E-journal Stmik Stikom Indonesia
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    PERANCANGAN BUKU CERITA ILUSTRASI BERJUDUL “MENGENAL ZAMAN NEOLITIKUM BERSAMA KELUARGA BUDI” UNTUK ANAK USIA 5-8 TAHUN

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    The design of this work was made with the aim of increasing the enthusiasm of children aged 5-8 years to read and providing insight into the history of the Neolithic Age by using a 2D illustration approach so that visuals can look more fun and not boring for students. Because not many students aged 5-8 years are interested enough in learning about history but most of the history books nowadays look boring with too many texts. The need for a media book that is able to make students interested in learning, therefore with this illustration book it is hoped that it can make it easy for children to understand and understand history lessons because this illustration book uses sentences that are easy for children to understand. 5-8 years. The research method was carried out by conducting interviews with informants, distributing questionnaires, and collecting and reading literature. The final result of this design is a 2D illustrated history story book using a family approach so that children can feel close to the storyline and the characters in the illustrated stories in the book. This illustrated book generated a positive response to the students, because the appearance of the history learning book with an illustration style at least did not make them bored quickly to read. Of course, it is hoped that it can provide insight to children about the history of the neolithic era which can increase interest in reading for children aged 5-8 years.PERANCANGAN BUKU CERITA ILUSTRASI BERJUDUL “MENGENAL ZAMAN NEOLITIKUM BERSAMA KELUARGA BUDI” UNTUK ANAK USIA 5-8 TAHU

    ANALISIS SEMIOTIKA PADA ILUSTRASI SAMPUL MAJALAH TEMPO BERTEMA TERORISME EDISI 13 – 27 MEI 2018

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    The cover of Tempo weekly magazine is known to be bold, critical, and sometimes controversial with its hidden meanings that are intentionally inserted (subliminal messages) in all fields (social, political, economic). This study was conducted to analyze the meanings and messages contained in a sample of three covers of Tempo magazine editions of 13, 20 and 27 May 2018 which featured terrorism cases, through three elements of Charles Sanders Peirce's semiotics, namely ground, object, and interpretant. The methodology used in this research is qualitative interpretative using semiotic analysis method. The results of this study are that the meaning of the sign that appear on the cover are closely related to acts of terrorism, prisoners who take hostage at the Brimob Mako detention house, a small child who is a suspect in a suicide bombing with his family, and students who stabbed Brimob intelligence officers in Kelapa Dua.The conclusion of researcher's interpretation when looking at the cover illustration is to disclosure  a series of terrorist acts in the May 2018.Sampul majalah mingguan Tempo dikenal berani, kritis, dan kadang mengundang kontroversi dengan makna-makna tersembunyi yang sengaja disisipkan (subliminal messages) di segala bidang (sosial, politik, ekonomi). Penelitian ini dilakukan untuk menganalisis makna dan pesan yang terkandung dalam sampel tiga sampul majalah Tempo edisi 13, 20 dan 27 Mei 2018 yang menampilkan kasus terorisme, melalui tiga elemen semiotika Charles Sanders Peirce yaitu ground, object, dan interpretant. Metodologi yang digunakan dalam penelitian ini adalah metode analisis semiotik yang bersifat kualitatif deskriptif. Hasil dari penelitian ini adalah petanda yang muncul pada sampul tersebut berkaitan erat dengan aksi terorisme, yaitu narapidana yang melakukan penyanderaan pada rumah tahanan mako Brimob, anak kecil yang menjadi tersangka bom bunuh diri Bersama keluarganya, serta mahasiswa pelaku penusukan terhadap intel Brimob di Kelapa Dua. Sehingga interpretasi peneliti ketika melihat ilustrasi sampul tersebut adalah menggambarkan rangkaian peristiwa aksi teror dalam waktu yang berdekatan pada bulan Mei 2018

    Transformasi Digital Dalam Proses Pembelajaran Studio Desain Komunikasi Visual Sebagai Refleksi Pasca Pandemi

