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NAPAK TILAS TATA RUPA DAN CETAK SAMPUL NOVEL DI INDONESIA (1931-2010) Wantoro, A M; Zpalanzani, Alvanov; Sachari, Agus
Visualita Jurnal Online Desain Komunikasi Visual Vol 5 No 1 (2013): August
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (921.768 KB) | DOI: 10.33375/vslt.v5i1.1105

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Sebagai salah satu produk budaya, sampul buku terus mengalami perkembangan seiring zaman. Salah satu perkembangan paling signifikan dari sampul buku adalah tata rupanya, khususnya pada sampul novel. Perkembangan tata rupa sampul buku khususnya jenis buku novel di Indonesia dipengaruhi oleh perubahan dinamika sosial, iklim politik, budaya, kondisi ekonomi, perkembangan teknologi, serta peran institusi-institusi pendidikan desain. Penelitian ini mengkaji perkembangan tata rupa termasuk pergeseran nilai estetis pada sampul buku khususnya novel di Indonesia, yang merupakan pemetaan nilai-nilai tata rupa yang dapat dijadikan model bagi strategi pengembangan nilai-nilai estetis pada karya desain khususnya sampul buku novel di Indonesia.
Representasi Islami dalam animasi “Nussa” sebagai media pembelajaran untuk anak Fathin Hanifah Langga; Hafiz Aziz Ahmad; Alvanov Zpalanzani Mansoor
Rekam : Jurnal Fotografi, Televisi, Animasi Vol 16, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v16i2.3612

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Pendidikan Islami merupakan tuntunan dalam kehidupan umat muslim. Media film/video/animasi di YouTube dianggap sebuah media yang efektif dalam menyampaikan pendidikan Islam. Animasi Nussa merupakan serial animasi dengan konten edutainment Islami untuk orang tua dan anak-anak. Penelitian ini bertujuan untuk membahas representasi visual keislaman dalam animasi Nussa. Penelitian ini menggunakan metode deskriptif dengan teknik analisis visual. Representasi Islami pada animasi Nussa ini tidak hanya dapat dilihat dari segi cerita saja atau visual saja, namun juga dapat dilihat dari berbagai kombinasi seluruh konsep elemen atau atribut yang terkait didalamnya. Hal ini dapat dilihat dari pemilihan warna, adegan, penampilan tokoh (kostum), dialog dan pemilihan nama tokoh. Berbagai penggunaan elemen dan atribut tersebut didominasi oleh lambang keislaman. Islamic representation in “Nussa” animation as learning media for childrenAbstractIslamic education is a guide in the lives of Muslims. Films/videos/animations media on YouTube is considered an effective media in conveying Islamic education. Nussa animation is an animated series with Islamic edutainment content for parents and children. This study aims to discuss Islamic visual representation in Nussa animation. The research method used is discourse analysis based on Gillian Rose‟s visual analysis. The Islamic representation in Nussa animation can not only be seen in term of the story or visual but also can be seen from various combinations of all concepts of elements or related attributes in it. This can be seen from the selection of colours, scenes, the appearance of characters (costumes), dialogue and character name selection. Various uses of these elements and attributes are dominated by Islamic symbols.
KAJIAN KAMPANYE SOSIAL WORLD WILDLIFE FUND: THE LAST SELFIE Egie E. Yusadhi; Alvanov Zpalanzani Mansoor
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i2.559

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The cases of protecting endangered animals around the world are difficult to solve. Lack of public awareness of the survival of these animals become one of the contributing factors. Given the importance of the survival of these animals, World Wildlife Fund as a global fund-raising agency invitesDanish and turkey advertising agencies to create a social campaign where they invited millennials to donate their money to help the survival of endangered animals and comes up with #LastSelfie. It is social media based campaign using Snapchat which then integrated with other social media. This campaign generated 40,000 tweets in a week and meets donation goal in just three days. This is a descriptive explanative research which itspurpose is to find out whether #LastSelfie campaign through breaking the structure of campaign materials and depict its relationship with the aim of campaign based on copywriting and target audience Engagement Process in social media theory. Through the application of this concept which encompasses various aspects of the campaign, at the end of this writing, the authors concludes that #LastSelfie campaign corresponds to the process sequence of Engagement in social media — consuming, curation, creation, collaboration, through meticulous campaign naming, copywriting strategy, sharing among peers, and collaborative donation to help preserve endangered animals.
KAJIAN KEGAGALAN KAMPANYE PERIKLANAN EXPERIENTIAL SOLIDARITAS SOCIAL DISTANCING COVID-19 MCDONALD’S BRAZIL Alvanov Zpalanzani Mansoor
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 (636.435 KB) | DOI: 10.31937/ultimart.v13i1.1550

