Hafiz A Ahmad | Institut Teknologi Bandung (original) (raw)

Books by Hafiz A Ahmad

Research paper thumbnail of Mari Kita Bahas Komik: Keliling Komik Dunia

Elexmedia Komputindo, 2005

Ini adalah buku tentang KOMIK... Membahas tentang 'kenapa kita suka KOMIK'... Apa sich hebatnya K... more Ini adalah buku tentang KOMIK...
Membahas tentang 'kenapa kita suka KOMIK'...
Apa sich hebatnya KOMIK...
Cerita-cerita seru seputar KOMIK...
Gimana nikmatnya baca KOMIK...
Bisa belajar banyak dari KOMIK...
Hingga keliling dunia karena KOMIK...
Pokoknya, ini buku KHUSUS tentang KOMIK!

Research paper thumbnail of Histeria! Komikita: Membedah Komikita Masa Lalu, Sekarang dan Masa Depan

Elexmedia Komputindo, 2006

Kenapa membaca komik seperti memakan buah simalakama? Dibaca, ibu marah. Nggak dibaca, bapak mara... more Kenapa membaca komik seperti memakan buah simalakama? Dibaca, ibu marah. Nggak dibaca, bapak marah!

Komikita (komik Indonesia) bagaikan sebuah reality show yang menunjukkan peran, perilaku, dan perangai masyarakat kita yang kompleks dan kusut sekusut mie instant yang diaduk bersama telur setengah matang. Dalam Histeria Komikita! diuraikan kesenjangan pemikiran, salah kaprah, dan banyak hal lain yang membuat (komik) terjerumus dalam lembah kenistaan di Indonesia. Mungkin, inilah buku pertama yang megurai kekusutan dalam dunia komikita dari hulu hingga ke hilir secara SERius tapi SANtai.

Melalui pengalaman, pengetahuan yang didapat secara formal, dan penelitian bertahun-tahun di ITB, trio penulis buku ini berusaha mengolah sebuah kajian mengenai komikita dan disajikan bagaikan sebuah martabak yang masih renyah dan hangat.

Papers by Hafiz A Ahmad

Research paper thumbnail of Pemetaan Konsep, Prinsip, Mekanisme, Dan Elemen Paper Engineering

Jurnal Sosioteknologi, 2021

Paper engineering or often referred to pop-up has been growing and gaining popularity among peopl... more Paper engineering or often referred to pop-up has been growing and gaining popularity among people. Yet, until todaythere have been no well-structured mapping made in the study of paper engineering as done in other studies in art anddesign. This research, therefore, aims to map the concept, principle, mechanisms, and elements of paper engineering forcreators and people who are interested in exploring the art of paper engineering to learn. The research is done throughliterature study, either from books or the internet; it was taken from interviews with professional paper engineers inIndonesia. Based on the results of this research, the principle of paper engineering consists of five principles: interactivity,compact, consistency, flexibility, and surprise. The mechanism of paper engineering can be classified into two categories:the movement and the form of the mechanism. The study also reveals that the whole mechanism of paper engineeringconsists of four types of elements: the base p...

Research paper thumbnail of Translating Crew Management Process Into a Simulation Video Game

MOBILE SCREEN CULTURES AND DIGITAL SOCIETY, 2019

<jats:p>Management came from an old French word ménagement, which means &am... more <jats:p>Management came from an old French word ménagement, which means "the art of implementation and regulation". It is a process of planning, organizing, coordinating, and controlling resources to achieve goals effectively and efficiently, a process which could be found in everyday's activities. But, every resource management revolves around one particular resource, which is human. The only reason is because humans are the one that can change and improve resources like energy, money, and time into something more valuable. The problem is sometimes humans forget that management is necessary in everyday's life, even for the smallest thing. Therefore, a research is conducted to create a supporting media to help people learn the value and the importance of management. The media chosen is video game as it is considered as a media that can be used to simulate management process more effectively with its interactivities and fun aspect. The parable that being used is crew management as a representative of human resource to manage all the other resources. Crew allocation, timing management and anything else that could be considered as a good crew management process is to be translated into the simulation video game. Thus, it becomes a media with a more fun way to learn about management without the players being explicitly told that they are learning by playing. </jats:p>

Research paper thumbnail of Combining Korean Traditional Patterns and Batik Cirebon Banji Pattern in Daily Hanbok

Journal of Visual Art and Design, 2019

The interest towards Korean culture has risen through the popularity of K-wave and thus artefacts... more The interest towards Korean culture has risen through the popularity of K-wave and thus artefacts related to Korea are gaining more interest as well. Hanbok, the Korean traditional costume is also increasingly popular, with people renting and wearing hanbok while visiting Korean traditional places. The popularity of hanbok led to the creation of daily hanbok, a modern interpretation of the traditional hanbok, which is easier and more comfortable to wear for the young generation while still retaining the beauty of the original costume. Cirebon, a coastal region in Indonesia, has a rich local cultural tradition influenced by Chinese culture. One of these influences can be observed in Cirebon's batik, which uses Chinese influenced motifs, such as Cirebon's banji pattern. Because there are similarities between Chinese and Korean culture, several Korean motifs are also found in banji patterns, such as the swastika, known as wan in China and man in Korea. This study tried to combine the traditional patterns from Korea and Cirebon's banji pattern and implemented the result in a daily hanbok that can be worn by young people from Indonesia and Korea as a symbol of the close and harmonious relations between Indonesia and Korea.

Research paper thumbnail of Multi-Participant Identity Figures in Indonesian Animated Films

Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities

The purpose of this research is to find Indonesian multiculturalism in animated film characters. ... more The purpose of this research is to find Indonesian multiculturalism in animated film characters. Fictional characters are human copies of the real world. Characters are positioned to live life in the world of animation. The relationship between characters is manifested when there is an attachment of cultural identity. The characterizations in Indonesian animated films show the complexity of creation. This concept refers to the view that the more complex the characters are, the more memorable the audience will be. This research uses ethnographic method, given that the characters have a cultural identity. Characters are placed as objects that have mental and motivational qualities. In addition, there is the use of cultural symbols, which indicates multiculturalism. The identity of the characters refers to the unified heuristic of Stets and Burke's theory of identity. Meanwhile, the apparent multiculturalism refers to Ricardo L. Garcia's theory of multiculturalism. The condition of Indonesia, which has been based on pluralism from the start, really understands the existence of differences. So that consciously accept the occurrence of cultural syncretism. The results of this study indicate that Indonesian animated film characters tend to show the application of multiculturalism. And, multiculturalism has become an identity. Multiculturalism is proof of acceptance of this condition, and is manifested through animated film characters.

Research paper thumbnail of Modification of Visual Characters in Indonesia Animation Film

Harmonia: Journal of Arts Research and Education

This study aims to determine the relationship between facial physiognomy, body shape, and visuali... more This study aims to determine the relationship between facial physiognomy, body shape, and visualization of animated film character designs. Characterization in an animated film is inseparable from the characters who are placed to fulfill the film’s role. In the creation of physiognomy and body shapes can be combined as an approach to design. The characters are modified through simplifications in the form of cartoons. This is done so that the visualization of the character gets closer to the role added, in addition to emphasizing the characteristics of one character to another. Even in animated films, characters become important elements to direct the understanding of stories. The approach used is interdisciplinary, given that in characters there is a merging of visual elements that need to be approached using different theories. The combination of theories used is personality theory through somatotype to find characters through body shapes, physiognomy from Ar-Razi and ming xiang to...

