Claim Missing Document
Check
Articles

Penerapan Teknologi 360° Video dan Virtual Reality Pada Pertunjukan Wayang Golek Cepak Tegal Ahmad Ramdhani; Hafiz Aziz Ahmad
Prosiding 2nd Seminar Nasional IPTEK Terapan (SENIT) 2017 Vol 2, No 1 (2017): Mei 2017
Publisher : Politeknik Harapan Bersama Tegal

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengembangkan media baru dalam Kesenian Pewayangan, dengan penerapan Teknologi 360° Video dan Virtual Reality untuk digunakan pada Pertunjukan Wayang Golek Cepak Tegal. Pertunjukan wayang ini diharapkan menjadi salah satu sarana pelestarian budaya, juga sarana pembelajaran baru bagi pewayangan khusunya wayang golek, dan dapat membantu memperkenalkan kembali serta mengajak masyarakat untuk membangkitkan rasa kecintaan terhadap kesenian wayang golek cepak Tegal di era modern saat ini. Pertunjukan wayang ini difokuskan pada pengguna dalam hal ini penonton virtual agar dapat menikmati atmosfer yang dihadirkan secara imersif sekaligus dapat menambah nilai-nilai yang terkandung dari budaya dari wayang golek itu sendiri. Penelitian ini menggunakan metode Reseach and Development yang terdiri dari 6 tahap yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, perbaikan desain dan uji coba produk. Subjek dari penelitian ini adalah ahli kesenian wayang yaitu dalang, ahli desain multimedia, dan ahli komunikasi visual. Hasil yang diterapkan pada produk ini sudah bisa digunakan sesuai dengan tujuan dan fungsinya, akan tetapi belum dibuktikan dengan nilai kuesioner terhadap responden karena masih dalam proses penelitian.
KAJIAN JURNAL BERGAMBAR SEBAGAI MEDIA KOMUNIKASI VISUAL BAGI ANAK Imaniar Rizki Waridha; Riama Maslan; Hafiz Aziz Ahmad
Jurnal Sosioteknologi Vol. 16 No. 3 (2017)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2017.16.3.2

Abstract

Banyak penelitian menemukan gambar merupakan media favorit anak dalam menyampaikan ide atau emosinya, tetapi tidak sedikit orang dewasa yang masih salah mengartikan maksud gambar anak. Penelitian ini dilakukan untuk mengetahui bagaimana jika gambar anak dikombinasikan dengan tulisan dalam jurnal visual, apakah kombinasi tersebut mampu menyampaikan ide atau emosi anak dengan lebih baik. Eksperimen dilakukan dengan sampel 22 anak kelas 3 SD di Kota Bandung dengan 1 wali kelas mereka. Anak diajak untuk mengungkapkan ide atau emosi mereka ke dalam sebuah jurnal, yang kemudian dikelompokkan menjadi jurnal berisi gambar saja, tulisan saja, dan kombinasi gambar tulisan. Wali kelas menilai jurnal menggunakan kuesioner yang disusun peneliti dan psikolog anak berdasar pada penelitian naratif Jennifer New tentang jurnal visual. Kuesioner dengan 5 skala Likerts tersebut mengukur fungsi jurnal sebagai sarana observasi, refleksi, eksplorasi, dan kreasi pada lingkup kehidupan sosial anak di sekolah. Hasil penelitian menunjukkan bahwa jurnal visual terbukti lebih berpengaruh terhadap komunikasi anak dibandingkan jurnal dengan gambar saja atau jurnal dengan tulisan saja. Penyampaian ide atau gagasan (kreasi) anak terlihat paling menonjol dalam jurnal visual buatan anak. Oleh karena itu, jurnal visual dapat menjadi media yang tepat untuk menyampaikan ide atau gagasan anak kepada orang dewasa di sekitar mereka.Some previous studies found that drawings are the most preferred media for children to convey their ideas and emotion; however, their messages through drawings are often misinterpreted by adults. This study was conducted to investigate whether drawings accompanied by textual content in a visual journal could better disseminate children's opinion and emotion. The experiment was carried out by collecting samples taken from 22 third graders in Bandung. Their homeroom teacher was also recruited in this study. These children were invited to express their ideas or emotion in a journal whichwas further divided into three categories, namely a journal depicting visuals only, a journal containing text only, and a journal composed of both. The home teacher evaluated these journals using a-5-point- Likert scale in order to assess the function of the journal as an avenue for the children to observe, reflect, explore, and create their social life in the school. The fndings showed that the visual journal was more influential than the visual only and the text only journals. Furthermore, the visual journal was able to strongly disseminate the children's ideas and creation. Therefore, the visualjournal can be an appropriate media to convey children's idea and emotion to adults.
PEMETAAN KONSEP, PRINSIP, MEKANISME, DAN ELEMEN PAPER ENGINEERING Vanessa Yusuf; Hafiz Aziz Ahmad; Dianing Ratri
Jurnal Sosioteknologi Vol. 20 No. 2 (2021): AUGUST 2021
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2021.20.2.6

