Kristian Oentoro, Wiyatiningsih Wiyatiningsih, Sita Yuliastuti Amijaya
{"title":"Desain Brand Kampung Wisata Kota Yogyakarta untuk Mendukung Daya Tarik Wisata Sepeda","authors":"Kristian Oentoro, Wiyatiningsih Wiyatiningsih, Sita Yuliastuti Amijaya","doi":"10.33633/andharupa.v8i3.5709","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.5709","url":null,"abstract":"AbstrakKampung wisata di Kota Yogyakarta merupakan alternatif destinasi wisata yang menawarkan berbagai keunikan berbasis potensi lokal di 17 kampung wisata yang terdaftar pada Dinas Pariwisata Kota Yogyakarta. Wisata merupakan peluang pariwisata di era new normal yang dikembangkan oleh Pemerintah Kota Yogyakarta melalui pengembangan lima jalur sepeda wisata. Desain brand kampung wisata bertujuan untuk mendukung daya tarik wisata sepeda. Desain brand kampung wisata Kota Yogyakarta menggunakan metode desain Collaborative Destination Branding melalui proses studi awal, tahap perumusan arah branding, serta tahap perancangan desain branding. Hasil identifikasi menunjukan bahwa brand essence kampung wisata Kota Yogyakarta dirumuskan pada 3 kata kunci, yaitu: budaya, edukasi, dan keramahtamahan. Selain itu, identifikasi visual menunjukan warna ikonik kampung wisata adalah hijau, kuning, dan merah, sedangkan bentuk ikoniknya adalah Prajurit Kraton Yogyakarta (Bregada). Penerapan dari brand essence juga terdapat pada slogan dalam Bahasa Jawa, seperti ndherek langkung dan monggo pinarak yang mendukung keramahtamahan dalam kegiatan wisata sepeda di perkampungan. Perancangan brand kampung wisata Kota Yogyakarta telah diterapkan pada produk merchandise wisata sepeda seperti kaos pesepeda (jersey), tas serut, dan botol minum. Evaluasi bersama stakeholders menghasilkan penilaian dalam kategori baik sekali dan mampu merepresentasikan keunikan kampung wisata Kota Yogyakarta. Kata Kunci: Brand, Kampung Wisata, Wisata Sepeda, Yogyakarta AbstractTourism Villages in Yogyakarta City are alternative tourism attractions that offers uniqueness based on local potential from 17 tourism villages registered by the Yogyakarta City Tourism Office. Bicycle tourism is an opportunity since the new normal era developed by the Yogyakarta City Government through the development of five tourism bicycle tours. Tourism village brand design aims to support the promotion of bicycle tourism. Yogyakarta tourism village brand design uses the Collaborative Destination Branding design method through the initial study process, the formulation of branding directions, and the branding design stage. The identification results in the brand essence which is formulated in 3 keywords: culture, education, and hospitality. In addition, visual identification shows that the iconic colors are green, yellow, and red, and the iconic shape is the Soldiers of the Yogyakarta Kraton or Bregada. The brand essence applies slogans in Javanese, such as ndherek langkung and monggo pinarak which support hospitality in bicycle tourism activities. Design results are applied to bicycle merchandise products such as cycling jerseys, drawstring bags, and drinking bottles. The evaluation stage with stakeholders results in the assessment value with very good marks and represents the uniqueness of tourist villages and bicycle tours in Yogyakarta City. Keywords: Brand, Cycling Tourism, Tourism Village, Yogyakarta","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130156688","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. Sari, Annisa Hasna Kartina, Fahmi Candra Permana, F. Firmansyah
{"title":"Perancangan Karakter Animasi 2 Dimensi “Edia” pada E-Module Mata Pelajaran Seni Budaya di SMP","authors":"I. Sari, Annisa Hasna Kartina, Fahmi Candra Permana, F. Firmansyah","doi":"10.33633/andharupa.v8i3.5355","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.5355","url":null,"abstract":"AbstrakSeiring berjalannya kegiatan pembelajaran online 3(tiga) Semester terakhir di masa pandemi Covid-19, menuntut guru dan peserta didik untuk lebih cepat beradaptasi dengan teknologi digital. Namun, masih banyak guru yang dominan menggunakan media belajar konvensional, seperti buku dan LKS daripada menggunakan media pembelajaran digital berbasis teknologi digital seperti video interaktif, komik, animasi dan media pembelajaran digital interaktif lainnya yang lebih memotivasi peserta didik dalam proses pembelajaran. Sehingga perlu upaya pengembangan media pembelajaran digital sebagai inovasi pemanfaatan teknologi multimedia dalam konten pembelajaran. Penelitian melaksanakan perancangan produk inovasi karakter animasi 2 Dimensi sebagai karakter pemandu dalam E-Module Berbasis Animasi 3D