Publication Search

58,296 articles from 461 journals · 1,579 citations tracked

Showing 1-10 of 10

Analytics

M. Hamzah; Ichsan Ichsan; Afifuddin Afifuddin; Ahmad Vaza At Thariq; Ikhsan Saputra

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Minimalist style, as one of the major streams of modern design, has developed rapidly and influenced various aspects of life, including furniture design in Aceh. Along with the increasing dominance of minimalism, the existence of traditional Acehnese ornamentation has declined in application and tends to stagnate through repetitive use of similar motifs. This study aims to integrate the aesthetic and symbolic values of Acehnese ornamentation into minimalist furniture design through a contextual design approach based on local wisdom. The research applies the Design Thinking method, encompassing stages of contextual exploration, formulation of aesthetic concepts, visual experimentation, and critical reflection. Visual experiments were carried out through manual sketches and digital reproduction using SketchUp, CorelDRAW X7, and Gopain. The study produced two furniture designs a document cabinet and an office desk which combine Acehnese ornaments derived from the tomb complex of Raja Jalil in Lam Lagang and the traditional house of Teungku Chik Awee Geutah in Bireuen. The findings reveal that integrating Acehnese ornamentation into minimalist design can create harmony between tradition and modernity without losing philosophical depth or local identity. The study highlights the significance of a contextual design approach as an innovative strategy for cultural preservation through contemporary furniture creation.

Danang Purnomo; Meinawati Meinawati; Muhamad Abdul Aziz; Wida Ningsih; Elvila Junisa

Jurnal Kemitraan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community service program aims to enhance the design skills of local Micro, Small, and Medium Enterprises (MSMEs) in Cadassari Village, Purwakarta Regency, through the use of digital design software, particularly Canva and CorelDRAW. Initial needs assessment revealed that most MSME actors in the area face challenges in creating product visual identities, including logos, packaging, and promotional media. Using a participatory approach and the Community-Based Participatory Research (CBPR) method, the training program was collaboratively designed and implemented in several stages, including planning, technical training, mentoring, evaluation, and a final showcase. The results indicate a significant improvement in participants’ ability to apply design tools for their business needs, along with the emergence of collaborative learning initiatives among participants. This training program contributes to the digital empowerment of local MSMEs and serves as a replicable model for creative economy development based on community engagement.

Joko Bintarto; John John

Komunitas: Hasil Kegiatan Pengabdian Masyarakat Indonesia 2025 Asosiasi Riset Ilmu Tanaman Dan Hewani Indonesia

The objective of this training program is to enhance the knowledge and skills of 11th-grade students in the Fashion Design Program at SMKS Pangeran Antasari Deli Serdang in creating digital fashion designs using CorelDRAW. The training aims to improve students’ ability to design fashion digitally, assess the skills they have acquired, and evaluate their satisfaction with the learning process using CorelDRAW software. The training was attended by 36 students from the 11th grade of the Fashion Design Program. The activities were conducted through material presentations, discussions, guided assignments, and program evaluations. Through this training, students gained a better understanding of digital fashion design and improved their ability to create proportionate body sketches and digital fashion illustrations using CorelDRAW software.The results of the training indicate that the objectives were successfully achieved. A total of 90% of participants expressed that they were "very satisfied" with the training, while 10% rated it as "satisfying." Additionally, 95% of the participants gave a score of 3, indicating a high level of satisfaction, and 2% rated it as "satisfying." Based on these findings, it can be concluded that the digital fashion design training using CorelDRAW was highly beneficial and provided significant advantages for students, teachers, and the school as a whole.

Muhammad Sabri; Titin Setiawati

Jurnal Pengabdian Bersama Masyarakat Indonesia 2024 CV. Aksara Global Akademia

The development of science and technology continues to grow very rapidly, meanwhile applications in the field of information technology have a major impact in various areas of life, one of which is in the creative industries such as advertising, billboards, graphic design, fashion and digital image processing. At this time graphic design skills are needed in various fields, to support business and organizational needs. On this occasion, we presenters from Universitas Potensi Utama use the CorelDraw application facility to create a Logo. The software used in this training is vector-based. So that the final results obtained are of better quality when enlarged / zoomed. So that the output target of this activity is that participants can implement graphic design both within the school environment in the form of making wall magazines or other announcements and can be implemented in the world of work related to graphic design. This activity aims to improve the knowledge and skills of students in improving the quality of their ability to create attractive graphic designs so that participants can compete to meet the demand for job opportunities and also towards entrepreneurship. The materials given to participants include creating and completing logo designs for business or organizational needs.

Annisa Amalia; Daulat Saragi; Raden Burhan Surya Nata Diningrat

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Based on the background that has been explained by the research, 50% of students who have not yet been able to understand graphic design learning materials are because students who have acquired these skills do not have such educational backgrounds. This research aims to determine and describe the abilities of SLBE students in applying visual elements of fine arts to snack packaging designs created by class IX SLBE Negeri Pembina Province Level students. This research includes quantitative and qualitative descriptive research. The results of this research explain that students' understanding of packaging design using the CorelDraw application has increased quite significantly compared to before. This can be seen from the results of the students' work on pre-test and post-test packaging designs which were produced quite well. From the results of the assessment of work I which obtained an average score (r) = 79 and the results of the assessment of work II which obtained an average score (r) = 81, it can be concluded that the results of the post-test work that had been designed by the students received an average score of average (r) = 80 (good) and experienced an increase of 8%.  

