{"title":"Kajian Semiotika C.S. Pierce pada Salib Altar Interior Gereja Katolik Roh Kudus Katedral Denpasar Bali","authors":"Ignasius Gede Aldo Dani Prasetya, I. W. Mudra","doi":"10.33633/andharupa.v8i02.4394","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.4394","url":null,"abstract":"Abstrak Gereja Katolik Roh Kudus Katedral Denpasar memiliki simbol yang digunakan sebagai dekorasi interior. Penelitian ini bertujuan untuk menjelaskan dekorasi salib Gereja Katolik Roh Kudus Katedral Denpasar Bali dengan teori C.S. Peirce. Penelitian ini menggunakan pendekatan deskriptif kualitatif, dengan metode pengumpulan data observasi, wawancara, dan dokumentasi. Sumber data utama penelitian ini adalah Salib Altar pada salib Gereja Katolik Roh Kudus Katedral Denpasar. Hasil penelitian menunjukan bahwa salib altar gereja tersebut menyerupai bentuk Kayon Bali. Salib altar ini ditempatkan di belakang altar menghadap ke umat, berwarna keemasan dengan ornamen tanaman anggur, dan enam bentuk manusia malaikat. Interpretantnya salib altar menyerupai kayon Bali, memiliki tiga fungsi sesuai isi Alkitab, bagian awal kayon Bali adalah pembuka dan penutup pementasan wayang sedangkan di Alkitab melambangkan Yesus pada Awal dan Akhir. Kedua, kayon Bali berfungsi sebagai tanda pergantian babak sedangkan di Alkitab sebagai pengganti kurban persembahan pada perjanjian lama. Ketiga, kayon Bali sebagai lambang gunung, angin, hutan, dan lainnya, pada Alkitab melambangkan tempat Yesus disalibkan di Bukit Golgota. Representamentnya salib altar mengabungkan kebudayaan Bali dan simbol kekristenan, terjadi akulturasi dengan budaya lokal Bali. Simpulannya salib altar menyerupai bentuk kayon Bali yang memiliki makna sesuai dengan isi Alkitab, dan merupakan akulturasi budaya lokal Bali dengan kekristenan. Kata Kunci: Gereja Katedral, Kayon Bali, Semiotika Peirce, Salib Altar AbstractIn the Denpasar Cathedral Holy Spirit Catholic Church there are symbols used as interior decorations. This study aims to explain the decoration of the cross of the Holy Spirit Catholic Church, Denpasar Bali Cathedral, with the theory of C.S. Peirce. This study uses a qualitative descriptive approach, with data collection methods of observation, interviews, and documentation. The main data source of this research is the Altar Cross on the cross of the Holy Spirit Catholic Church, Denpasar Cathedral. The results showed that the church altar cross resembled the shape of a Balinese Kayon. This altar cross is placed behind the altar facing the congregation, golden in color with vine ornaments, and six human angelic shapes. The interpretation of the altar cross resembles a Balinese kayon, has three functions according to the Bible, the beginning of the Balinese kayon is the opening and closing of the wayang performance, while in the Bible it symbolizes Jesus at the Beginning and the End. Second, the Balinese kayon serves as a sign of changing stages, while in the Bible it is a substitute for sacrifices in the Old Testament. Third, the Balinese kayon as a symbol of mountains, wind, forests, and others, in the Bible symbolizes the place where Jesus was crucified on Golgotha Hill. The representation of the altar cross combines Balinese culture and symbols of Christianity, acculturating local Baline","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"1299 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126999120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Eksplorasi Metode Crowdsourcing dalam Upaya Pengarsipan Musik melalui Perancangan Web-Based Director","authors":"Mufqi Hutomo Putro, Dwi Larasati, D. Ratri","doi":"10.33633/andharupa.v8i02.4398","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.4398","url":null,"abstract":"Abstrak Penelitian ini dilakukan untuk mengkaji dan mengeksplorasi metode crowdsourcing (urun daya) sebagai pendekatan alternatif yang dapat diterapkan dalam merancang sebuah platform pengarsipan digital. Dalam sebuah upaya pengumpulan data dan informasi, karakteristik metode ini umumnya dimanfaatkan melalui platform digital agar mendapatkan lebih banyak informasi, ide hingga solusi secara cepat dengan melibatkan banyak pihak dalam jaringan internet. Sehubungan dengan hal tersebut, metode crowdsourcing dapat dihadirkan