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Pewaralaba McDonald’s Brazil memublikasikan kampanye experiential solidaritas gerakan social distancing untuk menghambat pandemi Covid-19 pada 20 Maret 2020. Awalnya kampanye tersebut mendapat apresiasi positif, namun muncul sejumlah apresiasi negatif dari netizen media sosial global yang mengakibatkan McDonald’s menarik semua materi kampanye tersebut sambil meminta maaf. Kampanye ini dikaji secara deskriptif eksplanatif sebagai sebuah pembelajaran dalam bidang desain komunikasi visual, khususnya perancangan experiential marketing yang memanfaatkan identitas merek. Didapatkan bahwa strategi kampanye yang disusun melalui sejumlah modul pengalaman relevan dengan alasan rasional yang dibangun, akan tetapi tidak membangun empati atau ada kesenjangan pada aspek emosional. Selain itu terdapat kesenjangan informasi atas layanan dengan ekspektasi serta persepsi masyarakat terhadap merek dan kampanye yang dilaksanakan. Pertimbangan relasi antara pemanfaatan elemen identitas dan merek dengan persepsi dan ekspektasi akan kinerja merek harus disusun dan dipetakan dengan jelas sebelum merancang sebuah kampanye dengan strategi experiential marketing.
Cells at Work: Media Integration Mapping Hedi Amelia Bella Cintya; Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2000

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Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are aimed at people who prefer interactive learning. The findings from this study can be used as a consideration for creating and integrating educational media. Keywords: media integration; mapping; educational comic; science; cells at work.
Analisis Struktur Penceritaan Webtoon Horor Creep Episode 11 Basyarayni Mawla Fatha; Alvanov Zpalanzani Mansoor
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2015

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Webtoon is a form of graphic narrative that interweaves words and images through panel arrangement like a printed comic. However, webtoon’s vertical orientation is one of the few differing factors that excludes webtoon from the printed comic category. Like other genres in fictional graphic narrative, horror webtoon also adjusts its narrative structure through some of webtoon’s building aspects. This research aims to find out how the horror atmosphere is built in a popular Indonesian horror webtoon titled Creep created by Ino Septian by examining one of the representative episodes. This analysis is conducted by applying Zpalanzani's triangulation analysis model perfected by adding the structural affect theory of stories by Brewer and Lichtenstein. The results of this study indicate that some building aspects of webtoon such as the gutter space, the vertical orientation of the canvas, and the arrangement of the text that connects each panel are utilized to build the horror narrative and atmosphere. These three aspects provide the readers with a more emotional experience of the horror itself. Keywords: horror; webtoon; visual narrative
Kajian Gamifikasi Mekanik sebagai Variabel dalam Literasi Media Board Game Fadhilah Amalia; Alvanov Zpalanzani Mansoor
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2020

Abstract

In accordance with the changes that occur in 21st century, the world’s media industry also undergoes rapid changes. The variety of media that continues to emerge and develop in all levels of society has a significant impact, one of which is the board game media. This phenomenon has attracted the attention of researchers to examine board game media as a media education towards media literacy skills. Media literacy is the ability to seek, find, and use information from media messages by adapting cognitive abilities and critical thinking in analyzing and questioning media messages that are seen, read, and watched. Media literacy has a broad scope that is believed to be able to function as the stronghold for the public in ability to think critically. This study was conducted to examine the gamification mechanics element as an independent variable in the board game media literacy, focusing on the concept of media literacy based on individual competence, especially on critical understanding criteria. Keywords: board game; critical understanding; gamification mechanics; media literacy.
Comic Studies THE POTENTIAL OF WAYANG RAMAYANA R.A KOSASIH COMICS AS A MEDIA (KOMPLEMENTER) OF JUNIOR HIGH SCHOOL LEARNING IN CENTRAL JAVA Safira Rizky Rachmania Hadi; Alvanov Zpalanzani Mansoor
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 6 No 2 (2021): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v6i2.3623

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Local content for junior high school content in Javanese language lessons is the story of Ramayana. Junior high school curriculum version 2013, uses Kidang Kencana story segment in Ramayana as Basic Competence 3 in Semester 2 outcome, and students have difficulty understanding it due to various factors. On the other hand, R.A Kosasih made a wayang comic titled Rama and Sinta (Ramayana). Therefore, the aim of this research is to examine whether the comic Rama and Sinta (Ramayana) can be used as a learning medium for junior high school students in Central Java. This is a qualitative research with an empirical approach. The results of the analysis show that there are similarities in the contents of the story, characters, settings and the story line of the Ramayana between the Javanese language textbook and the comic. Therefore, it can be concluded that the comic Rama and Sinta (Ramayana) can be used as a learning medium in Javanese language subjects through language translation, because the content is in accordance with the curriculum.
Kajian Desain Karakter Dalam Game Overwatch dalam Kerangka Metode Perancangan Manga Matrix Fajar Persada Supandi; Alvanov Tzpalanzani Mansoor; Savitri Putri Ramadina
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
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 (1191.91 KB) | DOI: 10.5614/jkvw.2017.8.1.5

