Jurnal Bahasa Rupa https://ejournal.instiki.ac.id/index.php/jurnalbahasarupa <p align="justify">Bahasa Rupa Journal is a journal published by the Institute for Research and Community Service (LPPM) Institut Bisnis dan Teknologi Indonesia, with <a href="http://issn.pdii.lipi.go.id/issn.cgi?daftar&amp;1501828499&amp;1&amp;&amp;2017" target="_blank" rel="noopener"><strong>e-ISSN: 2580-9997</strong></a> and <a href="http://issn.pdii.lipi.go.id/issn.cgi?daftar&amp;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 : <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:</p> <p><strong>VISUAL COMMUNICATION DESIGN </strong></p> <p><strong>(a) Visual semiotics; Iconography; Iconology, (b) Illustrations, (c) Typography, (d) Photography, (e) Advertising and Branding strategy, (f) Corporate Identity, (g) Packaging Design, (h) The latest applied technologies related to Visual Communication Design, (i) Educational methods in Visual Communication Design teaching, (j) The Science of Design in Visual Communication Design, (k) Cultural Issues Related to Visual Communication Design.</strong></p> <p><strong>MULTIMEDIA DESIGN</strong></p> <p><strong>(a) User Interface &amp; User Experience (UI/UX design), (b) Animation, (c) Cinematography and Videography, (d) Digital Game, (e) Interactive Multimedia, (f) The latest applied technologies related to Multimedia Design, (g) Educational methods in Multimedia Design teaching, (h) The Science of Design in Multimedia Design, (i) Cultural Issues Related to Multimedia Design.</strong></p> <p align="justify"><strong> </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 members 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="http://jurnal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/about/submissions"><img src="https://jurnal.stiki-indonesia.ac.id/public/site/images/adminjurnal/submit2.png" /></a></div> Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia) en-US Jurnal Bahasa Rupa 2581-0502 <p>The author's copyright in the&nbsp;<em>Bahasa Rupa</em>&nbsp;Journal, assigns that the publication of published articles is owned by the editorial board with the author's approval, but the rights are still with the author. The legal rules for accessing digital electronic articles are under license &nbsp;<img src="https://ejournal.stiki-indonesia.ac.id/public/site/images/adminjurnal/by-nc-sa-ccLicense.png">&nbsp;<a href="http://creativecommons.org/licenses/by-nc-sa/4.0" target="_blank" rel="noopener">Attribution-NonCommercial-ShareAlike 4.0 International&nbsp;(CC BY-NC-SA 4.0)</a>, which means that the&nbsp;<em>Bahasa Rupa</em>&nbsp;Journal has the right to store, modify, manage databases, maintain and publish articles without the author's permission, but the author as the copyright holder is still written as it is. Articles published in&nbsp;<em>Bahasa Rupa</em>&nbsp;Journals, both in hard and soft copy forms are available as open access, for educational, research and library purposes, and beyond that purpose, the editorial board of the Language and Language Journal is not responsible for illegal copyright infringement. This journal also applies LOCKSS and CLOKSS archiving.</p> 3D Augmented Reality Sebagai Pendukung Branding Museum Mpu Tantular Sidoarjo https://ejournal.instiki.ac.id/index.php/jurnalbahasarupa/article/view/1409 <p style="font-weight: 400;"><em>Visitors to the Sidoarjo MPU tantular Museum are dominated by school students who receive assignments from school. Lack of attractions and information in each museum collection causes visitors to be less interested in visiting. The main objective of this research is to design</em><em>ing</em><em> three-dimensional Augmented reality design as an effort to brand the mpu tantular museum in Sidoarjo. By using Augmented reality technology, visitors can interact directly with museum collections. The method used in this study is the Multimedia Development Life Cycle with a direct approach by observation and interviews. From the results of data analysis, it was found that the concept of augmented reality was used, namely in the form of an Instagram application filter so that visitors would immediately share their experiences visiting the mpu tantular museum on their social media and be able to communicate to