Interaktif mata pelajaran Seni Budaya di SMP. Tujuan penelitian media pembelajaran digital yang dirancang bertujuan meningkatkan motivasi dan pemahaman siswa terhadap materi pembelajaran Seni Budaya. Penelitian ini menerapkan metode perancangan tahap Penciptaan Seni menurut Gustami (2007), yaitu 1) Eksplorasi, 2) Perancangan, dan 3) Perwujudan desain karakter. Hasil penelitian menunjukkan bahwa karakter 2D interaktif “Edia” sebagai karakter pendukung dalam e-module mata pelajaran Seni Budaya di SMP layak dijadikan pengembangan konten pembelajaran yang dapat memotivasi dan meningkatkan pemahaman siswa pada mata pelajaran Seni Budaya. Karakter 2D interaktif ini juga dapat dikembangkan sebagai Intellectual property dan karakter utama pada pengembangan media pembelajaran selanjutnya. Kata Kunci: e-module Interaktif, karakter animasi 2D, media pembelajaran digital, seni budaya AbstractAlong with online learning activities during the Covid-19 pandemic, it requires teachers and students to adapt more quickly to digital technology. However, there are still many teachers who predominantly use conventional learning media, such as books and worksheets instead of using digital technology-based learning media such as interactive videos, comics, animation and other interactive digital learning media which further motivate students in the learning process. So it is necessary to develop digital learning media as an innovation in the use of multimedia technology in learning content. This research carried out the design of innovative 2D animated character products as guiding characters in Interactive 3D Animation Based E-Module for Cultural Arts subjects in junior high schools. The purpose of this research are increase students' motivation and understanding of Cultural Arts learning materials. This research applies the design method of the Art Creation stage according to Gustami (2007), namely 1) Exploration, 2) Design, and 3) Character design embodiment. The results showed that the interactive 2D character \"Edia\" as a supporting character in the e-module for the Arts and Culture subject in junior high school is worthy of being used as the development of learning content that can ","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115365661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Narasi dan Representasi Kearifan Lokal dalam Video Promosi Pariwisata The Heartbeat Of Toba","authors":"Adi Pamungkas","doi":"10.33633/andharupa.v8i3.5624","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.5624","url":null,"abstract":"Abstrak Sebagai materi audio visual, video sering digunakan sebagai alat promosi pariwisata karena kemampuannya dalam menyimulasikan citra dari sebuah destinasi wisata sehingga dapat mengenalkannya dengan baik kepada audiens. Tidak hanya menampilkan visual destinasi wisatanya saja, video promosi pariwisata juga dapat mengomunikasikan konten khusus lainnya guna memberikan perspektif yang lebih kaya, salah satunya tentang kearifan lokal. Penelitian ini bertujuan untuk mengetahui bagaimana video promosi The Heartbeat of Toba menarasikan konten kearifan lokal guna memperkaya storytelling sehingga dapat menjadi video promosi pariwisata yang tidak hanya menampilkan keindahan landscape destinasi tetapi juga menawarkan pengalaman berwisata yang lebih mendalam kepada audiensnya. Penelitian ini merupakan penelitian kualitatif dengan metode analisis isi teks media. Peneliti menggunakan teori paradigma naratif guna menganalisis narasi kearifan lokal dalam cerita yang disampaikan serta menggunakan teori semiotika guna mengetahui makna yang terkandung di dalamnya. Temuan penelitian memperlihatkan bahwa konten kearifan lokal dalam video disampaikan melalui narasi terstruktur yang rasional serta melalui representasi ikonik, indeksikal dan simbolik dalam teks yang digunakan. Penelitian lebih lanjut perlu dilakukan guna mengetahui efektivitas konten kearifan lokal dalam video promosi pariwisata terhadap persepsi audiens dalam menimbulkan niat untuk berwisata ke destinasi yang dipromosikan. Kata Kunci: analisis naratif, kearifan lokal, representasi, storytelling, video promosi AbstractAs audio visual material, videos are used as a tourism promotion tool refers to its ability to simulate the visual of the destination so they can introduce it well to the audience. Not only visualizing the destinations, but a tourism promotion video can also communicate particular content to provide richer perspectives, one of them is about local wisdom. This study aimed to find out how promotional video The Heartbeat of Toba narrates local wisdom to enrich their storytelling so the video not only