E-journal Stmik Stikom Indonesia
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    96 research outputs found

    ANALISIS TANDA VISUAL DALAM TAGAR CORONA ART MUSEUM

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    The gallery is a space of interaction between artists and audiences. In the era of pamdemik covid, gallery space was closed due to physical distancing. Imaginary space is built by utilizing communication and information technology. Instagram as a digital platform is widely used as a space for building artistic interactions. Through the hashtag of Corona Art Museum, the writer looks for some visual works to be used as object of analysis. Verbal and visual signs in the visual content will be dissected using the classification of signs: icons, indexes, symbols from Charles S. Peirce and the system of meaning production of codes using The Five Code: Hermeunetic, Narrative, Cultural, Semantik & Symbolic from Roland Barthes. The reading of visual signs will use the Sumbo Tinarbuko Triadik in looking at aspects of visual communication. The results of reading visual signs will reveal how visual content in an imaginary space can be a space of expression and the existence of an artist / designer

    MAKNA KODE VISUAL DALAM SCENE FILM ANIMASI “ BATTLE OF SURABAYAâ€

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    The animated film "Battle of Surabaya" is one of the nation's children's work that is able to win various awards, both at national and international levels. In some scenes in this animated film, there is a visual code that contains information or messages delivered to the audience (audience). Through observing several scenes, it is found that there is a meaning of the visual codes contained in the scene. This study aims to analyze the aesthetic visual codes contained in the first, middle and end scenes of the animated film "Battle of Surabaya". Data collected through observation and literature study. Theories used as analysis are semiotics and postmodern aesthetic codes. The results of this study indicate that the meaning of the visual code in the animated film scene "Battle of Surabaya" namely: in the first scene, the action or action of the Indonesian government declared independence from the Dutch East Indies government as an act of the past that needed to be made; the scene is explaining the rejection of Indonesian independence, this action as the style of an animator in the sequence before and next; the final scene depicts the action of the main character (Musa) who unites the storyline sequence of the animated film "Battle of Surabaya", one of which implements the cultural value of please help as an act of popularizing Indonesian culture

    EFEKTIVITAS PERANCANGAN TYPEFACE DENGAN METODE IKONOGRAFI

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    This article describes the typeface design method based on Dayak Iban tattoo. It uses iconographic theory from Erwin Panofsky and the evaluate it through a Likert survey on a scale of 1-5 using four aspects of assessment(similarity, uniqueness, readability, and legibility). Based on the iconographic analysis, this study categorizes Dayak tattoo motifs into three worlds, which are; The Upper World (Hornbill), Middle World (Tree of Life, Eggplant Flowers), and the Underworld (Dragon and Scorpion) will put on each letter anatomies. The evaluation stage found that the typeface has a 3.8 average level of uniqueness, readability, and legibility, although the level of similarity in this typeface with Dayak tattoo motifs needs to be increased again because of the score is just 3 of a maximum of 5

    KAJIAN KAMPANYE SOSIAL WORLD WILDLIFE FUND: THE LAST SELFIE

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    The cases of protecting endangered animals around the world are difficult to solve. Lack of public awareness of the survival of these animals become one of the contributing factors. Given the importance of the survival of these animals, World Wildlife Fund as a global fund-raising agency invitesDanish and turkey advertising agencies to create a social campaign where they invited millennials to donate their money to help the survival of endangered animals and comes up with #LastSelfie. It is social media based campaign using Snapchat which then integrated with other social media. This campaign generated 40,000 tweets in a week and meets donation goal in just three days. This is a descriptive explanative research which itspurpose is to find out whether #LastSelfie campaign through breaking the structure of campaign materials and depict its relationship with the aim of campaign based on copywriting and target audience Engagement Process in social media theory. Through the application of this concept which encompasses various aspects of the campaign, at the end of this writing, the authors concludes that #LastSelfie campaign corresponds to the process sequence of Engagement in social media — consuming, curation, creation, collaboration, through meticulous campaign naming, copywriting strategy, sharing among peers, and collaborative donation to help preserve endangered animals

    KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE

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    The presence of character visualization becomes part of the aesthetic value in video games, with its presence making events in the video game become interwoven and have a narrative flow. In the end it creates a fantasy as well as the occurrence of increasing emotion in playing video games, where players are expected to feel an understanding of indigo - value. Seeing the magnitude of the role of the presence of character visualization in video games. Then through the study of reading visual signs, it is done as a means to find out the sign construction on character visualization in the Harvest Moon Back to Nature video game. Descriptive Interpretative research methods using the semiotics approach with qualitative data analysis as an instrument to describe and interpret the object of study. Researchers use the Peirce semiotic approach as a signatory analysis theory can read visual signs in the form of icons, indices, and symbols contained in the visualization of characters oriented to aspects of the story in the Harvest Moon Back to Nature video games. Overall the existence of character visualization presented by the construction of visual signs (icons, indices, symbols) in the Harvest Moon Back to Nature video game has been able to describe the characteristics of each character in the game world that suits the personality and profession of the character played in the the Harvest Moon Back to Nature video game.

