Articles
Implementasi User Interface Pada Multimedia Interaktif Cerita Rakyat Dari Kalimantan Barat
Rochmawati, Irma;
Albar, Deni
Visualita Jurnal Online Desain Komunikasi Visual Vol 10 No 2 (2022)
Publisher : Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (4566.686 KB)
|
DOI: 10.34010/visualita.v10i02.6703
The application of the user interface is very important for those who develop media in assessing the success of an interactive multimedia design. Ideally a media can function according to the plan and can meet the needs and desires of its users. If planning and analysis are not clear, it can cause problems that will have an impact on development activities. This study will provide an overview of the implementation of the user interface with the prototyping method in interactive multimedia development activities, with the hope of producing a prototype design as one of the first steps in a digital media development activity. The prototype is made with the aim of providing a common perception and initial understanding of the basic process of the user interface to be developed, so that there will be good communication between developers and system users. The results of this study can be used as a reference or reference for interactive multimedia design developers who have followed the prototyping steps in a structured manner, thus providing a clear process for users and observers of the science of developing interactive multimedia design.
Visualisasi Muslim dalam Video Game sebagai Citra Islam dalam dunia Game. Studi Kasus : Call of Duty, Assassins Creed & Battlefield
Albar, Deni
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.34010/visualita.v12i1.10645
Secara ekonomi, pasar game global menghasilkan keuntungan sekitar 2 triliun rupiah pada tahun 2020. Separuh dari pendapatan tersebut berasal dari kawasan Asia Pasifik. Dalam video game terdapat pesan-pesan yang disampaikan kepada para pemainnya, pesan tersebut dapat berupa ideologi, politik, ekonomi, sosial dan budaya. Salah satu pesan dalam dunia game yang menarik untuk dikaji adalah citra umat Islam dalam dunia game yang dikembangkan oleh developer dari Barat atau Eropa yang menampilkan bias budaya, terutama sejak peristiwa 9/11 di Amerika Serikat hingga perkembangannya pada tahun 2022. Hal in menjadi urgensi penelitian terhadap kerukunan beragama yang dipengaruhi oleh citra dalam game. Penelitian ini bertujuan untuk menemukan rumusan konseptual dalam penerapan pencitraan suatu agama khususnya Islam dalam media game. Penelitian ini berorientasi pada penjelasan dalam mengantisipasi fenomena/gejala religi dalam mendukung proses penerapannya dalam dunia game. Metode yang digunakan dalam penelitian ini adalah penelitian kualitatif deskriptif dengan metode data kepustakaan. Penelitian ini dilakukan dengan mengkaji representasi visual dari simbol visual agama Islam dalam berbagai video game, khususnya video game yang dikembangkan oleh developer barat, kemudian mengaitkannya dengan gameplay dalam game tersebut. Deskripsi menggunakan fakta-fakta dari data yang diperoleh sebagaimana adanya. Hasil penelitian ini diharapkan mampu menunjukkan rumusan konsep dalam merepresentasikan Islam dalam dunia game dan menjadi acuan yang tepat dalam penerapannya.
Kajian Visual Mengenai Tokoh Wayang Kulit Purwa Antareja Gaya Yogyakarta
Ramdhani, Muhammad Abdan;
Albar, Deni
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 1 No 1 (2021): DIVAGATRA #01
Publisher : Fakultas Desain Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (422.397 KB)
|
DOI: 10.34010/divagatra.v1i1.4878
Antareja is one of the figures in the world of puppetry in Indonesia. It is said that Antareja is a descendant of Sang Hyang Anantaboga (the snake god in Javanese belief) and the child of the marriage of Raden Bima (Pandava figure) to Dewi Nagagini. Although the background is the Mahabharata story, Antareja is a Javanese original figure and not in the Hindu version of the Mahabharata story. This research was conducted with a qualitative analysis method to find out how Antareja figures were created and the depiction of Antareja figures based on the visuals shown. From the research it can be concluded that the character of Antareja has a visual meaning in every form of puppet anatomy, both from the shape of the head, body shape, foot shape, color and clothing.
