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Designing a Visual Novel Game in Nusantara Folklore 'The Origin of Lake Toba' using Renpy Visual Novel Engine Noprita Elisabeth S; Rani Hermita
SISFOTENIKA Vol 11, No 1 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30700/jst.v11i1.1054

Abstract

Public knows about the folklore of the archipelago in Indonesia through stories told directly by parents and their families, passed down orally from parents to children and their ancestors to future generations. Likewise, the folklore of the origin of Lake Toba. The folklore of the archipelago seems to be slowly disappearing because it is only passed down orally and is less desirable and does not rule out being forgotten and extinct. This is what makes the writer decide to conduct research on the folklore of the archipelago through the media of games, namely visual novels with the story of the origin of Lake Toba as the object. The researcher wants to make an application in the form of animation with the help of a program that wants to be enjoyed by many people and can also be used as a learning medium.The game application that will be produced will later be made using the Ren'Py Novel Visual Engine application and the research method that the author will use is an extreme programming as a management system with the following stages: Exploration Phase, Planning Phase, Iteration Phase, Production Phase, Maintenance Phase and Final Publication Stage ( Death Phase), with the existing tools can make the application of the story of the origin of Lake Toba well, then for future research to make it in a 3-dimension version
Konsep Ideologi Terhadap Film Demi Ucok Karya Simmaria Simanjuntak Suryanto Suryanto; Rani Hermita
PROPORSI : Jurnal Desain, Multimedia dan Industri Kreatif Vol 7, No 2 (2022): PROPORSI Mei 2022
Publisher : Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/proporsi.7.2.2022.178-186

Abstract

Penelitian ini berfokus pada wacana resistensi perempuan Batak yang direpresentasikan oleh film Demi Ucok ditengah dominasi kaum laki-laki yang mengukuhkan sistem patrilineal budaya Batak. Penelitian ini menggunakan analisis wacana berperspektif kritis milik Fairclough yang meliputi teks, discourse practice (pelibat teks) dan sociocultural practic. Peneliti mengaitkan penelitian dengan wacana-wacana seperti: kekuasaan (power), konsep mayoritas dan minoritas, stereotipe hingga identitas etnis termasuk sikap etnosentrisme etnis Batak. Peneliti menggunakan salah satu teori dari semiotika Charles Sanders Peirce yang menggunakan ikon, simbol dan indeks dari sebuah film Demi Ucok serta menganalisis dari konsep perbedaan ideologi tersebut.
Penulisan Naskah Dalam Pembuatan Film Pendek Fiksi “Haroroan” Muhammad Ali Mursid Alfathoni; Rani Hermita; Bima Syahputra; Josua Roy
PROPORSI : Jurnal Desain, Multimedia dan Industri Kreatif Vol 7, No 1 (2021): PROPORSI November 2021
Publisher : Universitas Potensi Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22303/proporsi.7.1.2021.52-64

Abstract

Penelitian ini tentang penulisan naskah dalam pembuatan film pendek. Film pendek tersebut berjudul “Haroroan”. Dalam penulisan naskah film pendek fiksi ini menggunakan software final draft versi 11. Ide cerita dalam penulisan naskah film pendek ini diambil dari kehidupan remaja yang terlena dengan pengaruh budaya urban sehingga identitas budaya sendiri dilupakan. Ide cerita tersebut lalu dikembangkan menjadi sebuah tema. Tema yang diusung adalah tema kebudayaan. Setelah ide diubah menjadi sebuah tema, penulis naskah mulai membuat premis, sinopsis agar dapat dikembangkan menjadi sebuah naskah film pendek fiksi yang utuh. Dalam penulisan naskah film fiksi pendek “Haroroan” ini menggunakan struktur tiga babak Aristoteles sekaligus menjadi teori patokan dalam mengembangkan struktur pembabakan pada naskah “Haroroan”. Hasil penelitian menghasilkan sebuah naskah film fiksi pendek yang siap diproduksi menjadi sebuah film. Struktur pembabakan pada naskah diawali dengan pengenalan karakter, babak kedua konflik cerita mulai dimunculkan secara perlahan sehingga sampai klimaks, dan babak ketiga proses penyelesaian dari konflik yang terdapat pada alur cerita naskah film fiksi pendek “Haroroan”.
PERANCANGAN INDOOR MODULAR BOOTH DISPLAY UNTUK PRODUK PAKAIAN ARDHINA BATIK GORGA Rani Hermita; John John; Wahyuni Latifah
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 1 (2023): Mei :  Jurnal Publikasi Desain Komunikasi Visual
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i1.755

