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Reinforcing Animal Conservation Ideology in Children’s Media through Cultivation Theory and Gestalt Principles Sundah, Johanna Ratuwani; Ahmad, Hafiz Aziz
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.65722

Abstract

This study explores the significance of storytelling in children’s media as a means to reinforce conservation ideology, particularly regarding the protection of Indonesia’s endemic wildlife. By applying Cultivation Theory, a communication framework developed by George Gerbner that posits long-term media exposure can influence an individual's perceptions of social reality, this research emphasizes how early and consistent exposure to conservation-themed content can shape children’s environmental awareness and values. Children’s media, including storybooks, animated films, and television series, serve not only as entertainment but also as a powerful tool for education and character development. Through visual storytelling, messages related to animal protection, ecological balance, and social responsibility can be effectively communicated in ways that are engaging and emotionally resonant for young audiences. The analysis focuses on narrative structures and visual elements, such as character design, setting, color, and sequence, which contribute to a child’s understanding and retention of conservation messages. The study finds that consistent use of symbolic imagery and compelling narratives fosters emotional involvement, empathy toward wildlife, and a sense of personal responsibility in children. This emotional engagement, paired with repeated exposure to conservation themes, strengthens memory retention and encourages pro-environmental behavior. Furthermore, the combination of Cultivation Theory and visual storytelling, supported by psychological principles such as Gestalt theory, proves to be an effective educational strategy. It highlights the potential of children’s media to not only entertain but also to shape attitudes and ideologies that support environmental stewardship from an early age. Ultimately, this research underscores the vital role of storytelling in shaping a more ecologically conscious generation.
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.
Animated Web Series as Media for Islamic Education in Children: Web Series Animasi sebagai Media Pendidikan Islami pada Anak Langga, Fathin Hanifah; Ahmad, Hafiz Aziz; Mansoor, Alvanov Z.
Halaqa: Islamic Education Journal Vol. 4 No. 2 (2020): Desember
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/halaqa.v4i2.982

Abstract

Islamic education needs to be taught to everybody since an early age so they can understand, have moral and noble character which can be embedded since young. In the current era of technological development, the internet has an important role for communities, especially for parents in delivering Islamic education to children. Video-based social media called Youtube is the choice of entertainment and education media for children. Some of the shows on Youtube that are mostly chosen to deliver Islamic education to children are Nussa’s animated web series, Syamil Dodo and Kastari Senja. The purpose of this study is to find out the three animations in fulfilling the criteria of educational media in conveying the message of Islamic education in accordance with the goals of national education, interpretation of the Qur’an and its benefit as an educational medium. The study used qualitative descriptive method. The findings from this study are Nussa animation, Syamil Dodo and Kastari Senja can provide the contents of the message of Islamic education in accordance with the criteria for national educational goals. On the criteria of educational media based on the interpretation of the Qur’an, the Nussa animation best meets the criteria as a medium for delivering good Islamic education. While animations that have fulfilled as an educational medium are the animation of Syamil Dodo and Kastari Senja. In conclusion, Nussa animation is the animation that best meets the criteria as an Islamic educational medium compared to Syamil Dodo and Kastari Sentra.
Realisme dalam Worldbuilding Melalui Studi Kasus pada Animasi Kimi no Na wa dan Song of the Sea Hermanudin, Danika; Ahmad, Hafiz Aziz
Serat Rupa: Journal of Design Vol 8 No 2 (2024): SRJD - JULI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v8i2.8148

Abstract

Worldbuilding has become a center of attention in the entertainment industry, especially in animation. However, attention to worldbuilding studies is still lacking compared to character and narrative. Researchers argue that worldbuilding can be closely related to character creation, reflecting known human traits and characteristics. So that "emotional realism" is formed and empathy from the audience is created. Likewise, in worldbuilding, the audience needs to feel connected to elements that are known and real. Realism in animation aims to create an impression that is real or similar to the real world. This does not mean animation must perfectly mimic the real world but rather aims to make the audience feel a connection or attachment to what they are witnessing. In this research, there are two animations, Kimi no Na wa (2016) and Song of The Sea (2014), using two contrasting approaches but successfully building worlds by utilizing elements from real-world locations. Therefore, a descriptive comparative analysis is conducted to reveal the differences in approaches and focuses used by the animation creators in achieving realism in worldbuilding.  
Hubungan Aktivitas dan Respon Emosi Estetik pada Konten Foto Instagramable Interior Coffee Shop Terhadap Visit Intention Munggarsari, Annisa Amalia; Ahmad, Hafiz Aziz
Serat Rupa: Journal of Design Vol 9 No 1 (2025): SRJD - JANUARI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v9i1.8168