Desain Ilustrasi Tokoh Suryaputra Karna Mahabharata
Shiddiq H, Ryan Fatah Ash;
Albar, Deni
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 1 No 2 (2021): DIVAGATRA #02
Publisher : Fakultas Desain Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (397.743 KB)
|
DOI: 10.34010/divagatra.v1i2.5709
The positive values of life are embodied in culture and literary works that contain life values and also knowledge that has an influence on human life until now. Mahabharata is one of two ancient literary works originating from India, apart from Ramayana, as for several versions of this Mahabharata story. Mahabharata tells the story of the conflicts of the five Pandavas with Pandawa cousins namely 100 Kauravas, regarding the dispute over the rights of the Hasstinapura court government. Suryaputra Karna is one of the knights in the Mahabharata story and plays an important role in the storyline. The meaning of life that can be taken very much in the journey of life Karna, this design describes the meaning of heroism owned by Suryaputra Karna in the Mahabharata story. The conclusion obtained from this design, tells Karna's journey through many trials, slanders, and others that ultimately show the value of the character owned by Karna as an antagonist who can become a better figure and save or solve existing problems. The importance of the purpose of this design aims to preserve Karna characters and folklore that can be adapted into other media and can be easily accepted by teenagers today.
Desain Animasi Sejarah Kapel Santa Maria dari Betlehem (Gereja Karmel Lembang)
Tonalou, Paskalis Daniel;
Albar, Deni
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 2 No 1 (2022): DIVAGATRA #03
Publisher : Fakultas Desain Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.34010/divagatra.v2i1.6097
There are many houses of worship built during the colonial period in Bandung and the buildings have a historical story behind it. Some of the history of worship houses are not published in public so many people do not know about it. One of them is the St. Maria from Bethlehem Chapel or known as the Lembang Carmel Church. Not many people, especially the people of this church, know about the history of the founding of this church, even though previously there were books that discussed it. This is because the book is exclusive and not everyone has it. With the people knowing the history of their church, it is hoped that the people will love their church, a sense of belonging will arise, and people know what spirit the pioneers brought to build churches. So, design was made to tell the history of the Chapel of St. Maria from Bethlehem (Lembang Carmel Church) by presenting a unique visual through Wayang Kulit, so the people are interested in knowing it. Video Animation is the main media in this design, animated video contains images and sounds that are mixed to make the main media more attractive. The main media is distributed through Youtube platform so it hoped the design will reach the audience easily.
Video Motion Graphic Sosialisasi Peran Orang Tua Dalam Pembelajaran Daring
Manurung, Fadoria;
Albar, Deni
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 2 No 2 (2022): DIVAGATRA #04
Publisher : Fakultas Desain Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.34010/divagatra.v2i2.8138
This article highlights the role of parents in assisting online learning for elementary school students. In the distance learning process, many obstacles are found, especially for parents, because elementary grade students still need special attention. The object of this final project design is the parents of elementary school (SD) children. The solution to this problem is to invite and change the mindset of parents by informing the role of online learning mentoring for elementary school students. The purpose of the design is to persuade and provide socialization about the role of parents in mentoring, to understand learning styles and mentoring strategies when learning online, so that parents participate in mentoring children's learning. It is hoped that this design will provide benefits to the community, especially parents who are aware of the importance of assisting children's online learning while at home.
