scholarly journals DESIGNING VISUAL NOVEL CHARACTERS OF GAJAH MADA AND TRIBHUWANA TUNGGADEWI AS REPRESENTATION OF HISTORY FIGURES

Humanus ◽  
2018 ◽  
Vol 17 (1) ◽  
pp. 84
Author(s):  
Dendi Pratama ◽  
Winny Gunarti Widya Wardani ◽  
Taufiq Akbar

Gajah Mada and Tribhuwana Tunggadewi are two historical figures of the Majapahit Kingdom. Both of them had great influence in expanding the power of Majapahit Kingdom. These two historical figures can be presented as visual novel characters that educate, especially representing it through an interactive media that appeals to teenagers. Currently, there are not many visual novels featuring Indonesian history setting. This study creates visual movel characters of Gajah Mada and Tribhuwana Tunggadewi in the context of visual communication design. The discussion about these characters of visual novel uses a qualitative approach with structural semiotics method that is designing messages through visual elements of lines, shapes, textures, and colors. This study shows that the costume design on the character represents the informational meaning about the influential figure in the kingdom. Accessory design represents the symbolic meaning of the royalty. Facial design and posture as a representation of elegance and strength figure in the meaning of images. The character design results are expected to give a picture of the historical figure in the kingdom of Majapahit for teenagers.Keyword: visual elements, character, visual novel, structural semiotic MENDESAIN ELEMEN VISUAL KARAKTER GAJAH MADA DAN TRIBHUWANA TUNGGADEWI SEBAGAI REPRESENTASI FIGUR SEJARAH DALAM VISUAL NOVELAbstrakGajah Mada dan Tribhuwana Tunggadewi adalah dua tokoh sejarah Kerajaan Majapahit. Keduanya memiliki pengaruh besar dalam memperluas kekuatan Kerajaan Majapahit. Kedua tokoh sejarah ini bisa disajikan sebagai karakter permainan dalam visual novel yang mendidik, terutama merepresentasikannya melalui media interaktif yang menarik bagi remaja. Saat ini, tidak banyak visual novel yang menampilkan latar sejarah Indonesia. Studi ini menciptakan karakter Gajah Mada dan Tribhuwana Tunggadewi dalam konteks desain komunikasi visual. Pembahasan tentang karakter visual novel ini menggunakan pendekatan kualitatif dengan metode semiotika struktural, yaitu mendesain pesan melalui elemen visual garis, bentuk, tekstur, dan warna. Studi ini menunjukkan bahwa desain kostum pada karakter sebagai representasi makna informasi tentang sosok yang berpengaruh di kerajaan. Desain aksesori merupakan representasi makna simbolik tentang dolongan kebangsawanan. Desain wajah dan postur sebagai representasi eleganitas dan kekuatan karakter dalam makna imaji. Hasil desain karakter ini diharapkan bisa memberi gambaran tentang tokoh sejarah di Kerajaan Majapahit bagi remaja.Kata kunci: elemen visual, karakter, visual novel, semiotika struktural

2020 ◽  
Vol 8 (50) ◽  

Covid-19, a type of the corona virus family, spread from Wuhan, China to the whole world in December 2019 and turned into a pandemic. The Covid-19 pandemic, which threatens the whole world, has caused negative situations in the health, education, industry and many other areas of the countries. Since there is no medicine or vaccine to cure this disease (pandemic) yet, experts in the business focus on drug and vaccine development studies, while country governments are making an intense effort to slow down and eliminate its spread. All kinds of platforms and alternatives should be used effectively in the fight against Covid-19. Visual media studies constitute the most important pillar of the struggle for this purpose. It is of great importance to create awareness in people with communication studies prepared in the fight against the disease. In today's intense information abundance and pollution, it is not easy to get the necessary attention from a large part of the society. It is observed that the sensitivity of the society towards these studies (news, articles, posters, etc.) at the beginning decreased significantly over time and started to lose its effect to a great extent. The job of a visual communication designer is getting harder every day in studies related to the pandemic as well as in other subjects. In order to attract the attention of the audience, it is a necessity to go beyond the known design elements and the same style of expression and prepare them in different structures. In the article, the common design elements used from randomly selected samples among different visual communication studies were categorically classified and defined. Since these definitions and classifications are made with a personal point of view, they are open to all kinds of criticism and interpretation. Keywords: Covid-19, visual elements, visual communication, design


2020 ◽  
Vol 6 (02) ◽  
pp. 277-287
Author(s):  
Erik Armayuda ◽  
Reven Pragadeva

