ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia最新文献

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Studi Komparatif: Advertising Objective Media Sosial Tiktok Tiket.Com dan Traveloka pada Masa Pandemi Covid 19
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.7930
Ratih Hasanah Sudradjat, Muhammad Hilmi Firdauzy Akiyat
{"title":"Studi Komparatif: Advertising Objective Media Sosial Tiktok Tiket.Com dan Traveloka pada Masa Pandemi Covid 19","authors":"Ratih Hasanah Sudradjat, Muhammad Hilmi Firdauzy Akiyat","doi":"10.33633/andharupa.v9i02.7930","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.7930","url":null,"abstract":"AbstrakManfaat media sosial Tiktok tidak hanya berfungsi hiburan bagi penggunanya namun juga memiliki fungsi bagi perusahaan mendistribusikan konten terkait informasi dan bahkan promosi iklan di dalamnya. Tiket.com dan Traveloka sebagai online travel agent (OTA) terpopuler di Indonesia yang pada massa pandemi Covid 19 tetap mempromosikan brandnya di media social Tiktok dengan perpaduan pesan audio dan visual. Konten dalam media sosial Tiktok menjadi alternatif menghabiskan waktu bagi masyarakat pada saat itu yang dipaksa dan terpaksa berdiam di dalam rumah. Bagi produsen isi dari konten ini dapat digunakan sebagai alat untuk menyampaikan informasi produk atau brand kepada kalangan masyarakat. Penelitian yang menganalisis tujuan periklanan; memberikan informasi (informative), membujuk (persuasive), mengingatkan (reminding), dan nilai tambah (adding value), dengan metode penelitian komparatif dengan teknik analisis isi kuantitatif dari dua akun official Tiktok Tiket.com dan Traveloka. Hasilnya terdapat perbedaan tujuan periklanan signifikan atara dua akun Tiket.com dan Traveloka dengan nilai chi-square 13,58. Dimana terjadi perbedaan di dalam postingan akun kedua official yaitu Tiket.com banyak memunculkan konten yang bersifat persuasif, sedangkan Traveloka cenderung lebih banyak memunculkan konten yang bersifat informatif. Kata Kunci: analisis isi kuantitatif, covid 19, periklanan, studi komparatif, tiket.com, tiktok, traveloka AbstractThe benefits of Tiktok social media not only function as entertainment for its users but also have a function for companies to distribute content related to information and even advertising promotions in it. Tiket.com and Traveloka as the most popular online travel agent (OTA) in Indonesia, which during the Covid 19 pandemic mass continued to promote their brands on Tiktok social media with a combination of audio and visual messages. Content on Tiktok social media became an alternative to spending time for people at that time who were forced and forced to stay at home. For producers, the content of this content can be used as a tool to convey product or brand information to the public. Research that analyzes advertising objectives; providing information (informative), persuading (persuasive), reminding (reminding), and adding value (adding value), with a comparative research method with quantitative content analysis techniques from two official Tiktok accounts Tiket.com and Traveloka. The result is that there are significant differences in advertising objectives between the two Tiket.com and Traveloka accounts with a chi-square value of 13.58. Where there are differences in the account posts of the two official accounts, namely Tiket.com raises a lot of persuasive content, while Traveloka tends to raise more informative content.  Keywords: advertising, comparative study, quantitative content analysis, tiket.com, tiktok, traveloka","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"184 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124749592","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Desain Aplikasi Software as a Service sebagai Layanan Perbelanjaan Online 美国软件应用程序设计为在线购物服务
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.5242
Ninda Lutfiani, Qurotul Aini, Untung Rahardja, Nanda Septiani, I. Gunawan
