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OPEN AIR CINEMA SEBAGAI RUANG KOMUNIKASI Arifianto, Budi Dwi; Muktaf, Zein Mufarrih
Jurnal Publisitas Vol 6 No 1 (2019): Oktober
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM), Sekolah Tinggi Ilmu Sosial dan Ilmu Politik (STISIPOL) Candradimuka Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.263 KB) | DOI: 10.37858/publisitas.v6i1.17

Abstract

Open air cinema is also called "layar tancap" is an exhibition style of film that plays in open space. Desa Sumber is in Magelang, Central Java, building a creative tourism village. The initial stage is exploring village potential as a commodity that will be offered as a tourist attraction. Film is considered to be a solution to answer these problems. Film as an art product was chosen as a medium for human empowerment, especially the medium to develop village potential. The purpose of this study was to find out the practice of open air cinema as a space for dialogue and communication in Sumber Village. The research method used is using the PRA (Participatory Research Appraisal) approach. Data retrieval by interview and participatory observation. The conclusion in this study is that film exhibition with an open air cinema model can be a medium of community communication. Film production and exhibition can support democratic communication relations.
Literasi Digital dan Pendidikan Pemilih Generasi Z dengan Media Permainan Kartu Rahman, Taufiqur; Muktaf, Zein Mufarrih; Tunggali, Ade Putranto Prasetyo Wijiharto; Pradipta, Elita Putri
JPM: Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2024): October 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v5i2.2111

Abstract

Social media is currently widely used to discuss politics and the resulting discourse often polarizes society. In addition to the issue of political polarization, an important issue that needs to be observed ahead of, during and after the election is the circulation of hoaxes, fake news, and hate speech between supporters of political candidates. According to the results of the Kompas R&D survey, the interest of Generation Z is large enough to use the right to vote in the 2024 election. However, their enthusiasm tends to be lower when compared to the generation above them. If in Generation Z the enthusiasm rate is at 67.8 percent, then the participants of the generation above have a percentage of 68.1-77.9 percent. For this reason, it is necessary to have alternative media that can be used as a vehicle for political education for generation Z so that their enthusiasm to participate in elections is increasing. This community service team has developed a card game as an alternative media for voter education among generation z. The result of the event using this game shows an increase of understanding of the participants from 43,33 point to 67,65 point in average out of 17 participants of the event.
Kartun untuk Periklanan: Studi Kasus Desain Kartun Koyoiki Design Studio Muttaqien, Muhammad; Muktaf, Zein Mufarrih
Jurnal Audiens Vol. 6 No. 1 (2025): March
Publisher : Universitas Muhammdiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jas.v6i1.586

Abstract

Cartoons are visual works that are predominantly used in advertising works, such as logos, mascots, illustrations, comics, and even animations. Cartoons are creative works that involve an imaginative creative visual process. This study is a study of the creative process of making cartoons for advertising. Koyoiki Design Studio is a design studio that produces a lot of cartoon production works for mascots, logos, or advertisements. This study wants to see how the process of making cartoon works at Koyoiki Design Studio. The method used is a case study approach. The reason for using this approach is to obtain information about the process that occurs at the creative stage of making cartoon characters. The novelty in this study is; first, cartoon design is straightforward and flexible. Visually, cartoons are not realistic, and are more directed at funny visuals, although this does not mean that funny visuals are intended for funny needs. Second, Cartoons are simple and directed at symbolic forms. Commercial cartoons tend to follow general cartoon rules, such as bright colors, funny, interesting and imaginative. Because commercial cartoon design considers audience acceptance. Third, Cartoons consider propositions. Cartoons often involve associations or personifications, so that the audience understands what the character means. The role of cartoons consists of a). Design Thinking and Brief Analysis, b). Collection of references, c). Selection of objects to display cartoons, d). Managing objects into cartoon characters.
Pelanggaran Etika Pariwara Indonesia dalam Iklan Dancow 1+ Imunonutri Praditya, Radika Dava; Ramadhani, Dwi Ardika; Pamungkas, Alam Hanafi Assidiq Andi; Muktaf, Zein Mufarrih
Jurnal Audiens Vol. 6 No. 2 (2025): June
Publisher : Universitas Muhammdiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jas.v6i2.562

Abstract

Advertisements are an effective communication tool to influence consumer behavior, including promoting the Dancow 1+ immunonutri formula milk product. However, advertising must meet the standards of the Indonesian Advertising Ethics to avoid misleading consumers. This research explores ethical violations in the "Dancow 1+ Imunonutri" advertisement, which was found to violate several articles in the Indonesian Advertising Ethics. Claims suggesting that consuming this product instantly can enhance children's intelligence, along with the use of dramatic visuals and price comparisons without supporting data, are considered misleading. This methodology uses qualitative descriptive analysis through advertisement observation and an advertising ethics approach. The analysis results show that the advertisement violates Article 1.29.3, which requires the delivery of clear and non-misleading information.
SAFETY-TOURISM: SAFETY INFORMATION MANAGEMENT IN DISASTER TOURISM Muktaf, Zein Mufarrih; Damayani, Ninis Agustini; Agustin, Herlina; Hananto, Nugroho Dwi
Jurnal Ilmu Komunikasi Vol 13 No 2 (2024): Jurnal Ilmu Komunikasi (JKMS)
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35967/jkms.v13i2.7638

