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PERANCANGAN DESAIN APLIKASI BUKU DIGITAL (E-BOOK) DENGAN OBJEK MASJID AGUNG DEMAK Noor Hasyim; Intan Rizky Mutiaz; Agus Sachari
Techno.Com Vol 13, No 3 (2014): Agustus 2014 (Hal. 132-197)
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (7383.668 KB) | DOI: 10.33633/tc.v13i3.566

Abstract

Demak yang dikenal sebagai kota wali memiliki sejarah panjang sebagai tempat berkumpul para wali penyebar Islam di tanah Jawa yang disebut dengan Wali Songo. Masjid Agung Demak sebagai masjid kesultanan pertama di Jawa didirikan oleh para wali menjadi ciri khas Demak sebagai Kota Wali. Berdasarkan survei yang dilakukan diketahui bahwa perhatian masyarakat Demak khususnya remaja tentang ciri khas Demak tersebut kurang. Diperlukan media baru yang menarik bagi remaja untuk mengenalkan kembali Masjid Agung Demak yang menjadi ciri khas Demak sebagai Kota Wali, salah satunya melalui perancangan Aplikasi buku digital dengan media komputer tablet berbasis touchscreen. Perancangan aplikasi buku digital tersebut meliputi proses mengumpulkan data, menganalisis data, perancangan aplikasi serta pengujian aplikasi. Proses perancangan aplikasi Masjid Agung Demak disajikan berdasarkan kronologi dan artefak. Hasil perancangan adalah sebuah aplikasi buku digital dengan komputer tablet berbasis touchscreen sebagai media dan Masjid Agung Demak sebagai konten aplikasi. Pengujian yang dilakukan menyatakan bahwa aplikasi buku digital yang dirancang memiliki nilai kebaharuan, komunikasi, kesesuaian dan kesan yang tinggi sehingga secara keseluruhan aplikasi tersebut tergolong dalam aplikasi yang sangat baik. Kata Kunci: buku digital, Demak, perancangan.
REPRESENTASI DIRI PEMAIN GAME ONLINE AUDITION AYODANCE (KAJIAN DRAMATURGI MENGENAI REPRESENTASI DIRI PEMAIN DALAM WUJUD AVATAR GAME ONLINE AUDITION AYODANCE) Bunga Fefiana Mustikasari; Intan Rizky Mutiaz; Dudy Wiyancoko
Jurnal Sosioteknologi Vol. 16 No. 2 (2017)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2017.16.2.4

Abstract

Avatar merupakan wujud visual dalam dunia virtual game online yang menjadi media bagi pemain untuk berinteraksi dan berosialisasi dengan pemain lain. Penelitian ini bertujuan untuk mengungkapkan bagaimana pemain merepresentasikan dirinya dalam sebuah avatar game yang dalam penelitian ini di fokuskan pada game online Audition Ayodance. Metode etnografi virtual digunakan untuk mengumpulkan data dengan bergabung langsung dalam komunitas game Audition Ayodance dan kemudian di analisis secara kualitatif menggunakan sudut pandang dramaturgi. Hasil penelitian ini mengungkapkan bahwa seorang pemain memiliki kecenderungan dalam merepresentasikan dirinya sesuai kehidupan real life nya dan akan sangat berkebalikan bila terdapat alasan khusus seperti perbedaan gender, faktor agama, dan lainnya.
KONSTRUKSI REALITAS SIMBOLIK GENERASI MILENIAL MELALUI TEMA FANTASI SELEBGRAM DI MEDIA SOSIAL Intan Rizky Mutiaz
Jurnal Sosioteknologi Vol. 18 No. 1 (2019)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2019.18.1.9

