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KAJIAN DAYA TARIK VISUAL PADA KARAKTER BAND VIRTUAL ALVIN AND THE CHIPMUNKS Endarini, Endah Riana
Segara Widya : Jurnal Penelitian Seni Vol. 13 No. 1 (2025)
Publisher : Institut Seni Indonesia Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/sw.v13i1.3214

Abstract

The Chipmunks adalah band virtual yang tetap eksis sampai saat ini selama 60 tahun lebih lamanya sejak tahun 1963. Di Tengah banyaknya band virtual yang muncul saat ini, The Chipmunks ialah band virtual yang tidak menggunakan karakter manusia sebagai figurnya, juga menjadi band virtual yang memiliki banyak series TV Shows dan film yang masih berproduksi hingga hari ini. Tentunya daya tarik visual memiliki peran yang cukup besar, terlebih desain karakter dari figur anggota band itu sendiri. Penelitian ini bertujuan untuk memahami aspek keunikan atau daya tarik visual dari karakter The Chipmunks; Alvin, Simon, dan Theodore sebagai entitas kolektif dikonstruksi secara naratif dan visual berdasarkan teori three dimensional character dan teori semiotika Saussure. Hasil menunjukkan bahwa penggambaran antropomorfisme tupai menjadi salah satu faktor unik yang menarik. Keunikan ini dapat bertahan lama dan menjadi sesuatu yang ikonik karena karakternya yang memiliki relevansi psikologi dan emosi dengan penonton. Melalui analisis semiotika Saussure, didapatkan bahwa warna merupakan petanda yang digunakan untuk membangun sifat dan kepribadian tokoh The Chipmunks. Tanda ini dibangun bersamaan dengan latar belakang tokoh melalui teori three dimensional character yang menjelaskan sisi fisiologis, psikologis, dan sosiologis. Warna pada atribut fisik The Chipmunks berasosiasi dengan makna warna dalam psikologi warna, yang artinya dapat membangkitkan emosi manusia yang melihatnya. Maka daya tarik visual karakter The Chipmunks selain dibangun melalui atribusi pada hewan, juga didukung oleh sifat dan kepribadiannya di dalam cerita. Penonton menyesuaikan emosi yang dirasakan dengan representasi sifat dan kepribadian The Chipmunks sebagai hewan antropomorfi yang membawa alur cerita.
Mengungkap Etika Generatif AI: Peran Kreatif Komik Digital dalam Kampanye Kesadaran Andriani, Yolanda Georgia; Febriani, Shafira; Endarini, Endah Riana; Farhan, Muhammad
Journal of Mandalika Literature Vol. 6 No. 3 (2025)
Publisher : Institut Penelitian dan Pengembangan Mandalika (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jml.v6i3.5124

Abstract

The rapid integration of Artificial Intelligence (AI) in Indonesia’s creative industries, including graphic design, animation, music, and digital marketing, has driven efficiency and competitiveness. However, this advancement raises ethical concerns, particularly regarding originality, intellectual property rights (IPR), data privacy, and misinformation. Reports from Kominfo, Populix, and Statista highlight the growing AI adoption and its associated challenges, such as copyright infringement and job displacement. To address these issues, this study proposes the use of digital comics as an effective and relatable medium for ethical AI education, targeting Gen-Z young creatives aged 18–25 who are highly engaged with visual storytelling, digital platforms, and socially conscious content. Using a qualitative approach and Design Thinking methodology, by taking questionnaire samples with indicators of campuses with Visual Communication Design Study Programs in the city of Bandung. The digital comic Maya on the AI Ethic was developed to convey AI ethics through engaging narratives and relatable characters. The results indicate that digital comics enhance awareness of ethical AI usage, fostering a responsible and sustainable creative ecosystem.
Analisis Usability Game Timpy Doctor for Kids: Penerapan Metode Heuristik untuk Anak Usia 2 – 4 Tahun dalam Desain Antarmuka Endah Riana Endarini; Endarini, Endah Riana; Chaniago, Muhammad Fauzi Alexander
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 2 (2025): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/08pywr21

Abstract

This study aims to analyze the application and relationship between the heuristic principles of 2 – 4 year old children and the Golden Rules of User Interface Design in the interface design of Timpy Doctor Games for Kids, focusing on the evaluation of navigation, icon clarity, visual instructions, and button interaction. This study used a heuristic evaluation approach and usability testing with five children aged 2 – 4 years, using direct observation, video recording, and field notes. The assessment was conducted using an instrument consisting of 79 game actions, 7 indicators, and scores of 1-5, and was analyzed descriptively by calculating the average value. The scope of the study was limited to one sub-game, namely tartar cleaning. The results showed that both design principles were consistently applied, as seen from the average interaction success rate of 4.94 and usability level of 4.57. Children were able to recognize icons, understand animation-based instructions, and complete most of the game actions. However, some issues were found, particularly in tasks requiring more complex fine motor coordination, such as connecting borders (2/5), administering drops (4/5), and grouping colors (4/5), as well as inconsistencies in instructions between tasks. The novelty of this study lies in the combination of two evaluation frameworks—child heuristics and the Golden Rules of User Interface Design—to analyze the UI of early childhood educational games, and its application to the previously unstudied Timpy Doctor Games for Kids game. These findings offer practical implications for game developers and child UX researchers in designing clearer, more consistent, and developmentally appropriate instructions for children. Further research could include expanding the number of participants, testing new game versions, and integrating other UX theories for more in-depth analysis.