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Aprilia Rachma; Dian Wardiana Sjuchro; Kokom Komariah

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2026 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The development of documentary films in Indonesia has encouraged the need for presenting reality in an informative manner while maintaining strong visual quality. Documentary films were no longer viewed merely as a medium for recording facts, but also as a creative medium capable of delivering social messages through a cinematic approach. Cinematography became an important element because it played a role in constructing meaning, atmosphere, and viewing experience through well-directed visual management. This study discussed the management of cinematographic elements by the Director of Photography in the documentary film “Mindful Sip: Matcha Beyond The Trend”, which raised the phenomenon of increasing matcha consumption as part of the lifestyle trend among young people. The method used was a creative approach based on expository documentary through the stages of pre-production, production, and post-production. The entire creation process was focused on concept planning, image capturing, and visual as well as narrative refinement so that the documentary message could be conveyed effectively. The results showed that matcha had developed into a symbol of a healthy, productive, and aesthetic lifestyle, yet awareness of responsible consumption was often neglected. The management of camera angle, camera movement, type of shot, and composition was proven to strengthen visual representation and help audiences understand the phenomenon more critically. Therefore, cinematography played an important role not only in producing attractive visuals, but also in clarifying the documentary’s message regarding the relationship between consumption trends and bodily experience.

Muhammad Taqiudin; Yuliani Budi Permata Sari; Faeruzza Athiya; Dunung Waskito Aji; Lalu Sulthonul Azmi

Jurnal Nusantara Berbakti 2026 Universitas Kristen Indonesia Toraja

A building feasibility evaluation study is an important step to ensure the safety, comfort, and sustainability of building functions, especially in public service facilities. This activity was carried out at the PLN ULP Praya office building, Central Lombok Regency, West Nusa Tenggara, which has been operating since 1985. The purpose of this study was to determine the level of building feasibility based on structural, architectural, utility, safety, and health aspects of the building. The methods used included visual inspection, field measurements, hammer tests, and analysis of the condition of building elements based on building feasibility inspection standards. The inspection results showed that the building suffered severe damage characterized by foundation subsidence, large cracks in the walls, reinforcement corrosion, concrete peeling, and damage to the roof frame. The structural strength value obtained was below the construction feasibility standard so that the building was declared structurally unfit for function. Although several supporting aspects such as lighting, drainage, and sanitation systems still functioned quite well, the damaged condition of the main structure has the potential to endanger the safety of users. Therefore, rebuilding the building structure is recommended as the safest solution to ensure the safety, stability, and sustainability of the building's function in the future.

Muhammad Muzakki Athallah

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2026 International Forum of Researchers and Lecturers

This study examines the directing approach in portraying the process of character formation through a video feature titled “Ballet: Repetitive Steps, a Formed Self.” The research is grounded in the phenomenon of instant culture in contemporary digital society, which tends to prioritize rapid outcomes over gradual processes. The objective of this study is to explore how directing strategies can construct repetitive ballet training as a meaningful visual narrative that reflects discipline, consistency, and perseverance. This research employs a qualitative descriptive method with a practice-based approach, where data are collected through observation, documentation, and the creative production process. The findings indicate that directing elements, including shot composition, rhythm, and audio-visual integration, play a significant role in transforming repetitive movements into a dynamic and progressive narrative. Repetition is not merely presented as a technical exercise but as a symbolic process of character development. The study also reveals that visual storytelling can effectively communicate reflective meanings and engage audiences emotionally. The implication of this research suggests that audiovisual works, particularly video features, can serve as a medium to challenge instant-oriented perspectives by emphasizing the value of process in personal development.

