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Perancangan Buku Cerita Interaktif Mengenal Emosi Anak Attention Deficit Hyperactivity Disorder Valencia, Calista; Wardaya, Marina
Jurnal SASAK : Desain Visual dan Komunikasi Vol. 6 No. 1 (2024): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v6i1.3870

Abstract

Attention Deficit Hyperactivity Disorder merupakan gangguan pada seseorang yang bisa diketahui dengan gejala tingkat inatensi yang kronis dan bisa diikuti hiperaktivitas. Kondisi ini dapat memengaruhi kemampuan anak dalam belajar, bersosialisasi, dan mengelola emosinya. Masih belum banyak media yang secara spesifik diperuntukkan untuk mendukung anak dengan Attention Deficit Hyperactivity Disorder dalam mengembangkan kemampuan kognitif, edukasi, dan pengenalan emosi. Tujuan penelitian adalah merancang buku cerita interaktif “Otto: Mengenal Emosi” untuk membantu meningkatkan kecerdasan bahasa, kognitif, minat membaca, dan keterampilan pengenalan emosi pada anak Attention Deficit Hyperactivity Disorder usia 6-8 tahun. Metode penelitian ini adalah metode deskriptif dengan pengumpulan data melalui wawancara dan studi pustaka. Data yang diperoleh dianalisis untuk mendapatkan gambaran yang jelas dan deskriptif serta pemahaman yang sistematis, faktual, dan akurat mengenai fakta-fakta, sifat-sifat, dan hubungan antar hal yang sedang diselidiki terkait pengenalan emosi pada anak. Berdasarkan hasil temuan penelitian, anak Attention Deficit Hyperactivity Disorder memiliki kemampuan ingatan visual yang baik sehingga akan ada media visual berupa buku cerita interaktif bergambar yang akan menjadi solusi untuk bisa menarik perhatian anak yang bisa mudah bosan dan tidak bisa fokus. Hasil penelitian ini adalah memperoleh gambaran visual dan informasi berguna yang dapat menunjukkan dan mampu memenuhi spesifikasi kebutuhan untuk anak. Implikasi yang diberikan adalah buku cerita interaktif ini dapat menjadi solusi edukatif yang bermanfaat bagi anak dengan Attention Deficit Hyperactivity Disorder dalam meningkatkan kemampuan kognitif, bahasa, minat membaca, dan keterampilan pengenalan emosi.
Genshin Impact's Role in Preserving Chinese Cultural Heritage Wardaya, Marina; Elizabeth, Gracelyn; Wijaya, Fenie Fedora; Lennial, Lovjoyla Belinda; Willyam, Selena Cheryl
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3816

Abstract

Genshin Impact, a popular video game, has attracted attention for its success in integrating elements of Chinese Cultural Heritage into its world design. This study aims to to describe the integration of Chinese cultural heritage (CCH) in the world design of Genshin Impact, while assessing its success in encouraging players' interest in visiting China. This study used a qualitative methods approach through literature studies, surveys, and in-depth observations . The results analysis showed that Genshin Impact successfully integrated various aspects of Chinese Cultural Heritage, such as traditional architecture and natural beauty into the stunning world design; most players felt the beauty of Chinese culture in the game and expressed interest in visiting the locations that served as inspiration in the game. The findings of this study suggest that Genshin Impact has great potential as a cultural promotion tool. By presenting Chinese Cultural Heritage in an engaging and interactive format, the game succeeded in arousing players' curiosity and encouraging them to learn more about Chinese culture. In addition, Genshin Impact can also contribute to increased tourist interest in China. Keywords: game; cultural heritage; culture; tourism
Perancangan Buku Ilustrasi sebagai Media Edukatif untuk Anak tentang Kebersihan Sebelum Makan Sutanto, Shienny Megawati; Wardaya, Marina; Radiyta Pratomo, Evan; Adrianto, Hebert; Tabita Hasianna Silitonga , Hanna
Jurnal Seni Nasional Cikini Vol. 9 No. 2 (2023): Jurnal Seni Nasional Cikini Vol. 9 No. 2
Publisher : Riset, inovasi dan PKM - Institut Kesenian Jakarta, DKI Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52969/jsnc.v9i2.238

