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Persepsi inter-aktivitas khalayak terhadap film interaktif “Bandersnatch” Fatina, Nadiah Nur; Irwansyah, Irwansyah
Jurnal Studi Komunikasi Vol 4, No 2 (2020)
Publisher : Faculty of Communications Science, Dr. Soetomo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.066 KB) | DOI: 10.25139/jsk.v4i2.1887

Abstract

Interactive stories that were developed in video games and storybooks are now applied to films. With the interaction concept in a film, the audience would not be enjoying linear narrative, but also could help in determining the storyline according to the available choices. The interactive story wants to obscure the passive and active action in audio-visual technology andcreate an intense interaction with humans and the computers to grow stronger emotions between the audience and the movie character or the story. This study used qualitative methods with interview techniques for each person regarding third-order dependency, social presence, and emotions that are built when watching the interactive movie, “Bandersnatch”. The experience of watching while participate in choosing the storyline, build an intense interaction, satisfaction and made humans as audiences feel closer and feel the emotions of the movie character.
Persepsi inter-aktivitas khalayak terhadap film interaktif “Bandersnatch” Fatina, Nadiah Nur; Irwansyah, Irwansyah
Jurnal Studi Komunikasi Vol. 4 No. 2 (2020)
Publisher : Faculty of Communications Science, Dr. Soetomo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/jsk.v4i2.1887

Abstract

Interactive stories that were developed in video games and storybooks are now applied to films. With the interaction concept in a film, the audience would not be enjoying linear narrative, but also could help in determining the storyline according to the available choices. The interactive story wants to obscure the passive and active action in audio-visual technology andcreate an intense interaction with humans and the computers to grow stronger emotions between the audience and the movie character or the story. This study used qualitative methods with interview techniques for each person regarding third-order dependency, social presence, and emotions that are built when watching the interactive movie, “Bandersnatch”. The experience of watching while participate in choosing the storyline, build an intense interaction, satisfaction and made humans as audiences feel closer and feel the emotions of the movie character.
Twitter Sebagai Media Speak Up Perempuan Dalam Kasus Pelecehan Seksual Marundha, Ainy Sucianti; Rahmiputri, Aisha Andari; Fatina, Nadiah Nur; Hasna, Safira; Seyma, Qoryna Noer
INTERAKSI PERADABAN: Jurnal Komunikasi dan Penyiaran Islam Vol. 2 No. 1 (2022)
Publisher : Program Studi Komunikasi dan Penyiaran Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/interaksi.v2i1.26616

Abstract

Sexual harassment is not something that has just been heard or recently talked about. Sexual harassment is still a threat and taboo to be discussed and is not an easy thing to get rid of. This often happens to women in Indonesia, both in public places and on social media. However, along with the presence of social media, women can take advantage of the forum as a place where they express their opinions to voice issues of empowering women. Therefore, the objective of this research is to find out women victims of sexual harassment in utilizing social media Twitter as a forum for expression related to sexual harassment cases. This research used theory of feminism, cyberfeminism, sexual harassment and the relation between technology and women. This research used qualitative approach and constructivism strategy. The data was collected through in-depth interview with female victims of sexual harassment who dare to speak up on Twitter social media.