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KAJIAN KEGAGALAN KAMPANYE PERIKLANAN EXPERIENTIAL SOLIDARITAS SOCIAL DISTANCING COVID-19 MCDONALD’S BRAZIL Alvanov Zpalanzani Mansoor
ULTIMART Jurnal Komunikasi Visual Vol 13 No 1 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (636.435 KB) | DOI: 10.31937/ultimart.v13i1.1550

Abstract

Pewaralaba McDonald’s Brazil memublikasikan kampanye experiential solidaritas gerakan social distancing untuk menghambat pandemi Covid-19 pada 20 Maret 2020. Awalnya kampanye tersebut mendapat apresiasi positif, namun muncul sejumlah apresiasi negatif dari netizen media sosial global yang mengakibatkan McDonald’s menarik semua materi kampanye tersebut sambil meminta maaf. Kampanye ini dikaji secara deskriptif eksplanatif sebagai sebuah pembelajaran dalam bidang desain komunikasi visual, khususnya perancangan experiential marketing yang memanfaatkan identitas merek. Didapatkan bahwa strategi kampanye yang disusun melalui sejumlah modul pengalaman relevan dengan alasan rasional yang dibangun, akan tetapi tidak membangun empati atau ada kesenjangan pada aspek emosional. Selain itu terdapat kesenjangan informasi atas layanan dengan ekspektasi serta persepsi masyarakat terhadap merek dan kampanye yang dilaksanakan. Pertimbangan relasi antara pemanfaatan elemen identitas dan merek dengan persepsi dan ekspektasi akan kinerja merek harus disusun dan dipetakan dengan jelas sebelum merancang sebuah kampanye dengan strategi experiential marketing.
Analisis Struktur Penceritaan Webtoon Horor Creep Episode 11 Basyarayni Mawla Fatha; Alvanov Zpalanzani Mansoor
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.v14i1.2015

Abstract

Webtoon is a form of graphic narrative that interweaves words and images through panel arrangement like a printed comic. However, webtoon’s vertical orientation is one of the few differing factors that excludes webtoon from the printed comic category. Like other genres in fictional graphic narrative, horror webtoon also adjusts its narrative structure through some of webtoon’s building aspects. This research aims to find out how the horror atmosphere is built in a popular Indonesian horror webtoon titled Creep created by Ino Septian by examining one of the representative episodes. This analysis is conducted by applying Zpalanzani's triangulation analysis model perfected by adding the structural affect theory of stories by Brewer and Lichtenstein. The results of this study indicate that some building aspects of webtoon such as the gutter space, the vertical orientation of the canvas, and the arrangement of the text that connects each panel are utilized to build the horror narrative and atmosphere. These three aspects provide the readers with a more emotional experience of the horror itself. Keywords: horror; webtoon; visual narrative
Kajian Gamifikasi Mekanik sebagai Variabel dalam Literasi Media Board Game Fadhilah Amalia; Alvanov Zpalanzani Mansoor
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.v14i1.2020

Abstract

In accordance with the changes that occur in 21st century, the world’s media industry also undergoes rapid changes. The variety of media that continues to emerge and develop in all levels of society has a significant impact, one of which is the board game media. This phenomenon has attracted the attention of researchers to examine board game media as a media education towards media literacy skills. Media literacy is the ability to seek, find, and use information from media messages by adapting cognitive abilities and critical thinking in analyzing and questioning media messages that are seen, read, and watched. Media literacy has a broad scope that is believed to be able to function as the stronghold for the public in ability to think critically. This study was conducted to examine the gamification mechanics element as an independent variable in the board game media literacy, focusing on the concept of media literacy based on individual competence, especially on critical understanding criteria. Keywords: board game; critical understanding; gamification mechanics; media literacy.
Comic Studies THE POTENTIAL OF WAYANG RAMAYANA R.A KOSASIH COMICS AS A MEDIA (KOMPLEMENTER) OF JUNIOR HIGH SCHOOL LEARNING IN CENTRAL JAVA Safira Rizky Rachmania Hadi; Alvanov Zpalanzani Mansoor
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 6 No 2 (2021): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v6i2.3623