Abstract

Kebersihan adalah salah satu faktor terpenting untuk menjaga kesehatan. Namun,seringkali anak-anak sulit memahami pentingnya kebersihan. Oleh karena itu, diperlukan media yangefektif untuk mengenalkan kebersihan pada anak. Buku bergambar merupakan salah satu media yangefektif untuk mengenalkan kebersihan pada anak. Ilustrasi pada buku dapat menarik perhatian anakdan mempermudah anak dalam memahami pesan yang ingin disampaikan. Tujuan dari penelitian iniadalah merancang buku ilustrasi “Petualangan Anak Sehat: Bersih-bersih Sebelum Makan”. Buku inibertujuan untuk mengenalkan kebersihan kepada anak-anak, khususnya tentang pentingnya mencucitangan sebelum makan. Penelitian ini akan dilaksanakan menggunakan metode kualitatif dengan teknikpengumpulan data melalui observasi dan studi literatur. Sementara itu, proses perancangan buku terdiriatas tiga tahap, yaitu tahap praperancangan, perancangan, dan pascaperancangan. Hasil dari penelitianini menunjukkan bahwa perancangan buku ilustrasi harus dilakukan dengan mempertimbangkankarakteristik anak-anak yang cenderung menyukai cerita yang imajinatif dan dekat dengan keseharianmereka. Visualisasi buku menggunakan warna-warna vibrant dan tekstur cat air dengan layout minimalisagar informasi mudah dibaca. Hasil perancangan ini berupa prototype ilustrasi untuk buku “PetualanganAnak Sehat: Bersih-bersih Sebelum Makan” sebagai media untuk mengenalkan kebersihan pada anak.
Perancangan Karakter Pendukung Pinpin and Friends dengan Mengadaptasi Satwa Endemik Khas Indonesia Calvin, Adiel; Wardaya, Marina
de-lite: Journal of Visual Communication Design Study & Practice Vol. 3 No. 1 (2023): July 2023
Publisher : Visual Communication Design Department of Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v3i1.7378

Abstract

Pendidikan merupakan salah satu elemen penting yang akan selalu ada dalam kehidupan manusia, dalam proses menerima pendidikan, anak memiliki cara dan karakteristik yang berbeda dari cara belajar orang dewasa. Pendidikan tidak hanya melulu hanya tentang berhitung, namun belajar dapat dilakukan dalam segala konteks. Salah satunya yaitu belajar dan mewariskan kebudayaan mereka disaat derasnya arus globalisasi, dikarenakan budaya yang lebih tinggi akan mempengaruhi budaya yang lebih rendah dan pasif melalui kontak budaya. Teori tersebut sangat didukung dengan melihat fakta yang ada saat ini banyak masyarakat yang lebih bangga untuk mewarisi budaya asing dibandingkan budaya mereka sendiri. Perancangan ini berfokus pada penciptaan desain karakter pendukung yang memiliki keterikatan kuat dengan hewan endemik khas daerah tersebut dalam serial buku “Pinpin and Friends” yang mengangkat tema pengenalan kekayaan alam dan keanekaragaman budaya yang dimiliki Indonesia. Metode dalam perancangan ini menggunakan metode sampling secara geografis, demografis, dan psikografis target audiens. Pengumpulan data primer dilakukan secara kualitatif dengan pencarian sumber berupa literatur-literatur ilmiah, observasi hewan endemik khas Indonesia, wawancara terhadap ilustrator buku anak, serta studi eksperimental terhadap konsep dasar karakter. Hasil rancangan karakter ini berupa sketsa 7 karakter pendukung yang berisi tentang deskripsi dan penjelasan setiap karakter. Selain itu dengan adanya perancangan ini diharapkan dapat memberikan manfaat sebagai kajian dan referensi dan dapat menjadi hal baru dalam pengembangan karakter untuk intelektual properti
Effectiveness of VR Technology in the Design of the Bali Megarupa V Virtual Exhibition Sutanto, Shienny Megawati; Wardaya, Marina; Setia Budi, Hutomo; I Wayan, Adnyana
Mudra Jurnal Seni Budaya Vol 39 No 4 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v39i4.2904

