it can also help the welfare of the people of Ngadas Village. With this Destination branding, Ngadas village has the opportunity to introduce its potential, while preserving the cultural heritage for its successors. The research method used in Destination branding uses qualitative methods with a direct approach to the field and in-depth interviews with related parties to deepen knowledge about Ngadas village. From this method, it is found that the Ngadas village has cultural assets that become verbal concepts, visual concepts and media strategies in this design.
‘Sarimin’ Game Petualangan Adaptasi Webtoon Dengan Konsep Discovering The Mythical Creatures Nugrahardi Ramadhani; Annisa Dhia Baswedan
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.843

Abstract

This research focused on designing a webtoon adaptation game "Sarimin" based on Indonesian mythical creatures. The purpose of this paper is to introduce various Indonesian mythical creatures as the preservation and appreciation of local mythical culture from the positive side through the player's point of view as Sarimin, who is the personification of the white monkey djinn and the main character of the webtoon 'Sarimin'. The design methods used were literature study, observation of historical physical relics, experimental studies, interviews with game developers, prototyping, and testing. Based on the research results, the "Discovering The Mythical Creatures" design concept was created where players would explore the levels and be introduced to Indonesian mythical creatures and their stories related to the story from the webtoon 'Sarimin' with adventure-platformer gameplay.
INFORMATION ARCHITECTURE PADA APLIKASI E-COMMERCE: (STUDI KOMPARASI APLIKASI SHOPEE DAN TOKOPEDIA) Sri Soedewi; Wirania Swasty; Arry Mustikawan; Fariha Eridani Naufalina
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.848

Abstract

Shopee and Tokopedia are popular marketplace applications in Indonesia that provide facilities for buying and selling goods online from various sellers or stores. Application is very influential for user convenience in the preparation of information architecture. The Information Architecture uses to compile the information. It is easier to understand for users when interacting with mobile applications. This study uses quantitative research methods by conducting observations, questionnaires distributing, and literature studies to analyzing the information architecture or structure, and knowing the user experience on the Shopee and Tokopedia applications using the tool Optimal Workshop. Information Architecture on Shopee and Tokopedia results is conducted based on the research and analysis, as a whole are good.
ISU COVID-19 SEBAGAI IDE BESAR DALAM STRATEGI KREATIF IKLAN, SEBAGAI KEPENTINGAN PENJUALAN ATAUKAH PENCITRAAN? Jiwa Utama; Rahmiati Aulia
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.862

Abstract

Using something currently popular among the intended target audience is a natural thing to be appointed as a big idea in an advertisement. However, what if the COVID-19 (coronavirus) pandemic that is hitting many countries worldwide, including Indonesia, causes many sufferers and casualties? The issue wants to show the care of the brand towards the audience as consumers, or is it just for the sake of selling? This study uses purposive sampling from identifying problems, namely analyzing several product advertisements that used the covid-19 pandemic issue with a qualitative method. Where advertisements will be studied using content analysis to find out how to approach communication and visuals, then will be discussed with a creative strategy theory approach in advertising. This study aims to find out the pattern of creative strategies used and to answer what interests are contained in the pattern of creative strategies based on the formulation of the problems that have been mentioned. The study results do not show any sales interest solely in categories that display the coronavirus based on an assessment of advertising messages. However, one of the findings of communication that says can use other brand products where the advertisement of a product usually only prioritizes the interests of the product so that the audience believes in the product and will only use the product, which of course will not recommend competing products.
E-INVITATION SEBAGAI PELUANG BISNIS ERA INDUSTRI 4.0 DI BALI Wina Pertiwi Putri Wardani; Anak Agung Gde Bagus Udayana
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.873

Abstract

In the 4.0 era, everything uses technology, including the dissemination of information such as wedding invitations. It can be said that in Bali the use of e-invitation is not as popular as in Southeast Sulawesi, South Sulawesi, Aceh, West Sumatra and Central Java. This study aims to describe the potential of e-invitation in the new era, especially in Bali. Qualitative descriptive method was used in this study to explore information about the importance of using e-invitation in the pandemic era and could be a business opportunity. This paper uses high concept theory and high touch and visual elements as supporting theory in data analysis method. From the research results, it is known that e-invitation has wide-open business potential in Bali. The use of e-invitation has many advantages both from an economic and environmental point of view, it's just that few people know where the e-invitation design can be made.
PENDEKATAN KOMUNIKASI SMCR DALAM PERANCANGAN PERMAINAN BOARD GAME ULAR TANGGA “POSTCOV” UNTUK UPAYA MEMBANTU TRAUMA HEALING ANAK PADA PANDEMI COVID-19 Dzuha Hening Yanuarsari; Mukaromah Mukaromah; Khamadi Khamadi
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.890