{"title":"Desain Aplikasi Software as a Service sebagai Layanan Perbelanjaan Online","authors":"Ninda Lutfiani, Qurotul Aini, Untung Rahardja, Nanda Septiani, I. Gunawan","doi":"10.33633/andharupa.v9i02.5242","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.5242","url":null,"abstract":"AbstrakPada era teknologi 4.0 saat ini, masyarakat lebih cenderung menggunakan aplikasi perbelanjaan online sebagai media transaksi belanja mereka. Dalam pembuatan aplikasi pembelanjaan online, Software as a Service (SaaS) merupakan perangkat lunak yang dikenal sebagai layanan bersifat online yang memiliki peran penting dalam merancang desain aplikasi perbelanjaan online. iPanda merupakan sistem penjualan yang dapat diakses secara online melalui sebuah website yang menggunakan Software as a Service (SaaS). Dalam pembuatannya diperlukan rancangan prototype guna menghindari kesalahan fatal yang akan terjadi dalam pembuatan aplikasi Software as a Service (SaaS) iPanda. Penelitian ini bertujuan untuk merancang desain prototype aplikasi perbelanjaan online berbasis Software as a Service (SaaS) iPanda. Desain aplikasi Software as a Service (SaaS) iPanda harus dibuat fleksibel agar siapa pun yang menggunakan aplikasi tersebut dapat dengan mudah mengoperasikannya, tetapi tidak banyak vendor yang membuat aplikasi berbasis Software as a Service (SaaS) ini dibuat dengan sangat fleksibel sesuai dengan kebutuhan. Metode yang digunakan dalam penelitian ini adalah mind mapping dan prototyping. Dengan adanya perancangan desain aplikasi perbelanjaan online membuat desainer mengetahui kesalahan atau kekurangan sejak awal sebelum desain tersebut masuk ke dalam tahap penerapan dan evaluasi. Kata Kunci:  desain aplikasi, iPanda, layanan perbelanjaan online, software as a service AbstractIn the current era of technology 4.0, people are more likely to use online shopping applications as a medium for their shopping transactions. In making online shopping applications, Software as a Service (SaaS) is a software known as an online service that has an essential role in designing online shopping applications. iPanda is a sales system accessed online through a website that uses Software as a Service (SaaS). In its design, a prototype design is needed to avoid fatal errors that will occur in making the iPanda Software as a Service (SaaS) application. This study aims to design an online shopping application prototype based on iPanda's Software as a Service (SaaS). The design of the iPanda Software as a Service (SaaS) application must be made flexible so that anyone who uses the application can efficiently operate it. However, only a few vendors make Software as a Service (SaaS) based applications flexible according to needs. The method used in this research is mind mapping and prototyping. With an online shopping application design, designers know about errors or deficiencies before the design enters the implementation and evaluation stage. Keywords: application design, iPanda, online shopping services, Software as a Service (SaaS)","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128283803","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Pola Komunikasi Visual Lembaga Pemerintah dalam Penanganan Pandemi Covid 19: Kajian Arketipe dan Kepribadian Merek 政府机构处理Covid大流行的视觉传播模式:原型研究和品牌人格
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.7489
Indrawan Makmun, M. Isnaini
{"title":"Pola Komunikasi Visual Lembaga Pemerintah dalam Penanganan Pandemi Covid 19: Kajian Arketipe dan Kepribadian Merek","authors":"Indrawan Makmun, M. Isnaini","doi":"10.33633/andharupa.v9i02.7489","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.7489","url":null,"abstract":"AbstrakPenelitian ini bertujuan untuk menganalisis kepribadian merek Kementerian Kesehatan Republik Indonesia (Kemenkes RI) melalui akun media sosial Instagram dengan menggunakan perspektif Semiotika Multimodal dan menghubungkannya dengan arketipe merek untuk menentukan level The Caregiver lembaga tersebut. Dalam penelitian ini, dilakukan pendekatan kualitatif dengan fokus pada analisis pola komunikasi Kemenkes RI terkait COVID-19 melalui media sosial Instagram. Teknik analisis data yang digunakan adalah semiotika multimodal dan pendekatan metafungsi. Temuan penelitian menunjukkan bahwa Kemenkes RI memiliki karakteristik The Caregiver level tiga: altruisme, yang menunjukkan kepedulian terhadap dunia yang lebih besar dan memprioritaskan kepentingan masyarakat Indonesia. Tema-tema seperti mengayomi dan melindungi muncul dalam analisis semiotika multimodal. Selain itu, Kemenkes RI juga