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Representasi Gender dalam Poster Film Indonesia: Kajian Transformasi Ideologi 1990-2021 Muhammad Shafy Putra; Firdaus Azwar Ersyad
Jurnal Desain Komunikasi Visual Nirmana Vol. 26 No. 1 (2026): JANUARY 2026
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.26.1.77-90

Abstract

Poster film merupakan artefak visual yang memuat lebih dari sekadar fungsi promosi; ia juga mengonstruksi dan merepresentasikan ideologi film, termasuk dalam membentuk citra dan makna perempuan. Penelitian ini bertujuan untuk menganalisis sejauh mana ideologi film tentang perempuan tercermin secara visual dalam poster film Indonesia periode 1990–2021. Lima film dipilih sebagai objek studi—Tjoet Nja’ Dhien (1988), Perempuan Berkalung Sorban (2009), Marlina (2017), Penyalin Cahaya (2021), dan Yuni (2021) karena menampilkan perempuan sebagai tokoh utama yang menantang struktur budaya patriarkal. Analisis dilakukan melalui kerangka semiotika Charles Sanders Pierce yang membedakan makna pada level firstness, secondness, dan thirdness, serta dikombinasikan dengan pendekatan visual dalam desain (warna, tipografi, ekspresi tokoh, posisi tubuh, dan simbol visual). Penelitian ini tidak hanya mendekripsi isi visual, tetapi juga membedah bagaimana tanda-tanda visual mencerminkan atau justru bertentangan dengan ideologi naratif film. Hasil penelitian menunjukkan adanya ketidakseimbangan antara representasi visual pada poster dengan nilai-nilai kritis dalam narasi film, di mana ideologi patriarki sering kali tetap tersirat melalui estetika yang meminggirkan atau menormalkan subordinasi perempuan. Poster sebagai medium visual terbukti tidak netral, melainkan sarat akan kepentingan ideologis yang beroperasi melalui bentuk, gaya, dan strategi representasi.
The Relationship Between PUBG Online Game Use and Academic Achievement Among Communication Science Students at Semarang University Yuli Andriyanto; Firdaus Azwar Ersyad; Kharisma Ayu
Social Sciences and Humanities Reviews Vol. 2 No. 2 (2026): Social Sciences and Humanities Reviews
Publisher : CV. DYOQU PUBLISHING MANAGEMENT

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64780/sshr.v2i2.256

Abstract

Background:The increasing use of online games among students has the potential to impact learning activities and academic achievement. PUBG is one of the online games widely played by students, characterized by competitive gameplay with long playtimes. Aims:This study aims to analyze the influence of the use of the PUBG online game on the academic achievement of Communication Science students at Semarang University. Methods:This study employed a quantitative approach with a survey design. The study population consisted of 110 Communication Science students from the 2017 intake, with a sample of 87 students determined using cluster random sampling. Data were collected using a Likert-scale questionnaire and analyzed using descriptive statistics, normality tests, simple linear regression, and t-tests with a significance level of 0.05. Result: The results of the analysis show that the use of PUBG online games has a negative and significant relationship with students' academic achievement, with a regression coefficient of B = −0.279, t = −3.035, and p = 0.003. The values ​​of R = 0.313, R² = 0.098, and Adjusted R² = 0.087 indicate that the use of PUBG online games explains approximately 9.8% of the variation in academic achievement, while the rest is explained by other factors outside the research model. Conclusion:Higher engagement in the online game PUBG is associated with a tendency for lower academic achievement, although its contribution to the variance in academic achievement is relatively small. Therefore, managing the intensity and time of play is important to maintain a balance between digital entertainment activities and students' academic demands.
Iklan Sebagai Media Kritik Sosial (Pesan Simbolik Iklan Kretek Djarum 76 Seri Jin) Firdaus Azwar Ersyad; Yoga Rarasto Putro
Jurnal The Messenger Vol. 8 No. 1 (2016): January-June
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/themessenger.v8i1.311

