ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia最新文献

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Aplikasi Game Edukasi Matematika dan Bahasa Inggris bagi Anak Sekolah Dasar 小学生的数学和英语游戏应用
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.8882
Yudha Hady Pratama, Nova Rijati
{"title":"Aplikasi Game Edukasi Matematika dan Bahasa Inggris bagi Anak Sekolah Dasar","authors":"Yudha Hady Pratama, Nova Rijati","doi":"10.33633/andharupa.v9i03.8882","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.8882","url":null,"abstract":"Abstrak Perkembangan teknologi informasi telah mengubah pola dan sistem pembelajaran konvensional menjadi inovatif menggunakan game edukasi. Tujuan penelitian ini yaitu mengembangkan game edukasi mata pelajaran matematika dan bahasa Inggris bagi anak usia dini umur 6-8 tahun. Penelitian menggunakan model Multimedia Development Life Cycle (MDLC) dan metode Finite State Machine yang diterapkan pada game dengan tambahan multimedia serta efek-efek tertentu menjadikan game menjadi lebih menarik dan menyenangkan untuk dimainkan. Hasil penelitian menunjukkan bahwa game edukasi sebagai media pembelajaran memudahkan anak usia dini umur 6-8 tahun untuk memahami materi matematika dan bahasa Inggris sehingga meningkatkan motivasi dan semangat untuk selalu belajar. Kata Kunci: bahasa inggris, finite state machine, game edukasi, matematika AbstractDevelopment of information technology has changed conventional learning patterns and systems to become innovative by using educational games. The purpose of this study is to develop educational games in mathematics and English for early childhood ages 6-8 years. The research uses the Multimedia Development Life Cycle (MDLC) model and the Finite State Machine method which is applied to games with additional multimedia and certain effects that make games more interesting and fun to play. The results of the study show that educational games as learning media make it easier for young children aged 6-8 years to understand math and English material so as to increase motivation and enthusiasm to always learn. Keywords: english, finite state machine, game education, mathematics","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720667","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
Atomic Design System for Typography Layout in Student Poster Design 学生海报设计中排版布局的原子设计系统
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.7634
Yon Ade Lose Hermanto, Nabisah Binti Ibrahim, Joni Agung Sudarmanto, Fariza Wahyu Arizal, Novian Wahyu Firmansyah
{"title":"Atomic Design System for Typography Layout in Student Poster Design","authors":"Yon Ade Lose Hermanto, Nabisah Binti Ibrahim, Joni Agung Sudarmanto, Fariza Wahyu Arizal, Novian Wahyu Firmansyah","doi":"10.33633/andharupa.v9i03.7634","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.7634","url":null,"abstract":"AbstrakPenelitian ini bertujuan untuk menerapkan atomic design system pada proses perancangan desain poster komunikasi visual. Banyak cara menciptakan produk desain untuk kebutuhan tertentu. Urgensi penelitian ini adalah karena selama ini banyak desainer terutama mahasiswa, yang bingung dengan proses desain poster. Banyak metode desain yang tidak semuanya sesuai dengan penciptaan desain poster. Maka, atomic design ayatem merupakan alternatif metode yang dapat digunakan untuk membuat desain poster. Desain poster tersebut memiliki dua tujuan yang penting, yaitu menyampaikan pesan atau informasi dengan baik dan benar pada masyarakat, dan menampilkan informasi tersebut dengan artistik dan estetik. Atomic Design System dapat membantu desainer dalam membuat desain dengan tujuan-tujuan tersebut. Disamping langkah yang sistematis, system ini juga membuat elemen desain dan elemen informasi yang akan disajikan teridentifikasi dengan lengkap. Metode atomic memiliki langkah-langkah sebagai berikut: atomic element, molekul element, organisme desain, menyiapkan halaman, serta merancang template desain . proses dari atomic design system ini menghasilkan elemen desain yang tertata, alur baca yang baik, serta template design yang dapat diterapkan pada desain