menggunakan storytelling dengan pendekatan visual seperti komik untuk mengurangi ketakutan dan kebingungan pada masyarakat. Kata kunci: Arketipe Merek, Covid-19, Kemenkes, Keperibadian Merek, Pola Komunikasi, Semiotika Multimodal AbstractThis research aims to analyze the brand personality of the Ministry of Health of the Republic of Indonesia (Kemenkes RI) through its Instagram social media account using the Multimodal Semiotics perspective and linking it to the brand archetype to determine the level of The Caregiver of the institution. This qualitative research focuses on analyzing Kemenkes RI's communication patterns related to COVID-19 through Instagram social media. The data analysis technique used is multimodal semiotics and the metafunction approach. The findings show that Kemenkes RI exhibits The Caregiver level three characteristics: altruism, indicating concern for the larger world and prioritizing the interests of the Indonesian community. Themes such as nurturing and protecting emerge in multimodal semiotic analysis. Additionally, Kemenkes RI uses visual storytelling, such as comics, to reduce fear and confusion among the public. Keywords: Brand Archetype, Brand Personality, Communication Patterns, Covid-19, Kemenkes, Multimodal Semiotics","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127700581","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Evaluation of Students' Knowledge and Attention or Concern using Learning Videos on Renewable Energy 利用可再生能源学习录影带评估学生的知识及关注程度
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.8156
S. H. Nugraini, Yusro Edy Nugroho
{"title":"Evaluation of Students' Knowledge and Attention or Concern using Learning Videos on Renewable Energy","authors":"S. H. Nugraini, Yusro Edy Nugroho","doi":"10.33633/andharupa.v9i02.8156","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.8156","url":null,"abstract":"AbstractThis research describes the evaluation of students when learning videos on renewable energy to increase students' knowledge and awareness about reducing fossil energy. Learning models, namely learning videos and other features, support student learning processes. Some of the learning videos describe Biodiesel or renewable energy sources derived from vegetable resources, namely used cooking oil, which is one of the current crucial problems regarding reducing fossil energy that must be addressed immediately. Students, as the nation's young generation, are less concerned about this problem, so there is a need for a learning model about renewable energy that can increase student knowledge and concern about the current reduction in fossil energy. One alternative learning model to clarify this subject is through Renewable Energy themed Learning Videos in Audio Visual class. The research method used is a descriptive qualitative method and a quantitative method. Respondents in this study were 60 students from the Audio Visual subject group. The Learning Model fully uses Learning Videos. Evaluation of the impact of this learning model shows that, in fact, with this learning model, the knowledge and attention or concern of students increases after participating in the learning process using learning videos with the theme of renewable energy.  Keywords: evaluation, learning model, learning video, renewable energy AbstrakPenelitian ini mendeskripsikan hasil evaluasi siswa ketika mempelajari video energi terbarukan untuk meningkatkan pengetahuan dan kesadaran siswa tentang pengurangan energi fosil. Model pembelajaran yaitu video pembelajaran dan fitur lainnya mendukung proses belajar siswa. Beberapa video pembelajaran menjelaskan tentang Biodiesel atau sumber energi terbarukan yang berasal dari sumber daya nabati yaitu minyak jelantah yang merupakan salah satu permasalahan krusial saat ini terkait pengurangan energi fosil yang harus segera diatasi. Pelajar sebagai generasi muda bangsa kurang memperhatikan masalah ini, sehingga perlu adanya model pembelajaran tentang energi terbarukan yang dapat meningkatkan pengetahuan dan kepedulian siswa terhadap pengurangan energi fosil saat ini. Salah satu alternatif model pembelajaran untuk memperjelas mata kuliah ini adalah melalui Video Pembelajaran bertema Energi Terbarukan di kelas Audio Visual. Metode