Research paper thumbnail of Cells at Work: Media Integration Mapping

Ultimart: Jurnal Komunikasi Visual, 2021

Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comi... more Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are...

Research paper thumbnail of Representasi Islami dalam animasi “Nussa” sebagai media pembelajaran untuk anak

Rekam, 2020

Pendidikan Islami merupakan tuntunan dalam kehidupan umat muslim. Media film/video/animasi di You... more Pendidikan Islami merupakan tuntunan dalam kehidupan umat muslim. Media film/video/animasi di YouTube dianggap sebuah media yang efektif dalam menyampaikan pendidikan Islam. Animasi Nussa merupakan serial animasi dengan konten edutainment Islami untuk orang tua dan anak-anak. Penelitian ini bertujuan untuk membahas representasi visual keislaman dalam animasi Nussa. Penelitian ini menggunakan metode deskriptif dengan teknik analisis visual. Representasi Islami pada animasi Nussa ini tidak hanya dapat dilihat dari segi cerita saja atau visual saja, namun juga dapat dilihat dari berbagai kombinasi seluruh konsep elemen atau atribut yang terkait didalamnya. Hal ini dapat dilihat dari pemilihan warna, adegan, penampilan tokoh (kostum), dialog dan pemilihan nama tokoh. Berbagai penggunaan elemen dan atribut tersebut didominasi oleh lambang keislaman. Islamic representation in “Nussa” animation as learning media for childrenIslamic education is a guide in the lives of Muslims. Films/videos...

Research paper thumbnail of Translasi Pencak Silat Kedalam Film Animasi (Studi Kasus Film Kung Fu Panda)

Journal of Visual Art and Design, 2017

Sebagai tradisi yang telah membudaya dari sejak zaman dahulu kala, pencak silat lahir sebagai ben... more Sebagai tradisi yang telah membudaya dari sejak zaman dahulu kala, pencak silat lahir sebagai benteng kekuatan pertahanan diri sekaligus menjadi seni yang memperkaya khazanah kebudayaan bangsa Indonesia. Namun, kuatnya terpaan kebudayaan seni bela diri impor yang masuk (karate, kung fu, tae kwon do, muay thai, capoeira, dll), yang selalu didukung dengan berbagai kemasan media entertainment modern, membuat silat menjadi kalah populer bahkan di mata dan persepsi masyarakat Indonesia sendiri. Hal ini mengakibatkan para generasi muda memandang seni bela diri impor menjadi lebih superior ketimbang pencak silat. Jika hal ini terus berlangsung tanpa ada usaha untuk mengembangkan pencak silat melalui media modern, maka akan sangat sulit untuk mempertahankan dan mengembangkan tradisi ini di masa depan. Tujuan dari makalah ini ialah untuk membuktikan dan menggali potensi animasi sebagai media alternatif yang efektif untuk memvisualisasikan adegan dan cerita bertemakan pencak silat. Adapun studi kasus yang menjadi acuan dalam penelitian ialah film animasi "Kung Fu Panda". Penelitian ini mengkaji studi kasus dengan menggunakan metode kualitatif deskriptif, lalu dianalisis dengan pendekatan analisis deskriptif untuk mengkaji dan mengidentifikasi pemasalahan dan solusi. Pembahasan dari makalah lebih ditekankan pada kekuatan penyampaikan cerita melalui gambar (visual storytelling) yang efektif terkait dengan pencak silat. Hasil dari penelitian ialah cara penyampaian pesan yang efektif mengenai elemen dan esensi pencak silat sebagai bentuk translasinya kedalam film animasi. Pesan tersebut dapat disampaikan dengan menggunakan aspek narasi, gesture, dan simbol yang diakomodasi dengan aspek visual storytelling.

Research paper thumbnail of Web Series Animasi Nussa Sebagai Media Pendidikan Islami Pada Anak

Wimba : Jurnal Komunikasi Visual, 2019

For moslems, Islamic education becomes a guide in life. The main purpose of Islamic education is ... more For moslems, Islamic education becomes a guide in life. The main purpose of Islamic education is to build moslems personalities so that human beings are moral or noble. Animation web series is a choice as well as a medium for information and community education in Indonesia. There is Nussa animation web series that takes up stories about the teachings of Islam. The purpose of this study is to determine the quality of Nussa's animation as a medium of Islamic education that is in accordance with the function of the film, the criteria for educational media based on national education goals and interpretation of the Qur'an, efforts to build the potential for religious awareness in children, and benefits as educational media. This study used descriptive qualitative method. The results of this study prove that Nussa animation has been able to meet the criteria as a medium of Islamic education in accordance with the function of the film, the criteria for educational media based on national education goals, the interpretation of the Qur'an, and its benefit. The ease of access and material on Nussa's animation as a web series is uploaded consistently every week, continuously and gradually, so that the loyal animation fans of Nussa are not stopped to get a message about Islamic education. This makes Nussa animation a very popular animation, often this animation is trending and viral in various social media. However, there are still efforts in facilitating children's development in building the potential for religious awareness that has not been fulfilled.

Research paper thumbnail of Penyampaian Cerita Sunset Deity Dalam Pameran Multimedia Eksperimental

Abstrak Setiap storytelling berupaya untuk membawa cerita menemukan audiensnya melalui medium ter... more Abstrak Setiap storytelling berupaya untuk membawa cerita menemukan audiensnya melalui medium tertentu. Di era perkembangan informasi dan teknologi, storytelling memiliki kesempatan eksplorasi medium-penceritaan baru yang lebih luas – multimedia storytelling. Salah satu inisiator pengembang konten multimedia di Indonesia adalah perusahaan perintis bernama Merchant of Emotion– sebuah rumah produksi yang bercita-cita secara konsisten menerbitkan dan menjual cerita-cerita orisinilnya dalam bentuk franchise. Pada tahun 2014 – 2015 ini, Merchant of Emotion merilis cerita pertamanya bertajuk Sunset Deity. Medium pertama yang dipilihnya adalah Pementasan Teater Multimedia. Untuk melanjutkan upaya storytelling dan franchising dari Sunset Deity ini, kemudian dirancang sebuah pameran multimedia eksperimental yang mengutamakan aspek storytelling. Kata Kunci : Pameran, Multimedia, Storytelling, Sunset Deity

Research paper thumbnail of Killer’s Fashion: Transforming the Potential of Nias Saber’s Amulets into Indonesian Fashion Accessories

Humaniora, Jul 30, 2020

The research was conducted to discover the potential of Nias saber's amulets into fashion accesso... more The research was conducted to discover the potential of Nias saber's amulets into fashion accessories and to introduce the tradition of Nias saber's amulets into society. Nias war costume had its unique way of distinguishing each other and gaining a spiritual strength, which was to accessorize its war costume with small amulets. This tradition was a new inspiration for developing a fashion look with local identity. Exploring Indonesian culture in the form of fashion accessories was done in order to extract Indonesian potential in the fashion industry. Styling small 'amulets' into clothing could elevate one's look while gaining a local meaning. The research applied a qualitative method with data collected through interviews, literature studies, and field research. The outcome of the research shows that Nias war costume's amulet can be an inspiration for today's fashion accessories that serve traditional meaning to the wearer.