lain. Studi kasus perancangan poster PIMNAS merupakan studi yang tepat karena poster PIMNAS menampilkan banyak informasi dan data serta harus disajikan dengan runtut dan jelas. Hasil dari penerapan Atomic Design System adalah final design poster PIMNAS dengan legibility dan readability yang baik. Kata Kunci: atomic design, desain poster, sistem tata letak, tipografi AbstractThis study aims to apply the atomic design system to the poster design process of visual communication design. There are many ways to create and design products for specific needs. This research is urgent because many designers, especially students, are confused about the poster design process. Many design methods are not all appropriate for creating poster designs. So, the atomic design system is an alternative method that can be used to make poster designs. These poster designs have two important goals: conveying messages or information properly and correctly to the public and presenting the information artistically and aesthetically. Atomic Design System can assist designers in making designs with these goals. In addition to systematic steps, this system also makes design elements and information elements be presented wholly identified. The atomic method has the following steps: Atomic elements, Molecular elements, design organisms, prepare pages, and design templates. This atomic design system produces well-organized design elements, good reading flow, and design templates that can be applied to other designs. The PIMNAS poster design case study is the proper study because the PIMNAS poster displays a lot of information and data and must be presented coherently and clearly. The result of implementing the Atomic Design System is the fin","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"2012 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720668","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 Komik Digital sebagai Modul Pengenalan Mata Kuliah Animasi 3D 作为三维动画课程入门模块的数字漫画设计
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.7186
Andini Setya Arianti
{"title":"Perancangan Komik Digital sebagai Modul Pengenalan Mata Kuliah Animasi 3D","authors":"Andini Setya Arianti","doi":"10.33633/andharupa.v9i03.7186","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.7186","url":null,"abstract":"AbstrakAnimasi merupakan salah satu cabang seni yang memiliki peran di banyak aspek kehidupan, mulai dari bisnis, hiburan hingga pendidikan. Besarnya prospek animasi di dunia industri menjadikannya sebagai salah satu mata kuliah untuk program studi Pendidikan Komputer. Dalam proses pembelajaran animasi sendiri diperlukan berbagai media yang dapat menunjang kemampuan praktek dan kreativitas mahasiswa, salah satu caranya adalah dengan memanfaatkan Digital Storytelling. Digital storytelling kemudian diterapkan ke dalam modul dengan format komik digital yang masih digemari di kalangan mahasiswa. Perancangan komik digital ini dilakukan menggunakan metode Research and Development (R&D) yang dikaitkan dengan pendekatan narasi visual. Penelitian dilakukan dengan tahapan: 1) Tahap riset dan pengumpulan informasi melalui pembagian kuisioner minat kepada mahasiswa untuk tahap testing, 2) Tahap perencanaan melalui perancangan komik digital berdasarkan hasil kuisioner tersebut, 3) Membagikan hasil rancangan berupa komik kepada mahasiswa, 4) Membagikan kuisioner tanggapan terhadap komik digital yang telah dibuat, dan 5) Menganalisis hasil kuisioner tanggapan. Penelitian menghasilkan modul dalam format komik digital, dan hasil kuisioner menunjukan adanya antusiasme mahasiswa terhadap modul berbasis komik untuk belajar animasi 3D. Kata Kunci: animasi, edukasi, digital storytelling, komik, modul AbstractAnimation is a branch of art which plays a role in many aspects of life, from business, entertainment to education. The huge prospect of animation in the industrial world makes it one of the subjects for the Computer Education study program. In its learning process, various media are needed to support students' practical abilities and creativity, and to do so, using digital storytelling. The digital storytelling