Jurnal Bahasa Rupa https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa <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="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&nbsp;<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 :&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="http://jurnal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/about/submissions"><img src="/public/site/images/adminjurnal/submit2.png"></a></div> en-US <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> satria@stiki-indonesia.ac.id (Putu Satria Udyana Putra, M.Sn.) wen@stiki-indonesia.ac.id (I Ketut Setiawan, S.Pd., M.Sn.) Mon, 28 Oct 2019 00:00:00 +0000 OJS http://blogs.law.harvard.edu/tech/rss 60 DESIGNING THE PURA IBU CELUK BURUAN LOGO https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/413 <p><em>Logo digunakan penggunanya sebagai sarana identitas suatu lembaga, institusi, kelompok dan sebagainya. Pada logo biasanya terdapat aksen yang mencerminkan identitas yang diwakilkan yang dapat mengemban misi pesan perluasan identitas tersebut. Pada kebutuhannya logo terkait juga dengan hubungan antar lembaga sebagai suatu perwakilan keputusan legal yang digunakan oleh lembaga atau institusi bersangkutan. Berkaitan dengan logo sebagai suatu identitas, di Desa Celuk Buruan terdapat sebuah pura yang memiliki status cagar budaya. Pada Pura Ibu ini, merupakan pura yang disungsung beberapa keluarga yang berdomisili di Desa Celuk Buruan. Sebagai pura dengan status cagar budaya ini tentunya terkait dengan hubungan pada dinas-dinas terkait. Permasalahan hubungan tersebutlah, tercetus sebuah pemikiran yang mengarah pada simbol identitas yang berupa logo untuk tujuan tertentu. Adanya kebutuhan logo ini pula, tokoh masyarakat yang sekaligus sebagai pengempon Pura Ibu ini berkordinasi untuk mewujud suatu perancangan logo sebagai identitas. Perancangan logo ini tentu dilandasi dengan metode pengumpulan data yang dibutuhkan dan dianalisis sesuai dengan metode perancangan serta koparasi berdasarkan data teoritis yang ada. Pada kebutuhan visualisasi logo, menghasilkan sebuah logo Pura Ibu yang dapat mewakilkan identitas pura secara menyeluruh untuk kebutuhan administratif dan sebagainya. </em></p> I Nyoman Anom Fajaraditya Setiawan Copyright (c) 2019 i nyoman anom fajaraditya setiawan https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/413 Mon, 28 Oct 2019 00:00:00 +0000 REDESAIN VISUAL PERMAINAN KARTU ‘THE ART OF BATIK’ https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/392 <p><em>Previously, the author had done a study towards ‘The Art of Batik’ board game in terms of graphic design, especially in the aspect of information grouping and visual hierarchy. From that study, it is found that some game component there was too much information that wasn’t properly visualized and there was lack of visual hierarchy. This drives the author to conduct a redesign in response to the findings that were previously found. </em><em>This paper will discuss the redesign of the 'The Art of Batik' card game that was made by the authors. The paper will describe the steps and design considerations that were made in the design process. At the end of the design, the authors conclude the paper and give a recommendation on how to design a game from the perspective of a visual communication designer. The authors hope that this paper can be a reference for further game design and game visual designs. The design process was based on the paradigm that each design needs to accommodate a hierarchy of needs before attempting to pursue additional features. With that principle in mind, the authors remapped the pieces of information of the game and redesigned the form of the game components. The result was a playable new set of 'The Art of Batik' that is ready to be evaluated in further research.</em></p> Jennifer Audiah, Brian Alvin Hananto Copyright (c) 2019 Jennifer Audiah, Brian Alvin Hananto https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/392 Mon, 28 Oct 2019 00:00:00 +0000 PERSEPSI VISUAL ANAK MUDA BANDAR LAMPUNG TERHADAP MOTIF KHAS LAMPUNG (PUCUK REBUNG DAN KAPAL) https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/394 <p><em>Lampung has many traditional and distinct motifs, one of which is “Pucuk Rebung” and “Kapal”. Both of these motifs are visual elements that we can find on Lampung's weaving, Tapis. As time goes by, these traditional motifs had undergone a shift in terms of production technique, application, and public perception of the motifs. This traditional