Salsa Dinda Lousera, Agus Ngurah Arya Putraka, Gede Bayu Segara Putra
{"title":"PERANCANGAN MEDIA KOMUNIKASI VISUAL OUR BALI YOUR BALI UNTUK MENARIK DONATUR","authors":"Salsa Dinda Lousera, Agus Ngurah Arya Putraka, Gede Bayu Segara Putra","doi":"10.59997/amarasi.v3i02.1681","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1681","url":null,"abstract":"Our Bali Your Bali is a charity works organization founded in 2021 in Bali by an executive chef who owns two restaurants in Bali (Ginger Moon Canteen and Jackson Lily's) named Dean Keddel. Dean began working on cookbooks to raise money for these desperate families, villages and charities. More than 400 pages later, Dean has compiled a list of classic Balinese recipes from his staff, their families, local stalls and restaurants. Beyond the amazing recipes and stories told through this book, the main goal is to raise funds for the five major charities on the island of Bali. Our Bali Your Bali. The role of visual communication design to help design our Bali Your Bali visual communication media is very important to do, with a good visual communication media design it will attract the attention of the audience, increase awareness so as to get donors. One of the roles of Visual Communication Design is to create social media designs, especially Instagram social media. Making Instagram social media designs is important to help the charity Our Bali Your Bali. In addition to social media, the author also helps with banner design for Our Bali Your Bali e-commerce. The design of visual communication media for the charity organization Our Bali Your Bali uses a qualitative method which is carried out by understanding the design brief given by partners, conducting research and segmentation of the intended market, then choosing media and concepts that until visual communication media design is realized which includes the design of instagram social media post post templates, commercial banners, holiday greeting designs for social media. This final design will later be published or disseminated works through social media accounts","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121633534","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}
I. Gede, Awang Surya, Putra Winata, I. Nyoman, Ary Wibawa
{"title":"PENCIPTAAN APLIKASI PERMAINAN (GAME) SEDERHANA BERBASIS COMPUTATIONAL THINKING DENGAN MEMANFAATKAN WEB SCRATCH DI SMPN 8 DENPASAR","authors":"I. Gede, Awang Surya, Putra Winata, I. Nyoman, Ary Wibawa","doi":"10.59997/amarasi.v3i02.1690","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1690","url":null,"abstract":"SMPN 8 Denpasar through the subject of Teknologi Informatika (TIK) which in Chapter V at second semester is Praktik Lintas Bidang (Tematis) by applying \"Computational Thinking\" to the learning system. \"Computational Thinking\" is an approach to the learning process. In addition, \"Computational Thinking\" is also useful in processing a computational model. Through these two relations, SMPN 8 Denpasar invites its students to create a simple game application based on \"Computational Thinking\" by using the \"Scratch\" web. The data collection method used is a qualitative method in the form of observation, discussion, and documentation. The results of this design are in the form of: students at 8th grade in SMPN 8 Denpasar can create a simple game application with the theme of penalty kicks in soccer","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128119134","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 STORYBOOK DIGITAL SEBAGAI MEDIA PEMBELAJARAN ANAK BERBENTUK GAME EDUKASI","authors":"Junita Tiah Pasaka, I. Julianto, I. G. Artha","doi":"10.59997/amarasi.v3i02.1682","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1682","url":null,"abstract":"Storybook as learning media for children uses stories with captivating illustrations to instill morale in children. The application of storybook into digital format is an adaptation of physical book into digital form as a result of technological advances. One form of digital storybook is in the form of educational game. Educational game is easily accessible by children through digital devices, such as smartphone, laptop, tablet, et cetera. Therefore, the use of digital storybook in the form of educational game can encourage children to learn while playing. The design method uses observation and literature research method with a design process that considers the type of storybook as well as the theme of the story. Through narration and imaginative visual style that is associated with modern life, it is able to give moral message to children implicitly. The results of the design are in the form of two storybooks with different themes, but inspired by modern life with a combination of fictional imagination and storytelling techniques that are displayed in various elements of digital storybooks in the form of educational games.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116172042","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}
Nindya Erica Putri, Ni Luh Desi In Diana Sari, Ni Ketut Pande Sarjani
{"title":"PERANCANGAN BUKU SEBAGAI MEDIA PROMOSI DALAM EVENT “INDONESIA INTERNATIONAL MOTOR SHOW 2022”","authors":"Nindya Erica Putri, Ni Luh Desi In Diana Sari, Ni Ketut Pande Sarjani","doi":"10.59997/amarasi.v3i02.1686","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1686","url":null,"abstract":"Internship/Work Practice is one of eight Independent Learning Campus (MBKM) program options, where students will be directly involved in a company. This program is expected to increase knowledge and skills in accordance with what has been learned at the institution and gain work experience to make students better prepared to face the world of work in the future. Tuxedo Studio is an option for writers as an internship place in the MBKM internship/work practice program. Tuksedo Studio (PT. Kreasi Mobil Bali) is engaged in the automotive industry which focuses on playing classic cars with handbuilt characteristics.In the Indonesia International Motor Show 2022 event, Tuksedo Studio participated in the exhibition which was held in Jakarta from March 31 to April 10. With this event, books have become one of the promotional media needed. The design process is carried out directly and indirectly by making interview, observations, as well as collecting documentation and data to support the design of the book. The purpose of designing the book is to provide information related to the process of making classic cars.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126340670","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}