aspect is then applied to a digital comic-formatted module which is popular among students. Designing the digital comics was carried out using the Research and Development (R&D) method combined with visual-narration approach. This research is conducted with several stages such as 1) Research and information collection is done by distributing questionnaires to students 2) Planning and designing digital comics based on the results of the questionnaire 3) Distributing the digital comic among the student as testing phase 4) Conducting questionnaires in response to the digital comic that have been made 5) analyze the result of the questionnaire. This research produced a module in digital comic format, and the results of the questionnaire showed the enthusiasm of students towards comic-based modules for learning 3D animation. Keywords: animation, comic, digital storytelling, education, module","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720807","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 Komik Historical Fiction Berbasis Cerita Bajak Laut Nusantara 基于群岛海盗故事的历史小说漫画设计
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.7653
Moh. Eka Lesmana, Alvanov Zpalanzani, Riama Maslan, Erline Anasthasia D
{"title":"Perancangan Komik Historical Fiction Berbasis Cerita Bajak Laut Nusantara","authors":"Moh. Eka Lesmana, Alvanov Zpalanzani, Riama Maslan, Erline Anasthasia D","doi":"10.33633/andharupa.v9i03.7653","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.7653","url":null,"abstract":"AbstrakPenggunaan historical fiction pada media populer seperti komik, film, game, dan lain-lain dengan pendekatan hiburan banyak menarik minat masyarakat untuk melihat berbagai fenomena sejarah. Penyampaian dengan pendekatan hiburan ini tentunya menjadi kekuatan dari genre historical fiction untuk dapat digunakan dalam mengangkat berbagai tema-tema sejarah Indonesia. Salah satu fenomena penting dalam sejarah maritim Indonesia yang tidak umum diketahui adalah fenomena ‘bajak laut’. Fenomena bajak laut yang marak di Indonesia pada masa kolonial merupakan bagian dari sejarah Nusantara yang penting karena pada dasarnya fenomena bajak laut di Nusantara tidak sepenuhnya merupakan gejala kriminal, namun juga merupakan bentuk perjuangan masyarakat maritim terhadap para penjajah pada masa lampau. Mengangkat tema ‘bajak laut’ melalui genre historical fiction dapat menjadi upaya untuk menyampaikan peristiwa sejarah maritim melalui pendekatan hiburan dan juga dapat membuka sudut pandang baru bagi masyarakat dalam melihat fenomena ‘bajak laut’ itu sendiri. Komik sebagai media hasil perancangan dipilih dengan melihat potensi media komik dan antusiasme pembaca komik di Indonesia yang sangat tinggi. Perancangan menggunakan metode design thinking and making dari Matt Cooke mulai dari tahap definition, divergent dan transformation menjadi tahapan yang digunakan dalam proses perancangan untuk menghasilkan karya desain yang terstruktur dan bisa menjangkau audiens dengan mudah dan luas. Kata Kunci: bajak laut, historical fiction, komik, Nusantara AbstractThe use of historical fiction in popular media such as comics, films, games, and others with an entertainment approach has attracted a lot of public interest in various historical phenomena. The presentation with entertainment approach is one of the potential of historical fiction genre and can be used in conveying Indonesian history. One of the most important phenomena in Indonesia's maritime history that is not commonly known is the story of 'piracy'. Piracy that flourished in Indonesia during the colonial period was an important part of maritime history because it was not entirely a criminal phenomenon, but was also a form of the battle against the colonialists. Bringing up the theme of 'piracy' through the historical fiction genre can be an effort to convey maritime historical events through an entertainment approach and can also open new perspectives for the public in seeing the phenomenon of 'piracy' itself. Comics were chosen by considering the potential of comics media and the high enthusiasm of comic readers in Indonesia, by using the Matt Cooke’s design thinking and making method from the definition, divergent and transformation it is hoped that the comics can become a medium that can reach an audience easily and widely. Keyword: comics, historical fiction, pirates","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720812","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
