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Perancangan Aplikasi Digital Kustomisasi Tas Upcycle untuk Pengurangan Limbah Kain Sisa Anugrah, Hanan Aflah; Mutiaz, Intan Rizky
Jurnal Sosial Teknologi Vol. 6 No. 1 (2026): Jurnal Sosial dan Teknologi
Publisher : CV. Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jurnalsostech.v6i1.32647

Abstract

Limbah tekstil menjadi salah satu perhatian utama dalam isu keberlanjutan global, termasuk limbah kain perca yang sering kali dianggap tidak bernilai. Padahal, kain perca memiliki potensi untuk diolah kembali melalui pendekatan upcycling menjadi produk yang lebih fungsional dan estetis. Penelitian ini bertujuan untuk merancang prototipe aplikasi digital yang memungkinkan generasi Z melakukan kustomisasi tas berbahan kain perca secara interaktif, sebagai upaya untuk mengurangi limbah tekstil dan meningkatkan kesadaran terhadap keberlanjutan. Menggunakan metode Design Thinking dan pendekatan User-Centered Design (UCD), perancangan aplikasi dilakukan secara bertahap melalui eksplorasi kebutuhan pengguna, penyusunan solusi desain, dan pengembangan visual interaktif berbasis Figma dan Blender. Hasil survei dan wawancara menunjukkan bahwa Gen Z memiliki preferensi terhadap produk kustomisasi yang merepresentasikan identitas diri, namun masih memiliki pemahaman terbatas terkait upcycle. Aplikasi ini tidak hanya berfungsi sebagai alat desain, tetapi juga sebagai media edukatif dan kolaboratif yang mendorong keterlibatan pengguna dalam praktik berkelanjutan. Penelitian ini menghasilkan rancangan awal aplikasi Rakit, yang masih dapat dikembangkan lebih lanjut untuk uji pengguna dan peningkatan fitur pada tahap implementasi berikutnya.
Latent Message Playing the Game Free Fire As a Celebrity Factor and Fan Among Students Mu'minin, Amirul; Rahmi, Anis; Mutiaz, Intan Rizky
Journal of Visual Art and Design Vol. 17 No. 2 (2025): In Progress
Publisher : ITB Journal Publisher, DRPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2025.17.2.2

Abstract

The use of digital applications, particularly online games on smartphones, increased significantly during the Covid-19 pandemic, especially in 2020. One popular game among students is Free Fire, a multiplayer game that enables virtual social interaction. This study aimed to identify latent messages emerging from the verbal and behavioral expressions of young players, as well as how digital figures like Rasyah Rasyid influence celebrity and fandom phenomena among high school students. This study employed virtual ethnography and Associative Concept Network Analysis (ACNA), using the University of South Florida (USF) association dictionary, to analyze Rasyah’s spontaneous speech during live-streamed gameplay. The findings revealed that the primary message emerging from Rasyah’s communication was the concept of ‘friend,’ which was the central node in the word association network, as it had the highest ODC score (0.24). These results indicate that communication within online games extends beyond technical or competitive functions and plays a crucial role in fostering emotional closeness and social bonds. Such interactions contribute to the development of parasocial relationships between online idols and their audiences. This study provides insight into how digital popular culture, game-based communication, and visual personas influence the identities and aspirations of high school students in the digital era.
Analisis Semiotika Properti Bali pada Latar Gim Pamali : The Hungry Witch Rheinilan, Onni Angelica Rheinilan; Mutiaz, Intan Rizky; Ratri, Dianing
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (2025): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.16.2.1

Abstract

Games are in demand by various groups in today's technological age. One of them is Pamali, an Indonesian horror game made by Storytale Studio. The object to be discussed is Pamali: The Hungry Witch series with a Balinese theme. The analysis in this study focuses on the visual of Balinese properties in the setting of the game which are part of the visual element. Visual elements are the most influential elements in connecting players with the game. The main focus is the visual of Balinese properties in the setting of the game. The purpose of this study is to assess whether the relationship between denotative signs and connotative visual of the properties in the setting in the game Pamali: The Hungry Witch is related or not to myths or culture in Bali. The Balinese properties in the setting are examined using Roland Barthes's semiotic approach. This study uses a qualitative descriptive analysis method. The results of the study reveal that there is a relationship between the relation of signs on the properties in the game setting with myths or culture in Bali. Myths in the game are reinforced by myths in Bali, bringing the game's setting closer to reality. Keywords: Visual of the Properties, Denotative, Connotative, Myth, Bali