Perancangan komik interaktif dari adaptasi cerita rakyat (studi kasus: "nenek pakande") = Interactive comic design from folklore adaptation (study case: "nenek pakande")

Josephine, Erica (2021) Perancangan komik interaktif dari adaptasi cerita rakyat (studi kasus: "nenek pakande") = Interactive comic design from folklore adaptation (study case: "nenek pakande"). Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Mayoritas masyarakat Indonesia memiliki pribadi yang cepat menyerah atau pasrah, namun juga ingin menyelesaikan masalah dengan cepat atau instan. Pribadi tersebut berakar dari kepercayaan awal masyarakat Indonesia berupa animisme atau dinamisme; kepercaaan akan makhluk halus, roh, nenek moyang dan benda berkekuatan gaib. Sampai sekarang pun, cerita takhayul atau hal gaib masih dianggap nyata bagi masyarakat, sehingga pola pikir masyarakat pun masih belum berkembang secara signifikan. Hal tersebut merupakan masalah yang juga dibahas pada cerita rakyat Nenek Pakande. Maka dari itu, cerita Nenek Pakande diadaptasikan menjadi komik interaktif dengan tujuan membujuk pembaca untuk mengubah pola pikir tersebut, sekaligus menanam kebiasaan membaca pada masyarakat Indonesia. Dalam mengadaptasikan cerita Nenek Pakande menjadi komik interaktif, penulis melakukan riset dengan mengumpulkan data pustaka dan referensi yang berhubungan dengan masalah dan teori-teori visual yang berkaitan dengan komik interaktif. Kedua hal tersebut dianalisis dan dijadikan sebagai dasar dari perancangan visual hasil akhir. Wawancara terhadap ahli juga dilakukan untuk mendalami pengetahuan penulis akan komik interaktif, sekaligus tahap-tahap yang perlu untuk dilakukan dalam mengadaptasi cerita menjadi media visual tertentu. Pada perancangan dan hasil akhir, penulis memilih kata kunci yang tepat sebagai dasar dari visual komik interaktif. Kata kunci yang terpilih adalah “klasik” dan “mimpi” untuk menunjukkan dengan jelas kepada pembaca bahwa cerita tersebut adalah cerita rakyat. Kata kunci “klasik” diaplikasikan pada komik interaktif sebagai salah satu appeal komik, dan sebagai penanda latar waktu pada komik. Sedangkan kata kunci “mimpi” diaplikasikan melalui visual-visual yang berbeda dari dunia nyata; seperti ekspresionisme, dan beberapa desain pada karakter dan hewan yang dibentuk sedikit berbeda dari dunia nyata. / The majority of people in Indonesia has a personality that tends to give up quickly, but also want an easy or instant solution to a problem that they are facing. That personality is rooted in Indonesian early beliefs of animism or dynamism; a belief in the existence of spirit, ghost, ancestor, and supernatural objects. Even in this modern era, society still believed in superstitious stories or supernatural matter, resulting in undeveloped and irrational mindset in the society. This issue is also discussed in Nenek Pakande folklore. Therefore, Nenek Pakande folklore is adapted into an interactive comic with the purpose of persuading the readers to change that mindset, as well as cultivate a reading habit in Indonesian society. In adapting Nenek Pakande folklore into an interactive comic, the author conducted research through collecting library data and references that are related to the problem and visual theories related to interactive comic. Both of these are analyzed and serve as the basis of final visual design. Interview with experts are also conducted to deepen the author’s understanding of interactive comic, as well as the steps needed to do in adapting a story into a certain visual media. In the design and final result, the author chose the right keywords as the basis of the interactive comic visual. The chosen keywords are “classic” and “dream” to show to the readers clearly that the interactive comic is telling a folklore story. The “classic” keyword is applied to the interactive comic as one of its appeal, and as a sign of its time setting. Whereas the “dream” keyword is applied through certain visual that doesn’t resemble completely from real life references; such as expressionism, and a few character and creature design that are slightly different from real life’s.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Josephine, EricaNIM01023170019erica.josephine@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorHeryanto, Naldo YanuarNIDN0326018103naldo.heryanto@uph.edu
Thesis advisorGunadi, Jeffrey RachmadNIDNjeffrey.gunadi@uph.edu
Uncontrolled Keywords: cerita rakyat; komik interaktif; adaptasi; gaib; folklore; interactive comic; adaptation; supernatural
Subjects: N Fine Arts > N Visual arts (General) For photography, see TR
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Depositing User: Users 5563 not found.
Date Deposited: 18 Jun 2021 07:00
Last Modified: 08 Mar 2022 03:10
URI: http://repository.uph.edu/id/eprint/39170

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