Peningkatan Desain Layanan dan Customer Experience Sosial Media Komunitas Perajin Tenun Tradisional (Studi Kasus: Gedog Lowo) 传统编织工艺社区社交媒体设计与客户体验的增加(案例研究:Gedog Lowo)
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.7073
Fajar Ciptandi, Rahman Abdul Razak, Dewi Shintya Pratiwi, Galih Mandala Putra, Sri Maharani Budi, Mochammad Sigit Ramadhan
{"title":"Peningkatan Desain Layanan dan Customer Experience Sosial Media Komunitas Perajin Tenun Tradisional (Studi Kasus: Gedog Lowo)","authors":"Fajar Ciptandi, Rahman Abdul Razak, Dewi Shintya Pratiwi, Galih Mandala Putra, Sri Maharani Budi, Mochammad Sigit Ramadhan","doi":"10.33633/andharupa.v9i03.7073","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.7073","url":null,"abstract":"Abstrak Perkembangan teknologi internet di abad 21 terjadi dengan sangat pesat dan berdampak pada percepatan perputaran informasi produk atau jasa dan pengambilan keputusan bisnis yang cukup masif antara pelaku bisnis dan konsumen. Media sosial, adalah salah satu perkembangan tersebut, dimana pelaku bisnis diharapkan mampu memaksimalkan fitur yang terdapat di dalamnya untuk digunakan dalam pelayanan dengan pengalaman yang positif kepada pelanggan. Penelitian untuk desain ini menggunakan pendekatan kualitatif melalui metode validasi triangulasi sumber data di dalam framework design thinking, yang meliputi tahap empathize, define, ideate, prototyping, dan testing, dengan studi kasus Gedog Lowo sebagai objek penelitian. Penelitian ini bertujuan pada terciptanya alternatif desain layanan (service design) pada media sosial Instagram dan Whats App Gedog Lowo. Penelitian menghasilkan pengembangan bisnis value sesuai dengan yang ditentukan oleh Gedog Lowo untuk meningkatkan reputasi perusahaan. Kata Kunci: customer experience, Gedog Lowo, media sosial, service design AbstractThe development of internet technology in the 21st century is occurring very rapidly and has an impact on the acceleration of the barely massive circulation of product or service information and business decision-making between business people and consumers. Social media is one of these developments, where business people are expected to be able to maximize the features contained in it to be used in services with a positive experience for customers. Research for this design uses a qualitative approach through the triangulation validation method of data sources within the design thinking framework, which includes the empathize, define, ideate, prototyping, and testing stages, with the Gedog Lowo case study as the research object. This research aims to create alternative service designs on the social media Instagram and Whats App Gedog Lowo. The research resulted in the development of business value as determined by Gedog Lowo to improve the company's reputation. Keywords: customer experience, gedog lowo, service design, social media","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720669","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
Pembentukan Watak Tokoh melalui Representasi Ekspresi Wajah dalam Animasi Isle Of Dogs (2018) 狗岛》动画中通过面部表情表现进行角色塑造(2018 年)
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.4693
Karlina Khairunnisaa, Irfansyah Irfansyah, Dianing Ratri
