E-journal Stmik Stikom Indonesia
Not a member yet
    96 research outputs found

    REVISUALISASI AKSARA KAGANGA SEBAGAI IDENTITAS LAMPUNG

    Full text link
    The research and design of the Kaganga Script Revisualization as Lampung Identity or Had Lampung is an attempt to provide aesthetic value to the conventional letter system. The aesthetic aspects that were given derived from Lampung cultural traditions, icons, and other visual idioms, such as ornaments on tapis cloth, carvings, traditional clothing accessories, and the stylization of Lampung's unique flora and fauna. The research method of the Kaganga script re-visualization is using Creative Thinking Process approach of Bryan Lawson, who applies steps in solving visual communication problems through several stages; (1) initial understanding (2) preparation (3) incubation (4) information (5) verification. Data analysis is done by considering several aesthetics factors; legibility, readability and unity. From several design or prototype alternatives that have been tested, the new Kaganga script using the Jungian (ship) motif was selected. This design uses Lampung traditional idioms to stylize the original script, which are the stylization of the Jung / Ship motif and the motif of Gold Thread Embroidery. Furthermore, this design can be continued on to the public testing and introduce it to Lampung public after it has been digitized

    ESTETIKA lDEATIONAL FOTO PREWEDDING STYLE BALI

    Full text link
    The combination of technology and art makes photography a complex work of art and a media of images that also gives meaning and message. The work of photography comes from certain creative concepts rooted in basic ideas, which then appear in a photoshoot. Bali prewedding style photo as a form of photographer's creativity, because in the process requires high creativity. The process of photography combining ideas and objects of photographs and photographers can be intertwined perfectly to produce the best photos. This study uses qualitative methods, supported by several theories to dissect the purpose of research, namely the theory of forms to dissect aspects of Balinese style prewedding photo forms, aesthetic theories to dissect aesthetic concepts, function theory to dissect function aspects, and semiotic theory to dissect meaning in photographs Balinese style prewedding. The results obtained, namely, the form of ideas in making prewedding photos based on ideas is a form of photo prewedding with Balinese architecture background. The Balinese style prewedding photo process is based on the social life of the people and the form of Balinese style prewedding based on Balinese style fashion

    Preliminary Design Pada Perancangan Merchandise Resmi Untuk Revenue Generated ITS Sebagai PTNBH

    Full text link
    The Revenue Generated ITS program as part of ITS Strategic Plan of PTNBH 2015-2019 provides a new challenge for ITS to develop business programs that departs from the intellectual result of all academic community. One of the opportunities that can be initiated is the development of official ITS merchandise products as a commercial product of ITS. ITS Merchandise product development efforts has been finding a variety of obstacles, ranging from inconsistencies between the products with each other, the quality of the existing product quality, up to the quality of the resulting product ideas. ITS Merchandise product development efforts are considered very urgent to be done immediately to see the high demand for ITS official merchandise products for various ITS activities. The method used in this research is the method of designing product design variants. Some stages of research include: (1) identification of design typology merchandise; (2) identification of consumers and product needs of ITS Merchandise; (3) Mapping merchandise product categories; (4) Development of product design merchandise variant; (5) Materials analysis and merchandise ITS Design Form; (6) Sampling of 1 prototype product; (7) Preparation of ITS Merchandise Product Design Guidelines. The approach used in variant product development in this research is ‘morphological chart’. The results to be achieved in this research is the identification of ITS Merchandise product line and its implementation, and A guide to merchandise product design development at production stage

    PENGGUNAAN WEBSITE PORTAL BERITA SEBAGAI MEDIA INFORMASI UNTUK MAHASISWA

    Full text link
    Abstract Website can serve as a medium to deliver information, related to academic and non-academic university activity. Telkom University as a technology-based university is appropriate to use the website as a means of supporting the activity going on inside. On the one hand, 55 Student Activity Units at Telkom University require publication media related to non-academic activities conducted. Related to this, there are already three official media that can accommodate it, but the results of the questionnaire said that students still feel that the dissemination of information is still not optimal. This is important, because website is the main channel used to disseminate information in real time. To answer these problems, the necessary data will be obtained through visual objects observation, interviews with experts, distributing questionnaires to the audience, as well as literature studies that related to relevant theories. Once the data is collected, it will be analyzed through comparative matrix to obtain conclusions and suggestions that can answer the formulation of research problems. This research aims to optimize the cyber media websites to deliver real-time and reliable information to students. The results obtained are standard forms that can be used to create an actual and trusted student news portal website

    GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID

    Full text link
    Finding insights into the questions for learning exercises is not only found in schools but outside the school environment such as reading books in the library or by utilizing the sophistication of Smartphones. The majority of children are very willing to play games, based on data from Appbrain (2015) shows that the number of games on Google Play are Action Games totaling 17,853, Casual Games 51,458, Puzzle Games 59,283, Game Education only 14,180. By playing an educational game, children can easily remember and discuss problems. The method used is a system approach with Object Oriented that uses AOO (Object Oriented Analysis) and DOO (Object Oriented Design) which are visualized with UML (Unified Modeling Language) and the results obtained from this study are games that are able to combine RPG games by discussing the questions of the junior high school national exams

    KAJIAN PENDEKATAN VISUAL IKLAN PADA INSTAGRAM

    Full text link
    Social media technology as a medium of communication has progressed quite rapidly and has a significant role for human life until 2018. One of the role of social media that feels quite influential is to help businesses in advertising their products. Although Instagram provides Ads features for business people, but they do not always use the Ads feature to advertise their products. Most of them just use personal accounts and display photos of their products to advertise. The technique they use in advertising is pure photography, digital imaging, and photography combined with text. Despite having a technique quite different from conventional advertising in general, the businessman can still advertise his product even very helpful in the sale of its products. It will provide a different persuasive approach for those who see it. Through observation, literature studies and interviews, attempts are made to elaborate the persuasiveness resulting from the visual approach commonly found in Instagram. The results of this study indicate that visual advertising using photography approach but without mentioning tagline that reflects positioning as product differentiator. The approach is used based on the main needs of social media Instagram which prioritizes the photo as a medium of communication

    Perancangan Permainan Digital “Kronik Majapahit†Sebagai Media Pembelajaran Sejarah Sumpah Palapa Untuk Remaja

    Full text link
    History is a reflection to characters of the nation that should not be forgotten, because there are so many lessons and could be gained by understanding it. But in reality history lessons did not always get a proper place in the learning process of students in high school. This research wants to dig deeper and find alternative solutions for historical learning process, especially about how to introduce chronological history of the sumpah palapa through an exciting gaming media as part of the learning process to teenagers. The research process is also looking for alternative ways of designing gameplay and visually appropriate for the game. The method used in this research is a systematic and continuous action reserach, to understand the context of learning used constructivism learning methods, as well as related theories in the realm of education and psychology in order to enrich the rationale of this research. The results of the research produced through literature review, observation, discussion and experiments to obtain data, will be used as a basis in the design of content and visual games. A final challenge of this game design process is to create a game that contextual and parallel with the goal of teaching history in Indonesia, as a means to develop the good character of young people for the nation by strengthen the sense of history to the youth as the primary user

    Perkembangan Pertunjukan Wayang Beber Kontemporer Di Era Modernisasi

    Full text link
    Research discussed regarding the development of contemporary puppet some in a society now. A puppet beber contemporary some years previously had broken by giving alternative forms of a new and exhibited more simple but is interesting, Shorter performances , and use just taken a figure from real life now. The story delivered also adopt issues is in vogue in the days of the modernization of right now. The puppet beber is one of cultural heritage in Indonesia. A puppet beber some which was a live used for events great kraton, the event ruwatan, clean village, healing the sick, and important event specified java. Now puppet classical considered rarely staged and slightly experienced various a setback in terms of staging, because some years previously had broken puppet classic staged as a means of ritual and rarely staged important as entertainment for the urban nowadays. The puppet beber contemporary appear in order to provide new perspective,  so people know back puppet show some years previously had broken who became inherited from an ancestor java

    Kajian Estetika Melalui Bentuk Keseimbangan Ilustrasi Durga Dengan Teknik Sablon Discharge Sederhana

    Full text link
    This study purpose is to analyze esthetic characters on Durga illustration with simple discharge screen printing technique. As many people know, Durga visualization is more identically spooky impression. Durga illustration used as reference or as an object on simple discharge screen printing technique, which is a type of screen print that removes the basic color of the fabric with chlorine material as a mixture of ink, produce a distinctive color effect and different from the usual screen printing techniques. This study will focus on the form balance and aesthetic characteristics or properties such as complexity, it becomes interesting to study. Furthermore in this writing using qualitative descriptive method in order to get a systematic, factual, and accurate overview of aesthetics through the balance form of Durga illustration with a simple discharge screening technique

    Fotografi Di Era Media Sosial : Studi “Toko Memorabilia†Karya Agan Harahap

    Full text link
    The development of photography technology in the era of social media currently contribute various problems that need to be studied and reflected. One of them is about the essence or meaning of the presence of "photography" itself. This paper reflect the essence or meaning of photography in the social media based on the theory of reading photographs "cynical phenomenology" by Roland Barthes through a case study study of "Toko Memorabilia" which is one of the social criticisms by the artist Agan Harahap. Memories Commodification  and visual carnivals are two instruments of meaning that the author discovers in his critical reflection journey and will be described further through this study

    64

    full texts

    96

    metadata records
    Updated in last 30 days.
    E-journal Stmik Stikom Indonesia
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