sebagai tawaran alternatif dalam mengakomodasi kebutuhan pengarsipan musik di Indonesia, berdasarkan fenomena, kondisi dan permasalahan pengarsipan musik yang dapat teridentifikasi. Untuk menghasilkan rekomendasi yang relevan, tiga studi terdahulu tentang crowdsouricng dipilih berdasarkan korelasinya dengan teknis pengumpulan data secara crowdsourcing (Crowdsourced data gathering). Literatur tersebut dikaji agar dapat menghasilkan rekomendasi alur penerapan, rancangan, serta mendefinisikan spesifikasi fitur-fitur antarmuka yang tepat dan efisien dalam langkah implementasi metode crowdsourcing kedalam sebuah desain media informasi digital. Melalui penelitian ini, tinjauan implementasi metode crowdsourcing pada platform pengarsipan diharapkan dapat menjadi tawaran alternatif dalam meningkatkan efisiensi jalannya upaya pengarsipan musik dan meminimalisir permasalahannya yang terjadi di Indonesia. Kata kunci: crowdsourcing, direktori, musik, pengarsipan AbstractThis research was aim to study and explore the crowdsourcing method as an alternative approach that can be applied to designing a digital archiving platform. In an archiving and information gathering initiative, the characteristics of this method are generally utilized through digital platforms in order to get more information, ideas and solutions quickly by involving many parties in the internet network. In this regard, the crowdsourcing method can be presented as an alternative implementation in accommodating the needs of musical archiving in Indonesia, based on the emerging phenomena, conditions and problems. To produce relevant recommendations, previous studies on crowdsourcing method were selected based on their correlation with the crowd-sourced data gathering technique. The literature is reviewed in order to produce recommendations for the implementation flow, design, and define the appropriate and efficient specification of interface features in the implementation phase of the crowdsourcing method to form an efficient design for digital information media. Through this study, a review of the implementation of the crowdsourcing method on archiving platforms is expected to be an alternative offer in increasing the efficiency of music archiving efforts and minimizing the problems that occur in Indonesia. Keywords: archiving, crowdsourcing, directory, music","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132754629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penerapan Pola Komunikasi Soft Selling melalui Storytelling dalam Film Iklan “Metamorfodream”","authors":"Nuria Indah Kurnia Dewi, Agni Saraswati, Audrey Nafisa Falihah Furqon","doi":"10.33633/andharupa.v8i02.5270","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.5270","url":null,"abstract":"Abstrak Prodi D3 Animasi ISI Yogyakarta (Prodi Animasi) sebagai lembaga pendidikan pencetak pekerja seni dalam bidang animasi perlu melakukan proses diseminasi yang berkesinambungan sebagai upaya untuk meningkatkan animo masyarakat. Terkait tujuan tersebut, Prodi Animasi memerlukan sebuah media diseminasi komunikasi yang relevan dengan perkembangan zaman, sesuai dengan latar belakang target audiens, serta mampu merepresentasikan karakter Prodi Animasi itu sendiri. Berdasarkan kriteria tersebut, maka film iklan animasi berjudul “Metamorfodream” dipilih sebagai sebuah model media diseminasi. Film iklan ini dirancang dengan memadukan unsur storytelling dan periklanan sehingga menghasilkan iklan dengan pola komunikasi soft selling. Landasan teori yang digunakan adalah teori film animasi oleh Jean Ann Wright dan konsep mengenai identitas brand oleh Derrick Chong serta teori penceritaan Struktur Tiga Babak oleh Weels Root. Metode penciptaan yang dipakai adalah proses penciptaan kreatif oleh Graham Wallas. Tujuan penelitian ini difokuskan untuk mengetahui bagaimana penerapan pola komunikasi soft selling melalui storytelling dalam film iklan Metamorfodream, di mana unsur storytelling akan digunakan dalam membangun bahasa komunikasi sehingga iklan yang dihasilkan akan bersifat soft selling sehingga dapat dinikmati sebagai sebuah karya film. Kata Kunci: diseminasi, film iklan animasi, storytelling, soft selling AbstractAs an educational institution that produces art workers, the