{"title":"Pembentukan Watak Tokoh melalui Representasi Ekspresi Wajah dalam Animasi Isle Of Dogs (2018)","authors":"Karlina Khairunnisaa, Irfansyah Irfansyah, Dianing Ratri","doi":"10.33633/andharupa.v9i03.4693","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.4693","url":null,"abstract":"Abstrak Ekspresi wajah merupakan elemen yang berperan besar dalam menghidupkan karakter animasi. Dengan ekspresi wajah, animasi mampu menyampaikan perasaan dan pemikiran dari karakternya sehingga menghadirkan watak yang lebih kuat. Adanya dualitas pada tokoh manusia dan tokoh anjing di film animasi “Isle of Dogs” (2018) menarik untuk dikaji karena ekspresi wajah pada anjing dan perwatakannya yang lebih humanis membuatnya terkesan lebih hidup dibandingkan dengan tokoh manusia. Analisis dilakukan untuk mengetahui penggunaan ekspresi wajah terhadap pembentukan watak tokoh anjing dan manusia dalam film animasi “Isle of Dogs” (2018). Tokoh yang dikaji yaitu tokoh Chief dan tokoh Mayor Kobayashi. Data diambil melalui observasi lalu dianalisis dengan metode analisis visual menggunakan teori ekspresi wajah dan teori Believability. Ditemukan bahwa meskipun memiliki fitur wajah yang menonjol, penggunaan ekspresi wajah yang minim oleh tokoh Mayor Kobayashi menyebabkan keterbatasan untuk memahami emosi dan pola pikirnya. Watak yang dapat dibentuk menjadi terbatis, mengakibatkan kesan karakter yang kaku dan dangkal. Tokoh Chief lebih ekspresif dengan emosi yang beragam, sehingga karakterisasinya pun lebih humanis dan terbentuk perkembangan watak yang dinamis. Penggunaan ekspresi wajah yang menonjol juga memudahkan penonton untuk menerima pesan emosi dari tokoh, menjadikan tokoh believable. Kata Kunci: animasi stop-motion, ekspresi wajah, emosi, karakter, tokoh animasi AbstractFacial expressions are a significant role element in bringing animated characters to life. With facial expressions, the animation can convey the feelings and thoughts of the characters to present a stronger characteristic. The existence of duality in human and dog characters in the animated film \"Isle of Dogs\" (2018) is interesting to study since the facial expressions of dogs and their more humane demeanor make them seem livelier than human characters. The analysis was carried out to discover the use of facial expressions in shaping dog and human characters in the animated film \"Isle of Dogs\" (2018). The figures studied are the Chief and Major Kobayashi figures. The data was taken through observation and then analyzed by visual analysis using the facial expressions and Believability theory. It was discovered that even though he has prominent facial features, the use of minimal facial expressions by the character Major Kobayashi causes limitations in understanding his emotions and thought patterns. The available formed characters are limited, making an impression of a rigid and shallow character. Chief's character is more expressive and has various emotions so his characterization is more humane and creates a dynamic character development. The use of prominent facial expressions also makes it easier for the audience to receive emotional messages from the characters, making the characters believable. Keywords: animation character, character, emotion, facial expression, stop-motion animati","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720806","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
Penanaman Nilai Gotong Royong dalam Redesain Identitas Visual Séndang Geulis Kahuripan dengan Pendekatan Desain Harmoni 在设计和谐设计方法的视觉识别方面投资伙伴关系价值
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.8588
Arief Johari, Juju Masunah, Zakarias S. Soetedja, Nanang Ganda Prawira
{"title":"Penanaman Nilai Gotong Royong dalam Redesain Identitas Visual Séndang Geulis Kahuripan dengan Pendekatan Desain Harmoni","authors":"Arief Johari, Juju Masunah, Zakarias S. Soetedja, Nanang Ganda Prawira","doi":"10.33633/andharupa.v9i03.8588","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.8588","url":null,"abstract":"AbstrakSéndang Geulis Kahuripan merupakan salah satu objek wisata tersembunyi yang berada di ujung Kabupaten Bandung Barat. Keberadaannya yang masih belum diketahui para wisatawan menjadikan objek wisata ini memerlukan identitas dan media promosi untuk dapat menjangkau khalayak luas. Selain itu, potensi yang berasal dari sumber mata air dan produk olahan warga sekitar juga memiliki potensi untuk dijadikan sebagai produk unggulan objek wisata. Metode yang dilakukan dalam perancangan identitas visual ini adalah metode eksploratif dengan pendekatan harmoni. Berdasarkan serangkaian proses eksplorasi melalui observasi, wawancara dan diskusi dengan pemangku kepentingan setempat