motif has been developed by creative industries such as several distro in Lampung and applied to fashion products, ranging from accessories, t-shirts, and so on. Research shows a change in traditional motifs (Pucuk Rebung and Kapal), especially on composition and application of motifs, and not on the main visual elements itself. This certainly shifts the visual perceptions of Lampung youth towards the traditional motifs. Research on Lampung youths visual perceptions of traditional motifs will help designers to innovate, especially in utilizing Lampung's distinctive motifs. Research shows that traditional motifs score slightly higher than the new motifs. traditional motifs (both Pucuk Rebung and Kapal) are considered more dynamic, more elegant, (giving) more (sense of) proud, more meaningful, and better. &nbsp;</em></p> Muhammad Hajid An Nur, Susi Susyanti, Arif Budiman Copyright (c) 2019 Muhammad Hajid An Nur, Susi Susyanti, Arif Budiman https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/394 Mon, 28 Oct 2019 00:00:00 +0000 PERANCANGAN SIGN SYSTEM YANG TERINTEGRASI WEBSITE SEBAGAI MEDIA INFORMASI https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/422 <p><em>Setu Babakan Betawi Culture Village is one of the tourist attractions in the capital area.</em> <em>Locating</em><em> in the middle of the capital, this tourist attraction can be used as a place for relaxation. Problems begin as it is currently happening in wayfinding and a sign system that does not get the attention of the manage</em><em>ment</em><em>, which is less informative and </em><em>inappropriate placement</em><em>. The thing </em><em>to</em><em> concern is by creating a website that provides various information and directions for tourist objects</em><em> and </em><em>existing facilities. Data collection is done through interviews, questionnaires, and observations to find out more about the object of research. The process of analysis is done by comparing similar objects. This study produces a sign system that integrates a website using the QR Code as an information media in the Setu Babakan Betawi Village area. </em><em>I</em><em>t is expected to help inform</em><em>ing</em><em> the location and facilities there for </em><em>visitors.</em></p> Ramzy Adzhar, Wirania Swasty Copyright (c) 2019 Ramzy Adzhar, Wirania Swasty https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/422 Mon, 28 Oct 2019 00:00:00 +0000 ESTETIKA lDEATIONAL FOTO PREWEDDING STYLE BALI https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/423 <p><em>The combination of technology and art makes photography a complex work of art and a media of images that also gives meaning and message. The work of photography comes from certain creative concepts rooted in basic ideas, which then appear in a photoshoot. Bali prewedding style photo as a form of photographer's creativity, because in the process requires high creativity. The process of photography combining ideas and objects of photographs and photographers can be intertwined perfectly to produce the best photos. This study uses qualitative methods, supported by several theories to dissect the purpose of research, namely the theory of forms to dissect aspects of Balinese style prewedding photo forms, aesthetic theories to dissect aesthetic concepts, function theory to dissect function aspects, and semiotic theory to dissect meaning in photographs Balinese style prewedding. The results obtained, namely, the form of ideas in making prewedding photos based on ideas is a form of photo prewedding with Balinese architecture background. The Balinese style prewedding photo process is based on the social life of the people and the form of Balinese style prewedding based on Balinese style fashion. </em></p> Cokorda Istri Puspawati Nindhia, I Nyoman Anom Fajaraditya Setiawan Copyright (c) 2019 i nyoman anom fajaraditya setiawan https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/423 Mon, 28 Oct 2019 00:00:00 +0000 VISUALISASI POTRET ANAK JALANAN KOTA SEMARANG MELALUI FILM DOKUMENTER https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/425 <p><em>The Semarang city is one of the cities with a high population of street childrens in Central Java, based on data in 2017, there are approximately 300 street childrens scattered in various spots in the Semarang city. Factors causing the descline of children to the streets are exploitation from parents, the economy, the environment and the encouragement of friends, so that it requires special attention from all parties, the