ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia最新文献

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ANALISIS KOMPARASI GESTURE KARAKTER BARAT DAN TIMUR BERDASARKAN ARCHETYPE DARI FILM ANIMASI MUSIKAL “FROZEN” DAN “MERAIH MIMPI” 基于音乐动画电影《冰雪奇幻》和《梦想的实现》的比较动作分析了西方和东方的角色
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.5993
Nita Virena Nathiania, Ristia Kadiasti
{"title":"ANALISIS KOMPARASI GESTURE KARAKTER BARAT DAN TIMUR BERDASARKAN ARCHETYPE DARI FILM ANIMASI MUSIKAL “FROZEN” DAN “MERAIH MIMPI”","authors":"Nita Virena Nathiania, Ristia Kadiasti","doi":"10.33633/andharupa.v8i01.5993","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.5993","url":null,"abstract":"AbstrakMedia animasi dalam hal ini berperan sebagai media komunikasi inter-cultural dengan beragam target audiens. Adanya pengetahuan dan studi referensi yang tepat, penyampaian melalui gesture akan berhasil baik bagi audience budaya lokal, budaya mainstream atau yang lebih umum, maupun bagi komunitas global. Oleh karena itu perlu adanya studi yang dapat digunakan sebagai acuan untuk membantu menentukan, bukan hanya ciri fisik tetapi juga gesture sebuah karakter sesuai dengan archetype menurut struktur cerita Hero’s Journey Monomyth melalui perbandingan referensi budaya lokal dan budaya barat.  Dua studi kasus yang diambil yaitu animasi musikal “Meraih Mimpi” yang mengangkat latar belakang kehidupan budaya Jawa sebagai salah satu budaya khas Indonesia, dan animasi musikal “Frozen” oleh Disney Animation Studio. Dalam hal ini diperlukan ilmu dan kajian terkait dengan sosiolinguistik dalam proses pembedahan analisis yang melibatkan dua film animasi tersebut yang kemudian dibedah menggunakan pendekatan semiotika visual oleh Ferdinand de Saussure yang melibatkan adanya penanda dan petanda dari masing-masing gesture yang melekat pada archetype karakter untuk menghasilkan sebuah kerangka pembanding antara budaya barat dan timur. Hasilnya beberapa gestur yang memiliki tanda yang sama pada archetype yang berbeda menghasilkan baik penanda atau petanda yang berbeda tergantung dari bagaimana perancangan dan role archetype dengan latar belakang budaya yang disusun pada cerita tersebut. Kata Kunci : archetype, desain karakter, semiotika, sosiolinguistik AbstractAnimation media in this case acts as a medium of intercultural communication with a diverse target audience. With the right knowledge and reference studies, delivery through gestures will be successful both for local cultural audiences, mainstream culture or more generally, as well as for the global community. Therefore, it is necessary to have a study that can be used as a reference to help determine, not only physical characteristics but also the character’s gesture according to the archetype of the Hero's Journey Mononomyth story structure through comparison of local cultural references and western culture. Two case studies were taken, namely the musical animation “Meraih Mimpi” which raised the background of Javanese cultural life as one of Indonesia's unique cultures, and the musical animation “Frozen” by Disney Animation Studio. In this case, knowledge and studies related to sociolinguistics are needed in the analysis process which involves the two animated films. Then, it dissected using a visual semiotic approach by Ferdinand de Saussure which involves signifier and signified of each movement attached to the character archetypes to produce a framework of comparison between western and eastern cultures. The result is that several gestures that have the same sign on different archetypes produce different signifiers or signifieds depending on how the design and role of archetypes with cultural back","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"315 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124244044","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: 1
ANALISIS DESAIN KARAKTER MAKHLUK FOLKLORE DARI JEPANG DALAM BUKU CERITA ANAK BERGAMBAR 来自日本的福拉克生物设计分析在儿童图画书中
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.4655
Angelica Naomi Tjoantara, D. Ratri, Riama Maslan