Abstract

Paper engineering or often referred to pop-up has been growing and gaining popularity among people. Yet, until todaythere have been no well-structured mapping made in the study of paper engineering as done in other studies in art anddesign. This research, therefore, aims to map the concept, principle, mechanisms, and elements of paper engineering forcreators and people who are interested in exploring the art of paper engineering to learn. The research is done throughliterature study, either from books or the internet; it was taken from interviews with professional paper engineers inIndonesia. Based on the results of this research, the principle of paper engineering consists of five principles: interactivity,compact, consistency, flexibility, and surprise. The mechanism of paper engineering can be classified into two categories:the movement and the form of the mechanism. The study also reveals that the whole mechanism of paper engineeringconsists of four types of elements: the base page, the object being moved, the moving object, and the builder element.The results of this research can be used as a study reference about the art of paper engineering for students, teachers,practitioners, and fans of paper engineering art.
Enter the Matrix: Building Creative Industry through Delivering Insights in Comics Hafiz Ahmad Aziz; Alvanov Zpalanzani; Setiawan Sabana
Journal of Visual Art and Design Vol. 4 No. 1 (2013): ITB Journal of Visual Art and Design
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/itbj.vad.2013.4.1.1

Abstract

Comic is a media which delivers its content through visual sequence. This media has negative preference in Indonesia's community because viewed as mild entertainment for children. Yet in modern society, comics observed and researched as one of media which could penetrate deep within its reader's mind. In re-create cultural insight through comic, the content must encrypt into visual and sequential mode which form a matrix of insight. This matrix will encompasses the effective transformation of cultural content in comic and also other visual media through media linkage strategy. The media linkage strategy is to surround the children's access of information and visual entertainment in order to build certain knowledge and understanding. It's a system that crystallized from global marketing practices of visual media industry over decades. This paper urges to highlight the visual communication design study in creating a matrix of cultural insight in translating cultures of Archipelago and media linkage strategy in order to strengthen cultural understanding among children.
Translasi Pencak Silat Kedalam Film Animasi (Studi Kasus Film Kung Fu Panda) Riyo Ramadhan; Hafiz Aziz Ahmad; Alvanov Z. Mansoor
Journal of Visual Art and Design Vol. 9 No. 2 (2017): Journal of Visual Art and Design
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2017.9.2.4

Abstract

Abstrak. Sebagai tradisi yang telah membudaya dari sejak zaman dahulu kala, pencak silat lahir sebagai benteng kekuatan pertahanan diri sekaligus menjadi seni yang memperkaya khazanah kebudayaan bangsa Indonesia. Namun, kuatnya terpaan kebudayaan seni bela diri impor yang masuk (karate, kung fu, tae kwon do, muay thai, capoeira, dll), yang selalu didukung dengan berbagai kemasan media entertainment modern, membuat silat menjadi kalah populer bahkan di mata dan persepsi masyarakat Indonesia sendiri. Hal ini mengakibatkan para generasi muda memandang seni bela diri impor menjadi lebih superior ketimbang pencak silat. Jika hal ini terus berlangsung tanpa ada usaha untuk mengembangkan pencak silat melalui media modern, maka akan sangat sulit untuk mempertahankan dan mengembangkan tradisi ini di masa depan. Tujuan dari makalah ini ialah untuk membuktikan dan menggali potensi animasi sebagai media alternatif yang efektif untuk memvisualisasikan adegan dan cerita bertemakan pencak silat. Adapun studi kasus yang menjadi acuan dalam penelitian ialah film animasi "Kung Fu Panda".  Penelitian ini mengkaji studi kasus dengan menggunakan metode kualitatif deskriptif, lalu dianalisis dengan pendekatan analisis deskriptif untuk mengkaji dan mengidentifikasi pemasalahan dan solusi. Pembahasan dari makalah lebih ditekankan pada kekuatan penyampaikan cerita melalui gambar (visual storytelling) yang efektif terkait dengan pencak silat. Hasil dari penelitian ialah cara penyampaian pesan yang efektif mengenai elemen dan esensi pencak silat sebagai bentuk translasinya kedalam film animasi. Pesan tersebut dapat disampaikan dengan menggunakan aspek narasi, gesture, dan simbol yang diakomodasi dengan aspek visual storytelling.Kata kunci: Budaya Indonesia; film animasi; Kung Fu Panda; pencak silat; visual storytelling.Translating Pencak Silat Into An Animation Film (Case Study The Film Kung Fu Panda)Abstract. A tradition that has been part of Indonesian culture since ancient times, pencak silat was born as a form of self-defense and at the same time has grown into an art form that belongs to the cultural treasures of the Indonesian nation. However, strong exposure to martial arts from abroad (karate, kung fu, tae kwon do, muay thai, capoeira, etc.), always supported by a variety of modern media entertainment, has made pencak silat loose prominence in the eyes and perception of Indonesians. This makes the younger generation consider foreign martial arts to be superior to pencak silat. If this continues without any effort to propagate pencak silat through modern media, it will be very difficult to preserve and develop this tradition in the future. The objective of this study was to demonstrate and explore the potential of animation as an effective alternative medium to visualize pencak silat themed scenes and stories. The animation film 'Kung Fu Panda' was used as a case study. It was examined using a descriptive qualitative method and then analyzed using a descriptive analysis approach to assess and identify problems and solutions. The discussion in this paper emphasizes the strength of delivering the story through images (visual storytelling) effectively associated with pencak silat. The result of the research is an effective way of delivering a message about the elements and essence of pencak silat translated to animated film. The message can be delivered using narrative aspects, gestures, and symbols accommodated by the visual aspect of storytelling.Keywords: animated film; Indonesian Culture; Kung Fu Panda; pencak silat; visual storytelling.
Combining Korean Traditional Patterns and Batik Cirebon Banji Pattern in Daily Hanbok Myung-Gong Park; Hafiz Aziz Ahmad; Kahfiati Kahdar
Journal of Visual Art and Design Vol. 11 No. 1 (2019): Journal of Visual Art and Design
Publisher : ITB Journal Publisher, LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2019.11.1.5

