Claim Missing Document
Check
Articles

Found 40 Documents
Search

Visual Design Face Painting: Language Expressions Stylized for Wayang Punakawan Andreas James Darmawan
Humaniora Vol. 8 No. 1 (2017): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v8i1.3696

Abstract

On this research, the author focused on the scope of Punakawan face painting that expected to become a starting point from the first step in making the visual standardization proposals, which the visual variety of face painting Punakawan was not consistent yet. The research objective was to become one of the methods to re-popularizing by building a visual consistency in Punakawan face painting so that it became more modern and simple without losing the original characteristics of it. The method was performed in the visual design, from visual references research, visual analysis and matching with the characteristics of each character in Punakawan, visual sketching, and computerization process, up to become final visual artwork. The benefits of the research were to be a next visual research comparison, as well as a contribution in the form of visual work; face painting Wayang Punakawan in the further development of the creative economy entered a new era. This research finds that visually, it is the necessary continuation of the design, such as attribute, proportion, gestures, and other visual elements in Punakawan face painting and it is good for Punakawan studies and other Indonesian wayang figures.
Menilik Metode Pembelajaran Daring dari Hungaria yang Menghasilkan Karya Poster Karakter Augmented James Darmawan; Irwan Harnoko; Mario Alvine
Jurnal Teknologi dan Desain Vol. 1 No. 2 (2020): Jurnal Teknologi dan Desain
Publisher : Pradita University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51170/jtd.v1i2.27

Abstract

Terlepas dari kekhawatiran mengenai distrupsi berkembangnya Internet of Things (IoT) dalam metode pembelajaran milenial, justru momen semacam ini menjadi kesempatan bagi tim penulis untuk belajar, mengupas dan menggunakan sistem pembelajaran baru dengan media lintas ruang dan waktu dengan berkembangnya teknologi online. Untuk itu metode pembelajaran ini menjadi tanpa batas ruang dan waktu. Dalam pengaplikasiannya, tim penulis mengacu pada program pembelajaran program studi Desain Komunikasi Visual (DKV), Institut Sains dan Teknologi Pradita yang melakukan pembelajaran daring dengan Profesor Istvan Horkay dari Hungaria. Proses pemberian materi cara membuat sebuah karakter dan briefing workshop untuk membuat sebuah karakter dilakukan dengan sistem online. Sedangkan untuk proses pembuatannya, dilakukan dengan asistensi dengan internal dosen program studi. Baik secara konsep maupun secara presentasi, hasil karya workshop ini juga diberikan animasinya, namun agar poster dapat dalam bentuk media print; animasi berupa quotes dari karakter atau tokoh yang diangkat, barulah dapat dinikmati secara augmented setelah dilihat melalui sebuah aplikasi. Untuk itu kembali lagi, semua hasil workshop ini kembali dikurasi oleh profesor secara online dari Hungaria, untuk kembali mendapatkan pembelajaran, dan barulah kemudian dipamerkan dalam sebuah pusat pembelanjaan di area Serpong.
Visualisasi Maskot, Poster, Dan Logo Sebagai Media Kampanye “Upaya Awal Perlindungan Diri Ketika Terjadi Gempa Bumi” Kepada Anak-Anak Pulau Lombok Andreas James Darmawan; Ronald Gunawan; Citra Syukma Bayu Sakti
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 1 (2018): Prosiding PKM-CSR Konferensi Nasional Pengabdian kepada Masyarakat dan Corporate Socia
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1380.913 KB)

Abstract

Sebagai negara yang dilalui jalur cincin berapi dunia, Indonesia khususnya pulau Lombok menjadi daerah yang rawan gempa, hal ini melahirkan kebutuhan komunikasi visual yang dapat mengedukasi upaya awal dalam tindakan perlindungan diri dari bencana gempa bumi baik di dalam maupun di luar ruangan. Hal ini belum tersosialisasikan dengan baik karena belum adanya sebuah komunikasi visual yang memberikan informasi yang mudah dicerna dan selalu diingat masyarakat khususnya anak-anak. Untuk itu penulis, dengan pengalamannya membuat komunikasi visual sosialisasi tindakan pencegahan pada saat gunung meletus, saat ini kembali membuat solusi visual yang diperuntukkan khusus bencana gempa bumi untuk masyarakat pulau Lombok. Solusi ini berupa karakter maskot sebagai communicator, poster infografik sebagai informator, dan logo ikonik sebagai reminder. Selain bertujuan untuk menjadi pedoman dalam upaya awal perlindungan diri terhadap bencana gempa bumi, penulis juga membuka hasil komunikasi visual ini untuk dikembangkan lebih lanjut dalam menggalang dana dan meningkatkan devisa, khususnya dalam rangka pemulihan pasca gempa bumi pulau Lombok.
Kemasan Ulang Dan Display Produk Makanan Ringan Kelurahan Keranggan Andreas James Darmawan; Ardi Gunawan; Hilmi Fabeta
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 2 (2019): Peran Perguruan Tinggi dan Dunia Usaha dalam Mempersiapkan Masyarakat Menghadapi Era I
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (916.615 KB) | DOI: 10.37695/pkmcsr.v2i0.468

