{"title":"PERANCANGAN IKLAN LAYANAN MASYARAKAT PEMBUATAN MEDIA TANAM DENGAN MEMANFAATKAN BARANG-BARANG BEKAS","authors":"Suprianingsih Suprianingsih, Desipriani Desipriani","doi":"10.55606/jurrsendem.v1i2.402","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i2.402","url":null,"abstract":"Public service advertisement is an extension or socialization made to provide information or education to the public about something that is beneficial to the community, both financially and non-financially. Planting media is a container or place to grow plants, both flowers, fruits and vegetables. Used goods are items that are no longer used, such as drink bottles, broken buckets and others, used goods are often considered as household waste that will be just thrown away. This public service advertisement is designed to educate the public to be able or willing to manage household waste produced into new goods that have artistic value and selling value.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128287876","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}
Muhammad Rofi’ Nur Assidiqi Haryanto, Charles De Haan
{"title":"Penerapan Visual Efek 2D Dalam Produksi Film Animasi 3D “Neos Desert Ambush”","authors":"Muhammad Rofi’ Nur Assidiqi Haryanto, Charles De Haan","doi":"10.55606/jurrsendem.v1i2.499","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i2.499","url":null,"abstract":"Hal paling utama yang membedakan antara animasi 2D dan 3D terletak pada kualitas tampilan yang dihasilkan, yaitu tampilan animasi 2D yang terkesan datar dan tampilan animasi 3D yang terkesan lebih bervolume. Penelitian ini bertujuan untuk pengaplikasian visual efek 2D secara manual sebagai alternatif dalam pembuatan sebuah animasi visual effect. Proses menyatukan sebuah animasi 3D yang digabungkan dengan animasi visual effect 2D yang dibuat secara manual frame by frame dan menggunakan perangkat lunak Clip Paint Studio dan Blender. Hasil dari penelitian ini menunjukan bahwa penerapan animasi visual effect 2D pada animasi 3D mampu menampilkan gaya visual yang menyerupai animasi 2D dan tidak memerlukan kinerja mesin komputer yang terlalu berat, daripada menggunakan metode simulasi 3D atau secara procedural 3D yang memerlukan sumber daya komputer yang kuat. Hal ini baik digunakan dalam pembuatan sebuah animasi 3D dengan gaya visual animasi 2D.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114733595","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":"ANALISIS MODEL BUDAYA PADA FILM DOKUMENTER KAMPOENG KUNYIT SUTRADARA DWI CHITA SUCI MELALUI MISE EN SCENE","authors":"Dani Manesah, Aji Purnomo","doi":"10.55606/jurrsendem.v1i2.369","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i2.369","url":null,"abstract":"Judul penelitian ini adalah Analisis Model Budaya Pada Film Dokumenter Kampoeng Kunyit Sutradara Dwi Chita Suci. Film adalah suatu bentuk seni yang mengandung informasi dan hiburan Ini berisi representasi atau makna dari apa yang ditampilkan. Penelitian ini bertujuan untuk merepresentasikan atau memaknai budaya lokal Melayu yang terdapat pada film Kampoeng Kunyit melalui mise en scene yang menampilkan budaya Melayu. Jenis pendekatan penelitian yang penulis gunakan dalam penelitian ini adalah metode kualitatif dan menggunakan analisis isi berdasarkan model budaya Edgar H. Schein. Edgar H. Schein membagi model budaya ini menjadi dua kategori, seperti Budaya Benda dan budaya bukanlah benda. Sementara hasil penelitian ini menunjukkan adanya bahwa pada film documenter Kampong Kunyit Sutradara Dwi Chita Suci ditemukan adanya representasi dua tanda kebudayaan antara lain: (a) budaya dan seni (b) bahasa (c) kekayaan budaya yang terdiri dari makanan Minuman lokal (papeda dan sopi) dan budaya tak berwujud, yaitu: (a)kepercayaan/ritual tradisional (b) hubungan pribadi.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125875333","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":"STRATEGI VISUAL KEMASAN MARKET LEADER MIE INSTAN DI INDONESIA","authors":"Robert Hendra Yudianto, Adnan Setyoko","doi":"10.55606/jurrsendem.v1i1.343","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i1.343","url":null,"abstract":"Packaging has multiple roles that greatly affect the target audience and even the target market. Not only does it play a role in protecting or facilitating distribution, far from that, packaging can communicate many aspects at the same time even in the absence of sales. Packaging deserves special attention and is done optimally as an effective communication medium. This study tries to describe the visual strategy on instant noodle packaging which is the market leader in Indonesia, namely Indomie. Indomie As the only brand that is able to dominate 70% of the market compared to its closest competitor, only 16%. Although not the only major factor, there are many interesting things that we can describe from the visual strategy that has been implemented by Indomie producers in competing with similar products. This research was conducted using descriptive qualitative methods to determine the visual strategy by outlining the graphic elements of the packaging. The results of this study indicate that a strong visual identity is able to influence consumers to more quickly recognize their products and at the same time conduct persuasion to choose their products in the ranks of other similar products.