{"title":"ANALISIS DESAIN KARAKTER MAKHLUK FOLKLORE DARI JEPANG DALAM BUKU CERITA ANAK BERGAMBAR","authors":"Angelica Naomi Tjoantara, D. Ratri, Riama Maslan","doi":"10.33633/andharupa.v8i01.4655","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.4655","url":null,"abstract":"AbstrakIndonesia memiliki berbagai jenis makhluk mitologi dalam cerita rakyat yang merupakan bagian dari budaya Indonesia. Karakter makhluk mitologi ini kerap diceritakan dalam cerita rakyat yang sampai sekarang diadaptasi menjadi berbagai format kontemporer salah satunya ke dalam buku cerita anak. Namun, pengaplikasian karakter dalam cerita rakyat tersebut cenderung kuno dan monoton dari buku satu ke buku lainnya. Sebagai perbandingannya, Jepang yang juga memiliki berbagai macam karakter budaya dalam cerita rakyatnya dapat mengadaptasi karakter makhluk mitologi tersebut ke dalam cerita dengan tema yang lebih kontemporer. Untuk itu, penulis melakukan kajian mengenai desain karakter makhluk folklore dalam buku cerita anak Jepang yang memuat tema kontemporer. Tujuan penelitian ini adalah untuk mengidentifikasi dan memahami elemen dalam membangun desain karakter berdasarkan makhluk mitologi dan membuat suatu konsep berdasarkan hal tersebut. Penelitian menggunakan metode kualitatif dengan pendekatan studi kasus karakter desain dalam buku anak Jepang dengan tema folklore kontemporer. Kemudian peneliti membandingkan dengan desain referensi aslinya menggunakan teori manga matriks dan RWD (Ruang, Waktu, Datar). Hasil dari penelitian ini kemudian dapat digunakan sebagai acuan bagi ilustrator maupun penulis cerita untuk lebih menggunakan karakter dari tradisi dan budaya Indonesia ke dalam bentuk cerita sebagai salah satu upaya pelestarian budaya dan cerita rakyat di Indonesia. Kata Kunci: desain karakter, buku bergambar, cerita rakyat kontemporer, makhluk mitologi AbstractIndonesia has varieties of mythological creatures based on the local Indonesian folktales. Nowadays these characters are often introduced inside stories, games, or other contemporary media and one of them is children’s picture books. Sadly, the implementation of these cultural characters were monotonous and redundant from one book to another. As a case study, Japan has similar cultures regarding folktale with Indonesia and has implemented the essence of those characters into more contemporary themed stories. From these findings, the writer delivered qualitative research to study Japanese picture book’s character designs with contemporary themes. The purpose of this research is to identify and understand the elements in building character designs based on mythological creatures and create a concept based on them. The research uses a qualitative method with a case study approach to character designs in Japanese children's books with the theme of contemporary folklore. Then the researcher compared it with the original reference design using matrix manga theory and RWD. Findings from this research may be used as reference for both Indonesian writer and illustrator to create stories and designs based on Indonesian’s characters from folktales as a way to preserve Indonesian’s folktales. Keywords: character design, contemporary folktale, mythological creature, picture book","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"135 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131801445","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: 1
PEMETAAN IDEOLOGI PERFORMATIF DAN REPRESIF DALAM VIDEO DOKUMENTER DI KANAL YOUTUBE: SEBUAH PERSPEKTIF MULTIMODALITAS BUDAYA KOTA LASEM YOUTUBE频道纪录片纪录片《表演与压制意识形态图》:拉希姆市文化多变的观点
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.4727
Harry Harry, R. Marta, M. Bahruddin