the public. The media implementation uses a 5x5 cm sticker affixed near the selected collection as a marker, visitors only need to scan the marker. </em></p> Ardian Jaya Prasetya Dhika Yuan Yurisma Copyright (c) 2024 Ardian Jaya Prasetya, Dhika Yuan Yurisma https://creativecommons.org/licenses/by-nc-sa/4.0 2023-12-31 2023-12-31 7 1 1 12 10.31598/bahasarupa.v7i1.1409 Redesain Website Mamnich sebagai Media Promosi dan Edukasi UMKM Fashion Etnik https://ejournal.instiki.ac.id/index.php/jurnalbahasarupa/article/view/1450 <p><em>Mamnich is a manufacturer who produce and sell various types of</em> <em>fashion</em><em> with ethnic themes. Mamnich's promotion and transaction processes are mainly carried out through social media, e-commerce, and offline media, with the website being underutilized and having various shortcomings. However, maximizing website usage can provide various benefits, especially in this digital era. Maximizing this usage can be achieved by considering consumer and business owner opinions. Based on interviews with website users, Mamnich's website has various shortcomings in terms of appearance, functionality and ease of access, and content. Meanwhile, the owner expects Mamnich's website to support product promotion and serve as a platform for ethnic fashion education. Therefore, redesigning the Mamnich website is necessary to make it a promotional and educational platform that meets user needs and expectations. This research was conducted using design thinking method which consists of five steps, namely empathize, define, ideate, prototype, and test. Based on user interviews it can be concluded that the new Mamnich website prototype can maximize promotion, education, and meet user needs and desires. </em></p> Krishana Ekka Angela Taufik Murtono Copyright (c) 2024 Krishana Ekka Angela, Taufik Murtono https://creativecommons.org/licenses/by-nc-sa/4.0 2023-12-31 2023-12-31 7 1 13 28 10.31598/bahasarupa.v7i1.1450 Bahasa Rupa Relief Cerita Kresnayana Candi Prambanan https://ejournal.instiki.ac.id/index.php/jurnalbahasarupa/article/view/1424 <p style="font-weight: 400;"><em>The Kresnayana story relief in the Prambanan temple complex is considered by researchers as a past artifact that can provide information. The information presented is in the form of visuals that tell the Kresnayana epic. The Kresnayana story relief is a transformation of a literature (kitab) originating from India. The carvers select the scene in the most appropriate paragraph, then visualize and arrange the composition of each image in each panel. The selected scenes in each panel are then assembled into a complete Kresnayana story. In a modern visual context, the series of scenes arranged into a unified story is like a movie. In order to depict all the scenes within the limited picture plane, the sculptors used a typical drawing method with the space-time-flat system. The way of drawing done by the carvers is very different from the modern Western way of drawing. The distinctive way of drawing on each relief panel is then considered to be strange and makes it difficult to read the story scene. This way of drawing is used to examine the reliefs of the Kresnayana story. This research uses descriptive and qualitative methods. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of working on various media. How to draw space-time-flat needs to be analyzed so that it can be utilized in the process of creating works in various visual media. From the results of the analysis, information on the typical drawing method that was used before the discovery of the Western drawing method with the naturalist-perspective-moment opname system can be found.