Animation Program in the Indonesia Institute of the Arts Yogyakarta needs to carry out a continuous dissemination process to increase public interest. Related to this goal, the Animation Program requires a communicative dissemination medium that is relevant to the times and suitable to the audience's background. It should be able to represent the character of the Animation Study Program itself. Based on these criteria, the animated advertising film entitled “Metamorphodream” was chosen as a media dissemination model. This advertising film is designed by combining storytelling and advertising elements, so as to produce advertisements with soft-selling communication type. The theoretical basis used is the theory of animated films by Jean Ann Wright, the concept of brand identity by Derrick Chong, and the theory of storytelling in Three Acts Structure by Weels Root. The method of creation used is the creative creation process by Graham Wallas. This research aims to know how soft- selling communication patterns can be applied through storytelling in the Metamorphodream advertising film. Storytelling elements will be used in building a communication language so that the resulting advertisements will be soft selling so that they can be enjoyed as a film. Keywords: animated advertising films, concept art, dissemination, storytelling","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130765280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rizki Riandini Ardhiana, Tsamarah Nadiyah, D. Ratri, Riama Maslan Sihombing
{"title":"Kajian Media Interaksi Anak Usia Dini Semasa Pembelajaran Jarak Jauh (Studi Kasus TK Islam Al-Azhar 20 Cibubur dan Sekolah Murid Merdeka)","authors":"Rizki Riandini Ardhiana, Tsamarah Nadiyah, D. Ratri, Riama Maslan Sihombing","doi":"10.33633/andharupa.v8i02.4697","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.4697","url":null,"abstract":"AbstrakPendidikan merupakan investasi jangka panjang yang perlu diperhatikan sejak dini. Dukungan lembaga pendidikan prasekolah dianggap penting guna mendampingi orang tua memberikan tahapan stimulus yang sesuai hingga dapat memaksimalkan potensi anak. Dikarenakan kondisi COVID-19, pertemuan tatap muka berganti menjadi pembelajaran jarak jauh (PJJ), begitu pula pada level pendidikan prasekolah. Aspek motorik, kognitif, sosial, serta emosional anak sedang berkembang pesat di usia 2-6 tahun. Dibutuhkan interaksi intensif untuk memberikan stimuli, ruang gerak, ruang bicara dan berekspresi, serta pengalaman sosial. Pada penelitian ini diteliti adaptasi lembaga pendidikan prasekolah untuk menghadirkan ragam stimulus ini di rumah, dengan memaksimalkan penggunaan media digital dan analog. Hasil penelitian menyatakan bahwa jenis aktivitas yang paling diminati oleh anak yaitu eksperimen sains (20%), story telling (20%), menggambar (16%), dan pertemuan kelas daring melalui Zoom (13%). Aktivitas yang diminati oleh anak usia TK A dan TK B berbeda. Pada usia lebih besar, anak tertarik pada tantangan, kompetisi, dan eksplorasi. Sistem blended learning diterapkan sebagai penyeimbang media belajar analog dan digital, serta pembelajaran konvensional dan aktivitas mandiri. Kata kunci: Sistem Pembelajaran Campuran, Media Edukasi Digital, Lembaga Prasekolah Daring AbstractEducation is a long-term investment that needs our attention since the early stage of our children. Support from preschool institutions is considered important for accompanying parents to provide appropriate stimulus stages to obtain maximizing the potential of the child. Due to the condition of COVID-19, all classes change to online learning, likewise at preschool education level. Motor, cognitive, social, and emotional aspects is growing rapidly at the age of 2-6 years. Intensive interaction is required to provide stimuli, space for movement, space for speech and expression, as well as social experience. This research examines the adaptation of preschool education to present these kinds of stimuli at home, with maximize the use of digital and analogue media. The results showed that the types of activities most interested for children were science experiments (20%), story telling (20%), drawing (16%), and online class meetings through Zoom (13%). Children from kindergarten A and