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Aesthetic Morphology of Animation Wikayanto, Andrian; Damayanti, Nuning Yanti; Grahita, Banung; Ahmad, Hafiz Aziz
Harmonia: Journal of Arts Research and Education Vol 23, No 2 (2023): December 2023
Publisher : Department of Drama, Dance and Music, FBS, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v23i2.41668

Abstract

Aesthetic morphology does not judge whether a work is good or bad but is a study of form in art that focuses on description, comparison, and stylistic analysis. Aesthetic morphology emphasizes great attention to the discussion of form, content, and style. However, this theory is still general, and there needs to be more research that explicitly discusses how it applies to animated artworks. This research will use the Comprehensive Literature Review (CLR) method. CLR is a methodological approach for critical and in-depth research activities on a particular topic in several stages of the research process. The CLR research process consists of three phases: exploration, interpretation, and dissemination. The result of this research is that the form consists of aspects of animation design, movement and kinetics, and sound and structural design. The content aspect consists of 2 main elements: story and character. Meanwhile, the style aspect is influenced by two main elements, namely the technology used in the production process and the appearance of the animation. The results of this research are expected to be used to explore the characteristics of animation works of certain creators, countries/locations, or periods in the history of the development of the aesthetic form of animation in the world.
The Cultural Identity of Nusantara in a Movie Entitled Sang Pencerah by Hanung Bramantyo Puspitasari, Dyah Gayatri; Sabana, Setiawan; Ahmad, Hafiz Aziz
Harmonia: Journal of Arts Research and Education Vol 16, No 1 (2016): June 2016
Publisher : Department of Drama, Dance and Music, FBS, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v16i1.6768

Abstract

Nowadays, during this intercultural era and global challenge, film can be interpreted as a practical strategy to develop meaning and Indonesian cultural identity. Through many singers of audiovisual creation, film has not only served as entertainment, but can also act as an instrument to reflect local values and traditional perspective through the storytelling that has been presented by film director. This role is a significant point to develop local insight and cultural value as the identity of Indonesian film. Although, at some point, this strategy still becomes a problem in Indonesian film fields. Sang Pencerah film that was directed by Hanung Bramantyo is one of Indonesian films that attempted to deliver local identity in its storytelling. This research is an endeavour to identify Indonesian cultural identity that has been represented through Sang Pencerah film. By applying cultural studies and interdisciplinary as their methods, the researchers acquired some interesting findings. Firstly, aesthetic and thematic elements in the film narrative had a significant relation to traditional and cultural values of Javanese society. Secondly, the meaning of cultural identity also had a linear proportion to spiritual values in life, such as determination, peacefulness, gloriness, tolerance, as well as social understanding. Therefore, it can be concluded that the Sang Pencerah film is a manifestation of Hanung Bramantyo regarding to the meaning of Indonesian culture that is based on Javanese society’s local wisdom.How to Cite: Puspitasari, D. G., Sabana, S., Ahmad, H. A. (2016). The Cultural Identity of Nusantara in a Movie Entitled Sang Pencerah by Hanung Bramantyo. Harmonia: Journal of Arts Research And Education, 16(1), 57-65. doi:http://dx.doi.org/10.15294/harmonia.v16i1.6768
ANALISIS KOMPARATIF DESAIN KARAKTER PADA SERI ANIMASI PLUTO (2023) DAN KOMIK ASTRO BOY (1952) Aldian, Aisha Azalia; Ahmad, Hafiz Aziz; Ratri, Dianing
VCoDe : Visual Communication Design Journal Volume 4, Nomor 1, Desember 2024
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/vcode.v4i1.4321

