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Analisis Tampilan Visual Game Super Mario Bros Dalam Kajian Persepsi Visual Sebagai Dasar Pengembangan Konsep Visual Game Khamadi, Khamadi
ANDHARUPA Vol 1, No 02 (2015)
Publisher : Fakultas Ilmu Komputer Universitas Dian Nuswantoro

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Abstract

Pada perancangan sebuah game selain memiliki konsep yang berupa gameplay yang kuat dan menarik, harus memperhatikan aspek visual yang diwujudkan dalam desain interface game sebagai media interaksi dengan user. Aspek visual begitu penting untuk menarik minat dari user dan juga untuk memperlihatkan pesan pertama kali kepada user. Dengan visual yang baik, user akan menangkap pesan game dengan mudah dan akan memahami gameplay permainan lebih cepat. Visual yang baik tidak harus dengan gambar yang rumit tetapi bisa dengan gambar yang sederhana yang disusun dengan komposisi yang baik dan desain tata letak yang mudah dipahami oleh user. Dengan menganalisis game Super Mario Bros yang telah terbukti disukai banyak orang meskipun tampilan visual dan gameplaynya sederhana. Maka penelitian ini berusaha mengkaji visual game Super Mario Bros versi 2 Dimensi (2D) dan 3 Dimensi (3D) berdasarkan teori persepsi visual untuk mendapatkan rumusan visual game yang disukai oleh user (pemain game). Kemudian dengan metode komparasi dari kajian tersebut dibuat analisis perancangan tampilan visual game yang baik meliputi aspek gambar/objek, view, komposisi, dan desain tata letak/layout yang berguna sebagai dasar pengembangan visual game selanjutnya. Kata Kunci: Game, Persepsi, Super Mario Bros, Visual
Educational Games for Handling Trauma Healing in Post-Corona Virus Pandemic for Grade 2 Elementary Schools: Thematic 2 (Playing in My Neighborhood) Yanuarsari, Dzuha Hening; Mukaromah, Mukaromah; Khamadi, Khamadi
International Conference on Elementary Education Vol. 3 No. 1 (2021): Proceedings The 3rd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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Abstract

The coronavirus pandemic (2019) has had a significant impact on the world of education, especially in the teaching and learning process. One of the handlings of trauma-healing problems in children after the coronavirus pandemic is through playing while learning. In the second thematic book for grade 2 elementary school children with the theme of playing in my environment, this attracted the attention of researchers to make learning media innovations for children that were interesting and informative. Besides, factual learning media are the focus of researchers to provide new information for children. The purpose of this research is to produce game innovations that hone the cognitive and psychomotor aspects of children as learning media. This game contains educational information about the coronavirus using a persuasive approach. The method used in this research is using the Research and Development Method with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The output in this research is an educational game that can deal with trauma healing for children after the coronavirus pandemic and can be used as a reference for the learning curriculum for grade 2 elementary school children.
PERANCANGAN GAME EDUKASI “SEMANGAT SI SEMUT” SEBAGAI MEDIA UNTUK MENANAMKAN SEMANGAT GOTONG ROYONG PADA ANAK USIA DINI Sugiyanto Sugiyanto Sugiyanto; Khamadi Khamadi Khamadi
Semantik Vol 1, No 1 (2011): Prosiding Semantik 2011
Publisher : Semantik

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Abstract

Globalization and the influence of foreign culture has caused a tremendous effect on the culture that had been upheld by the nation, especially the traditional culture of mutual help. In a relatively short time has turned into the properties of selfish, individualistic and indifferent nature and no longer want to care about what happens in the environment.Game a technology-based visual communications media that much-loved community, especially by children. Age of children are of age to play. With their play to develop emotional, physical and cognitive growth. By playing them develop imagination, skill, independence, creativity, and ability bersosialisasi.Semut is one of the most social groups in the genus of insects and live as a community, called "colonies", which was organized extremely well. Their organization is so advanced that it can be said in this respect they have a civilization that is similar to the development of human civilization. The used method is Multimedia Development Life Cycle (MDLC), which consists of several stages, among others: Concept, Design, Material Collecting, Assembly , Testing, Packaging and Distribution. This method is used, because the objects used in this project consists of multimedia elements, namely: text, pictures / graphics, animation and audio. From some of the positive nature of the ants, will be an adventure game that will introduce the meaning of the spirit of mutual cooperation. Children are taught to use their sense of empathy when playing the character of the ants, when there are other ants who need assistance or when the characters need help. So that can foster a spirit to socialize, collaborate and work together.Keywords : game, adventure ,mutual cooperation, mdlc
PERANCANGAN MODEL WUJUD VISUAL TOKOH PEWAYANGAN DALAM PEMBENTUKAN IDENTITAS DAN WATAK TOKOH SEBAGAI ACUAN DESAIN KARAKTER DALAM KARYA DKV Toto Haryadi Haryadi; Khamadi -
DeKaVe Vol 7, No 2 (2014): DeKaVe Vol. 7 No. 2 Juli-Desember 2014
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2925.54 KB) | DOI: 10.24821/dkv.v7i2.1280

