Ekawardhani, Yully Ambarsih
Prodi Magister Desain Fakultas Pascasarjana Universitas Komputer Indonesia

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VISUALISASI KARAKTER KUNTILANAK BERDASARKAN CERITA LEGENDA URBAN MENGENAI TRAGEDI SAKIT HATI PEREMPUAN Rizky, Achmad Deptian Djenuari; Ekawardhani, Yully Ambarsih
Visualita Jurnal Online Desain Komunikasi Visual Vol 5 No 2 (2014): February
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (7602.613 KB) | DOI: 10.33375/vslt.v5i2.1099

Abstract

Salah satu legenda urban yang terkenal di Indonesia adalah cerita mengenai makhluk-makhluk gaib atau hantu. Pada masyarakat tradisional di Indonesia, hantu secara umum lebih diketahui sebagai roh atau arwah yang meninggalkan raga atau badan karena kematian yang tidak dikehendaki. Menilik kondisi ini maka masyarakat Indonesia mengidentifikasi bermacam-macam makhluk halus, dan salah satu yang dikenal luas adalah kuntilanak. Kuntilanak dipercaya sebagai hantu yang asal-usulnya adalah perempuan yang hamil tetapi kemudian meninggal dunia, atau perempuan yang meninggal karena melahirkan tetapi anaknya belum sempat dilahirkan. Materi legenda urban kuntilanak menarik untuk diangkat karena tidak hanya bercerita mengenai tragedi saja, tetapi bagaimana pemikiran masyarakat pengusungnya menjelaskan asal-usul legenda tersebut, perjalanan hidup sebelumnya menjadi dasar logis yang membentuk suatu konsep perwujudan kuntilanak, sifat serta citra perempuan yang dikenal cantik dan anggun berbalik drastis ketika bertemu tragedi dramatis, serta sifat nafsu duniawi yang terbawa kealam kematian. Hal-hal ini yang pada akhirnya  melegalisasi perwujudan sosok seram yang diketahui sebagai kuntilanak. Makalah ini berdasarkan penelitian dalam Tugas Akhir yang mengangkat gagasan untuk membuat media yang berkaitan wujud perupaan,  didasarkan pada penelitian mengenai cerita asal dikaitkan dengan pemahaman tentang keberadaan hantu perempuan, yaitu rasa sakit hati, dendam, dan alam kematian.
CITRAAN GAYA HARAJUKU PADA GAYA GRAFIS GRAFIS PRODUK DISTRO Ekawardhani, Yully Ambarsih; Yanti, Ari
Visualita Jurnal Online Desain Komunikasi Visual Vol 4 No 1 (2012): February
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (677.497 KB) | DOI: 10.33375/vslt.v4i1.1109

Abstract

Gaya Harajuku adalah sebuah fenomena yang sedang marak diadopsipada gaya grafis. Nama Harajuku merujuk pada sebuah tempat di Jepang, yang di dalamnya terdapat aktivitas fashion jalanan (street fashion), yang sangat dominan sehingga mempopulerkan tempat tersebut. Dominasinya tidak hanya mempengaruhi pencitraan tempat, tetapi menempatkan nama Harajuku menjadi sebuah gaya (style) berbusana. Menariknya, gaya tersebut kemudian diadopsi lagi menjadi gaya grafis pada produk-produk distro. Gaya grafis yang muncul membuat pencitraan yang mengesankan gaya Harajuku. Penelitian ini mengamati pengadopsian gaya Harajuku yang diterapkan pada gaya grafis produk distro. Asumsi dasarnya adalah pada gaya grafis tersebut terdapat ciri-ciri gaya Harajuku. Selain ciri juga terdapat penambahan karakter yang sesuai dengan jenis-jenis gaya Harajuku. Secara khusus, hal ini terjadi pada beberapa distro di kota Bandung. Sampel distro yang digunakan sebagai bahan penelitiannya adalah Screamous, Airplane System, dan Cosmic Clothing Company.Hasil penelitian menunjukkan bahwa dari keempat distro tersebut, tidakseluruhnya gaya grafis distro-distro tersebut mengadopsi citraan gaya Harajuku. Masih ada kecenderungan untuk tidak mengadopsi seluruh jenis gaya Harajuku. Terdapat lima gaya Harajuku yang lebih banyak menjadi pilihan, yaitu Gothic Lolita/Lolita, Cosplay, Vintage, Teenage Romance No Future dan Unformal Blazer.Kata Kunci: Gaya, Harajuku, Grafis, Distro
KAJIAN PRINSIP POKOK TIPOGRAFI (LEGIBILITY, READBILITY, VISIBILITY, DAN CLARITY) PADA POSTER FILM BERANAK DALAM KUBUR THE MOVIE DAN JELANGKUNG Ekawardhani, Yully Ambarsih; Natagracia, Ganeshya
Visualita Jurnal Online Desain Komunikasi Visual Vol 4 No 1 (2012): February
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (525.884 KB) | DOI: 10.33375/vslt.v4i1.1112

