cover
Contact Name
Ahmad Ashifuddin Aqham
Contact Email
ahmad.ashifuddin@gmail.com
Phone
+6285726460045
Journal Mail Official
suwandi@prin.or.id
Editorial Address
PUSAT RISET DAN INOVASI NASIONAL UNIVERSITAS SAINS DAN TEKNOLOGI KOMPUTER Alamat: Jl. Majapahit No.304, Palebon, Kec. Pedurungan, Kota Semarang, Jawa Tengah 50199
Location
Kota semarang,
Jawa tengah
INDONESIA
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM)
ISSN : 28290283     EISSN : 28290186     DOI : 10.55606
Core Subject : Art,
Sub Rumpun ILMU SENI PERTUNJUKAN 1 Senitari 2 Seni Teater 3 Seni Pedalangan 4 Seni Musik 5 Seni Karawitan 6 Seni Pertunjukkan Lainnya yang Belum Disebut Sub Rumpun ILMU KESENIAN 1 Penciptaan Seni 2 Etnomusikologi 3 Antropologi Tari 4 Seni Rupa Murni (seni lukis) 5 Seni Patung 6 Seni Grafis 7 Seni Intermedia 8 Bidang Ilmu Kesenian Lain Yang Belum Tercantum Sub Rumpun ILMU SENI KRIYA 1 Kriya Patung 2 Kriya Kayu 3 Kriya Kulit 4 Kriya Keramik 5 Kriya Tekstil 6 Kriya Logam (dan Logam Mulia/Perhiasan) 7 Bidang Seni Kriya Lain Yang Belum Tercantum
Articles 6 Documents
Search results for , issue "Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media" : 6 Documents clear
PENGEMBANGAN MEJA LIPAT BELAJAR MULTIFUNGSI MENGGUNAKAN METODE QUALITY FUNCTION DEVELOPMENT (QFD) Muhamad Zainudin; Didi Kusaeri; Susi Susanti
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (303.144 KB) | DOI: 10.55606/jurrsendem.v1i1.188

Abstract

Study table is one of the supporting learning activities but the current study table design is not in accordance with consumer needs, especially for children. The development of this study table product is expected to answer the needs of custumers or consumers and produce an ergonomic study table. This multifunctional learning folding table product uses the parameter measurement of the Quality Function Deployment (QFD). The result obtained based on the customer show that there are 7 attributes (customer requitment) and 4 technical parameters ( technical response). In this regard, the product development of a multifuntional folding study table uses the Quality Function Deployment (QFD) method using teak wood. This table also has several features, namely a reading light feature, a glass holder, a storange feature, equipped with a simple design, attaractive practical colors and ideal dimensions so as to increase comfort inusing the folding study table product.
PENGEMBANGAN KARAKTER MOBILE GAME PERANG PUPUTAN KLUNGKUNG Putu Satria Udyana Putra; Mochamad Arman Efendi; Putu Wirayudi Aditama; Dwi Novitasari; I Nyoman Anom Fajaraditya Setiawan
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (837.251 KB) | DOI: 10.55606/jurrsendem.v1i1.199

Abstract

Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.
PEMANFAATAN SENI KERAJINAN TANGAN MAKRAME UNTUK DEKORASI RUANGAN DENGAN KONSEP ART DECO Juli Atika; Laras Purwanti
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (330.087 KB) | DOI: 10.55606/jurrsendem.v1i1.226

Abstract

In this era of globalization, many people, especially young people, are very fond of various kinds of beauty decorations for residential. After seeing this situation through social media, there are many business opportunities in this field. With that the author has an idea where a textile craft is an item that is easy to process and is in great demand by connoisseurs of decoration design. With an aesthetic and contemporary style, macrame craft is also a necessity for millennials to make room, living room and other decorations that look good and look aesthetic. There are many factors that need to be considered and maintained, the most important factors being in terms of technique and design, so that the macramé made looks more beautiful and becomes an attraction for art connoisseurs and buyers of the macramé. Where the author uses the concept of Art deco style as the initial goal to decorate the room.
KAJIAN SEMIOTIKA PADA IKLAN TELEVISI PRODUK COCA-COLA VERSI “KABAYAN” Gilang Ramadhan; Luqman Wahyudi; Agatha Dinarah Sri
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (492.542 KB) | DOI: 10.55606/jurrsendem.v1i1.326