penelitian yang digunakan adalah metode kualitatif deskriptif dan metode kuantitatif. Responden dalam penelitian ini adalah 60 siswa dari kelompok mata pelajaran Audio Visual. Model pembelajaran sepenuhnya menggunakan video pembelajaran. Evaluasi dampak model pembelajaran ini menunjukkan bahwa sebenarnya dengan model pembelajaran ini pengetahuan dan perhatian atau kepedulian siswa meningkat setelah mengikuti proses pembelajaran menggunakan video pembelajaran bertema energi terbarukan. Keywords: evaluasi, energi terbarukan, model pembelajaran, video pembelajaran","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132837326","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Representasi Peran Ayah dalam Film Ngeri-Ngeri Sedap (Analisis Semiotika John Fiske) 父亲在恐怖电影中的角色(约翰·菲斯克的符号学分析)
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.7887
Nezar Ariffananda, Dimas Satrio Wijaksono
{"title":"Representasi Peran Ayah dalam Film Ngeri-Ngeri Sedap (Analisis Semiotika John Fiske)","authors":"Nezar Ariffananda, Dimas Satrio Wijaksono","doi":"10.33633/andharupa.v9i02.7887","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.7887","url":null,"abstract":"AbstrakPeran ayah di dalam sebuah keluarga merupakan sosok yang paling mendominasi karena memiliki tanggung jawab besar sebagai pemimpin keluarga. Hal tersebut merupakan kondisi sosial yang disebut budaya patriarki dimana kepemimpinan serta otoritas tertinggi dipegang dan didominasi oleh kaum laki-laki. Film Ngeri-Ngeri Sedap ini dibangun berdasarkan tropes orang Batak di dalam film yang sering menjadikan peran ayah sebagai penggerak cerita sekaligus sumber konflik di dalam keluarga. Berdasarkan fenomena tersebut, penelitian ini dilakukan untuk mengetahui bagaimana representasi peran ayah dalam film Ngeri-Ngeri Sedap menggunakan metode kualitatif dengan paradigma kritis. Penulis memilih enam belas scene untuk diteliti dengan teknik analisis semiotika John Fiske yang terbagi menjadi tiga level yaitu, level realitas, level representasi, dan level ideologi. Hasil dari penelitian ini ditemukan bahwa sosok ayah di representasikan sesuai dengan ciri budaya patriarki privat dan memiliki peran sebagai seorang protector (sebagai seorang pelindung dan pengontrol), decision maker (sebagai seorang pembuat keputusan), monitor and disciplinary (sebagai seorang pengawas dan memberikan pembelajaran), provider (sebagai seorang penyedia fasilitas), dan responsibility (sebagai seorang yang memenuhi kebutuhan) kepada keluarganya. Kata Kunci: film, patriarki, peran Ayah, representasi, semiotika John Fiske  AbstractIn a family, the most dominating role figure is the father because he has a great responsibility as the family leader. This social condition is called patriarchal culture where the highest leadership and authority is held and dominated by men. This Ngeri-Ngeri Sedap film is based on the tropes of the Batak people which often make the father's role as the driving force of the story as well as the source of the conflict within the family. Based on this phenomenon this conducted research is to find out how the representation of the father's role in the Ngeri-Ngeri Sedap film uses qualitative methods with a critical paradigm. The researcher chooses sixteen scenes to be examined by John Fiske's semiotic analysis divided into three levels; the reality, representation, and ideology levels. The study found that the father figure is represented according to the characteristics of private patriarchal culture and has a role as a protector (to protect and control), the decision maker, to monitor, and disciplinary (as a supervisor and provides learning), provider, and as someone who fulfills needs of the family. Keywords: film, patriarchal, representation,  semiotics John Fiske, the role of fathers","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117131543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Konstruksi Sketsa Wisata Heritage dalam Menarik Minat Berkunjung Wisatawan (Studi Kasus di Bandung Sketchwalk) 旅游旅游版画的吸引游客的有趣之处(万隆Sketchwalk的一个案例研究)
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.7270
Kunkun Kurniawan, Dadang Suganda, U. Khadijah