    ANALISIS BENTUK PADA IDENTITAS VISUAL STMIK STIKOM INDONESIA

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    Visual identity as a sign system that is used consistently to communicate messages widely. This is very important to be a consideration in building positive branding. The design elements contained in visual identity should be able to be clear and specific in their function as sign systems. In STMIK STIKOM Indonesia as an entity, it has a logo and a symbol as its visual identity. The use of these two things becomes somewhat ambiguous when published to the public and can lead to confusion about the reception of the message. In this visual identity study as a sign system, data will be collected in various fields related to logos and symbols in various media created by institutions. So that the data can be analyzed taxonomically by considering the construction, fields, letters, colors, and forms of placement in various elements. The results of the study found that the inconsistency of the use of visual identity, the use of different colors on the logo or symbol, removal of some parts of the logo, and the destruction of the logo structure with a disproportionately step. The fundamental finding is the emergence of ambiguity in visual identity and the necessity of having standard rules through manual graphic standards as a reference for the use or utilization of agreed visual identity

    METAMORPOSER: REPRESENTASI VISUAL KEHIDUPAN DALAM MEDIA TEMBUS PANDANG

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    Butterflies are God's creatures that are considered beautiful and the final form of a changing process called metamorphosis. Humans and butterflies undergone phase of changes to reach maturity, both also have similar behaviors to maintain their existence. Relics from the beginning of the history show that humans in various parts of the world have observed the life of butterflies and depicted them in works of art. This final project of art creation took  butterflies as a representation of life that experiences conflict between internal urgency and the desire to meet the external demand, this process is seen as the path to self totality. Butterfly as a metaphor not only appear in the picture; their characteristics also showed in the artwork.  The characteristics of butterfly wings that can be seen from two sides, lightweight and thin presented in the artwork through the use of tracing paper as medium

    ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’

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    Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the visuals and interface of the game. The author concludes that the main issue is found on the visual of ‘The Art of Batik’ card game. The cards have poor information arrangement and hierarchy, which can be properly addressed by reconsidering the layout of the pieces of information. From this conclusion, the author suggests that a redesign of ‘The Art of Batik’ can be executed based on the author's foundings so that the game can be more effectively played and easier to understand

    PERANCANGAN FILM ANIMASI PENDEK 2D SEBAGAI MEDIA KAMPANYE PENANGANAN ANXIETY DISORDER

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    More that 2 million cases of anxiety disorder occur in Indonesia every year. The term of anxiety disorder is not common in the community due to lack of campaigne and sosialisation. It will cause severe depresion and even commit suicide if it is not treated properly. The purpose of this design is to campaigne anxiety disorder’s sympton into the community through some one point of view who experinced anxiety disorder before and providing solution to the patients through two dimention animation media. This design using the theory of principle of animation, cinematography theory, design theory, aesthetic theory, semiotic theory and campaigne theory with qualitatif research methods and produces animation media that supported by social media, poster, x-banner, booklet, tote bag, t-shirt, pin and journal book using a hand drawing & vector tehnique in custom digital art and infographic style. Media is mad in accordance with the concept calm and educative. Calm concept applied through medium colour which is a blend colour of green and blue known as the colour of anxiety disorder awareness ribbon

    DESIGNING THE PURA IBU CELUK BURUAN LOGO

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    Logo digunakan penggunanya sebagai sarana identitas suatu lembaga, institusi, kelompok dan sebagainya. Pada logo biasanya terdapat aksen yang mencerminkan identitas yang diwakilkan yang dapat mengemban misi pesan perluasan identitas tersebut. Pada kebutuhannya logo terkait juga dengan hubungan antar lembaga sebagai suatu perwakilan keputusan legal yang digunakan oleh lembaga atau institusi bersangkutan. Berkaitan dengan logo sebagai suatu identitas, di Desa Celuk Buruan terdapat sebuah pura yang memiliki status cagar budaya. Pada Pura Ibu ini, merupakan pura yang disungsung beberapa keluarga yang berdomisili di Desa Celuk Buruan. Sebagai pura dengan status cagar budaya ini tentunya terkait dengan hubungan pada dinas-dinas terkait. Permasalahan hubungan tersebutlah, tercetus sebuah pemikiran yang mengarah pada simbol identitas yang berupa logo untuk tujuan tertentu. Adanya kebutuhan logo ini pula, tokoh masyarakat yang sekaligus sebagai pengempon Pura Ibu ini berkordinasi untuk mewujud suatu perancangan logo sebagai identitas. Perancangan logo ini tentu dilandasi dengan metode pengumpulan data yang dibutuhkan dan dianalisis sesuai dengan metode perancangan serta koparasi berdasarkan data teoritis yang ada. Pada kebutuhan visualisasi logo, menghasilkan sebuah logo Pura Ibu yang dapat mewakilkan identitas pura secara menyeluruh untuk kebutuhan administratif dan sebagainya

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