kindergarten B have different readability. At an older age, children are attracted to challenges, competition, and exploration. The blended learning system is applied as a counterweight to analogue and digital learning media, as well as conventional learning and independent activities. Keywords: Blended-Learning System, Digital Media Education, Online Preschool","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124592153","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Terapan Estetika Sunda pada Suvenir Angklung di Saung Angklung Udjo","authors":"Erline Anasthasia D, Moh Eka Lesmana","doi":"10.33633/andharupa.v8i02.4520","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.4520","url":null,"abstract":"AbstrakEstetika Sunda merupakan nilai keindahan yang hadir pada latar budaya masyarakat Sunda. Unsur ini memegang peranan penting dan tidak dapat dilepaskan dalam berbagai aspek kebudayaan Sunda, termasuk di dalamnya perancangan dan penciptaan berbagai artefak kebudayaan Sunda. Penelitian ini ditujukan untuk mengungkap bagaimana peranan dan penerapan estetika Sunda pada produk suvenir Saung Angklung Udjo (SAU) saat ini. Hal ini karena suvenir menjadi bagian penting dalam sistem kepariwisataan yang juga erat dan seringkali menjadi benda yang merepresentasikan suatu tempat ataupun kebudayaan. Metode penelitian yang digunakan adalah deskriptif kualitatif dengan pendekatan analisis estetika Sundan dan tinjauan tentang suvenir. Hasil penelitian berupa kajian yang menjelaskan bagaimana peranan estetika Sunda pada bentuk, fungsi, nilai dan makna kebudayaan pada suvenir di Saung Angklung Udjo. Hasil dari penelitian ini dapat menjadi referensi dalam merancang dan melihat bagaimana unsur kebudayaan dapat tetap dipertahankan dan diterapkan pada objek khususnya suvenir. Kata Kunci: Estetika Sunda, Saung Angklung Udjo, Suvenir AbstractSundanese aesthetics value is present in cultural background of the Sundanese people. Sundanese aesthetics plays an important role and cannot be separated in various aspects of Sundanese culture, including the design and creation of various Sundanese cultural artifacts. This study aims to reveal how the role and application of Sundanese aesthetics at this time in the souvenir products of Saung Angklung Udjo (SAU). Souvenirs are an important part of the tourism system which is also closely related and often becomes objects that represent a place or a culture, because of that reason souvenirs at Saung Angklung Udjo (SAU) are the right objects of research in revealing the role of Sundanese aesthetics at present time. The research method used is descriptive qualitative with the Sundanese aesthetic analysis approach and a review of souvenirs. The result of the research is a study that explains how the role of Sundanese aesthetics in the form, function, value and meaning of culture in souvenirs at Saung Angklung Udjo. The results of this research can later become a reference in designing and seeing how cultural elements can be maintained and applied to objects, especially souvenirs. Keyword: Sundanese aesthetics, Saung Angklung Udjo, Souvenir ","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128684319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Karet Sol Sepatu sebagai Alternatif Acuan Cetak Seni Grafis Teknik Cukil","authors":"M. Taufik, A. M. Sulaiman, Henry Bastian","doi":"10.33633/andharupa.v8i02.6633","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.6633","url":null,"abstract":"Abstrak Seni grafis teknik cukil dikenal sebagai teknik cetak yang paling populer untuk berkreasi dalam menghasilkan karya-karya seni grafis. Ada beberapa bahan yang dapat digunakan untuk dijadikan sebagai acuan cetak dalam teknik cetak cukil ini diantaranya potongan kayu, karet, dan logam. Akan tetapi bahan-bahan tersebut sudah terlalu umum digunakan di kalangan seniman cukil. Dalam penelitian ini bertujuan untuk mendapatkan alternatif bahan yang baru untuk acuan cetak teknik cukil sebagai bentuk kreatifitas dalam eksplorasi bahan dan media seni. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan pendekatan penciptaan seni Hawkins yang terdiri dari tahap Eksplorasi, Improvisasi, dan Pembentukan. Hasil dari penelitian ini adalah penggunaan bahan karet sol sepatu menjadi pilihan bahan baru yang memiliki beberapa keunggulan dibandingkan bahan-bahan yang lain diantaranya: bahan mudah didapatkan di pasaran, harganya murah, dapat menghasilkan detail gambar yang baik, dan juga mudah diaplikasikan pada media. Hasil penelitian ini dapat dimanfaatkan oleh para seniman grafis dan masyarakat yang tertarik pada bidang seni grafis. Kata Kunci: cetak, cukil, grafis, karet, sol sepatu AbstractPrintmaking is known as the most popular printing technique for being creative in producing works of graphic art. There are several materials that can be used as a printing reference in this cukil printing technique, including pieces of wood, rubber, and metal. However, these materials are too commonly used among artisans. In this study, the aim of this study was to obtain new alternative materials for the printing reference of the cukil technique as a form of creativity in the exploration of materials and art media. The method used in this study is a qualitative method with an art creation approach consisting of stages of exploration, design, and realization of the work. The results of this study are the use of rubber shoe soles as a new material choice which has several advantages over other materials including: the material is easy to obtain on the market, the price is cheap, can produce good image details, and is also easy to apply to the media. The results of this study are expected to be used by graphic artists and the public who are interested in the field of graphic arts. Keywords: print, cut, graphic, rubber, shoe sole","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125498919","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Erni Masdupi, Tri Kurniawati, Halkadri Fitra, Dini Faisal
{"title":"Desain Motif sebagai Brand Strategy Pengembangan Galeri Sulam Pinjaik Patah Kabupaten Agam Sumatra Barat","authors":"Erni Masdupi, Tri Kurniawati, Halkadri Fitra, Dini Faisal","doi":"10.33633/andharupa.v8i02.5443","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.5443","url":null,"abstract":"Abstrak Pinjaik patah atau jarum jahit yang dipatahkan merupakan brand yang cukup dikenal untuk persoalan produk sulaman terawang di Sumatra Barat, khususnya di kabupaten Agam, Nagari Panampuang. Sayangnya, pengembangan motif yang dilakukan masih minim sehingga diversifikasi produk, pembeda produk hasil sulaman pinjaik patah dan hasil produk kompetitor tidak dapat dibedakan. Perlu dirancang sebuah desain motif baru yang berangkat dari picture mark logo galeri sulam pinjaik patah dengan tujuan untuk menciptakan diversifikasi produk dan brand awareness sulaman pinjaik patah. Metode yang digunakan adalah research and development dengan tahapan 1) Potensi dan Masalah; 2) Pengumpulan informasi; 3) Pengembangan model; 4) Validasi model; 5) Uji coba model. Hasil yang didapatkan yaitu perajin sulaman dapat mengaplikasikan desain motif dalam jenis sulaman terawang dan sulaman menggunakan bordir, hanya saja masih diperlukan revisi dan latihan dari perajin sulaman agar dapat menghasilkan motif yang harmonis. Pengembangan desain dan produk sebaiknya difokuskan pada sulaman terawang yang menjadi unggulan sulam pinjaik patah. Kata kunci: brand awareness, desain motif, pinjaik patah, sulaman AbstractPinjaik patah or a broken sewing needle is a well-known brand for embroidery products in West Sumatra, especially in Agam district, Nagari Panampuang. Unfortunately, the development of the motifs is still minimal so that product diversification, the difference between the product of pinjaik patah embroidery and the product of competitors cannot be distinguished. It is necessary to design a new motif design that departs from the picture mark of the Pinjaik Patah embroidery gallery logo with the aim of creating product diversification and brand awareness of Pinjaik Patah embroidery. The method used is research and development which includes five steps like 1) potentials and problems; 2) gathering information; 3) designing; 4) validation and; 5) design testing. The results obtained are that the embroiderer can apply the motif design in the type of overlay embroidery and embroidery using embroidery, it's just that revision and practice from the embroiderer is still needed in order to produce a harmonious