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An Evaluation Tool for Story-Relatedinteractive Features in Children App-Book Dianing Ratri; Yoomi Choi
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (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 (633.198 KB) | DOI: 10.5614/jkvw.2014.6.1.1

Abstract

This study discusses existing analysis tools that evaluate the quality of interactive feature inside children app-book especially its correlation with the story in order to find a better app-book design to support story comprehension for young children. To implement the evaluation, a narrative review approach is used from selected studies and field. Five analysis tools related to e-book design were reviewed based on their purpose, coding, advantages and limitation. For knowledge base, the study seeks across interactive design field along with children literature and children education field to presents what it needs to produce coding for story-related interactive feature. The combination between existing analysis tool and literature studies are extracted into coding of story-related interactive feature. Finally, the result presents an evaluation tool with coding which can define the correlation function between interactive features in story inside children app-book, which also can improve users' story comprehension.
Metafora Bergaya Surealis sebagai Pendekatan Emosi Storytelling Film Animasi Pendek 'Weekends' (2017): metafora surealis, emosi, animasi Sharon Leman; Dianing Ratri; Irfansyah Irfansyah
Wimba : Jurnal Komunikasi Visual Vol. 12 No. 2 (2022)
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 (1126.611 KB) | DOI: 10.5614/jkvw.2022.12.2.5

Abstract

The animated short film “Weekends” (2017) by Pixar story artist, Trevor Jimenez, tells the story of his childhood life, which he shuttled from place to place due to the circumstances of his divorced parents. This film depicts sadness and confusion that often occurs to a child from a broken-home family. By using surrealism-style metaphors, the film explores the subconscious and dream images as one of the character's emotional depictions.Surrealism is a visual style that depicts conditions that may not occur in the real world. It is used in the film as a middle ground to analogize abstract objects (such as emotions) into real objects. This research focused on analyzing how surrealism metaphors describe the various types of emotions that exist in the film.
REPRESENTASI NUANSA WARNA HOROR PSIKOLOGIS DALAM GAME “OMORI” Linda Chikita; Dianing Ratri; Irfansyah Irfansyah
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (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.2022.13.2.1

Abstract

The psychological horror game genre generally revolves around the use of black and white or monochrome colors to convey the mental condition of their characters, but not Omori. This game is dominated by the use of pastel colors and neon colors in environment so that it offers a unique experience compared to games with similar themes. This journal examines the use of color in using color psychology theory and horror psychology using visual content analysis methods to find out how the role of color nuances in building psychological horror effects. Based on the results of the analysis, the dominating mixture of colors that often appears is black-white and red which represents the theme of the Omori game about coping mechanisms of pain due to grief from the death of a loved one that lasts too long.
PENGARUH BUDAYA INGGRIS RAYA DALAM DESAIN MONSTER DAN WORLD BUILDING GAME “POKEMON SWORD” DAN “POKEMON SHIELD” Nabila Husna Al'Arifah; Dianing Ratri; Irfansyah Irfansyah
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (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.2022.13.2.2

Abstract

Pokemon Sword and Pokemon Shield is a pair of Role Playing Game (RPG) that were released for Nintendo Switch Console. Pokemon itself is known as the monster collecting game, as their slogan, "Gotta Catch 'Em All". Pokemon is also known for its world which takes visual references from certain regions in the real world, for example, Pokemon X and Pokemon Y are based on French, and Pokemon Sun and Pokemon Moon are based on Hawaii. As for Pokemon Sword and Pokemon Shield, they are based on the United Kingdom. This research will be examined by using the Matrix Manga theory and Building Imaginary World theory to gain an understanding of the visual approach considered by the creators of this game in creating a United Kingdom atmosphere. It is hoped that this research can be used as a reference in world building and its monsters to create a specific atmosphere based on real life place and phenomenon.
KESESUAIAN GAYA VISUALISASI ANTROPOMORFISME DALAM DESAIN BIOPHILIC UNTUK MEDIA ANAK USIA PRASEKOLAH Anastasia Dinda Ciptaviana; Nedina Sari; Dianing Ratri
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 1 (2023): 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.v8i1.5190

Abstract

This research is motivated by preschoolers' need for appropriate visualizations of living things in media. Although naturally, human's sense of biophilia encourages children's interest and interactions with nature, these interactions, conducted routinely and of quality, are now a privilege that only a few have. In this condition, media with anthropomorphic visualizations of living things is often used as a complementary method of honing children's real intelligence from a young age. However, view's regarding its effectiveness is still debated. Because of this, through an integrative literature review regarding the psychological development of preschoolers, anthropomorphic visualizations, and the human's sense of biophilia, the researcher attempts to analyze the potential of anthropomorphic visualizations in preschoolers' media for nature education from each field's point of view. Design practitioners and subsequent researchers may benefit from this research as a basis for appropriate anthropomorphic visualizations in children's media applications. The literature review process utilizes features from several online scientific article research portals or services. This process begins with determining selection based on keywords, titles and abstracts, complete articles, and gradual analysis based on input from each field, as well as the integrative analysis between fields. Results show that the effectiveness of nature education with anthropomorphic visualizations on the development of naturalist intelligence in preschool-age children cannot be generalized. The impact of visualization styles is adjustable depending on design goals, such as emotional attachment or scientific knowledge. Keywords: anthropomorphism, biophilia, children's media, preschool, visualization
Pengaruh Elemen Visual pada Ruang Mini Museum Atsiri Sarinah Jakarta terhadap Pengalaman Pengunjung Chintya Sagita Goestien; Dianing Ratri; Andriyanto Wibisono
LINTAS RUANG: Jurnal Pengetahuan dan Perancangan Desain Interior Vol 11, No 2 (2023): September 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/lintas.v11i2.10581

Abstract

Museum berperan penting dalam memberikan edukasi serta mewariskan nilai-nilai kehidupan masa lampau dan memiliki manfaat tambahan untuk rekreasi, sosialisasi, dan relaksasi. Ruang museum dapat memberikan pengalaman ruang yang baru, pengalaman ini terbentuk dari tampilan visual dan unsur interaktif yang disajikan. Salah satunya di ruang mini museum Atsiri di Sarinah Jakarta yang menampilkan visualisasi beragam, menyajikan unsur interaktif seperti penerapan teknologi dan instalasi. Penelitian ini bertujuan untuk mengidentifikasi pengaruh elemen visual terhadap pengalaman pengunjung dan mengidentifikasi pengaruh faktor engagement, transaction, excitement, dan positioning terhadap pengalaman visual. Metode yang digunakan adalah kuantitatif menggunakan parameter VISUALSCAPE, dilakukan melalui kuesioner kepada pengunjung dengan total responden yaitu 40 orang. Hasil penelitian membuktikan bahwa elemen visual memiliki pengaruh terhadap pengalaman pengunjung dan faktor engagement, transaction, excitement, dan positioning memiliki pengaruh terhadap terhadap pengalaman visual.