role of the community to know the background of street children so that later they can be involved in efforts to alleviate them. Considering the importance of delivering this information, Then a documentary film designed for street children portraits that can comprehensively describe the reality or facts of street children. This research applies a mixed method and linear strategy </em><em>in the process of problem identification, analysis, data collection and media design. The results of the visualization of portraits of street children by using this documentary film, are able to provide information in reality of the life and activities of street children to the people of Semarang City in particular and Indonesian society in general.</em></p> Anthony Y.M. Tumimomor, Yohanes Rio Ferdinan Copyright (c) 2019 Anthony Y.M. Tumimomor, Yohanes Rio Ferdinan https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/425 Mon, 28 Oct 2019 00:00:00 +0000 MOTION GRAPHIC "AKHLAK" SEBAGAI MEDIA EDUKASI PENYIMPANGAN PERILAKU SOSIAL PADA REMAJA https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/432 <p><em>Adolescence is a transition from children to adulthood, usually this is a very vulnerable period for parents because at this age children begin to look for identity. Teenagers begin to want to have their own desires and no longer want to be regulated by parents because they already feel as adults. Environmental factors in the residence and school environment are very influential on the stability of development in adolescence. Teenagers who are out of control and unable to control themselves will very easily fall into social behavior deviations such as fighting with friends, brawl to drug abuse. To help the school and parents in overcoming this problem, media education needs to be deviated social behavior in adolescents based on visual multimedia. Visual multimedia technology was chosen because this media tendency is much easier to be accepted and understood by teenagers compared to just a lecture or seminar. The making of educational media for social behavior deviations in adolescents was built using motion graphic techniques. Then for the development method used is the Multimedia Development Life Cycle. The results obtained in this study in the form of motion graphics with the title of Morals with duration 00: 02:20.</em></p> Heki Aprianto Copyright (c) 2019 Heki Aprianto https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/432 Mon, 28 Oct 2019 00:00:00 +0000 ANIMASI 3 DIMENSI SEBAGAI SARANA SOSIALISASI PENTINGNYA KECERDASAN EMOSIONAL DALAM KEHIDUPAN REMAJA https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/436 <pre><em><span lang="EN">In general, every human being must face problems and trials of life. There are various kinds of problems that come in life, do not know when, where and how these problems come. In dealing with problems, humans have their own ways to overcome these problems. There are those who give up easily and some who can overcome them. In this case the role of emotional intelligence is very important. Especially at the age of adolescence sometimes difficult to control emotions in themselves, resulting in a sense of hopelessness. Therefore, it is necessary to design a media that can be used to socialize the importance of emotional intelligence in adolescent life. The results showed that the concept that was appropriately used to socialize the importance of emotional intelligence in adolescents' lives was the concept of "Emotional Spirit". This concept was chosen to fit the objectives of this socialization as well as the intended target of youth. This 3D animated story was taken based on the true story of a teenager who was able to survive for 49 days in the middle of the ocean. In order for the socialization to run effectively, supporting media such as social media, posters, packaging, t-shirts, roll-up banners, stickers, tote bags and key chains are made. Through the design of the socialization media in the form of 3D animation along with its supporting media, it is expected that the target audience, namely adolescents, can better control their emotions when facing problems.</span></em></pre> Ronald Tanga Ili Watun, Gde Lingga Ananta Kusuma Putra, Gede Pasek Putra Adnyana Yasa Copyright (c) 2019 Ronald Tanga Ili Watun, Gde Lingga Ananta Kusuma Putra, Gede Pasek Putra Adnyana Yasa https://creativecommons.org/licenses/by-nc-sa/4.0 https://ejournal.stiki-indonesia.ac.id/index.php/jurnalbahasarupa/article/view/436 Mon, 28 Oct 2019 00:00:00 +0000