Abstract

Media sosial telah berhasil membangun realitasnya sendiri di dunia maya, berdampingan dengan dunia nyata sebagai akibat adanya komunikasi antara individu dalam memaknai realitas dunia nyata dan diunggah menjadi konten di media sosial. Unggahan selebgram merupakan relasi antara idola dan penggemar yang memperkuat terjadinya konvergensi simbolik dan kesadaran kelompok yang kohesi karena selebgram menjadi influencer bagi generasi milenial. Tujuan penelitian ini adalah mengetahui konstruksi realitas simbolik dari selebgram sebagai influencer generasi milenial di media sosial melalui tema fantasi yang menimbulkan kesadaran bersama dan realitas simbolik bersama. Metode yang digunakan dalam penelitian ini adalah paradigma naratif dengan pengumpulan data interpretatif dan pendekatan analisis melalui Fantasy Theme Analysis (FTA). Objek penelitian ini adalah 3 selebgram yaitu Awkarin, Princess Syahrini, dan Raden Rauf dengan pertimbangan memiliki follower banyak, aktif bermedia sosial, dan fenomenal. Hasil penelitian ini menunjukkan para selebgram membangun interaksi dengan penggemarnya dengan memanfaatkan tema fantasi untuk menghasilkan kebersamaan, kedekatan, makna, motif, serta perasaan bersama hasil konstruksi realitas simbolik bersama.  Social media has succeeded in building its own reality in cyberspace. It is side by side with the real world as a result of communication between individuals in interpreting real-world reality which is uploaded into "content" on the social media. Some uploads from celebrities Instagram are a relationship between idols and their fans which strengthens the occurrence of symbolic convergence and cohesive group awareness, because all of celebrities Instagram become influencers for the millennial generation. The purpose of this study is to discover the construction of symbolic reality from various celebrities Instagram as the influencers of millennial generation on the social media through fantasy themes that raise the shared awareness and shared symbolic reality. The method used in this study was the narrative paradigm with interpretive data collection. It also employed analytical approaches through Fantasy Theme Analysis (FTA). The objects of this study were three celebrities: Awkarin, Princess Syahrini, and Raden Rauf with a consideration of having many followers, active social media, and being phenomenal. The results of this study indicate that celebrities build interaction with their fans by utilizing fantasy themes to produce togetherness, closeness, meaning, motives, and shared feelings as a result of the construction of shared symbolic reality.
From real to virtual: adaptation model of performance arts during covid-19 period Harry Nuriman; Setiawan Sabana; Intan Rizky Mutiaz; Rikrik A. Kusmara
Jurnal Sosioteknologi Vol. 19 No. 2 (2020)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2020.19.2.1

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Large-scale Social Restrictions (PSBB) due to the Covid-19 outbreak affected all aspects of life including the performing arts. The prohibition of the crowd which is characteristic of a conventional show forces the creators and performers to adapt. One of the ways taken is to adapt the show in the real world (real) to the virtual world (virtual) and sacrifice a number of aspects of the performing arts. This research develops a performance model of the Dipanegara Storybook which is transformed from the real world performance to the virtual world. This qualitative descriptive study uses an experimental method. Modeling is performed on the performance space, the viewer, as well as interactivity and audience involvement using digital technology, including 3D modeling, motion capture, augmented reality and real time game engine. Based on the developed model, this research has succeeded in identifying a number of aspects that can be adapted, as well as the advantages and disadvantages arising from these adaptations.Seni 
Pemanfaatan Produk Budaya Modern dalam Bentuk Game untuk Mobile Gadget sebagai Media Pelestarian Budaya Tradisional (Dengan Studi Kasus Kue Tradisional Jawa Barat) Khairani Larasati Imania; Riama Maslan Sihombing; Intan Rizky Mutiaz
Journal of Visual Art and Design Vol. 6 No. 1 (2014): 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.2014.6.1.3

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Kue tradisional merupakan salah satu produk budaya yang pantas diperlakukan secara setara dengan aset kebudayaan lainnya, antara lain dengan cara diakui dan dilestarikan keberadaanya. Namun demikian, seiring dengan perkembangan zaman dan terjadinya globalisasi menyebabkan masuknya nilai-nilai budaya asing ke tanah air. Di satu sisi, globalisasi tersebut menyebabkan makin tergerusnya nilai-nilai budaya lokal. Hal ini kemudian berdampak pada eksistensi kue tradisional yang makin menghilang. Terutama dengan banyak masuknya kue-kue lain yang merupakan produk budaya asing yang dikhawatirkan dapat menggantikan posisi kue-kue tradisional di hati masyarakat. Pada sisi lain, globalisasi memberikan pengaruh yang cukup baik pula. Di antaranya yaitu dengan makin mudahnya persebaran perkembangan teknologi. Masyarakat mau tidak mau menjadi semakin mawas akan keberadaan media-media digital, dan mulai terbiasa dengannya. Oleh karena itu, perlu dilakukan upaya pengenalan kembali nilai-nilai budaya lokal, pada kasus ini kue tradisional dengan studi kasus jajanan pasar di Jawa Barat, kepada remaja dengan memanfaatkan perkembangan teknologi. Game dirasa merupakan bentuk teknologi yang dapat dimanfaatkan sebagai media pengenalan budaya kepada remaja dengan metoda pendekatan yang menyenangkan dan tidak menggurui.Kata kunci: budaya; game; globalisasi; kue tradisional; remaja.Traditional cake is one of cultural product that deserves to be treated equally with other cultural asset. One of the attempts that can be done is by giving it acknowledgement and sustaining its' existences. However, the rapid development of technology causes globalization and foreign value to infiltrate this country. On one side, globalization causes the local cultural to be scraped and forgotten. This might as well lead to the vanishing existence of traditional cake, particularly with the spread of other foreign cake and the apprehension that they would take over traditional cake in citizen's heart. On the other hand, globalization also gives a positive influence, such as the better access of technology. As a result, people become more aware of the existence of digital media and started to get used to it. Therefore, an attempt are needed to reintroduce local culture, in this case, traditional cake with case study West Java's Street Snacks, especially to teenagers, by taking the advantage of technology. Game is considered one of the media that can be used as approaching method in a fun way.Keywords: culture; game; globalization; teenagers; traditional cake.
Pengembangan Teknik Jahit Celup (Tritik) dengan Pola Geometris Bintan Titisari; Kahfiati Kahdar; Intan Rizky Mutiaz
Journal of Visual Art and Design Vol. 6 No. 2 (2014): 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.2014.6.2.4

