Hanoman's 2D animated character in ramayana wayang story

S. H. Heriwati, B. Pujiono, A. N. Panindias, Suwondo Suwondo, B. Prilosadoso
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引用次数: 3

Abstract

Research in art creation is an effort to preserve traditional arts, especially wayang kulit in the form of character development of the Hanoman character in the Ramayana story through animated 2D media which aims to introduce traditional skills among the younger generation in Surakarta. This research method of art creation uses a qualitative descriptive approach through data sources, including Ramayana puppet shows, literature studies, and competent speakers in the field of puppetry and animation. The stages of analysis from various sources of results from information from both literature reviews and interviews were carried out using an interactive model, where each component of the research includes the stages of data collection, data reduction, presentation and conclusion drawing. Test the validity of the data using data triangulation techniques, namely triangulation of data sources and triangulation of theories. The locations of designing 2D animated Hanoman characters go through several processes, namely: the Envisioning Phase, the Planning Phase, the Design/Design Stage, the Stabilizing Phase, and the Deploying Phase. The Hanoman character in the Ramayana wayang story collaborates with 2D animation technology as an alternative to introducing wayang characters and educational media that are suitable for the younger generation segmentation.
哈诺曼的2D动画角色在罗摩衍那wayang故事
艺术创作的研究是为了保存传统艺术,特别是通过动画2D媒体,以罗摩衍那故事中哈曼曼角色的角色发展为形式的wayang kulit,旨在向泗水的年轻一代介绍传统技能。这种艺术创作的研究方法采用定性描述的方法,通过数据来源,包括罗摩衍那木偶剧,文学研究,以及木偶和动画领域的称职演讲者。从文献综述和访谈信息的各种来源的结果的分析阶段是使用交互式模型进行的,其中研究的每个组成部分包括数据收集,数据减少,呈现和结论绘制的阶段。使用数据三角测量技术,即数据源三角测量和理论三角测量,来检验数据的有效性。设计2D动画Hanoman角色的位置要经历几个过程,即:设想阶段,规划阶段,设计/设计阶段,稳定阶段和部署阶段。罗摩衍那wayang故事中的Hanoman角色与2D动画技术合作,作为引入适合年轻一代细分的wayang角色和教育媒体的替代方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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