27 research outputs found
VISUALISASI ADAPTASI NOVEL BIOGRAFI HAMKA KARYA HAIDAR MUSYAFA BERBASIS GRAPHIC NOVEL
ABSTRAK Daniar, Aninditya. 2017. Visualisasi Novel Hamka berbasis Visual Novel.Skripsi, Program Studi Desain Komunikasi Visual, Jurusan Seni danDesain, Fakultas Sastra, Universitas Negeri Malang.Pembimbing (I) Dr. Hariyanto, M.Hum, (II)H.J.Hendrawan,S.Sn.M.Ds.Kata Kunci : Graphic Novel, Biografi, Hamka, Buya HamkaGraphic novel Buya Hamka, merupakan kisah asli perjalanan hidup hamka menuntut ilmu agama. Namun di dalam masyarakat kisah seperti itu dianggap kurang menarik karena membosankan.Melihat permasalahan diatas, dibutuhkan sebuah media alternative yang berguna untuk memperkenalkan kisah perjalanan hidup Hamka kepada masyarakat khususnya remajaberusia 17 tahun keatas. Graphic novel hamka adalah pilihan yang tepat karena belum ada graphic novel yang menceritakan tentang kisah tokoh sejarah Islam di Indonesia.Model perancangan yang digunakan dalam perancangangraphic novel ini menggunakan model perancangan yang bersifat prosedural. Model prosedural adalah model yang bersifat deskriktif, yaitu menggariskan langkah-langkah yang harus diikuti untuk menghasilkan sebuah produk. Perancangan dimulai dari mencari permasalahan di dalam masyarakat, dilanjutkan dengan menyimpulkan tujuan, lalu pengumpulan data, yang kemudian telah dianalisa dan disajikan konsep produksi yang selanjutnya masuk ke tahapan desain.Produk yang disajikan dalam bentuk graphic novel, yang didalamnya berisi banyak karakter dan background suasana yang diadaptasi dari novel Hamka dengan menggunakan ilustrasi digitalpainting 2D, teks bookyang berisi cerita penjelasan pada ilustrasi di setiap scene dari visual novel tersebut. Untuk target audiens dari perancangan graphic novel ini adalah untuk remaja, khususnya 17 tahun keatas. Buku bergambar yang dihasilkan ini memiliki spesifikasi produk dengan ukuran kertas A6 jenis HVS 80 gram, berjumlah 54 halaman colourfull dengan soft cover.Diharapkan setelah membaca produk graphic novel ini, masyarakat khususnya remaja berusia 17 tahun keatas menjadi tertarik dengan graphic novel yang diadaptasi dari biografi tokoh sejarah Islam di Indonesia.ABSTRACT Daniar, Aninditya. 2017. Visualization based on Visual Novel Novel Hamka. Thesis, Department of Visual Communication Design, Department of Art and Design, Faculty of Letters, State University of Malang.Supervisor (I) Dr. Hariyanto, M.Hum,(II)H.J.Hendrawan,S.Sn.M.Ds. Keywords: Graphic Novel,Biography, Hamka, Buya HamkaBuya hamka a graphic novel, an original story of the journey of life hamka studying religion. But in a society tale as it is considered less attractive because of boring.Seeing the above problems, it takes an alternative media that is useful to introduce the story of the journey of life Hamka to the public, especially teenagers aged 17 years and older. Graphic novel Hamka is the right choice because there is no graphic novel that tells the story of the historical figure of Islam in Indonesia.Design model used in the design of a graphic novel using the model of the design of a procedural nature. Procedural model is a model that is deskriktif, which outlines the steps that must be followed to produce a product. The design starts from looking for problems in the community, followed by a concluding purpose and collection of data, which is analyzed and presented subsequent production concept that went into the design stage.The products presented in the form of a graphic novel, which contains a lot of character and background ambience adapted from the novel Hamka using 2D digital paintingillustration, text book that contains stories explanation on the illustrations in every scene of the visual novel. For the target audience of the graphic design of this novel is for teenagers, especially 17 years of age. The resulting picture book is a specification of products with the paper size A6 type of HVS 80 gram, totaling 54 pages colourfull with a soft cover. It is expected that after reading this graphic novel product, especially young people aged 17 years and older became interested in the graphic novel adaptation the biography historical of Islam in Indonesia