Research paper thumbnail of Perwujudan Keyakinan akan Keberadaan Mahluk Halus dalam Komik Kawin ka Kunti

Panggung, Sep 1, 2016

Spiritual beings within Sundanese is both myth and reality phenomenon. This spiritualimmaterial b... more Spiritual beings within Sundanese is both myth and reality phenomenon. This spiritualimmaterial belief influences Sundanese people's life, where it frequently appears in popular media. In 1986, there was a comic titled Kawin ka Kunti, told a story about spiritual being (Kuntianak)-human marriage. It is a qualitative research which descriptively explains how myth and tradition are wrapped as an intertext form. Uses intertextual analysis, this research attempts to find text representation in form of belief on spiritual beings existence in the comic. It is then concluded that intertext exists in the comic in form of belief on spiritual beings existence comprises of incarnation of several ghosts, spells presence in form of jampe pamakena, as well as custom related to ghosts. Ghost imaging in this comic is a representation of concept, point of view, and belief of ghost. It may come in form of perceptual imaging, presents in anything that is based on external reference of the comic artist her/himself.

Research paper thumbnail of Nias Warrior’s Armor and its Fundamental Values

Nias headhunter (human head collectors) was once a feared and victorious warrior. The society is ... more Nias headhunter (human head collectors) was once a feared and victorious warrior. The society is famous of its complex social structures, anti-earthquake architecture, detailed wooden and stone statuary, along with its vicious warriors. Since the independence of Indonesia, war costume production stopped. Moreover, the need to pay taxes and daily necessities causes the once great warriors into abandoning his identity completely. For tourism purposes, war costume is produced with cheap materials and less details, resulting in losing its fundamental meanings. This paper aims to analyze Nias unique war costume, specifically the armor and its fundamental values based on the armor's structural design and materials. The data were obtained by ethnographic research in Nias Heritage Museum and the village of Bawomataluo. Literature research were done by collecting cultural and historical books, historical images, previous research article and journals related to Nias custom, history, and war issues. The data were then analyzed using the psychology of dress theory by creating a dialogue between the Nias armor and the self. The result shows that based on its structure, the armor shows 'magnificence' and according to its material, the armor signifies 'power'. By identifying the fundamental meaning of Nias war costume's fundamental values, the identity of the warriors can be an important heritage to Nias descendants and Indonesia society as a whole.

Research paper thumbnail of Modernism in Sang Pencerah Film Directed by Hanung Bramantyo

Advanced Science Letters, Apr 1, 2017

Research paper thumbnail of The Cultural Identity of Nusantara in a Movie Entitled Sang Pencerah by Hanung Bramantyo

Harmonia: Journal of Arts Research and Education, Dec 26, 2016

Nowadays, during this intercultural era and global challenge, film can be interpreted as a practi... more Nowadays, during this intercultural era and global challenge, film can be interpreted as a practical strategy to develop meaning and Indonesian cultural identity. Through many singers of audiovisual creation, film has not only served as entertainment, but can also act as an instrument to reflect local values and traditional perspective through the storytelling that has been presented by film director. This role is a significant point to develop local insight and cultural value as the identity of Indonesian film. Although, at some point, this strategy still becomes a problem in Indonesian film fields. Sang Pencerah film that was directed by Hanung Bramantyo is one of Indonesian films that attempted to deliver local identity in its storytelling. This research is an endeavour to identify Indonesian cultural identity that has been represented through Sang Pencerah film. By applying cultural studies and interdisciplinary as their methods, the researchers acquired some interesting findings. Firstly, aesthetic and thematic elements in the film narrative had a significant relation to traditional and cultural values of Javanese society. Secondly, the meaning of cultural identity also had a linear proportion to spiritual values in life, such as determination, peacefulness, gloriness, tolerance, as well as social understanding. Therefore, it can be concluded that the Sang Pencerah film is a manifestation of Hanung Bramantyo regarding to the meaning of Indonesian culture that is based on Javanese society's local wisdom.

Research paper thumbnail of Chiaroscuro in Visual Narrative of Sang Pencerah Film by Hanung Bramantyo

Advanced Science Letters, 2017

Research paper thumbnail of Reflectivity of Contemporary Life in Sang Pencerah Film Directed by Hanung Bramantyo

Advanced Science Letters, Dec 1, 2016

Research paper thumbnail of Javanese Chiaroscuro in Hanung Bramantyo's Film (Case Study : Perempuan Berkalung Sobran Film)

Chiaroscuro in film is a low-key artistic lighting that produced a boundary between dark and ligh... more Chiaroscuro in film is a low-key artistic lighting that produced a boundary between dark and light area. Based on its language etymology, the term chiaroscuro is an Italian and clearly not originated from Indonesia. However, this does not mean that lighting in film does not include Indonesian heritage essentially. This heritage can actually be an asset to develop modern technique of artificial lighting. This paper emphasised the Javanese philosophical interpretation of lighting through Perempuan Berkalung Sorban film that were produced by Hanung Bramantyo. By applying cultural studies and interdisciplinary approach, this research found some interesting outcomes. Firstly, the chiaroscuro of those films had a significant relation with cultural and traditional values of Javanese culture. Secondly, in their technical phases, the integrity of "modern lighting" with "traditional lighting" produced a hybridity of double light. Transcending its technique, it was identical with double sign and dual culture. Lastly, through philosophical perspective, this lighting technique enclosed particular life value. In Javanese society, lighting is not only the ability to see things physically, but it is more about peacefulness, determination, brotherhood, etc. Therefore, from these findings, it can be stated that this research placed the "local lighting" in equal position or even position transcended the "modern lighting." Moreover, based on the findings of this research, lighting can be seen not only from visual aspect, but also from the aspects of storytelling, realism, and pictorial composition. Through these three aspects, film will be able to construct its aesthetical interpretation and philosophical aspect in depth.

Research paper thumbnail of Mari Kita Bahas Komik: Keliling Komik Dunia

Elexmedia Komputindo, 2005

Ini adalah buku tentang KOMIK... Membahas tentang 'kenapa kita suka KOMIK'... Apa sich hebatnya K... more Ini adalah buku tentang KOMIK...
Membahas tentang 'kenapa kita suka KOMIK'...
Apa sich hebatnya KOMIK...
Cerita-cerita seru seputar KOMIK...
Gimana nikmatnya baca KOMIK...
Bisa belajar banyak dari KOMIK...
Hingga keliling dunia karena KOMIK...
Pokoknya, ini buku KHUSUS tentang KOMIK!

Research paper thumbnail of Histeria! Komikita: Membedah Komikita Masa Lalu, Sekarang dan Masa Depan

Elexmedia Komputindo, 2006

Kenapa membaca komik seperti memakan buah simalakama? Dibaca, ibu marah. Nggak dibaca, bapak mara... more Kenapa membaca komik seperti memakan buah simalakama? Dibaca, ibu marah. Nggak dibaca, bapak marah!

