cover
Contact Name
Wandah Wibawanto
Contact Email
wandah@mail.unnes.ac.id
Phone
+6281805156852
Journal Mail Official
dkv@mail.unnes.ac.id
Editorial Address
B9 lt 2 ruang dosen SR Kampus Unnes
Location
Kota semarang,
Jawa tengah
INDONESIA
Arty Jurnal Seni Rupa
ISSN : 22527516     EISSN : 27218961     DOI : https://doi.org/10.15294/arty.v9i2
Arty: Jurnal Seni Rupa focuses on the research of visual art studies through the experiences exchange among educators, artists, and researchers. Its primary goals is to promote quality research on conceptual ideas, studies, application of theories, and visual art reviews. Contributions may encourages the following types of articles which are completed research papers, student papers (research done by students), and case studies. Topics of special interest to Arty include scholarly reports that enhance knowledge regarding art in general, Fine Art, Art History, Visual Culture, Design Methodology, Design Process, Design Discourse, Design and Culture, Art Critism, Anthropology of Art, Artifact Design, Visual Communication Design, Creative Industry, and other historical, critical, cultural, psychological, educational and conceptual research in visual art and design
Articles 194 Documents
REDESIGN OF DESA WISATA LEREP’S VISUAL IDENTITY AND ITS APPLICATION ON PROMOTIONAL MEDIA AS AN EFFORT TO BUILD DESTINATION BRANDING Afthoni, Riza
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

Lerep Village was declared a tourist village in 2016, which aims to improve the welfare of the village community and introduce traditions and culture in Lerep village. Based on the preliminary study, the problem faced by the tourist village of Lerep is a logo that has the same visualization as several other tourist villages in Central Java. Therefore, the village manager and the research team initiated a redesign of the visual identity used to build destination branding, which was applied to promotional media. The process of redesigning the visual identity and its application in the promotional media for the Tourism Village of Lerep went through several processes, they are (1) The pre-production process (2) The production process, including content design, consultation, and final design. (3) The post-production process, including work cast and presentation of works. This design produces logos, icon sets, sign systems, stationary sets, digital marketing (Instagram, website), flyers, and travel map.
VISUAL IDENTITY DESIGN OF KANDRI VILLAGE AND ITS APPLICATION ON PROMOTION MEDIA Meydiana, Meydiana
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

The aim of this research is to produce a visual identity of logo and applied to some promotion media as needed, so that it can be increase the amount of tourists and it can be positioning the Desa Wisata Kandri as modern tourist village. Visual identity of logo and applied to some promotion media served in some of category, that is stationary set, coupon, brochure, X-banner, identity card, ticket, merchandise, display on social media and advertisement on social media. The process of visual identity design through a few steps of work with pre-production process sequence, production process, and post production process. With the design of visual identity hope that it can help Desa Wisata Kandri to develop their own image to audience, it can provide value-added and it will make Desa Wisata Kandri able to compete with all the competitor.
THE PROMOTION OF BUMIAYU CITY THROUGH THE IMPLEMENTATION OF ILLUSTRATION OF LOCAL CULTURE ELEMENTS ON “BUMIAYU BEAUTY OF JAVA” T-SHIRTS Oktafiani, Dwi
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

The purpose of this project is to produce 10 illustrations that will be applied to the brand "Bumiayu Beauty of Java". The tools used in this illustrations are Hardware and Software devices, such as Laptop, Mouse, Smartphone, Pentab, Flashdiks, Printer, Cam Scanner, Adobe Illustrator CS6, Adobe Photoshop CS6, and Microsoft Office 2016. Materials used include HVS 100gram paper, ivory 260gram paper, color inks and screen printing ink, Ultra soft commbed 30s T-Shirt. The techniques used in this study project are manual and digital. The process of creation of this illustration work begins with the search of ideas, the determination of the purpose of work, research, literature study, SWOT analysis, target market analysis, establishing the concept of works, media strategy, production process, and exhibitions. The size of the printed paper is 30x40cm and illustration of the shirt is 15x20cm. The Style is Flat Illustration with the subject of the cultural elements of Bumiayu city in tourism, historical relics, food, and arts.
APPLIED FOOD PHOTOGRAPHY FOR GOODFELLAS RESTO WITH STILL LIFE APPROACH Kurniawansyah, Hendrik
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