Abstract

Local content for junior high school content in Javanese language lessons is the story of Ramayana. Junior high school curriculum version 2013, uses Kidang Kencana story segment in Ramayana as Basic Competence 3 in Semester 2 outcome, and students have difficulty understanding it due to various factors. On the other hand, R.A Kosasih made a wayang comic titled Rama and Sinta (Ramayana). Therefore, the aim of this research is to examine whether the comic Rama and Sinta (Ramayana) can be used as a learning medium for junior high school students in Central Java. This is a qualitative research with an empirical approach. The results of the analysis show that there are similarities in the contents of the story, characters, settings and the story line of the Ramayana between the Javanese language textbook and the comic. Therefore, it can be concluded that the comic Rama and Sinta (Ramayana) can be used as a learning medium in Javanese language subjects through language translation, because the content is in accordance with the curriculum.
Pemodelan Strategi Kampanye Sosial Pasca Pandemi Covid-19 Berbasis 7 Fase Kesedihan Kubler Agung Eko Budiwaspada; Alvanov Zpalanzani Mansoor
Jurnal Desain Vol 7, No 3 (2020): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (666.211 KB) | DOI: 10.30998/jd.v7i3.6335

Abstract

Persebaran covid-19 berbanding lurus dengan kecepatan lalu-lintas orang dan barang era globalisasi.Menggali lebih dalam dampak sosial masyarakat terkait dengan pandemi covid-19, dapat dikonstruksi melalui tahapan emosional dalam kesedihan yang terjadi ketika manusia dihadapkan pada perubahan.Memahami dampak sosial pandemi covid-19 menghasilkan pengetahuan yang  berguna untuk mengembangkan model strategi komunikasi persuasi publik Indonesia. Fenomena tersebut akan dipetakan dengan semiotika sosial untuk menghasilkan model siklus kesedihan pandemi covid-19 yang akan menjadi dasar pemodelan kampanye sosial. Adapun temuan dalam pengembangan model kampanye sosial pasca pandemi Covid-19 adalah perlunya membangun pemahaman akan khalayak sasaran melalui pengembangan pemahaman akan interaksi sosial budaya, dan pemahaman akan pola pengumpulan informasi, serta pemahaman akan sistem pengambilan keputusan khalayak sasaran berbasis konstruksi fase kesedihan pandemi covid-19. Pola perilaku, komunikasi dan interaksi sosial, serta pengambilan keputusan khalayak sasaran berbeda pada setiap fase kesedihan yang dialami. Oleh karena itu, 7 fase kesedihan pandemi covid-19 yang dilalui oleh khalayak sasaran merupakan pijakan penting dalam membangun pemahaman utama untuk memunculkan empati, sikap dan perilaku, serta tindakan dari khalayak sasaran sebagai tujuan dalam merancang kampanye sosial pasca pandemi Covid-19
Perancangan Komik Digital Interaktif "New Ethnicia" : Eksplorasi Visual Storytelling Cerita Rakyat Indonesia Rizal A. Dzulfiqar; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 2 (2014)
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 (1147.664 KB) | DOI: 10.5614/jkvw.2014.6.2.2

Abstract

Indonesian folkloree in comic form is still difficult to compete with foreign-made comics both in quality and quantity. Moreover, with Indonesia’s teens as target market who tend to like comics from abroad, Indonesia’s folkloree and content in comic may be neglected. In order to prevent those conditions, it required an alternative solution to packaging folkloree through popular visual media among teens such as mobile device. Interactive digital comics in mobile devices may support the presentation of Indonesian folkloree, as long as it designed with the appropriate interactive storytelling and media strategy. This is an action research that delivering solution in form of adigital comic prototype. Through selected aspects of visual storytelling and interactivity theory, data will be analyzed to produce the digital comic formulation from Indonesia folkloree which will work as the foundation of designing interactive digital comics on mobile devices. As the result, the Indonesia’s folkloree can be delivered through a formulation of combined interactive storytelling and media strategy.
Perancangan Ensiklopedia Digital Interaktif Tokoh Wayang Kulit Cirebon pada Mobile Device Bima Nurin Aulan; Irfansyah Irfansyah; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1801.189 KB) | DOI: 10.5614/jkvw.2013.5.2.2