Abstract

The growing development of shopping centers in the city of Medan creates business opportunities, starting from creating innovations in business opportunities. Currently, there are many kinds of markets emerging to accommodate business people, both new and old. So that many design problems have arisen in the display booth, the selection of appropriate materials and construction systems so as to answer the need for displays that have many functions (multifunctional), namely as accommodation for clothing display needs that are easy to disassemble (knockdown). In addition, to market their products, this market activity is an alternative to promote their brand, so that it can be known by the wider community. The method used in this design starts from the empathize and define stages starting from data collection, direct observation and interviews, both to tenants and pop-up market organizers. After the data collection stage is complete, the existing data is then analyzed. Then proceed to the ideate stage, through the process of brainstorming ideas, solving a problem, and determining the values ​​of the design. After the ideate stage, proceed to the prototype stage, where the process of visualizing ideas to get the desired results to the manufacturing stage is realized in the form of a prototype with a scale of 1:1. After the prototype is finished, a test is carried out to get feedback from users and refined through the implementation stage to perfect the product. The result of this design is that products that have been designed are oriented to be transformed into various models from the same material, with functions that can accommodate the needs of clothing displays that are still fulfilled in each module. The application of the modular concept is applied with a knockdown system, using a stalbuis pipe consisting of 3 sizes, namely, 40 cm, 21.2 cm, and 20 cm. To connect the stalbuis pipe using uno joker connections, nuts and bolts connections, and inner connections. As a flat cross section using canvas tarpaulin which consists of 2 sizes, namely, 13 cm x 51 cm and 4 cm x 51 cm.
Ornamen Masjid Azizi Kota Tanjung Pura Rani Hermita; Thasya Choiriani Fahrezi
CandraRupa : Journal of Art, Design, and Media Vol. 2 No. 2 (2023): Vol.2 No.2, October (2023)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v2i2.407

Abstract

Ornamen yang diterapkan pada bangunan Masjid Azizi sebagian besar menggunakan ornamen motif Melayu yang kemungkinan sudah terjadi pembaharuan bentuk serta perubahan warna pada ornamen yang membuat pergeseran arti pada ornamen tersebut. Penelitian ini, menganalisis tentang penerapan ornamen yang mengusung tema Melayu pada bangunan Masjid Azizi. Masjid Azizi akan dijadikan studi kasus dalam melakukan penelitian ini. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif, dengan menggunakan alat bantu berupa kamera untuk mengambil gambar ornamen pada bangunan Masjid, dan wawancara untuk mendapatkan informasi terkait ornamen yang terdapat pada bangunan Masjid Azizi tersebut. Proses penelitian ini dilakukan untuk menjaga kelestarian kebudayaan Melayu yang ada di Kota Tanjung Pura. Kemudian mendeskripsikan serta menganalisis penerapan bentuk ornamen dan warna yang digunakan pada Masjid Azizi Kota Tanjung Pura. Hasil akhir pada penelitian ini adalah mengetahui penerapan bentuk motif ornamen Melayu serta penggunaan warna-warna yang terdapat pada bangunan Masjid Azizi Kota Tanjung Pura.
Invensi Lingkungan dalam Café Kesehatan Studi Kasus: Café Rumah Pohon Rani Hermita; Tri Yola Septiani
CandraRupa : Journal of Art, Design, and Media Vol. 3 No. 1 (2024): Vol.3 No.1, March (2024)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v3i1.556