Ni Putu, Elly Kisna Antari, I. Bagus, Ketut Trinawindu, Gusti Ngurah Wirawan, Kata Kunci, Animasi, Strategi Kreatif, Hns Studio
{"title":"PERANCANGAN ANIMASI REELS INSTAGRAM SEBAGAI MEDIA PROMOSI MERCHANDISE HNS INVASION DI HNS STUDIO","authors":"Ni Putu, Elly Kisna Antari, I. Bagus, Ketut Trinawindu, Gusti Ngurah Wirawan, Kata Kunci, Animasi, Strategi Kreatif, Hns Studio","doi":"10.59997/amarasi.v3i02.1687","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1687","url":null,"abstract":"Hope Never Sleep (HNS) Studio is a creative company engaged in illustration, graphic design and animation. Creative strategies applied by the studio in the design of a project. Instagram reel animation project as a promotional media for HNS Invasion merchandise. To learn the creative strategy of HNS Studio in handling this animation project, apply an understanding of the principles contained in animation. Animation is an image that seems to be displayed alive, this is caused by a collection of images that change regularly and are displayed alternately. Image objects can be displayed in the form of text, objects, colors or special effects. Merchandise promotions at HNS Invasion are generally done only by posting Instagram in the form of photos. Promotional packaging in the form of animated media has become a new medium at HNS Invasion. The design of Instagram reels animation as a promotional media for HNS Invasion merchandise at HNS Studio uses identification and primary and secondary data collection by interview, observation, literature, and documentation methods about HNS Studio. The benefits of designing merchandise promotions with animated media add to the attractiveness of consumers and potential consumers of HNS Invasion to buy promoted merchandise.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131586794","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}
Farhan Hanif, I. N. S. Negara, Ni Ketut Sri Dya Astuti
{"title":"ANIMASI 2D SEBAGAI MEDIA EDUKASI KESEHATAN GIGI ANAK DI PT. PILAR KREATIF TEKNOLOGI DI DENPASAR","authors":"Farhan Hanif, I. N. S. Negara, Ni Ketut Sri Dya Astuti","doi":"10.59997/amarasi.v3i02.1692","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1692","url":null,"abstract":"2D animation is one of the oldest forms of animation in the world. Because when it was first created, 2D animation was drawn on a rotating round paper media. On the surface of the paper, there are several images that when viewed using a special tool will create the illusion of movement called animation. 2D animation also continues to grow. Until now, 2d animation continues to be used for entertainment, education, or education needs, to marketing and commercial advertising. Because there are many advantages of 2D animation that 3D animation does not have. The data analysis method used is descriptive qualitative analysis, namely an examination that describes explaining facts about 2D animation as a medium for children's dental health education. The basic rule of qualitative examination is to process and investigate the collected information into precise, efficient, and organized information. 2D Animation as Educational Media for Children's Dental Health with the title \"Lala and the Cookie Monster\" uses 2D animation in the form of motion graphics which aims to provide education to children about how to care for and maintain teeth in reducing sugary foods or drinks. This 2D animation project is an Internship or Practical Work project carried out at PT. Creative Pillar of Technology and very useful for students, especially for Visual Communication Design students. Because here we get real work on how projects are being carried out at partners starting from the process of receiving data or briefs, brainstorming processes, and visualizing processes to finishing processes.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115005330","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}
Hegard Rougs Dhega, I. Nyoman, Adi Tiaga, S.sn, M.sn, Gusti Ngurah Wirawan
{"title":"PERANCANGAN KONSEP ANIMASI BUS E-INOBUS KTT G20 BALI","authors":"Hegard Rougs Dhega, I. Nyoman, Adi Tiaga, S.sn, M.sn, Gusti Ngurah Wirawan","doi":"10.59997/amarasi.v3i02.1695","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1695","url":null,"abstract":"The program for making the Red and White Electric Bus (BLMP) began with the government's desire to use BLMP at the G20 Summit. PT INKA (Persero) in collaboration with several universities, a research team from the Ministry of Education and Culture, and a research/certification team from the Ministry of Transportation will complete the manufacture of 9 units of Red and White Electric Buses. To provide wider benefits, especially for students (Talent Development), this program will also involve students from all over Indonesia in the Merdeka Learning and Independent Campus (MBKM) programs. In the future, it is expected that there will be around 100 Certified Independent Study and Internship (MSIB) students who will be involved in the above program which will be implemented in 2 batches. MSIB students who are accepted at PT INKA (Persero) will gain various knowledge such as the process of design, manufacturing, assembly, and testing of BLMP both in theory and practice. To develop this program, PT INKA (Persero) also added sharing session activities with material related to the company and material for physical and mental training by involving competent coaches.