{"title":"PEMETAAN IDEOLOGI PERFORMATIF DAN REPRESIF DALAM VIDEO DOKUMENTER DI KANAL YOUTUBE: SEBUAH PERSPEKTIF MULTIMODALITAS BUDAYA KOTA LASEM","authors":"Harry Harry, R. Marta, M. Bahruddin","doi":"10.33633/andharupa.v8i01.4727","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.4727","url":null,"abstract":"AbstrakPenanaman akulturasi budaya di Pulau Jawa telah terjalin sejak 600 tahun silam dan tertuang dalam video dokumenter. Dokumentasi dari sejumlah perspektif komunikator disampaikan dengan menggunakan teknik visual yang berbeda. Khalayak yang menerima video dokumenter kemudian memperluas pengetahuan mereka berdasarkan perspektif tertentu. Tujuan penelitian ini adalah untuk membuktikan persatuan budaya di Kota Lasem, Jawa Tengah, melalui dua video dokumenter dari akun IndonesiaKaya dan Klenteng Lasem yang ditayangkan di kanal Youtube. Pendekatan penelitian yang digunakan adalah kualitatif konstruktivis dengan metode analisis diskursus multimodalitas. Elemen teori yang digunakan adalah metafora visual dan performa kultural. Hasil penelitian menunjukkan bahwa terdapat persamaan dan perbedaan ideologi performatif dan represif sineas komunikator kedua akun Youtube dalam menyampaikan pesan pelestarian budaya Lasem kepada khalayak. Persamaan tersebut terdapat dalam penayangan sinergisitas visual yang membahas klenteng Gie Yong Bio sebagai pusat pelestarian sejarah Lasem. Sementara perbedaannya terdapat dalam ideologi yang digunakan untuk menyampaikan makna kepada khalayak. Akun IndonesiaKaya menggunakan ideologi performatif budaya dalam penyampaian pesannya. Sementara akun Klenteng Lasem menggunakan ideologi sejarah penjajahan pemerintahan VOC terhadap rakyat Pulau Jawa dari cuplikan film. Kata Kunci: analisis teks, budaya, dokumenter, Lasem, multimodalitas AbstractAcculturation of Javanese cultures has been planted around 600 years ago and was delivered through a documentary. Communicator’s perspective is built through documentation and distributed in form of video. Audiences receiving the documentary video will then be able to expand their knowledge through a specific perspective. The purpose of this research is to find out how documentary proves a unity of differing cultures in Lasem City, Central Java, from 2 different accounts, which is IndonesiaKaya and Klenteng Lasem. The research is conducted in qualitative method with constructivist paradigm, as well as multimodality discourse analysis technique. The mapping of visual metaphor theory and cultural performance theory is used in this research. It is discovered in the research that the two accounts have their similarity and difference in two account’s communicator ideology to inform audience about conserving Lasem’s culture. The similarity lies within the visual synergy that discusses Gie Yong Bio Temple as Lasem’s history conservation center. The difference is the ideology, both performative and repressive, of the two accounts to create meaning to audience, where IndonesiaKaya account used cultural performance to deliver their ideology, while Klenteng Lasem account used Javanese’s suffering from VOC’s colonialism from a film’s cutscene to construct audience’s ideology.  Keywords: culture, documentary, Lasem, multimodality, text analysis","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127890557","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: 7
PEMAKNAAN LOGO RUMAH ATSIRI INDONESIA DALAM DISKURSUS KONSERVASI ARSITEKTURAL 在建筑保护课程中美化印尼家的标志
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.4678
Ainun Majid
{"title":"PEMAKNAAN LOGO RUMAH ATSIRI INDONESIA DALAM DISKURSUS KONSERVASI ARSITEKTURAL","authors":"Ainun Majid","doi":"10.33633/andharupa.v8i01.4678","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.4678","url":null,"abstract":"AbstrakLogo adalah bahasa visual yang merupakan abstraksi dan representasi dari banyak hal. Logo sering berisi kode atau tanda artistik yang hanya dimengerti oleh konvensi tertentu. Artikel ini bertujuan untuk memahami pemaknaan logo Rumah Atsiri Indonesia baik secara tekstual maupun kontekstual. Kajian tekstual membahas elemen-elemen pembentuk visual logo, seperti bentuk dasar, warna, dan teks. Pada pemaknaan kontekstual lebih mendalami perihal aspek kesejarahan yang melatarbelakangi pembentukan pemilihan logo itu sendiri. Penelitian ini menggunakan metode penelitian kualitatif dengan pendekatan studi kasus. Studi kasus dipilih agar data yang digali lebih spesifik dan