Goodfellas Resto is a restaurant with a luxurious and upscale atmosphere during the Dutch era. The concept of a mixture of urban and classic is the hallmark of the restaurant which is operated in a cultural heritage building by the famous architect Thomas Karsten. Along with the increasing competition in the restaurant business, coupled with the rampant promotion of food menus from various new restaurants, several long-established restaurants have to maintain their existence. From this problem, Goodfellas intends to re-photograph the mainstay menu, new menu, and several promo menus for the event and promote it. The method used includes 3 stages of the process, namely 1) the pre-production process includes; data collection, SWOT analysis and setting goals. 2) the production process includes; image capture and printing process. 3) post production process includes; media validation and printing of food photography media. The resulting work consists of food photography that carries a still life approach.
BOARD GAME AS LEARNING MEDIA FOR TPQ AL HUDA BABADAN BARU UNGARAN Oktavani, Veni
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

The design of board games as a learning media for TPQ Al Huda is motivated by the realization of the teacher on the high enthusiasm of students when conducting Friday's agenda which is filled with playing. Realize with that kind of situations, the teacher wants to take advantage of this condition by giving educative games because the needs of students who not just playing but also to have basic knowledge of dinul Islam in order to understand and practice the Quran. The design begins with by analyzing the needs of students, determining the design strategy and the making of element visual appropriate with the characteristics of the age of the target audience. The purpose of making this design is to produce a classic board game as a learning media who could create fun learning situations. Board Game implementation is expected to motivate the students and to teach the basics of dinul Islam with fun way so the students are enjoy the learning proses
INFOGRAPHIC E-BOOK DESIGN AS AN INFORMATION MEDIA FOR MOUNTAIN ROWO TOURISM IN PATI DISTRICT Mustain, Ulin Ni’am
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

The purpose of this project is to produce an infographic e-book that can be used as an educational medium for people who will visit or have visited the Waduk Gunung Rowo. This infographic e-book design method goes through several stages of work in sequence: pre-production process, production process, and post-production process. The design of this infographic e-book produces works such as: front cover, daftar isi, apa sih waduk gunung rowo itu, sejarah Waduk Gunung Rowo, fungsi Waduk Gunung Rowo, ada apa aja di Waduk Gunung Rowo, peta dan rute ke Waduk Gunung Rowo, Rowo Fact!, informasi penting saat ke Waduk Gunung Rowo, and back cover. The final product of Waduk Gunung Rowo infographic e-book has a flat design style that emphasizes a simple style of layout and color so that it is easily understood by the reader. The design of the tourism infographic e-book of Waduk Gunung Rowo is an effort to provide information to visitors, such as information about history, reservoir function, interesting spots, and so forth.
POP UP BOOK DESIGN AS AN INTRODUCTION MEDIA ABOUT PROFESSION FOR EARLY CHILDREN Widhiastuti, Reni
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

The purpose of this project is to produce a pop-up illustration book design that serve as educational media for the introduction of a variety of professions for children. The media used are digital print on hardcover paper for cover and Ivory 230 gsm paper for book contents. The technique of work is done starting from making storyboards on HVS paper, then making sketches and coloring digitally to then be printed and formed pop up pages manually. Each completed pop up page is then put together to be bound into a book. The work process includes: (1) Idea Search, (2) Goal Setting, (3) Analysis of Target Audience, (4) Pre Production, covering content design, character drawing, storyboard design, (5) Production, including sketches and pop up designs , coloring, giving text, pasting and finishing, (6) Post Production. In making the entire work pay attention to the elements and design principles. The work produced is a pop up illustration book of types of professions with a size of 20cm x 18cm. Characteristics of illustrated works created using a cartoonal approach.
2-DIMENSIONAL ANIMATION DESIGN AS A HANPAINTED GOODS LIPCRAFT PROMOTION MEDIA Mufida, Mey Imaniar
Arty: Jurnal Seni Rupa Vol 9 No 1 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

