{"title":"基于wayang的游戏中wayang kulit purwa角色的视觉表现:以Kurusetra和Mahabarat战士游戏为例","authors":"A. Kurnianto, F. Limano","doi":"10.1109/ICGGAG.2016.8052666","DOIUrl":null,"url":null,"abstract":"This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane (STP) system into the game character using the Naturalist-Perspectives-Momentopname (NPM) system. The results of this study indicate that the characters in the game have not been able to move the unique visual language of STP system using by the wayang to the visual language of NPM system in the game. While the symbolic aspects of the visual language, identities are becoming major important symbol of the wayang kulit characters which has revealed a visual uniqueness also cannot be represented to the visual character of the game.","PeriodicalId":186199,"journal":{"name":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games\",\"authors\":\"A. Kurnianto, F. Limano\",\"doi\":\"10.1109/ICGGAG.2016.8052666\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane (STP) system into the game character using the Naturalist-Perspectives-Momentopname (NPM) system. The results of this study indicate that the characters in the game have not been able to move the unique visual language of STP system using by the wayang to the visual language of NPM system in the game. While the symbolic aspects of the visual language, identities are becoming major important symbol of the wayang kulit characters which has revealed a visual uniqueness also cannot be represented to the visual character of the game.\",\"PeriodicalId\":186199,\"journal\":{\"name\":\"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)\",\"volume\":\"37 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICGGAG.2016.8052666\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICGGAG.2016.8052666","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games
This study aims to determine how the visual character of wayang kulit (shadow puppet) represented into the wayang-themed game in Indonesia. Research using visual language theory with case studies of two wayang-themed games titled “Mahabharat Warrior” and “Kurusetra”. The theory of visual language is used to determine how the visual representation of the form of wayang that use the Space-Time-Plane (STP) system into the game character using the Naturalist-Perspectives-Momentopname (NPM) system. The results of this study indicate that the characters in the game have not been able to move the unique visual language of STP system using by the wayang to the visual language of NPM system in the game. While the symbolic aspects of the visual language, identities are becoming major important symbol of the wayang kulit characters which has revealed a visual uniqueness also cannot be represented to the visual character of the game.