mendalam melalui observasi, wawancara, dan studi literatur. Pada tahap analisis, data dari lapangan akan dielaborasi dengan data dari literatur seperti, buku, jurnal, dan penelusuran website. Hasil yang diperoleh dari penelitian ini antara lain, bentuk logo mengambil bentuk dasar fasad bangunan lama, dan pemilihan nama Rumah Atsiri Indonesia (kedua hal tersebut) merupakan abstraksi dari tindakan penerusan spirit cita-cita lama Pabrik Citronella 1963; warna pada logo adalah hasil perpaduan nuansa tanah dan cahaya matahari sebagai respon terhadap alam sekitar; pemilihan font memiliki kesamaan nuansa dengan gaya arsitektur bangunan lama dan sejarah keberadaan bangunan tersebut. Proses kreatif tersebut merupakan upaya untuk membentuk otentisitas Rumah Atsiri Indonesia melalui logo. Kata Kunci: logo, revitalisasi, Rumah Atsiri Indonesia, sejarah, semiotika AbstractThe Logo is one of polysemic sign language. It contains multiple subjective and objective meanings. This research will textually and contextually discuss the logo of Rumah Atsiri Indonesia. In textual area, the limit of this research will be on logo’s visual elements such as form, color, and body text. In contextual area, it will discuss historical reason behind the creative process of the logo. This research is qualitative study uses case study approaching. Case study is the best approach to lead researcher to a dept and specific information through observation, interview, and literature study. The datas both from field research and literature will be elaborated. Findings show that the main idea of the logo’s form is created from the roaster shape in old building’s façade. The name ‘Rumah Atsiri Indonesia’ and the fact that the logo’s form is taking from roaster’s design were derived by a willing of physically and historically conservation of the past 1963 company ‘Citronella Factory’; the color of the logo represents soil, sunlight and is a response to embrace the nature; typeface design follows the antiquity of old company and its historycal aspects. Thus, the discussion conclued that the logo of Rumah Atsiri Indonesia is symbol of its authenticity. Keywords: conservation, history, logo, Rumah Atsiri Indonesia, semiotic","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130790752","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: 1
KECENDERUNGAN VISUALISASI ANAK-ANAK DALAM MERESPON SITUASI PANDEMI 儿童可视化的趋势对流行病的影响
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.4710
Rendy Pandita Bastari
{"title":"KECENDERUNGAN VISUALISASI ANAK-ANAK DALAM MERESPON SITUASI PANDEMI","authors":"Rendy Pandita Bastari","doi":"10.33633/andharupa.v8i01.4710","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.4710","url":null,"abstract":"Abstrak Bahasa visual memiliki efeknya sendiri terhadap audiens. Manifestasi gagasan, ekspresi, ideologi dapat tersalurkan melalui bahasa visual. Hal ini menunjukan bahwa objek visual memiliki makna tertentu, dan terdapat aspek komunikasi yang terkandung di dalamnya. Studi terdahulu menunjukan adanya menifestasi visual pada anak-anak dalam merespon keadaan sosial atau situasi tertentu. Studi ini pun menunjukan bahwa ide yang disampaikan secara visual dapat tercerna dengan baik oleh anak-anak. Studi ini menyimpulkan bahwa proses produksi visual merepresentasikan pengetahuan mereka khususnya secara sosial. Namun studi ini masih belum konklusif terkait kecenderungan karakteristik visualnya. Penelitian ini bermaksud untuk melakukan pendekatan lain dan lebih mengarah pada visualisasinya. Metode yang digunakan adalah analisis visual dari Gillian Rose melalui pengambilan Sampel karya anak-anak dalam merespon situasi pandemi 2020. Sampel berjumlah 18 karya visual dengan kecenderungannya masing-masing. Hasil dari studi ini mendapatkan bahwa anak-anak cenderung merespon dengan visualisasi yang sepenuhnya imajinatif dengan menghadirkan figur-figur dari budaya populer dan ekspresi imajinasinya yang tidak ada konteksnya pada situasi pandemi. Kecenderungan lain terlihat bahwa adanya upaya untuk menggambarkan realita sebagaimana mestinya dan mengandung relevansi terhadap situasi pandemi. Terakhir bahwa terdapat kesan optimisme dalam beberapa karya dan pesimisme dalam beberapa karya. Kata Kunci: anak-anak, karakteristik visual, pandemi, seni AbstractVisual language has its own effect on audiences. The manifestation of ideas, expressions, ideologies can be channeled through visual language.  