{"title":"Konstruksi Sketsa Wisata Heritage dalam Menarik Minat Berkunjung Wisatawan (Studi Kasus di Bandung Sketchwalk)","authors":"Kunkun Kurniawan, Dadang Suganda, U. Khadijah","doi":"10.33633/andharupa.v9i02.7270","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.7270","url":null,"abstract":"AbstrakWisata heritage merupakan salah satu jenis wisata yang mengalami pertumbuhan di beberapa negara yang memiliki keragaman dan keunikan warisan budaya. Popularitas wisata heritage memberikan kontribusi kepada peningkatan citra kota. Pengembangan wisata heritage memerlukan pola dan media promosi yang menarik dari berbagai perspektif. Sketsa menjadi salah satu media kesadaran wisata komunitas yang menarik untuk mempromosikan wisata heritage. Tujuan penelitian ini adalah untuk memahami kondisi dan makna bangunan heritage dari perspektif pelaku sketsa, proses penciptaan sketsa objek heritage, dan konstruksi sketsa objek heritage sebagai media kesadaran wisata komunitas dalam mempromosikan wisata heritage di Kota Bandung. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi kasus. Data penelitian diperoleh melalui observasi, wawancara mendalam, dan studi dokumentasi. Informan yang dilibatkan dalam penelitian ini berjumlah sepuluh orang dari komunitas Bandung Sketchwalk. Data dalam bentuk karya sketsa dianalisis melalui analisis empat situs Rose dan analisis semantik Charles Sanders Peirce. Hasil penelitian menunjukkan bahwa objek bangunan heritage relatif masih terawat baik berdasarkan perspektif pelaku sketsa. Bangunan heritage ini menjadi sumber informasi, pengetahuan sejarah, dan penanda kota meskipun sifatnya masih berbentuk benda diam yang belum terintegrasi menjadi sistem pengembangan wisata heritage. Konstruksi sketsa wisata heritage dalam menarik minat berkunjung wisatawan memiliki karakteristik elemen visual hipoikon dengan indeksikalitas tanda figuratif dan tanda abstrak yang representatif untuk menginformasikan situs wisata sejarah, arsitektural, industri, museum, dan konser/teater melalui bangunan heritage di Kota Bandung. Beberapa pengembangan yang dapat ditindaklanjuti dari hasil penelitian ini adalah perencanaan rute tematik wisata minat khusus berbasis heritage, perancangan konten pemasaran wisata heritage dengan menggunakan media sketsa, karakteristik wisatawan serta pengelolaan kawasan heritage sebagai kawasan wisata yang terpadu dan berkelanjutan. Kata Kunci:  Bandung Sketchwalk, Konstruksi Sketsa, Urban Sketch, Wisata Heritage AbstractHeritage tourism is a type of tourism that is experiencing growth in several countries that have a diversity and uniqueness of cultural heritage. The popularity of heritage tourism contributes to the improvement of the city's image. The development of heritage tourism requires attractive promotional patterns and media from various perspectives. Sketches are one of the interesting media for community tourism awareness to promote heritage tourism. The purpose of this study was to understand the condition and meaning of heritage buildings from the perspective of the sketch artist, the process of creating heritage object sketches, and the construction of heritage object sketches as a medium for community tourism awareness in promoting heritage tourism in the city of Bandung. This study","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130812830","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Nilai Tontonan dan Tuntunan pada Wayang Beber Pacitan Adegan Ke Empat 表演价值和指导木偶四分之一场景
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.8085
M. Margana, Esterica Yunianti, Rara Sugiarti
{"title":"Nilai Tontonan dan Tuntunan pada Wayang Beber Pacitan Adegan Ke Empat","authors":"M. Margana, Esterica Yunianti, Rara Sugiarti","doi":"10.33633/andharupa.v9i02.8085","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.8085","url":null,"abstract":"AbstrakIndonesia dikaruniai bermacam-macam jenis wayang diantaranya wayang beber Pacitan. Jenis wayang ini berbentuk lukisan pada lembaran kertas atau kain dan cara memainkannya dalang menceritakan bentuk visual lukisan tersebut.  