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Journal : Ultimart: Jurnal Komunikasi Visual

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.