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PERANCANGAN BUKU BERGAMBAR INTERAKTIF LIFT A FLAP UNTUK MEMBANTU KETERLAMBATAN WICARA ANAK ASD (AUTISM SPECTRUM DISORDER) DI RUMAH Mohamad Dzikri Alhamdi; Hafiz Aziz Ahmad; Riama Maslan Sihombing
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 5 No 01 (2020): Vol 05, No 01 (Maret 2020) demandia - Jurnal Desain Komunikasi Visual, Manajemen
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v5i01.2715

Abstract

Autism Spectrum Disorder (ASD) merupakan gangguan psikologi pada anak yang memengaruhi kelainan pada perkembangan perpasif otak yang mengakibatkan terganggunya kemampuan bahasa dan perilaku. Hal tersebut mendasari bagi lembaga pendidikan khusus seperti Lembaga Pendidikan Autisma Prananda Bandung (LPAPB) untuk merancang program berbasis media grafis sebagai strategi untuk membantu meningkatkan kemampuan berkomunikasi ekspresif anak ASD di lembaga dan dirumah dengan metode Home Based Program, yang mendasari adalah karena kesulitannya dalam berlatih pembendaharaan kosakata dasar sehingga mengakibatkan maksud dan keinginannya sulit dipahami. Penelitian ini bertujuan untuk mengidentifikasi kebutuhan sarana pembelajaran anak ASD High Function untuk mempelajari kosakata, kategori kosakata dan merangkai kata melalui Home Based Program di LPAPB. Metode perancangan ini menggunakan Human Centered Design (HCD) melalui tahapan Observation, Idea Generation, Prototype dan Test yang mengadopsi metode Double Diamond dengan alat uji hasil perancangan yang bernama Human Centered Design Toolkit yang mengutamakan aspek kebutuhan, kemampuan dan perilaku pengguna sebagai dasar perancangan dengan efektif. Hasil penelitian ini berupa buku bergambar interaktif lift a flap sebagai alternatif media grafis dengan implementasi konten pengembangkan kemampuan pembendaharaan kosakata, pengategorian serta perangkaian kata melalui Home Based Program. Hasil pengujian menunjukan; buku bergambar interaktif lift a flap dapat menjadi media grafis alternatif yang efektif, sebagai upaya pengembangan media pembelajaran khusus anak ASD. Kata Kunci: ASD High Function, home based program, buku bergambar interaktif lift a flap, kosakata.
Perancangan Konsep Adaptasi Permainan Tradisional Bas-Basan Sepur dalam Permainan Digital "Amukti Palapa" Khamadi Khamadi; Riama M. Sihombing; Hafiz Aziz Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1153.733 KB) | DOI: 10.5614/jkvw.2013.5.2.1

Abstract

Bas-basan Sepur is a traditional board game, commonly played by teenagers that challenge the strategy skills of two players. Like the other traditional games, the existence of bas-basan Sepur is forgotten due to disconnection of cultural inheritance from parents to their children and also the loss of children’s playground and play time. Children nowadays are more interested in modern digital games such as video games and mobile games. Accordingly, the effort to reintroduce bas-basan Sepur into a digital game design is quite effective to attract children. The game design includes the process of data collecting, data analyzing, and game designing. With ATUMICS methode (Artefact, Technology, Utility, Material, Icon, Concept, Shape), data on bas-basan Sepur were analyzed to obtain the components of traditional culture, which can be transformed into a digital game. In the process of designing digital games, bas-basan Sepur will be combined with historical narrative, Amukti Palapa - the events of Nusantara unification under the influence of the Majapahit kingdom - to provide the motivation of playing which is more attractive to players. Data on Amukti Palapa were analyzed based on chronological events, places, and characters as the basic level design and visualization of the characters and the game environment assets. As a result, an adventure-board digital game of bas-basan Sepur that brought the chronological story of Amukti Palapa.
Silent Scenes in Manga as the Powerful and Universal Visual Languages Hafiz Aziz Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (2012)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1711.356 KB) | DOI: 10.5614/jkvw.2012.4.1.2

