Vera Jenny Basiroen
Bina Nusantara University

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Alternative Design for Visual Identity of Yayasan Batik Indonesia Puspita Putri Nugroho; Vera Jenny Basiroen
Humaniora Vol. 6 No. 1 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i1.3305

Abstract

The research objective is to create a logo as the main visual identity. It is together with the graphic elements to support the overall visual identity of the organization and also apply the corporate identity to various applications to effectively foster the professional and trustworthy image of the organization as the foundation in Indonesia aiming for preserving and advancing Batik as the national asset. The writer used qualitative and quantitative method. Qualitative method included Face-to-face interview with the vice secretary of YBI, e-mail interview with the previous logo designer and direct survey to Textile Museum Jakarta and Batik Gallery; and Quantitative method through online survey. The result of the project is a new visual identity for Yayasan Batik Indonesia, which portrays its vision and mission. Design is the core in attaining an advantageous visual identity that could portray the image of the respected organization. When a consistency is applied through the whole visual identity, professional character of the organization is achieved. 
Experimental Design: Javanese Folktale Preservation Using Augmented Reality Technology Damba Permatasakti; Vera Jenny Basiroen
Humaniora Vol. 9 No. 3 (2018): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v9i3.4501

Abstract

This research was conducted to discover innovative and interesting methods to preserve also to reintroduce Javanese folktale to today’s society. The data were gathered from primary research through quantitative research to 104 respondents to know about folktale and opinion of modern preservation medium such as augmented reality medium, and also qualitative research through an in-depth interview to enrich the researcher’s fashion knowledge about printed technic and fabrics. Besides primary research, the researchers also conducted secondary research through various sources such as websites, e-articles, survey, and interview. The result of this research is an interactive scarf as a collaboration of fashion accessory as a physical medium and augmented reality technology to enhance its interactive experience. Based on the survey held, the most favorite fashion accessory among woman from the age of 18 until 30 years old is a scarf. Most women will have a scarf inside their bag, just in case they need it. By making an illustration of Javanese folktale on a scarf, it will hopefully attract the target market to retrace their memory and raise people’s awareness about Javanese folktale that seems to be forgotten in today’s era. The usage of augmented reality feature in this research is to give further information such as videos, images, or texts towards the illustration of the scarf by scanning the pattern by using the user’s smartphone.
Creating an Awareness Campaign Against the Fomo Phenomenon in Young Adults’ Social Media Usage Vera Jenny Basiroen; Adinda Hapsari
Humaniora Vol. 9 No. 3 (2018): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v9i3.4725

Abstract

This research aimed to create an awareness campaign on raising the understanding of the topic as prevention toward the happiness and productivity-killing phenomenon or FoMO (Fear of Missing Out) phenomenon in young adults’ social media usage. Qualitaive method was applied in the research by (1) using questionnaire; (2) interviewing the psychological experts; (3) using secondary research such as books, journals, printed articles, and online sources. Then, the researchers drew a solution by analyzing the collected data. The distribution also focused on people who were active users of social media. This research finds that promoting positive thoughts in people who experience FoMO might be an effective solution to combat this type of anxiety. Therefore, the data become the underlying basis toward the making of SayNomoToFomo campaign. Its main strategy is to educate and encourage the target audience to understand and tackle FoMO using a mixture of interactive and printed medium.
Indonesian History Educational Card Game Gamification of the Process of Learning to Increase Interest in History among Children. Wildan Ali; Vera Jenny Basiroen; Clara Fang
Journal of Games, Game Art, and Gamification Vol. 3 No. 1 (2018)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v3i1.7234

Abstract

To spark interest and curiosity in children to make them research more about the subject. The writers also aims to re-tell history in a more visual manner which is more attractive to children as oppose to currently used text heavy history book and to make history more interesting by using an interactive teaching method by using gamification.