Claim Missing Document
Check
Articles

Found 12 Documents
Search

PERANCANGAN GAME CAGAR BUDAYA KOTA BAGI ANAK USIA 6-12 TAHUN, SEBAGAI UPAYA SOSIALISASI PENINGGALAN SEJARAH (STUDI KASUS: BANGUNAN LAWANG SEWU DI KOTA SEMARANG) Dzuha Hening Yanuarsari; Hafiz Aziz Ahmad; Bagus Handoko
Techno.Com Vol 12, No 3 (2013): Agustus 2013 (Hal. 136-187)
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (730.684 KB) | DOI: 10.33633/tc.v12i3.799

Abstract

Banyak peninggalan budaya di kota Semarang yang semakin rapuh dan mengkhawatirkan. Berdasarkan fakta tersebut, peningggalan budaya perlu perhatian lebih dari masyarakat dan pemerintah. Oleh karena itu, dibutuhkan media pengenalan yang dapat menghimbau masyarakat untuk peduli pada peninggalan budaya. Game adalah media interaktif yang dapat menarik generasi muda untuk bermain. Materi pendidikan dimasukkan ke dalam game sehingga diharapkan anak tidak hanya bermain tetapi juga belajar. Dengan mengintegrasikan fasilitas pendidikan dengan materi sejarah tentang pelestarian budaya, generasi muda diharapkan dapat memahami dari awal, sehingga di masa depan dapat mencintai dan merawat peninggalan budaya. Penelitian ini membahas tentang game yang dikembangkan untuk dimainkan anak dan belajar tentang Lawang Sewu yang merupakan peninggalan budaya di Semarang, dilengkapi dengan visualisasi dari pengetahuan sejarah. Genre dari game ini adalah action adventure. Manfaat lain adalah anak dapat melatih kemampuan psikomotorik sambil bermain game. Kata Kunci: peninggalan budaya, game, Lawang Sewu, Semarang.
Penerapan Teknologi 360° Video dan Virtual Reality Pada Pertunjukan Wayang Golek Cepak Tegal Ahmad Ramdhani; Hafiz Aziz Ahmad
Prosiding 2nd Seminar Nasional IPTEK Terapan (SENIT) 2017 Vol 2, No 1 (2017): Mei 2017
Publisher : Politeknik Harapan Bersama Tegal

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

Abstract

Penelitian ini bertujuan untuk mengembangkan media baru dalam Kesenian Pewayangan, dengan penerapan Teknologi 360° Video dan Virtual Reality untuk digunakan pada Pertunjukan Wayang Golek Cepak Tegal. Pertunjukan wayang ini diharapkan menjadi salah satu sarana pelestarian budaya, juga sarana pembelajaran baru bagi pewayangan khusunya wayang golek, dan dapat membantu memperkenalkan kembali serta mengajak masyarakat untuk membangkitkan rasa kecintaan terhadap kesenian wayang golek cepak Tegal di era modern saat ini. Pertunjukan wayang ini difokuskan pada pengguna dalam hal ini penonton virtual agar dapat menikmati atmosfer yang dihadirkan secara imersif sekaligus dapat menambah nilai-nilai yang terkandung dari budaya dari wayang golek itu sendiri. Penelitian ini menggunakan metode Reseach and Development yang terdiri dari 6 tahap yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, perbaikan desain dan uji coba produk. Subjek dari penelitian ini adalah ahli kesenian wayang yaitu dalang, ahli desain multimedia, dan ahli komunikasi visual. Hasil yang diterapkan pada produk ini sudah bisa digunakan sesuai dengan tujuan dan fungsinya, akan tetapi belum dibuktikan dengan nilai kuesioner terhadap responden karena masih dalam proses penelitian.
PEMETAAN KONSEP, PRINSIP, MEKANISME, DAN ELEMEN PAPER ENGINEERING Vanessa Yusuf; Hafiz Aziz Ahmad; Dianing Ratri
Jurnal Sosioteknologi Vol. 20 No. 2 (2021): AUGUST 2021
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2021.20.2.6