VISUALISASI NOVEL BIOGRAFI HAMKA BERBASIS GRAPHIC NOVEL
ABSTRAK Daniar, Aninditya. 2017. Visualisasi Novel Hamka berbasis Visual Novel.Skripsi, Program Studi Desain Komunikasi Visual, Jurusan Seni danDesain, Fakultas Sastra, Universitas Negeri Malang.Pembimbing (I) Dr. Hariyanto, M.Hum, (II)H.J.Hendrawan,S.Sn.M.Ds.Kata Kunci : Graphic Novel, Biografi, Hamka, Buya HamkaGraphic novel Buya Hamka, merupakan kisah asli perjalanan hidup hamka menuntut ilmu agama. Namun di dalam masyarakat kisah seperti itu dianggap kurang menarik karena membosankan.Melihat permasalahan diatas, dibutuhkan sebuah media alternative yang berguna untuk memperkenalkan kisah perjalanan hidup Hamka kepada masyarakat khususnya remajaberusia 17 tahun keatas. Graphic novel hamka adalah pilihan yang tepat karena belum ada graphic novel yang menceritakan tentang kisah tokoh sejarah Islam di Indonesia.Model perancangan yang digunakan dalam perancangangraphic novel ini menggunakan model perancangan yang bersifat prosedural. Model prosedural adalah model yang bersifat deskriktif, yaitu menggariskan langkah-langkah yang harus diikuti untuk menghasilkan sebuah produk. Perancangan dimulai dari mencari permasalahan di dalam masyarakat, dilanjutkan dengan menyimpulkan tujuan, lalu pengumpulan data, yang kemudian telah dianalisa dan disajikan konsep produksi yang selanjutnya masuk ke tahapan desain.Produk yang disajikan dalam bentuk graphic novel, yang didalamnya berisi banyak karakter dan background suasana yang diadaptasi dari novel Hamka dengan menggunakan ilustrasi digitalpainting 2D, teks bookyang berisi cerita penjelasan pada ilustrasi di setiap scene dari visual novel tersebut. Untuk target audiens dari perancangan graphic novel ini adalah untuk remaja, khususnya 17 tahun keatas. Buku bergambar yang dihasilkan ini memiliki spesifikasi produk dengan ukuran kertas A6 jenis HVS 80 gram, berjumlah 54 halaman colourfull dengan soft cover.Diharapkan setelah membaca produk graphic novel ini, masyarakat khususnya remaja berusia 17 tahun keatas menjadi tertarik dengan graphic novel yang diadaptasi dari biografi tokoh sejarah Islam di Indonesia.ABSTRAK Daniar, Aninditya. 2017. Visualization based on Visual Novel Novel Hamka. Thesis, Department of Visual Communication Design, Department of Art and Design, Faculty of Letters, State University of Malang.Supervisor (I) Dr. Hariyanto, M.Hum,(II)H.J.Hendrawan,S.Sn.M.Ds. Keywords: Graphic Novel,Biography, Hamka, Buya HamkaBuya hamka a graphic novel, an original story of the journey of life hamka studying religion. But in a society tale as it is considered less attractive because of boring.Seeing the above problems, it takes an alternative media that is useful to introduce the story of the journey of life Hamka to the public, especially teenagers aged 17 years and older. Graphic novel Hamka is the right choice because there is no graphic novel that tells the story of the historical figure of Islam in Indonesia.Design model used in the design of a graphic novel using the model of the design of a procedural nature. Procedural model is a model that is deskriktif, which outlines the steps that must be followed to produce a product. The design starts from looking for problems in the community, followed by a concluding purpose and collection of data, which is analyzed and presented subsequent production concept that went into the design stage.The products presented in the form of a graphic novel, which contains a lot of character and background ambience adapted from the novel Hamka using 2D digital paintingillustration, text book that contains stories explanation on the illustrations in every scene of the visual novel. For the target audience of the graphic design of this novel is for teenagers, especially 17 years of age. The resulting picture book is a specification of products with the paper size A6 type of HVS 80 gram, totaling 54 pages colourfull with a soft cover. It is expected that after reading this graphic novel product, especially young people aged 17 years and older became interested in the graphic novel adaptation the biography historical of Islam in Indonesia