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126053562","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":"YOUTUBE SEBAGAI MEDIA AKTUALISASI PANDANGAN HIDUP ORANG SUNDA (ANALISIS SEMIOTIKA ROLAND BARTHES)","authors":"Dicky Hidayat","doi":"10.59997/amarasi.v3i02.1684","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1684","url":null,"abstract":"The massive use of YouTube as a social media for sharing video content can be used as a medium for actualizing Sundanese culture, including through film adaptations of Sundanese folklore into film media and aired on the YouTube platform. However, not all films with the theme of Sundanese culture that are aired on the YouTube platform have content that follows the values of the Sundanese worldview, namely the teachings about life passed down by the ancestors of the Sundanese. This research is descriptive qualitative research. The research aims to establish a representation of the values of the Sundanese worldview in the Lutung Kasarung film which aired on the YouTube platform. The research focuses on the unit of analysis in the form of scenes in the film that represent the values of the Sundanese worldview. Visual analysis of the film is carried out through the stages of description, analysis, interpretation, and assessment. Roland Barthes's theory of semiotics is used as an analytical technique to find out the denotative, connotative, and mythical meanings contained in the film. The results show that in the Lutung Kasarung film, 10 scenes represent the values of the Sundanese worldview, as well as a monomyth about the journey of a hero.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127345586","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}
Nyoman Bayu Bhargawa, Dr. A. A. Gde Bagus Udayana, S. Sn, Cokorda Alit Artawan
{"title":"PERANCANGAN ULANG IDENTITAS VISUAL UNTUK BRAND TETUEK SANGMONG DI DENPASAR","authors":"Nyoman Bayu Bhargawa, Dr. A. A. Gde Bagus Udayana, S. Sn, Cokorda Alit Artawan","doi":"10.59997/amarasi.v3i02.1685","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1685","url":null,"abstract":"Tetuek Sangmong is a brand formed by Marmar Herayukti, a brand that includes Food & Baverage businesses, professional tattoo studios, and merchandise. The brand and company formed in August 2021 is located in Denpasar City, Tetuek Sangmong appears with his style and characteristic, namely bringing Balinese philosophy to a more modern and fresh realm in the midst of today's globalized pop culture. Tetuek Sangmong already has a visual identity, but it still doesn't represent the character of the brand itself and is less relevant if used in future food & baverage businesses. The logo of tetuek sangmong still seems less strong and still displays a visual that is too masculine for a brand logo that targets an audience of all walks of life, the lack of consistency in the application of visual identity in tetuek sangmong makes one design with another design not have a unity. Which has an impact on unified themes on packaging, promotional content (conventional and social media), signboards, menu designs, and other application media. Seeing these problems, the authors made observations with visual observation instruments, interviews, field notes and library studies. Then the data that has been collected is analyzed using SWOT analysis. In this study it can be concluded that a redesign of visual identity in the realm of re-branding is needed to expand the target market and promote the brand to the wider community. Then the public/audience can easily recognize this brand. The results of this design are focused on local cultural and visual elements, then innovate again by forming a visualization of the current trend. The results of this design are able to help Tetuek Sangmong in developing and building public awareness and increasing sales of Tetuek Sangmong products.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134228795","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}
I. K. S. Dinata, Cok Gde Raka Swendra, Ni Ketut Pande Sarjani
{"title":"PENCIPTAAN KARYA MENGGUNAKAN ILUSTRASI DENGAN KONSEP ANALOGI","authors":"I. K. S. Dinata, Cok Gde Raka Swendra, Ni Ketut Pande Sarjani","doi":"10.59997/amarasi.v3i02.1694","DOIUrl":"https://doi.org/10.59997/amarasi.v3i02.1694","url":null,"abstract":"The implementation of the Independent Learning Program - Independent Campus (MBKM) is a policy of the Minister of Education and Culture of Indonesia, at the Indonesian Art Institute Denpasar gives students space to choose one of eight MBKM programs, including; student exchange; internship/work practice; teaching assistance; humanitarian projects; entrepreneurial activity; independent study/project; as well as building a thematic real work village/college. Sin and Sun Sewing Syndicate is a company engaged in the creative field, which raises traditional Japanese concepts, especially on Boro and Shasiko who are partners recommended by the campus for the MBKM program. Students are given an illustration-based work creation project with the knowledge of Visual Communication Design theories that have been obtained through lectures during the internship learning period. There are various aspects that support and are related to each other in this art creation, including; design drafts, illustrations, colors, sizes, mockups, and product photography. The design creation requires ideas that can be sourced from various things that make the creation interesting. The illustration that carries the concept of facial analogy is the idea used in this creation. The art creation also includes elements of color that will give an impression, besides that size is also needed, because the creation is realized in a physical form which of course has dimensions. The illustration then goes through the mockup stage, where it is very important to give a look at the final result of the art creation. After the work is realized in physical form, the final stage is product photography, where the results of the product photography are used for promotions, campaigns, or branding.","PeriodicalId":345390,"journal":{"name":"AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL","volume":"319 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129407839","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}