Abstract

Comics as the popular medium of communication, especially medium for the children due to its capabilities in telling stories with its visual narrative has been known for quite long. Manga as the form of comic medium that came from Japan is also well known for its uniqueness. Due to the strong relation within the Japan cultural background, manga has integrated its own distinctive way in telling the stories, visually. One of the methods is known as the silent sequences. The silent sequences term is used to mention the scene in comics that told using minimal sequence and with very little -if any- text or narration. Some even used several of unconnected scenes to create a specific mood or a sense of place. Such scenes could be found in abundance in various manga works, notably in the works of Osamu Tezuka or Mitsuru Adachi. Scott McCloud "“a comic scholar- relates these sequences as the solid example of moment-to-moment and aspect-to-aspect type of panel transition. By using mostly visual images with less text and narration as the way of telling stories and creating the exact mood for the scenes, the silent sequences could serve as a good example of the universality and power of comic language. This paper is intended to take further analysis behind the context of the silent sequences and the possibilities in using it as a more universal way in visual communication as part of the power in children's literature.
Manga: Invisible Cultural 'Imperialism' Through Popular Medium Hafiz Aziz Ahmad; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 1 No. 1 (2009)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2057.99 KB) | DOI: 10.5614/jkvw.2009.1.1.4

Abstract

The medium of comics is mostly known as popular culture medium, kids’ stuff with their spandex superheroes, often sneered and looked down. However, through its long history, comics had proven to be contagious and influential medium toward the society, but unfortunately in the negative side. In United States of America (USA), the anti-comics movement led by Dr. Frederick Wertham accused that comics had bad and dangerous influence towards its young readers. This movement had brought comic in becoming public enemy number one in the past. Although people seem to see only the negative impact of this medium, on the contrary there is also the positive side. The power within comic is enormous, but unlike the tsunamilike power that could devastate anything on its path, comic’s power is unlikely otherwise: powerful yet penetrate in silent even to other culture and society as shown through the expansive ‘export’ of Japanese comics, known as manga. Manga nowadays is known in most part of the world, especially in the South East Asia region. Imported as entertainment medium, manga influence could easily be seen in these countries, especially in Indonesia. Not only it proved to be booming in sales in these ‘foreign’ countries, manga also succeeded in penetrating to their culture, by creating devoted readers turn artists with manga-esque style and storytelling. The majority of young people in Indonesia now draw in this popular manga-esque style, following their favorite manga artists. Furthermore, it also changed how these people ways of reading: from left to right becoming right to left, creating the pretty boys genre in another medium and in the society itself. Unlike other popular culture medium (such as television) that its influence is clearly shown and catch the attention of people who rise against it, comic had proved otherwise. This paper is intended to observe how this phenomenon happened through qualitative analysis of comic culture (especially manga), the content within manga and its powerful and cultural influence with a case study of Indonesia.
Ragnarok Online, Reality of Virtual Phenomenon Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 1 No. 1 (2009)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1122.409 KB) | DOI: 10.5614/jkvw.2009.1.1.5

Abstract

Originated from South Korea, Ragnarok Online is an entertainment product in comics and games which is popular in the world especially South-East Asia. Ragnarok in Nordic Mythology described as the doom of the gods. In the case above, Ragnarok is used as a background setting of a comic, which created, by Lee Myung Jin and Ragnarok MMORPG based on that comic. Internet is described as a many-to-many medium. Games turn out to be one of the first popular settles in the Internet among e-commerce, portals, free advertisers, and sexual exploitation sites. Online Game becomes a new frontier that could connect people to interact and play similar game on the same time and Massive Multiplayer Online Role Playing Game of Ragnarok is one of the best and successful Online Game worldwide. It is one of the phenomena in online gaming today. Recently, official Ragnarok Online Characters (NPC, Monsters and Players Characters) have developed in quantity approximately 200 and still have possibility to increase. In international Ragnarok Online provider, more than 120,000 customers connected in 12 servers on real time basis at the same time everyday and this exclude local Ragnarok Server provided by several countries with similar number of player.Ragnarok Online is a virtual representation of reality, it creates and represents visual social semiotics, which became very important element of communication in recent years. As one of visual product in modern culture, the distance between reality and virtual realm become closer and sometimes it blurred and formed new realm. A new dawn of community born in virtual realm and develop in some way that many though it would consume the community it represented. Is it possible that the characters and environmental design, which is built, really has the enormous attraction? Or is there something else work behind the surface such as the representation and online culture. Although there are many contradictions about the impacts of Ragnarok Online, this paper is endeavors a new insight of Ragnarok Online, which may have not being researched by others. The combination of online culture and virtual media design with interactive and inviting visual interface may open wide the possibilty of encountering new methods and keys of success in designing digital media through descriptive analysis.
Animasi sebagai Media Pendidikan Karakter Berbasis Tri Kaya Parisudha untuk Anak-Anak I Gusti Agung Rangga Lawe; Irfansyah Irfansyah; Hafiz Aziz Ahmad
Mudra Jurnal Seni Budaya Vol 35 No 2 (2020): Mei
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v35i2.975

