Mita Purbasari Wahidiyat
Bina Nusantara University

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Visualizing G30s/PKI Tragedy Through Interactive Projector Media at Monumen Pancasila Sakti Yiesha Tabina; Mita Purbasari Wahidiyat
ULTIMART Jurnal Komunikasi Visual Vol 14 No 2 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i2.2062

Abstract

The G30S/PKI incident is an event that continues to imprint in the hearts of all Indonesian people because it is closely related to the Lubang Buaya incident, which is located in front of the Pancasila Sakti Monument. This large building is usually visited by students just for school assignments, even though in it lies the story of the struggle of the Indonesian people against communism. The quiet and cold atmosphere inside the monument makes visitors pass through dioramas and the hallways just like that. To spread the essential historical event, we need a way to change the stereotype that museums are boring. In this study, projection mapping is used inside the Pancasila Sakti Monument to give visitors a new sensation and experience through visuals. The research method uses qualitative data collection techniques in the form of location observations, interviews with the head of the research object guidance, and several visitors. The results of this project are interactive projections in the form of moving animated visuals that can be interacted with so that visitors get a real story experience. It is hoped that with the use of interesting animation, museums in Indonesia can compete with other places visited by many young people. Keywords: visual; G30S/PKI; monument Pancasila Sakti; projection interactive; youngsters
Warm Colors, the Encouragement Mita Purbasari Wahidiyat
Humaniora Vol. 12 No. 1 (2021): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v12i1.6973

Abstract

The research discussed the warm colors, such as yellow, orange, and red, as individual colors with a composition that could have a different impact on color connoisseurs depending on the background and context. The color was one design element that was rarely noticed but often used in everyday life. Color adds not only the beauty of an object but also the ability to manipulate the eyes and mind, often used to communicate without words. Using the right color at the right time and place could quickly send a message that was both fun and sad. The same color could mean different things in different cultural, social, economic, and political settings. Different cultures endowed color with different meanings depending on many things. As for color users, it was good to understand the effects of colors that were likely to occur to minimize the negative things. The research method applied was a qualitative narrative by collecting data from the literature, interviewing users and connoisseurs of color, observing, and analyzed. It is found that warm colors are often interpreted as bad things for some people in Jakarta, but they can also become symbols of courage and passion. It is hoped that these research results can be used as a rationale for making design work.
COLOR GAME OF ONDEL-ONDEL AS CULTURAL EDUCATION MEDIA FOR CHILDREN Mita Purbasari Wahidiyat; Imam Tabroni
Capture : Jurnal Seni Media Rekam Vol 12, No 1 (2020)
Publisher : Jurusan Seni Media Rekam, Fakultas Seni Rupa dan Desain, Institut Seni Indonesia (ISI) Sur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v12i1.3263

Abstract

Educational games are a play-while-learning approach for children today, especially in big cities like Jakarta. As an icon of Jakarta, Ondel-Ondel can be found in various corners of Jakarta daily. His familiar figure makes it a suitable subject for learning to color while getting to know about the Betawi culture for children. The Ondel-Ondel coloring application is a multimedia-based educational game designed for children aged 3-7 years, in which information about the elements that make up the attributes of Ondel-Ondel can be inserted. This study combines the educational game implementation method with a user-centered approach, where this method connects the let's draw game with a brief knowledge of Ondel-Ondel as a traditional Betawi art. Analysis of Ondel-Ondel supporting elements or attributes uses Morris Semiotics which focuses on syntax, semantics, and pragmatics by categorizing form, content, and context. This game helps children to get a lot of information about Ondel-Ondel and stimulate their imagination.