motif. Design and product development should be focused on terawang embroidery which is the flagship of pinjaik patah embroidery. Keywords: brand awareness, embroidery, motif design, pinjaik patah","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130584355","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penanda Budaya Visual pada Desain Kemasan Jamu Tradisional Banyuwangi Jawa Timur","authors":"Abdul Majid Sutarya, P. Pujiyanto","doi":"10.33633/andharupa.v8i02.5313","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.5313","url":null,"abstract":"AbstrakJamu tradisional merupakan warisan budaya Indonesia diantara keragaman, hasil dari budaya yang memiliki keragaman jamu tradisional. Salah satunya daerah Banyuwangi yang merupakan penghasil jamu tradisional yang terdapat di wilayah Jawa Timur. Penelitian ini menggunakan deskriptif kualitatif dengan pendekatan semiotika Roland Barthes yang menganalisis elemen visual pada desain kemasan jamu Banyuwangi. Hasil dari penelitian ini adalah Konotasi, Denotasi dan Mitos dalam visual sangat tampak budaya yang terdapat pada desain kemasan jamu di Banyuwangi sehingga prinsip desain terbantuk seirama dan memiliki kesatuan. Hal ini membuat desain kemasan jamu melekat pada masyarakat Banyuwangi sehinga produsen mempertimbangkan elemen visual untuk memikat masyarakat dalam hal ini sebuah kebutuhan. Segmentasi yang ditujukan oleh produsen jamu dapat memikat dan membuat jamu tradisional Banyuwangi mempunyai jati diri identitas dalam desain Kemasan Jamu.Kata Kunci: Banyuwangi, desain kemasan, elemen visual, jamu tradisional, semiotika AbstractTraditional herbal medicine is Indonesia's cultural heritage among diversity, the result of a culture that has a diversity of traditional herbs. One of them is banyuwangi area which is a producer of traditional herbal medicine found in the East Java region. This research uses qualitative descriptive with Roland Barthes’s semiotics approach that analyze visual elements in the packaging design of Banyuwangi herbal medicine. The result of this study is Connotation, Denotation and Myth in visuals are very visible culture contained in the design of herbal medicine packaging in Banyuwangi so that the design principles are helped in harmony and have unity. This makes the design of herbal medicine packaging attached to the banyuwangi community so that manufacturers consider visual elements to lure the community in this case a need. Segmentation aimed at herbal medicine manufacturers can attract and make traditional Banyuwangi herbal medicine has an identity identity in the design of Jamu Packaging.Keywords: Banyuwangi, packaging design, semiotic, tradisional herbal medicine, visual element","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123521119","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perancangan Ilustrasi Sampul Buku Kompilasi Folktale Lintas Budaya “Rove the Lore: The Endless Journey to Unveil the Myths”","authors":"S. Sutanto, Natasya Priscilla Suhartono","doi":"10.33633/andharupa.v8i02.4550","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.4550","url":null,"abstract":"Abstrak Folktale adalah kejadian yang diceritakan secara turun temurun antar generasi atau karya-karya tradisional, yang dikenal, dan dimiliki setiap orang atau masyarakat. Folktale dipenuhi dengan kisah kearifan lokal, wisdom, cinta kasih, atau sebuah mimpi dari masyarakat dan komunitas, yang kadang menjadi pegangan hidup dari masyarakat setempat. Melihat situasi saat ini tidak dapat dipungkiri bahwa cerita-cerita tersebut mulai ditinggalkan oleh masyarakat. Oleh karena itu, penelitian ini bertujuan merancang buku yang mengangkat keragaman budaya folktale melalui projek lintas negara antara mahasiswa desain komunikasi visual dari Universitas Ciputra dengan Universitas Coventry. Metode yang digunakan untuk perancangan melalui dua tahap yaitu Tahap Persiapan dan Tahap Eksekusi Desain. Fokus perancangan pada ilustrasi sampul buku Rove the Lore dimana isi buku merupakan hasil visualisasi folktale yang dibuat oleh mahasiswa peserta. Hasilnya adalah ilustrasi sampul berupa siluet manusia yang melambangkan pembaca sedang menjelajahi hutan penuh dengan folktale yang hampir “punah”. Hasil akhir buku yang dibuat adalah buku berjenis coffee