Abstract

Pendidikan karakter sangat penting untuk diberikan pada anak sejak dini, terutama saat ia berada dalam fase imitasi, di mana anak belajar meniru perangai seperti cara bicara dan cara bersikap yang diambil dari model yang diteladani. Meniru dengan keteladanan mengajarkan anak untuk mengembangkan moral, sosial dan spiritual mereka. Salah satu landasan pendidikan karakter dalam Hindu adalah ajaran Tri Kaya Parisudha, yang terdiri dari Manacika, Wacika, dan Kayika. Ajaran ini sangat penting untuk dipahami dan diamalkan oleh anak di kehidupan sehari-hari, karena akan membentuk sifat integritas dan jati dirinya. Keselarasan antara pikiran, ucapan, dan tindakan agar selalu berada di jalan yang baik dan benar dalam Tri Kaya Parisudha dapat disampaikan menggunakan pendekatan keteladanan, yaitu proses meniru perilaku yang diperagakan oleh model/idola yang disukai mereka. Di era modern, penerapan pendidikan karakter bisa dilakukan dengan bantuan media eksternal seperti animasi. Konsep pendidikan karakter dikemas lewat tokoh animasi dan dapat dijadikan model/idola oleh anak untuk ditiru. Selain itu, nilai yang terkandung lewat cerita di animasi juga dapat terbawa sampai anak tumbuh dewasa, dan dijadikan referensi olehnya saat dibutuhkan. Adanya ikatan emosional anak pada karakter animasi menyebabkan anak meniru gaya/gerak karakter tersebut, hingga turut merasakan apa yang dirasakan karakter itu. Selain itu, cerita dalam animasi juga memberikan pengalaman baru bagi anak untuk dijadikan pembelajaran dalam pembentukkan karakternya. Sebagai media pembelajaran, animasi dapat menunjang aspek kognitif anak dengan cara mengingat apa yang ia dapat di animasi tersebut, untuk kemudian ditiru agar dapat membentuk karakter mereka.
Pengaruh Adaptasi Bahasa Visual Jepang pada Film Animasi Indonesia Battle of Surabaya Cintya Dwi Hastuti; Irfansyah Irfansyah; Hafiz Aziz Ahmad
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 2 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i2.2036

Abstract

The animation industry in Indonesia is currently developing positively, where its production is increasing from year to year. Various kinds of drawing styles have been widely explored and applied to Indonesian animation. Moreover, with the better quality of world animation, situationally it also encourages Indonesian animators to improvise and continue to develop creativity through their work. In the process of its development, the popularity of Japanese animation turned out to have a significant influence on the formation of Indonesian animated films. Since the first Battle of Surabaya animation appeared in the community, many speculated that this animation was adapting Japanese animation visuals. The purpose of this research is to examine more deeply the effect of Japanese Visual Language adaptation in the Indonesian animated film, Battle of Surabaya. This research is expected to be a form of scientific dedication regarding Indonesian animation, as well as an evaluation material for Indonesian animators in exploring and considering the application of animation visualization.
Caring Design: A Multimodal Analysis of Woman Embodiment in Kampung Halaman Foundation Design by Novi Kristinawati Senja Aprela Agustin; Acep Iwan Saidi; Irma Damajanti; Hafiz Aziz Ahmad
PANGGUNG Vol 34, No 2 (2024): Estetika, Budaya Material, dan Komodifikasi Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v34i2.3513