Desain Komik Etika Sosial dalam Lingkungan Budaya Masyarakat Kampung Adat Cireundeu
Rizqi, Novia Aenu;
Albar, Deni
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 1 (2023): DIVAGATRA #05
Publisher : Fakultas Desain Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.34010/divagatra.v3i1.9654
Cireundeu traditional village is located in South Cimahi sub-district, Cimahi City, West Java Province. The general public knows the Cireundeu traditional village because of the uniqueness of the people who still maintain cassava as a staple food, and the people who continue to carry out the Sunda Wiwitan tradition. The people of the Cireundeu traditional village are known to still uphold cultural values as the basis of life in society. These ethical values include values of decency, honesty, discipline, environmental and social care. The lack of interest of young people in learning the culture found in the Cireundeu traditional village has resulted in the loss of a regional cultural identity. Therefore, there is a need for more interesting innovations as a medium for conveying information about the culture of the Cireundeu traditional village, one of which is through comic book media. The purpose of designing this comic book is to provide information for young people about social ethical values, as well culture in the Cireundeu traditional village community. With this comic media, it is hoped that it will provide a pleasant experience in learning the culture and values that exist in the Cireundeu traditional village.
Desain Papan Permainan Tokoh Ibnu Battuta
Alfani, Muhammad Hasanudin;
Albar, Deni
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.34010/divagatra.v3i2.11299
Ibn Battuta was a Muslim born in the Moroccan population of the Muslim cities of Ibn Battuta, the city of Tangier. Born and raised in the town of Tangier, Ibn Battuta dreamed of traveling to cities far from where he lived. Until he decided to follow the trail of the dream on an expedition. The exploratory story has been written in the book entitled "rihla" but few know of it's existence, and the absence of any visual element found in it. This causes a lack of public interest in reading the story of Ibn Battuta from the book of rihlah. Not a few people are interested in learning the story of Ibn Battuta, but the problem of the lack of information telling the book's existence and the lack of visual elements that are at present a cause for the lack of interest. It could also be an opportunity to inform the public about the story of Ibn Battuta with more interesting delivery. The boardgames is a preferred solution to inform the public of the Ibn Battuta character, because games are one of the popular activities, as well as these games the public can imagine the Ibn Battuta on an exploration route.
Komparasi Visual Karakter Hero Video Game Mobile Legends dan Arena of Valor
Nurizki, Febi Amelia;
Albar, Deni
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 4 No 2 (2024): DIVAGATRA #08
Publisher : Fakultas Desain Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.34010/divagatra.v4i2.14055
Video games have become a medium of entertainment that is needed by almost everyone. One of the most popular categories of online video games today is MOBA. Mobile Legends and Arena of Valor are examples of the most played MOBA games. These two games are similar in the visual aspect of their hero characters because they are inspired by predecessor characters such as legendary figures, mythological creatures, or even inspired by categories of creatures on earth which are then combined with humans. Mobile Legends has 4 hero characters that are visually similar to Arena of Valor. This makes both games modify, add, or even change the visual elements of each hero to avoid plagiarism. The modification of these heroes makes each character have its own impression/value. Analysis of visual elements is carried out by comparing the visuals of heroes from two games that are similar using matrix system theory so that the impression/value created by each visual can be found. The results of the visual analysis of the heroes of the two games that have been compared will determine which visual character is more suited to the impression presented.
Desain Website Sebagai Media Promosi Marketing Mix Pada UMKM Key Snack Bandung
Rochmawati, Irma;
Albar, Deni;
Fauzi, Ahmad Nurzaeni
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 1 (2024): Oktober 2024
Publisher : Universitas Komputer Indonesia
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.34010/visualita.v13i1.13678
Key Snack is an MSME located in Bandung and operates in the culinary sector in the form of cakes. Key Snack already has a P-IRT business license for its products and has a vision to be able to grow rapidly like culinary providers of cakes that are much more established. However, unfortunately, Key Snack MSME products are not yet known to the wider public. For this reason, promotion is one solution to support the marketing of Key Snack MSME products. This research aims to produce an applied object that is useful for industry and to find a formula for promoting Key Snack MSMEs. Producing design products that are expected to have a social or economic impact after the research results are applied, one of which is website design. The method used in this research uses a Pre-Experimental design research approach. In pre-experimental research, variables are not strictly limited, so there is the possibility of outcomes caused by various aspects that influence the respondent. It is hoped that the results of this research will show the correct formulation of the concept in representing Key Snack MSME promotional media in its application.