Abstract

Today, coffee shops are not only a place to drink coffee, but also a symbol of urban lifestyle. The transformation of the function of coffee shop space from a place to discuss to a place to socialize and work and even take pictures has a significant impact on visitor preferences. These preferences are currently influenced by social media content, especially Instagram as a photographic platform with the largest number of users. Instagrammable photo content not only triggers aesthetic emotional responses, but also influences visit intention behavior. This study aims to explore the relationship between user activity, aesthetic emotional response, and its impact on visit intention in the context of Instagrammable photo content of coffee shop interiors. The research method used mixed methods, qualitative and quantitative. The results showed that user activity motivations, such as gathering, eating and drinking, working, taking pictures and aesthetic emotional responses were positively correlated with visit intention. There is a tendency for audiences to choose content with warm color ambience for activities such as working or eating and drinking coffee, while gathering and photo activities are more likely to choose content with vibrant ambience.
Caring Design: A Multimodal Analysis of Woman Embodiment in Kampung Halaman Foundation Design by Novi Kristinawati Agustin, Senja Aprela; Saidi, Acep Iwan; Damajanti, Irma; Ahmad, Hafiz Aziz
PANGGUNG Vol 34 No 2 (2024): Estetika, Budaya Material, dan Komodifikasi Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v34i2.3513

Abstract

Gagasan perawatan dalam desain dan arsitektur melekat pada karya perempuan desainer se- bagai bentuk kebertubuhan perempuan yang berhubungan dengan konteks sosial. Demikianlah peran perempuan dalam tatanan sosial yang sering diasosiasikan dengan perawatan dan peng- asuhan seperti layaknya alam telah menggemakan dualisme gender, yang turut mempengaruhi perbedaan karakteristik desain yang diciptakan oleh keduanya. Beberapa penelitian sebelum- nya telah mengeksplorasi gagasan desain perawatan, terutama dalam arsitektur, mencakup eksplorasi material alami yang dapat menyampaikan identitas budaya, pengalaman multisen- sorik, dan arsitektur afektif. Namun, studi mengenai karya perempuan desainer, khususnya dalam arsitektur yang merangkul konsep ‘desain perawatan’, dan berfokus pada kebertubuhan masih kurang dieksplorasi. Penelitian ini bertujuan untuk memahami gagasan perawatan se- bagai bentuk kebertubuhan perempuan desainer yang terefleksikan dalam karyanya, dengan studi kasus desain arsitektur Yayasan Kampung Halaman di Yogyakarta oleh Novi Kristinawa- ti. Melalui metode semiotika, khususnya analisis multimodal teks dari Gunther Kress dan Theo van Leeuwen, makna perawatan diungkapkan melalui penelusuran tiga metafungsi: makna representasi, makna interaktif, dan makna komposisi yang muncul dari mode-mode sebagai sumber semiotika. Temuan studi ini memperlihatkan bahwa Novi Kristinawati merefleksikan kebertubuhannya dalam desain Yayasan Kampung Halaman. Gagasan perawatan sebagai bentuk kebertubuhan perempuan antara lain: muncul dalam simbol arketipe ibu; desain yang memberikan pengalaman multisensori dengan mengaburkan batas antara eksterior alam dan interior; desain yang fleksibel dan mengalir yang memenuhi nilai guna serta dapat memfasil- itasi jarak sosial pengguna desain; mengutamakan kesetaraan dan pengakuan kedua gender dalam desain tanpa sekat; serta desain yang mampu mendengarkan kebutuhan pemesan de- sain. Penelitian ini adalah upaya untuk memahami desain dalam kerangka kebertubuhan per- empuan dan kontribusinya dalam wacana pengetahuan desain. Kata Kunci: desain perawatan, perempuan desainer, kebertubuhan perempuan, analisis multimodal, arsitektur, Novi Kristinawati
REPRESENTASI BUDAYA MINUM KOPI DALAM GAME VISUAL NOVEL COFFEE TALK latifah safarina; Ahmad, Hafiz Aziz
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1397

Abstract

Games are a form of design that is growing along with the development of design and technology. Games as part of mass media are able to represent a value or point of view, shape understanding by building, conveying and repeating various meaning constructions. The visual novel game Coffee Talk developed by Indonesian game developer Toge Productions, shapes and represents the phenomenon of coffee drinking culture as the main narrative. Coming at the right time along with the development of this culture both in the world and Indonesia itself. Therefore, this research will explain the representation of the phenomenon of coffee drinking culture formed in Coffee Talk game. The research method used in this research is a qualitative method with descriptive analysis. It is conducted to produce an in-depth understanding about elements used in the representation. The results of the research reveal that the Coffee Talk game is able to represent the phenomenon of coffee drinking culture well, through narrative, gameplay, character, visual background, background music (bgm) and game atmosphere formed based on reality.