Wayang beber Pacitan terdiri atas 24 adegan dengan bentuk visual berbeda-beda sesuai dengan ceritanya. Namun, jenis wayang tersebut sekarang hampir punah karena tergeser oleh budaya modern. Tujuan penelitian ini adalah untuk mendeskripsikan nilai tontonan dan tuntunan pada bentuk visual wayang beber Pacitan adegan keempat. Penelitian ini menggunakan metode penelitian kualitatif. Pengambilan data dalam penelitian ini adalah pengamatan, interview dengan informan, dan analisis isi. Pengambilan sampel secara purposif yaitu disesuaikan dengan tujuan penelitian. Data dianalisis dengan teknik analisis interaktif, serta bentuk visual wayang beber dianalisis dengan pendekatan semiotika Roland Barthes. Untuk mengecek keabsahan data digunakan triangulasi data. Kesimpulan penelitian dapat dideskripsikan sebagai berikut; nilai tontonan melalui pertunjukkan wayang beber adegan keempat yang menampilkan lukisan dan dituturkan oleh dalang menjadi hiburan bagi penonton karena nilai-nilai keindahannya. Sedangkan nilai tuntunan yang terdapat pada isi cerita pertunjukan wayang beber Pacitan jagong keempat adalah ajaran tentang kegigihan dalam mengejar cita-cita. Hal ini ditunjukkan oleh tokoh utama adegan keempat Joko Kembang Kuning melakukan penyamaran agar cita-citanya dalam menemukan Dewi Sekartaji bisa tercapai. Kata kunci: adegan, tontonan, tuntunan, wayang beber AbstractIndonesia is blessed with various types of wayang, including wayang beber Pacitan. This type of wayang beber is in the form of a painting on paper or cloth and how to play it, the puppeteer tells the visual form of the painting. Wayang beber Pacitan consists of 24 scenes with different visual forms according to the story. However, this type of wayang is now almost extinct because it was displaced by modern culture. The purpose of this study was to describe the value of spectacle and guidance in the fourth scene of wayang beber Pacitan's visual form. This study uses a qualitative research. The techniques used in this study were observation, in-depth interviews, and content analysis. The sampling technique used is purposive sampling. Data analysis used interactive analysis methods, to check the validity of the data used data triangulation. The results of the study concluded that the value of spectacle through the fourth scene of wayang beber performance which displays works of painting and is spoken by the dalang becomes entertainment for the audience because of its aesthetic values. Meanwhile, the guiding value contained in the story of the fourth Pacitan wayang beber show is the teaching of persistence in pursuing goals. This is shown by the main character in the fourth scene, Joko Kembang Kuning, who disguises himself so that he can achieve his dream of finding Dewi S","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"9 13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132717281","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Perancangan Video Informasi “Lengger Lanang” dengan Teknik Animasi Motion Graphic untuk Kalangan Remaja Usia 17-22 Tahun 视频设计与动画动作技术为17-22岁的青少年
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.7023
Nadya Nadya, Lia Nyta
{"title":"Perancangan Video Informasi “Lengger Lanang” dengan Teknik Animasi Motion Graphic untuk Kalangan Remaja Usia 17-22 Tahun","authors":"Nadya Nadya, Lia Nyta","doi":"10.33633/andharupa.v9i02.7023","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.7023","url":null,"abstract":"AbstrakLengger Lanang merupakan seni tari yang berasal dari Kabupaten Banyumas dan sering digunakan untuk kesenian sakral karena dianggap masyarakat setempat memiliki nilai religi dan spiritual sebagai representasi rasa syukur kepada Dewi Sri atas kesuburan tanah dan kelimpahan panen. Seiring perkembangan waktu, tarian Lengger Lanang semakin mendapatkan stigma negatif dari masyarakat setempat hal ini dikarenakan kurangnya pengetahuan masyarakat khususnya remaja akan nilai seni dan budaya daerah dalam hal ini tarian Lengger Lanang dan juga kurangnya media informasi mengenai tarian Lengger Lanang. Dari hal tersebut, dibutuhkan media informasi yang dapat membuka stigma negatif masyarakat terutama kalangan remaja usia 17-22 tahun sehingga kesenian ini dapat dihargai dan dilestarikan. Metodologi penelitian yang digunakan adalah dengan pendekatan kualitatif deskriptif serta menggunakan teknik pengumpulan data seperti kepustakaan, wawancara, observasi dan survei dengan menitikberatkan pada teori ikonografi sebagai bentuk dan penggambaran visualisasi dengan narasi cerita serta teori animasi motion graphic sebagai teknik pengolahan media animasi.  