Komikita (komik Indonesia) bagaikan sebuah reality show yang menunjukkan peran, perilaku, dan perangai masyarakat kita yang kompleks dan kusut sekusut mie instant yang diaduk bersama telur setengah matang. Dalam Histeria Komikita! diuraikan kesenjangan pemikiran, salah kaprah, dan banyak hal lain yang membuat (komik) terjerumus dalam lembah kenistaan di Indonesia. Mungkin, inilah buku pertama yang megurai kekusutan dalam dunia komikita dari hulu hingga ke hilir secara SERius tapi SANtai.

Melalui pengalaman, pengetahuan yang didapat secara formal, dan penelitian bertahun-tahun di ITB, trio penulis buku ini berusaha mengolah sebuah kajian mengenai komikita dan disajikan bagaikan sebuah martabak yang masih renyah dan hangat.

Research paper thumbnail of Pemetaan Konsep, Prinsip, Mekanisme, Dan Elemen Paper Engineering

Jurnal Sosioteknologi, 2021

Paper engineering or often referred to pop-up has been growing and gaining popularity among peopl... more Paper engineering or often referred to pop-up has been growing and gaining popularity among people. Yet, until todaythere have been no well-structured mapping made in the study of paper engineering as done in other studies in art anddesign. This research, therefore, aims to map the concept, principle, mechanisms, and elements of paper engineering forcreators and people who are interested in exploring the art of paper engineering to learn. The research is done throughliterature study, either from books or the internet; it was taken from interviews with professional paper engineers inIndonesia. Based on the results of this research, the principle of paper engineering consists of five principles: interactivity,compact, consistency, flexibility, and surprise. The mechanism of paper engineering can be classified into two categories:the movement and the form of the mechanism. The study also reveals that the whole mechanism of paper engineeringconsists of four types of elements: the base p...

Research paper thumbnail of Translating Crew Management Process Into a Simulation Video Game

MOBILE SCREEN CULTURES AND DIGITAL SOCIETY, 2019

<jats:p>Management came from an old French word ménagement, which means &am... more <jats:p>Management came from an old French word ménagement, which means "the art of implementation and regulation". It is a process of planning, organizing, coordinating, and controlling resources to achieve goals effectively and efficiently, a process which could be found in everyday's activities. But, every resource management revolves around one particular resource, which is human. The only reason is because humans are the one that can change and improve resources like energy, money, and time into something more valuable. The problem is sometimes humans forget that management is necessary in everyday's life, even for the smallest thing. Therefore, a research is conducted to create a supporting media to help people learn the value and the importance of management. The media chosen is video game as it is considered as a media that can be used to simulate management process more effectively with its interactivities and fun aspect. The parable that being used is crew management as a representative of human resource to manage all the other resources. Crew allocation, timing management and anything else that could be considered as a good crew management process is to be translated into the simulation video game. Thus, it becomes a media with a more fun way to learn about management without the players being explicitly told that they are learning by playing. </jats:p>

Research paper thumbnail of Combining Korean Traditional Patterns and Batik Cirebon Banji Pattern in Daily Hanbok

Journal of Visual Art and Design, 2019

The interest towards Korean culture has risen through the popularity of K-wave and thus artefacts... more The interest towards Korean culture has risen through the popularity of K-wave and thus artefacts related to Korea are gaining more interest as well. Hanbok, the Korean traditional costume is also increasingly popular, with people renting and wearing hanbok while visiting Korean traditional places. The popularity of hanbok led to the creation of daily hanbok, a modern interpretation of the traditional hanbok, which is easier and more comfortable to wear for the young generation while still retaining the beauty of the original costume. Cirebon, a coastal region in Indonesia, has a rich local cultural tradition influenced by Chinese culture. One of these influences can be observed in Cirebon's batik, which uses Chinese influenced motifs, such as Cirebon's banji pattern. Because there are similarities between Chinese and Korean culture, several Korean motifs are also found in banji patterns, such as the swastika, known as wan in China and man in Korea. This study tried to combine the traditional patterns from Korea and Cirebon's banji pattern and implemented the result in a daily hanbok that can be worn by young people from Indonesia and Korea as a symbol of the close and harmonious relations between Indonesia and Korea.

Research paper thumbnail of Multi-Participant Identity Figures in Indonesian Animated Films

Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities

The purpose of this research is to find Indonesian multiculturalism in animated film characters. ... more The purpose of this research is to find Indonesian multiculturalism in animated film characters. Fictional characters are human copies of the real world. Characters are positioned to live life in the world of animation. The relationship between characters is manifested when there is an attachment of cultural identity. The characterizations in Indonesian animated films show the complexity of creation. This concept refers to the view that the more complex the characters are, the more memorable the audience will be. This research uses ethnographic method, given that the characters have a cultural identity. Characters are placed as objects that have mental and motivational qualities. In addition, there is the use of cultural symbols, which indicates multiculturalism. The identity of the characters refers to the unified heuristic of Stets and Burke's theory of identity. Meanwhile, the apparent multiculturalism refers to Ricardo L. Garcia's theory of multiculturalism. The condition of Indonesia, which has been based on pluralism from the start, really understands the existence of differences. So that consciously accept the occurrence of cultural syncretism. The results of this study indicate that Indonesian animated film characters tend to show the application of multiculturalism. And, multiculturalism has become an identity. Multiculturalism is proof of acceptance of this condition, and is manifested through animated film characters.

Research paper thumbnail of Modification of Visual Characters in Indonesia Animation Film

Harmonia: Journal of Arts Research and Education

This study aims to determine the relationship between facial physiognomy, body shape, and visuali... more This study aims to determine the relationship between facial physiognomy, body shape, and visualization of animated film character designs. Characterization in an animated film is inseparable from the characters who are placed to fulfill the film’s role. In the creation of physiognomy and body shapes can be combined as an approach to design. The characters are modified through simplifications in the form of cartoons. This is done so that the visualization of the character gets closer to the role added, in addition to emphasizing the characteristics of one character to another. Even in animated films, characters become important elements to direct the understanding of stories. The approach used is interdisciplinary, given that in characters there is a merging of visual elements that need to be approached using different theories. The combination of theories used is personality theory through somatotype to find characters through body shapes, physiognomy from Ar-Razi and ming xiang to...

Research paper thumbnail of Cells at Work: Media Integration Mapping

Ultimart: Jurnal Komunikasi Visual, 2021

Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comi... more Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are...

Research paper thumbnail of Representasi Islami dalam animasi “Nussa” sebagai media pembelajaran untuk anak

Rekam, 2020

Pendidikan Islami merupakan tuntunan dalam kehidupan umat muslim. Media film/video/animasi di You... more Pendidikan Islami merupakan tuntunan dalam kehidupan umat muslim. Media film/video/animasi di YouTube dianggap sebuah media yang efektif dalam menyampaikan pendidikan Islam. Animasi Nussa merupakan serial animasi dengan konten edutainment Islami untuk orang tua dan anak-anak. Penelitian ini bertujuan untuk membahas representasi visual keislaman dalam animasi Nussa. Penelitian ini menggunakan metode deskriptif dengan teknik analisis visual. Representasi Islami pada animasi Nussa ini tidak hanya dapat dilihat dari segi cerita saja atau visual saja, namun juga dapat dilihat dari berbagai kombinasi seluruh konsep elemen atau atribut yang terkait didalamnya. Hal ini dapat dilihat dari pemilihan warna, adegan, penampilan tokoh (kostum), dialog dan pemilihan nama tokoh. Berbagai penggunaan elemen dan atribut tersebut didominasi oleh lambang keislaman. Islamic representation in “Nussa” animation as learning media for childrenIslamic education is a guide in the lives of Muslims. Films/videos...