visualizing the beauty of the landscape but also offers a fulfilling travel experience to the audience. This study was a qualitative content analysis refers to media texts. The author used the theory of the narrative paradigm to analyze the content of local wisdom in the stories also used the theory of semiotics to find out the meaning contained in it. The findings show that the content of local wisdom in the video was narrated through rational and structured narratives as well as through iconic, indexical, and symbolic representations texts. Further research is needed to determine the effectiveness of local wisdom content in tourism promotion videos on audience perceptions in generating intentions to travel to the promoted destinations. Keywords: local wisdom, narrative analysis, promotional video, representation, storytelling","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129695890","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Identitas Ilustrasi Kharisma Jati dalam Komik Humor Satir God You Must Be Joking (GYMBJ)","authors":"Adhitya Candra Irawan, Sunarmi Sunarmi","doi":"10.33633/andharupa.v8i3.7058","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.7058","url":null,"abstract":"AbstrakPenelitian ini dilakukan dengan metode interpretasi analisis dengan pendekatan grafis, bertujuan untuk menjelaskan identitas ilustrasi Kharisma Jati dalam buku komik humor satir God You Must Be Joking (GYMBJ). Fokus permasalahan dalam penelitian ini ada dua, yaitu mencari ciri khas gaya ilustrasi dan teknik ilustrasi yang biasa dilakukan oleh Kharisma Jati. Penelitian ini memiliki tujuan untuk menjelaskan bentuk dan ciri khas ilustrasi Kharisma Jati dalam komik GYMBJ dan menjelaskan bagaimana aspek-aspek yang membangun identitas ilustrasinya. Analisis dalam pembahasan ini, menggunakan teori ilustrasi dengan beberapa pendekatan konsep-konsep ilustrasi yang disesuaikan pada spesifikasi permasalahan. Berdasarkan hasil analisis yang dilakukan, terdapat beberapa temuan dari setiap pembahasan substansi permasalahannya. Bentuk ilustrasi yang terdapat dalam komik humor satir GYMBJ merupakan identitas karakterisasi Kharisma Jati melalui karakter gigi dua, karakter tersebut digambarkan dengan bentuk tidak proporsi dengan menggunakan gaya cibi atau bentuk tubuh yang kecil. Penggambaran karakter gigi dua didasari dengan penggunaan teknik ilustrasi arsir hitam putih dan dussel hitam putih. Kata kunci: identitas, ilustrasi, kharisma jati, komik, humor satir, GYMBJ AbstractThis research was conducted using an analytical interpretation method with a graphical approach, to explain identity of the Kharisma Jati illustration in the comic book satirical humor God You Must Be Joking (GYMBJ). The focus of the problem in this study is twofold, namely looking for the characteristics of the illustration style and illustration techniques that are usually done by Kharisma Jati. This study aims to explain the form and characteristics of Kharisma Jati's illustrations in GYMBJ comics and explain how the aspects that build the identity of his illustrations. The analysis in this discussion uses illustration theory with several approaches to illustration concepts adapted to the specifications of the problem. Based on the results of the analysis carried out, there are several findings from each discussion of the substance of the problem. The form of illustration contained in the GYMBJ satirical humor comic is the identity of the characterization of Kharisma Jati through the second tooth character, the character is depicted in a disproportionate form using the cibi style or small body shape. The depiction of the second tooth character is based on the use of black and white shading and black and white dussel illustration techniques. Keyword : identity, illustration, kharisma jati, comic, satirical humor, GYMBJ","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"134 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129199124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Belajar dari Amatir: Kreativitas Komunitas Perancang Grafis Urun Daya","authors":"Taufik Murtono, Santosa Soewarlan, Didit Widiatmoko Soewardikoen, Guntur Guntur","doi":"10.33633/andharupa.v8i3.6933","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.6933","url":null,"abstract":"Abstrak Urun daya rancang grafis merupakan fenomena yang menarik untuk diteliti mengingat Indonesia adalah salah satu penyumbang sumber daya urun daya terbesar di dunia. Walaupun mendapat penolakan dari asosiasi dan para profesional, eksistensi para perancang grafis urun daya tetap berdaya. Penelitian ini bertujuan untuk mengetahui pengalaman