Abstract

Mempertahankan kualitas sebuah brand adalah hal yang mutlak dilakukan oleh perusahaan penyedia barang/jasa. Di era konsumerisme seperti saat ini, peluncuran sebuah produk tidak dapat lagi berdiri sendiri. Sebuah brand tidak akan bertahan lama jika tidak didukung oleh produksi tontonan yang menyertainya. Iklan televisi lebih lanjut berperan sebagai arena komodifikasi, dimana pesan iklan bukan lagi sekadar menawarkan barang dan jasa, melainkan juga menjadi semacam alat untuk menanamkan makna simbolik. Dalam hal ini iklan televisi Coca-Cola menampilkan penanda yang dapat dibaca dengan perspektif semiotika sebagai berikut: Produk global tidak lagi hanya dipandang sebagai komoditas luar yang memiliki sekat, tetapi sudah menjadi bagian dari kebutuhan sehari-hari dalam masyarakat umum dengan makna dan citra yang sesuai dengan karakternya.
STRATEGI VISUAL KEMASAN MARKET LEADER MIE INSTAN DI INDONESIA Robert Hendra Yudianto; Adnan Setyoko
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (216.323 KB) | DOI: 10.55606/jurrsendem.v1i1.343

Abstract

Packaging has multiple roles that greatly affect the target audience and even the target market. Not only does it play a role in protecting or facilitating distribution, far from that, packaging can communicate many aspects at the same time even in the absence of sales. Packaging deserves special attention and is done optimally as an effective communication medium. This study tries to describe the visual strategy on instant noodle packaging which is the market leader in Indonesia, namely Indomie. Indomie As the only brand that is able to dominate 70% of the market compared to its closest competitor, only 16%. Although not the only major factor, there are many interesting things that we can describe from the visual strategy that has been implemented by Indomie producers in competing with similar products. This research was conducted using descriptive qualitative methods to determine the visual strategy by outlining the graphic elements of the packaging. The results of this study indicate that a strong visual identity is able to influence consumers to more quickly recognize their products and at the same time conduct persuasion to choose their products in the ranks of other similar products.
MEDIA INTERAKTIF PEMBELAJARAN: SOFTWARE PRISM DAN MEDIA SOSIAL YOUTUBE DALAM PEMBELAJARAN ONLINE Wibi Ardi Alvianto; Juni Amanullah
Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Vol. 1 No. 1 (2022): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v1i1.797

Abstract

Perkembangan teknologi saat ini berkembang sangat pesat, media digital sebagai pembelajaran mengalami pengembangan yang signifikan. Hadirnya digital ini memberikan beragam inovasi, dimana pembelajaran konvensional yang kaku dan monoton akan digantikan dengan pembelajaran menggunakan media digital yang lebih praktis, fleksibel, tidak terbatas oleh ruang dan waktu. Penelitian kali ini penulis menggabungkan software streaming Prism dan media sosial youtube sebagai media pembelajaran interaktif. Rumusan masalah dari penelitian ini adalah; 1) pembelajaran interaktif, 2) efektifitas dan optimalisasi Prism dan youtube sebagai media pembelajaran interaktif. Penulis menggunakan pendekatan kualitatif dalam membedah topik ini, teknik pengumpulan data berupa prismervasi, eaeancara dan studi dokumen. Analsisi data menggunakan pedekatan Miles dan Huberman dengan proses analisis data kualitatif yaitu; reduksi data, penyajian data dan penarikan kesimpulan. Data dari menunjukan sebanyak 50 responden terdiri dari 2 kelas menunjukkan: 10 sebanyak 4 jawaban mengalami kesulitan memahami pembelajaran interaktif secara online, karen kurangnya pemahaman tentang jaringan internet dan spesifikasi android dan PC, 2) sebanyak 14 responden memahami cukup memahami proses pembelajaran menggunakan Prism dan youtube, 3) dan sebanyak 30 responden mengaku memahami dan lancara dalam proses pembelajaran interaktif menggunakan Prism dan youtube. Pembelajaran interaktif menggunakan Prism dan youtube, menjadikan proses belajar mengajar menjadi lebih menarik, nteraktif dan tidak monoton. Adapun kelemahan menggunakan metode ini yaitu komunikasi hanya bisa satu arah dan peserta didik hanya bisa merespon lewat live chat saja.

Page 1 of 1 | Total Record : 6