Perancangan Booklet Panduan MB-KM Program Magang Berbasis Infografis Bagi Mahasiswa UPN Veteran Jawa Timur
Program magang MB-KM memberikan solusi terhadap persoalan mahasiswa dalam pengalaman kerja tingkat nasional maupun internasional, berkarya untuk perindustrian, dan sekaligus memberikan kesempatan bagi mahasiswa untuk menyelesaikan perkuliahan pada semester berjalan. Magang merupakan salah satu program MBKM yang memberikan kesempatan kepada mahasiswa untuk memberikan pengalaman dan pembelajaran secara langsung di tempat kerja (experiential learning). Kegiatan Program Magang ini memberikan kesempatan kepada mahasiswa untuk belajar dan mengembangkan diri melalui aktivitas di luar kelas perkuliahan, namun kegiatan program tersebut tetap diakui sebagai bagian dari perkuliahan mahasiswa sehingga dibuatlah penyampaian informasi secara digital. Dengan perkembangan IPTEK yang mempengaruhi perkembangan pada media pembelajaran saat ini, pendidikan konvensional tergantikan dengan pendidikan berbasis teknologi informasi yang diaplikasikan kedalam salah satu cara penyampaian program MB-KM magang kepada mahasiswa UPN Veterean Jawa Timur menggunakan booklet. Pemilihan booklet ini bertujuan untuk menghasilkan infografis mengenai program magang kepada mahasiswa dengan menggunakan metode pengumpulan data campuran
ANALISIS EFEKTIFITAS BAURAN PROMOSI PADA PT.SARIAYU
DANIAR CHAIRIAH. 2010. ANALYSIS PROMOTION MIX EFFECTIVITY ANALYSIS OF PT SARIAYU. Diploma Program of Marketing Management, Major of Management. Faculty of Economics Jakarta State University.
This paper purposes to determine the effectiveness of sales promotion of PT Sariayu. The method used in this paper is descriptive analysis by collecting data through library research, and questionnaire. The scale used is Likert scale. Sampling method used in this paper is convenience sampling. The author also uses qualitative and quantitative data analysis method with product moment correlation.
This paper result that the sales promotion activities used for promoting Sari Ayu’s beauty products are personal selling, advertisement, and sales promotion. Based on the questionnaire which had been distributed by the author, the most effective activity is personal selling because the percentage shows that mostly respondents agree on personal selling. Thus, the respondents get information about Sariayu’s beauty products through the promotion media of personal selling. It can affect the sales of PT Sariayu
Semiotika Visual Pada Iklan Grab Versi Ovomatis di Youtube
ABSTRAK
Periklanan begitu familiar di era modern sehingga orang dapat melihatnya hampir di dimanapun. Iklan tidak hanya tentang promosi komersial produk, tetapi juga terdiri dari gagasan teks dengan maksud khusus untuk mengangkat citra individu, kelompok atau organisasi. Media periklanan bisa bermacam-macam, dari koran, majalah hingga media sosial termasuk Youtube. Jenis iklan inilah yang digunakan oleh Grab untuk pemasarannya. Tujuan penelitian ini adalah untuk mengetahui proses semiosis pada iklan Grab versi OVOmatis yang dibawa oleh akun resminya di Youtube. Peneliti ingin meneliti bagaimana relasi antara tanda-tanda dalam iklan Grab tersebut melalui pendekatan semiotika milik Charles Sanders Peirce yang berupa ikon, indeks dan simbol. Analisis data yang digunakan pada penelitian ini terdiri dari tiga sub proses yang terkait, yaitu reduksi data, penyajian data dan pengambilan kesimpulan.