Research paper thumbnail of Translasi Pencak Silat Kedalam Film Animasi (Studi Kasus Film Kung Fu Panda)

Journal of Visual Art and Design, 2017

Sebagai tradisi yang telah membudaya dari sejak zaman dahulu kala, pencak silat lahir sebagai ben... more Sebagai tradisi yang telah membudaya dari sejak zaman dahulu kala, pencak silat lahir sebagai benteng kekuatan pertahanan diri sekaligus menjadi seni yang memperkaya khazanah kebudayaan bangsa Indonesia. Namun, kuatnya terpaan kebudayaan seni bela diri impor yang masuk (karate, kung fu, tae kwon do, muay thai, capoeira, dll), yang selalu didukung dengan berbagai kemasan media entertainment modern, membuat silat menjadi kalah populer bahkan di mata dan persepsi masyarakat Indonesia sendiri. Hal ini mengakibatkan para generasi muda memandang seni bela diri impor menjadi lebih superior ketimbang pencak silat. Jika hal ini terus berlangsung tanpa ada usaha untuk mengembangkan pencak silat melalui media modern, maka akan sangat sulit untuk mempertahankan dan mengembangkan tradisi ini di masa depan. Tujuan dari makalah ini ialah untuk membuktikan dan menggali potensi animasi sebagai media alternatif yang efektif untuk memvisualisasikan adegan dan cerita bertemakan pencak silat. Adapun studi kasus yang menjadi acuan dalam penelitian ialah film animasi "Kung Fu Panda". Penelitian ini mengkaji studi kasus dengan menggunakan metode kualitatif deskriptif, lalu dianalisis dengan pendekatan analisis deskriptif untuk mengkaji dan mengidentifikasi pemasalahan dan solusi. Pembahasan dari makalah lebih ditekankan pada kekuatan penyampaikan cerita melalui gambar (visual storytelling) yang efektif terkait dengan pencak silat. Hasil dari penelitian ialah cara penyampaian pesan yang efektif mengenai elemen dan esensi pencak silat sebagai bentuk translasinya kedalam film animasi. Pesan tersebut dapat disampaikan dengan menggunakan aspek narasi, gesture, dan simbol yang diakomodasi dengan aspek visual storytelling.

Research paper thumbnail of Web Series Animasi Nussa Sebagai Media Pendidikan Islami Pada Anak

Wimba : Jurnal Komunikasi Visual, 2019

For moslems, Islamic education becomes a guide in life. The main purpose of Islamic education is ... more For moslems, Islamic education becomes a guide in life. The main purpose of Islamic education is to build moslems personalities so that human beings are moral or noble. Animation web series is a choice as well as a medium for information and community education in Indonesia. There is Nussa animation web series that takes up stories about the teachings of Islam. The purpose of this study is to determine the quality of Nussa's animation as a medium of Islamic education that is in accordance with the function of the film, the criteria for educational media based on national education goals and interpretation of the Qur'an, efforts to build the potential for religious awareness in children, and benefits as educational media. This study used descriptive qualitative method. The results of this study prove that Nussa animation has been able to meet the criteria as a medium of Islamic education in accordance with the function of the film, the criteria for educational media based on national education goals, the interpretation of the Qur'an, and its benefit. The ease of access and material on Nussa's animation as a web series is uploaded consistently every week, continuously and gradually, so that the loyal animation fans of Nussa are not stopped to get a message about Islamic education. This makes Nussa animation a very popular animation, often this animation is trending and viral in various social media. However, there are still efforts in facilitating children's development in building the potential for religious awareness that has not been fulfilled.

Research paper thumbnail of Penyampaian Cerita Sunset Deity Dalam Pameran Multimedia Eksperimental

Abstrak Setiap storytelling berupaya untuk membawa cerita menemukan audiensnya melalui medium ter... more Abstrak Setiap storytelling berupaya untuk membawa cerita menemukan audiensnya melalui medium tertentu. Di era perkembangan informasi dan teknologi, storytelling memiliki kesempatan eksplorasi medium-penceritaan baru yang lebih luas – multimedia storytelling. Salah satu inisiator pengembang konten multimedia di Indonesia adalah perusahaan perintis bernama Merchant of Emotion– sebuah rumah produksi yang bercita-cita secara konsisten menerbitkan dan menjual cerita-cerita orisinilnya dalam bentuk franchise. Pada tahun 2014 – 2015 ini, Merchant of Emotion merilis cerita pertamanya bertajuk Sunset Deity. Medium pertama yang dipilihnya adalah Pementasan Teater Multimedia. Untuk melanjutkan upaya storytelling dan franchising dari Sunset Deity ini, kemudian dirancang sebuah pameran multimedia eksperimental yang mengutamakan aspek storytelling. Kata Kunci : Pameran, Multimedia, Storytelling, Sunset Deity

Research paper thumbnail of Killer’s Fashion: Transforming the Potential of Nias Saber’s Amulets into Indonesian Fashion Accessories

Humaniora, Jul 30, 2020

The research was conducted to discover the potential of Nias saber's amulets into fashion accesso... more The research was conducted to discover the potential of Nias saber's amulets into fashion accessories and to introduce the tradition of Nias saber's amulets into society. Nias war costume had its unique way of distinguishing each other and gaining a spiritual strength, which was to accessorize its war costume with small amulets. This tradition was a new inspiration for developing a fashion look with local identity. Exploring Indonesian culture in the form of fashion accessories was done in order to extract Indonesian potential in the fashion industry. Styling small 'amulets' into clothing could elevate one's look while gaining a local meaning. The research applied a qualitative method with data collected through interviews, literature studies, and field research. The outcome of the research shows that Nias war costume's amulet can be an inspiration for today's fashion accessories that serve traditional meaning to the wearer.

Research paper thumbnail of Perwujudan Keyakinan akan Keberadaan Mahluk Halus dalam Komik Kawin ka Kunti

Panggung, Sep 1, 2016

Spiritual beings within Sundanese is both myth and reality phenomenon. This spiritualimmaterial b... more Spiritual beings within Sundanese is both myth and reality phenomenon. This spiritualimmaterial belief influences Sundanese people's life, where it frequently appears in popular media. In 1986, there was a comic titled Kawin ka Kunti, told a story about spiritual being (Kuntianak)-human marriage. It is a qualitative research which descriptively explains how myth and tradition are wrapped as an intertext form. Uses intertextual analysis, this research attempts to find text representation in form of belief on spiritual beings existence in the comic. It is then concluded that intertext exists in the comic in form of belief on spiritual beings existence comprises of incarnation of several ghosts, spells presence in form of jampe pamakena, as well as custom related to ghosts. Ghost imaging in this comic is a representation of concept, point of view, and belief of ghost. It may come in form of perceptual imaging, presents in anything that is based on external reference of the comic artist her/himself.