Abstract

Pada tahun 2018 telah terjadi tiga kali kecelakaan di Wisata Volcano Tour Gunung Merapi, Provinsi Yogyakarta, Indonesia. Pada saat itu wisata Gunung Merapi sebagai wisata berbasis masyarakat mengalami kendala dalam pengelolaan dan pengawasan standar keselamatan wisata dikarenakan jumlah komunitasnya yang banyak sehingga sulit untuk melakukan koordinasi. Sebagai wisata bencana dengan risiko tinggi, diperlukan pengelolaan wisata keselamatan yang baik, salah satunya adalah pengelolaan informasi keselamatan bagi wisatawan agar tujuan dari pemahaman wisata keselamatan dapat tercapai. Penelitian ini bertujuan untuk mengetahui bagaimana pengelolaan informasi keselamatan pada wisata Volcano Tour Gunung Merapi dan saat erupsi freatik pada tahun 2018. Metode penelitian yang digunakan adalah pendekatan studi kasus. Temuan penelitian ini adalah pertama, belajar dari fenomena Volcano Tour Gunung Merapi, keselamatan wisata menjadi hal yang krusial, khususnya pada wisata massal. Kondisi keselamatan menjadi penting karena wisata bencana memiliki risiko yang tinggi. Kedua, keselamatan wisata merupakan pengurangan risiko kecelakaan. Ketiga, mitigasi keselamatan wisata terbagi dalam dua perspektif yaitu struktural dan non-struktural. Pada non-struktural, penerapan informasi keselamatan dilakukan melalui dua cara yaitu praktik media dan literasi pengurangan risiko. Keempat, keselamatan wisata berkorelasi dengan infrastruktur yang mendukung akses keselamatan dan pentingnya sumber daya manusia yang andal dalam keselamatan wisata.
Literasi Digital dan Pendidikan Pemilih Generasi Z dengan Media Permainan Kartu Rahman, Taufiqur; Muktaf, Zein Mufarrih; Tunggali, Ade Putranto Prasetyo Wijiharto; Pradipta, Elita Putri
Jurnal Pengabdian Masyarakat - PIMAS Vol. 3 No. 4 (2024): November
Publisher : LPPM Universitas Harapan Bangsa Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35960/pimas.v3i4.1589

Abstract

Social media is currently widely used to discuss politics and the resulting discourse often polarizes society. In addition to the issue of political polarization, an important issue that needs to be observed ahead of, during and after the election is the circulation of hoaxes, fake news, and hate speech between supporters of political candidates. According to the results of the Kompas R&D survey, the interest of Generation Z is large enough to use the right to vote in the 2024 election. However, their enthusiasm tends to be lower when compared to the generation above them. If in Generation Z the enthusiasm rate is at 67.8 percent, then the participants of the generation above have a percentage of 68.1-77.9 percent. For this reason, it is necessary to have alternative media that can be used as a vehicle for political education for generation Z so that their enthusiasm to participate in elections is increasing. This community service team has developed a card game as an alternative media for voter education among generation z. The result of the event using this game shows an increase of understanding of the participants from 43,33 point to 67,65 point in average out of 17 participants of the event.
Film sebagai Literasi Bencana Berbasis Visual di Desa Sumber, Magelang, Indonesia Budi Dwi Arifianto; Muktaf, Zein Mufarrih; Silmy Mauli
IMAJI Vol. 15 No. 1 (2024): Arsip, Wacana Visual & Film Eksperimental
Publisher : Fakultas Film dan Televisi - Institut Kesenian Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52290/i.v15i1.139

Abstract

Isu resiliensi menjadi isu yang penting dalam Pengurangan Risiko Bencana di era sekarang ini. Sesuai dengan apa yang menjadi salah satu prioritas pada Sendai Framework for Disaster Risk Reduction. Penelitian ini dilakukan di Desa Sumber, Magelang, sebuah desa yang masuk di Kawasan Rawan Bencana III Gunung Merapi. Penelitian ini mencoba menerapkan model PEA (Produksi-Eksebisi-Arsip) dalam membangun literasi kebencanaan. Metode yang digunakan adalah PRA (Participant Research Apraisal), dengan melakukan pendekatan partisipasi bersama masyarakat. Temuan dari penelitian ini adalah, proses PEA (Produksi-Eksebisi-Arsip) melalui pendekatan video bisa dilakukan sebagai salah satu cara dalam membangun literasi kebencanaan. Hanya saja model pendekatan pengarsipan masih jauh dari yang diharapkan. Maka saran selanjutnya adalah mendiskusikan kembali pentingnya pengarsipan sebagai aset pengetahuan warga dalam upaya pengurangan risiko bencana.