Abstract

Paper engineering or often referred to pop-up has been growing and gaining popularity among people. Yet, until todaythere have been no well-structured mapping made in the study of paper engineering as done in other studies in art anddesign. This research, therefore, aims to map the concept, principle, mechanisms, and elements of paper engineering forcreators and people who are interested in exploring the art of paper engineering to learn. The research is done throughliterature study, either from books or the internet; it was taken from interviews with professional paper engineers inIndonesia. Based on the results of this research, the principle of paper engineering consists of five principles: interactivity,compact, consistency, flexibility, and surprise. The mechanism of paper engineering can be classified into two categories:the movement and the form of the mechanism. The study also reveals that the whole mechanism of paper engineeringconsists of four types of elements: the base page, the object being moved, the moving object, and the builder element.The results of this research can be used as a study reference about the art of paper engineering for students, teachers,practitioners, and fans of paper engineering art.
Cells at Work: Media Integration Mapping Hedi Amelia Bella Cintya; Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2000

Abstract

Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are aimed at people who prefer interactive learning. The findings from this study can be used as a consideration for creating and integrating educational media. Keywords: media integration; mapping; educational comic; science; cells at work.
Animated Web Series as Media for Islamic Education in Children Fathin Hanifah Langga; Hafiz Aziz Ahmad; Alvanov Z. Mansoor
Halaqa: Islamic Education Journal Vol 4 No 2 (2020): Desember
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/halaqa.v4i2.982

Abstract

Islamic education needs to be taught to everybody since an early age so they can understand, have moral and noble character which can be embedded since young. In the current era of technological development, the internet has an important role for communities, especially for parents in delivering Islamic education to children. Video-based social media called Youtube is the choice of entertainment and education media for children. Some of the shows on Youtube that are mostly chosen to deliver Islamic education to children are Nussa’s animated web series, Syamil Dodo and Kastari Senja. The purpose of this study is to find out the three animations in fulfilling the criteria of educational media in conveying the message of Islamic education in accordance with the goals of national education, interpretation of the Qur’an and its benefit as an educational medium. The study used qualitative descriptive method. The findings from this study are Nussa animation, Syamil Dodo and Kastari Senja can provide the contents of the message of Islamic education in accordance with the criteria for national educational goals. On the criteria of educational media based on the interpretation of the Qur’an, the Nussa animation best meets the criteria as a medium for delivering good Islamic education. While animations that have fulfilled as an educational medium are the animation of Syamil Dodo and Kastari Senja. In conclusion, Nussa animation is the animation that best meets the criteria as an Islamic educational medium compared to Syamil Dodo and Kastari Sentra.
FAKTOR CUTENESS DALAM FENOMENA KETERTARIKAN BONEKA BERUANG DI INDONESIA (STUDI KASUS DI KOTA BANDUNG) Sistha Ayu Pribadi; Hafiz Aziz Ahmad; Iman Sudjudi
ATRAT: Jurnal Seni Rupa Vol 3, No 3 (2015): DIALEKTIKA RUPA DALAM KEBUDAYAAN KONTEMPORER
Publisher : Jurusan Seni Rupa ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/atrat.v3i3.371

Abstract

Stuffed bear hasbecome popular culture in Indonesia and this is confusing. Stuffed bear character is inspired by the big and wild American Black Bear that was usually a hunted animal in the United States. Bear is not a familiar animal for Indonesian people, and can only be seen in zoo. This phenomenon motivated researchersto find cuteness factors of stuffed bear that became visual appeal to consumers.Prior to the main research, author did preliminary research by collecting selling records from stores and data from questioners given to stuffed bear collectors to show that stuffed bears have been popular and become a phenomenon in Indonesia. Cuteness factors identified by feature of baby schema of stuffed bear.This research showed that consumers’ interest to stuffed bear is driven by visual display such as the big size for comfort hug, cute shape like baby and brown color tone that is warm and strong. Keywords: Bear Stuffed, Cuteness, Baby Schema___________________________________________________________________Boneka beruang telah menjadi budaya populer yang cukup membingungkan ketika kita menelusuri mengapa boneka ini dapat menjadi fenomena di Indonesia. Berdasarkan asal-usulnya, karakter beruang inspirasi boneka ini berasal dari jenis beruang hitam Amerika yang buas dan besar.Beruang bukan hewan yang akrab bagi masyarakat Indonesia dan hanya bisa dilihat di kebun binatang. Fenomena ini yang mendorong penulis melakukan penelitian untuk menemukan faktor-faktor cutenessapa saja yang menjadi daya tarik konsumen terhadap boneka beruang. Sebelum penelitian utama, dilakukan penelitian pendahuluan dengan mengumpulkan data penjualan dan kuesioner kepemilikan boneka beruang kepada responden untuk menunjukkan bahwa boneka beruang populer dan menjadi fenomena di Indonesia. Identifikasi faktor-faktor yang menjadi daya tarik boneka beruang secara visual, dilakukan analisis terhadap faktor cuteness melalui pendekatan fitur skema bayi terhadap boneka beruang. Dari penelitian ini didapatkan hasil bahwa tampilan visual yang mempengaruhi ketertarikan konsumen pada boneka beruang adalah ukuran besar karena nyaman dipeluk, bentuk yang lucu seperti bayi, dan tone warna coklat yang hangat dan kuat.Kata Kunci: Boneka Beruang, Cuteness, Skema Bayi
WEB SERIES ANIMASI NUSSA SEBAGAI MEDIA PENDIDIKAN ISLAMI PADA ANAK Fathin Hanifah Langga; Hafiz Aziz Ahmad; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 10 No. 1 (2019)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (422.573 KB) | DOI: 10.5614/jkvw.2019.10.1.5