Az Zahra Farhatu Niswah; Yayan Rahtikawati; Khomisah Khomisah

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2026 Universitas Palan

This study examines the representation of gender inequality and forms of women's resistance in Haifaa al-Mansour's film Wadjda using a Marxist-Socialist feminist perspective. This study aims to identify the forms of gender inequality represented in the film and analyze the forms of resistance carried out by female characters against the patriarchal structure in Saudi Arabian society. The research method used is a descriptive analytical method with a qualitative approach. Research data were obtained through observation and note-taking techniques of dialogue, scenes, and visual elements in the film related to gender issues and women's resistance. The results of the study indicate that there are four forms of gender inequality in the film, namely restrictions on women's roles, women's lack of freedom in behavior, patriarchal acts, and claims of culture and Islamic norms of Saudi Arabian society that are used to legitimize women's subordination. In addition, this study also found several forms of resistance carried out by female characters, especially Wadjda, such as the desire to own a bicycle, independent economic strategies, negotiations with school authorities, unconventional expressions of identity, and covert resistance shown by Wadjda's mother.

Vania Annora Martsa Awanti; Rinda Aunillah Sirait; Jimi Narotama Mahameruaji

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2026 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study aims to examine the application of an expository approach in the scriptwriting of the documentary film "Jejak Rasa," which highlights Southern Chinese cuisine in Bandung as a representation of cultural acculturation. The background of this research is based on the declining interest of the younger generation in traditional culinary arts due to the influence of globalization and social media trends. The methods used included literature research, field observations, and interviews with relevant sources, such as culinary entrepreneurs and museum officials. The results show that the expository approach is effective in conveying information systematically, factually, and easily understood through the use of voice-over narration as the main direction of the story. Furthermore, the use of an implied first-person perspective creates an emotional connection between the audience and the material presented. This documentary serves not only as an information medium but also as a means of education and preservation of Peranakan Chinese culinary culture. By combining visual elements, narrative, and interviews, this documentary comprehensively presents historical, social, and cultural values. Therefore, this work is expected to raise public awareness of the importance of preserving culinary cultural heritage amidst modern developments.

Muhammad Muttaqien; Nurhadiatama, Desta Arya

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

This study examines the application of continuity editing in the film Kucumbu Tubuh Indahku and its role in building the film's narrative structure. The primary objective of this study is to analyze the editing techniques used and identify the editor's contribution to shaping the visual storytelling. The method used is descriptive qualitative, with primary data collected through interviews with the film editor and observations of the film itself. The results of the study indicate that continuity editing functions to maintain narrative continuity and the emotional flow that develops throughout the story. The editing techniques used in this film include cut-in, match on action, and eyeline match, all of which work to create smooth transitions between different scenes. The cutting points in the film become key elements in regulating the rhythm, visual emphasis, and dramatic intensity within the storyline. Each decision regarding the cutting point made by the editor can produce different emotional effects, which directly influence the pacing and dynamics of the story. This study emphasizes that careful editing decisions are crucial in strengthening the visual and dramatic aspects of the film and help build a strong narrative experience for the audience.

Pratama, Anugrah; Mutmainnah Mutmainnah

Jurnal Ilmu Komunikasi, Administrasi Publik dan Kebijakan Negara 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This community service program addresses the growing ethical challenges of design practices in social media, particularly among children and adolescents. Social media platforms are not merely communication tools but persuasive digital products that influence behavior, emotions, and information consumption. This program aimed to enhance ethical design literacy among members of the Children’s forum in Tangerang Regency through an interactive workshop combining theoretical education, case studies, and practical design exercises. The methodology involved participatory training sessions, including lectures on design ethics, identification of dark patterns, privacy-by-design practices, and hands-on content creation using social media platforms. The results indicate increased participant awareness of ethical principles such as transparency, visual honesty, respect for copyright, and privacy protection. Participants demonstrated improved ability to identify unethical design elements and to produce simple yet responsible visual content. The program contributes to strengthening digital ethics awareness among young social media users and highlights the importance of collaborative, community-based approaches in fostering responsible digital culture.