Abstract

Film merupakan suatu media komunikasi massa dan digunakan sebagaisarana hiburan. Film horor adalah salah satu genre dalam film, yangmenampilkanketegangan, kerisauan, kejijikan, dan berbagai kejadian tidak masuk akal. Pembahasan utama dalam penelitian ini adalah mengenai tinjauan visual tipografi judul film khususnya film horor Indonesia dalam media poster. Poster film memiliki elemen-elemen visual dimana tipografi film adalah salah satunya. Disini yang menarik perhatian adalah upaya menunjukkan kesan horor melalui tipografi. Pembahasan dalam penelitian ini adalah prinsip penggunaan tipografijudul film horor Indonesia pada poster. Dalam penelitian ini, untuk menjawab permasalahan yang diangkat tersebut dengan menggunakan metode deskriptif, yaitu metode atau cara menguraikan pemecahan masalah berdasarkan faktafakta yang terjadi pada waktu sekarang.Dari hasil penelitian dan analisis yang telah dilakukan, dapat ditarik kesimpulan Bahwa, tipografi judul film horor Indonesia pada dua poster film horor, yaitu Beranak Dalam Kubur The Movie dan Jelangkung, menggunakan jenis font yang sudah ada, dan kemudian dimodifikasikan dengan visual effect untuk menambah kesan horor secara visual. Berdasarkan teori prinsip pokok tipografi, penggunaan huruf pada poster film Beranak dalam Kubur The Movie telah memenuhi kaidah tipografi, sementara untuk film berjudul Jelangkung, belum memenuhi kaidah tipografi. Baik itu dari kualitas pada huruf yang membuat huruf tersebut dapat terbaca (legibility), kualitas pada teks yang membuat teks tersebut mudah dibaca (readibility), kemampuan huruf dan teks yang dapat terbaca dalam jarak tertentu (visibility), serta kualitas pada huruf dan teks untuk dapat dimengerti dengan jelas (clarity).Kata kunci : Film, Horor, Poster, Tipografi
Modification of Visual Characters in Indonesia Animation Film Ekawardhani, Yully Ambarsih; Santosa, Imam; Ahmad, Hafiz Azis; Irfansyah, Irfansyah
Harmonia: Journal of Arts Research and Education Vol 20, No 2 (2020): December 2020
Publisher : Department of Drama, Dance and Music, FBS, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v20i2.22556

Abstract

This study aims to determine the relationship between facial physiognomy, body shape, and visualization of animated film character designs. Characterization in an animated film is inseparable from the characters who are placed to fulfill the film’s role. In the creation of physiognomy and body shapes can be combined as an approach to design. The characters are modified through simplifications in the form of cartoons. This is done so that the visualization of the character gets closer to the role added, in addition to emphasizing the characteristics of one character to another. Even in animated films, characters become important elements to direct the understanding of stories. The approach used is interdisciplinary, given that in characters there is a merging of visual elements that need to be approached using different theories. The combination of theories used is personality theory through somatotype to find characters through body shapes, physiognomy from Ar-Razi and ming xiang to obtain character traits and the theory of simplifying shapes into cartoons. The result is a match between the characters played by the three reference elements. The interesting thing that was found was the application of different physiognomy between one character and another to reinforce the characteristics. So that in the film, these figures can represent roles, which are human presentations in real life.
User Interface/User Experience Design for Mobile-Based Project Management Application Using Design Thinking Approach A H Makalalag; Y A Ekawardhani; Theresia Valentina Lumban Gaol
International Journal of Education, Information Technology, and Others Vol 4 No 2 (2021): International Journal of Education, Information Technology, and Others
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (195.723 KB) | DOI: 10.5281/zenodo.5055189

Abstract

This study aims to design a mobile-based project management application design. User Interface/User Experience has become an important part of doing activities in digital media. Including facilitating study activities or certain jobs. This research is a User Interface/User Experience design for an information system that helps users manage projects and tasks. This application's design refers to the design thinking method to gain user experience, especially those with high mobility. Furthermore, in User Experience, a flat design is used, so it is easy to capture and use. Design thinking provides search directions about user needs, and flat design complements the ease of user experience. This research aims to create a User Interface/User Experience design that is user-friendly and attractive. This study concludes that users are helped by the application and have benefits for managing projects and tasks.
Sensuality Representation on Ahri’s KDA Popstar Skin Irfan Fauzi Toha; Yully Ambarsih Ekawardhani
ARTic Vol 3 No 2 (2021)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/artic.v3i2.4785

Abstract

This study dissected the costume contained in skin KDA Popstar on Ahri’s Champion in League of Legends game to find represenation of sensuality that adapted imagery from girlband Kpop. League of Legends is a game that offers player an arena to fight, survive and win the game. This studies on skin KDA Popstar of champion Ahri, which adapted from Korean girlband, the visual that can intrigue emotion, desire and addiction from players. The study is a qualitative research by describing skin KDA Popstar weared by champion Ahri then dissect the skin character based on costume matrix, analysis on similarity or relations among theories as well as element that formed perception, and interpretation to the skin KDA Popstar on champion Ahri. lastly design theory about visual culture to understand the general conception of skin character as a visual product. The analysis shows that Ahri’s skin KDA Popstar contains sensual concept in it’s each elements that adapted from Korean girlband image. The costume is focused on featuring her charm and sexiness. Ahri’s skin KDA Popstar represent sensuality evidenced by the form and visualisation of it’s costume.
Analisis Visual Kostum dan Atribut Sekhmet dalam Komik Marvel Syaima Antar Morsi; Yully Ambarsih Ekawardhani
ARTic Vol 4 No 1 (2021)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/artic.v4i1.8482