Abstract

For moslems, Islamic education becomes a guide in life. The main purpose of Islamic education is to build moslems personalities so that human beings are moral or noble. Animation web series is a choice as well as a medium for information and community education in Indonesia. There is Nussa animation web series that takes up stories about the teachings of Islam. The purpose of this study is to determine the quality of Nussa's animation as a medium of Islamic education that is in accordance with the function of the film, the criteria for educational media based on national education goals and interpretation of the Qur'an, efforts to build the potential for religious awareness in children, and benefits as educational media. This study used descriptive qualitative method. The results of this study prove that Nussa animation has been able to meet the criteria as a medium of Islamic education in accordance with the function of the film, the criteria for educational media based on national education goals, the interpretation of the Qur'an, and its benefit. The ease of access and material on Nussa's animation as a web series is uploaded consistently every week, continuously and gradually, so that the loyal animation fans of Nussa are not stopped to get a message about Islamic education. This makes Nussa animation a very popular animation, often this animation is trending and viral in various social media. However, there are still efforts in facilitating children's development in building the potential for religious awareness that has not been fulfilled.Keywords: film, web series, animation, cinematography, Islamic education, children education medium
ANALISIS EKOSISTEM INDUSTRI ANIMASI LAYAR LEBAR STUDI KASUS: "SI JUKI THE MOVIE PANITIA HARI AKHIR" Mazaya Muftiya Al Farabi; Hafiz Aziz Ahmad; Dwinita Larasati
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 1 (2022)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2022.13.1.4

Abstract

Indonesia has the potential in the field of creative economics especially animation. Although its contribution to GDP is only 0.17%, the film, animation & video sub-sector is among the three sub-sectors with the highest growth of 10.09%. The least contribution to GDP is because the animation industry ecosystem has not been well developed. One of the steps that can be taken to build an animation industry ecosystem is learning from the animation industry that is considered successful. "Si Juki The Movie Panitia Hari Akhir" widescreen animation is considered as successful animation because it is able to become box office animation by breaking the number of spectators' record for Indonesian-produced widescreen animations and has a complete journey like anime.The purpose of this study is to map the core business of widescreen animation industrial ecosystem "Si Juki The Movie Panitia Hari Akhir". This study uses qualitative research methods with a case study approach. Data collection uses literature studies, interviews and audio videos. From this research it is known that in Si Juki The Movie widescreen animation ecosystem, core business consists of "Faza" as Si Juki's IP creator, "Falcon Picture" as the producer and "Kumata Animation Studio" as the studio that produces Si Juki The Movie widescreen animation. Each core business builds a broader partnership called extended enterprise. The results of "Si Juki's The Movie Panitia Hari Akhir" animation movie ecosystem analysis can developed into a animation movie industrial ecosystem model. 
Aspek Desain yang Mempengaruhi Minat Baca Pembaca Komik Islam Indonesia Dhara Alim Cendekia; Hafiz Aziz Ahmad; Alvanov Zpalanzani
JoLLA: Journal of Language, Literature, and Arts Vol. 1 No. 4 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1199.985 KB) | DOI: 10.17977/um064v1i42021p505-523

