Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Kemadha

LANDSCAPE FOTOGRAFI SEBAGAI MEDIA PROMOSI PANTAI DI KABUPATEN PACITAN Hero Nugraha Saputra; Arif Yulianto; Ahmad Khoirul Anwar
JURNAL KEMADHA Vol. 11 No. 1 (2021): Kemadha Vol 11 No 1 April 2021
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pemilihan landscape fotografi sebagai media promosi pantai Pacitan karena landscape fotografi merupakan cabang fotografi yang mengkhususkan pada alam. Awalnya adalah salah satu jenis fotografi yang memotret alam tanpa mementingkan unsur manusia. Menciptakan karya fotografi yang didalamnya menceritakan keindahan Pantai Pacitan kepada wisatawan dengan menggunakan medium foto, essay sebagai pelengkap untuk menceritakan apa yang tidak ada didalam foto. Keindahan yang ingin ditampilkan ialah tentang Foto landscape merupakan foto-foto mengenai bentangan alam yang terdiri dari unsur langit, daratan dan air, sedangkan manusia, hewan dan tumbuhan hanya menjadi unsur pendukung dalam foto ini. Media sosial digunakan sebagai alat promosi karena memiliki respon secara langsung dengan penggunanya. Teknik pengambilan gambar dengan teknik landscape fotografi menggunakan kamera Canon EOS 60D. Filter yang digunakan ND 1000 dan GND Soft 0.9. Sedangkan software (perangkat lunak) berupa program grafis Correl Draw dan Adobe Photoshop. Hasil dari Landscape fotografi ini berupa media utama yaitu poster, feed instagram dan feed facebook sebagai media promosi Pantai di Kabupaten Pacitan.
Perancangan Game Story “Inner Threads” Sebagai Media Edukasi Kesehatan Mental Pada Generasi Muda Di Indonesia Laila; Ahmad Khoirul Anwar; Yudi Wibowo
JURNAL KEMADHA Vol. 16 No. 1 (2026): Navigasi Pedagogi Digital: Transformasi Desain Komunikasi Visual dan Narasi In
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2097

Abstract

ABSTRACTMental health is a crucial aspect of individual well-being, yet it is a pressing concernamong Indonesia's younger generation. Data from the 2022 I-NAMHS shows that34.9% of adolescents experience mental health issues, with 5.5% diagnosed with amental disorder. Studies also indicate that cases of mental disorders, particularlyanxiety and depression, peak in early adulthood (21-23 years). However, it is still only2.6% of adolescents who access services. Globally, the WHO identifies adolescents asbeing at high risk for mental disorders, with depression being the leading cause ofdisability and suicide the leading cause of death among those aged 15-29. In responseto this gap, this project developed "Inner Threads," an interactive visual novel game asa medium for mental health education. The game targets late adolescents and youngadults in Indonesia, highlighting issues of emotional management and burnout, as wellas the importance of professional support. This approach aligns with Generation Z'spreference for digital technology and gaming. This is supported by an interest survey,which showed 84.7% of respondents were interested. The development of "InnerThreads" used the Multimedia Development Life Cycle (MDLC) method. The finalresults showed that this game was effective in conveying an educational message andincreasing user awareness, empathy, and understanding of mental health issues. Thiseffectiveness was demonstrated by playtest results with respondents aged 18-24, wherethe majority felt a substantial emotional impact, found the story relevant, andappreciated the visuals and music that supported the immersive experience. This gamesuccessfully triggered self-reflection, fostered awareness of the importance of supportfrom those around them, and even motivated them to seek professional support.Keywords: Mental Health, Adolescents, Early Adults, Educational Games, VisualNovels, Inner Threads, Indonesia.