Abstract

The interest towards Korean culture has risen through the popularity of K-wave and thus artefacts related to Korea are gaining more interest as well. Hanbok, the Korean traditional costume is also increasingly popular, with people renting and wearing hanbok while visiting Korean traditional places. The popularity of hanbok led to the creation of daily hanbok, a modern interpretation of the traditional hanbok, which is easier and more comfortable to wear for the young generation while still retaining the beauty of the original costume. Cirebon, a coastal region in Indonesia, has a rich local cultural tradition influenced by Chinese culture. One of these influences can be observed in Cirebon's batik, which uses Chinese influenced motifs, such as Cirebon's banji pattern. Because there are similarities between Chinese and Korean culture, several Korean motifs are also found in banji patterns, such as the swastika, known as wan in China and man in Korea. This study tried to combine the traditional patterns from Korea and Cirebon's banji pattern and implemented the result in a daily hanbok that can be worn by young people from Indonesia and Korea as a symbol of the close and harmonious relations between Indonesia and Korea.
Perwujudan Keyakinan akan Keberadaan Mahluk Halus dalam Komik Kawin ka Kunti Kankan Kasmana; Setiawan Sabana; Iwan Gunawan; Hafiz Aziz Ahmad
PANGGUNG Vol 26, No 3 (2016): Visualisasi Nilai, Konsep, Narasi, Reputasi Seni Rupa dan Seni Pertunjukan
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1303.589 KB) | DOI: 10.26742/panggung.v26i3.192

Abstract

AbstrakMahluk halus dalam masyarakat Sunda merupakan fenomena antara mitos dan realitas. Kepercayaan terhadap mahluk yang dianggap immateri-spiritual ini mempengaruhi kehidupan masyarakat, dan banyak diangkat dalam media populer. Tahun 1986 hadir komik Sunda berjudul Kawin ka Kunti, bercerita tentang pernikahan manusia dan mahluk halus, Kuntianak. Penelitian ini bersifat kualitatif, secara deskriptif menguraikan tentang pengemasan mitos dan tradisi dalam komik sebagai wujud interteks. Analisis intertekstualitas digunakan dalam penelitian berupaya mencari representasi teks berupa keyakinan akan keberadaan mahluk halus di masyarakat Sunda yang muncul dalam komik. Diperoleh kesimpulan bahwa interteks hadir dalam komik berupa keyakinan akan keberadaan mahluk halus, meliputi wujud hantu, kehadiran mantra berupa jampe pamakena, serta adat istiadat yang berkaitan dengan mahluk halus. Imaji hantu dalam komik ini adalah representasi dari konsep, pandangan, kepercayaan akan kehadiran mahluk halus. Gambarannya bisa jadi merupakan sebuah imaji perseptual, yang hadir dalam diri komikus didasarkan pada referensi eksternal di lingkungan komikus berada. Kata Kunci: Mahluk Halus, Komik, Intertekstual, Sunda, Tradisi AbstractSpiritual beings within Sundanese is both myth and reality phenomenon. This spiritual-immaterial belief influences Sundanese people’s life, where it frequently appears in popular media. In 1986, there was a comic titled Kawin ka Kunti, told a story about spiritual being (Kuntianak)-human marriage.It is a qualitative research which descriptively explains how myth and tradition are wrapped as an intertext form. Uses intertextual analysis, this research attempts to find text representation in form of belief on spiritual beings existence in the comic. It is then concluded that intertext exists in the comic in form of belief on spiritual beings existence comprises of incarnation of several ghosts, spells presence in form of jampe pamakena, as well as custom related to ghosts. Ghost imaging in this comic is a representation of concept, point of view, and belief of jurig (ghost). It may come in form of perceptual imaging, presents in anything that is based on external reference of the comic artist her/himself.Keywords: Jurig (ghost), Comic, Intertextual, Sunda, Tradition
Cells at Work: Media Integration Mapping Hedi Amelia Bella Cintya; Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2000

