Daniel Kurniawan Salamoon
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“Sticker” LINE, Sebuah Jembatan Simbolik Teknologi Interaksi Manusia dalam Media Komunikasi Kurniawan Salamoon, Daniel
Nirmana Vol 16, No 1 (2016): JANUARY 2016
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (200.119 KB) | DOI: 10.9744/nirmana.16.1.12-17

Abstract

Perkembangan media komunikasi membuat perubahan dalam interaksi antar manusia. Komunikasi antar manusia menjadi komunikasi antara manusia dan layar (screen). Komunikasi sejatinya merupakan pertukaran informasi, pesan dan emosi. Namun, perkembangan teknologi membuat komunikasi tersebut menjadi termediasi. Ruang maya menjadi ruang menjalin relasi antar manusia. Menjadi menarik bahwa aplikasi-aplikasi komunikasi di ruang maya kini menjadi jembatan bukan sekedar pesan tetapi juga jembatan emosi melalui sticker, emoji dan simbol-simbol visual. Penelitian ini menggunakan metode kualitatif dengan analisis teks untuk menjabarkan komunikasi yang termediasi saat ini. Diharapkan hal ini dapat membuka wawasan bahwa perkembangan komunikasi kini membuat pesan menjadi termediasi dan bisa menimbulkan kerancuan makna.
“Sticker” LINE, Sebuah Jembatan Simbolik Teknologi Interaksi Manusia dalam Media Komunikasi Daniel Kurniawan Salamoon
Jurnal Desain Komunikasi Visual Nirmana Vol. 16 No. 1 (2016): JANUARY 2016
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (200.119 KB) | DOI: 10.9744/nirmana.16.1.12-17

Abstract

Perkembangan media komunikasi membuat perubahan dalam interaksi antar manusia. Komunikasi antar manusia menjadi komunikasi antara manusia dan layar (screen). Komunikasi sejatinya merupakan pertukaran informasi, pesan dan emosi. Namun, perkembangan teknologi membuat komunikasi tersebut menjadi termediasi. Ruang maya menjadi ruang menjalin relasi antar manusia. Menjadi menarik bahwa aplikasi-aplikasi komunikasi di ruang maya kini menjadi jembatan bukan sekedar pesan tetapi juga jembatan emosi melalui sticker, emoji dan simbol-simbol visual. Penelitian ini menggunakan metode kualitatif dengan analisis teks untuk menjabarkan komunikasi yang termediasi saat ini. Diharapkan hal ini dapat membuka wawasan bahwa perkembangan komunikasi kini membuat pesan menjadi termediasi dan bisa menimbulkan kerancuan makna.
Studi Semiotika Karakter Monokuma pada Anime Franchise Series "Danganronpa" Salamoon, Daniel Kurniawan
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 5 No. 01 (2019): February 2019
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v5i01.2152

Abstract

AbstrakPenelitian ini dibuat untuk membahas tentang tokoh utama dalam salah satu anime franchise series yang laris yaitu Danganronpa. Danganronpa menceritakan kisah tentang beberapa pelajar yang terjebak di sekolah. Untuk bisa keluar dari sekolah tersebut mereka harus membunuh tanpa ketahuan. Dalam Danganronpa, tokoh yang menjadi pusat penelitian disini adalah karakter Monokuma. Monokuma merupakan kepala sekolah disana yang berwujud beruang. Studi ini membahas tentang studi desain karakter dalam perannya pada sebuah cerita. Teori yang digunakan untuk membedah ini adalah teori semiotika dimana akan dianalisis tentang elemen-elemen pembentuk desain karakter Monokuma dan peran yang ditunjukkan. Studi ini membahas bagaimana perkembangan dunia visual dalam menciptakan pemaknaan pada benak penonton.Kata kunci: anime, Danganronpa, desain karakter, Monokuma, semiotika AbstractThis research was made to discuss the main character in one of the best-selling anime franchise series, Danganronpa. Danganronpa tells the story of some students trapped in the school. To be able to get out of school they have to kill without getting caught. In Danganronpa, the character who is the center of research here is the character of Monokuma. Monokuma is the headmaster of the school in the form of a bear. This study discusses the study of character design in its role in a story. The theory used to study this problem is Semiotics theory which will be analyzed about the elements forming the design of the Monokuma character and the roles are shown. This study discusses how the development of the visual world in creating meaning in the mind of the audience.Keywords: anime, character design, Danganronpa, Monokuma, semiotics
Analisis Visual Warna pada Game Post Apocalyptic (Studi Game The Last Of Us, Metro Exodus, dan Horizon Zero Dawn) Salamoon, Daniel Kurniawan; Muljosumarto, Cindy
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 6 No. 01 (2020): February 2020
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v6i1.3232

Abstract

AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game
Introducing Indonesian Culture through Educative Boardgame Using Augmented Reality: A Prototype of Grand Indonesia Java Edition Boardgame Salamoon, Daniel Kurniawan; Angeline, Gabriella; Jacaranda, Amadeus; Pasadeva, Bryant
k@ta: A Biannual Publication on the Study of Language and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.54-58

Abstract

The use of digital media in education is a necessity nowadays. This is also an effect due to conditions of Covid-19 pandemic. Although there is a stigma that digital media has an unfavorable impact on the student learning process, technological developments also support creative concepts that can be used at the educational level. Based on these conditions, the idea emerged to develop an educational media based on boardgames to provide a learning process. In this study, researchers chose a general topic as the basis for the content of the boardgame, which is Indonesian culture. This topic was chosen considering the need for the younger generation to understand about Indonesian culture as their homeland. The research method in finding content is collecting data about Indonesian culture from books and the internet. While the design development uses qualitative methods as the basis for thinking. In this development, the resulting prototype is a combination of designs on paper and the use of smartphones in the explanation process using Augmented Reality technology. It is hoped that this prototype can become a design that attracts the interest of the younger generation to learn about their own culture.
Board Game Design as a Means to Educate Indonesian Novice Voters about Participating in an Elections Prayogo, Ignatius Hendy; Salamoon, Daniel Kurniawan; Tanudjaja, Bing Bedjo
k@ta: A Biannual Publication on the Study of Language and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.69-73

Abstract

Apathetic about elections in Indonesia is one of few topics that are often discussed whenever the elections period is being held. With generation z attain 27. 94 percent of the total population of Indonesia, it is important that the majority of the Indonesian citizens participate and use their right to vote wisely with a mindset that cares about the nation’s future. This board game is created as a means to educate Indonesian novice voters about taking part in an election so that they are more inclined to participate and use their right of voting. Using board games as the medium makes learning more fun and conveys the message more easily.
Board Game Prototype About the Historical Period of Japanese Colonialism in Indonesia for Middle School Students Soebakti, Jonathan Winfredo Wongso; Tanudjaja, Bing Bedjo; Salamoon, Daniel Kurniawan
k@ta: A Biannual Publication on the Study of Language and Literature Vol. 26 No. 00: SPECIAL EDITION, MARCH 2024
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.26.00.31-44

Abstract

The teaching method used in history subjects usually needs a lot of memorizations, considered less interesting and less important compared to other subjects leading to difficulties to memorize the topic. The other reason the students think that history is not too important is because they are more interested in other countries' cultures. This prototype is made mainly for middle school students so that they are motivated and more interested to learn Indonesian history. This prototype uses qualitative research and uses 5W+1H data analysis. With the creation of the Koloni board game, we hope that the students can be more interested in learning and understanding Indonesian history.