The aim of this project is to produce 2-dimensional animation as a promotional medium for Lipcraft Handpainted Goods. 2-dimensional animation was chosen to promote because using animation can be more attractive than static ads. This 2-dimensional animation design method goes through several stages, namely 1) the pre-production stage, 2) the production stage, 3) the post-production stage. This 2-dimensional animation design is informative, forming or creating awareness about existing Lipcraft Handpainted Goods products to the audience. This animation as a whole uses a cartoony style by highlighting the uniqueness of the Lipcraft Handpainted Goods products according to the USP, namely the product colors that show a feminine and cheerful impression. This 2-dimensional animation is published using social media Instagram and Youtube. The results of promotions through Instagram and Youtube get good insights.
BADUT SEBAGAI SIMBOL PERILAKU MENYIMPANG PADA KEHIDUPAN SOSIAL DALAM SENI LUKIS Ertana, Anon
Arty: Jurnal Seni Rupa Vol 1 No 1
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

Tujuan dalam pembuatan proyek studi ini yaitu 1) Mengekspresikan ide, gagasan mengenai kehidupan sosial khususnya budaya perilaku menyimpang di Indonesia melalui simbolisasi badut. 2) Menghasilkan karya seni lukis yang bersubjek badut dalam gaya surrealistik. Bahan dalam pembuatan karya lukis ini yaitu kanvas, spanram, plamir, cat kayu, cat minyak, bensin dan oil painting. Alat yang digunakan dalam berkarya seni lukis ini yaitu kuas, palet, pensil, karet penghapus, kain lap atau tisu dan pisau pallet. Teknik berkarya seni lukis yang digunakan yaitu sapuan kuas yang pewarnaannya dilakukan secara langsung pada bidang kanvas. Proses penciptaan karya lukis dalam proyek studi ini melalui tahapan-tahapan di antaranya pencarian ide, persiapan, dan visualisasi. Gaya lukisan yang dihasilkan adalah surrealistik dengan simbolisasi badut sebagai ikon utama dalam bentuk dan karakteristik sebagai pengungkapan perilaku menyimpang seperti orang yang suka berhutang, hidup yang egois, politik yang rakus, kejahatan terhadap anak-anak, masa lalu yang buruk, lupa akan kewajiban, janji yang tak terealisasikan, membuli orang lain, dan mafia suap. Gaya surrealistik diungkapkan dalam wujud-wujud yang tidak proporsional antara berbagai subjek dan penggunaan subjek-subjek pendukung yang tidak ditemukan dalam kehidupan nyata.
KREASI KOMIK DIGITAL BAWANG MERAH DAN BAWANG PUTIH SEBAGAI MEDIA PENDIDIKAN KARAKTER UNTUK ANAK SEKOLAH DASAR Ikhtiaroh, Nur
Arty: Jurnal Seni Rupa Vol 1 No 1
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

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Abstract

Pendidikan karakter merupakan salah satu pendidikan yang dianggap penting bagi anak. Keberhasilan pendidikan karakter akan menentukan bagaimana karakter anak akan terbentuk pada usia dewasa. Untuk menunjang pendidikan karakter yang baik perlu adanya media untuk pendidikan karakter. Kreasi komik digital Bawang Merah dan Bawang Putih berfungsi sebagai salah satu media Pendidikan karakter. Cerita rakyat Bawang Merah dan Bawang putih merupakan salah satu cerita rakyat yang memiliki pesan moral tentang karakter anak yaitu Bawang Merah yang memiliki karakter buruk dan Bawang Putih yang memiliki karakter yang baik akan mendapatkan balasan yang sesuai. Komik “Bawang Merah dan Bawang Putih” dibuat melalui tahapan pembuatan storyboard, sketsa, lineart, pewarnaan, dan pemberian teks. Gaya gambar pada komik ini adalah kartun sesuai dengan selera anak-anak. Untuk menambah daya tarik untuk anak-anak komik ini juga dibuat menggunakan warna-warna cerah. Kreasi Komik “Bawang Merah dan Bawang Putih” diharapkan dapat menjadi salah satu media pendidikan karakter yang disukai anak-anak

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