Abstract

Shadow puppets is an arts which is still preserved until now. Recently, shadow puppets can becollaborated with tehcnology through act of revitalization. This is shown by many artworks in the field ofVisual Communication Design which adapt shadow puppets. The figures of shadow puppets become mainpart which is referred for designing of digital artwork, especially “character design”. On the other side,revitalization of puppets in form of character design is more concerned with aesthetic aspect than typicalidentity ones. Whereas, each figure has its own identity and temper which different from each other.This encourages the researchers to look for relation between visual form with typical identity of puppetfigures. The analysis of puppet visual form is required by taking sample based on the classification of thepuppet figures, namely: ‘denawa’, ‘punggawa’, ‘gagahan’, ‘satria’, ‘putran’, ‘putren’, ‘bayen’, ‘dagelan’, and‘kewanan’. The analysis is based on parameters such as: face expression, position and size of body, clothes,and attributes.
PERAN MEDIA DAN TEKNOLOGI DALAM LITERASI VISUAL SENI DAN DESAIN Agus Setiawan; Khamadi Khamadi
Prosiding SNST Fakultas Teknik Vol 1, No 1 (2019): PROSIDING SEMINAR NASIONAL SAINS DAN TEKNOLOGI 10 2019
Publisher : Prosiding SNST Fakultas Teknik

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Abstract

Kegiatan penghargaan terhadap karya juga mempengaruhi kemampuan seseorang dalam proses mengartikan suatu objek karya seni, yaitu dalam kasus khusus yang dimaksudkan yaitu desain visual. Metode perlu dikembangkan untuk mencapai kualitas pemahaman dan menafsirkan suatu karya seni. Sehingga karya yang dibuat memiliki dasar konsep yang matang dan kualitas estetika yang mampu meningkatkan pemahaman tentang makna dan standar hidup manusia yang bermartabat. Beberapa aspek yang belum membentuk iklim kerja dan apresiasi di kalangan siswa, yaitu kegiatan pameran pertama terbatas pada upacara dan pemajangan karya dalam periode waktu terbatas, belum terwujud dalam bentuk pertanggungjawaban keseluruhan. Karya-karya terbaik yang tidak tersentuh yang sebenarnya dapat dioptimalkan sebagai referensi visual dan bahan tulisan dan kebijaksanaan dalam merancang karya berkelanjutan. Berdasarkan aspek-aspek di atas, penelitian ini berupaya mengembangkan metode literasi visual untuk memberikan apresiasi media terhadap karya seni siswa desain komunikasi visual Udinus untuk meningkatkan iklim dan kualitas ilmiah di bidang desain komunikasi visual.Kata kunci: Desain, Media, Teknologi, Literasi Visual 
Penanaman Pendidikan Karakter Pramuka Kepada Remaja dalam Kajian Komunikasi Visual Khamadi Khamadi; Henry Bastian
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol 1, No 01 (2015): February 2015
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v1i01.957

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Remaja sebagai generasi muda dan generasi penerus bangsa seharusnya memiliki karakter-karakter yang dapat dibanggakan dan menjadi panutan generasi selanjutnya. Namun, melihat perkembangan saat ini, tidak sedikit remaja Indonesai khususnya pelajar Sekolah Menengah Pertama dan Sekolah Menengah Atas menunjukkan beberapa karakter negatif yang merugikan diri dan lingkungan mereka. Sebagai contoh pergaulan bebas yang memicu perbuatan asusila seperti seks bebas, penyalahgunaan obat-obatan terlarang, dan tawuran. Mirisnya karakter-karakter negatif tersebut menunjukkan peningkatan dalam setiap tahunnya. Pramuka yang dekat dengan kehidupan mereka di lingkungan pendidikan Sekolah, seharusnya dapat membentuk karakter sikap dan mental mereka agar tidak terjerumus ke dalam perbuatan yang dilarang. Namun, kini popularitas pramuka semakin menurun di kalangan remaja baik karena kurangnya minat remaja maupun karena proses penyelenggaraan pramuka. Pramuka yang di dalamnya tertuang pendidikan karakter yang kuat seperti karakter kepemimpinan, kemandirian, kebersamaan, welas asih, sikap saling menghargai dan bertakwa kepada Tuhan Yang Maha Esa; sudah seharusnya menjadi kebutuhan remaja saat ini. Pemahaman remaja dan penyampaian tujuan pramuka yang dirasa kurang sesuai menjadi hal dasar yang harus dibenahi. Perkembangan jaman visual digital memberikan segala pengetahuan dan pengalaman yang baru untuk remaja, tetapi pramuka kurang mengakomodasi cepatnya perkembangan tersebut. Oleh karena itu, perlu adanya strategi komunikasi yang baik agar Pramuka dapat mendekati dan menarik minat remaja kembali. Komunikasi visual dengan menunjukkan keunggulan Pramuka yang mampu mengikuti perkembangan jaman baik dari segi fungsi, modernisasi kegiatan, adanya role mode, identitas Pramuka yang kuat maupun kebanggaan terhadap prestasi Pramuka yang relevan dengan kebutuhan remaja saat ini. Kata Kunci: karakter, komunikasi, Pramuka, remaja
TATA KELOLA PAMERAN BERBASIS PROJECT LEARNING PROGRAM STUDI DESAIN KOMUNIKASI VISUAL UNIVERSITAS DIAN NUSWANTORO Khamadi Khamadi; Agus Setiawan
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 5, No 1 (2020)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v5i12020p30-37