Abstract

Abstract: Reading interest is something that comic artists strive for through comic elements. This study aims to find design aspects that influence the reading interest of readers. This research method uses a sequential mix-method consisting of 2 stages that were preliminary research (qualitative) and primary research (quantitative). This research was in Bandung with ten respondents aged 16-20 years in the preliminary research and 50 people in the primary research. First, preliminary research determines the stimuli and independent variables using ranking and content-analysis methods. The preliminary research results found that the independent variables assumed to affect reading interest were cover, character, storytelling, and story content. Then, the four variables in the primary research were measured using a Likert scale and proven the affected using multiple regression analysis. The results show how storytelling (59%), story content (11%), and cover (10%) influencing reading interest. The storytelling has the most significance because it always accompanies the reader dan gives the comfortable. However, the character variable does not affect reading interest because the characters in Islamic comics change according to the story's needs and are less highlighted than the story. Keywords: Islamic comics, reading interest, multiple regression Abstrak: Minat baca atau keinginan pembaca untuk membaca komik sampai selesai merupakan hal yang diupayakan komikus melalui elemen-elemen komik. Oleh karena itu, penelitian ini bertujuan menemukan aspek desain yang berperan dalam mempengaruhi minat baca pembaca. Metode penelitian ini menggunakan mix-method secara sekuensial yang terdiri dari 2 tahap studi awal (kualitatif) dan studi lanjutan (kuantitatif). Penelitian ini dilakukan di Bandung dengan responden berumur 16-20 tahun berjumlah 10 orang pada studi awal, dan 50 orang pada studi lanjutan. Studi awal dilakukan untuk menentukan stimuli dan variabel independen dengan menggunakan metode rangking dan conten-analysis. Dari hasil studi awal, ditemukan variabel independen yang diasumsikan berpengaruh terhadap minat baca, yaitu cover, karakter, cara bercerita, dan isi cerita. Keempat variabel tersebut dibuktikan menggunakan analisis regresi berganda yang diukur menggunakan skala Likert pada studi lanjutan. Hasil analisis studi lanjutan menunjukkan cara bercerita (59%), isi cerita (11%), dan cover (10%) dalam mempengaruhi minat baca. Cara bercerita berpengaruh paling besar dibanding isi cerita dan cover karena selalu mengiringi pembaca dan mempengahui kenyamanan. Namun, variabel karakter tidak berpengaruh terhadap minat baca, karena karakter dalam komik Islam berganti-ganti sesuai kebutuhan cerita dan kurang ditonjolkan dibanding cerita. Kata kunci: komik Islam, minat baca, regresi berganda
Kajian Visual Kesederhanaan Antarmuka Pengguna pada Aplikasi Kebugaran Berbasis Mobile (Studi Kasus: Google Fit) Yahya Mumtazuddin; Hafiz Aziz Ahmad
Jurnal Sains dan Seni ITS Vol 11, No 6 (2022)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j23373520.v11i6.110119

Abstract

Perkembangan industri aplikasi mobile merupakan salah satu yang paling pesat di dunia. Hal ini membuka banyak tantangan dalam tingginya persaingan pengembangannya, termasuk pada kepopuleran aplikasi kebugaran gaya hidup sehat yang dapat melacak aktivitas fisik penggunanya. Kesederhanaan merupakan salah satu prinsip strategis yang dapat meningkatkan kepuasan dan loyalitas pengguna. Di antara aplikasi kebugaran dengan fitur pelacakan aktivitas, Google Fit adalah salah satu pemain terbesar dengan rating maupun jumlah pengunduh yang paling banyak. Penelitian ini mengkaji aplikasi tersebut dari segi elemen visual antarmuka pengguna. Seluruh prinsip tiga dimensi kesederhanaan yaitu desain informasi, kompleksitas tugas dan estetika visual diterapkan pada kajian aplikasi ini. Pada hasil analisis, Google Fit masih memiliki ruang untuk penerapan aspek kesederhanaan pada tampilan visual antarmuka penggunanya. Sehingga temuan yang dihasilkan diharapkan dapat menjadi rujukan penggunaan prinsip kesederhanaan bagi perancangan antarmuka pengguna untuk aplikasi kebugaran selanjutnya.