E-journal Stmik Stikom Indonesia
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    96 research outputs found

    BAHASA RUPA MOTIF BATIK CIAMIS MELALUI PROGRAM LINDENMAYER SYSTEMS

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    West Java has a centre for craftsmen who have a variety of motifs drawn from their regional potential. One of them is Ciamis batik, but now with the pandemic of the Corona 19 virus, it has had a tremendous impact on the macro and micro industrial economy in the development of the batik business. More and more are stopping their business. So it is feared that Ciamis batik motifs are increasingly rare in the market. Through Turtle graphics, existing batik motifs are made in the form of vector images to be preserved by utilizing digital technology. This research has the aim to that the Ciamis batik motif can be made into a visual language through the digitalization process using the MuPAD programming language. The benefit is to document and reintroduce Ciamis Batik motifs that are almost extinct. The method used is a digitalization experiment through the Lindenmayer System. Ciamis batik samples selected motifs that have repetition in the form of a repeating pattern. Based on the research, the Ciamis batik motif can be made using the technique of arches, horizontal lines, vertical lines, and rotation. The conclusion of this research is that batik motif design can use the Lindenmayer System program as a blueprint and can be implemented on Indonesian batik.  This research contributes to the efficient documentation of batik motifs in digital form with good quality so that they can be implemented in the creative industry.Jawa Barat memiliki sentra perajin rakyat yang banyak memiliki keragaman motif yang diangkat dari potensi kedaerahannya. Salah satu nya adalah batik Ciamis, tetapi kini dengan adanya wabah virus Corona 19 berdampak luar biasa terhadap ekonomi industri makro dan mikro dalam pengembangan usaha batik. Semakin banyak yang menghentikan usahanya. Sehingga dikhawatirkan motif-motif batik Ciamis semakin langka juga di pasaran. Melalui Turtle graphics motif-motif batik yang ada dibuat dalam bentuk  citra vektor untuk dilestarikan dengan memanfaatkan teknologi digital. Tujuan dari penelitian ini motif batik Ciamis dapat dibuat bahasa rupa melalui proses digitalisasi menggunakan bahasa pemrograman MuPad. Manfaatnya adalah untuk mendokumentasikan serta memperkenalkan kembali motif Batik Ciamis yang sudah hampir punah. Metode yang digunakan adalah eksperimen digitalisasi melalui Lindenmayer System. Sampel batik Ciamis dipilih motif yang memiliki repetisi dengan pola berulang. Hasil penelitian ini menunjukkan bahwa motif batik Ciamis dapat dibuat dengan teknik lengkungan, garis horisontal dan vertikal, rotasi. Simpulan dari penelitian ini perancangan motif batik dapat menggunakan program Lindenmayer System sebagai blueprint dan dapat diimplementasikan pada batik nusantara. Kontribusi dari penelitian ini, cara pendokumentasian ini dapat diimplementasikan ke industri kreatif

    STUDI FAKTOR KANSEI PADA DESAIN KEMASAN KAIN TENUN ULAP DOYO KHAS KALIMANTAN TIMUR

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    Most of the SMEs Ulap Doyo woven cloth craftsmen in East Kalimantan, especially in Kutai Kartanegara and Samarinda have not provided packaging for their products. The purpose of this research is to get people's preference for Ulap Doyo woven cloth packaging. The method used is kansei engineering, a method that translates the emotion or psychological in the design of the product. The results obtained are (1) The factors that influence people's preferences in choosing Ulap Doyo woven fabric packaging products are: production / materials with a variance of 30,001%, emotional appeal with a variance of 15.298%, finishing with a variance of 12.124% and design with a variance of 11.179%. (2) kansei society of Ulap Doyo woven cloth packaging products is proud, beautiful, simple, unique, machine-printed, bold, contrast, shiny and smooth. (3) preferred design category: packaging material: thickness, shape: not an ordinary box (symmetrical), but can be a triangular prism or a modification of a box (asymmetrical box), color: dark neutral (black) and warm color physic (red) and finishin