Abstract

Gagasan perawatan dalam desain dan arsitektur melekat pada karya perempuan desainer se- bagai bentuk kebertubuhan perempuan yang berhubungan dengan konteks sosial. Demikianlah peran perempuan dalam tatanan sosial yang sering diasosiasikan dengan perawatan dan peng- asuhan seperti layaknya alam telah menggemakan dualisme gender, yang turut mempengaruhi perbedaan karakteristik desain yang diciptakan oleh keduanya. Beberapa penelitian sebelum- nya telah mengeksplorasi gagasan desain perawatan, terutama dalam arsitektur, mencakup eksplorasi material alami yang dapat menyampaikan identitas budaya, pengalaman multisen- sorik, dan arsitektur afektif. Namun, studi mengenai karya perempuan desainer, khususnya dalam arsitektur yang merangkul konsep ‘desain perawatan’, dan berfokus pada kebertubuhan masih kurang dieksplorasi. Penelitian ini bertujuan untuk memahami gagasan perawatan se- bagai bentuk kebertubuhan perempuan desainer yang terefleksikan dalam karyanya, dengan studi kasus desain arsitektur Yayasan Kampung Halaman di Yogyakarta oleh Novi Kristinawa- ti. Melalui metode semiotika, khususnya analisis multimodal teks dari Gunther Kress dan Theo van Leeuwen, makna perawatan diungkapkan melalui penelusuran tiga metafungsi: makna representasi, makna interaktif, dan makna komposisi yang muncul dari mode-mode sebagai sumber semiotika. Temuan studi ini memperlihatkan bahwa Novi Kristinawati merefleksikan kebertubuhannya dalam desain Yayasan Kampung Halaman. Gagasan perawatan sebagai bentuk kebertubuhan perempuan antara lain: muncul dalam simbol arketipe ibu; desain yang memberikan pengalaman multisensori dengan mengaburkan batas antara eksterior alam dan interior; desain yang fleksibel dan mengalir yang memenuhi nilai guna serta dapat memfasil- itasi jarak sosial pengguna desain; mengutamakan kesetaraan dan pengakuan kedua gender dalam desain tanpa sekat; serta desain yang mampu mendengarkan kebutuhan pemesan de- sain. Penelitian ini adalah upaya untuk memahami desain dalam kerangka kebertubuhan per- empuan dan kontribusinya dalam wacana pengetahuan desain. Kata Kunci: desain perawatan, perempuan desainer, kebertubuhan perempuan, analisis multimodal, arsitektur, Novi Kristinawati
Caring Design: A Multimodal Analysis of Woman Embodiment in Kampung Halaman Foundation Design by Novi Kristinawati Senja Aprela Agustin; Acep Iwan Saidi; Irma Damajanti; Hafiz Aziz Ahmad
PANGGUNG Vol 34 No 2 (2024): Estetika, Budaya Material, dan Komodifikasi Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v34i2.3513

Abstract

Gagasan perawatan dalam desain dan arsitektur melekat pada karya perempuan desainer se- bagai bentuk kebertubuhan perempuan yang berhubungan dengan konteks sosial. Demikianlah peran perempuan dalam tatanan sosial yang sering diasosiasikan dengan perawatan dan peng- asuhan seperti layaknya alam telah menggemakan dualisme gender, yang turut mempengaruhi perbedaan karakteristik desain yang diciptakan oleh keduanya. Beberapa penelitian sebelum- nya telah mengeksplorasi gagasan desain perawatan, terutama dalam arsitektur, mencakup eksplorasi material alami yang dapat menyampaikan identitas budaya, pengalaman multisen- sorik, dan arsitektur afektif. Namun, studi mengenai karya perempuan desainer, khususnya dalam arsitektur yang merangkul konsep ‘desain perawatan’, dan berfokus pada kebertubuhan masih kurang dieksplorasi. Penelitian ini bertujuan untuk memahami gagasan perawatan se- bagai bentuk kebertubuhan perempuan desainer yang terefleksikan dalam karyanya, dengan studi kasus desain arsitektur Yayasan Kampung Halaman di Yogyakarta oleh Novi Kristinawa- ti. Melalui metode semiotika, khususnya analisis multimodal teks dari Gunther Kress dan Theo van Leeuwen, makna perawatan diungkapkan melalui penelusuran tiga metafungsi: makna representasi, makna interaktif, dan makna komposisi yang muncul dari mode-mode sebagai sumber semiotika. Temuan studi ini memperlihatkan bahwa Novi Kristinawati merefleksikan kebertubuhannya dalam desain Yayasan Kampung Halaman. Gagasan perawatan sebagai bentuk kebertubuhan perempuan antara lain: muncul dalam simbol arketipe ibu; desain yang memberikan pengalaman multisensori dengan mengaburkan batas antara eksterior alam dan interior; desain yang fleksibel dan mengalir yang memenuhi nilai guna serta dapat memfasil- itasi jarak sosial pengguna desain; mengutamakan kesetaraan dan pengakuan kedua gender dalam desain tanpa sekat; serta desain yang mampu mendengarkan kebutuhan pemesan de- sain. Penelitian ini adalah upaya untuk memahami desain dalam kerangka kebertubuhan per- empuan dan kontribusinya dalam wacana pengetahuan desain. Kata Kunci: desain perawatan, perempuan desainer, kebertubuhan perempuan, analisis multimodal, arsitektur, Novi Kristinawati