Abstract

Overwatch adalah game dengan genre First Person Shooter(FPS) dan juga Massive Online Battle Arena (MOBA). Terdapat 22 karakter yang dapat dipilih oleh pemain dan setiap karater memiliki kemampuan bertempur, senjata, bentuk badan, dan peran terbagi menjadi empat macam, yaitu: offense, Defense,Tanker, dan Support. 2 karakter wanita tersebut dipilih untuk menjadi objek penelitian, karena dalam permainan Overwatch, kedua karakter tersebut memiliki keterkaitan yang dibangun dengan latar belakang cerita yang kuat. Penelitian ini dilakukan dengan analisis struktur visual dengan pendekatan teori Manga Matrix. Pada 3 matrix dalam karakter yang dikaji, yaitu: matriks bentuk, matriks kostum, matriks personaliti. Hasiltemuan penelitian ini adalah manga matrix dapat diaplikasikan untuk menganalisis karakter dalamvideo game Overwatch. Akan tetapi, karena kedua karakter yang dianalisis keduanya merupakan manusia dalam bentuk wanita yang berbeda usia, mekanisme perancangan chara dalam Overwatch dibalik dari matrix personity, matrix kostum, dan terakhir menggunakan matrix bentuk. kesimpulan lainnya adalah game overwatch pada setiap karakternya lebih memfokuskan pada fungsi permainan dari masing-masing karakter. 
Perancangan Komik Digital Interaktif "New Ethnicia" : Eksplorasi Visual Storytelling Cerita Rakyat Indonesia Rizal A. Dzulfiqar; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 2 (2014)
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 (1147.664 KB) | DOI: 10.5614/jkvw.2014.6.2.2

Abstract

Indonesian folkloree in comic form is still difficult to compete with foreign-made comics both in quality and quantity. Moreover, with Indonesia’s teens as target market who tend to like comics from abroad, Indonesia’s folkloree and content in comic may be neglected. In order to prevent those conditions, it required an alternative solution to packaging folkloree through popular visual media among teens such as mobile device. Interactive digital comics in mobile devices may support the presentation of Indonesian folkloree, as long as it designed with the appropriate interactive storytelling and media strategy. This is an action research that delivering solution in form of adigital comic prototype. Through selected aspects of visual storytelling and interactivity theory, data will be analyzed to produce the digital comic formulation from Indonesia folkloree which will work as the foundation of designing interactive digital comics on mobile devices. As the result, the Indonesia’s folkloree can be delivered through a formulation of combined interactive storytelling and media strategy.
Co-Authors Acep I. Saidi Agung Eko Budi Waspada Agus Sachari Ahmad Ade Nugraha Amar Leina Chindany Anasthasia D, Erline Andrea, Elba Arya Pati, Lentya Permata Sari Astri Adhiningsih Avisenna E. Ramadhana Avisenna Eka Ramadhana Bangun, Zanetta Charissa Eliezer Basyarayni Mawla Fatha Bima Nurin Aulan Budiwaspada, Agung Eko Caesar Esaputra Sutrisna, Caesar Esaputra Cintya, Hedi Amelia Bella Dody Achmad Nawawi Egie E. Yusadhi Egie E. Yusadhi Fadhilah Amalia Fajar Persada Supandi Fatha, Basyarayni Mawla Fathin Hanifah Langga Galuh Mawarni Matahariputri Gisca Fransisca, Gisca Gozali, Jessica Hafiz Aziz Ahmad Hafiz Aziz Ahmad Haris Mustafa Hidayah, Nurul Ulhaq Ifa S. Mustikadara Iffada, Attin Rizqita Iman Sudjudi Intan Rizky Mutiaz Irawati Tirtaatmadja Irfansyah Irfansyah Khairi, Ardes Muhammad Naufal Khasanah, Annisa Nurul Kurniasih, Kiyasati Putri Lesmana, Moh. Eka Lies Neni Budiarti Luki Ahmadi Hari Wardoyo Lukman Putra Farera Lulu Afifah Ichsan Mahatma Putri Maslan, Riama Matahariputri, Galuh Mawarni Maulana, Akmal Mikha Widy Mukhlis Nur Munir, Miftakhul Mustikadara , Ifa Safira Mustikadara, Ifa Safira Mutiaz, Intan Rizki Naomi Haswanto Nawawi, Dody Achmad Nina Nurviana Pahlevi, Anthoni Reza Pandu Sotya Kusuma Pindi Setiawan Puji Antari Rahayu Rabendra Yudistira Alamin Rahmadini, Siti Rama Dwissa Wiana Rangga Priadinta Rendra M. Ridwan Rizal A. Dzulfiqar Safira Rizky Rachmania Hadi Saimima, Rahman Muslim Sarah Sofia S. Putri Sari Hatmawarti Satria, Firmanda Savitri Putri Ramadina Sherly Fransisca Sophia Purbasari Syaika, Namira Mudia Tsamarah Nadiyah Wantoro, A M Wing Yudha Adya Pratama Yasraf Amir Yasraf Amir Piliang Zahra, Nurmalita Zulfikarini, Raudya Tuzzahra