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VISUALISASI MAKNA POLITIK PADA E-COMIC MELALUI AKUN @KOSTUMKOMIK Ricky Widyananda Putra; Jeanie Annissa
JURNAL LENSA MUTIARA KOMUNIKASI Vol 3 No 2 (2019): LENSA MUTIARA KOMUNIKASI
Publisher : UNIVERSITAS SARI MUTIARA INDONESIA

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

Abstract

Indonesia sebagai negara demokrastis telah memberikan kebebasan bagi setiap warga negara untuk berserikat, berkumpul dan mengemukakan pendapat. Melalui media sosial di era perputaran arus teknologi dan informasi yang cepat membentuk budaya kritik sosial yang lebih beragam, salah satunya melalui elektronik komik (e-comic) pada akun @KOSTUMKomik. Melalui akun tersebut, penelitian ini mencoba membahas visualisasi makna politik pada e-comic melalui akun instagram @kostumkomik. Penelitian ini menggunakan teori analisis semiotika Rolland Barthes dengan metodologi kualitatif dengan teknik pengumpulan data sekunder dengan pengayaan sumber kepustakaan. Hasil dari penelitian ini menunjukan bahwa visualisasi makna politik terhadap 3 (tiga) e-comic pada akun @kostukkomik berisi kritikan sosial yang memiliki makna politik sesuai dengan isu politik yang berkembang di masyarakat. E-comic pertama menunjukan makna politik terkait praktek suap yang marak terjadi di dunia kontestasi politik khususnya penekanan terhadap praktek suap di tubuh partai politik; materi kedua menjelaskan tentang permasalahan perilaku politik yang terjadi di dalam sebuah kongres partai politik yangbersifat bar-bar; materi terakhir menunjukan visualisasi e-comic dengan makna politik ketidakberimbangan citra pemimpin dalam kacamata publik dalam mengahadapi pemasalahan banjir di Kota Jakarta pada awal tahun 2020
PENINGKATAN KEPERCAYAAN DIRI DENGAN PUBLIC SPEAKING UNTUK PROGRAM BERITA BAGI PELAJAR SEKOLAH PKBM BAKTI ASIH CILEDUG TANGERANG Ricky Widyananda Putra; Jeanie Annissa
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 4 (2021)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (660.501 KB) | DOI: 10.31949/jb.v2i4.1624

Abstract

Dalam kehidupan nyata, komunikasi secara garis besar bisa terbagi menjadi dua arus besar yaitu komunikasi verbal dan komunikasi nonverbal. Komunikasi verbal secara luas bisa dimaknai sebagai komunikasi yang menggunakan bahasa lisan sebagai mediumnya. Sedangkan komunikasi nonverbal adalah komunikasi yang menjadikan sarana nonverbal sebagai media pelaksananya. Hal-hal tersebut, tidak bisa dinilai sebagai sesuatu kekurangan atau terlebih kelemahan karena mungkin kebutuhan mereka untuk berperilaku demikian masih mendominasi keseluruhan hidup dan tata perilakunya. komunikasi verbal, dalam hal ini berhubungan dengan pidato, muncul tidak dari ruang yang hampa. Ia mengada karena ada respon dari situasi yang melingkupinya. Di samping hal-hal tersebut di atas, kecakapan berbicara ini, menjadi sangat berkesinambungan dengan kultur di Indonesia karena masyarakat Indonesia cenderung untuk memiliki tradisi verbal yang lebih kuat dibandingkan dengan tradisi menulisnya. Alangkah baiknya kalau energi mereka diarahkan kepada penguasaan public speaking. Dalam metode public speaking, memungkinkan pembelajar untuk bisa mengekspos seluruh kemampuannya dalam hal berbicara. Akan tetapi lebih dari itu, pembelajar akan belajar bagaimana caranya memupuk rasa kepercayadiri dalam diri mereka. Mereka harus bisa menguasai rasa takut mereka dan rasa malu mereka di depan khalayak banyak. Adapun subjek pengabdian masyarakat ini adalah masyarakat yang terdiri remaja, bapak-bapak, ibu-ibu yang tergabung dalam PKBM Bakti Asih, Ciledug-Tangerang, Banten, Ciledug-Tangerang. Alasan pemilihan kepada lembaga ini dikarenakan PKBM Bakti Asih merupakan sebuah lembaga pendidikan paket A, B dan C yang tengah berkembang di Kota Tangerang, selain itu lembaga tersebut terbuka kajian ilmu pengetahuan secara universal. Diharapkan dengan adanya kegiatan pengabdian masyarakat ini, yang berisikan beberapa materi komunikasi dan pemahaman media yang bersandar pada metode publik speaking, sehingga menumbuhkan kesadaran bahwa dengan publik speaking dapat menambah kepercayaan diri pada seseorang individu.
ANALISIS VISUAL GAME ARENA OF VALOR SEBAGAI DASAR PENGEMBANGAN KONSEP VISUAL GAME Ricky Widyananda Putra; Benny Muhdaliha
Avant Garde Vol 5, No 2 (2017): AVANT GARDE
Publisher : Fakultas Komunikasi & Desain Kreatif - Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/avg.v5i2.641

