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Andrea Fabyan
"Ruang kota adalah salah satu ruang kreativitas terbesar manusia. Objek Arsitektural selalu berlomba untuk menampilkan diri dan menunjukkan keberadaannya pada ruang ini. Usaha ini tidak hanya untuk meningkatkan kualitas bangunan secara visual tetapi juga memberi sumbangan bagi pembentukan karakter visual kota, namun tidak jarang pula perlombaan ini malah membuat karakter visual kota menjadi berantakan. Hal ini dikarenakan kurangnya pengetahuan perancang dalam memahami aspekaspek visual grafis yang benar.
Desain grafis adalah salah satu bidang kreatif yang memiliki sejarah panjang dalam proses kreatifitas manusia. Pada masa sekarang, integrasi desain grafis telah masuk kedalam berbagai macam bidang kreatif terapan seperti fashion dan arsitektur. Di bidang arsitektur, desain grafis telah banyak digunakan dalam proses perancangan terutama yang menyangkut dengan olahan estetika visual dan penguatan karakter visual grafis pada bangunan.
Skripsi ini mencoba menggali bagaimana prinsip desain grafis bisa digunakan dalam proses berarsitektur. Bagaimana elemen-elemen grafis dapat digunakan dalam menciptakan identitas visual pada objek arsitektural dan meningkatkan kualitas visual pada ruang kota. Dengan mengkaji peran desain grafis di bidang arsitektural ini diharapkan dapat menambah khasanah pemahaman arsitektur kita terhadap desain grafis agar kedua bidang ilmu seni kreatif ini dapat bersinergi dalam menciptakan identitas arsitektur yang berkualitas secara visual.

Urban Space is one of the greatest human?s creativity space. Architectural objects always compete each other to represent and show their existence in this kind of space. This effort is not only to visually enhance the quality of building, but also to encourage the formation of city?s visual character. However, this competition often results some chaos in the visual character. This is because the designers have little of knowledge in understanding graphic visual aspects properly.
Graphic designing is one of the creative subjects that have long history in the process of human's creativity. Nowadays, the graphic designing integration has already reached the variety of practical designing subject such as fashion and architecture. In architecture, graphic design has already applied in the designing process, especially in the term of visual aesthetic production and enhancing visual graphic character in buildings.
This writing is trying to explore how the principal of graphic design can be used in architectural process. And also, how the graphics elements can be used in creating visual identity on the architectural object and improve the visual quality in urban space. This study of the graphic design role in architecture is aimed to enrich our architectural understanding about the graphic design, so that both of these creative art sciences can integrate each other in generating architectural identity that is visually qualified.
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Depok: Fakultas Teknik Universitas Indonesia, 2007
S48383
UI - Skripsi Membership  Universitas Indonesia Library
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Gomez-Palacio, Bryony
Singapore: Page one publishing pte ltd, 2009
R 741.6 GOM g
Buku Referensi  Universitas Indonesia Library
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Ambrose, Gavin
"Summary
"How do you start a design project? How can you generate ideas and concepts in response to a design brief? How do other designers do it? This book will answer all these questions and more. Now in its second edition, the highly popular Design Thinking for Visual Communication identifies methods and thought processes used by designers in order to start the process that eventually leads to a finished piece of work. Step-by-step guidance for each part of the process is highlighted by real-life case studies, enabling the student to see teaching in practice. This focus on ideas and methods eschews an abstract, academic approach in favour of a useable approach to design as a problem-solving activity.The new edition now includes contributions from a broader international range of design practices and adds depth to existing case studies by looking in greater detail at some of the processes used"-- Provided by publisher.
"An introductory guide to generating creative ideas and concepts for graphic designers"-- Provided by publisher."
New York: Bloomsbury Academic, 2015
741.6 AMB d
Buku Teks SO  Universitas Indonesia Library
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Rahmawaty
"Penelusuran fenomena menghilang dari perhatian terhadap beberapa karya arsitektur menemukan bahwa fenomena tersebut terjadi melalui mekanisme yang berbeda beda, bersifat sementara, secara terencana maupun tidak. Teori yang digunakan dalam mengungkap adanya potensi mekanisme yang ketiga, yaitu menghilang dari perhatian going out of notice merupakan hasil pengembangan dari teori Gibson mengenai fenomena disappearing berupa peristiwa yang terjadi pada surface sedemikian rupa sehingga dapat menghasilkan perubahan warna pola , tekstur, dan layout yang tampak menyatu dengan lingkungannya atau disebut sebagai peristiwa kamuflase. Pembongkaran kamuflase terhadap Octopus bertujuan untuk mendapatkan mekanisme menghilang dari perhatian dengan fenomena yang berbeda dari yang telah ada dimana pembongkaran tersebut menghasilkan empat mekanisme dasar, yaitu mekanisme 'diafragma' dan mekanisme reflektif yang terkait perubahan warna dan pola surface, mekanisme hidrostatik yang berkaitan dengan perubahan tekstur surface, dan mekanisme perubahan layout surface. Upaya penyusunan kembali keempat mekanisme kamuflase dalam konteks yang sebenarnya merupakan metode yang digunakan untuk menghasilkan ruang arsitektural bagi manusia.