Abstract

Seiring meningkatnya persaingan dagang pada zaman sekarang, produk makanan ringan produksi para ibu rumah tangga Kelurahan Kranggan - Serpong Tangerang Selatan, membutuhkan desain kemasan dan display produk makanan ringan yang memiliki daya saing dan daya jual. Dengan adanya kerjasama institusi dengan kelurahan ini, tim penulis membuat penelitian literatur dan observasi dengan jenis dan desain kemasan makanan ringan khas daerah, hasil penelitian ini dijadikan referensi untuk perhitungan biaya untuk menentukan jenis kemasan yang sesuai. Kemudian tim penulis melangkah dari proses koordinasi antar instansi, survei lapangan, analisis data hasil survei, pembuatan desain kemasan ulang, pemilihan desain kemasan, persiapan display produk makanan ringan, dan smapai pada proses tes pasar dan kerjasama pada kantin kampus. Hal ini adalah peluang untuk memberikan bantuan layanan desain. Tim penulis berharap memiliki peluang yang sama dan / atau serupa dalam kegiatan penelitian selanjutnya ini adalah peluang luar biasa untuk memberikan bantuan layanan desain.
Retrospective of IKN Nusantara Investment; Study of Apple Investment Curtailment: Technostructure of Indonesia and Vietnam HEPTARIZA, Anita; DARMAWAN, Andreas James; SIHWINARTI, Dwi; RAMAYU, I Made Satrya; ERAWATI, Kadek Nonik
Journal of Tourism Economics and Policy Vol. 4 No. 4 (2024): Journal of Tourism Economics and Policy (October - December 2024)
Publisher : PT Keberlanjutan Strategis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38142/jtep.v4i4.1147

Abstract

In the government's efforts to collect investment in IKN (National Capital City) Nusantara in Indonesia, technostructure; or advanced technological infrastructure is one of the crucial factors in attracting investment from global technology companies, but Indonesia still faces significant challenges in technostructure readiness compared to countries such as Vietnam, reflecting on the investment selection of technology company Apple. This study aims to analyze the current state of Indonesia's technostructure, compare it with Vietnam, and formulate what strategic steps are needed by the Indonesian government to develop a better technostructure in the next three decades. Using a descriptive qualitative method, this study collects purposive sampling-based data through literature studies, documentation, and other supporting data to provide an in-depth understanding of the technostructure conditions of the two countries. The discussion includes a detailed analysis of the state of Indonesia's technostructure and the challenges it faces. Then the study continues by comparing the technostructure readiness of Indonesia and Vietnam to highlight the strengths and weaknesses of each country, and the final stage details the strategic steps that the Indonesian government must take in the next three decades to achieve competitive technostructure readiness in Indonesia. This study concludes that it is important for Indonesia to accelerate the development of technostructure to increase the attractiveness of global technology investment, especially with open management.
REDESAIN KEMASAN MADU TRIGONA DAN KREASI KORAN BEKAS UNTUK RESTORASI EKONOMI UMKM BALI Darmawan, Andreas James
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5624

Abstract

An effort and enthusiasm for the Balinese economy to revive after the pandemic, where the Ministry of Tourism and Creative Economy provided packaging design assistance for Micro, Small and Medium Enterprises (MSMEs) in Tenganan Village and Carangsari Village, Bali. The urgency of this research is to respond to the problem raised by the Visual Communication Design Study Program Association (Asprodi) which is improving packaging design in the 8th batch of Packaging Design Surgery (BEDAKAN) program. This research focuses on two MSME products; packaging design for Trigona Honey "Kele-Kele" and packaging design for Used Newspaper creations "Tirta Nadi". The method used is descriptive qualitative in nature, by collecting data based on direct discussions by representatives of the Ministry of Tourism and Creative Economy, Asprodi DKV, and the Association of Indonesian Industrial Product Designers (ADPII); offline and online interviews with related MSME entrepreneurs, followed by the process of making the initial stage of the packaging design, which eventually enters the packaging design finalization stage. This research resulted in a new packaging design for UMKM Madu Trigona "Kele-Kele" and the Creation of Used Newspapers "Tirta Nadi. Keywords: Packaging Design, Trigona Honey, Used Newspaper Creations
EFEKTIVITAS KINERJA DOSEN TERHADAP INOVASI AKSELERASI MAHASISWA GENERASI Z Kadek Nonik Erawati; Anita Heptariza; Andreas James Darmawan
RISK : Jurnal Riset Bisnis dan Ekonomi Vol. 5 No. 1 (2024): Mei
Publisher : Universitas Kadiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30737/risk.v5i1.5867