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    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.Pendidikan desain komunikasi visual di Indonesia sudah lama menerapkan metode pengajaran berbasis studio yang banyak dipengaruhi oleh sejarah sistem pendidikan desain Eropa. Dalam pembelajaran berbasis studio, mahasiswa diharapkan dapat menguasai kompetensi yang terbentuk dari; kompetensi kepribadian, kompetensi teknis, kompetensi komunikasi, kompetensi metodologi, dan kompetensi sosial. Di dalam ruang studio, pengetahuan mahasiswa dikembangkan dengan melakukan pelatihan yang dibimbing oleh dosen. Selain mengasah keahlian tangan secara teknis, mengolah rasa dan bentuk, di dalam studio juga dapat membentuk pemahaman mahasiswa dalam cara berpikir mengenai konsep desain, sehingga kualitas dalam merancang dapat terbentuk secara bertahap. Dengan adanya pandemi Covid 19, metode pengajaran berbasis studio terpaksa dilakukan secara daring. Artikel ini berupaya untuk memaparkan bentuk-bentuk dan proses perubahan dalam pembelajaran di studio yang menggunakan teknologi digital sebagai akibat dari kondisi pandemi. Dengan mengambil beberapa contoh kasus penerapan pembelajaran dalam studio desain, pemaparan bermaksud merefleksikan sebuah gaya pembelajaran baru yang berakar pada pembelajaran berbasis studio dalam pendidikan desain komunikasi visual serta memaparkan ide yang menjadi bahan untuk penelitian lanjutan bagi perkembangan metode pembelajaran bidang desain dimasa mendatang

    PERANCANGAN TYPEFACE “MANTINGAN FONT” DAN SIGN SYSTEM BERBASIS ORNAMEN MASJID MANTINGAN DI KABUPATEN JEPARA

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    The Mantingan Mosque is one of the cultural heritages of ancient Islam and is one of the tourism assets in Jepara Regency. The Mantingan Mosque in Jepara has several ornamental designs that are applied to several sides of the mosque walls. The Mantingan Mosque also has a characteristic ornament design that still has acculturation elements of Chinese, Hindu, Buddhist and Javanese cultures. These ornaments were then inspired to be developed into a typeface design concept which in it has an anatomical element of an ornament character where the construction is based on typeface design rules. The visual concept of this typeface design is obtained from the results of research conducted on respondents who are engaged in the design field. Then the typeface is designed on a digital basis which is packaged into a font pack with the name “Mantingan Font.otf” format which can be installed and used on a PC (Personal Computer). The designed typeface is then socialized to partners (Mantingan mosque administrators) to be further developed in the form of an application on the media sign system. The purpose of this design is to develop and support the context of the information system (sign system) at the Mantingan mosque in Jepara Regency as religious tourism. The research method used is descriptive-quantitative supported by factual field data and research that has been carried out supported by  ATUMICS approach.  Abstrak   Masjid Mantingan merupakan salah satu warisan budaya peninggalan kuno Islam dan menjadi salah satu asset wisata di Kabupaten Jepara. Masjid Mantingan di Jepara memiliki beberapa desain ornamen yang diterapkan pada beberapa sisi tembok masjid. Masjid Mantingan juga memiliki ciri khas desain ornamen yang masih memiliki akulturasi  unsur  budaya China, Hindhu, Budha dan Jawa. Ornamen-ornamen tersebut yang kemudian menginspirasi untuk dikembangkan menjadi konsep perancangan typeface yang didalamnya memiliki unsur anatomi karakter ornamen dimana konstruksinya didasarkan pada kaidah perancangan typeface. Konsep visual perancangan typeface ini didapatkan dari hasil riset yang dilakukan pada responden yang bergelut di bidang desain. Kemudian typeface dirancang dengan basis digital yang dikemas menjadi bentuk font pack dengan format nama “Mantingan Font.otf” yang bisa diinstal dan digunakan pada PC (Personal Computer). Typeface yang telah dirancang kemudian disosialisasikan ke mitra (pengurus masjid Mantingan) untuk kemudian dikembangkan lagi dalam bentuk aplikasi pada media sign system. Tujuan dari perancangan ini yakni untuk mengembangkan dan mendukung konteks sistem informasi (sign system) pada masjid Mantingan di Kabupaten Jepara sebagai wisata religi. Metode penelitian yang digunakan yakni deskriptif-kuantitatif dengan didukung data faktual lapangan dan riset yang telah dilakukan dengan didukung pada pendekatan ATUMICS. Kata Kunci: desain, mantingan, typefac