didapat bahwa identitas visual menjadi hal yang penting untuk di redesain guna menambah exposure dari objek wisata. Nilai gotong royong para pemangku kepentingan yang menjadi pondasi dalam keberlangsungan objek wisata dapat di representasikan melalui identitas visual. Hasil perancangan berupa guideline identitas visual yang terdiri dari logo, warna, tipografi, supergrafis dan sign system, beserta pengaplikasian pada media merchandise dan desain kemasan produk Séndang Geulis Kahuripan. Diharapkan dengan hadirnya luaran tersebut dapat membantu dalam mendongkrak perekonomian warga sekitar khususnya objek wisata Séndang Geulis Kahuripan. Kata Kunci: gotong royong, identitas visual, redesain, Séndang Geulis Kahuripan AbstractSéndang Geulis Kahuripan is a hidden tourist attraction located at the end of West Bandung Regency. Its existence, which is still unknown to tourists, makes this tourist attraction require an identity and promotional media to be able to reach a wide audience. In addition, the potential that comes from springs and processed products by local residents also has the potential to be used as a superior product for tourist attractions. The method used in designing this visual identity is an explorative method with a harmony approach. Based on a series of exploratory processes through observation, interviews and discussions with local stakeholders, it was found that visual identity redesign is important to design in order to increase the exposure of tourist objects. The value of mutual cooperation between stakeholders which is the foundation for the sustainability of a tourist attraction can be represented through a visual identity.The results of the design are in the form of visual identity guidelines along with Séndang Geulis Kahuripan product packaging designs. It is hoped that the presence of this output can help boost the economy of local residents, especially the Séndang Geulis Kahuripan tourist attraction. Keywords: mutual cooperation, visual identity, redesign, Séndang Geulis Kahuripan","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720811","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 Nilai Multikultural dalam Desain Ornamen Songket “Kambang Cino” Koto Gadang Koto Gadang“Kambang Cino”颁奖项链设计的多元文化价值表现
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.6996
Taufik Akbar, Desra Imelda, Nofi Rahmanita, Dini Yanuarmi, Izan Qomarats
{"title":"Representasi Nilai Multikultural dalam Desain Ornamen Songket “Kambang Cino” Koto Gadang","authors":"Taufik Akbar, Desra Imelda, Nofi Rahmanita, Dini Yanuarmi, Izan Qomarats","doi":"10.33633/andharupa.v9i03.6996","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.6996","url":null,"abstract":"Abstrak Visualisasi suatu karya seni dapat dipengaruhi oleh kondisi zaman yang terkait dengan seniman dan gejala sosio-kultural suatu masyarakat, termasuk seni ragam hias atau ornamen. Ornamen songket “Kambang Cino” Koto Gadang secara tidak langsung dapat mengungkapkan pandangan hidup masyarakat perajin sekaligus gejala sosio-kultural yang diduga kuat merefleksikan keberadaan nilai multikultural. Tujuan penelitian ini adalah untuk menjelaskan bentuk visual, gaya seni, makna sekunder, tema karya, makna intrinsik dan nilai simbolik dari ornamen songket “Kambang Cino” Koto Gadang. Penelitian dilakukan dengan metode kualitatif dengan pendekatan sejarah melalui teori ikonografi Erwin Panofsky. Hasil penelitian menunjukan bahwa visualisasi songket ini menggabungkan ornamen Minangkabau dengan ornamen khas budaya Cina yang bergaya fantasi. Ornamen pada songket ini bertemakan tentang manusia dan alam semesta (makrokosmos) yang bermakna tentang nilai toleransi, perdamaian dan kemakmuran. Ornamen songket “Kambang Cino” merupakan representasi simbolik dari nilai keberagaman dan keterbukaan atas keberadaan etnis sosio kultural yang multietnis dalam masyarakat Koto Gadang sebagai bagian dari masyarakat Minangkabau dan Indonesia. Kata Kunci: desain, Koto Gadang, multikulturalisme, nilai, tenun songket AbstractThe visualization of an artwork can be influenced by the conditions of the times, the ideology of the artist, and