Abstract

Cultivating exhibitions for visual communication design students is to increase the drive to create and enhance the spirit of student appreciation for the work of students to achieve quality and character in the work. The research objective is to know and understand the governance of project learning-based exhibits to improve the quality of learning and build a climate of appreciation for artwork among Udinus visual communication design students. The research method uses qualitative methods which are more emphasized on observation, interviews, documentation. Through the implementation of project learning-based exhibition governance, learning outcomes in improving quality can be achieved.Key Words: Exhibition, Management, Project Learning
PENGEMBANGAN DESAIN KARAKTER KOMIK WARAK NGENDOG BERBASIS NILAI-NILAI KEARIFAN LOKAL khamadi; Abi Senoprabowo
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i2.826

Abstract

Warak Ngendog as a symbol of unity and the mascot of Semarang City. It has local wisdom values ​​which are important to be passed on to the younger generations. So far, Warak Ngendog has been close to people's lives in the form of toys and a Dugderan celebration which is held once a year. The trend shows that the Warak Ngendog toy is getting less and less popular, due to the presence of foreign characters that are closer to the child. This has made the younger generation's understanding of Warak Ngendog culture decrease. The purpose of this research is to design the comic characters of Warak Ngendog to attract public interest. This study uses a qualitative descriptive method to get a picture of the value of local wisdom of Warak Ngendog. This is then analyzed and implemented in designing a good comic character design. The results of the analysis show that aesthetic, social, and religious values ​​are the main elements in designing the character of Warak Ngendog. The result is a character design of Warak Ngendog which still maintains its visual uniqueness and has a good characterization of representation of Warak Ngendog's social and religious values.
PENDEKATAN KOMUNIKASI SMCR DALAM PERANCANGAN PERMAINAN BOARD GAME ULAR TANGGA “POSTCOV” UNTUK UPAYA MEMBANTU TRAUMA HEALING ANAK PADA PANDEMI COVID-19 Dzuha Hening Yanuarsari; Mukaromah Mukaromah; Khamadi Khamadi
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.890

Abstract

The Covid-19 pandemic that occurred at the end of 2019 had a significant impact on various sectors of activity in the world, including Indonesia. Various actions were taken as steps to overcome these problems. One of them is in the education and health sector for children, namely the psychological vulnerability of children and the level of depression that occurs due to the Covid-19 pandemic phenomenon. Through educational games, it is believed that it can help things related to child psychology. The purpose of this research is to create an educational game of snakes and ladders that can be used to help the trauma healing process in children due to the impact of the Covid-19 pandemic. The research method used in this design is an explanatory descriptive method using the SMCR communication approach. Through this method, educational messages regarding the COVID-19 pandemic that children still have to deal with should be treated with caution and there is no need to be afraid as long as they adhere to health protocols. The results of this study are the creation of a prototype design of the snake and ladder game "PostCov" as an alternative new educational media as a form of innovation in delivering information as well as a form of play therapy in helping psychological problems that are vulnerable to occur in children.
LITERASI VISUAL DALAM PROSES BERKARYA MAHASISWA DESAIN Khamadi Khamadi; Agus Setiawan
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 5 No 2 (2020): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v5i2.1999

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Abstrak: Kemampuan literasi visual mahasiswa desain yang kurang menjadikan karya yang dihasilkan kurang komunikatif. Mahasiswa cenderung mengejar sisi teknis dan estetis dalam proses kreasi visualnya dan cenderung kurang menguasai konsep komunikasi pesan yang ingin disampaikan. Hal ini terjadi akibat karena kurangnya pemahaman terhadap proses literasi visual. Melalui model literasi visual oleh Hattwigg, dkk yang membagi literasi visual dalam tujuh komponen kemampuan literasi, fenomena literasi visual mahasiswa desain saat ini akan dianalisis untuk mendapatkan gambaran dan strategi penguatan kemampuan literasi visual selanjutnya. Sebagai hasilnya, mahasiswa desain masih kesulitan dalam menelusuri informasi visual dan menggunakan image visual yang ada dalam menghasilkan karya visual yang bermakna. Kata Kunci: Desain, Kreasi Visual, Literasi Visual Abstract: The lack of visual literacy skills of design students makes the resulting work less communicative. Students tend to pursue the technical and aesthetic side in the process of visual creation and tend to lack the mastery of the concept of communication of the message to be conveyed. This happens due to a lack of understanding of the visual literacy process. Through the visual literacy model by Hattwigg, et al., Who shares visual literacy in seven components of literacy ability, the phenomenon of visual literacy of current design students will be analyzed to obtain an overview and strategy for strengthening visual literacy skills further. As a result, design students still have difficulties in tracing visual information and using existing visual images in producing meaningful visual works. Keywords: Design, Visual Creation, Visual Literacy