This shows that visual object has a certain meaning, and there are aspects of communication contained in it. Previous studies have shown visual manifestations in children in response to certain social conditions or situations. This study also proves that visually conveyed idea can be received well by children, this study concludes that visual production process represents their social knowledge. However, this study is inconclusive pertaining their visual characteristic tendencies. This study aims to conduct different approach which is more oriented to their visualization. The method used is visual analysis coined by Gillian Rose through sampling of children's work in response to the 2020 pandemic situation. The Sampel consisted of 18 visual works with their respective tendencies. The results of this study show that children tend to respond with fully imaginative visualizations by presenting figures from popular culture and their imaginary expressions that have no context in a pandemic situation. Another trend appears to be an attempt to portray reality as it should and contain relevance to the pandemic situation. Finally, there is an impression of optimism in some works and pessimism in some works. Keywords: art, children, pandemic, visual characteristic","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115931593","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
RANCANG BANGUN APLIKASI MARP UNTUK WAYFINDING GEDUNG DAN RUANGAN DI POLINEMA 设计一个马普应用程序在一个多项式中为景致建筑物和空间设计
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.5192
Muhammad Shulhan Khairy, Laduni Estu Syalwa, Usman Nurhasan
{"title":"RANCANG BANGUN APLIKASI MARP UNTUK WAYFINDING GEDUNG DAN RUANGAN DI POLINEMA","authors":"Muhammad Shulhan Khairy, Laduni Estu Syalwa, Usman Nurhasan","doi":"10.33633/andharupa.v8i01.5192","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.5192","url":null,"abstract":"AbstrakBanyaknya gedung perkuliahan dan kurangnya petunjuk jalan maupun peta lokasi yang mudah diakses membuat lokasi gedung, bangunan, bahkan ruang kelas di Politeknik Negeri Malang (Polinema) mempunyai keterbatasan dalam pencarian. Melihat permasalahan tersebut, maka dibangun sebuah aplikasi pencarian lokasi gedung dan ruangan yang mengacu pada koordinat lokasi yang diperoleh melalui Google Maps. Penelitian ini menggunakan metode Rational Unified Process dengan pendekatan teknologi markerless pada augmented reality sebagai media informasi yang digunakan sebagai penanda gedung dan ruangan yang dapat dijalankan pada smartphone Android. Hasilnya sistem dapat mengimplementasikan metode markerless augmented reality dengan cukup baik yang memperoleh tingkat akurasi 89% dalam ketepatan menampilkan informasi lokasi gedung dan kelas secara real-time pada kamera perangkat android dan dari semua kelas uji. Kata Kunci: android, augmented reality, markerless, wayfinding AbstractThe number of lecture buildings and the lack of street guides and easily accessible location maps make the location of buildings, buildings, even classrooms in Polinema have limitations in the search. This is in accordance with the problems that occur in Polinema's new students in finding the location of each building or class, not least with old students, education personnel, and the public who visit Polinema. Seeing the problem, a search application was built for the location of the building and the room that refers to the coordinates of the location obtained through google map. The study used the Rational Unified Process method with a markerless augmented reality technology as an information medium used as a marker of buildings and rooms that can be run on android smartphones. As a result, the system can implement the Markerless Augmented Reality Method quite well which obtains an 89% accuracy rate in the accuracy of displaying building and class location information in real-time on the cameras of android devices and from all test classes. Keywords: android, augmented reality, markerless, wayfinding","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"134 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131931690","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: 1