the socio-cultural phenomena of society, including ornaments. Koto Gadang's \"Kambang Cino\" songket weaving ornament can indirectly express the view of the craftsman, as well as socio-cultural phenomena that reflect multicultural values. This study aims to explain the visual form, style, secondary meaning, theme, intrinsic meaning, and symbolic meaning of the songket weaving ornament \"Kambang Cino\" from Koto Gadang. The research was conducted using a qualitative method with a historical approach through Erwin Panofsky's iconographic theory. The results indicated that the visualization of this songket weaving combines Minangkabau ornaments with typical Chinese culture ornaments in a fantasy style. This songket weaving ornaments have the theme of humans and the universe (macrocosm) with tolerance, peace, and prosperity values. The songket weaving ornament \"Kambang Cino\" is a symbolic representation of the diversity and open mind values of the multi-ethnic socio-cultural life in Koto Gadang society as part of the Minangkabau and Indonesian society. Keywords: design, Koto Gadang, multi-culturalism, songket weaving, values","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720810","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 Color Palette Berdasarkan Rasa Warna sebagai Penguat Daya Tarik Emosional dalam Video Anak 基于色感的色调分析--儿童视频中的情感吸引力放大器
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.7136
Yana Erlyana, Shierly Everlin, Inez Fiona Yuwono
{"title":"Analisis Color Palette Berdasarkan Rasa Warna sebagai Penguat Daya Tarik Emosional dalam Video Anak","authors":"Yana Erlyana, Shierly Everlin, Inez Fiona Yuwono","doi":"10.33633/andharupa.v9i03.7136","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.7136","url":null,"abstract":"AbstrakYouTube memperkenalkan YouTube Kids pada tahun 2015, menciptakan platform menonton yang lebih aman untuk anak-anak. Khususnya, \"Baby Shark\" milik Pinkfong pada tahun 2016 dan \"Bath Song\" milik Cocomelon pada tahun 2018 telah mengumpulkan banyak penonton. Aspek menarik dari animasi ini adalah penggunaan warna, yang dikenal sebagai alat bagi anak-anak untuk mengekspresikan emosi. Urgensi penelitian ini muncul dari dampak media digital terhadap anak-anak, khususnya YouTube Kids, yang menekankan peran warna dalam membentuk respons emosional dalam animasi. Kemajuan teknologi yang pesat menggarisbawahi perlunya mengeksplorasi dampak emosional warna. Studi ini menganalisis palet warna video untuk melihat pengaruhnya terhadap emosi penonton. Dengan menggunakan pengamatan kualitatif berdasarkan teori warna Eko Nugroho dan psikologi warna Molly E. Holzschlag, penelitian ini mengungkap bahwa \"Baby Shark\" menggunakan warna dominan panas dan dingin, sedangkan \"Bath Song\" cenderung ke arah nada netral. Khususnya, warna panas dan dingin yang lebih menonjol menarik perhatian, tercermin dalam penayangan \"Baby Shark\" yang lebih tinggi. Temuan ini memandu para pembuat konten yang ingin merancang konten anak-anak yang beresonansi secara emosional, serta para pendidik dan orang tua dalam menavigasi dampak stimulasi visual terhadap emosi anak-anak. Kata Kunci: anak, animasi, video, warna, YouTube AbstractYouTube introduced YouTube Kids in 2015, creating a safer viewing platform for children. Notably, Pinkfong's 2016 \"Baby Shark\" and Cocomelon's 2018 \"Bath Song\" have garnered substantial viewership. An intriguing facet of these animations is their use of color, recognized as a tool for children to express emotions. The urgency of this research arises from digital media's impact on children, particularly YouTube Kids, emphasizing the role of color in shaping emotional responses in animation. Rapid technological progress underscores the need to explore color's emotional impact. This study analyzes video color palettes to discern their effect on audience emotions. Using qualitative observations based on Eko Nugroho's color theory and Molly E. Holzschlag's color psychology, the study unveils that \"Baby Shark\" employs dominant hot and cold colors, while \"Bath Song\" leans towards neutral tones. Notably, the more prominent hot and cold colors attract attention, reflected in \"Baby Shark's\" higher viewership. These findings guide content creators aiming to design emotionally resonant children's content, along with educators and parents navigating the impact of visual stimulation on children's emotions. Keywords: animation, children, color, video, YouTube","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720671","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 User Interface Ramah bagi Austism Spectrum Disorder melalui Pengembangan Website Aplikasi "Teman Inklusi” 用户界面设计通过“朋友包容”应用网站开发而对Austism频谱效果友好
ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia Pub Date : 2023-09-26 DOI: 10.33633/andharupa.v9i03.6966
Devanny Gumulya
{"title":"Desain User Interface Ramah bagi Austism Spectrum Disorder melalui Pengembangan Website Aplikasi \"Teman Inklusi”","authors":"Devanny Gumulya","doi":"10.33633/andharupa.v9i03.6966","DOIUrl":"https://doi.org/10.33633/andharupa.v9i03.6966","url":null,"abstract":"Orang dengan Autism Spectrum Disorder (ASD) menghadapi masalah yang berbeda ketika berinteraksi dengan informasi di situs web. Penelitian ini menginvestigasi rekomendasi desain User Interface (UI) yang dapat diakses untuk ASD melalui panduan UI ramah ASD serta pedoman easy to read information untuk orang dengan gangguan belajar. Penelitian ini berjenis kualitatif, dan mengikuti lima tahap design thinking: berempati, definisi masalah, ideasi, prototipe, dan pengujian. Hasil penelitian ini adalah rancangan User Interface \"Teman Inklusi\" yaitu aplikasi situs web pembelajaran assitif untuk ASD. Hasil penelitian merekomendasikan bahwa saat membuat situs web untuk ASD, desainer harus dengan seksama mengatur variabel presentasi dan interaksi UI. Komponen UI harus memiliki lebih sedikit animasi, lebih sedikit jenis dan sedikit perbedaan ukuran font, lebih sedikit gambar kompleks, lebih banyak area putih, dan pembahasan suatu topik yang kompleks dibuat dengan penyajian informasi disertai contoh yang disampaikan secara visual dan audio. Dengan mengimplentasikan prinsip – prinsip UI ramah ASD dan pedoman easy to read information untuk orang dengan gangguan belajar, website aplikasi Teman Inklusi berhasil mendapatkan rata-rata penilaian 96 (dari skala 1-100) dari uji coba pada 9 mahasiswa ASD. Penelitian ini berkontribusi pada pengembangan tentang prinsip-prinsip User Interface untuk mengembangkan situs web ramah autisme untuk konteks digital. Kata Kunci: design thinking, User Interface, web ramah autisme AbstractPeople with Autism Spectrum Disorder (ASD) encounter distinct issues when interacting with information on websites. We investigate the requirements for developing an accessible User Interface for users with autism spectrum disorders (ASD) as well as the rules for producing easy-to-read material for people with learning difficulties in this work. The research is qualitative, and it follows the five stages of design thinking: empathize, define, ideate, prototype, and test. The study's outcome is the User Interface of \"Teman Inklusi,\" a learning assistive website application for people with autism spectrum disorder. According to the study, while creating a website for ASD, designers should carefully arrange the UI presentation and interaction. It must have less animation, fewer font types and sizes, fewer complex pictures, more white space, and an example that is conveyed both visually and audibly when discussing complex topics. By implementing the UI for ASD and easy to read and the guidelines for the production of easy-to-read information for people with learning disabilities, the proposed website application \"Teman Inklusi\" got an average score of 96 from scale 1–100 from user Testing with 9 ASD. This research contributes to a better knowledge of the User Interface principles for developing autism-friendly websites in the digital world. Keywords: austism spectrum disorder friendly website, design thinking, User Interface","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135720809","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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