Claim Missing Document
Check
Articles

Found 26 Documents
Search

Analisis Visualisasi Konflik Keluarga dalam Sinematografi film The Farewell (2019) Tamara, Erin Ruth; Ratri, Dianing; Assilmia, Fathima
de-lite: Journal of Visual Communication Design Study & Practice Vol. 2 No. 1 (2022): July 2022
Publisher : Visual Communication Design Department of Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v2i1.5460

Abstract

Karya tulis ini adalah analisis penggambaran konflik keluarga dalam film The Farewell (2019). Film ini bercerita tentang perbedaan nilai yang mendalam antara keluarga besar dan karakter utama. Tujuan dan latar belakang karya tulis ini adalah mengetahui bagaimana The Farewell menunjukkan konflik keluarga tersebut. Tahap-tahap dalam metodologi karya tulis ini adalah menonton langsung film tersebut, membagi cerita menjadi beberapa babak, memilih hero shot tiap babak, dan menganalisis hero shot yang menunjukkan konflik keluarga. Hasil analisis menunjukkan bahwa The Farewell menggunakan beberapa prinsip Gestalt yang dikombinasikan dengan komposisi klasik rule of third untuk memvisualisasikan konflik keluarga.
Analisis Representasi Buddhisme dan Mitologi India pada Desain Karakter Game (Studi Kasus: Game Onmyoji Chapter Celestial Realm) Putri, Angelina Chandra; Ratri, Dianing
de-lite: Journal of Visual Communication Design Study & Practice Vol. 2 No. 2 (2022): December 2022
Publisher : Visual Communication Design Department of Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v2i2.6375

Abstract

Onmyoji adalah online game berjenis turn-based RPG yang mengadaptasi kisah mitologi Jepang pada periode Heian, mengenai onmyoji(ahli omyodo, sistem sihir kuno Jepang), yokai(makhluk mistis jepang), dewa-dewa, dan sebagainya. Salah satu keunikan Onmyoji adalah memadukan beberapa legenda yang berbeda ke dalam satu kesatuan dunia cerita. Pada tahun 2021, Onmyoji merilis chapter baru berjudul Celestial Realm yang mengangkat cerita dari Buddhisme dan Hindu-India mengenai alam dewa dan neraka. Chapter ini menghadirkan karakter raja dewa, Indra/Taishakuten serta raja iblis, Mara/Asura. Penelitian ini dilakukan dengan tujuan untuk mengetahui penggunaan mitologi dan budaya dalam membuat desain karakter yang menarik, khususnya bagaimana konsep dan budaya visual dalam Hindu dan Buddhisme India direpresentasikan dalam sebuah karakter. Desain dikaji dengan menggunakan metode observasi gambar dan dianalisis dengan pendekatan Manga Matrix oleh Hiroyoshi Tsukamoto. Hasil kajian menunjukkan bahwa desain karakter yang ada cukup berbeda dengan mitologi aslinya. Namun, banyak unsur dan filosofi dari mitologi yang tetap dimasukkan dalam desain mereka. Visual desain yang tidak mengikuti mitologi secara harafiah membuat desain karakter menjadi lebih menarik dan lebih luas untuk dieksplorasi.
Pengaruh Elemen Visual pada Ruang Mini Museum Atsiri Sarinah Jakarta terhadap Pengalaman Pengunjung Goestien, Chintya Sagita; Ratri, Dianing; Wibisono, Andriyanto
Lintas Ruang: Jurnal Pengetahuan dan Perancangan Desain Interior Vol 11, No 2 (2023): September 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/lintas.v11i2.10581

