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Alvanov Zpalanzani Mansoor

Datos Biográficos

ID8811771
NOMBREAlvanov Zpalanzani Mansoor
NOMBRESAlvanov Zpalanzani
APELLIDOMansoor
FIRMAMANSOOR A Z
AFILIACIONESBandung Institute of Technology
ORCID0000-0002-6122-7298
VERIFICADOSí
TOTAL DE OBRAS6
TOTAL DE CITAS0
OBRAS COMO AUTOR6
OBRAS COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2017
AÑO MÁS RECIENTE DE PUBLICACIÓN2021
ÍNDICE H0
  • Analisis Struktur Penceritaan Webtoon Horor Creep Episode 11

    Open Access•Basyarayni Mawla Fatha, Alvanov Zpalanzani Mansoor•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    Webtoon is a form of graphic narrative that interweaves words and images through panel arrangement like a printed comic. However, webtoon's vertical orientation is one of the few differing factors that excludes webtoon from the printed comic category. Like other genres in fictional graphic narrative, horror webtoon also adjusts its narrative structure through some of webtoon's building aspects. This research aims to find out how the horror atmosp…

  • Cells at Work

    Open Access•Hedi Amelia Bella Cintya, Alvanov Zpalanzani Mansoor et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells' science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a …

  • Kajian Gamifikasi Mekanik sebagai Variabel dalam Literasi Media Board Game

    Open Access•Fadhilah Amalia, Alvanov Zpalanzani Mansoor•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    In accordance with the changes that occur in 21st century, the world's media industry also undergoes rapid changes. The variety of media that continues to emerge and develop in all levels of society has a significant impact, one of which is the board game media. This phenomenon has attracted the attention of researchers to examine board game media as a media education towards media literacy skills. Media literacy is the ability to seek, find, and…

  • Animated Web Series as Media for Islamic Education in Children

    Open Access•Fathin Hanifah Langga, Hafiz Aziz Ahmad et al.•ARTICLE•Halaqa Islamic Education Journal•2020

    Islamic education needs to be taught to everybody since an early age so they can understand, have moral and noble character which can be embedded since young. In the current era of technological development, the internet has an important role for communities, especially for parents in delivering Islamic education to children. Video-based social media called Youtube is the choice of entertainment and education media for children. Some of the shows…

  • Kajian Kegagalan Kampanye Periklanan Experiential Solidaritas Social Distancing Covid-19 McDonald's Brazil

    Open Access•Alvanov Zpalanzani Mansoor•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2020

    Pewaralaba McDonald's Brazil memublikasikan kampanye experiential solidaritas gerakan social distancing untuk menghambat pandemi Covid-19 pada 20 Maret 2020. Awalnya kampanye tersebut mendapat apresiasi positif, namun muncul sejumlah apresiasi negatif dari netizen media sosial global yang mengakibatkan McDonald's menarik semua materi kampanye tersebut sambil meminta maaf. Kampanye ini dikaji secara deskriptif eksplanatif sebagai sebuah pembelajar…

  • Translasi Pencak Silat Kedalam Film Animasi (Studi Kasus Film Kung Fu Panda)

    Open Access•Riyo Ramadhan, Hafiz Aziz Ahmad et al.•ARTICLE•Journal of Visual Art and Design•2017

    Abstrak. Sebagai tradisi yang telah membudaya dari sejak zaman dahulu kala, pencak silat lahir sebagai benteng kekuatan pertahanan diri sekaligus menjadi seni yang memperkaya khazanah kebudayaan bangsa Indonesia. Namun, kuatnya terpaan kebudayaan seni bela diri impor yang masuk (karate, kung fu, tae kwon do, muay thai, capoeira, dll), yang selalu didukung dengan berbagai kemasan media entertainment modern, membuat silat menjadi kalah populer bahk…

Sin obras prominentes en esta página.

  • Translasi Pencak Silat Kedalam Film Animasi (Studi Kasus Film Kung Fu Panda)

    Open Access•Riyo Ramadhan, Hafiz Aziz Ahmad et al.•ARTICLE•Journal of Visual Art and Design•2017

    Abstrak. Sebagai tradisi yang telah membudaya dari sejak zaman dahulu kala, pencak silat lahir sebagai benteng kekuatan pertahanan diri sekaligus menjadi seni yang memperkaya khazanah kebudayaan bangsa Indonesia. Namun, kuatnya terpaan kebudayaan seni bela diri impor yang masuk (karate, kung fu, tae kwon do, muay thai, capoeira, dll), yang selalu didukung dengan berbagai kemasan media entertainment modern, membuat silat menjadi kalah populer bahk…

  • Animated Web Series as Media for Islamic Education in Children

    Open Access•Fathin Hanifah Langga, Hafiz Aziz Ahmad et al.•ARTICLE•Halaqa Islamic Education Journal•2020

    Islamic education needs to be taught to everybody since an early age so they can understand, have moral and noble character which can be embedded since young. In the current era of technological development, the internet has an important role for communities, especially for parents in delivering Islamic education to children. Video-based social media called Youtube is the choice of entertainment and education media for children. Some of the shows…

  • Kajian Kegagalan Kampanye Periklanan Experiential Solidaritas Social Distancing Covid-19 McDonald's Brazil

    Open Access•Alvanov Zpalanzani Mansoor•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2020

    Pewaralaba McDonald's Brazil memublikasikan kampanye experiential solidaritas gerakan social distancing untuk menghambat pandemi Covid-19 pada 20 Maret 2020. Awalnya kampanye tersebut mendapat apresiasi positif, namun muncul sejumlah apresiasi negatif dari netizen media sosial global yang mengakibatkan McDonald's menarik semua materi kampanye tersebut sambil meminta maaf. Kampanye ini dikaji secara deskriptif eksplanatif sebagai sebuah pembelajar…

  • Analisis Struktur Penceritaan Webtoon Horor Creep Episode 11

    Open Access•Basyarayni Mawla Fatha, Alvanov Zpalanzani Mansoor•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    Webtoon is a form of graphic narrative that interweaves words and images through panel arrangement like a printed comic. However, webtoon's vertical orientation is one of the few differing factors that excludes webtoon from the printed comic category. Like other genres in fictional graphic narrative, horror webtoon also adjusts its narrative structure through some of webtoon's building aspects. This research aims to find out how the horror atmosp…

  • Cells at Work

    Open Access•Hedi Amelia Bella Cintya, Alvanov Zpalanzani Mansoor et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells' science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a …

  • Kajian Gamifikasi Mekanik sebagai Variabel dalam Literasi Media Board Game

    Open Access•Fadhilah Amalia, Alvanov Zpalanzani Mansoor•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2021

    In accordance with the changes that occur in 21st century, the world's media industry also undergoes rapid changes. The variety of media that continues to emerge and develop in all levels of society has a significant impact, one of which is the board game media. This phenomenon has attracted the attention of researchers to examine board game media as a media education towards media literacy skills. Media literacy is the ability to seek, find, and…

Art (4 obras) · Sociology (4 obras) · Computer Science (3 obras) · Educational Methods and Impacts (3 obras) · Multimedia (3 obras) · Comics (2 obras) · Humanities (2 obras) · Psychology (2 obras) · Visual arts (2 obras) · Aesthetics (1 obra)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae