Jurnal Bahasa Rupa 2019-08-05T06:10:21+00:00 Putu Satria Udyana Putra, M.Sn. Open Journal Systems <p align="justify">Bahasa Rupa Journal is a journal published by the Institute for Research and Community Service (LPPM) STMIK STIKOM Indonesia, with&nbsp;<a href=";1501828499&amp;1&amp;&amp;2017" target="_blank" rel="noopener"><strong>e-ISSN: 2580-9997</strong></a> and&nbsp;<a href=";1500456495&amp;1&amp;&amp;2017" target="_blank" rel="noopener"><strong>p-ISSN: 2581-0502.</strong></a> <em>Bahasa Rupa</em> Journal was first published in October 2017 and has a publishing period twice in a year, namely in April and October. Bahasa Rupa Journal has been indexed on :&nbsp;<strong>Google Scholar, One Search Indonesia, Portal Garuda, BASE, </strong>dan<strong> Neliti</strong>. The contents of <em>Bahasa Rupa</em> Journal include scientific ontology, epistemology and axiology of Visual Communication Design (DKV) and Multimedia, which includes: <strong>(a) visual semiotics, (b) iconography, (c) illustrations, (d) typography, (e) photography, (f) animation, (g) advertising, (h) branding strategy, (i) corporate identity, (j) sign system, (k) logo, (l) printed media, (m) packaging design, (n) film critique, (o) short movie production, (p) cinematography, (q) experimental video, (r) games, (s) the latest applied technologies related to DKV and Multimedia, (t) educational methods in DKV and multimedia teaching, (u) cultural issues related to Visual Communication Design and Multimedia.</strong><strong>&nbsp;</strong>All articles in <em>Bahasa Rupa</em> Journal will be processed by the editor through the Online Journal System (OJS), and the author can monitor the entire process in the member’s area. The articles published in the <em>Bahasa Rupa</em> Journal, both in hard and soft copy form, are available as open access for educational, research and library purposes, and beyond that purpose, the editorial board of the <em>Bahasa Rupa </em>Journal is not responsible for copyright infringement.</p> <div><a href=""><img src="/public/site/images/adminjurnal/submit2.png"></a></div> STUDY OF VULGAR TEXT AND ILUSTRASI ON T-SHIRT 2019-08-05T06:10:21+00:00 Ida Ayu Dwita Krisna Ari I Nyoman Anom Fajaraditya Setiawan <p><em>Brand new produce lifestyle support products, t-shirt products popping up fertile. The high competition in the clothing company industry causes, the product is demanded to have an appeal as a differentiator with other products. Some clothing companies have unique concepts, such as text or illustrations that are vulgar and even classified as taboo to say. The paradigm, making research on vulgar themed t-shirts need to a studied at an aesthetic level. Providing valuable input to the academic studies and clothing business. Qualitatively qualitative analysis, social phenomena in society as objects and the interesting reality of characteristics, signs or descriptions of the existing situation and phenomenon conditions. Prizes in the form of t-shirts with vulgar themes, it is assumed that the audience's awareness of art, including the composition of the results of the interaction between memory perception and visual perception as well as the sense of comprehension of the user.</em></p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Ida Ayu Dwita Krisna Ari, I Nyoman Anom Fajaraditya Setiawan METAMORPOSER: REPRESENTASI VISUAL KEHIDUPAN DALAM MEDIA TEMBUS PANDANG 2019-08-05T06:10:07+00:00 Luna Dian Setya <p><em>Butterflies are God's creatures </em><em>that are </em><em>considered beautiful and the final form of a </em><em>changing process </em><em>called metamorphosis. Humans and butterflies undergo</em><em>ne</em><em> phase </em><em>of </em><em>changes to</em><em> reach</em><em> maturity, both also have similar behaviors to maintain their existence. Relics from the beginning of the history show that humans in various parts of the world have </em><em>observed </em><em>the life of butterflies and depicted them in works of art. This final project of art creation</em><em> took</em><em>&nbsp; butterflies</em> <em>as a representation of life that experiences conflict between internal urgency and the desire to meet the</em><em> external</em><em> demand, this process is seen as the path to </em><em>self </em><em>totality. Butterfly as a metaphor not only appear in the picture; their characteristic</em><em>s</em><em> also showed in the artwork.&nbsp; The </em><em>characteristics</em><em> of butterfly wings that can be seen from two sides, light</em><em>weight</em><em> and thin presented in the </em><em>art</em><em>work through the </em><em>use</em><em> of tracing paper as medium.</em></p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Luna Dian Setya PENGEMBANGAN MOBILE EDUGAME MATEMATIKA UNTUK MENINGKATKAN KEMAMPUAN ARITMATIKA DASAR SISWA SD KELAS 4 DAN 5 2019-08-05T06:09:53+00:00 Robby Hardian <p><em>The lack of attention to basic arithmetic calculation mastery intuitively causes count stuttering to be found among elementary school students. Counting stuttering is a slow counting condition. To overcome this calculating stutter, one of the instruments that can be used is the Test of Second Mathematics. TOSM is an instrument of Secondary Mathematics in the form of a measuring sheet intended to increase the basic arithmetic calculation speed. In addition to the printed version (written), TOSM has also been created in the mobile application version. However, due to visual limitations, both written TOSM and applications make students gradually become bored and bored. Seeing the popularity of mobile games and the ease of getting them, TOSM will be adopted into mobile edugame with a more attractive visual style. Through the game approach, students will not be aware of doing TOSM. The results of mobile edugame design show that students feel more comfortable and relaxed when working on TOSM in the form of edugame. The adoption of TOSM into edugame provides an entertainment aspect without leaving the initial goal of edugame design, namely as a media to learn basic arithmetic intuitively</em>.