table book berukuran 21 x 27.5 cm, tebal buku 53 halaman dan dijilid dengan teknik soft cover. Kata kunci: folktale, ilustrasi, lintas budaya, perancangan, sampul buku AbstrakFolktales are events that are told from generation to generation or traditional works, which are known and owned by everyone or society. Folktale is filled with stories of local wisdom, wisdom, love, or a dream from the people and the community, which sometimes become the way of life of the local community. At this time, it is undeniable that these stories are starting to be abandoned by the community. Therefore, this study aims to design a book that elevates the diversity of folktale culture through a cross-country project between visual communication design students from Ciputra University and Coventry University. The design method used is the Preparation Stage and the Design Execution Stage. The design focus is on the cover illustration for the book Rove the Lore where the contents of the book are the result of a folktale visualization created by the participating students. The result is a cover illustration of a human silhouette that symbolizes the reader exploring a forest full of endangered folktales. The final result of the book is a coffee table book with a size of 21 x 27.5 cm, a book thickness of 53 pages and is bound using the soft cover technique. Keywords: book cover, cross culture, design, folktale, illustration","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115769853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengaruh Nilai Islam pada Visual Pakaian Pengantin Adat Minangkabau Koto Gadang","authors":"Taufik Akbar, Desra Imelda, Nadia Sigi Prameswari, Selfi Mahat Putri","doi":"10.33633/andharupa.v8i02.5268","DOIUrl":"https://doi.org/10.33633/andharupa.v8i02.5268","url":null,"abstract":"Abstrak Pakaian pengantin tradisional Koto Gadang merupakan salah satu produk seni budaya Minangkabau yang identik dengan nilai Islam. Walaupun bukan sebagai tempat masuknya Islam di Minangkabau dan Sumatera Barat tetapi masyarakat Koto Gadang mampu mencerminkan nilai Islam yang kuat pada visual pakaian pengantin yang khas. Penelitian ini adalah sebuah pengamatan visual tentang nilai-nilai Islam yang diwakili melalui pakaian pengantin Koto Gadang. Pengamatan dilakukan dengan pendekatan etnografis Spradley melalui analisis elemen dan komponen visual pakaian pengantin Koto Gadang serta didukung oleh teori semiotika dyadic Ferdinand De Saussure. Hasil penelitian menunjukan pengaruh nilai-nilai Islam pada busana mempelai wanita terdiri dari telekung, baju kurung, dan sarung kodek. Pada pakaian mempelai pria pengaruh Islam terlihat jelas pada atribut penutup kepala yang disebut deta ameh gadang dan kain penutup celana yang disebut sesamping. Penelitian ini dapat menambah studi tentang pengaruh sosio-kultural terhadap karya seni, khususnya di Sumatera Barat. Kata Kunci: budaya Minangkabau, nilai Islam, pakaian pengantin, Koto Gadang, etnografi AbstractThe Koto Gadang traditional wedding dress is one of the Minangkabau’s cultural arts product that are identical to Islamic values. Although not as a place for the entry of Islam in Minangkabau and West Sumatra, the Koto Gadang community is able to reflect strong Islamic values in the visuals of a distinctive wedding dress. This research is a visual observation about the Islamic values represented through the Koto Gadang wedding dress. Observations performed with an ethnographic approach through a process of Spradley’s visual components analyzing in the Koto Gadang wedding dress and also supported by the dyadic semiotics theory of Ferdinand De Saussure.The result of the analysis show that there are influences of Islamic values in trousseau consist of telekung, baju kurung, and kodek sarong. In the groom's clothes, the influence of Islamic values clearly visible in turban called deta ameh gadang and the cloth covering pants called sesamping. This research is expected to contribute to the study of socio-cultural influences in artworks, particularly in West Sumatra. Keywords: ethnographic, Islamic values, Koto Gadang, Minangkabau culture, wedding dress","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128524557","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}