Abstract

In game design, in addition to having a powerful and interesting gameplay concept, creator should pay attention to the visual aspect embodied in the visual design of the game. Visual aspect is so important to attract user to play it, especially in Multiplayer Online Battle Arena (MOBA) genre game. With the support of visual design, users can easily understand and follow the gameplay faster and and surely they can understand the ability of each character with ease. This research tries to study the visual design and characters design of Arena Of Valor game. With visual perception theory and manga matrix theory to gain an understanding of the visual approach and creator considerations in the game visual design. Hopefully this research can be used as the basis reference for further MOBA game development.
KAJIAN TRANSFORMASI VISUAL DESAIN KARAKTER BULBASAUR PADA GAME POKEMON GO GENERASI I Ricky Widyananda Putra
Avant Garde Vol 4, No 2 (2016): Avant Garde
Publisher : Fakultas Komunikasi & Desain Kreatif - Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (693.333 KB) | DOI: 10.36080/avg.v4i2.605

Abstract

Game Pokemon Go is one form of representation of the culture medium which presents a simulated world by building signs in it through the storyline, gameplay, environments, and characters the game, so it becomes a digital culture. Pokemon character design, in this case is Bulbasaur, capable of causing factors curious and addicted to the players as a result of the application of methods manga- matrix, color theory, and techniques of morphological forced connections through visual transformation of character design. This study is a qualitative research based on the application of the principle of manga-matrix includes internal and external factors on the character, the analysis of similarities or relationships between theories related to visual elements and interpretation of the meaning of the characters, as well as a mix of theories on character designs reflecting the ideology of Satoshi Tajiri in terms implementation of Japanese culture. The identification results of data analysis visual transformation of the character designs Bulbasaur has much in common with the presence of additional elements on the diversity of character visualization Bulbasaur. Variety Bulbasaur form the foundation for thinking and the creation of the character as a media introduction of visual transformation of a game character design.
Radikalisme dalam Media Sosial sebagai Tantangan di Era Globalisasi Jeanie Annissa; Ricky Widyananda Putra
PROPAGANDA Vol 1 No 2 (2021): PROPAGANDA: Jurnal Ilmu Komunikasi
Publisher : Neolectura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37010/prop.v1i2.279

Abstract

This research discusses the spread of radicalism through social media as a challenge in the era of globalization. Social media as a new communication platform in the era of globalization that provides a variety of information and easy access for radical movement groups to spread understanding and shape public opinion in society. The rise of radical content through social media can be a challenge for the state to create state unity and minimize conflicts between siblings. This study uses a qualitative method with a descriptive analytical approach and uses secondary data collection techniques. The results of this study indicate that social media can be a means for spreading radicalism content and influencing mindsets and values even though it is only through private spaces. In addition, to face the challenges of globalization that arise due to the wide influence of information, there must be optimization of the role of the state, such as efforts to implement a hybrid government model and implement social control in the community in contributing to maintaining community unity.
Analisis Resepsi Pemain dalam Video Game “Among Us” Ricky Widyananda Putra; Jeanie Annissa
PROPAGANDA Vol 2 No 1 (2022): PROPAGANDA: Jurnal Ilmu Komunikasi
Publisher : Neolectura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37010/prop.v2i1.455

Abstract

Game is an entertainment facility that contains games using electronic devices which involve players who make decisions through control of game objects for certain purposes, known as users. The game growth industry has developed especially in a variety of types of games which include Maze Game, Board Game, Card Game, Battle Card Game, Quiz Game, Puzzle Game, Shooting Game, First Person Shooting (FPS), Side Scrolling Game, Fighting Game , Racing Game, Simulation, Strategy Game, Role Playing Game (RPG), Adventures Game, Sport Game, and Edutainment Game. In Indonesia itself, there are a variety of online games that have sprung up, among the many types of online games that are currently being talked about is the "Among Us" game. In the process of designing and developing the concept of a game, it is very important to get to know the user who is expected to be able to play the designed game. So that it can be seen the user's process in interpreting a game, this can be explored with various approaches, one of which is using reception analysis theory. Reception Study (study of acceptance) is one that develops in cultural studies, which focuses on messages or communication discourses and has implications for audiences. In this study, the game "Among Us" contained a narrative or storyline that was presented as well as a visualization of the character design of this game. The goal to be achieved in this research is to find out the meaning of players towards the Among Us game by using a Reception Study (acceptance study) which will focus on interpretive meanings and experiences of users or game users in interacting with game media.
Manga matrix's approach to creating Indonesian ghost game visual characters on Dreadeye VR Ricky Widyananda Putra
International Journal of Visual and Performing Arts Vol 4, No 1 (2022)
Publisher : ASSOCIATION FOR SCIENTIFIC COMPUTING ELECTRICAL AND ENGINEERING (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/viperarts.v4i1.655