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Teknik jahit celup biasa dikenal dengan istilah tritik, yang berarti titik, merupakan teknik tekstil kelompok celup rintang. Tritik adalah cara menghias kain putih dengan menjahit jelujur lalu ditarik kemudian dicelup dan motif terbentuk setelah benang dilepaskan. Teknik tritik digunakan untuk membuat kain sasirangan, kain tradisional Kalimantan Selatan, Indonesia. Proses menjahit pada tritik dikerjakan secara tradisional tanpa ketentuan yang jelas, sehingga pengembangan desain motif belum maksimal. Melihat kondisi tersebut, penelitian  ini menggunakan pola geometris pada teknik tritik untuk melihat kemungkinan dihasilkan motif berbeda. Dengan  metode eksperimen kualitatif didapat ketentuan mengenai aturan jahitan yang diaplikasikan pada pembuatan pola geometris. Penggunaan pola geometris menghasilkan motif lebih teratur dengan tetap terkesan samar sebagai ciri khas tritik. Pewarnaan bertahap dan pengaturan jarak menghasilkan efek ilusi optik (kedalaman, arah, dan gerak). Motif tersebut diaplikasikan pada produk fashion dengan menonjolkan efek ilusi optik untuk menghasilkan siluet pada pakaian wanita.Kata kunci: geometri; jahit celup rintang; pola; sasirangan; tritik.Resist stitch-dyeing, also known locally as tritik (lit. dots), is resist dye textile weaving technique. Tritik is a method to embellish white cloth by tacking, which is then dyed and removed. The motif is formed after the thread is removed. Tritik methods and techniques are less popular compared to batik or dyed ikat. It is, however, used in making sasirangan cloth, a traditional cloth from South Kalimantan, Indonesia. The stitching has always been done traditionally due to the lack of clear convention on stitching as a resist-media. Thus, development of motif designs is not in full capacity. Taking into consideration the above, this study is carried out to create new geometric patterns using tritik techniques. Qualitative experiment methods are used to obtain ideal stitching parameters, which could later be applied in creating geometric patterns. The use of geometric patterns creates more organized motifs but still showing blurry impression, a distinctive feature of tritik. The combination of gradual colouring and evenly-spaced tacking creates optical illusions on motifs (depth, direction, and motion). The motifs may be applied to fashion products by accentuating optical illusions to create silhouettes on women's clothing. Keywords: geometric; pattern; resist stitch dyeing; sasirangan; tritik.
CONSTRUCTION OF SIGNS AND MYTHS IN PRE-WEDDING PHOTOGRAPHY Wahyu Lukito; Intan Rizky Mutiaz; Yasraf Amir Piliang
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 01, No 02 (September 2016) demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Peri
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v1i02.280

Abstract

In pre-wedding photograph there are visual signs those break conventional codes, then create unconventional concepts, which have potentials to create unconventional myth on pre-wedding photograph. The objectives of this research are to identify visual signs, unconventional codes and concepts on pre-wedding photograph. Through the observation toward some pre-wedding photograph samples those taken purposively base on have unconventional codes trend, analyze with photography semiotic toward pre-wedding photograph which uploaded in vendor's Instagram account within a certain period, describe unconventional code those create unconventional concepts which have potential to create unconventional myth on pre-wedding photograph. The unconventional codes created through breaking conventional codes process on them. The breaking process through modifies the visual signs, which not generally applied on pre-wedding photographs. And also the breaking process creates unconventional concepts on pre-wedding photograph, which have potential to create unconventional myth for long time to go. Keywords: Code, Myth, Pre-wedding, Photography, Sign
PENERAPAN METODE DESIGN THINKING PADA MODEL PERANCANGAN UI/UX APLIKASI PENANGANAN LAPORAN KEHILANGAN DAN TEMUAN BARANG TERCECER Aria Ar Razi; Intan Rizky Mutiaz; Pindi Setiawan
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 3 No 02 (2018): Vol 03, No 02 (September 2018) demandia - Jurnal Desain Komunikasi Visual, Manaj
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v3i02.1549