AbstrakMaskot memiliki peran penting dalam sebuah pendekatan emosional dari sebuah instansi, atau lembaga baik komersil maupun non komersil. Sebagai keilmuan yang mengakomodasi kajian perancangan maskot, terutama dalam proses pembelajaran, belum ada panduan baku proses perancangan maskot secara metodologis. Untuk itu diperlukan sebuah acuan baku yang bisa digunakan dalam proses perancangan maskot yang sistematis dan dapat dipertanggungjawabkan secara ilmiah. Paper ini bertujuan untuk memberikan satu alternatif metode perancangan yang runtut yang diformulasikan dari metode komparasi teori brand, dan perancangan karakter. Mengingat konteks maskot dan keilmuan desain komunikasi visual memiliki irisan dengan keilmuan marketing, maka paper ini juga mengacu pada rujukan strategis dalam perancangan sebuah brand oleh Alina Wheeler. Dengan mengadaptasi metode mendesain brand tersebut, penulis menerjemahkan setiap tahapnya dan mengadaptasi istilah di dalamnya dan menariknya ke dalam konteks perancangan maskot dengan fokus pembahasan ke dalam perumusan strategi visual. Untuk memberikan gambaran yang spesifik, penelitian ini juga memberikan studi kasus yang menunjukan tahapan penerapan model. Dari proses adaptasi tersebut maka dirumuskanlah model 5M; 1) Merumuskan kata kunci, 2) Merumuskan brief persona maskot 3) Merumuskan brief bentuk dan siluet, 4) Merumuskan gestur, 5) Merumuskan pengemasan media.  Penulis berharap model 5M tersebut dapat dijadikan acuan dalam proses perancangan maskot khususnya dalam konteks pembelajaran desain.  Kata Kunci: 5M, Alina Wheeler, brand, maskot, metode AbstractThe mascot has a significant role in an emotional approach from both commercial and non-commercial institutions. There are no official standard guidelines in the design process. For this reason, a standard reference is needed that can be used in the process that is systematic and scientifically justified. This paper aims to provide a coherent alternative design method formulated by the comparative method of brand theory and character design. Mascot and visual communication design science have a slice with marketing science, therefor this paper also refers to the design of a brand by Alina Wheeler. By adapting the brand design method, the writer translates each stage and adapts the terms and draws it into the context of the design of the mascot with the focus of discussion into the formulation of visual strategies. This research also provides the design stages of applying the model. From the adaptation process a 5M model was formulated; 1) Formulate keywords, 2) Formulate the mascot persona brief 3) Formulate the shape and silhouette briefs, 4) Formulate gestures, 5) Formulate media packaging. The author hopes that the 5M model can be used as a reference in the mascot design process, especially in the context of design learning.  Keywords: brand transformation, design methods, mascot design


2020 ◽  
Vol 3 (1) ◽  
pp. 21
Author(s):  
Damara Alif Pradipta

Desain Komunikasi Visual merupakan bidang ilmu yang menggunakan pengelolaan elemen-elemen visual dalam proses perancangannya. Tidak jarang terdapat permasalahan-permasalaham dalam merancang sebuah karya DKV.  Salah satu permasalahan tersebut adalah adanya miskomunikasi visual yang memiliki arti adanya ketidak sinkron-an antara pesan dan elemen visual yang ada. Dalam tulisan ini dibahas mengenai miskomunikasi visual yang terdapat dalam Poster Instastory Instagram dari acara Gelar Cipta Tata Rias 2019: Indonesian Folklore yang diselenggarakan oleh jurusan Tata Rias angkatan 2015 Universitas Negeri Surabaya. Dalam membahas poster ini, penulis menggunakan metode kritik seni dan mendapat hasil bahwa  adanya ketidak sinkron-an antara elemen visual dari poster dengan tema acara yang notabene bertemakan cerita rakyat Indonesia. Visual Communication Design is a science that uses the management of visual elements in the design process. Sometimes there are problems in designing a DKV work. One of these problems is the presence of visual miscommunication which means there is a lack synchronization between the message and the visual elements that exist. In this paper, we discuss the visual miscommunication contained in the Poster story Instagram from the event  named “Gelar Cipta Tata Rias 2019: Indonesian Folklore” which held by the 2015 class of Cosmetology Department, Surabaya State University. In discussing this poster, the author used the art critique method and got the result that there was a lack of synchronization between the visual elements of the poster and themed “Indonesian Folklore”.