Abstract

The purpose of this study is to analyze the costume and attributes of Sekhmet's character in one of marvel's comic books titled "The Heroic Age: Prince of Power, where Sekhmet is a female supervillain character that was adapted from Egyptian mythology. In The Heroic Age: Prince of Power, issue 3, Sekhmet is visualized wearing costumes and attributes that match the description and visualization that can be found in ancient Egyptian artifacts. This research used descriptive qualitative with a narrative method and one of Tsukamoto's manga matrix theories, the costume matrix, to analyze further the ornaments and attributes that Sekhmet wore in the comic. This study found that Sekhmet's ornaments and costumes were indeed adapted from Egyptian mythology. However, even with so much similarity, there was an additional costume and attributes that differentiated the visualization of female supervillain Sekhmet and the Egyptian mythology goddess Sekhmet where female supervillain Sekhmet is visualized wearing attributes and costumes specialized for male soldiers, which adds masculinity factor to Sekhmet's female character. Keywords: Egyptian Mythology; Manga Matrix; Marvel; Sekhmet; Visual Analysis
Analisis Modifikasi Visual Gerakan Pencak Silat Melalui Teknik Gerakan Kamera Pada Film The Raid 2 Iklima Nur Mufida; Yully Ambarsih Ekawardhani
ARTic Vol 4 No 2 (2022)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/artic.v4i2.8511

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The purpose of this study is to find the visual modifications of Pencak silat movements in The Raid 2 movie through camera movement techniques. The martial arts movements used in The Raid 2 movie have been modified according to the needs of the movie. A descriptive qualitative method was used to collect and process data and information that was needed for this research. The author of this research also did a visual analysis of the Pencak silat movements that were shown in several selected scenes. The analysis was carried out by choosing several scenes from The Raid 2 movie and analyzing the camera movement techniques such as tilting, following, and panning in the selected scenes. The results of this study indicate that in The Raid 2 movie, there are Pencak silat movements that have been modified according to the needs of the film that was analyzed from camera movement techniques. And this research can describe how the original movement has been modified according to the interests of a film. This research also found that the Pencak silat movements modification as the result of mixing traditional martial arts and modern movie technology raises the interest of the audience.
Product logo identity design: a case study on increasing the value of micro, small, and medium enterprises (MSMEs) snack products Ekawardhani, Yully Ambarsih; Fasya, Muhammad Na'imulloh Ismina; Nasruddin, Merlina Fatimah
Gelar: Jurnal Seni Budaya Vol. 22 No. 2 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i2.6098

Abstract

A cohesive identity for MSME products is imperative, particularly in light of the prevalence of similar types and shapes of products, especially snacks. The adoption of an identity in the form of a logo has the potential to serve as a differentiating factor for snack products. This research aims to devise an identity design for the product logo of Micro, Small, and Medium Enterprises (MSMEs) potato chip snacks. To this end, the art-based research (ABR) method was employed as a facilitator to understand creative ideas in a visual work. The research method comprised two stages: the initial stage involved observing and communicating with relevant individuals to understand the challenges faced by the product. The subsequent stage entailed the implementation of the design thinking method to gain an understanding of design centered on human needs. The previous logo was found to be inconsistent and lacked legibility. MSME snack products must contend with competition in the market, particularly to enhance recognition among similar products. The result is a logo identity design that aligns with the values of the product owner. Adopting this new logo identity design differentiates the snack food product from competing products while concurrently reinforcing its image.
Keteladanan Inggit Garnasih, Sang Pemilik Simbol Kesetiaan Trianasari, Intan; Ekawardhani, Yully Ambarsih
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 1 No 1 (2021): DIVAGATRA #01
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (647.241 KB) | DOI: 10.34010/divagatra.v1i1.4868

Abstract

Inggit Garnasih had a big role in Sukarno's life as a woman who had dedicated his life to helping the independence of this nation. As a gentle woman, Inggit Garnasih was able to form the character of a partner to be someone who influenced his family and nation. Basically women are able to help the formation of characters that are very influential in the survival of the nation's successors. This makes the role of women must be given more attention especially as examples of women today who need role models as role models. In his life story Inggit Garnasih teaches six sample points that are able to provide good examples, to young people who need exemplary female figures as role models. These six roles are raised as exemplary points to become models of rigidity in women's lives today. Information media in the form of romance novels become a solution to be an object of reflection and inspiration. This work is expected to encourage women to understand and emulate the role of Inggit Garnasih as an exemplary figure and to be able to apply these points in today's community life.