STORYTELLING DALAM KEMASAN KOPI JANJI JIWA
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.4154
A. N. Fadilla, Patra Aditia
{"title":"STORYTELLING DALAM KEMASAN KOPI JANJI JIWA","authors":"A. N. Fadilla, Patra Aditia","doi":"10.33633/andharupa.v8i01.4154","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.4154","url":null,"abstract":"AbstrakIndonesia merupakan salah satu negara penghasil dan pengkonsumsi kopi terbesar di dunia. Salah satu brand yang berhasil menguasai pasar kopi di Indonesia adalah kopi Janji Jiwa. Janji Jiwa mengetahui pentingnya membangun sebuah brand image. Salah satu pendekatan kreatif yang dilakukan oleh Janji jiwa adalah dengan storytelling yang diperkuat juga dengan copywriting dan tipografi. Lewat teknik pengumpulan data melalui observasi, studi literatur, dan wawancara mendalam terhadap sejumlah informan, yang kemudian dikaitkan dengan teori semiotika, maka hasil penelitian ini menunjukkan bahwa storytelling memperkuat brand image kopi Janji Jiwa dengan memberi kesan bahwa Janji Jiwa dimitoskan dengan peristiwa-peristiwa keseharian, seperti misalnya; pertemuan dengan sahabat, masa-masa kurang beruntung, ataupun perselisihan dengan rekan kerja.  Selain itu, makna yang terbentuk dari konten kreatif kopi Janji Jiwa adalah mitos tentang teks-teks yang dapat mengisi waktu luang, punya kemampuan untuk menimbulkan pikiran yang reflektif, punya pendekatan yang baik dan ramah, serta niat yang tulus.  Kata kunci: brand image, kopi janji jiwa, semiotik, storytelling  AbstractIndonesia is one of the largest coffee producers and consumers in the world. One of the brands that has succeeded in dominating coffee market in Indonesia is Janji Jiwa Coffee. Janji Jiwa knows the importance of building a brand image. One of the creative approaches used by Janji Jiwa is storytelling which is also reinforced by copywriting and typography. Data collection techniques were gathered through observation, literature study, and in-depth interviews with several informants, which linked to semiotic theory. The results of this study indicate that storytelling strengthens the brand image of Janji Jiwa coffee by giving the impression that Janji Jiwa is associated with daily events, for example, meetings with friends, unfortunate moments, or disputes with coworkers. In addition, the meaning of content creative development of Janji Jiwa coffee is a myth about texts that can fill spare time, have the ability to generate reflective thoughts, have a kind and friendly approach, and have sincere intentions.  Keywords: brand image, storytelling, semiotics, janji jiwa coffee","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131466749","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
ANALISIS IKON GUNUNGKIDUL DI KAWASAN GUNUNG SEWU UNESCO GLOBAL GEOPARK
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.4644
Diah Natarina, Agus Sachari
{"title":"ANALISIS IKON GUNUNGKIDUL DI KAWASAN GUNUNG SEWU UNESCO GLOBAL GEOPARK","authors":"Diah Natarina, Agus Sachari","doi":"10.33633/andharupa.v8i01.4644","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.4644","url":null,"abstract":"AbstrakPeningkatan status Geopark Nasional ke UNESCO Global Geoparks (UGGp) menjadi agenda utama pemangku jabatan. Negara-negara anggota UGGp dan Global Geopark Network (GGN) termasuk Gunung Sewu UGGp (GSUGGp) telah mendapatkan manfaat yaitu signifikansi peningkatan pendapatan regional. Salah satu syarat menjadi anggota UGGp/GGN adalah visibilitas. Identification sign memasuki kawasan geopark merupakan salah satu komponen di antara syarat visibilitas. Pada sisi barat batas wilayah karst GSUGGp