The search for a phenomenon disappears from the attention of some architectural works to reveal that the phenomenon occurs through different mechanisms, whether planned or not. The theory used in revealing the potential of a third mechanism, i.e., going out of notice, is the result of the development of Gibson 39 s theory of the disappearing phenomenon of events occurring on the surface in such a way as to produce color changes patterns , textures, and layouts that seem to blend with the environment or occur as camouflage events. Camouflage discharged against an Octopus aims to get the mechanism to disappear from attention with a different phenomenon from the existing one where the disassembly produces four basic mechanisms, namely the 39 diaphragm 39 mechanism, the reflective mechanism associated with the color change and the surface pattern, the hydrostatic mechanism associated with the surface texture change, and the surface layout change mechanism. The attempts of rearranging all four camouflage mechanisms in the actual context are the methods used to generate the architectural space for humans."
Depok: Fakultas Teknik Universitas Indonesia, 2017
T47791
UI - Tesis Membership  Universitas Indonesia Library
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Bandung: Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) ITB, 2007
Majalah, Jurnal, Buletin  Universitas Indonesia Library
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Fiyonda Kokarkin
"ABSTRAK
Arsitektur sebagai sebuah profesi yang terus mencari pendekatan baru dalam merancang sering melihat kepada dunia alam. Aspek yang diperhatikan tidak terbatas pada keindahan dan estetikanya saja, melainkan mekanisme dan strategi yang digunakan berbagai model alam untuk menyelesaikan permasalahan hidupnya. Biomimicry merupakan sebuah metode perancangan yang meniru strategi dan proses alam ini, dengan tujuan akhir menciptakan produk atau kebijakan yang teradaptasi dengan baik dalam jangka panjang. Umumnya biomimicry digunakan sebagai sebuah metode perancangan untuk meningkatkan kualitas sustainability sebuah desain. Namun, apakah semudah itu mereplikasi model alami menjadi sebuah komponen desain. Proses perubahan model alami menjadi sebuah bentukan desain dalam biomimicry dapat dibagi menjadi tiga tahapan, yaitu ?knowledge? pemahaman unsur alami yang di teliti, ?abstraction? proses deduksi informasi yang terkastndung di dalam unsur alam dan ?application? proses transfer prinsip organisme alam kepada komponen perancangan. Bagaimana seorang arsitek berfikir dan mengadaptasikan prinsip prinsip yang didapati pada melalui proses biomimicry menentukan bagaimana hasil desain mereka. Proses abstraction menjadi bagian yang paling menentukan dalam proses perancangan ini, karena berperan sebagai media transisi antara model alami menuju model arsitektural. Hasil abstraksi dalam biomimicry pada akhirnya dapat membantu perancang mencari sudut pandang baru dalam menyelesaikan sebuah permasalahan ataupun meningkatkan performa sebuah solusi lampau.