Abstract

The presence of television advertising is a prayer one way to manufacturer for review introduce and selling products for society. Regarding the regulation of advertising especially cigarettes and tobacco products manufacturer in order to encourage creative hearts introducing more on audience their product . As a result , the creativity in the hearts smoking ads aimed lifting product image so not operate direct products display .Singer study originated from the interest against visualization advertisements Djarum 76 series java jin  has its own peculiarities compared to other products . Zoom the one consolation is not revealed that an advertiser is selling products . Views are interpreted by different groups various ad viewers, but the views can be grouped into some basic ideas
The Logo Analysis from Faculty of Information Technology and Communication of Universitas Semarang in order to Redesign the Logo and the Corporate Identity Design using Logotype Method Firdaus Azwar Ersyad; Errika Dwi Setya Watie; Retno Manuhoro Setyowati
Jurnal The Messenger Vol. 10 No. 1 (2018): January-June
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/themessenger.v10i1.715

Abstract

The logo analysis from  Faculty  of  Information Technology  and  Communication (FTIK) of Universitas Semarang in order to redesign logo and corporate identity design using logotype method is an effort to stimulate the faculty potentiality, by strengthening the brand image so that faculty is well-known in the future and would convince the society as social partner in organizing education quality. Redesign logo and corporate design is a research and development method which purpose at developing FTIK logo. The research uses Research and Development method. From the entire process of R&D development, eight steps are taken as follow: Potential and Problems of Data Collection, Product Design, Design Validation, Design Revision, Product Trial, Product Revision, Usage Trial, Mass Production. The process of redesigning the logo and faculty identity design refers to the vision and mission of the faculty so it can be implemented in creative concepts, communication strategies and application media.
Warak Ngendhog Commodification as a Kind of Creative Industry in Semarang City Kharisma Ayu Febriana; Yuliyanto Budi Setiawan; Firdaus Azwar Ersyad
Jurnal The Messenger Vol. 11 No. 1 (2019): January-June
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/themessenger.v11i1.925

Abstract

Warak Ngendhog in Semarang City make it a cultural phenomenon. Some forms of commodification are used in the economic, political and cultural sectors. The purpose of this study is to find out the symptoms of the cultural phenomenon which has transformed into various forms. This research use qualitative analysis with descriptive approach. As for the results of this study, Warak Ngendhog which functions has transformed and changed, can be utilized in the cultural and tourism sectors as one of the cultural icons in the city of Semarang. Warak Ngendhog culture has contributed to the government of Semarang City with the emergence of various forms of its transformation into various forms of art and culture. In addition, this study is expected to give contribution in the field of cultural preservation in Semarang City.
Personal Branding Cino Fajrin through Instagram Ayang Fitrianti; Kharisma Ayu Febriana; Firdaus Azwar Ersyad
Jurnal The Messenger Vol. 12 No. 1 (2020): January-June
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/themessenger.v12i1.1641

Abstract

Instagram is one of the social media that can help an account owner build personal branding, including in the context of this research, namely Cino Fajrin as one of the local celebgram with a very strong Semarangan character, and become one that stands out among other celebgrams in this city. The owner of the @cinofajrin account itself is a celebgram with 115.000 followers. The method used in this research is a case study. For the results of the study found that the formation of personal branding on Instagram as a form of specialization, leadership, personality, distinguishing, becoming visible, unity, determination, and good name. Cino Fajrin looks consistent in building personal branding on his Instagram account, allowing him to increase his 'personal' value and selling power. His success in managing branding on his Instagram account, has also led him to the opportunity to work with various event organizers, brands and companies.
PENINGKATAN KOMPETENSI PUBLIC SPEAKING ANGGOTA GERAI KOPIMI SEMARANG SELATAN DALAM MENUNJANG KEGIATAN PEMASARAN Yuliyanto Budi Setiawan; Errika Dwi Setya Watie; Firdaus Azwar Ersyad
Jurnal DIMASTIK Vol. 1 No. 1 (2023): Januari
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/dimastik.v1i1.6096

Abstract

Kegiatan Pengabdian Masyarakat ini bertujuan meningkatkan keterampilan serta pengetahuan mitra dalam bidang komunikasi khususnya teknik komunikasi dan Public Speaking serta implementasinya dalam menunjang kegiatan pelaku UMKM. Kegiatan Pengabdian Kepada Masyarakat ini rencana akan dilakukan di kecamatan Semarang Selatan. Adapun Tim pelaksanaan pengabdian membuat dua metode, Metode Teoritis yang dituangkan dalam bentuk modul pengabdian yang berisi tentang materi Pengantar Komunikasi dan Public Speaking dan implementasi dalam perancangan pemasaran digital. Metode Praktek yang dilakukan dengan praktek pembuatan materi public speaking, hingga dilanjutkan tanya jawab antara pemateri dengan anggota GERAI KOPIMI Kota Semarang