Abstract

Penelitian ini membahas tentang bagaimana interior café sebagai sebuah wadah dalam keseimbangan fisik, jiwa dan fikiran. Penelitian ini menjelaskan bagaimana keseimbangan tersebut terbentuk dengan pendekatan interior Invensi Lingkungan, yang merupakan pengaruh sebuah suasana interior melalui suhu udara, cahaya, bau serta suara. Metode yang digunakan dalam penelitian ini memakai metode penelitian kuantitatif sedangkan dalam menganalisis data menggunakan statistik deskriptif. Statistik deskriptif digunakan untuk menganalisis data dengan cara mendeskripsikan atau menggambarkan data yang telah terkumpul sebagaimana tanpa adanya bermaksud membuat kesimpulan yang berlaku untuk umum. Jenis penelitian kuantitatif merupakan data penelitian berupa angka-angka dan analisis menggunakan statistik dimana penelitian ini akan melakukan kuesioner terhadap persepsi kesehatan dalam sebuah interior serta pengalaman pengunjung pada Café Rumah Pohon yang merupakan salah satu Café di kota Medan yang mengusung konsep kesehatan. Selain mengambil data interior Café Rumah Pohon untuk mengetahui penerapan elemen yang digunakan seperti suhu udara, cahaya, bau serta suara pada interior dikorelasikan dengan keinginan serta pengalaman pengunjung Café Rumah Pohon. Penelitian ini menghasilkan temuan keberhasilan Café sebuah ruang kesehatan yang dipengaruhi oleh invensi lingkungan dalam sebuah interior. Penjelasan ini menunjukkan bahwa keseimbangan jiwa, pikiran serta fisik dihasilkan dari sebuah elemen interior yang memberikan sebuah ketenangan dan relaksasi yang sejalan dengan prinsip kesimbangan alam. Penelitian ini diharapkan memberikan manfaat kepada pengelola Café Rumah Pohon dalam menentukan arah pengembangan desain interior café sebagai sebuah ruang kesehatan.
Design Game Design "Introduction of National Hero Figures For Children” Renaldi Febriansyah; Rani Hermita
Jurnal Indonesia Sosial Sains Vol. 5 No. 06 (2024): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v5i06.1158

Abstract

This research aims to design an attention-grabbing and educational design game about National Hero Figures, Hero Figures including in history lessons where now history is a compulsory subject that needs to be studied by all children. By studying history, it is hoped that students can know history and appreciate the services of previous heroes and draw subjects from the values contained in it. Through history, values and social skills can be developed for students in the form of democratic values, nationalism, patriotism, responsibility, independence and the importance of education for the progress of a nation. On the other hand, games for children are able to accelerate the occurrence of myelination which can improve cognitive and motor skills and can provoke interest in learning. Researchers designed educational games accompanied by interesting audio, animation and graphics to increase interest and help children learn to get to know national heroes. This design game was designed using Luther Sutopo's multimedia method. The luther sutopo multimedia method consists of several stages, namely concept, design, material collecting, assembly, testing, and distribution. The results obtained in the assessment through a questionnaire that has been tested at Mis Azrina, Jalan Marelan Raya No. 287 B, Rengas Pulau, Kec. in learning to get to know national hero figures that have been proven in the results of the pre-test and post-test.
Design Game Design "Introduction of National Hero Figures For Children” Renaldi Febriansyah; Rani Hermita
Jurnal Indonesia Sosial Sains Vol. 5 No. 06 (2024): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v5i06.1158

Abstract

This research aims to design an attention-grabbing and educational design game about National Hero Figures, Hero Figures including in history lessons where now history is a compulsory subject that needs to be studied by all children. By studying history, it is hoped that students can know history and appreciate the services of previous heroes and draw subjects from the values contained in it. Through history, values and social skills can be developed for students in the form of democratic values, nationalism, patriotism, responsibility, independence and the importance of education for the progress of a nation. On the other hand, games for children are able to accelerate the occurrence of myelination which can improve cognitive and motor skills and can provoke interest in learning. Researchers designed educational games accompanied by interesting audio, animation and graphics to increase interest and help children learn to get to know national heroes. This design game was designed using Luther Sutopo's multimedia method. The luther sutopo multimedia method consists of several stages, namely concept, design, material collecting, assembly, testing, and distribution. The results obtained in the assessment through a questionnaire that has been tested at Mis Azrina, Jalan Marelan Raya No. 287 B, Rengas Pulau, Kec. in learning to get to know national hero figures that have been proven in the results of the pre-test and post-test.
Designing Brand Identity with a Mascot Media from Tapanuli Selatan Regency as a Tourism Promotion Roy Hanafi Rambe; Rani Hermita
Jurnal Indonesia Sosial Sains Vol. 5 No. 11 (2024): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v5i11.1508

Abstract

The South Tapanuli Tourism Office is an institution engaged in tourism. This library is present to provide services, guidance, management of Tourism, documents, and archives. However, the existence of the South Tapanuli Tourism Office until now has not had a strong attraction for visitors because it does not have a visual identity. Therefore, a visual identity design was made at the South Tapanuli Regional Tourism Office using a 2D mascot as the main media. The mascot created later has a message, impression, and philosophy as a new spirit for the South Tapanuli Tourism Office. With the presence of the mascot of the South Tapanuli Tourism Office, it is hoped that it will be able to make the tourism office better known to the public with its visual identity.