para perancang dalam mengembangkan kemampuan kreatif dan sikap perancangan sehingga mampu bertahan dan diterima oleh klien. Penelitian ini akan berguna bagi peneliti dan dunia akademis yang selama ini lebih banyak mengadopsi prinsip, metode, dan etika perancangan modern yang mapan. Pengalaman komunitas akan menyumbang keberagaman dalam praktik perancangan. Penelitian ini menggunakan metode fenomenologi yang mengandalkan data hasil wawancara dan pengamatan. Langkah penelitian dimulai dengan investigasi pengalaman pribadi, dilanjutkan penelusuran sumber etimologis dan pergeseran makna untuk memperoleh deskripsi pengalaman perancang. Metode penelitian ini bertujuan menyarikan pengalaman kreatif para perancang menjadi pemahaman tentang sifat khas dari pengalaman tersebut. Hasil yang didapatkan adalah deskripsi pengalaman perancang dari proses kreatif sejak fase meniru, modifikasi, konseptualisasi, hingga transformasi. Pengalaman belajar dan bekerja membentuk perancang yang akomodatif terhadap segala perubahan dan toleran terhadap klien. Penelitian menyimpulkan adanya nilai strategis dari penghargaan perancang terhadap keberadaan klien, produk, dan lingkungannya. Hal ini juga ditandai dengan perkembangan praktik kreatif. Proses perancangan tidak lagi mengandalkan logika perancang semata. Kata Kunci: fenomenologi, kreativitas, rancang grafis, transformatif, urun daya AbstractGraphic design crowdsourcing was an interesting phenomenon to be researched, considering that Indonesia is one of the most crowdsourcing contributors resources in the world. Despite being rejected by associations and professionals, the existence of crowdsourcing graphic designers remained significant. This study aimed to determine the experience of designers in developing creative abilities and design attitudes so that they could survive and be accepted by clients. This research will be helpful for researchers and academics who have been adopting more established principles, methods, and ethics of modern design. Community experience will contribute to diversity in design practice. We used phenomenological methods that relied on data from interviews and observations. The research step begins with an investigation of personal experience, followed by a search for etymological sources and shifts in meaning to obtain a description of the designer's experience. This method aims to extract the creative experience of designers into an understanding of the distinctive nature of those experiences. The results describe the designer's experience in the creative process from the imitation, modification, conceptualization, and transformation phases. The res","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130849278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analisis Karakter “Si Korona” pada Buku Digital Kartun Edukasi Virus Corona untuk Anak-Anak di Tengah Pandemi","authors":"H. Handriyotopo","doi":"10.33633/andharupa.v8i3.5627","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.5627","url":null,"abstract":"AbstrakCovid-19 (Corona Virus Disease 2019) sangat mengkawatirkan bagi sendi umat manusia saat ini di dunia. Usaha untuk menyadarkan pentingnya protokol saat new normal telah banyak dilakukan. Menyadarkan pentingnya menjaga kesehatan tentang pengetahuan virus corona dibutuhkan oleh anak-anak yang juga rentan dengan virus ini. Edukasi pengetahuan tentang virus corona diperlukan bagi anak seperti yang dilakukan oleh HIMPSI (Himpunan Psikologi Indonesia) dengan membuat kartun secara online perlu diapresiasi. Penyadaran virus corona dengan pendekatan kartun pada anak sangat menarik untuk dikaji di tengah maraknya info virus corona dalam bentuk infografis dan motion graphic ataupun iklan layanan masyarakat tentang menjaga protokol kesehatan seperti patuh pada ibu dengan 3M. Penelitian ini menggunakan metode kualitatif untuk menemukan data-data penting dalam melakukan analisis deskriptif. Melalui pendekatan karakter kartun melalui proses mimikri dan retorika visual, untuk menemukan makna karakter Si Korona. Temuan penting untuk menciptakan karakter adalah melalui proses mimikri sebagai metode untuk membangun karakter tokoh utama kartun Si Korona. Watik Ideo dan Luluk N. secara reorika visual berhasil membuat karakter Si Korona yang sederhana agar anak-anak dapat memahami tentang virus corona untuk menyadarkan pemahaman covid-19 pada anak. Kata kunci: Edukasi Anak, Kartun, Si Korona, Virus Corona AbstractCovid-19 (Corona Virus Disease 2019) is very worrying for the joints of humanity today in the world. Many Covid-19 (Corona Virus Disease 2019) is very worrying for the joints of humanity today in