Abstract

Visual imagery is the most important part of game design. Game designers should pay particular attention so that the visual character of the game can be effectively realized and able to convey the depth of its visual meanings. Taking use of the widespread fear of the Indonesian Ghost's appearance, the game is able to present challenges to its players. This study aims to develop the creation of character designs, especially by elevating visual images of Indonesian ghosts into visual characters' in-game media. The method for designing Indonesian ghost characters is to dismantle the visual image of Indonesian ghost characters in the Dreadeye VR game. The strategy is to consider the following three components: (1) the matrix of shapes, (2) the costume matrix, and (3) the matrix of traits. All three were analyzed with the approach of manga matrix theory. This research has led to the emergence of relatively distinct ghost figures that are frequently feared by Indonesians, such as pocong, kuntilanak, and tuyul. By examining the matrices of the shape, costume, and nature of each character of the three Indonesian ghosts, it is possible to conclude that to create visual characters of Indonesian ghosts, game designers must identify these three components, while the contribution of this research is to provide a visual image analysis model including shape imagery, costume imagery, and traits imagery of Indonesian ghosts used in the Dreadeye VR Game in Indonesia.
Radikalisme Agama Dan Tantangan Identitas Nasional Di Indonesia Jeanie Annissa; Ricky Widyananda Putra
Jurnal Kewarganegaraan Vol 6 No 1 (2022): 1 Januari - 30 Juni 2022 (In Press)
Publisher : UNIVERSITAS PGRI YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (539.235 KB) | DOI: 10.31316/jk.v6i1.2698

Abstract

AbstrakRadikalisme agama merupakan suatu paham ekstrem yang mengharapkan perubahan dan pembaharuan sosial dan politik. Isu ini marak di perbincangkan dalam kurun waktu 5 tahun terakhir. Akar radikalisme agama di Indonesia dimulai pada saat orde lama, mengalami pembatasan paksa di masa orde baru, dan pergerakan yang massif di era pasca reformasi. Maraknya pergerakan radikalisme agama saat ini adalah bentuk akumulatif pembatasan ruang gerak mereka secara sosial dan politik sehingga mempengaruhi identitas nasional terhadap nilai kebangsaan di Indonesia. Dengan demikian, kondisi ini menjadi tantangan Indonesia di dalam memahamkan dan menguatkan nilai identitas nasional bangsa. Penelitian ini menggunakan pendekatan metode kualitatif dengan teknik analisa data deskriptif analitis dan teknik pengumpulan data sekunder melalui studi kepustakaan. Teori radikalisme digunakan sebagai alat analisis permasalahan. Hasil dari penelitian ini menunjukan bahwa akar radikalisme di Indonesia terjadi dari awal pembentukan negara. Bentuk-bentuk marjinalisasi terhadap kelompok agama dalam sektor ekonomi dan politik menambah daftar kecemburuan sosial. Selain itu, pemikiran agama yang sempit dalam kondisi masayarakat pluralis menambah daftar panjang pembentukan nilai radikalisme di masyarakat. Dengan demikian, radikalisme agama menjadi sebuah tantangan terhadap nilai identitas nasional bangsa Indonesia.Kata Kunci: Radikalisme, Agama, Identitas Nasional, Indonesia AbstractReligious radicalism is an extreme understanding that hopes for social and political change and renewal. This issue has been widely discussed in the last 5 years. The roots of religious radicalism in Indonesia began during the Soekarno era, experienced forced restrictions in the Soeharto era,, and massive movements in the post-reform era. The current rise of religious radicalism movements is an accumulative form of social and political limitation of their space for movement so that it affects national identity towards national values in Indonesia. Thus, this condition becomes a challenge for Indonesia in understanding and strengthening the value of the nation's national identity. This study uses a qualitative method approach with analytical descriptive data analysis techniques and secondary data collection techniques through literature study. The theory of radicalism is used as a problem analysis tool. The results of this study indicate that the roots of radicalism in Indonesia occurred from the beginning of the formation of the state. Forms of marginalization of religious groups in the economic and political sectors add to the list of social equity. In addition, narrow religious thinking in a pluralist society adds to the long list of radicalism values formation in society. Thus, religious radicalism becomes a challenge to the value of the Indonesian nation's national identity.Keywords: Radicalism, Religion, National Identity, Indonesia
REPRESENTASI ETIKA JURNALISTIK PADA FILM ESCAPING THE MADHOUSE : THE NELLIE BLY STORY MENGGUNAKAN ANALISIS NARATIF TZVETAN TODOROV: Representation of Journalistic Ethics From Film Escaping The Madhouse: The Nellie Bly Story Used Tzvetan Todorov's Narrative Analysis Aprilia Buana Dewi; Jeanie Annissa; Ricky Widyananda Putra
KRESNA: Jurnal Riset dan Pengabdian Masyarakat Vol 2 No 2 (2022): Jurnal KRESNA November 2022
Publisher : DRPM Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/jk.v2i2.43