Abstract

Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are aimed at people who prefer interactive learning. The findings from this study can be used as a consideration for creating and integrating educational media. Keywords: media integration; mapping; educational comic; science; cells at work.
Killer’s Fashion: Transforming the Potential of Nias Saber’s Amulets into Indonesian Fashion Accessories Kezia Clarissa Langi; Setiawan Sabana; Hafiz Aziz Ahmad; Dian Widiawati
Humaniora Vol. 11 No. 2 (2020): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v11i2.6416

Abstract

The research was conducted to discover the potential of Nias saber’s amulets into fashion accessories and to introduce the tradition of Nias saber’s amulets into society. Nias war costume had its unique way of distinguishing each other and gaining a spiritual strength, which was to accessorize its war costume with small amulets. This tradition was a new inspiration for developing a fashion look with local identity. Exploring Indonesian culture in the form of fashion accessories was done in order to extract Indonesian potential in the fashion industry. Styling small ‘amulets’ into clothing could elevate one’s look while gaining a local meaning. The research applied a qualitative method with data collected through interviews, literature studies, and field research. The outcome of the research shows that Nias war costume’s amulet can be an inspiration for today’s fashion accessories that serve traditional meaning to the wearer.
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.
Co-Authors Acep Iwan Saidi Achmad Syarief Adhitama, Gregorius Prasetyo Agustin, Senja Aprela Agustina Kusuma Dewi Ahmad Ramdhani Aldian, Aisha Azalia Alvanov Z. Mansoor Alvanov Zpalanzani Alvanov Zpalanzani Alvanov Zpalanzani Mansoor Anastasia Anette Djauhari Bagus Handoko Biosa, Sito Fossy Cintya Dwi Hastuti Cintya, Hedi Amelia Bella Dana Waskita Deny Willy Dhara Alim Cendekia Dian Widiawati Dianing Ratri Dibda, Angga Dwinita Larasati Dyah Gayatri Puspitasari, Dyah Gayatri Dzuha Hening Yanuarsari Fadhila Zahra Humaira Faradilla, Nada Fathin Hanifah Langga Fiona Priscilla Tambunan, Fiona Priscilla Grahita, Banung Hermanudin, Danika I Gusti Agung Rangga Lawe Iman Sudjudi Imaniar Rizki Waridha Iqbal Baihaqi Irfansyah Irfansyah Irfansyah Irfansyah Irma Damajanti Irma Damajanti Iwan Gunawan Iwan Gunawan Iwan Gunawan Kahfiati Kahdar Kankan Kasmana Kankan Kasmana Kankan Kasmana Kezia Clarissa Langi Khamadi Khamadi Khamadi Kiki Rizky Soetisna Putri, Kiki Rizky Langga, Fathin Hanifah latifah safarina latifah safarina Lidya Permata Sari Mansoor, Alvanov Z. Mansoor, Alvanov Z. Mazaya Muftiya Al Farabi Mohamad Dzikri Alhamdi Munggarsari, Annisa Amalia Myung-Gong Park Nuning Yanti Damayanti Puspitasari, Dyah Gayatri Ratri, Dianing Riama M. Sihombing Riama Maslan Riama Maslan Sihombing Riana Cyndar Bumi Toar Riyo Ramadhan Rizki Taufik Rakhman Ruly Darmawan Sabana, Setiawan Saffanah Azka Adie Senja Aprela Agustin Setiadipura, Kayla Seraphine Setiawan Sabana Setiawan Sabana Setiawan Sabana Setiawan Sabana Setiawan Sabana Setiawan Sabana Sistha Ayu Pribadi Sitompul, Surya Habibi Sundah, Johanna Ratuwani Teguh Vicky Andrew Tisna Sanjaya Tri Sulistyaningtyas Vincentia Valentine Pascadian Wibowo, Yosephien Reynalda Prananda Wikayanto, Andrian Yahya Mumtazuddin Yan Yan Sunarya Yasraf Amir Piliang Yusuf, Vanessa Zulkifli, Ahmad