基于wayang的游戏中wayang kulit purwa角色的视觉表现:以Kurusetra和Mahabarat战士游戏为例

A. Kurnianto, F. Limano
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引用次数: 5

摘要

本研究旨在探讨如何将印尼的皮影戏角色形象融入到以wayang为主题的游戏中。运用视觉语言理论对两个以大阳为主题的游戏《摩诃婆罗特勇士》和《库鲁塞特拉》进行案例研究。运用视觉语言理论,确定如何利用时空平面(STP)系统将wayang的视觉表现形式运用自然-视角-动量(NPM)系统转化为游戏角色。研究结果表明,游戏中的角色还不能将wayang使用的STP系统的独特视觉语言移动到游戏中的NPM系统的视觉语言中。而在视觉语言的符号化方面,身份正成为瓦扬库利特角色的主要重要标志,它所揭示的视觉独特性是游戏视觉角色所无法表现的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games
This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane (STP) system into the game character using the Naturalist-Perspectives-Momentopname (NPM) system. The results of this study indicate that the characters in the game have not been able to move the unique visual language of STP system using by the wayang to the visual language of NPM system in the game. While the symbolic aspects of the visual language, identities are becoming major important symbol of the wayang kulit characters which has revealed a visual uniqueness also cannot be represented to the visual character of the game.
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