Abstract

Film Escaping The Madhouse: The Nellie Bly Story diangkat dari buku karya Nellie Bly yang berjudul “Ten days in Madhouse” dengan judul yang sedikit berbeda. Nellie Bly yang berprofesi sebagai jurnalis karena kegemarannya menulis dan akhirnya berkarir sebagai jurnalis terkenal di Amerika yang bisa membuat perbedaan di negaranya. Film ini menceritakan tentang kehidupan yang buruk di Rumah Sakit Jiwa Lunatic, sehingga Nellie tidak memiliki cara untuk mendapatkan informasi yang sebenarnya, sehingga Nellie melakukan investigasi dimana cara ini digunakan oleh seorang jurnalis ketika tidak ada cara untuk melakukannya dan sebagai seorang jurnalis. yang juga menghadirkan etika jurnalistik. Penelitian ini menggunakan pendekatan kualitatif dengan paradigma konstruktivisme dan menggunakan teknik pengumpulan data berupa data primer dari observasi dokumen dan data sekunder yang digunakan untuk mendukung data primer yang bertujuan untuk mengembangkan analisis data melalui literatur, pustaka, website dan dokumentasi film. Teori yang digunakan adalah analisis model naratif Tzvetan Todorov yang mengkaji melalui 3 aspek, yaitu aspek verba (modus, kala, dan sudut pandang), sintaksis (kronologis dan logistik), dan semantik (makna, simbol, tema, karakter, pengaturan). Hasil penelitian ini sehingga hasil film ini mendapatkan 6 dimana 3 tidak ada pelanggaran etika jurnalistik dan 3 dimana terdapat pelanggaran kode etik jurnalistik, melalui tahap awal (equilibrium) suasana masih terlihat. , tahap tengah (interferensi) mulai muncul adegan-adegan konflik dan konflik, tahap akhir pada bagian ini konflik-konflik yang muncul dalam pengembangan atau alur tengah dapat diselesaikan. Sehingga representasi etika jurnalistik tahap awal dilihat dari aspek verba (modus dan sudut pandang), sintaksis (kronologis). Tahap akhir dilihat dari aspek sintaksis (kronologis).
ANALISIS MDA FRAMEWORK PADA GAME POKEMON GO Ricky Widyananda Putra; Jeanie Anissa
Kartala Visual Studies Vol 2 No 1: Januari 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (571.399 KB) | DOI: 10.36080/kvs.v2i1.5

Abstract

Technological developments are experiencing rapid progress in all fields, from the simple to the  increasingly sophisticated. Over time, technology has played a very important role in all fields, especially  entertainment. In the world of entertainment is one example of technological developments that  encourage the development of the game industry. Game is now known and still in demand, because it is a  form of game that is interesting and interactive for the players. This makes games an effective visual  medium for gathering experiences and information from user or player interactions. One game that  develops a form of interaction for its players is the game Pokemon GO, with the concept of augmented  reality (AR) this game provides more interactivity for users to explore real spaces in the virtual world. This  can bring a new experience for players to continue to enjoy the objects in the game. So the problem of this  research is how the game Pokemon GO can present an aesthetic interaction for the players. The purpose  of this study is to find out and explain the relationship between the aesthetics of interaction in game media  for players. In this study the theoretical approach used is the MDA (Mechanic, Dynamic, Aesthetic) model.  This approach describes each component that is interrelated, such as mechanics, dynamics, and aesthetics  in game media. Findings in research can indicate the type of interaction response that can be explored by  using game media. The conclusion drawn from this study is that in the future the MDA approach can be  used to analyze similar game mediums related to the presence of aesthetic interactions, especially in the  form of social relations, thus forming a social society within the community of game players.