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132667590","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":"PENGEMBANGAN MEJA LIPAT BELAJAR MULTIFUNGSI MENGGUNAKAN METODE QUALITY FUNCTION DEVELOPMENT (QFD)","authors":"Muhamad Zainudin, Didi Kusaeri, Susi Susanti","doi":"10.55606/jurrsendem.v1i1.188","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i1.188","url":null,"abstract":"Study table is one of the supporting learning activities but the current study table design is not in accordance with consumer needs, especially for children. The development of this study table product is expected to answer the needs of custumers or consumers and produce an ergonomic study table. This multifunctional learning folding table product uses the parameter measurement of the Quality Function Deployment (QFD). The result obtained based on the customer show that there are 7 attributes (customer requitment) and 4 technical parameters ( technical response). In this regard, the product development of a multifuntional folding study table uses the Quality Function Deployment (QFD) method using teak wood. This table also has several features, namely a reading light feature, a glass holder, a storange feature, equipped with a simple design, attaractive practical colors and ideal dimensions so as to increase comfort inusing the folding study table product.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122203284","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}
P. Putra, Mochamad Arman Efendi, Putu Wirayudi Aditama, Dwi Novitasari, I Nyoman Anom Fajaraditya Setiawan
{"title":"PENGEMBANGAN KARAKTER MOBILE GAME PERANG PUPUTAN KLUNGKUNG","authors":"P. Putra, Mochamad Arman Efendi, Putu Wirayudi Aditama, Dwi Novitasari, I Nyoman Anom Fajaraditya Setiawan","doi":"10.55606/jurrsendem.v1i1.199","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i1.199","url":null,"abstract":"Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128763630","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":"PEMANFAATAN SENI KERAJINAN TANGAN MAKRAME UNTUK DEKORASI RUANGAN DENGAN KONSEP ART DECO","authors":"Juli Atika, Laras Purwanti","doi":"10.55606/jurrsendem.v1i1.226","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i1.226","url":null,"abstract":"In this era of globalization, many people, especially young people, are very fond of various kinds of beauty decorations for residential. After seeing this situation through social media, there are many business opportunities in this field. With that the author has an idea where a textile craft is an item that is easy to process and is in great demand by connoisseurs of decoration design. With an aesthetic and contemporary style, macrame craft is also a necessity for millennials to make room, living room and other decorations that look good and look aesthetic. There are many factors that need to be considered and maintained, the most important factors being in terms of technique and design, so that the macramé made looks more beautiful and becomes an attraction for art connoisseurs and buyers of the macramé. Where the author uses the concept of Art deco style as the initial goal to decorate the room.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128906184","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}
Gilang Ramadhan, Luqman Wahyudi, Agatha Dinarah Sri
{"title":"KAJIAN SEMIOTIKA PADA IKLAN TELEVISI PRODUK COCA-COLA VERSI “KABAYAN”","authors":"Gilang Ramadhan, Luqman Wahyudi, Agatha Dinarah Sri","doi":"10.55606/jurrsendem.v1i1.326","DOIUrl":"https://doi.org/10.55606/jurrsendem.v1i1.326","url":null,"abstract":"Mempertahankan kualitas sebuah brand adalah hal yang mutlak dilakukan oleh perusahaan penyedia barang/jasa. Di era konsumerisme seperti saat ini, peluncuran sebuah produk tidak dapat lagi berdiri sendiri. Sebuah brand tidak akan bertahan lama jika tidak didukung oleh produksi tontonan yang menyertainya. Iklan televisi lebih lanjut berperan sebagai arena komodifikasi, dimana pesan iklan bukan lagi sekadar menawarkan barang dan jasa, melainkan juga menjadi semacam alat untuk menanamkan makna simbolik. Dalam hal ini iklan televisi Coca-Cola menampilkan penanda yang dapat dibaca dengan perspektif semiotika sebagai berikut: Produk global tidak lagi hanya dipandang sebagai komoditas luar yang memiliki sekat, tetapi sudah menjadi bagian dari kebutuhan sehari-hari dalam masyarakat umum dengan makna dan citra yang sesuai dengan karakternya.","PeriodicalId":292191,"journal":{"name":"JURNAL RISET RUMPUN SENI, DESAIN DAN MEDIA","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127850626","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}