yaitu di Bukit Bintang daerah Pathuk, terdapat ikon yang dalam rujukan sistem penanda disebut identification sign bertuliskan Gunungkidul dengan ukuran besar berwarna kuning. Pada situasi lain organisasi ini mengimbau agar penempatan panel informasi yang berlebihan harus dihindari di daerah dengan pemandangan alam yang unik dan menakjubkan. Penulisan ini bertujuan untuk mengetahui kesesuaian pembuatan dari ikon Gunungkidul tersebut. Data diperoleh dengan melakukan observasi lokasi, wawancara mendalam, studi literatur, dan pemberitaan media masa. Metode yang digunakan adalah dengan pendekatan deskriptif kualitatif dan menggunakan signage pyramid method dalam menganalisisnya. Hasilnya adalah struktur ikon Gunungkidul sebagai identification sign belum sesuai. Dilihat dari sudut keilmuan sistem penanda perlu dilakukan relokasi karena tingkat keterbacaan yang tidak sesuai hierarki serta alasan keselamatan berkendara. Warna dan ukuran struktur bertuliskan Gunungkidul tidak sesuai jika merujuk pada imbauan dari UGGp/GGN. Kata Kunci: geopark, Gunungkidul, Gunung Sewu, identification sign, sistem penanda AbstractNational Geoparks to UNESCO Global Geoparks (UGGp) upgrading status in some region has become a priority of government authority in nationwide. Referring to the declaration of the 17 Sustainable Development Goals by the United Nations (UN) in 2015, specificaly in the 8th program, namely sustainable economic growth. It has been proven that there is a significant increasement in regional revenue for countries after becoming members of the UGGp and the Global Geopark Network (GGN) including Gunung Sewu UGGp (GSUGGp). One of the several conditions to be accepted as a member of UGGp / GGN is visibility. Identification sign entering the geopark area is included in visibility. On the west side of the boundary of the GSUGGp karst area, there is an icon which in the sign system is called an identification sign that reads Gunungkidul with a large yellow color. This writing aims to determine how far the identification sign reaches suitability for an UGGp. Data obtained by conducting site observations, in-depth interviews, literature studies and mass media coverage. By analyzing qualitative descriptive approach using signage pyramid method for GSUGGp visibility, the result is Gunungkidul identification sign is not yet fully suitable. The Gunungkidul icon needs to be relocated because the legibility level does not match the hierarchy and driving safety reasons. The color","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116003338","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
MENAKAR KUALIFIKASI PEMERAN JAGOAN PEREMPUAN PADA FILM LAGA INDONESIA 评估印尼动作电影女主角的资格赛
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.5795
Daniar Wikan Setyanto, Santosa Soewarlan, Sumbo Tinarbuko
{"title":"MENAKAR KUALIFIKASI PEMERAN JAGOAN PEREMPUAN PADA FILM LAGA INDONESIA","authors":"Daniar Wikan Setyanto, Santosa Soewarlan, Sumbo Tinarbuko","doi":"10.33633/andharupa.v8i01.5795","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.5795","url":null,"abstract":"AbstrakKesetaraan gender menjadi salah satu isu yang sering diangkat dalam dunia perfilman. Film-film laga populer saat ini mudah ditemukan karakter perempuan yang tampil sebagai seorang jagoan yang kuat dan mahir bela diri. Meskipun belum sebanyak Hollywood, film-film di Indonesia mulai memperkenalkan karakter jagoan perempuan di film-film layar lebar. Namun karakter jagoan perempuan dalam film Indonesia masih dianggap sebagai karakter minor, kemunculan mereka juga masih dianggap belum bisa menaikkan film dari segi kualitas dan perolehan penonton. Penelitian ini mencoba untuk mencari tahu alasan dibalik mengapa karakter tersebut masih belum berhasil mencuri hati penonton, yaitu dengan cara menakar kualifikasi setiap artis yang memerankan jagoan perempuan tersebut. Teori yang digunakan adalah teori dikotomi antara aktor (actrees) dan bintang (star). Metode penelitian yang digunakan yaitu metode campuran (mixed method) dengan teknik pencarian data dengan wawancara tokoh