    PERANCANGAN MASKOT ISI PADANGPANJANG SEBAGAI MEDIA BRANDING

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    Branding activities carried out to provide an image to the public about a brand. As one of the tertiary institutions in Sumatra that specializes in arts education, the Indonesian Institute of Art (ISI) Padangpanjang does not have a brand identity that is able to reach the public effectively. This has caused a lack of relationship between the ISI Padangpanjang and the public. To build a strong institutional identity that easily touches the public emotionally, gives a feeling of being closer so as to foster public trust in the institution, a mascot of ISI Padangpanjang has been designed. In the process, branding theory, as well as analysis of the vision of ISI Padangpanjang became the foundation in creating a mascot design. The results obtained are the creation of a mascot representing the ISI Padangpanjang named Si Kuaw. The Si Kuaw mascot design method is carried out through the design stages: research, thumbnails, roughs, comprehensive, and ready to press. As a media branding, the Si Kuaw  mascot has been applied to various media, such as: motion graphics, art exhibition posters, new student acceptance brochures, pins, and mascots in the form of dolls

    GAME EDUKASI PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID UNTUK SDIT SABILUL QUR’AN CENDIKIA

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    In this modern era, technology continues to evolve rapidly so that it affects us in various areas of life, especially in the field of education. Educational game is a digital game designed for educational enrichment, using interactive multimedia technology and having a good chance with game based. Android is a Linux-based operating system used for mobile phones, such as smartphones and tablet computers (PDA). In SDIT Sabilul Qur’an Cendikia, the English language learning has started from Grade 1, but in his studies, enough students are difficult to remember the English vocabulary that has been taught and sometimes students make mistakes in writing English vocabulary. This Android based educational Game is expected to be useful in the learning of Grade 1 children in SDIT Sabilul Qur'an Cendikia in learning English vocabulary and also can help teachers as alternative learning media in delivering Material about the English vocabulary

    SIGNAGE YANG INFORMATIF DAN INTERAKTIF PADA THE HERITAGE PALACE KOTA SURAKARTA JAWA TENGAH

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    The Heritage Palace is located in Surakarta City of Central Java which formerly was the sugar factory that is currently used as a tourist attraction. However, this place has the problem of lacking its informative and interactive signage, less by the branding of the tourist spots, and less proper in material selection. The data collection used were the literature study, observation, interviews and questionnaires, using comparison matrix as data analysis method. The concept of the design takes the modern and old heritage concept using a font that matches the clear language and adds pictogram. The purpose of this design is to provide informative and interactive information using signage ang interactive media that is useful to help visitors get information when they visit the tourist sit

    REDESAIN SIGN SYSTEM PADA KAWASAN OBYEK WISATA YANG INFORMATIF SEBAGAI USAHA UNTUK MEMBANGUN CITRA TEMPAT

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    Sign system applied to the nature tourism object of Situ Gunung is still lacked in its placement, with conditions that are weathered, not maintained, not unity, and a less informative gate. In terms of design, the existing sign system in Situ Gunung nature tourism object is less in accordance with the theory of proper sign system.  Therefore, the authors are interested to redesign the sign system in Situ Gunung natural tourism object in Sukabumi Regency as an effort to build the image of the place by showing the identity of the place in the natural tourism object. The study used a qualitative approach by conducting various data collection techniques such as observation, interviews, and literature review.  The concept of the design is to bring out the tree of resin and fauna of the monkey Lutung as a characteristic element of the place of this natural tourism object.  The design of this signage is willing to make visitors easy to get information about the location and other information about the area of the tourist attractio