Research paper thumbnail of Nias Warrior’s Armor and its Fundamental Values

Nias headhunter (human head collectors) was once a feared and victorious warrior. The society is ... more Nias headhunter (human head collectors) was once a feared and victorious warrior. The society is famous of its complex social structures, anti-earthquake architecture, detailed wooden and stone statuary, along with its vicious warriors. Since the independence of Indonesia, war costume production stopped. Moreover, the need to pay taxes and daily necessities causes the once great warriors into abandoning his identity completely. For tourism purposes, war costume is produced with cheap materials and less details, resulting in losing its fundamental meanings. This paper aims to analyze Nias unique war costume, specifically the armor and its fundamental values based on the armor's structural design and materials. The data were obtained by ethnographic research in Nias Heritage Museum and the village of Bawomataluo. Literature research were done by collecting cultural and historical books, historical images, previous research article and journals related to Nias custom, history, and war issues. The data were then analyzed using the psychology of dress theory by creating a dialogue between the Nias armor and the self. The result shows that based on its structure, the armor shows 'magnificence' and according to its material, the armor signifies 'power'. By identifying the fundamental meaning of Nias war costume's fundamental values, the identity of the warriors can be an important heritage to Nias descendants and Indonesia society as a whole.

Research paper thumbnail of Modernism in Sang Pencerah Film Directed by Hanung Bramantyo

Advanced Science Letters, Apr 1, 2017

Research paper thumbnail of The Cultural Identity of Nusantara in a Movie Entitled Sang Pencerah by Hanung Bramantyo

Harmonia: Journal of Arts Research and Education, Dec 26, 2016

Nowadays, during this intercultural era and global challenge, film can be interpreted as a practi... more Nowadays, during this intercultural era and global challenge, film can be interpreted as a practical strategy to develop meaning and Indonesian cultural identity. Through many singers of audiovisual creation, film has not only served as entertainment, but can also act as an instrument to reflect local values and traditional perspective through the storytelling that has been presented by film director. This role is a significant point to develop local insight and cultural value as the identity of Indonesian film. Although, at some point, this strategy still becomes a problem in Indonesian film fields. Sang Pencerah film that was directed by Hanung Bramantyo is one of Indonesian films that attempted to deliver local identity in its storytelling. This research is an endeavour to identify Indonesian cultural identity that has been represented through Sang Pencerah film. By applying cultural studies and interdisciplinary as their methods, the researchers acquired some interesting findings. Firstly, aesthetic and thematic elements in the film narrative had a significant relation to traditional and cultural values of Javanese society. Secondly, the meaning of cultural identity also had a linear proportion to spiritual values in life, such as determination, peacefulness, gloriness, tolerance, as well as social understanding. Therefore, it can be concluded that the Sang Pencerah film is a manifestation of Hanung Bramantyo regarding to the meaning of Indonesian culture that is based on Javanese society's local wisdom.

Research paper thumbnail of Chiaroscuro in Visual Narrative of Sang Pencerah Film by Hanung Bramantyo

Advanced Science Letters, 2017

Research paper thumbnail of Reflectivity of Contemporary Life in Sang Pencerah Film Directed by Hanung Bramantyo

Advanced Science Letters, Dec 1, 2016

Research paper thumbnail of Javanese Chiaroscuro in Hanung Bramantyo's Film (Case Study : Perempuan Berkalung Sobran Film)

Chiaroscuro in film is a low-key artistic lighting that produced a boundary between dark and ligh... more Chiaroscuro in film is a low-key artistic lighting that produced a boundary between dark and light area. Based on its language etymology, the term chiaroscuro is an Italian and clearly not originated from Indonesia. However, this does not mean that lighting in film does not include Indonesian heritage essentially. This heritage can actually be an asset to develop modern technique of artificial lighting. This paper emphasised the Javanese philosophical interpretation of lighting through Perempuan Berkalung Sorban film that were produced by Hanung Bramantyo. By applying cultural studies and interdisciplinary approach, this research found some interesting outcomes. Firstly, the chiaroscuro of those films had a significant relation with cultural and traditional values of Javanese culture. Secondly, in their technical phases, the integrity of "modern lighting" with "traditional lighting" produced a hybridity of double light. Transcending its technique, it was identical with double sign and dual culture. Lastly, through philosophical perspective, this lighting technique enclosed particular life value. In Javanese society, lighting is not only the ability to see things physically, but it is more about peacefulness, determination, brotherhood, etc. Therefore, from these findings, it can be stated that this research placed the "local lighting" in equal position or even position transcended the "modern lighting." Moreover, based on the findings of this research, lighting can be seen not only from visual aspect, but also from the aspects of storytelling, realism, and pictorial composition. Through these three aspects, film will be able to construct its aesthetical interpretation and philosophical aspect in depth.

Research paper thumbnail of Kezia Clarissa Langi STUDI LAPANGAN: TRADISI BAJU PERANG NIAS MASA KINI DI KOTA GUNUNGSITOLI DAN DESA BAWOMATALUO

Prosiding Seni, Teknologi dan Masyarakat, Jan 24, 2020

For centuries the title 'warrior' is embedded in Nias society. As a warrior, the person, their du... more For centuries the title 'warrior' is embedded in Nias society. As a warrior, the person, their duty, and its costume cannot be separated. To become the protector of a village, a series of task are needed. Therefore, being a warrior is a prestigious status. Today, Nias and its war costume are on the edge of modernity. The thin line between tradition and attraction is created due to globalization and its tourism purpose. To understand the importance of the tradition of Nias war costume, it is crucial to analyze the history through literature and the impact of globalization in Nias today. The result of this research could adapt into creating future Nias war costume that is suitable for the Ono Niha (term for the people of Nias). To fully understand about the condition of this tradition, field research is needed. This research aims to obtain data from Gunungsitoli city and Bawomataluo village regarding the tradition of Nias war costume. The results of this research are the untold story of Nias and the needs of the society regarding Nias tradition in the future.

Research paper thumbnail of Eksperimen Media Analog pada Generasi Digital Native sebagai Respon Industri Kreatif

Industri kreatif yang berkembang pada saat ini menuntut sebuah kreativitas dan inovasi dari sebua... more Industri kreatif yang berkembang pada saat ini menuntut sebuah kreativitas dan inovasi dari sebuah generasi. Generasi digital native memiliki tanggung jawab sebagai generasi penerus bangsa. Namun salah satu permasalahan pada generasi ini adalah tidak optimalnya fungsi kerja otak kanan mereka yang berdampak pada Emotional Quotient (EQ). Sehingga kreativitas dan inovasi yang sedianya dituntut untuk menghadapi industri kreatif menjadi tidak optimal. Penelitian ini bertujuan untuk mengujicobakan beberapa media analog yang berpotensi dan memiliki peluang dalam membantu perkembangan otak kanan generasi digital native. Metode yang dipakai pada penelitian ini adalah wawancara, observasi dan eksperimental partisipatori. Hasil penelitian menunjukkan adanya pengaruh media-media analog terhadap perkembangan EQ generasi digital native sehingga membuka peluang kemampuan kreativitas dan inovasi generasi tersebut meningkat dan siap menghadapi industri kreatif. Kata kunci: Eksperimen, Media Analog, Generasi Digital Native, Industri Kreatif

Research paper thumbnail of KENAPA KOMIK INDONESIA?

