Rana Syakirah Rinaldi
Universitas Budi Luhur

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Analisis Semiotika Game Troublemaker Sebagai Representasi Perilaku Kekerasan Remaja Ricky Widyananda Putra; Rana Syakirah Rinaldi
Jurnal SASAK : Desain Visual dan Komunikasi Vol 6 No 1 (2024): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v6i1.3968

Abstract

Game pada saat ini telah mengalami kemajuan, dimana bukan sebagai media hiburan semata. Tetapi bisa menampilkan cerita visual berupa konflik sosial masyarakat. Sebagai contoh bentuk konflik yang terjadi di masyarakat berupa bentuk perilaku kekerasan. Pada penelitian ini fokus permasalahan yang akan di bahas berkaitan dengan bagaimana kekerasan dikonstruksi dalam ranah media game. Tujuan dari penelitian ini adalah untuk mengungkap makna mendasar yang terkait dengan unsur kekerasan melalui visualisasi dalam game Troublemaker. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan menggunakan teori semiotika Roland Barthes. Sehingga hasil penelitian ini adalah mengungkapkan makna dan ideologi terkait kekerasan yang dikonstruksikan dalam media game. Peneliti berharap, penelitian ini dapat berkontribusi pada peran video game yang dapat membentuk nilai-nilai dan persepsi budaya.
Analisis Perubahan Desain Karakter Dalam Gim Seri Dreadout Pendekatan Manga Matrix (RETRACTION) Rinaldi, Rana Syakirah
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 6, No 2 (2024): Visual Heritage: Jurnal Kreasi Seni Dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v6i2.8187

Abstract

Artikel ini ditarik kembali karena telah terbit di jurnal lain, dapat dicek melalui pranala berikuthttps:https://jurnalcikini.ikj.ac.id/index.php/jurnalcikini/article/view/218
PERANCANGAN ILUSTRASI NOVEL “AKU ANAK BROKEN HOME” KARYA DENNIS CHRISTOPHER Rinaldi, Rana Syakirah; Ruslan, Arief
Kartala Vol 2 No 2 (2023): Juni 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (351.397 KB) | DOI: 10.36080/kvs.v2i2.93

Abstract

Reading a novel book isn’t that hard, because it’s light reading and neat reading flow make it’s easy to understand. This paper explain how an illustration could be a media support for a novel book. According to interview with a novelist, Dennis Christopher himself that he needs an illustration as a story reinforcement for a novel he wrote named “ I’m A Broken Home Kids”. This novel book is about how it feels to be a broken home kids, in this novel book Dennis want something different from his previous books, he wanted to add an illustration for each story in this book. According to Dennis himself visualization is very important, adding an illustration in each page can touch audience emotions and also strengthen the content of the story. therefore the creator finally made an illustration for each sheet of Dennis’s novel book named “ I’m A Broken Home Kids”.
Analisis Semiotika Game Troublemaker Sebagai Representasi Perilaku Kekerasan Remaja Putra, Ricky Widyananda; Rinaldi, Rana Syakirah
Jurnal SASAK : Desain Visual dan Komunikasi Vol. 6 No. 1 (2024): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v6i1.3968

Abstract

Game pada saat ini telah mengalami kemajuan, dimana bukan sebagai media hiburan semata. Tetapi bisa menampilkan cerita visual berupa konflik sosial masyarakat. Sebagai contoh bentuk konflik yang terjadi di masyarakat berupa bentuk perilaku kekerasan. Pada penelitian ini fokus permasalahan yang akan di bahas berkaitan dengan bagaimana kekerasan dikonstruksi dalam ranah media game. Tujuan dari penelitian ini adalah untuk mengungkap makna mendasar yang terkait dengan unsur kekerasan melalui visualisasi dalam game Troublemaker. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan menggunakan teori semiotika Roland Barthes. Sehingga hasil penelitian ini adalah mengungkapkan makna dan ideologi terkait kekerasan yang dikonstruksikan dalam media game. Peneliti berharap, penelitian ini dapat berkontribusi pada peran video game yang dapat membentuk nilai-nilai dan persepsi budaya.
Analisis Perubahan Desain Karakter dalam GIM SERI DREADOUT Pendekatan Manga Matrix Rinaldi, Rana Syakirah; Saefudin, Ahmad Thabathaba’i
Jurnal Seni Nasional Cikini Vol. 9 No. 1 (2023): Jurnal Seni Nasional Cikini Vol. 9 No.1
Publisher : Riset, inovasi dan PKM - Institut Kesenian Jakarta, DKI Jakarta.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52969/jsnc.v9i1.218

Abstract

Game is an interactive media that can create a space of imagination. DreadOut is a digitale game that adapts Indonesian culture as an entertainment aspect in the game, By bringing Indonesian ghosts. In its development, visual appearance is important in building an interesting game, one of which is the characters. There are differences in kuntilanak and tuyul characters in Dreaout 1 and Dreadout 2. This research dissects the differences between these characters using a manga matrix approach. It is hoped that this research will be a reference as a development of visual creation of characters in the game, in order to develop interesting characters according to the intended target market.
Eksperimen Tipografi Hip-dut: Representasi Identitas Lokal Musik Dangdut Gen Z melalui Kecerdasan Buatan Visual Dhika Purnama Putra; Carol Sebastian Hutauruk; Rana Syakirah Rinaldi; Dewi Pugersari; Arbi Cristional Lokananta
Kartala Virtual Studies Vol 5 No 2 (2026): Juni 2026
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v5i2.354

Abstract

This study examines the representation of local identity in Hip-dut music through digital typography as a form of visual expression among Generation Z in the era of digital popular culture. Hip-dut, as a fusion of dangdut, hip-hop, and Gen Z visual aesthetics, exists not only in the musical realm but also shapes a distinctive visual language through concert posters, song covers, and social media content. The central problem addressed in this research is the limited academic inquiry into Hip-dut typography as a representation of local cultural identity, particularly in relation to the use of visual artificial intelligence. This study employs a qualitative approach with a design experimentation method. Data were collected through observation of 90 Hip-dut visual artifacts, which were then analyzed using no-code visual artificial intelligence to identify dominant typographic patterns. The findings served as the foundation for exploring digital typeface design through generative AI technology, subsequently refined through manual processes. The experimental typefaces were evaluated via legibility and perception testing with a Gen Z audience. This research produced a prototype Hip-dut Display Typeface that represents the visual character of Hip-dut music, and demonstrates that collaboration between artificial intelligence and designer intuition can enrich typographic exploration rooted in local identity.