the world. Many efforts have been made to make the protocols aware of the importance of the new normal. Awareness of the importance of maintaining health about knowledge of the coronavirus is needed by children who are also vulnerable to this virus. Education on knowledge about the coronavirus is needed for children, as done by HIMPSI (Indonesian Psychological Association) making cartoons online needs to be appreciated. Awareness of the coronavirus with a cartoon approach to children is very interesting to study amidst the rise of information on the coronavirus in the form of infographics and motion graphics or public service advertisements about maintaining health protocols such as obeying mothers with 3M. This study uses qualitative methods to find important data in conducting a descriptive analysis. Through a cartoon character approach through mimicry and visual rhetoric processes, to find the meaning of the character Si Corona. An essential finding for creating characters is through the process of mimicry as a method for building the character of the main character of the cartoon Si Corona. Watik Ideo and Luluk N. visually rhetorically succeeded in creating a simple Corona character so that children can understand the corona virus to awaken their children to an understanding of Covid-19. Keywords: Children Education, Cartoon, Corona Virus, Si Korona","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124758328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ketahanan Diri Pencipta Film Goyang Kubur di antara Film yang Lengah terhadap Goyangan Modal","authors":"Tunggul Banjaransari","doi":"10.33633/andharupa.v8i3.5705","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.5705","url":null,"abstract":"AbstrakGoyang kubur merupakan penggalan dari judul film pendek Goyang Kubur Mandi Darah yang disutradarai oleh Azzam Fi Rullah (2018). Film ini muncul diantara pemandangan umum film-film di Indonesia yang makin mendekati kesempurnaan dalam aspek nilai produksinya. Sebuah anomali, Azam menggunakan pendekatan B-rated, diantara film-film yang mengejar kualitas tertentu. Pada kasus perjalanan karir Edwin, ia berbelok pada arena film komersial, optimalisasi produk telah mengabaikan gagasan pada karya-karya berikutnya. Padahal beberapa film pendek-nya, memiliki gagasan yang mampu menghasilkan diskursus baru. Film pendek seringkali lekat dengan cerminan semangat kolektivitas dan komunal, bergeser pada kelompok pembuat film yang mendapatkan dana bantuan dari pemerintah. Peta pembuatan film pendek berubah, hanya sebatas menjadi ajang latihan kemampuan mengoptimalkan nilai produksi bagi pembuat film untuk membuat film yang ‘serius’ (film panjang). Untuk mengurai permasalahan ini, penulis menggunakan eksistensialisme dan intepretasi sebagai pisau bedahnya. Konsentrasi analisisnya terletak pada karakter utama dalam film-film karya Edwin, beberapa sampel film yang dihasilkan dari program Danais Yogyakarta, dan film Goyang Kubur Mandi Darah. Karakter utama menjadi pintu masuk bagi penulis, untuk mengurai upaya pembuat film dalam mengemukakan pendapatnya tentang peristiwa yang terjadi pada dunia cerita dan dunia nyata. Kata Kunci: Anomali Film, Pergeseran Budaya Penciptaan Film, Nilai Produksi Film AbstractGoyang kubur (dancing on grave) is a fragment of I Dance on Your Grave, a short film directed by Azzam Fi Rullah (2018). The film stands out among the others that nearly perfected its production value. In between films that pursue particular qualities, as an anomaly, Azzam makes use of the B-rated approach to his film. In the course of Edwin’s career, he turned to the arena of commercial film, in which the product optimization has taken his ideas for granted. His works of short films generated new perspectives and discourse. Short films are often attached to the spirit of collectivity and communality, which shifted to a group of filmmakers who gained funding from the government. The map of short filmmaking changes to a sort of practicing field to optimize the production value for filmmakers aiming the ‘serious’ films (feature film). To unravel this problem, the writers utilized the existentialist approach to interpret such a phenomenon. The analysis focused on the main characters in Edwin’s works, a few samples from the film funded by Danais Yogyakarta, and I Dance on Your Grave. The main characters function as the entry to examine the filmmakers’ effort to put their ideas on real and fictional events. Keywords: Film Anomaly, The Impact of Filmmaking Production Culture, Film Production Value","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129759783","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Desain