Lalitya Talitha Pinasthika
Universitas Multimedia Nusantara

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DEVELOPING HYBRID MEDIA INSTALLATION GAME IN TAMAN GAJAH TUNGGAL Agatha Maisie Tjandra; Lalitya Talitha Pinasthika; Rangga Winantyo
ULTIMART Jurnal Komunikasi Visual Vol 13 No 1 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.637 KB) | DOI: 10.31937/ultimart.v13i1.1558

Abstract

In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.
Let's Talk About Infertility!: Interactive Storytelling As Immersive Medium For Educational Content Lalitya Talitha Pinasthika
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2518

Abstract

Infertility is a problem for some couples of childbearing age in Indonesia. This problem affects one-third of married couples, yet the discussion regarding infertility has not been thoroughly heard. This research focuses on introducing infertility to the general public, intending to transform the general perspective, so the problems that occur in the couple's household will not be disrupted with misinformed myths surrounding infertility. The idea is to deliver information through an interactive story that involves the user in choosing the storyline. The research methodology used combines qualitative methods through observations on infertility online forums and Focus Group Discussions. The quantitative methodology was carried out in two stages, before testing the prototype to obtain public perceptions of infertility, then again after the prototype test to measure users’ immersion using a Likert scale. The study revealed that conveying problems through a story that requires user involvement in selecting storylines affects readers' immersion in digesting educational reading content. Keywords: interactive; storytelling; infertility; immersive