3 research outputs found

    ANALISIS VISUAL PADA SAMPUL DEPAN MAJALAH DESAIN GRAFIS “CONCEPT” EDISI ULTAH PERDANA (Sebuah Kajian Semiotika)

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    Magazine is one of the forms of mass media that has fungsikomunikasi to convey information to mass audiences. The cover is an important element because it is through cover / cover one can guess the contents of the magazine, as well as further interested to know further information contained therein. On a magazine cover consists of drawings and writings are arranged in such a way that looks interesting and has meaning Press publications, especially magazines, today's not enough just to rely on the quality of news or manuscript, although verbal aspect is very important. It must be recognized that the visual aspects (design) as the cover / envelope has crucial role to capture the prospective reader. For the cover of a magazine is a window that shows the content information, can be either a text or photographs, illustrations, and design elements. The function of a magazine cover is to attract, dazzle prospective readers, by way influence the thoughts flow in a short time. So it's no wonder much current the magazine publisher who made the cover of such a way as to attract the attention of prospective readers. Thus the task of designers to magazine cover to create designs that attract the attention of the reader becomes increasingly severe. This study tries to analyze a visual on the front cover Magazine Graphic Design 'Concept' birthday inaugural edition by using the Roland Barthes' semiotic approach. As Roland Barthes (1984), any simple "design work (magazine cover)" continue to play in management of the sign. So that will generate a message (image) specific. Design cover, usually contains the elements of the sign in the form of objects, context of the environment, people or other beings who provide meaning to objects, and text (of writing) that reinforce the meaning.Keyword: cover, magazine Concept, semiotic

    FOTOGRAFER DAN RISET Pcntingnya Riset dalam Fotografi

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    W1ien an audience observes a picture or photograph, the resulting opinions might be varied, suchas that a picture is good or interesting; there is an emotional bond with a picture; a photograph conveysmemory, it has a story or a specific message. Basically, photography is a communicative medium since aphoto possesses a communicative value when it is used to deliver a message, or when it is an idea expressedto an audience so that there will be a similar understanding «> /0 its meaning When the “expressiono f the photo" is not clcar, not only its meaning but also its objective as well as the message it deliverswould be unclear - which means the communicative process does not work as it is supposed to. In orderto effectively express a message through a photo, in addition to obtaining a go a l idea, an appropriateand contextual "structure of photographic language' should be applied. This "structure o f photographiclanguage" includes the application o f technique, lighting and appropriate composition (aesthetics)In addition to possessing and mastering the above skills, it is necessary for a photographer to beaware o f undertaking research before conducting a photography session. Conducting research provides boththe photographer and also others interested in the photo with several advantages. It not only enables aphotographer to obtain good, interesting and beautiful photos, but the photo session will also be more effectiveand efficient because of this research. No matter how simple is the reason for conducting a photographysession; research should be earned out. Conducting research for photography - fo r aspects o f idea, techniqueas well as aesthetics - can encompass the problem o f identification, analysis, and developing a conclusionprior to the execution o f the photography session.Keywords: photography, photographer, researc

    Perancangan Board Game Mengenai Bahaya Radiasi Gadget Terhadap Anak

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    Perancangan media interaktif ini dilakukan untuk memberikan edukasi kepada anak-anakmengenai bahaya radiasi dari Gadget. Dewasa ini, penggunaan gadget atau smartphone tidak bisadihindari lagi, dan salah satu hal yang sering diabaikan ialah pengaruh negatif dari radiasi gadgetitu sendiri terhadap tubuh penggunanya, apalagi bagi anak-anak. Hal ini disebabkan karenakurangnya pengawasan dari orang tua atau pembimbing anak. Metode penelitian yang digunakanialah dengan mengadakan survey beserta wawancara guna mendapatkan data yang relevan untukdianalisis. Diharapkan dengan adanya perancangan media interaktif berupa board game ini dapatmemberikan pengertian mengenai bahaya radiasi gadget terhadap anak-anak
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