Abstract

The Covid-19 pandemic that occurred at the end of 2019 had a significant impact on various sectors of activity in the world, including Indonesia. Various actions were taken as steps to overcome these problems. One of them is in the education and health sector for children, namely the psychological vulnerability of children and the level of depression that occurs due to the Covid-19 pandemic phenomenon. Through educational games, it is believed that it can help things related to child psychology. The purpose of this research is to create an educational game of snakes and ladders that can be used to help the trauma healing process in children due to the impact of the Covid-19 pandemic. The research method used in this design is an explanatory descriptive method using the SMCR communication approach. Through this method, educational messages regarding the COVID-19 pandemic that children still have to deal with should be treated with caution and there is no need to be afraid as long as they adhere to health protocols. The results of this study are the creation of a prototype design of the snake and ladder game "PostCov" as an alternative new educational media as a form of innovation in delivering information as well as a form of play therapy in helping psychological problems that are vulnerable to occur in children.
DINAMIKA PERUBAHAN KEMASAN SIGARET KRETEK DI INDONESIA SEBAGAI WUJUD WARISAN BUDAYA Dewi Isma Aryani; Kristianus Satrio Budi Nugroho
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.910

Abstract

The development of cloves cigarettes and their packaging can be called a manifestation of physical culture according to Koentjaraningrat's description that an object is a physical product and the activities, deeds, and works of all humans are concrete. In addition, the development of the type of cloves cigarettes and their packaging fulfills the requirements for the stipulation of an object/intangible as a cultural heritage in accordance with Law Number 11 Year 2010 Chapter III Article 5. Therefore, the author attempts to explain the common thread from the history of Haji Djamhari's pioneering cloves cigarettes to changes in Indonesia’s cigarettes packaging when it began to be marketed in a modern way by Nitisemito to its effect on packaging designs that exist and circulate in society today. Less recorded fact that the cigarettes industry existed and developed in 1870-1880 in Kudus, the historical development of cloves cigarettes and its packaging in Indonesia at that time, cigarettes industry declining due to the racial riots in 1918, and the emergence of the subscription system also influenced the philosophy of creating cigarette packaging in Indonesia. The method used is descriptive qualitative with the theory of design, packaging, and branding so that the changes in cigarette packaging that occur in Indonesia are caused by the influence of market leaders from each type that exists, the image element is no longer the main logo but is replaced by logotype and logofont elements on packaging.
UJI KELAYAKAN DESAIN KEMASAN PRODUK MAKANAN OLEH-OLEH UMKM JAWA BARAT MENGGUNAKAN CHI-SQUARE Monica Hartanti; Puspita Yuli Pradita
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.912

Abstract

Souvenir products produced by SMEs in the city of Bandung are very diverse. The COVID-19 pandemic has caused the tourism industry to decline; souvenirs cannot be purchased directly at tourist sites. Advances in technology and government support for Micro, Small, and Medium Enterprises (SMEs) have opened up opportunities to migrate to sell products online. The souvenir food products need to be packaged attractively and have local characteristics because local identity can be one of the unique things that will attract consumers. Nine samples of food products as souvenirs from the Sabilulungan Community SMEs, assisted by Department of Industry and Commerce Soreang Regency, West Java, have redesigned their packaging. The old and new packages were arranged side by side; a comparative study was conducted, measured respondents' design tastes, respondents' reasons for choosing designs, and product sales results using the Chi-Square test. The data collection method is by distributing questionnaires filled out when visitors shop at the product bazaar. The results of data calculations reveal that well-designed packaging and have an identity that matches the food will increase purchases. Local characteristics can be used as an identity that is displayed aesthetically and uniquely to increase the value of local products. Local characteristics that are easiest for consumers to remember are symbols of local and familiar colors culture. A Packaging that uses zippers and is not too big is considered more efficient from the usability aspect. The form of packaging that is not just a box is considered more unique.

Page 1 of 2 | Total Record : 12