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Perancangan Animasi 2D Riksa and the History of Tangkuban Perahu Rahmi, Lutfia Fatihah; Afif, Riky Taufik
Rekam Vol 21, No 1 (2025): April 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v21i1.13243

Abstract

Tangkuban Perahu adalah gunung berapi aktif di Jawa Barat, Indonesia, terletak di Jalan Tangkuban Perahu, Lembang, Bandung Barat. Nama "Tangkuban Perahu" berarti "perahu terbalik" dalam bahasa Sunda, merujuk pada bentuk kawahnya yang menyerupai perahu terbalik. Gunung ini memiliki sejarah letusan yang panjang sejak zaman prasejarah, Tangkuban Parahu terbentuk dari aktivitas letusan yang paling muda diantara jajaran gunung Api Sunda Purba dengan tipe letusanstrato, menciptakan topografi unik, kekayaan geologi serta cerita rakyat yang dipercaya masyarakat luas. Pentingnya penelitian geologi gunung ini adalah untuk memberikan pemahaman mendalam tentang deformasi sejarah alam dan mengaitkannya dengan legenda Sangkuriang sebagai cerita rakyat setempat. Tujuan dari animasi ini adalah untuk mengungkap sejarah  geologis  Tangkuban  Perahu,  memberikan  wawasan  tentang  evolusi  fisiknya,  dan memahami bagaimana mitos dan cerita tradisional bisa muncul dari interpretasi peristiwa alam. Metode yang digunakan adalah analisis deskriptif kualitatif , sedangkan metode perancangan animasi 2D menggunakan metode frame to frame.
Consumerism Behavior in Gaming Live Streaming: A Comparative Study of Subscription-Gifting Among YouTube Gaming Viewers in Indonesia and Douyu Viewers in China Rahmi, Lutfia Fatihah; Koesoemadinata, Mohammad Isa Pramana; Rahman , Yanuar
Enrichment: Journal of Multidisciplinary Research and Development Vol. 3 No. 5 (2025): Enrichment: Journal of Multidisciplinary Research and Development
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/enrichment.v3i5.439

Abstract

This study aims to analyze consumer behavior in live streaming, focusing on gift-giving behavior on YouTube Gaming in Indonesia and Douyu in China. Using a descriptive qualitative approach, this research explores the influence of parasocial presence (PSR) and social presence (SP) on viewers’ decisions to gift to streamers. The study also conducts a comparative analysis with previous research on Douyu to identify similarities and differences in audience behavior. The findings indicate that although PSR influences gift-giving behavior, its effect is stronger on YouTube Gaming than on Douyu, where higher donation amounts are observed. These results contribute to the understanding of the evolution of digital culture, particularly regarding consumerism in new media, and its global cultural relevance.
Design Of Illustrated Books Supporting Women's Programs To Strengthen The Identity And Thoughts Of Dewi Sartika Rahmi, Lutfia Fatihah; Koesoemadinata, Mohammad Isa Pramana; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 8 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i8.465

Abstract

Dewi Sartika is an Indonesian educational figure who made a major contribution to advancing women's education in the early 20th century. The educational values she taught, such as life skills, are now starting to be forgotten in the modern education system, including at Dewi Sartika Elementary and Junior High Schools in Bandung. Based on the analysis of school conditions, it was identified that the lack of implementation of Dewi Sartika's values had an impact on the weak identity of the school. This study aims to design an illustration book as a companion to the craft-based mini course program to preserve Dewi Sartika's educational values and increase the program's appeal. This Illustration Book Supporting the “Keputrian” Program is designed with a focus on craft materials, such as hot press techniques to process plastic into new products, adopting visual narratives that are relevant to the learning styles of the younger generation. The design thinking approach is used to ensure that the designed solutions are able to meet the needs of users, namely students, teachers, and tourists. By combining elements of aesthetics, ergonomics, and Sundanese culture, this book is expected to be an effective, interesting, and inspiring educational media for readers. This design not only supports the preservation of traditional aspects and skills, but also supports the achievement of sustainable development goals (SDGS), especially in quality education and gender equality.