Talkshow Balon Kata, 2015

Materi dengan update dari presentasi mengenai komik Indonesia ini membahas perkembangan komik nas... more Materi dengan update dari presentasi mengenai komik Indonesia ini membahas perkembangan komik nasional dari wujud tradisional hingga modern yang terbagi ke dalam 4 periode, serta isu-isu pada industri komik Indonesia hingga tahun 2015.

The updated material from the presentation on Indonesian comics discusses the development of national comics from traditional to modern forms which are divided into 4 periods, as well as issues in the Indonesian comic industry until 2015.

Research paper thumbnail of Researching Animation : Going through Layers to Find New Meanings

Diskusi Online Animasi Binusian, 2020

The presentation discussed on research on animation, with case studies from the experience of two... more The presentation discussed on research on animation, with case studies from the experience of two research projects in animation during master education in 2006-2008.

Research paper thumbnail of Visual Storytelling melalui Motion Graphic

Workshop Motion Graphic “Edukasi Digital Berbasis Storytelling” Sesi 2, 2021

Materi presentasi ini membahas implementasi visual storytelling melalui media motion graphic. Dib... more Materi presentasi ini membahas implementasi visual storytelling melalui media motion graphic. Dibahas pula mengenai struktur media sekuensial, metode bercerita menggunakan visual, serta visualisasi data menggunakan motion graphic.

Research paper thumbnail of Media Berbasis Waktu untuk Menyampaikan Informasi & Motion Graphic

Workshop Motion Graphic “Edukasi Digital Berbasis Storytelling”, 2021

Materi presentasi ini secara ringkas membahas mengenai media dan narasi visual (visual storytelli... more Materi presentasi ini secara ringkas membahas mengenai media dan narasi visual (visual storytelling), dan bagaimana menyusun cerita berbasis visual khususnya dengan media motion graphic.

This presentation material briefly discusses media and visual narrative (visual storytelling), and how to create visual-based stories, especially with motion graphic media.

Research paper thumbnail of Eksplorasi dan Kolaborasi pendidikan Animasi pada Program MBKM

Animasi Cikini ANIMAKINI 2021, 2021

Materi presentasi ini membahas secara ringkas mengenai peluang animasi & progam MBKM, khususnya m... more Materi presentasi ini membahas secara ringkas mengenai peluang animasi & progam MBKM, khususnya mengenai kolaborasi yang bisa dibangun, tantangan dan peluang dalam kolaborasi bidang animasi, serta studi kasus dari strategi yang dilakukan oleh Korea pada tahun 2006-2008.

This presentation material briefly discusses the opportunities for animation & MBKM programs, in particular regarding the collaboration that can be developed, challenges and opportunities in collaboration in the animation sector, as well as case studies of the strategies carried out by Korea in 2006-2008.

Research paper thumbnail of Mengembangkan Pendidikan dan Industri Animasi: Belajar dari Negeri Ginseng

Penetapan game dan animasi sebagai salah satu bagian dari pilar pengembangan industri kreatif ole... more Penetapan game dan animasi sebagai salah satu bagian dari pilar pengembangan industri kreatif oleh pemerintah telah menjadi satu momentum yang kuat dalam memajukan industri game dan animasi di Indonesia. Yang menjadi perhatian berikutnya adalah bagaimana kita dapat memanfaatkan momentum positif di sini sehingga benar-benar bisa memberikan hal yang signifikan bagi perkembangan industri game dan animasi tadi. Salah satunya adalah melihat dari keberhasilan upaya negara-negara lain melakukan antisipasi serupa dan menarik beberapa pelajaran berharga dari sana. Salah satu negara yang bisa dijadikan contoh benchmarking adalah Negeri Ginseng, Korea.

Research paper thumbnail of Aplikasi Game Teknologi untuk Edukasi

Dicanangkannya industri kreatif sebagai salah satu tulang punggung ekonomi nasional oleh pemerint... more Dicanangkannya industri kreatif sebagai salah satu tulang punggung ekonomi nasional oleh pemerintah telah membawa sebuah fenomena menarik. Salah satu diantaranya adalah maraknya kegiatan-kegiatan yang terkait dengan pengembangan bidang kreasi animasi dan game teknologi di Indonesia, khususnya sejak akhir tahun 2007. Dengan dukungan pemerintah, khusus melalui Departemen Pendidikan Nasional dan sinergi beberapa departemen dan kementrian negara, dua tahun kebelakang telah dilangsungkan serangkaian festival game teknologi dan animasi, dimulai dari kota Malang di akhir tahun 2007 dan terakhir adalah ITB Digital Media Festival di Bandung pada November 2008 yang lalu.

Research paper thumbnail of Kenapa Komik Indonesia

Research paper thumbnail of Kenapa Komik Digital

Perkembangan teknologi khususnya dalam dunia digital juga berimbas ke dalam wilayah komik, dan mu... more Perkembangan teknologi khususnya dalam dunia digital juga berimbas ke dalam wilayah komik, dan muncul dalam wujud berbentuk komik digital. Perkembangan digitalisasi komik ini bisa disikapi ke dalam tiga kondisi: master, potential master atau slave (McCloud, Reinventing Comics: 2005). Mereka yang masuk dalam kategori master atau potential master dapat melihat beragam peluang positif yang dimungkinkan oleh perkembangan komik digital ini, misalnya kecepatan kerja. Tetapi bagi yang masuk kategori slave, akan memandangnya secara negatif, menjadikan sebagai ancaman yang bisa membuat mereka punah.

Research paper thumbnail of Film Animasi dan Nilai-nilai Human Interest

Animasi biasanya identik dengan menggambar, meski tidak menutup kemungkinan untuk membuat animasi... more Animasi biasanya identik dengan menggambar, meski tidak menutup kemungkinan untuk membuat animasi melalui medium lainnya seperti fotografi ataupun objek. Hal ini terutama karena pada dasarnya animasi adalah menciptakan gerakan, dan cara termudah adalah dengan menggambar rangkaian gerakan. Sehingga bisa dikatakan bahwa animasi adalah media berbasis kartun. Kesamaan dalam visualisasi antara komik strip (yang dikenal juga sebagai kartun strip) dengan animasi membuat istilah film kartun menjadi semakin lekat dengan animasi.

Research paper thumbnail of Facial and Gesture Expressions in the Wayang Performance

The wayang performance is a one of the famous art performance from the Java Island. It is a kind ... more The wayang performance is a one of the famous art performance from the Java Island. It is a kind of performance that told stories (usually the epic Ramayana, Mahabharata and Bharatayudha) with the puppets as the actors on stage. The puppeteer is known as dalang. There are several kinds of wayang forms, but two forms that are the most famous are wayang kulit (shadow puppet, with a 2D puppet and played in front of a white screen. The audience watched the silhouette projected on the other side of the screen) and wayang golek (golek puppet, with a 3D puppet, just like the puppets in The Muppet Show).