    Komposisi Visual dan Tata Cahaya Pada Film Netflix Berjudul Squid Game

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    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

    BATIK MALUKU: EKSPLORASI KEKAYAAN REMPAH-REMPAH MELALUI BATIK MALUKU

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    Maluku is famous as a spice-producing archipelago. Spices are not the only richness that Maluku has.. Maluku also has other cultural richness that are no less unique, namely Maluku Batik. The cultural richness and natural wealth of Maluku have inspired local people to apply the visual beauty of spices to batik motifs and ornaments which later became the hallmark of Maluku Batik. This research aims to analyze the visual application of spices in Maluku batik cloth. The sample included in this study were the batik cloths made by Malukubatik artists. The method that is employed in this research is a qualitative descriptive method by studying decorative styles inspired by the typical spices of Maluku batik. The results of this research study show that Maluku batik is very representative of the local wisdom of its people. Other findings from this study indicate that in general, batik motifs can be sorted based on their historical and cultural backgrounds. The glory of Maluku as a trade route for herbs and spices has been embedded in the collective memory of the Maluku people. One of these collective memories is immortalized through Maluku batik.Maluku terkenal dengan ketenarannya sebagai negara kepulauan penghasil rempah-rempah. Kekayaan rempah-rempah bukanlah satu-satunya kekayaan di Maluku. Maluku juga memiliki kekayaan budaya lain yang tidak kalah uniknya yaitu Batik Maluku. Kekayaan budaya dan kekayaan alam Maluku telah menginspirasi masyarakat setempat untuk mengaplikasikan keindahan visual rempah-rempah pada motif dan ornamen batik yang kemudian menjadi ciri khas Batik Maluku. Penelitian ini bertujuan untuk mengeksplorasi aplikasi visual rempah-rempah pada kain batik khas Maluku. Sampel yang termasuk dalam penelitian ini adalah pembatik karya Maluku. Metode yang diterapkan pada penelitian ini adalah metode deskriptif kualitatif dengan mempelajari ragam hias yang terinspirasi dari rempah-rempah khas batik Maluku. Hasil studi penelitian ini menunjukkan bahwa batik Maluku sangat mewakili kearifan lokal masyarakatnya. Temuan lain dari penelitian ini menunjukkan bahwa secara umum, motif batik dapat dipilah berdasarkan latar belakang sejarah dan budayanya. Kejayaan Maluku sebagai jalur perdagangan jamu dan rempah-rempah telah melekat dalam ingatan kolektif masyarakat Maluku. Salah satu kenangan kolektif tersebut diabadikan melalui batik Maluku.&nbsp

    KONTEN VISUAL INSTAGRAM SEBAGAI UPAYA BRANDING DESA WISATA SAAT PANDEMI COVID-19: Studi Kasus pada Instagram Desa Kemiren, Desa Penglipuran dan Desa Waerebo

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    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.Pandemi COVID-19 yang sudah berlangsung selama 2 tahun memiliki pengaruh besar bagi sektor pariwisata. Situasi yang tidak menentu ini membuat berbagai negara menghasilkan kebijakan untuk berwisata baik di dalam maupun luar negeri. Tentunya pariwisata dunia termasuk Indonesia membutuhkan waktu untuk kembali dapat menghasilkan pengunjung. Berbagai upaya dan strategi telah dilakukan untuk menyelamatkan pariwisata Indonesia. Salah satunya adalah dengan melakukan branding termasuk branding pada desa wisata di media sosial, yaitu melalui penyajian konten visual pada Instagram. Dipilihnya desa wisata dalam penelitian ini dikarenakan Indonesia memiliki desa-desa dengan potensi alam, budaya dan tradisi, komunitas masyarakat hingga keragaman kuliner. Metode penelitian yang digunakan adalah metode deskriptif kualitatif dengan studi kasus dari beberapa akun Instagram desa wisata yang memiliki potensi dan dianalisa berdasarkan variabel branding. Penelitian ini bertujuan untuk mengetahui konten visual yang efektif dalam melakukan branding untuk desa wisata sehingga diharapkan dapat kembali membangkitkan sektor pariwisata dan ekonomi kreatif di Indonesia sejak pandemi Covid-1