Abstract

Cirebonese shadow puppet (wayang kulit) is one of the traditional Indonesian wayang cultures. Located in the north beach of Java, the city of Cirebon once functioned as a trading port for foreign merchants from all over China, Arabia and India. While selling their local goodies, the activities triggered an exchange of cultures between the foreign traders and the Indonesians. One of the results from the acculturation is Cirebonese shadow puppet. It combines the root story of Ramayana-Mahabharata from India, Islamic stories from Arabia, and unique color schemes from China. The accelerating technological development today can affect the existence of traditional literature like Cirebonese shadow puppets. The idea is, if we could convert the traditional literature into digital format, we could extend their lives for further development.The main objective of the research is the characters of the Cirebonese shadow puppet. First, they will be classified into several groups based on the story and type of wayang. The research will utilize the typological method and the analysis will be categorized based on the class/rank of wayang, e.g. characters of satria, raksasa (giant), god and goddess. And then we will break-down to the semiotic values from their visual attributes, such as ornaments. The data will be used as the basis in designing interactive application for popular digital media devices. Visual styles, layouts and compositions will be adjusted according to popular design styles of the present day. As a forecast, the design could be constantly modified also further developed within 2 to 5 years ahead. We hope the outcome of the project can enliven the Cirebonese shadow puppet to the next level and inspire other designers and researchers for further development, creating a sustainable future for Indonesian wayang culture.
Kajian Visualisasi Karakter dalam Seri Komik Garudayana Mikha Widy; Alvanov Zpalanzani Mansoor; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1878.535 KB) | DOI: 10.5614/jkvw.2013.5.2.4

Abstract

The invasion of Japanese pop culture since 1990's influences contemporary visual art and design development especially comics in Indonesia. Popularity of Japanese comic or manga incites Indonesia's comics that adapting Japanese manga visual style. One of Indonesia's comic which influence by manga is Garudayana. Garudayana adopt storyplot and manga-esque style; however Garudayana still elaborates wayang storyplot from Indonesian tradition, but in different perspective. The creator elaborates wayang purwa, the prequel story of Mahabharata, the ingeneous wayang storyplot. Is Yuniarto the Garudayana creator compose manga-esque style with wayang purwa setting, and redesign the custom wayang character.This study aims to develop understandings the creative processes and production stages, especially in characters' design. The study used observation towards published Garudayana comic series,in depth interview with the creator, and literature studies on wayang and character design theories. The study finding the strong points of Garudayana based on creator's understanding of manga , his ability to combine, and adapt in elaborating cultural content wayang purwa storyline.
Kajian Daya Tarik Visual pada Desain Karakter Pokémon Avisenna E. Ramadhana; Alvanov Zpalanzani Mansoor; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1201.284 KB) | DOI: 10.5614/jkvw.2013.5.2.6

Abstract

Pokémon is one of worldwide famous franchise content from Nintendo which released as game in 1996. The game series of Pokémon later massively developed into various entertainment content and media with wide range of merchandising. The basic content of Pokémon is character exploration in a set of world with emphasizing the relationship between Pokémon and its trainers. There are more than 600 Pokémon characters introduced to the public until 2012. The wide numbers of characters are developed in order to embrace the wide variety of audience's interests which are basically developed from imagination of animals and plants around the world. This study is developing understand on the real Pokémon character's point of visual interest through visual structure analysis based on character design theory. The 5th generation of Pokémon characters is the study object. The result of this study shows that combination of forms and colors which emphasize cute features are the basic ingredients of Pokémon character design. Those are the key visual elements of Pokémon's character design which gain audience's interest.
Kajian Gaya Hipster dalam Logo Sarah Sofia S. Putri; Alvanov Zpalanzani Mansoor; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1290.588 KB) | DOI: 10.5614/jkvw.2013.5.2.7

Abstract

Hipster logo is popular through online interaction among designers. The theme hipster which refers to modernizing old stuffs is becoming a trending logo design style in 2012. Through structural analysis on 12 confirmed logos as hipster logo, this study will depict the significant graphic elements of hipster logo. This study is conducted to identify what makes a logo called hipster logo. This study will also explain the reasons of certain graphic elements works as iconic visual elements of hipster logo. Through structural analysis, this study finds that circular shape, X symbol or X composition of icons, monogram colors, and sans serif type lettermarks are the basic ingredients in making hipster logo. Those graphic elements then added with certain icons such as triangle, 'estimated' or similar texts, and several images which represent activities or things in 1800s will create a perfect hipster logo. But in the end, it is not the trend or style hype which makes a logo will be remembered, but the shared value between company and its logo is.