    DISKURSUS KEARIFAN LOKAL UNTUK PENGEMBANGAN CITY BRANDING MAGELANG KOTA SEJUTA BUNGA

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    This research is a discourse to streamline the development of the city branding concept of Magelang City of One Million Flowers by exploring the potential of local wisdom owned by the City of Magelang. Currently, the City of Magelang has the slogan "Magelang City of a Million Flowers". This idea is based on the history of the colonial era which at that time was the City of Magelang better known as Tuin Van Java (Garden City / Park of Java). However, on the one hand, the application of the concept has not yet run optimally. The contributing factor is the incompatibility of the concept with the fact that there is potential and the formation of an image that is not running optimally. According to the potential and the facts of the existing situation, the City of Magelang has great potential by developing the concept as a Heritage City (a city of cultural heritage) which is then followed by the concept of sustainable communication strategies that lead to heritage matters and of course according to aesthetic rules. The Magelang City Government has another choice, which is to continue the Magelang City One Million Flower program, but with the support of visual concepts that utilize all parts of the city to create a communication process by providing direct experience to consumers, namely by utilizing artifacts in the City of Magelang. Artifacts that are part of the culture of the community and have been imprinted in the memory of the community are enhanced with original flower decorations, especially the types of flowers typical of the City of Magelang and its surroundings

    BEDA CARANYO, SAMO ENAKNYO : MEDIA PROMOSI TALAMAK BOWL

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    Indonesia has a great and priceless culinary potential of the archipelago. The culinary industry sector in Indonesia currently has a vast and increasing market, because this culinary sector is quite promising because it has economic value but still has advantages. Talamak Bowl is a small and medium enterprise (SME) in Bandung that is engaged in culinary specialties of West Sumatra. This business is still not well known by the public and there has been no increase in sales. Seeing the increasing number of culinary industry SMEs in the city of Bandung, it is necessary to have strong and effective promotional activities in offering products to many audiences in order to be superior than the others. Overcoming the problems above, then the design of promotional media is carried out by using data collection methods through observation, interviews, questionnaires and literature and the analytical method used is a comparison matrix to form the design concept. After getting conclusions from the method, the promotional media that created are applied to the name card, ambient media, brochures, e-posters and other supporting media. This design was made by combining two concept which is illustration and product photography. This design is expected that the problems faced will be resolve

    EVALUASI METODOLOGI DESAIN DALAM SIMULASI PERANCANGAN ULANG SISTEM TANDA UNTUK PENGGUNA TRANSPORTASI UMUM

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    A design methodology is an important aspect of design. In hopes to develop the design methodology’s pedagogy in the Visual Communication Design Department of Universitas Pelita Harapan (VCD UPH), the author conducted a classroom action research to evaluate results of design methodology analysis of final assignment projects in VCD UPH. The project that is featured in this article is a signage system redesign for Transjakarta by Triska, in which several students in the Design Methodology class evaluate the methodology. For the evaluation, Triska’s methodology is framed by the design process model of Robin Landa. The result of the evaluation shows several points that can be added from Triska’s methodology to make it better. From the study, it is shown that design methodology learning can be conducted through analysis and evaluation of a design methodology of a design project. The learning method is possible to be implemented for the bachelor level of design programs. Though the pedagogy demonstrated in this article is still in its preliminary phase, it can later be further developed after more studies and the second cycle of research had been done by the author

    PERANCANGAN PORTAL BERITA DARING MAGAZINC! SEBAGAI MEDIA INFORMASI MAHASISWA

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    Magazinc! is one of the mass media managed by Telkom University students, which so far has only focused on publication activities through social media and print magazines. In 2019, Magazinc! do not have a news portal website even though they realize the importance of the website's presence. This article will describe the design process of the Magazinc! website through a mixed-method approach. The necessary data has been collected through triangulation of literature review related to students' news portal website design, interviews, questionnaires, and visual observations, to maximize the validity of this research. Based on the results of data analysis, we found that the typeface used on web pages largely determines the size that should be used for the typography itself. Also, a Magazinc! news portal website has been designed, which can compete with similar websites that already exist within Telkom University. This article can be an example of designing a student news portal website

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