Abstract

Seri animasi Pluto (2023) adalah sebuah adaptasi dari komik ciptaan Naoki Urasawa dengan judul yang sama pada tahun 2003. Pluto menceritakan ulang satu bab dalam komik Astro Boy (1952) dari sudut pandang tokoh lain yakni Gesicht. Gaya visual, narasi, dan pensuasanaan berubah menjadi lebih bernuansa kelam seperti ciri khas karya-karya Urasawa. Meskipun resepsi dari berbagai ulasan cukup postif, tetapi tampaknya seri animasi Pluto ini kurang populer padahal membawa narasi Astro Boy yang terkenal. Dari beberapa temuan, hal ini disebabkan oleh citra visual karakter yang kurang dikenal oleh khalayak umum. Maka dilakukan analisis komparatif desain karakter dari beberapa tokoh utama pada kedua seri menggunakan Teori Tiga Dimensi Karakter oleh Egri Lajos. Hasil analisis menunjukkan bahwa secara dimensi sosiologis dan psikologis karakter terdapat kesamaan fundamental dengan kompleksitas yang lebih tinggi. Sementara secara fisiologis terlihat ada beberapa upaya Urasawa untuk mempertahankan beberapa elemen visual dari yang aslinya. Namun gaya visual yang realistis membuat hilangnya exaggeration atau hiperbola dari desain Tezuka. Pergantian protagonis utama dari Atom yang lebih dikenal khalayak umum juga memengaruhi seberapa besar identitas Astro Boy yang terpapar pada layar. Hal ini menyebabkan timbulnya kesulitan untuk mengenali karakter-karakter yang ada. Dapat disimpulkan, seri Pluto memang merupakan adaptasi tematik yang ditujukan sebagai interpretasi alternatif untuk demografi yang lebih dewasa. Sesuai dengan narasinya yang bergenre misteri, tentunya eksekusi visual akan berbeda jauh. Pada akhirnya, kedua seri ini merupakan penghormatan terhadap satu cerita yang sama.
Implementasi Photovoice dalam Komunitas Tuli: Fotografi sebagai Medium Komunikasi Visual Wibowo, Yosephien Reynalda Prananda; Ahmad, Hafiz Aziz
Jurnal Desain Komunikasi Visual Nirmana Vol. 25 No. 1 (2025): JANUARY 2025
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.25.1.50-61

Abstract

Individu dalam komunitas tuli menghadapi tantangan unik dalam berkomunikasi karena memiliki keterbatasan komunikasi verbal. Komunikasi verbal seringkali tidak memadai untuk menyampaikan pengalaman dan perasaan, sehingga dibutuhkan sarana bagi individu tuli menyampaikan pengalaman melalui medium visual yakni fotografi. Artikel ini bertujuan untuk mengetahui bagaimana pengimplementasian fotografi sebagai medium komunikasi visual pada kegiatan photovoice dalam komunitas Tuli, serta melihat bagaimana fotografi dapat menjadi ekspresi bagi yang tuli. Penelitian ini menggunakan pendekatan kualitatif dengan desain penelitian partisipatif dan eksploratif untuk memahami bagaimana pengimplementasian photovoice dalam komunitas tuli. Photovoice merupakan metode untuk individu mengidentifikasi, mempresentasikan dan memperkuat komunitas melalui teknik fotografi. Hasil penelitian menunjukkan bahwa tahapan photovoice yang diimplementasi dapat disesuiakan dengan kebutuhan penelitian dan dapat digunakan secara lebih luas dan menciptakan peluang partisipasi yang lebih inklusif. Disimpulkan, bahwa pengimplementasian fotografi dalam kegiatan photovoice memberikan kontribusi positif sebagai medium komunikasi visual bagi komunitas tuli dan dapat menciptakan narasi yang kuat yang mungkin sulit diungkapkan melalui kata-kata verbal.
THE ANTHROPOMORPHIC-BASED CHARACTER IN THE ANIMATION FILM “AYO MAKAN SAYUR DAN BUAH” Pebriyanto, Pebriyanto; Ahmad, Hafiz Aziz; Irfansyah, Irfansyah
Capture : Jurnal Seni Media Rekam Vol. 14 No. 1 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v14i1.4560

Abstract

Children are arguably less motivated to consume vegetables. At the same time, animated films as learning media are considered effective in evoking emotion and influencing the audience. Consequently, the Ministry of Health of the Republic of Indonesia created the animated film "Ayo Makan Sayur dan Buah" as a campaign to encourage children to consume vegetables. This study seeks to determine the visuals of animated vegetable characters used to motivate children to consume vegetables. This qualitative research employed a case study method referring to the manga matrix theory and the anthropomorphic approach in design review as a data analysis technique. This study's anthropomorphic approach indicates that the design of vegetable characters in the animated film "Ayo Makan Sayur dan Buah" has not been fully optimized to evoke children's emotions because it is still influenced by other verbal messages in the film.
The Dromology Trajectory of Digital Wayang: Cinematization and Visual Transformation Sari, Maya Purnama; Damayanti, Nuning Yanti; Irfansyah, Irfansyah; Ahmad, Hafiz Aziz
Journal of Urban Society's Arts Vol 12, No 1 (2025): April 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jousa.v12i1.15162