Bethanya Br Sipahutar; Sarah Ramadani; Anggraini Thesisia Saragih; Khairul Azmi Siagian

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2026 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to develop a storytelling-based learning media in the form of a YouTube video to support students’ understanding of narrative text based on their learning needs. This study employed a Research and Development (R&D) design using the ADDIE model, focusing on the stages of analysis and development. The data were collected through a questionnaire as part of the needs analysis to identify students’ responses toward listening and repetition activities, as well as the difficulties they face in understanding narrative texts. The results show that students generally respond positively to listening and repetition. However, they still experience difficulties in understanding the storyline and vocabulary. The findings also indicate that students need learning support in the form of audio, visual elements, and vocabulary assistance. Based on these findings, a learning product was developed in the form of a YouTube-based digital storytelling video entitled “Learn Narrative Text Through Fun Storytelling (Listen, Repeat & Retell)”. The video integrates storytelling, repetition, vocabulary explanation, and speaking practice to support students’ comprehension. Due to time limitations, this study was limited to the development of a prototype and has not yet included expert validation. Therefore, future research is recommended to conduct validation to evaluate the feasibility and effectiveness of the developed product.

Rut Yonaha Marpaung; Aprilya Tampubolon

Jurnal Riset Rumpun Ilmu Bahasa 2026 Pusat riset dan Inovasi Nasional

This research examines the influence of the Webtoon platform on the creativits and literary marketing of Gen – Z in Indonesia, with a focus on the increasingly common trasition of digital content to physical books. The research background is grounded in the rapid growth of Webtoon as a platform for illustrated stories accessed by millions of young users via mobile devices, enabling affordable creative expression, but often encountering adaptation challenges to print formats due to differences in distribution and monetization. The primary objective is to analyze how Webtoon shapes the creative processes of young writers and their literary marketing strategies. The research method is qualitative, involving in-depth analysis of 10 popular Webtoons on the Webtoon platform that have been adapted into physical books, with emphasis on narrative elements, visuals, community interactions, and marketing patterns. Findings reveal that Webtoon fosters creativity through collaboration features and instant feedback, resulting in more dynamic original stories, while the transition to physical books enhances market visibility by 20-30% via digital promotion, although hindered by copyright complexities and production costs. The implications of this research underscore the importance of collaboration between traditional publishers and Webtoon to establish a hybrid literary ecosystem that sustainably supports Generation Z talent.

Ghani Rahman Hadiid; Pungky Febi Arifianto; Bayu Setiawan

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

This study aims to analyze the need for redesigning the visual identity of PHD (Peternakan Hijau Daun) Nusantara as an effort to strengthen the brand image as an arts and culture-based educational tourism destination. The problems underlying this research are the inconsistent visual identity, the lack of representation of the brand's character, and the low level of audience recognition of PHD Nusantara. The research methods used include observation, interviews, and questionnaires. The results of the analysis indicate several main factors that form the basis for the need for redesign, namely the inconsistency of visual elements, the weak strength and readability of the logo, the inconsistency of the visual identity with the character of the destination, and the suboptimal visual experience of the audience at various interaction points. Based on these findings, it can be concluded that the development of a more consistent, communicative, and characteristic visual identity is needed as a basis for the redesign process. The results of this study are expected to be a reference in redesigning a visual identity that can strengthen the image of PHD Nusantara and increase its appeal to the audience.

Tiarnita Maria Sarjani Siregar; Dhea Ananda Br Barus; Mutiah Mutadayyinah Marbun; Sasri Agustina Putri

International Journal of Educational Evaluation and Policy Analysis 2026 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to examine the use of picture books as a visual literacy medium in teaching English at the elementary school level, particularly in the context of English as a Foreign Language (EFL). This research employed a qualitative descriptive literature review by analyzing relevant national and international journal articles published within the last five years. The findings indicate that the integration of visual and verbal elements in picture books contributes significantly to students’ language development, especially in vocabulary acquisition, reading comprehension, and meaning construction. From an affective perspective, the use of picture books enhances students’ motivation, learning interest, classroom participation, and reduces language learning anxiety. The effectiveness of visual media is theoretically supported by Dual Coding Theory, which explains that information processed through both verbal and visual channels strengthens memory retention and comprehension. However, several challenges remain, including the selection of appropriate picture books and teachers’ limited competence in visual literacy. Therefore, systematic instructional planning and professional development for teachers are essential to optimize the use of picture books in EFL classrooms at the elementary level.