Andhika Mega Pradana; Ade Mubarok

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

Many games are starting to appear that are less educational and less suitable to be played which have a bad impact on children, as well as the lack of parental supervision of children in excessive use of gadgets. the need for a media that can unite two elements, namely game play and learning, therefore an educational game application is made that uses construct 2 and coreldraw which serves as the interface design processor, objects, buttons, and players. This educational game raises the theme of introducing the names of animals in the form of pictures, which will later become an alternative learning that provides a more useful education, has a positive impact on children, and can reduce children playing games that are not suitable for their age. With this application, it provides broad insight to children about recognizing animal names and understanding them, and can fill children's free time which is usually spent just playing less useful games by playing and learning with this educational game application.

Hardiyanti Prihatiningrum

JURNAL ILMIAH KOMPUTER GRAFIS 2019 UNIVERSITAS STEKOM

Current technological developments make many children choose to play with their gadget. This makes them sometimes lazy to read a book. But that can be tricked by story bookspictorial. The picture book itself has several advantages besides drawings that attract children's attention. Like an easy story to understand, contain meaning or stories of life learning, enhance imagination, and the existence of pictures in the story book will give a picture of imagination and fantasy in children. Therefore children are advised to be fond of reading book. Picture books have many variations on the theme the story, like about friendship or other fable stories. And for children who don't like books, can start with this picture book. Can be started by looking at the pictures, then just learning to read contents of the story of the book. In kindergarten HARAPAN MASA itself reading activities the book is still lacking. Most teachers read later students mimic. This is still considered inefficient because not all children will pay attention to. By holding the book reading activity, children are expected TK HOPE MASA can more smoothly read a book In collecting data, the method used by the author is by using interview research methods, surveys, literature studies. For making it using the CorelDRAW X7 program, Adobe Illustrator CS6, Adobe Photoshop CS5 and Manga Studio 5. The existence of this picture book is expected to increase children's interest in reading books.

Firdaus Aditya; Daniel Rudjiono; Bambang Suhartono

JURNAL ILMIAH KOMPUTER GRAFIS 2019 UNIVERSITAS STEKOM

The goal to be achieved in research is to make it interactive 2nd semester learning material for Wahyu Hidayah Kindergarten, Pagersari Village. This matter against the background by the medium of learning masish using paper that lacking evision. The purpose of this making use Adobe Flash CS 5 media is to be able to provide convenience in the delivery of learning Interactive multimedia is a media that consists of manyncomponents or media that are connected to one another and are able to interact. Teaching media in the form of interactive multimedia has the ability to save audio visual data, make multimedia especially interactive learning as a supporter of the learning method that was once conveyed through books and direct explanations that are not easily digested by children, so expect the use of interactive CD media that aims to improve learning outcomes can explain that learning media interactive able to provide more interesting and interesting information a lot of fun In collecting data, the method used by the author is by using observation and survey methods. For the making using the Adobe Auditions CS5, Adobe Photoshop CS5, Adobe programs Flash CS5, CorelDraw X5, Format Factory, is expected in the presence of media interactive learning can increase children's interest in learning.

Eka Maleka Hayati

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

This study aims to design learning media that can increase enthusiasm, motivation and understanding of students towards Javanese script material, as well as media that can be used by teachers in learning Javanese language learning activities by reading Javanese characters and their partners. The method used by researchers is the R&D (Research and Development) method while the method used in the development of instructional media is the waterfall method. The material presented in the Javanese script learning media are (1) Introduction of Javanese script, (2) Sandhangan, (3) Couples, (4) Swara script, (5) Wilangan. In making learning media researchers used Adobe Flash CS6 software, CorelDraw X5, Adobe Photoshop CS6 and Adobe audition CS6, with the final product being an interactive CD (Compact Disk). Validation test from material experts and media experts got the criteria of "good" - "very good", while the results of the final product trial evaluation with 52 students stated "agreeing" - "strongly agreeing" with the use of Javanese script learning media. thus the Javanese alphabet learning media on elementary students of Muhammadiyah Weleri was declared feasible to be used in learning activities to read and understand Javanese script.

Februariyanti, Herny

Dinamik 2010 Universitas Stikubank

Guna lebih meningkatkan pemahaman dan penguasaan materi yang berkenaan dengan penggunaan sotfware desain grafis, dalam menunjang pembuatan karya-karya desain grafis yang berbobotdan mempunyai nilai jual tinggi diperlukan suatu media yang mampu menyampaikan informasi yang mudah dipahami. Salah satu media informasi yang paling elektif adalah media visual dengan komputer base training dalam bentuk VCD yang dijalankan diatas perangkat komputer, dengan konsep multimedia,informasi yang ditampilkan secara efektif dan atraktif, sehingga penyerapan informasi oleh pengguna menjadi lebih baik. Permasalahan yang perlu diperhatikan : Capture desktop dan pengolahan video danPenggabungan hasil capture yang berupa animasi terpisah satu dengan yang lain. Menggunakan metodeprototyping untuk mendapatkan hasil yang maksimal, sesuai dengan kebutuhan pengguna. Dihasilkanperangkat lunak yang a) memberikan fasilitas auto run agar ketika CD di masukan kedalam CD room bisalangsung terbaca dan keluar dalam tampilan monitor. b) dilengkapi dengan cara penggunaan CD tutorial iniyang berupa tutorial dengan animasi dan ada suaranya agar mudah dipahami.c) dalam penggunaan CDtutorial ini tidak memerlukan software khusus untuk menjalankannya.