Hasilnya perancangan animasi motion graphic tari Lengger Lanang dapat dijadikan sebagai media informasi sekaligus menjadi materi edukasi yang memberikan pandangan positif terhadap tari Lengger Lanang sebagai salah satu tarian yang perlu di lestarikan dan nilai-nilai positif yang ada di dalamnya. Kata Kunci: Lengger Lanang, motion graphic, video informasi, tari AbstractLengger Lanang is a dance originating from Banyumas Regency. It is often used for sacred arts because the local community considers it to have religious and spiritual values as a representation of gratitude to Dewi Sri for the fertility of the land and an abundance of harvests. Over time, the Lengger Lanang dance has increasingly received a negative stigma from the local community, and this is due to the lack of knowledge of the community, especially teenagers, about regional artistic and cultural values; in this case, the Lengger Lanang dance, and also the lack of information media about the Lengger Lanang dance. From this, information media is needed to open up the negative stigma of society, especially among youth aged 17-22 years, so that this art can be appreciated and preserved. The research methodology used is a descriptive qualitative approach. It uses data collection techniques such as literature, interviews, observation, and surveys, emphasizing iconography theory as a form and depiction of visualization with story narration and motion graphic animation theory as an animation media processing technique. The result is that the motion graphic animation of the Lengger Lanang dance can be used as an information medium as well as educational material that gives a positive view of the Lengger Lanang dance as a dance that needs to be preserved and the positive values in it. Keywords: dance, information video, Lengger Lanang, motion graphic","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"38 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123892503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
City Branding melalui Media Tiktok di Provinsi Jawa Timur 东爪哇省通过 Tiktok 媒体打造城市品牌
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.7911
Totok Wahyu Abadi
{"title":"City Branding melalui Media Tiktok di Provinsi Jawa Timur","authors":"Totok Wahyu Abadi","doi":"10.33633/andharupa.v9i02.7911","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.7911","url":null,"abstract":"AbstrakCity branding adalah aktivitas pemasaran yang dilakukan institusi untuk memperkenalkan identitas kota kepada masyarakat agar lebih mudah diingat dan populer. Media yang dapat digunakan untuk mempopulerkan identitas kota salah satunya adalah TikTok. Penelitian ini bertujuan untuk menganalisis dan menjelaskan pengaruh media TikTok, motivasi penggunaan media sosial, dan user generated content (UGC) terhadap city branding kabupaten/kota di Jawa Timur. Konsep dasar yang digunakan adalah teori media sosial TikTok dari Kaplan & Haenlein, teori motivasi penggunaan media dari Mc Quail, dan teori City branding Hexagon dari Simon Anholt. Hipotesis penelitian ini menyatakan bahwa media TikTok, motivasi penggunaan media sosial, dan UGC berpengaruh secara simultan, partial, dan positif terhadap city branding kabupaten/kota di Jawa Timur. Penelitian kuantitatif eksplanatif ini menggunakan sampel sejumlah 207 pengguna aplikasi TikTok sebagai responden di Jawa Timur. Hasil penelitian ini memperlihatkan bahwa faktor-faktor yang mempengaruhi city branding kabupaten/kota di Jawa Timur adalah kualitas media TikTok sebagai media promosi, motivasi penggunaan medsos, dan UGC.  Pengaruh ketiga variabel tersebut terhadap city branding yaitu 23 persen dan sisanya 77 persen dipengaruhi oleh faktor lainnya yang tidak dimodelkan oleh penelitian ini. Kebaruan penelitian ini adalah media sosial menjadi determinasi dan efektif sebagai media komunikasi marketing city branding kabupaten/kota yang memiliki potensi pariwisata. Kata Kunci: city branding, motivasi pengguna, tiktok, user generated content (UGC) AbstractCity branding is a marketing activity carried out by institutions to introduce the city's identity to the public so that it is more memorable and famous. TikTok is one of the media that can be used to popularize city