Isman Ahadi Lebu Raya; Muhammad Fattah

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

There are various characters that can be drawn from the One Piece animation that need to be studied and explored further so that the large number of fans can emulate the relevance of Quranic characters in their favorite animation. This research stems from the phenomenon of discovering the representation of character relevance to the teachings of the Qur'an in an animation called One Piece, focusing on the research to determine how the Quranic character traits are depicted in the One Piece Arabasta Arc, and how the visualizations of these Quranic characters are presented in the One Piece Arabasta Arc. This research uses a qualitative approach. The research results illustrate that there are 18 findings in episodes 97, 99, 103, and 108 that indicate values in line with the character traits or moral teachings of the Qur'an. In episode 97, there are 4 character values: stop complaining, avoid greed and wastefulness, don't lie, and help others. In episode 99, there are 6 character values: love for the homeland, helping others, fighting for a cause, feeding the hungry, and consulting others. Meanwhile, in episode 103, there are 4 character values: obedience, fighting for a cause, friendliness, and avoiding bad assumptions. Additionally, in episode 108, there are 4 character values: helping others, fighting for a cause, and avoiding bad assumptions. Furthermore, the visualization of Quranic characters in the One Piece animation can be seen through the elements of film production, using narrative elements by observing the characters and the message of the story.

Mulyono, Wahyudi Ahmadi; Agung Rohaji Mulyono; Eti Karningsih; Febri Ramdhani; Lucky Sumardi +7 more

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2026 FKIP, Universitas Palangka Raya

This community service research was conducted to examine the implementation of branding development through a Car Free Day event as a strategy to enhance communication and visual identity at Telaga Harmony Residence. The background of this study is the need for effective community branding to strengthen public awareness, social engagement, and residential image in a growing housing area. The objective of this activity was to apply integrated communication and visual strategies that support brand identity through participatory public events. The method employed was a participatory and collaborative approach involving residents, organizers, and local stakeholders, supported by promotional media, visual design elements, and social interaction activities. The findings indicate that the Car Free Day event successfully increased community participation, strengthened visual recognition of the residential brand, and improved public perception of Telaga Harmony Residence as a healthy and environmentally friendly housing area. The implications of this study suggest that community-based events combined with consistent branding and visual communication strategies can effectively enhance residential identity and social cohesion, and may serve as a reference for similar community development programs in the future.

Nakhma'ussolikhah; Ficky Adi Kurniawan

FUNDAMENTUM : Jurnal Pengabdian Multidisiplin 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Micro, Small, and Medium Enterprises (MSMEs) play a strategic role in economic development; however, their competitiveness is often constrained by weak branding and limited digital marketing capabilities. This community engagement program aimed to strengthen brand identity and digital capacity of the “Pukle” catfish cracker MSME in Karangsuwung Village, Cirebon Regency, through an integrated branding and sharia-based digital marketing approach. A participatory–collaborative method was employed, consisting of needs assessment, Workshops, technical mentoring, and monitoring and evaluation. The interventions included the development of brand identity elements (logo, tagline, and visual guidelines), improvement of informative packaging, activation and optimization of WhatsApp Business, and utilization of TikTok Shop as a social commerce channel. In addition, a standard operating procedure for sharia-compliant digital content based on the principles of shiddiq (truthfulness), amanah (trustworthiness), fathanah (competence), and tabligh (communicativeness) was formulated to enhance consumer trust. The results indicate improvements in product professionalism, digital channel management, content consistency, and customer interaction. The integration of branding and sharia digital marketing proved relevant in building differentiation, expanding market access, and strengthening long-term business reputation. The program highlights that MSME digital transformation requires capacity building, continuous mentoring, and ethical value integration to ensure sustainable competitiveness.

