Rizal A. Dzulfiqar, A. Z. Mansoor
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引用次数: 0

摘要

印尼民间故事漫画形式在质量和数量上仍难以与外国漫画抗衡。此外,印尼的青少年是目标市场,他们倾向于喜欢国外的漫画,印尼的民间传说和漫画内容可能会被忽视。为了防止这些情况,它需要一个替代的解决方案,通过青少年流行的视觉媒体,如移动设备包装民俗。移动设备中的交互式数字漫画可以支持印度尼西亚民间故事的呈现,只要它具有适当的交互式故事叙述和媒体策略。这是一项以数字漫画原型的形式提供解决方案的行动研究。通过视觉叙事和互动理论的选择方面,数据将被分析,以产生来自印度尼西亚民间传说的数字漫画配方,这将作为在移动设备上设计交互式数字漫画的基础。因此,印尼的民间故事可以通过互动叙事和媒体战略相结合的方式来传播。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perancangan Komik Digital Interaktif "New Ethnicia" : Eksplorasi Visual Storytelling Cerita Rakyat Indonesia
Indonesian folkloree in comic form is still difficult to compete with foreign-made comics both in quality and quantity. Moreover, with Indonesia’s teens as target market who tend to like comics from abroad, Indonesia’s folkloree and content in comic may be neglected. In order to prevent those conditions, it required an alternative solution to packaging folkloree through popular visual media among teens such as mobile device. Interactive digital comics in mobile devices may support the presentation of Indonesian folkloree, as long as it designed with the appropriate interactive storytelling and media strategy. This is an action research that delivering solution in form of adigital comic prototype. Through selected aspects of visual storytelling and interactivity theory, data will be analyzed to produce the digital comic formulation from Indonesia folkloree which will work as the foundation of designing interactive digital comics on mobile devices. As the result, the Indonesia’s folkloree can be delivered through a formulation of combined interactive storytelling and media strategy.
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