identity. This study aims to analyze and explain the influence of TikTok media, motivation to use social media, and user-generated content on the city branding of districts/cities in East Java. The basic concepts used are TikTok social media theory from Kaplan & Haenlein, Mc Quail's theory of media use motivation and Simon Anholt's City branding Hexagon theory. This research hypothesis states that TikTok media, motivation to use social media, and UGC simultaneously, partially, and positively affect the city branding of districts/cities in East Java. This explanatory quantitative research used a sample of 207 TikTok application users as respondents in East Java. The results of this study show that the factors that influence the city branding of districts/cities in East Java are the quality of TikTok media as a promotional medium, motivation to use social media, and UGC. The influence of the three variables on city branding is 23 percent, and the remaining 77 percent is influenced by other factors not modeled by this study. The novelty of this research is that social media is determinant and effective as a marketing communication medium for city brandin","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134418958","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Degradasi Kesadaran Nilai-Nilai Kearifan Lokal: Representasi Budaya Jepang pada Mural sebagai Upaya Branding Kampung 地方智慧价值观的退化:日本在壁画上的文化表现,作为品牌村的努力
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2023-06-12 DOI: 10.33633/andharupa.v9i02.8236
Prayanto Widyo Harsanto
{"title":"Degradasi Kesadaran Nilai-Nilai Kearifan Lokal: Representasi Budaya Jepang pada Mural sebagai Upaya Branding Kampung","authors":"Prayanto Widyo Harsanto","doi":"10.33633/andharupa.v9i02.8236","DOIUrl":"https://doi.org/10.33633/andharupa.v9i02.8236","url":null,"abstract":"AbstrakMasuknya budaya asing ke Indonesia yang semakin masif di era global dan digital saat ini tidak bisa lagi ditolak maupun dihindari. Keberadaan budaya luar ini dapat mengkuatirkan bila dipahami serta dihayati berlebihan oleh warga bangsa khususnya generasi muda. Persoalan untuk mencintai dan melestarikan budaya lokal semakin rentan terhadap terkikis jati diri generasi penerus bangsa ini. Tujuan studi ini untuk mengungkap mural dengan konsep “Japanese culture” di ruang publik sudut di Yogyakarta dengan cara mendeskripsikan serta mengalisis fenomena visual tersebut. Metode visual (Visual Methodologis) dari Gillian Rose (2001) jenis kualitatif deskriptif-kritis digunakan untuk memaparkan secara komprehensif dengan dibantu berbagai literatur. Studi ini menghasilkan temuan bahwa konsep mural untuk branding kampung kurang mendapatkan pemahaman secara menyeluruh, sehingga dapat menurunkan kesadaran atas nilai-nilai lokalitas yang sepantasnya dijunjung tinggi warganya. Kata kunci: branding, budaya Jepang, degradasi, kesadaran, kearifan lokal, mural, nilai  AbstractThe entry of foreign culture into Indonesia, which is increasingly massive in the current global and digital era, can no longer be denied and avoided. The existence of this foreign culture will be worrying if it is understood and internalized excessively by the nation's citizens, especially the younger generation. Efforts to love and preserve local culture must continue to be increased for the younger generation, who are increasingly vulnerable. However, the problem arises because of the increasingly eroded identity of the nation's next generation in loving and preserving local culture. This study aims to reveal a mural with the concept of \"Japanese culture\" in a corner public space in Yogyakarta by describing and analyzing this visual phenomenon. The visual method (Visual Methodology) from Gillian Rose (2001) qualitative-descriptive-critical is used to explain comprehensively supported by various literature. This study found that the murals for village branding need to be thoroughly understood to reduce awareness of local values that the community members should uphold. Keywords: awareness, branding, degradation, Japanese culture, local wisdom, murals, values","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127752984","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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