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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.
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Articles 12 Documents
Search results for , issue "Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022" : 12 Documents clear
Konstruksi Storyline Sebagai Strategi Komunikasi Company Profile PT. Aliyah Perdana Wisata Muhammad Rizal H; Butsiarah Butsiarah; Ahmad Nur Ikhsan; Mursalim Mursalim
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.v6i1.777

Abstract

PT. Aliyah Perdana Wisata is a company engaged in organizing Hajj and Umrah. PT. Aliyah Perdana Wisata since its inception has focused on the field of organizing Hajj and Umrah, and has dispatched thousands of pilgrims each year and provided the best service to pilgrims while in the holy land. In order for Aliyah Wisata to be better known by the wider community, a promotional media in the form of video motion graphics is needed so that the delivery of interesting information and able to convey information well to potential customers. This study aims to design a company profile video for PT. Aliyah Perdana Wisata through motion graphic animation to be better known by the wider community, especially in Makassar City. This study uses the MDLC (Multimedia Development Life Cycle) method which consists of 5 phases, namely the concept phase (concept), the design phase (design), the material collecting phase (material collection), the assembly phase (manufacture), the testing phase (testing) and distribution phase. The final result of this research is an animated motion graphic video as a company promotion media regarding the implementation of hajj and umrah.
Design of Assertive Communication Illustration Book as an Educational Media Masnuna Masnuna; Nyimas Qonita
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.v6i1.868

Abstract

Communication is the basis of social interaction activities in everyday life. There are four communication patterns, namely passive communication, aggressive communication, passive-aggressive communication, and assertive communication. Of the several communication patterns, assertive communication is the most effective communication pattern. However, assertive communication is still a common thing among the public. According to questionnaire data, 63.6% of 66 fresh graduates do not know assertive communication. A fresh graduate will be faced with problems such as work problems and other work demands. In addition, it is also necessary to have soft skills that are useful in the future. Therefore, assertive communication patterns are needed in the world of work. Seeing fresh graduates who are busy with work, informative and interesting educational media is needed, namely illustration books. The use of visuals and verbal in this book adjusts the characteristics of the target audience. Based on these phenomena and problems, this research uses the preparation stage and the creation stage. With this illustrated book media, it is hoped that the target audience can apply it in their daily lives, attract reading interest, and be able to work more productively in the future.
PERAN ILUSTRASI BERTEMA INDONESIA PADA PRODUK MINUMAN TERHADAP RESPON EMOSI KONSUMEN DALAM MEMBELI DAN MEMAHAMI PRODUK Ni Putu Emilika Budi Lestari; Ngurah Adhi Santosa; Annisa Rohimah Suharno
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.v6i1.972

Abstract

This study aims to determine the effect of visual elements in the form of illustrations with Indonesian themes and Indonesian local wisdom on the packaging of popular beverage products in the eyes of consumers, both in terms of sales and their impact on the emotional response of consumers as Indonesians. Through the use of illustrations on packaging, producers also want to convey certain messages to their consumers. Because in fact, the appearance of an attractive packaging will give a distinct impression and emotional closeness for consumers in determining their decision to buy or not to buy a product. The research method was carried out qualitatively through literature and questionnaires. The theory used in this research is packaging design theory, concerning the visual effect of packaging on consumer buying interest. In addition, the author also uses illustration theory to identify illustration techniques and Roland Barthes 'semiotic theory to find out how illustration affects consumers' emotional responses and how consumers perceive related illustrations. The result of this research is that the use of Indonesian themed illustrations on beverage product packaging can be said to increase consumer emotionality to buy products, based on eye-catching illustration factors in terms of style, selection of illustration objects, colors and themes. In addition, the packaging design with illustrations on the Indonesian theme is interesting to collect as memorabilia.
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.
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.
Desain Mural Sebagai Media Komunikasi Visual Perwujudan Destination Branding Desa Wisata Bongan I Gede Yudha Pratama
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.v6i1.1080

Abstract

Destination Branding is an effort to identify and introduce the potential of a destination, in order to build the identity of a destination against public perception through information and communication media. Bongan Village is one of the tourist villages in the Tabanan Regency which has the potential for its natural, historical, and cultural wealth that can become a leading tourist destination. So, it is important to realize destination branding for Bongan Tourism Village in order to introduce its superior potential through the right communication media. The purpose of realizing this destination branding is to inflame the superior potential of Bongan Tourism Village to the public and tourists through mural design as a medium of communication. The research method used in realizing this destination branding is by conducting observations and direct field interviews through descriptive methods. With the application of this method, it is known that there is a public space in the Bongan Tourism Village area that is appropriate and worthy of being used as a communication medium, in which a communicative mural design can be implemented. Murals, which are often seen as street art, are a choice of media that can communicate and convey information visually in public spaces.
PERANCANGAN BUKU ILUSTRASI JEJAK KULINER KHAS KAWANUA SEBAGAI MEDIA INFORMASI Gloria Rumondor; Yana Erlyana
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.v6i1.1135

Abstract

Indonesia is known as a country that has cultural diversity. This is an asset for Indonesia, especially in the tourism sector in utilizing local culture as an attraction for tourists. One of them is the use of local culinary culture. As for the design of this thesis, it raises the superior culinary culture of the city of Manado, a city known for its cuisine that is rich in spices. The use of illustrations in the book can give its own emotional impression to the readers, this statement is supported by an online questionnaire that has been randomly distributed to 110 respondents. This book is intended for teenagers aged 18-25 years to increase their knowledge of other regional cultures in Indonesia. With this research, it is hoped that the awareness to maintain Indonesian culture is an important thing for teenagers aged 18-25 years to increase.
Komposisi Visual dan Tata Cahaya Pada Film Netflix Berjudul Squid Game Stephani Inesia Linando; Martinus Eko Prasetyo; Winnie Winnie
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.v6i1.1139

Abstract

2021 was the year of Netflix’s sensation, the South Korean drama series, "Squid Game" directed by Hwang Dong Hyuk. The visual and audio production are extraordinary, and the idea of ​​the storyline is quite interesting, resulted in one of the highest ratings in Netflix. This analysis examines the creative process in the idea of ​​pictures taken in the series by studying cinematographic visual composition based on composition theory by Paul Wheeler. In this paper, the authors try to examine some of the best scenes as a sampling study, and how a composition can provide an important role in communicating the drama series’ storyline. Surely this can be developed as a further learning medium in the study of cinematography and composition.

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