Kata Kunci: Semiotika, Pierce, iklan, Grab, Proses Semiosi
PENGARUH DIGITAL MARKETING INSTAGRAM PADA KEPUTUSAN MEMBELI PRODUK SKINCARE SAAT PANDEMI
The Covid-19 pandemic has changed various aspects of life in society, one of which is the economy
and lifestyle. The existence of social restrictions & social distancing has changed the pattern of
buying and selling in the community to be digital transaction. Along with the development of
technology, digital marketing, especially promotions on social media Instagram, is developing and
continuing to rise during the COVID-19 pandemic. One that is becoming a trend in the community is
concern for skin health and beauty, so the skincare market has become one of the main commodities
in online market. Various kinds of strategies are used by sellers to promote skincare products to
consumers, and various factors that encourage consumers to make buying decisions. This study uses a
descriptive qualitative method with a systematic literature review technique as a way of collecting
data. This study aims to determine the categories in digital marketing on Instagram and the factors
that influence the decision to buy products, especially the purchase of skin care products during the
pandemic. The results of this study can be used as consideration for skincare entrepreneurs & UMKM
in carrying out their digital marketing strategies in an effort to survive the COVID-19 pandemic.
Keywords digital marketing, buying decisions, skincare products, pandemic covid-1
FENOMENA KEMBALINYA DESAIN RETRO KE SEPEDA MOTOR MODERN
The development of automotive modification in Indonesia, especially motorcycles is growing
rapidly, the more diverse types and enthusiasts. With advances in technology and science that is
growing, it causes more and more similar products to be produced and offered where one of
these options must be adjusted to the wishes and needs of consumers. This condition makes
manufacturers compete to increase innovation by launching new products to increase market
share. The increasing mobility of society at this time and supported by the lack of representation
of public transportation in Indonesia has made the automotive industry, especially motorcycles,
develop rapidly.
Keywords: retro, motorcycle, consume
ANALISIS KOMUNIKASI VISUAL PADA POSTER COVID 19 SEBAGAI MEDIA KOMUNIKASI DI INSTAGRAM KABUPATEN TUBAN
Since the current Covid-19 pandemic, initially tourist attractions in Tuban were rarely visited by
tourists, thus causing huge losses for the people who live in the tourist area. This makes it necessary
for efforts to restore a sense of trust and safety for tourists who travel to Tuban so that the
DISKOMINFO Tuban uses Instagram as a promotional medium during the current pandemic. With this
phenomenon, the formulation of the problem in this study is how the role of Instagram as an online
marketing medium. This study uses a qualitative method. Based on the results of research and
discussion, Instagram also has several features, namely as a post (feed) and Instastory that can be used
as an online promotion medium during the current Covid-19 pandemic. Advertising functions for
tourism objects in Tuban include being able to persuade tourists, provide information, remind, and add
value to these attractions. The conclusion is a post (feed) designed by graphic design with a
communication process using visual elements, such as typography, photography, and illustrations that
are intended to create a perception of a message to be conveyed to the audience.
Keywords Advertising, Graphic Design, Tourism, Pandemi
Asuransi Perspektif al-Qur’an
Insurance is an adaptation word of the various languages. Dutch language “Assurantie” means assured, Italian language “insurensi” and assurance in English means a guarantee. In Arabic the insurance referred to at-ta’min means of protection, security and freedom from the fear. In this paper, the author will discuss thoroughly Insurance in the perspective of the Qur’an, on Insurance Legal Foundation, an Islamic insurance concept (Sharia Insurance) as well as various opinions Ulama on Insurance
Analisis Semiotika pada Iklan Sanzer Hand Gel Seri ‘Doorknob'
Saat ini masker dan handsinitizer merupakan komoditas utama dalam upaya pencegahan Covid-19. Protokol kesehatan yang mewajibkan pemakaian masker dan handsinitizer tumbuh menjadi budaya baru dalam masyarakat saat ini. Sanzer Hand Gel merupakan Perusahaan handsinitizer di Thailand yang membuat campign iklan “What you really touching” dengan berbagai seri yang menarik. Seri doorknob adalah salah satu karya iklan yang meraih penghargaan iklan terbaik. Penelitian ini adalah membahas makna dari iklan Sanzel Hand Gel seri “doorknob” Makna iklan ini memiliki tingkat hubungan denotasi dan konotasi, yang bertujuan untuk mempromosikan produk namun dibungkus dengan hal lain, sehigga menjadi sesuatu yang menarik.diharapkan kajian ini menjadi salah satu rekomendasi ide iklan layanan masyarakat untuk mengatasi pandemi covid-19 dan menjadi salah satu kajian social budaya masyarakat saat ini