Karakter Virtual Youtuber sebagai Maskot Pembelajaran Menggambar","authors":"Bimahadi Ilmawan Ronggowarsito, Zaini Ramdhan, Riky Taufik Afif","doi":"10.33633/andharupa.v8i3.5943","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.5943","url":null,"abstract":"AbstrakAdanya pandemi COVID-19 memaksa sektor pendidikan untuk beradaptasi dalam kegiatan belajar mengajar. Pembelajaran dalam bentuk daring dilakukan sebagai salah satu bentuk inovasi pada sektor pendidikan. Perancangan desain karakter virtual youtuber bertujuan untuk menghibur dalam kegiatan pembelajaran menggambar agar meningkatkan minat belajar peserta didik Ketika melakukan pembelajaran daring. Metode penelitian dalam penelitian ini adalah metode penelitian kombinasi antara metode penelitian kualitatif dan kuantitatif. Untuk metode pengumpulan data yang dilakukan yaitu, wawancara, observasi, kuesioner dan studi pustaka. Hasil akhir dari perancangan desain karakter Virtual YouTuber ini berupa animasi terbatas, yang digerakkan menggunakan bantuan face tracking agar karakter dapat terlihat seolah-olah hidup dan dapat berinteraksi secara langsung dengan penontonnya. Penggunaan Virtual YouTuber sebagai maskot untuk menggantikan manusia dalam proses penyampaian materi pelajaran menggambar di UKM Luminosus Animation terbukti efektif dilakukan oleh penulis. Hubungan antara pengajar dan pelajar menjadi lebih interaktif selama kegiatan pembelajaran menggambar dilaksanakan. Kata Kunci: COVID-19, Face Tracking, Pembelajaran, Virtual YouTuber AbstractThe COVID-19 pandemic forced the education sector to adapt to teaching and learning activities. Learning in online form is done as a form of innovation in the education sector. The final result of the design of this work aims to entertain in drawing learning activities at UKM Luminosus Animation. The research method used by the author is a combination research method, which is a combination of qualitative and quantitative research methods. The method of data collection conducted by the author in the form of interviews, observations, questionnaires and literature studies. The final result of designing a Virtual YouTuber character design is a limited animation, which is driven using the help of face tracking so that the character can look as if alive and can interact directly with his audience. The use of Virtual YouTubers as mascots to replace humans in the process of delivering drawing subject matter at UKM Luminosus Animation proved effectively done by the author. The relationship between teachers and students becomes more interactive during drawing learning activities. Keywords: COVID-19, Face Tracking, Learning, Virtual YouTuber. ","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131375414","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Henry Bastian, Dzuha Hening Yanuarsari, A. M. Sulaiman, M. Taufik
{"title":"Analisis User Interface Game “Babybus Kids” Sub Topik Penyelamat dalam Gempa menggunakan Pendekatan The Golden Rules Of User Interface Design","authors":"Henry Bastian, Dzuha Hening Yanuarsari, A. M. Sulaiman, M. Taufik","doi":"10.33633/andharupa.v8i3.7321","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.7321","url":null,"abstract":"AbstrakGame BabyBus Kids memiliki banyak topik yang didalamnya terdapat sub topik penyelamat dalam gempa. Pengembang game ini sendiri berdiri pada tahun 2009 yang kemudian pada pada tahun 2022 akhir sudah diunduh sebanyak satu juta lebih dengan rating bintang 4,5. Salah satu hal positif yang bisa diambil dari pengembang game ini yakni memiliki visi atau tujuan dalam pengajaran pola pengasuhan, pertumbuhan sehat dan pengembangan otak anak. Hal menarik lainnya yang perlu dikaji dalam game ini salah satunya berupa tema, konsep interaktif dan visualisasi game tersebut dimana bisa memberikan pengalaman interaktif pada anak. Penelitian ini bertujuan untuk menganalisis user interface pada game Baby Bus dalam sub topik penyelamat dalam gempa menggunakan metode kuantitatif-kualitatif dengan didukung oleh observasi secara langsung terhadap anak. User interface pada game ini akan dianalisis menggunakan teori The Golden rules of user interface design dari Theo Mandel yakni menempatkan pengguna sebagai kontrol, memudahkan pengguna untuk mengingat, dan konsisten antarmuka. Luaran yang dihasilkan pada penelitian ini berupa model analisis yang dirumuskan sesuai dengan ketiga prinsip dasar The Golden rules of user interface yang bermanfaat sebagai rujukan pengembangan game edukasi berikutnya. Kata Kunci: BabyBus Kids, Game, Media Edukasi Anak, User interface AbstractBabyBus Kids game