</p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Robby Hardian PENERAPAN DESIGN THINKING PADA MEDIA KOMUNIKASI VISUAL PENGENALAN KEHIDUPAN KAMPUS BAGI MAHASISWA BARU STMIK PALCOMTECH DAN POLITEKNIK PALCOMTECH 2019-08-05T06:09:37+00:00 Yasermi Syahrul <p><em>The development of visual communication design has grown and developed and become familiar with human life. Design Thinking is a tool used in problem-solving, problem-design, to problem-forming. Not only resolves a problem, but also for forming and designing a problem. In the process design thinking is human centered or human centered. Every design thinking process originates and is aimed at humans. The application of many design functions is applied in various ways, such as for the education sector, tourism, business and others. The application of design functions in the education sector is like solving problems related to design in order to prepare new students in passing the transition process to become an adult and independent student, as well as to accelerate the process of student adaptation to the new environment and provide provision for success in higher education. Introduction of Campus Life for New Students (PKKMB), visual communication media are needed. The purpose of this study was to design visual communication media about the implementation of PKKMB at STMIK PalComTech and PalComTech Polytechnic in 2018. This study used the Design thinking method. Design Thinking is a user / user focused problem solving method. The stages in design thinking are Emphatize, Define, Ideate, Prototype, and Test. The results obtained from this study are in the form of designs that have been conceptualized well for the implementation of PKKMB at STMIK PalComTech and PalComTech Polytechnic in 2018 in the form of name tag design, back drop design, and banner.</em></p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Yasermi Syahrul REVISUALISASI AKSARA KAGANGA SEBAGAI IDENTITAS LAMPUNG 2019-08-05T06:09:23+00:00 Arif Budiman PG. Wisnu Wijaya Muhammad Hajid An Nur Maria Veronika Halawa Susi Susyanti <p><em>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.</em></p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Arif Budiman, PG. Wisnu Wijaya, Muhammad Hajid An Nur, Maria Veronika Halawa, Susi Susyanti KEBERADAAN KEBUTUHAN EXISTENCE, RELATEDNESS, GROWTH, DALAM VIDEO GAME HARVEST MOON BACK TO NATURE 2019-08-05T06:09:05+00:00 Arief Budiman <p><em>Playing video games is basically an activity where it must have an stimulus energy which is commonly referred to as motivation. Without motivation, player will not be interested in playing a video game with a long duration. The Harvest Moon Back to Nature video game as a video game that was quite successful, which made the video game a legendary video game for the audience's audience as early as 1997. It creates interest which in turn encourages researchers to know more about how motivation for human needs is presented by the Harvest Moon Back to Nature video game. This research fundamentally use interpretative analytical descriptive method with narrative approach. Using a view from ERG theory Alderfer, which according to him motivation is related to basic human needs which consist of existence needs, relatedness needs, and growth needs.. From the results of the research conducted using these instruments, it can be concluded that the power of motivation has been presented in the Harvest Moon Back to Nature video game from the fulfillment of existence needs, relatedness needs, and growth needs, both in the context events of farming, raising, and in carrying out other events.</em></p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Arief Budiman ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’ 2019-08-05T06:08:48+00:00 Brian Alvin Hananto Jennifer Audiah <p><em>Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the visuals and interface of the game. The author concludes that the main issue is found on the visual of ‘The Art of Batik’ card game. The cards have poor information arrangement and hierarchy, which can be properly addressed by reconsidering the layout of the pieces of information. From this conclusion, the author suggests that a redesign of ‘The Art of Batik’ can be executed based on the author's foundings so that the game can be more effectively played and easier to understand.</em></p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Brian Alvin Hananto, Jennifer Audiah PERANCANGAN FILM ANIMASI PENDEK 2D SEBAGAI MEDIA KAMPANYE PENANGANAN ANXIETY DISORDER 2019-08-05T06:08:24+00:00 Gede Pasek Putra Adnyana Yasa Kadek Ayu Satyasusmaya Narpaduhita Dewa Gede Purwita <p><em>More that 2 million cases of anxiety disorder occur in Indonesia every year.&nbsp;The term of anxiety disorder is not common in the community due to lack of campaigne and sosialisation. It will cause severe depresion and even commit suicide if it is not treated properly.&nbsp;The purpose of this design is to campaigne anxiety disorder’s sympton into the community through some one point of view who experinced anxiety disorder before and providing solution to the patients through two dimention animation media. This design using the theory of principle of animation, cinematography theory, design theory, aesthetic theory, semiotic theory and campaigne theory with qualitatif research methods and produces animation media that supported by social media, poster, x-banner, booklet, tote bag, t-shirt, pin and journal book using a hand drawing &amp; vector tehnique in custom digital art and infographic style. Media is mad in accordance with the concept calm and educative. Calm concept applied through medium colour which is a blend colour of green and blue known as the colour of anxiety disorder awareness ribbon.</em></p> 2019-04-21T00:00:00+00:00 Copyright (c) 2019 Gede Pasek Putra Adnyana Yasa, Kadek Ayu Satyasusmaya Narpaduhita, Dewa Gede Purwita