Abstract

Virtual exhibitions offer a promising avenue for art appreciation in the digital age. However, limited research explores how these online spaces can foster emotional connections with art, a crucial aspect of the art experience. This study investigates the potential of immersive virtual reality (VR) to enhance engagement and emotional impact in virtual art exhibitions. Employing a multi-method approach combining literature review, user testing, and prototype development, the research identifies and evaluates design elements contributing to increased user engagement. This research employed a multi-method approach to understand how users engage with virtual art exhibitions. The study identified and evaluated the impact of specific design elements on user engagement by combining a literature review, user testing with a VR prototype, and subsequent analysis. The study focuses on critical elements like interactivity, personalization, storytelling, and multi-sensory experiences. User testing with 55 participants revealed the effectiveness of immersive design in fostering exploration, contemplation, and a sense of presence in the virtual space. This immersive design is the strategic integration of elements like interactivity, personalization, and storytelling within the VR environment. The research underscores the significance of immersive design, defined as the strategic integration of design elements to cultivate an emotional connection within a VR environment. This encompasses aspects like interactivity, personalization, and the incorporation of storytelling within the experience. Finally, the study offers practical recommendations for curators and designers to create virtual art experiences that resonate more deeply with audiences.
Augmented Reality as a Pedagogical Tool in Cultural Education: A Case Study on Srimulat-Based Cultural Learning Among University Students Wardaya, Marina; Limantara, Quina Reivaldi; Utomo, Pandu Rukmi
IJORER : International Journal of Recent Educational Research Vol. 6 No. 6 (2025): November
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i6.980

Abstract

Objective: This study explores the potential of Augmented Reality (AR) can be used as a learning tool to help college students learn more about Srimulat, a traditional Indonesian comedy troupe that younger generations are losing interest in. As students who grew up with digital media become less interested in local performing arts, it becomes more important to include heritage content in interactive media. To fix this, an AR app was made using user-centered design principles, which focus on the needs and habits of students, and multimedia learning theory, which says that using pictures and narration together can help people understand better. The app used 3D models, voice narration, and interactive posters to show Srimulat characters. The program was used in a university exhibition and involved 68 students who took pre-test and post-test to see how much they had learned. The results showed a big increase in knowledge, with post-test scores going up by an average of 24.1 points. Additionally, 94% of participants reported enjoyment, while 91% claimed to have a better understanding of the cultural aspect. Although these statistics are positive, the study took place at a single school, and it only examined short term learning effects. Future research, in order to further support of its role in cultural education, should examine long-term learning effects, cross-cultural comparisons, and methods for integrating AR, in formal educational contexts.
ANALISIS ELEMEN VISUAL DAN MASKOT PADA APLIKASI DUOLINGO SEBAGAI MEDIA INTERAKTIF: ANALYSIS OF VISUAL ELEMENTS AND MASCOT IN THE DUOLINGO APPLICATION AS AN INTERACTIVE MEDIA Marcella Calisya Howard; Wardaya, Marina
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 3 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i3.24496

Abstract

Analysis Of Visual Elements And Mascot In The Duolingo Application As An Interactive Media. The development of interactive media, especially educational and entertainment applications highly suggest the importance of engaging visual experiences, which made Duolingo the language learning app to be a great example with its distinctive visual design and the use of a Mascot as its primary identity. This study aims to analyze  the visual design elements and the use of Mascot in the Duolingo app as well as to assess the influence in shaping the user's experience and perceptions towards said application's identity. The method used is a qualitative approach through visual content analysis and user interaction, data collected from application documentation which includes the mascots, user interface display and usage patterns then analyzed using Barthes' semiotics framework and multimodal analysis. The finding of this study shows that mascots have an important role as a central visual element that strengthen the appeal of the application, emotional closeness and help facilitate user's recognition of the application's identity. Furthermore visual consistency, including the mascot's colors and forms, blends with user interaction to reinforce an immersive experience. Duolingo shows that the integration of visuals and mascots is not only effective in reinforcing the application's identity but also influences the user's acceptance  and emotional connection that provide important implication for the development of the interactive application design in the future. This study also includes a comparative discussion between Duolingo and other educational applications such as Memrise, Babbel, and Busuu to highlight the distinctive role of mascots and visual design in enhancing user motivation and engagement