Abstract

Penanganan terhadap kasus kehilangan dan temuan barang yang tercecer pada masyarakat urban di Indonesia dapat diselesaikan dengan perancangan aplikasi mobile pada smartphone. Minimnya informasi, keterbatasan sistem pengelolaan, serta belum adanya media teknologi alternatif menjadi sejumlah kendala dalam penanganan kasus kehilangan dan temuan barang tercecer. Dengan memanfaatkan kemajuan teknologi informasi dan komunikasi yang telah berkembang pesat melalui teknologi internet pada era digital, maka keterbatasan informasi tersebut dapat dikembangkan pada aplikasi mobile. Perancangan ini menggunakan metode design thinking, yang terdiri dari tahapan empathize, define, ideate, prototype dan test. Sehingga hasil dari perancangan ini memberikan rekomendasi berupa model UI/UX pada aplikasi mobile yang bernama “kembaliin”, dengan mengidentifikasi permasalahan kebutuhan informasi yang terdapat pada penanganan kasus kehilangan dan temuan barang tercecer di tempat umum. Model perancangan aplikasi dirancang berdasarkan target pengguna dalam memfasilitasi kebutuhan pertukaran informasi untuk kasus kehilangan dan temuan barang tercecer bagi masyarakat urban. Model perancangan aplikasi ini berperan sebagai perantara dalam memfasilitasi kebutuhan pertukaran informasi antara pihak korban dan pihak penolong.
Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion Elizabeth Elizabeth; Intan Rizky Mutiaz; Imam Santosa
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1013.92 KB) | DOI: 10.5614/jkvw.2013.5.1.6

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Technological progress supports the development of digital game, so that, through people's lifestyle that relies more and more on wireless devices, games become mobile, easy to access, likable and popular. Accordingly, the purpose of this study is to find the relation between games and its players in regards to the communication process and interactive pattern that exist in Cut The Rope and Angry Birds as mobile physics game.This research is an explorative field analysis that uses Creswell case study divided into literature study, case identification, primary data collection and interpretation as the synthesis of the whole. The result of this research is focused on the visual perception and interaction between players and two researched objects.The result shows that visual element, game play, puzzle-like character and sound effect are the most influential aspects of the games since they are considered suitable to the condition and the ability of the casual game players. Besides that, it is known that visual perception is a representation of the function of a common-theme-object with its interpretation that fits the context in a game. Therefore, visual interaction between the players and the researched games are based on four crucial factors: theme, game play, physics movement and simplified presentations of the visual elements. Through the perceptive process, similar kind of games would create a bonding, called challenge based immersion experience, in which this involvement demands the players to understand rules of the games. Such interaction is not influenced by playing time duration and usually does not cause an addiction to the games. Hence, it is clear that the concept of a mobile game has to be understandable through the games' highly comprehensible way, rules, and purpose.This research is mostly focused on the study of the visual aspect of a mobile game, so others still have the chance to do deeply study of the other three crucial aspects of the mobile game: game play, puzzle-like character, and sound effect.
Perancangan Game "Galah Asin" untuk Memperkenalkan Budaya Tradisional Jawa Barat Rama Dwissa Wiana; Intan Rizky Mutiaz; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2241.651 KB) | DOI: 10.5614/jkvw.2012.4.2.6

Abstract

Galah Asin is a cultural product that is gradually displaced along with the changing time. This is due to the discontinuation of cultural inheritance that made the previous generation. Traditional children’s games as a product of cultural tradition are not registered, nor socialized to the succeeding generation. The advancement of various electronic media also distract the public, especially children, who tend to leave traditional games that are not considered practical, because they often require a game field. PC gaming is one of the popular media among urban community that can be used as a medium for introducing traditional games in a digital form. Designing game of Galah Asin for children 6-12 years on the PC platform aims to reintroduce Galah Asin as West Java traditional game through more interesting and fun media. Interesting and fun because by playing, players are not only obtaining verbal information, but also, but game is also capable of displaying simulation that is roughly equal to the original game, although not replace the experience of playing the original game. The methodology of design / research conducted was descriptive qualitative, research with problem solving orientation. The methods adopted including data searching, data processing, designing games (pre-production), game development (production), testing the game (post-production), and then draw conclusions from the findings. From this research, Galah Asin game application is produced which ready for socialization or can be developed further. We came to the conclusion that the existence of digital games can be used as a more interesting and fun medium of publication of information about traditional games. Thus, information about the traditional culture would be preserved, even in the demands of sustainable era.