salah satu sutradara terkenal Indonesia yaitu Garin Nugroho. Hasil dari penelitian ini adalah film jangan hanya mengeksploitasi tubuh perempuan dengan menonjolkan visualisasi kecantikan dan kemolekan tubuh perempuan tetapi perlunya kemampuan akting dan keahlian dalam bela diri sebagai nilai tambah pemainnya. Selain itu perlunya memperkuat penulisan naskah film laga dan pendalaman karakter sehingga kualitas film laga di Indonesia akan semakin berjaya dan bisa bersaing di kancah film Internasional. Kata Kunci: artis peran, film Indonesia, jagoan perempuan, kajian film AbstractGender equality is an issue that is often raised in the world of cinema. Popular action films nowadays are easy to find female characters who appear as strong and proficient in martial arts. Although not as many as in Hollywood, films in Indonesia have begun to introduce female hero characters in big screen films. However, female hero characters in Indonesian films are still considered minor characters, their appearance is also still considered unable to increase the quality of the film and the audience gain. This study tries to find out the reason behind why the character still hasn't been liked by the audience, that is by measuring the qualifications of each artist who plays the female hero. The theory used is the dichotomy theory between actors and stars. The research method used is a mixed method with data search techniques by interviewing the famous Indonesian directors, namely Garin Nugroho. The result is that the film does not only exploit women's bodies by highlighting the visualization of the beauty and beauty of the female body, but also the need for acting skills and martial arts skills as an added value for actresses. In addition, it is necessary to strengthen the writing of action film scripts and character development so that the quality of action films in Indonesia will be more victorious and can compete in the international film scene. Keywords: artists, Indonesian film, female heroes, film studi","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114767369","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: 1
KAJIAN STRUKTURAL DAN KOMPARATIF FILM BEFORE TRILOGY DAN BOYHOOD KARYA AUTEUR: RICHARD LINKLATER
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Pub Date : 2022-04-16 DOI: 10.33633/andharupa.v8i01.4654
E. Saputra
{"title":"KAJIAN STRUKTURAL DAN KOMPARATIF FILM BEFORE TRILOGY DAN BOYHOOD KARYA AUTEUR: RICHARD LINKLATER","authors":"E. Saputra","doi":"10.33633/andharupa.v8i01.4654","DOIUrl":"https://doi.org/10.33633/andharupa.v8i01.4654","url":null,"abstract":"The classic theory of authorship has sparked debate among academics, practitioners, and film critics for many years. In film education, the theory of auterism is widely discussed because it provides an interesting overview of film techniques and styles that is developed by an auteur. Richard Linklater is an auteur serving as director and screenwriter in many of his films. This study uses qualitative research methods with structural and comparative methods, where structural approach is used to deconstruct Richard Linklater’s film through the characters, themes, and visual styles (types of frames and camera movements). The comparative method is used to find similarities and differences in Before Trilogy and Boyhood, also to reveal Richard Linklater’s authorship style. To conclude the research, Richard Linklater is a collaborative auteur. In his experimental approach of filmmaking specificially in the making of Before Trilogy and Boyhood, Richard Linklater always worked collaboratively with actors or editors. The difference between Richard Linklater’s films can be seen through visual aspects of the film, on the contrary, in terms of narrative aspect, Before Trilogy and Boyhood do not have significant differences. Many similarities can be found throughout the narrative aspects of his films.","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130965815","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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