2020 ◽  
Vol 3 (1) ◽  
pp. 341-355
Author(s):  
Lintang Dewi Prasistiya ◽  
Donna Carollina

Japanese propaganda matchboxes is one of the propaganda media used by Japan in its effort to get the hearts and attention of Indonesian people. This matchbox is producted on 1942-1945 with varied themed on each series, this research will spesifically discuss about series 101. As a propaganda media, this matchbox unconsciously is one of visual communication design product from the illustration, message delivery to the audience through design and its own function as a packaging. Thus, this research was conducted to reveal the meaning behind the design of the Japanese propaganda matchbox series 101. The research of meaning in this qualitative research is carried out with an approach to art critism according to Edmund Burke Feldman. The result of this research is the design of Japanese propaganda matchbox series 101 was produced in 1994 and designed by Takashi Kono. If assessed in term of quality, the visual element in this lable is harmoniously arranged and create a balanced and unified design. The color has a high contrast, the typography used is san-serif which has high readability and legibility, and the object of illustration is made as closely as possible to the actual object so it can be easily understood. All the visual elements displayed on the design has a connection with the main theme and purpose of this matchbox label is to restore Indonesian people trust because on 1944, Japan situation in battlefield is getting worse and there’s a rumor that Japan has defeated in the war, with some hope that they will get Indonesian people trust again and Indonesian people have some initiative to help Japan in the war. Compare to the previous series of the matches, this series emphasize the atmosphere of war and victory in war over America, Britain and China.


2018 ◽  
Vol 2 (1) ◽  
pp. 14-24
Author(s):  
Pungky Febi Arifianto

In term of its presentation of data, qualitative descriptive research is implemented as the method. To interpret the handling of corruption conducted by Indonesia's Corruption Eradication Commission, Charles S. Pierces’ theory of signs classification in icon, index, and symbol is utilized as the approach. Disclosure of meaning the signs itself applies of Rolland Barthes’s connotation interpretations in significance. The Five Codes in significances are divided into Hermeneutic, Proairetic, Semantic, Symbolic, and Cultural. Visual infographic analysis in corruption’s handling by Indonesia's Corruption Eradication Commission is expected for being able to give a discourse in semiotic interpretation to signs and meaning in infographics. Theoretically, the purpose of this analysis will give depiction about a scientific approach to visual communication design theory in sending message through sign-system in each visual elements in infographics.


2016 ◽  
Vol 3 (2) ◽  
pp. 127
Author(s):  
Achmad Herman ◽  
Anita Pahlevi ◽  
Yulianti Said

The purpose of this study was to discuss visual communication design process of of political advertisement in the Morowali election 2012. This research method used a qualitative approach with descriptive research. This research subject is chosen by purposive sampling, each people from each candidate and data collection techniques used in-depth interviews and documentation. Ideally, in the process of visual communication design used seven stages, namely inspiration, identification, conceptualization, definition, exploration, communication, and production. The results showed that the campaign team of four candidates in the process of visual communication design political advertising did seven stages. However, in practice some stage wasn't taken maximum yet namely conceptualization, definition and production, due to the successful teams of the four candidates did not understand very well how the process of visual communication design.


2018 ◽  
Vol 229 ◽  
pp. 01011
Author(s):  
Wahyono ◽  
Purwo Prihatin ◽  
Wisnu Prastawa ◽  
Sumadi

Messages in a mural are delivered through the processing of visual elements embedded with symbols, signs, codes, and meanings. The messages delivered in the mural comprise both verbal and visual. The existence of murals created the concept of social space which includes important issues such as the theme of disaster. When the mural is associated with disaster mitigation efforts, the mural is expected to bring a great influence on the awareness of citizens. The mural is also expected as a monument that can urge citizens to stay alert to potential disasters. The research methodology is a descriptive-explanative method with a qualitative approach. This research aims to analyze and explain the causal relationships in the production of social space through a mural with the theme of disaster. The results show that the existence of disaster-themed mural can be included in three dimensions of social space production according to Lafebvre, namely spatial space where the social activities of artists in making the mural on the walls of the city that originally serves mere as a barrier. Mural in the middle of the city is a representation of space because the discourse used in producing social space is a social problem that exists around the mural space was created so that the meaning contained in the mural is able to represent.


Humaniora ◽  
2010 ◽  
Vol 1 (2) ◽  
pp. 705
Author(s):  
Tunjung Riyadi

 A work of visual communication design which aired on the television screen has a different perspective in its interpretation in the eyes of the audience when compared to other media. By understanding the characteristics and nature of media, proper exploration of graphic design can easily be created. Through literature study, observations of the author as a practitioner of graphic design for television and comparisons with the print media will facilitate the understanding of this study. 


Sign in / Sign up

Export Citation Format

Share Document