Abstract

Wayang is a traditional Indonesian performance art that continues to evolve in line with technological developments. In the digital era, wayang has undergone a media shift from the shadow screen (kelir) to digital screens. The YouTube channel Cak Rye Animasi (CRA) was the first to reinterpret wayang content through animation techniques, amassing 78,400 subscribers and an average of 13,748,965 views. The platform enables a high level of hyper-connectivity. This study aims to analyze the acceleration of wayang content dissemination from Cak Rye Animasi (CRA) to other accounts within the frameworks of dromology and cinematisation. Using a qualitative approach, the research follows four stages: (1) collecting digital wayang data from social media; (2) analyzing video acceleration from the perspectives of production, distribution, and consumption (dromology); (3) analyzing the acceleration of visual presentation, narrative, and performance duration (cinematisation); and (4) synthesizing the findings from both frameworks. The results show that ten accounts have reinterpreted Cak Rye’s animation style and disseminated their content across YouTube, Instagram, and TikTok. These include Animasi Darsono, Wayang Guyon, Animasi Qito, Animasi Wayang EM Hade, Bimo Suci, Animasi Wayang, Semar Jawa, Jalaksurenmedia, Sempolinaja, and Animasi Wayang. From a dromological perspective, the content is consumed rapidly, particularly by Animasi Qito, which actively distributes content on YouTube and TikTok in condensed durations of 1–3 minutes. Cinematic analysis reveals visual similarities across all ten accounts in terms of animation techniques, photorealistic and graphic styles, and narrative structures derived from the dalang Seno Nugroho. The accelerated modes of social media consumption have created space for diverse wayang content production but also pose the risk of banalization. Wayang is no longer strictly bound to traditional values; it is freely reinterpreted, and its aesthetics have been decontextualized in accordance with the logic of global visual media. Lintasan Dromologi Wayang Digital: Sinematisasi dan Transformasi Visual. Kemunculan wayang merupakan tradisi Indonesia yang mengikuti perkembangan zaman. Pada era teknologi wayang mengalami pergeseran media pertunjukan dari layar kelir ke layar digital. Akun YouTube Cak Rye Animasi (CRA) merupakan akun pertama yang menginterpretasi konten wayang dengan teknik animasi dan memiliki 78.400 pengikut dengan rata-rata 13.748.965 ditonton. Aktivitas hiper- konektivitas sangat dimungkinkan pada akun Cak Rye Animasi (CRA). Penelitian bertujuan menganalisis percepatan konten wayang beralih dari akun CRA ke akun lainnya dalam konteks dromologi dan sinemasi. Metode penelitian dengan pendekatan kualitatif dilakukan melalui empat tahapan, pertama mengolektifkan data wayang digital di media sosial, kedua menganalisis percepatan video dari aspek distribusi, produksi, dan konsumsi dari perspektif dromologi, ketiga menganalisis percepatan sinematisasi dari visual presentasi, narasi, dan durasi pertunjukan wayan, keempat sinkronisasi hasil dromologi dan sinemasi. Hasil penelitian menunjukkan 10 akun menginterpretasikan ulang gaya CRAh, disebarkan melalui media sosial YouTube, Instagram, dan TikTok. Di antaranya akun Animasi Darsono, Wayang Guyon, Animasi Qito, Animasi Wayang EM Hade, Bimo Suci, Animasi Wayang, Semar Jawa, Animasi Qito, Jalaksurenmedia, Sempolinaja, Animasi Wayang. Pada aspek dromologi konten dikonsumsi sangat cepat oleh aktor Animasi Qito yang menyebarkan di Media sosial YouTube dan TikTok, durasi waktu dipadatkan menjadi 1-3 menit. Analisis sinemasi menunjukkan wujud visual kesepuluh akun memiliki kesamaan dalam teknik animasi dan penggunaan foto realis, grafis, serta narasi dalang Seno Nugroho. Percepatan cara konsumsi media sosial membuka ruang produksi konten wayang beragam dengan risiko banalitas. Wayang tidak lagi terikat pada nilai tradisional, ia dapat diinterpretasi secara bebas dan estetika tradisional mengalami dekontekstualisasi yang disesuaikan dengan logika media visual global.
The Role of Visual Imagery in Building Brand Image and Consumer Purchase Intention in the Era of Social Media: A Literature Review Dibda, Angga; Ahmad, Hafiz Aziz
Jurnal Ekonomi Kreatif dan Manajemen Bisnis Digital Vol 4 No 1 (2025): AGUSTUS
Publisher : Transpublika Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55047/jekombital.v4i1.981