Sri Rustiyanti; Wanda Listiani

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

This research aims to recontextualize the local wisdom embedded in the visual culture of the Muara Jambi Temple through the development of folklore-inspired batik motif designs. As a traditional Indonesian textile craft, batik serves not only functional purposes but alsp embodies profound cultural values and indigenous knowledge systems. Batik as a medium of cultural expression that invites multidimensional interpretaion within both practical and theoretical academic discourses. Its visual strength lies in the richness of colors, ornaments, and symbolic elements, which generate diverse interpretative meanings. These interpretations subsequently shape value systems that function as guiding principles in the everyday lives of Indonesian communities. The research used an experimental design method integrated with computer vision techniques to generate distinctive folklore batik motifs rooted in the cultural heritage of Muara Jambi, Sumatra. The research results are the creation of a Muara Jambi folklore batik motif that represents cultural expression, resilience, and continuity through the preservation of traditional patterns and environmentally conscious practices within the Jambi community. The transformation of motifs derived from artifacts from the Muara Jambi temple complex, serves as a primary source of inspiration for contemporary folklore batik design. The application of computer vision in the batik design process constitutes a form of sustainable digital innovation, facilitating the preservation, reinterpretation, and adaptive transformation of traditional visual heritage.

Satria Chandra; Andres M. Ginting; Asnewastri Asnewastri; Ahmad Fakhri Hutauruk; Jalatua H. Hasugian +4 more

Populer: Jurnal Penelitian Mahasiswa 2026 Universitas Maritim AMNI Semarang

This study aims to analyze the use of digital media in the form of infographics to improve student learning outcomes in history lessons, specifically regarding the events of the national movement in the 11th grade students of SMA Muhammadiyah 07 Serbelawan in the 2024/2025 academic year. Along with technological advancements, the use of digital media is becoming increasingly popular in education as an alternative to improve student understanding and learning interest. One form of digital media used is infographics, which can simplify complex information into easier-to-understand information through engaging visual elements. The research method used was classroom action research (CAR), implemented in two cycles, with the stages of planning, implementation, observation, and reflection. The subjects of this study were 30 11th grade students of SMA Muhammadiyah 07 Serbelawan. Data collection techniques were conducted through tests, observations, and interviews. Data analysis was conducted using quantitative and qualitative descriptive analysis. The results showed that the use of infographics in history lessons can improve student understanding and learning interest. Improved student learning outcomes were evident in improved test scores after the use of infographics, as well as increased student active participation in class discussions. Furthermore, students also responded positively to the use of this digital media because infographics presented information in a more engaging and easy-to-understand manner. Based on the results of this study, it can be concluded that the use of digital media in the form of infographics can be effective in improving students' history learning outcomes, particularly in understanding the material on the national movement. Therefore, it is recommended that history teachers consider using infographics in their lessons to improve the quality of teaching and student learning outcomes.

Suryo Sudiro; Christian Damar Satria; Agung Nugroho; Muhammad Nurfauzi Sahono

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of multimedia-based interactive games requires a system capable of effectively managing game logic, character behavior, and the integration of visual and animation elements. This study aims to implement GDScript in the development of a 2D RPG game using the Godot Engine. The research method was carried out through the design of scene and node structures, the implementation of game logic using GDScript, and the application of Finite State Machine (FSM) to regulate enemy behavior. GDScript is used to control character movement, animation systems, and interactions between players and objects in the game. The implementation of FSM allows enemies to have dynamic behavior through state settings such as idle and wander. Functional testing results show that the game system can run according to the design and is capable of producing responsive interactions. In addition, the use of modular architecture in the Godot Engine facilitates system development and maintenance. Based on the research results, the Godot Engine and GDScript are considered effective for developing multimedia-based interactive games.