</em></p> Asep Deni Iskandar Fajar Persada Supandi Copyright (c) 2024 Asep Deni Iskandar, Fajar Persada Supandi https://creativecommons.org/licenses/by-nc-sa/4.0 2023-12-31 2023-12-31 7 1 29 42 10.31598/bahasarupa.v7i1.1424 Signage & Wayfinding Design For The Indonesian National Library https://ejournal.instiki.ac.id/index.php/jurnalbahasarupa/article/view/1471 <p style="font-weight: 400;"><em>Signage and wayfinding is one of the components of Environmental Graphic Design that is used to help people feel safe and comfortable when navigating, particularly for individuals in heavily crowded locations. The Indonesian Nasional Library (Perpustakaan Nasional Republik Indonesia), recognized as the world's tallest library, comprises 24 floors filled with various services and amenities that cater to the community's interests and consistently attract many visitors. Hence, signage and effective wayfinding are indispensable in accommodating users in their library activities. The framework of this design process is established based on the pyramid method by Chris Calori &amp; David Vanden-Eynden, with additional methods by the execution of conceptual designs, mind mapping, and the formulation of keywords. The authors aspire to contribute a signage and wayfinding design proposal that optimizes usability, resolves navigation challenges, and enhances the user experience at The Indonesian National Library.</em></p> Helena Calista Brian Alvin Hananto Ade Maradhona Shantio Wijaya Copyright (c) 2024 Helena Calista, Brian Alvin Hananto, Ade Maradhona Shantio Wijaya https://creativecommons.org/licenses/by-nc-sa/4.0 2023-12-31 2023-12-31 7 1 43 57 10.31598/bahasarupa.v7i1.1471 Analisis Visual Dalam Fotografi Sejarah Kemerdekaan Indonesia Karya Alex dan Frans Mendur https://ejournal.instiki.ac.id/index.php/jurnalbahasarupa/article/view/1357 <p><em>Photojournalism can depict events that hold meaning. In Indonesia, the inception of photojournalism was led by Alex Mendur and Frans Mendur. Alex and Frans Mendur were photojournalists who captured images of events during the periods of independence, the New Order era, and the Reform era. Besides documenting these events, they also photographed the atmosphere and ordinary people after the independence period. This research aims to understand the role of composition in the photographic works of Alex and Frans Mendur and the extent to which composition was applied. To prove and understand this, the research is necessary. The theory used in this study is the photography composition theory proposed by Budhi Santoso. The research method employed is qualitative descriptive, utilizing the theories of Budhi Santoso and Paul Hill as analytical tools. Based on the analysis conducted, it is concluded that the photographic works of Alex and Frans Mendur employ various compositions. These compositions are used to guide the viewer's focus on specific parts of the image. Furthermore, these compositions highlight subjects such as heroic figures and landscapes, creating an impact within the images. This research is expected to serve as a reference in the field of basic journalistic photography, emphasizing the importance of applying visual composition in capturing a narrative moment, making it easier for the audience to understand and interpret the visual message being conveyed, a practice that dates back to the period of Indonesian Independence.</em></p> Martinus Eko Prasetyo Kaparang William Sanjaya Copyright (c) 2024 Martinus Eko Prasetyo Kaparang, William Sanjaya https://creativecommons.org/licenses/by-nc-sa/4.0 2023-12-31 2023-12-31 7 1 58 67 10.31598/bahasarupa.v7i1.1357 Elevating Solo City’s Brand Through The Essence of Javanese Script into Modern Typeface https://ejournal.instiki.ac.id/index.php/jurnalbahasarupa/article/view/1447 <p><em>S</em><em>urakarta city or more popular with Solo has a memorable branding tagline that suit the condition of the city, “The Spirit of Java” it has potential to be true being the “spirit” of Java so it needs a bit strength to make it real. Gain more strength and using the authentic aset of Solo for the visual identity and easy to recognize identity through the </em><em>typography</em><em> as the main purpose of this reasearch, so the researcher use qualitative method as the tool to gathered the information that can translated into words and visual for the </em><em>typography</em><em> by did a few steps such as interviews, literature study, and visual study. The result of this study shows us that </em><em>typography</em><em> has a big power to give emphasize and make it more recognizable when it applies to visual branding.</em></p> Ahmad Ghazali Taufik Murtono Copyright (c) 2024 Ahmad Ghazali, Taufik Murtono https://creativecommons.org/licenses/by-nc-sa/4.0 2023-12-31 2023-12-31 7 1 68 77 10.31598/bahasarupa.v7i1.1447