has many topics with sub-topics of saviors in an earthquake. This game was founded in 2009. at the end of 2022 has been downloaded for more than 1 million with a 4.5-star rating. One of the positive things that can be taken from this game is that the game has a vision or goal of teaching parenting patterns, healthy growth, and children's brain development. Another interesting thing that needs to be studied in this game is the interactive concept and visualization, which can provide an interactive experience for children. This research aims to analyze the Baby Bus game user interface in rescuers in the earthquake safety savior earthquake subtopic using quantitative-qualitative methods supported by direct observation of children. The user interface in this game will be analyzed using Theo Mandel's theory of The Golden rules of user interface design, namely placing the user in control, making it easy for the user to remember, and having a consistent interface. The output produced in this study is in the form of an analytical model that is formulated under the three basic principles of The Golden rules of the user interface, which are helpful as a reference for the development of the following educational game. Keywords: BabyBus Kids, Children's Educational Media, Games, User interface","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129523005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Widi Sarinastiti, C. D. Murdaningtyas, Yusnia Harvani
{"title":"Perancangan Video Explainer Pencegahan Stunting pada Balita dengan Skill Level Animation","authors":"Widi Sarinastiti, C. D. Murdaningtyas, Yusnia Harvani","doi":"10.33633/andharupa.v8i3.5768","DOIUrl":"https://doi.org/10.33633/andharupa.v8i3.5768","url":null,"abstract":"Abstrak1000 Hari Pertama Kehidupan (HPK) merupakan masa emas pada pertumbuhan dan perkembangan anak. Selama proses ini perlu dilakukan pemantauan atas asupan gizi yang diterima. Namun, kenyataannya 17,7% Balita di Indonesia masih mengalami gizi buruk, salah satunya adalah stunting. Stunting merupakan kondisi dimana tinggi badan seseorang dibawah standar, menurut WHO Indonesia merupakan negara ketiga dengan angka prevalensi stunting tertinggi di Asia Tenggara. Stunting kini menjadi perhatian utama pemerintah dan juga masuk pada target Sustainable Development Goals (SDGs) Indonesia. Banyak masyarakat tidak mengetahui definisi, penyebab, gejala, serta dampak stunting. Dampak buruk yang disebabkan oleh stunting akan sangat merugikan bagi balita, bahkan hingga dewasa nanti. Oleh karena itu, perlu dilakukan penyebaran informasi dalam bentuk yang menarik, salah satunya melalui video animasi, untuk menjelaskan masalah stunting dan pencegahannya. Metode penelitian menggunakan pendekatan perancangan pipeline production yaitu pra produksi, produksi, dan pasca produksi. Adanya video animasi pencegahan stunting ini, meningkatkan tingkat pemahaman masyarakat mengenai stunting, dan juga pencegahannya sebanyak 79%. Diharapkan video animasi ini dapat menjadi salah satu bentuk tambahan informasi mengenai pencegahan terjadinya stunting di Indonesia. Kata Kunci: stunting, balita, animasi explainer, skill level animation AbstractThe First 1000th Days of Life (FDL) is a golden period in children's growth and development. During this process, it is necessary to monitor the nutritional intake received. However, in reality, 17.7% of children under five in Indonesia are still experiencing malnutrition, one of which is stunting. According to WHO, Indonesia is the third country with the highest stunting prevalence rate in Southeast Asia. Stunting is now the government's primary concern and is stated in Indonesia's Sustainable Development Goals (SDGs) targets. Many people do not know the definition, causes, symptoms, and effects of stunting. The adverse effects caused by stunting will be very detrimental for toddlers, even into adulthood. Therefore, it is necessary to disseminate information interestingly, one of which is through animated videos, to explain the problem of stunting and its prevention. The research method uses a pipeline production design approach, namely pre-production, production, and post-production. This stunting prevention animation video increases the level of public understanding about stunting, as well as its prevention by as much as 79%. It is hoped that this animated video can be an additional form of information regarding the prevention of stunting in Indonesia. Keywords: stunting, toddler, explainer animation, skill level animation","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128011079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}