Research paper thumbnail of A Thesis on Implementation of Culture and its Visual Representation in Indonesian Animation -Based on Case Study of Japanese and Korean Animation-

The globalization era creates almost universal world with influences from many culture. Therefore... more The globalization era creates almost universal world with influences from many culture. Therefore, being global with our identity as a nation still intact is also important. Indonesia nowadays is heavily influenced by various cultures and that leads to a never-ending debate that Indonesian animations are lacked
of Indonesia culture, thus failed to carry the Indonesian identity. In contrast, animation works with traditional background are easily being accepted to carry Indonesian identity.

It is true that cultural representation is easily achieved by using
traditional stories with traditional visuals and ornaments and several attempts to recreate various themes with adapting traditional visuals and ornaments into modern looks (retrospective style) have been done with various results. But
does every work in comic and animation have to deal with traditional elements to be categorized as having Indonesian identity? What about the themes with contemporary settings, fantasy settings or futuristic settings?

The good examples about the seamless integration of culture within comics and animation are found in the works from Japan and Korea. Although dealing with broad and various themes ranging from traditional to futuristic, they still appear with strong identity. One of the hypothesis of this phenomenon is the cultural representation that is integrated in the works itself, using various ‘daily life’ (things that we always encounter on a daily basis) routine as the story goes. Since what appears on screen or pages are things that the Japanese or Koreans do every day, it automatically represent the nature of their respective culture, thus creating their strong identity.

The objective of the research is to find the possibilities of creating
animation with contemporary settings that still represents the identity of the country of origin -especially in Indonesia- based on the cultural representation within the animation itself. If cultural representations could be found in animations from Japan and Korea, then it could be implied in animation work with Indonesian setting, to create an animation that represent Indonesia culture
and identity, using events that are commonly found in Indonesia.

Research paper thumbnail of The Impacts of Visuals of Manga on Indonesian Readers' Psychological and Behavioral Reactions

Derived from the curiosity relating the phenomenon on the emerging of Japanese manga’s influenced... more Derived from the curiosity relating the phenomenon on the emerging of Japanese manga’s influenced drawings among Indonesian youths, this thesis explores the relationship between attractive visuals appearance of manga and their subsequent behavior in imitating its visuals. Following the social cognitive theory on self-efficacy and behavior change, we developed a theoretical model of relationship between manga’s perceived attractiveness, perceived easiness in drawing similar visuals, self-efficacy and outcome expectancy, which would lead toward positive attitude and behavioral intention in imitating its visuals. We then conducted exploratory experiments to assess the viability of the theoretical model by comparing participants’ subjective evaluation in term of their perceived attractiveness, perceived easiness and behavioral intention in imitating visuals of manga, non-manga and their own personal preferences. Results showed that manga excels in term of perceived attractiveness compare to non manga and there are significant relationships between perceived attractiveness, perceived easiness and behavioral intention aspects that support the viability of the developed model within manga that leads to the imitating behavior. We also found that manga produces consistent arousal, continually enforcing positive attitude and behavioral intention in imitating its visuals; a feature found lacking within non-manga. These results explain reasoning behind the aforementioned emerging phenomenon. Moreover, the thesis also proposes the method of eliciting participants’ subjective perceived attractiveness and behavioral intention to explore reasons behind emerging interests and behavior toward particular visual cultures.

Research paper thumbnail of SILENT SCENES IN MANGA AS THE POWERFUL AND UNIVERSAL VISUAL LANGUAGES

Comics as the popular medium of communication, especially medium for the children due to its capa... more Comics as the popular medium of communication, especially medium for the children due to its capabilities in telling stories with its visual narrative has been known for quite
long. Manga as the form of comic medium that came from Japan is also well known for its uniqueness. Due to the strong relation within the Japan cultural background, manga
has integrated its own distinctive way in telling the stories, visually. One of the methods is known as the silent sequences. The silent sequences term is used to mention the scene in comics that told using minimal sequence and with very little -if any- text or narration. Some even used several of unconnected scenes to create a specific mood or a sense of
place. Such scenes could be found in abundance in various manga works, notably in the works of Osamu Tezuka or Mitsuru Adachi. Scott McCloud –a comic scholar- relates these sequences as the solid example of moment-to-moment and aspect-to-aspect type of panel transition. By using mostly visual images with less text and narration as the way of telling stories and creating the exact mood for the scenes, the silent sequences could serve as a good example of the universality and power of comic language. This paper is intended to take further analysis behind the context of the silent sequences and the possibilities in using it as a more universal way in visual communication as part of the power in children’s literature.

Research paper thumbnail of RAGNAROK ONLINE, REALITY OF VIRTUAL PHENOMENON

Originated from South Korea, Ragnarok Online is an entertainment product in comics and games whic... more Originated from South Korea, Ragnarok Online is an entertainment product in comics and games which is popular in the world especially South-East Asia. Ragnarok in Nordic Mythology described as the doom of the gods. In the case above, Ragnarok is used as a background setting of a comic, which created, by Lee Myung Jin and Ragnarok MMORPG based on that comic.
Internet is described as a many-to-many medium. Games turn out to be one of the first popular settles in the Internet among e-commerce, portals, free advertisers, and sexual
exploitation sites. Online Game becomes a new frontier that could connect people to interact and play similar game on the same time and Massive Multiplayer Online Role Playing
Game of Ragnarok is one of the best and successful Online Game worldwide. It is one of the phenomena in online gaming today. Recently, official Ragnarok Online Characters (NPC, Monsters and Players Characters) have developed in quantity approximately 200 and still have possibility to increase. In international Ragnarok Online provider, more than 120,000 customers connected in 12 servers on real time basis at the same time everyday and this exclude local Ragnarok Server provided by several countries with similar number of player.
Ragnarok Online is a virtual representation of reality, it creates and represents visual social semiotics, which became very important element of communication in recent years. As one of visual product in modern culture, the distance between reality and virtual realm become closer and sometimes it blurred and formed new realm. A new dawn of community born in virtual realm and develop in some way that many though it would consume the community
it represented. Is it possible that the characters and environmental design, which is built, really has the enormous attraction? Or is there something else work behind the surface such as the representation and online culture. Although there are many contradictions about the impacts of Ragnarok Online, this paper is endeavors a new insight of Ragnarok Online, which may have not being researched by others. The combination of online culture and virtual media design with interactive and inviting visual interface may open wide the possibility of encountering new methods and keys of success in designing digital media through descriptive analysis.

Research paper thumbnail of Design and Publication of Children's Literature Content on Digital Platforms during the Covid-19 Pandemic

PRIMA ITB 2020 - Pameran Virtual Riset, Inovasi dan Pengabdian Masyarakat ITB, 2020

The industrial revolution 4.0 has had a big influence in various sectors, including the world of ... more The industrial revolution 4.0 has had a big influence in various sectors, including the world of children’s literature which can be observed from the increasing number of digital platforms. This offered the ability to interact with literary content without limitation of time and place. This technology could be implemented into interactive storytelling activities of children’s literature, where the storytellers and young audiences can interact with the story.

Anticipating the pandemic condition, storytelling activities can generate a “story listening trance phenomenon (STP)” in the form of immersion, making audiences to get inside the stories because the involvement of all receptor channels: visual, auditory, kinesthetic, and emotion. Therefore, it is important to see the potency of creating interactive storytelling activities with digital content and delivered online virtually, as it could provide a place to ‘escape’ into a fun and imaginative world for children who temporarily have to stay at home.