Abstract

Museum berperan penting dalam memberikan edukasi serta mewariskan nilai-nilai kehidupan masa lampau dan memiliki manfaat tambahan untuk rekreasi, sosialisasi, dan relaksasi. Ruang museum dapat memberikan pengalaman ruang yang baru, pengalaman ini terbentuk dari tampilan visual dan unsur interaktif yang disajikan. Salah satunya di ruang mini museum Atsiri di Sarinah Jakarta yang menampilkan visualisasi beragam, menyajikan unsur interaktif seperti penerapan teknologi dan instalasi. Penelitian ini bertujuan untuk mengidentifikasi pengaruh elemen visual terhadap pengalaman pengunjung dan mengidentifikasi pengaruh faktor engagement, transaction, excitement, dan positioning terhadap pengalaman visual. Metode yang digunakan adalah kuantitatif menggunakan parameter VISUALSCAPE, dilakukan melalui kuesioner kepada pengunjung dengan total responden yaitu 40 orang. Hasil penelitian membuktikan bahwa elemen visual memiliki pengaruh terhadap pengalaman pengunjung dan faktor engagement, transaction, excitement, dan positioning memiliki pengaruh terhadap terhadap pengalaman visual.
Studi Perbandingan Media Belajar English Storytelling Berbasis Visual untuk Siswa Kelas 4 - 5 Sekolah Dasar Khalda Nur, Kayla; Ratri, Dianing
Journal of Visual Art and Design Vol. 17 No. 2 (2025): Journal of Visual Art and Design
Publisher : ITB Journal Publisher, DRPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2025.17.2.4

Abstract

English storytelling activities are expected to help children in vocabulary development and sentence construction, especially for English as a second language (ESL) learners, while keeping the learning process fun and creative. However, in English storytelling activities in elementary schools, many children are found memorizing the stories through provided text. This results in children telling the stories without catching the English words and understanding the flow of the story they are telling, so the story can sound monotonous. Therefore, this research examined the application of two learning media as alternative aids for learning English storytelling creatively, i.e., conventional media (a picture book) and modified interactive learning media tailored to English learning needs. This research used a comparative method with the same pictures being used in both media and was limited to targeting students in grades 4 and 5 of elementary school. The result showed that while children who learned with the modified interactive media managed to catch more words than those who learned with the conventional picture book, both media were effective for story comprehension and English learning.
The Role of Analog and Digital Media as a Playground to Support Children’s Development Sabiela, Yaritsa Husni; Pratiwi, Diyan Tresna; Wardono, Prabu; Ratri, Dianing
Jurnal Pendidikan Anak Vol 4 No 2 (2022): Child Education Journal: August
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v4i2.2988

Abstract

Exploration of play in childhood is very important in child development.One of the environments that can support children’s developmentis the play environment. So far,many children’s play environmentuses analog playing media. However,with the development ofspaceand technology,the formation of space is increasingly diverse.Oneof them is a combination of space with video mapping. Videomappingis implemented in the playroom so that it can open new exploratoryinteractions for children. Children with an age range of 5–7yearsbecome the subject of this study as a development of previousresearchand at that age, children begin to recognize and understandthephysical environment around them so that they can form a behavior.This study aims to determine the role of analog media and videomappingin play facilities that can stimulate children aged 5–7 years toexploreplay to encourage child development. This research methodusesSpatial Affordancesin Childcare Interior Design (SACID)as theinstrumentfor calculating the breadth and depth of affordance explorationwith the basic theory of Gibson’s observation, perception-actionaffordance.The results show that there is more variation in the spatialcomponentsof analog media than in video mapping media. However,interms of depth, video mapping is stronger.While the breadth of thetwomedia shows a fairly high exploration. This study shows that bothmediacan support children’s development with the different potentialofeach exploration that occurs between analog media space and videomapping.Based on these findings, this research can be considered inchoosingthe use of analog media or video mapping in the early childhoodplayroom.
Analisis Semiotika Properti Bali pada Latar Gim Pamali : The Hungry Witch Rheinilan, Onni Angelica Rheinilan; Mutiaz, Intan Rizky; Ratri, Dianing
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (2025): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.16.2.1

Abstract

Games are in demand by various groups in today's technological age. One of them is Pamali, an Indonesian horror game made by Storytale Studio. The object to be discussed is Pamali: The Hungry Witch series with a Balinese theme. The analysis in this study focuses on the visual of Balinese properties in the setting of the game which are part of the visual element. Visual elements are the most influential elements in connecting players with the game. The main focus is the visual of Balinese properties in the setting of the game. The purpose of this study is to assess whether the relationship between denotative signs and connotative visual of the properties in the setting in the game Pamali: The Hungry Witch is related or not to myths or culture in Bali. The Balinese properties in the setting are examined using Roland Barthes's semiotic approach. This study uses a qualitative descriptive analysis method. The results of the study reveal that there is a relationship between the relation of signs on the properties in the game setting with myths or culture in Bali. Myths in the game are reinforced by myths in Bali, bringing the game's setting closer to reality. Keywords: Visual of the Properties, Denotative, Connotative, Myth, Bali