Abstract

Visual-based social media platforms such as Instagram have become a primary channel for brand communication in the digital marketing era, particularly among Gen Z and Millennials, both highly visual-oriented consumers. This study explores how visual imagery shapes brand image and purchase intention on social media, with a particular focus on these two generational segments. Using a narrative literature review approach, the article synthesizes insights from recent studies examining the relationships between visual imagery elements, brand perception, and consumer decision-making processes. The findings highlight the strategic role of visual imagery in fostering positive brand associations, enhancing brand personality, and eliciting emotional responses that directly influence purchase intention. Gen Z and Millennials’ preference for authentic, aesthetically pleasing, and emotionally resonant visual imagery emerges as a critical factor in the success of visual marketing strategies on social media. These insights contribute to the theoretical development of visual communication research and offer practical guidance for brands aiming to design more effective and relevant visual content on visual-first platforms such as Instagram.
Fear Emotion of Reading the Horror Webtoon “Kemala” with Background Music Zulkifli, Ahmad; Ahmad, Hafiz Aziz
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.14003

Abstract

Technological innovations in webtoons, such as the capability of adding background music, change the comic reading experience and thus deserve further research. One of the comic titles that uses this feature is the well-known Indonesian horror comic, Kemala. Background music is known to be an important component in audio-visual media, especially in the horror genre. Indeed, it functions as a tool for eliciting emotions of fear that match the horror narrative. Essentially, the horror genre aims to scare its audience. Having an additional source of horror through the usage of background music might help horror webtoons achieve their goal. It is imperative to have specific research that examines the effect of background music on the emotion of fear in reading horror webtoons. This study, using the horror comic Kemala, conducted a two-group experimental approach: one group read the comic without music while another group read the comic with music to measure the differences in the emotion of fear using a questionnaire. Finally, a Mann-Whitney U Test was done using SPSS; it was found that there was a significant difference in fear levels between the groups. Thus, reading Kemala with background music provides a scarier reading experience.
Game and Song Integration as Vocabulary Learning Tools for EFL Students: A Systematic Review Sitompul, Surya Habibi; Ahmad, Hafiz Aziz; Sulistyaningtyas, Tri
Salingka Vol 22, No 1 (2025): SALINGKA, Edisi Juli 2025
Publisher : Balai Bahasa Sumatra Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26499/salingka.v22i1.1112

Abstract

This study investigates the integration of songs and games in English vocabulary learning, using the Systematic Literature Review (SLR) method. Relevant literature was reviewed from data sources such as Scopus and ScienceDirect using Boolean keywords structured as prompts to narrow down focused data. This study aims to identify previous research that discusses the role of songs and games in English language learning, particularly in vocabulary acquisition. The selected relevant studies were then analyzed to understand the learning mechanisms applied and how effective these mechanisms are in supporting the English learning process for EFL students. This study resulted in 20 articles; however, not all describe the mechanisms of song-based games in detail, as they only mention possible approaches or strategies applied in English learning. The approach used is Multimodal Learning (MML), which incorporates visual, auditory, textual, and kinesthetic elements. This is supported by game elements such as rewards and punishments, points or scores, challenges, and feedback to enhance student engagement and retention.
Analysis of Applied Manga Visual Style in an Audio Visual Advertisement: Indomie x Pop Mie Tori Kara Flavour (2024) Adie, Saffanah Azka; Ahmad, Hafiz Aziz
Rekam Vol 21, No 2 (2025): Oktober 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v21i2.13114

Abstract

Indomie released a spicy version of the premium instant ramen collection– Tori Kara flavor– in January 2024. While it serves as an addition to the initial release of the first three ramen flavors, it was advertised with Manga Visual style, unlike any other Indomie promotional releases. The advertisement was analyzed using 8 manga visual story telling techniques to further observe the role of Japanese art mediums for a non-Japanese target audience, in this case for Indonesian audiences. The role of characters, facial expressions, poses, expressive effects and motion, sense of place, world details, wordless panels and aspect-to-aspect transitions, and genre maturity creates an immersive effect towards Indonesian audience to experience a Japanese-inspired product. A big portion of Japanese visual keys was retained, with explicit and implicit behaviours still recognizable to Indonesian audiences, hence catching adolescents’ attention and increasing the level of immersiveness while watching the advertisement.