    Imagined Spaces Through Public Space Typography: Preliminary Studies Using Multimodal Ethnography

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    Text cannot be separated from its context, nor can the complexity of reality be reduced. The relationship of the text as a visual element between the imagined spaces that follow is what this study tries to explain further. In this article, the authors choose the quote, "Bumi Pasundan Lahir Ketika Tuhan Sedang Tersenyum" / (English: "Bumi Pasundan was created when God was smiling") which is classified as public space typography as the object of research. This discussion uses multimodal ethnography as a data search tool that will be analysed using discourse analysis to answer how quotes, as visual elements, are reproduced and depicted as a "beautiful" space through social media, creating a specific image of the imagined space.Abstrak Teks tidak dapat dipisahkan dari konteksnya, begitu pula kompleksitas realitas tidak dapat direduksi. Keterkaitan teks sebagai elemen visual antara ruang-ruang imajiner yang ada setelahnya inilah yang coba dijelaskan lebih lanjut oleh penelitian ini. Dalam hal ini, yang menjadi obyek penelitian kami adalah, kutipan yang dipajang di Alun-Alun Bandung, yang berbunyi “Bumi Pasundan Diciptakan Saat Tuhan Sedang Tersenyum”. Dengan menggunakan etnografi multimodal, diskusi ini akan menjawab bagaimana kutipan, sebagai elemen visual, direproduksi dan dicitrakan sebagai ruang yang “indah” melalui media sosial yang menciptakan citra yang spesifik tentang ruang yang dibayangkan.   Kata Kunci: etnografi multimodal, media sosial, ruang yang dibayangkan,  seni publik, wall phras

    Konstruksi Storyline Sebagai Strategi Komunikasi Company Profile PT. Aliyah Perdana Wisata

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    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

    Augmented Reality Buku Cerita Anak Sebagai Media Mendongeng Pada Komunitas Bali Mendongeng Berbasis Android

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    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.Budaya membacakan buku dongeng oleh orang tua maupun anak-anak sudah sangat susah ditemukan zaman sekarang, sehingga menjadi sebuah isu yang sangat penting dalam Komunitas Bali Mendongeng mengembangkan media yang cocok untuk melestarikan budaya mendongeng. Penelitian ini bertujuan untuk memanfaatkan teknologi sebagai solusi menyelesaikan permasalahan mengenai buku sebagai media mendongeng. Salah satu teknologi yang bisa dimanfaatkan untuk membuatnya lebih menarik adalah menggunakan teknologi Augmented Reality. Merupakan sesuatu hal yang menarik jika kombinasi dari buku dan Augmented Reality ini bisa menjadi sebuah media mendongeng yang menyenangkan untuk anak. Oleh karena itu dibuatlah sebuah ilustrasi buku cerita anak berbabis Augmented Reality untuk membuat media mendongeng menjadi lebih menarik. Metode penelitian yang digunakan untuk pengembangan aplikasi adalah Multimedia Development Life Cycle. Penelitian ini menghasilkan sebuah buku cerita yang berjudul “Kemana Harimau Kecil Pergi?”, serta aplikasi Augmented Reality berbasis android yang mampu menampilkan animasi dua dimensi dengan suara narasi cerita. Hasil pengujian blackbox testing menunjukan semua fungsi dapat berjalan sesuai rancangan. Pengujian fungsionalitas menunjukan Augmented Reality akan berjalan dengan baik apabila besar intensitas cahayanya 18 lux – 200 lux, pengaturan sudut kamera 30o - 90o, dan jarak marker ke kamera 30cm - 90cm. Berdasarkan hasil pengujian kuesioner didapatkan hasil presentase sebesar 88,76% dengan kategori sangat baik

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