Amanda Noviyanti; Oktaviana Purnamasari

Studi Administrasi Publik dan ilmu Komunikasi 2026 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

This study aims to examine how the implementation of Integrated Marketing Communication (IMC) carried out by Friendshub contributes to building and strengthening brand awareness. Employing a descriptive qualitative approach and a case study method, data were collected through in-depth interviews with the core team of Friendshub and documentation of marketing activities, which were then thematically analyzed to explore communication patterns and creative strategies applied. The findings reveal that Friendshub integrates six elements of IMC as proposed by Belch and Belch (2021)—advertising, sales promotion, public relations, personal selling, direct marketing, and digital/interactive marketing—implemented across various channels such as social media, WhatsApp, email blasts, and event organization that emphasizes direct experiential engagement. The success of this implementation is supported by close communication with clients, consistent visual identity, and the adaptability of messages to audience needs, while challenges include limited budgets, dependence on client briefs, and short execution timelines. These findings highlight that consistent, creative, and adaptive IMC practices are not only effective in enhancing brand awareness but also in strengthening long-term relationships between Friendshub as a brand and its audience, thereby contributing positively to the sustainability of its image and corporate growth.

Evelyne Alifia Sekarputri; Kokom Komariah; Efi Fadillah

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2026 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The role of the Director of Photography (DoP) is fundamental in translating narrative concepts into visual language within audio-visual productions. This study examines the implementation of cinematographic techniques applied by the DoP in producing the human interest video feature "Porter: Ketidakpastian yang Dikerjakan" (Porter: Uncertainty at Work). The feature documents the daily lives of porters at Bandung Station, shedding light on the occupational uncertainty they face as informal sector workers. The research employs a qualitative descriptive method with a production-based approach, analyzing four key cinematographic elements: type of shot (long shot, medium shot, close up), camera angle (eye level, high angle, low angle), camera movement (panning, tilting, tracking shot, static shot), and framing (rule of thirds, balanced composition). Findings indicate that each technique was applied with deliberate intention to reinforce the narrative, emotional depth, and thematic meaning of the work. Long shots established the station environment as a dynamic, unpredictable workspace; medium shots captured the psychological nuance of waiting and uncertainty; close ups revealed intimate emotional detail; and varied camera angles constructed the power dynamics between porters and their environment. Camera movements supported visual continuity and audience engagement, while framing principles ensured compositional coherence throughout. The study contributes practical insights into the role of cinematography in non-fiction storytelling, particularly in conveying the lived realities of marginalized workers.

Jasmine Nuraliva Hanata; Yanuar Rahman; Patra Aditia

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

Historical video games are one of the entertainment screen media genres that represent actual historical events influencing the players to learn interactively. Moreover, in an era where technology is increasingly advanced the presence of pop culture that is included in history-based games leads people to get interested more in things that were initially boring to follow. “Sengoku BASARA” (戦国BASARA) is a successful action game featuring a main character based on Japanese feudal warlords wrapped in fictional and dramatic form published by CAPCOM which is very popular in Japan. Yet, Indonesia hasn’t developed a game based on the history of their ancient kingdom with good qualities to bring their interest to learning. The research methodology in this study using a qualitative approach includes content analysis using the 5 W 1 H technique to explore how the historical events and characters in the game are visualized and how it brings or gives the player an understanding of the history. This study aims to delve into two main points: 1. Understanding how “Sengoku BASARA” adapts the elements of their history, 2. The potential of this game as an educational tool is to introduce the historical characters as well as their story events. In conclusion, “Sengoku BASARA” does not have perfect accuracy in visualizing the original history yet it can be the first step to learning more about history interestingly and entertainingly.