ABSTRACT
Architecture in practice continues to look for new approaches in design where nature oftenly becomes the object of observation. What designers tend to look in nature does not stop at its beauty and esthetics, however it continues towards its mechanics and strategy. Finding secrets used by nature in order for it to strive. Biomimicry is a design method that uses this principle, where it looks towards emulating various strategy and principles used by nature. Having the ultimate goal of creating products, process and insights to well adapted solutions for the long term. Commonly biomimicry is used a method to increase the sustainability of a design, however is it truly that simple to replicate nature to design?. The process to transform natures model into a form of design consist of three stages, ?knowledge? the idenfication of natures entity, ?abstraction? the deduction of biological information and ?application? the transfer of natures principles into architectural component. The train of thought of an architect and how he adapts the principles given by nature through biomimicry becomes the margin to evaluate their design. Abstraction has a vital role as a whole as it becomes the media of transition between nature towards architecture. The result of abstraction within biomimicry ultimately aids the search of a new point of view to solve an issue or it might even help to increase the performance of a preceding solution."
2016
S65130
UI - Skripsi Membership  Universitas Indonesia Library
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Samosir, Edward Petrus
"ABSTRAK
Tesis ini membahas tentang kegiatan business coaching yang dilaksanakan oleh coach dan bengkel ProQ, UMKM yang bergerak di bidang perbaikan, perawatan dan servis AC mobil. Kegiatan business coaching ini berfokus pada fungsi pemasaran. Tujuan dari tesis ini adalah untuk membantu perusahaan mengembangkan desain grafis untuk kegiatan promosi pada ProQ. Data yang dikumpulkan berasal dari wawancara dan kuesioner yang dianalisa menggunakan business model canvas, value proposition canvas, importance-performance analysis, segementing, targeting, positioning STP analysis, service marketing mix dan gap analysis.

ABSTRACT
The thesis discusses about business coaching process conducted by the coach and ProQ workshop, MSME that engaged in automobile rsquo s air conditioner service, repair, and maintenance. This business coaching focus is mainly on marketing function. The goal of this thesis is to help the company developing graphic design template for promotion at ProQ. The data gathered from interviews and questionnaires were analyzed using business model canvas, value proposition canvas, importance performance analysis, segmenting, targeting, positioning STP analysis, service marketing mix, and gap analysis."
2017
T-Pdf
UI - Tesis Membership  Universitas Indonesia Library
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Mallgrave, Harry Francis
"Drawing upon a range of humanistic and biological sources, and emphasizing the far-reaching implications of new neuroscientific discoveries and models, this book brings up-to-date insights and theoretical clarity to a position that was once considered revolutionary but is fast becoming accepted in architecture."
London: Bloomsbury Visual Arts, 2018
729 MAL f
Buku Teks  Universitas Indonesia Library
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Noviar Mahmud
"Arsitektur terbukti merupakan bidang interdisiplin ilmu. Biomimikri merupakan bidang yang menggabungkan dunia perancangan dengan dunia biologi. Melalui pendekatan biomimitik, tulisan ini ingin menjelajahi hubungan antara alam, manusia, dan arsitektur. Dalam kajian ini, penulis mencoba untuk memahami peran arsitektur di dalam konteks bagaimana manusia mengalami alam melalui indra pengelihatan dan pendengaran dengan melakukan proses perancangan arsitektur memakai pengetahuan yang disediakan oleh neuroscience. Tulisan ini juga akan menguji produk arsitektur yang lebih luas cakupannya seperti urban design dan perancangan ruang luar melalui kaca mata biologi dan sebaliknya untuk mengekspose kelayakan metode ini.

Architecture is proven to be an interdisciplinary field. Biomimicry is the one that merges the world of design and the world of biology. Using biomimietic approachment, this paper wants to explore the relationship between nature, human, and architecture. Within this research, author is trying to learn the role of architecture in the context of how human percieve nature through their senses using audio and visual senses as starting point by doing the architecture design process with the knowledge provided by neuroscience. This paper also examines some wider-scope product of architecture like urban design and exterior design through the perspective of biology and vice versa to exspose the reliability of this method."
Depok: Fakultas Teknik Universitas Indonesia, 2018
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Dendi Pratama; Winny Gunarti W.W.; Taufiq Akbar
"Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters. The developer community of Visual Novel (VN) Project Indonesia indicated a limited local game developer that produces Visual Novel of Indonesia. In addition, Indonesian Visual Novel production was also more influenced by the style of anime or manga from Japan. Actually, Visual Novel is part of the potential of creative industries products. The study is to formulate the problem, how to understand Visual Novel as artwork of visual communication design, especially among students? This research is a case study conducted on visual communication design student at the University Indraprasta PGRI Jakarta. The results showed low levels of knowledge, understanding, and experience of the Visual Novel game, which is below 50%. Qualitative and quantitative methods combined with structural semiotic approach is used to describe the elements of the design and the signs structure at the Visual Novel. This research can be a scientific reference for further introduce and encourage an understanding of Visual Novel as artwork of Visual Communication Design. In addition, the results may add to the knowledge of society, and encourage the development of Visual Novel artwork that reflect the culture of Indonesia."
Denpasar: Pusat Penerbitan LPPM Institut Seni Indonesia Denpasar, 2017
300 MUDRA 32:3 (2017)
Artikel Jurnal  Universitas Indonesia Library
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