Abstract

This research explores approaches to educating generation Z (Gen Z) students with a focus on three basic algorithm components, namely lecturer acceleration, characteristic disruption, and generation Z students. Involving ages 19-23 years, generation Z students grow and develop in a dynamic technological environment, thus distinguishing them from previous generations with critical, creative and open thinking. Lecturers as learning facilitators are faced with significant challenges, including students' dependence on technology and difficulties in maintaining attention. In overcoming these obstacles, lecturers are expected to integrate technology effectively, design active and collaborative learning, and provide practical context for learning material. Learning methods that prioritize dialogue and collaboration are key, recognizing the important role of lecturer acceleration and the use of technology in achieving learning goals. This research uses a qualitative triangulation method involving in-depth interviews, document analysis, observation, and student surveys to produce six hypotheses that highlight the relationships between variables in the learning context of Generation Z students. Thus, this research contributes to understanding the complexity of the interactions between these factors. and its implications for the learning achievements of generation Z.
Teknik Prompt ANVS Progresif untuk Bing Image Creator dan Interpretasi Kesenjangan Gambar AI Darmawan, Andreas James; Hyuk Yoo, Peter Min; Hartawan, Rivandy Aprilian
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 1 (2024): Oktober 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i1.13967

Abstract

In the increasingly developing digital era, the mastery of artificial intelligence (AI) image generator technology has become a popular tool for designers, artists, and general users to create images that suit user needs. However, many users still face difficulties in getting image results that meet user expectations. This research is qualitative, trying to gradually create prompts by evaluating the results in order to understand the image creation process from Bing Image Creator. The author developed and tested a formula called ANVS; namely: Adjective, Noun, Verb, and Style, which is designed to help users design effective prompt engineering. This formula is gradually used in developing prompts, starting from simple to quite complex, to explore how each component in ANVS can affect the image results produced by Bing Image Creator. The results of the research are in the form of recording the use of prompts and image results from Bing Image Creator. It is hoped that this research can help in creating the right prompt to produce images that suit user needs, especially for users of the Bing Image Creator platform and/or other similar AI image generators.
2D ANIMATE CREATION ‘PRODIGAL SON’ GESTALT MOVS Darmawan, Andreas James; Arimbawa, I Made Gede; Muka, I Ketut; Suardina, I Nyoman
International Journal of Social Science Vol. 4 No. 5: Februari 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/ijss.v4i5.9928

Abstract

The creation of the 'Prodigal Son' animation stems from the author's realization of the need for fresh and engaging church teaching media for youth aged 12-17. Current media often lack appeal, as they focus only on storylines without offering deeper engagement. This gap highlights the urgency to develop new media that effectively delivers story essence using the Gestalt MoVS(Movement on Voice and Spirit) visual style. The study addresses how to create animation that fills this gap, applies Gestalt MoVS concepts, and visualizes the 'Prodigal Son' story through this approach. Utilizing a descriptive qualitative method and practice-based research, the process includes literature studies on Gestalt MoVS theory, theological philosophy, hermeneutics, semiotics, VCD (Visual Communication Design) principles, and expert interviews with theologians, animators, media experts, and adolescent psychologists. Media trials with targeted audiences also contribute to the visual analysis. The result is an aesthetically pleasing animation that conveys the story's three main essences—repentance, forgiveness, and gratitude—in a paradoxical configuration, addressing both repentant audiences and those who judge others. The animation offers an innovative solution to engage teens and simplify Bible story delivery, emphasizing an interdisciplinary approach to inspire spiritual understanding and real-life application.
Bisnis Model Digital “Weverse” Pada Kelompok Musik Korea Bts Pertiwi, Inten; Darmawan, Andreas James; Heptariza, Anita; Ramayu, I Made Satrya
SEIKO : Journal of Management & Business Vol 6, No 2.1 (2023)
Publisher : Program Pascasarjana STIE Amkop Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37531/sejaman.v6i2.5498

Abstract

The Korean music group BTS is the most historic group in the success of popularizing Korean culture in the packaging of boy bands. Behind this success, the BTS production and management house has adapted a lot of digital business models to meet the needs of their fans in the Weverse application. The purpose of this research is to make a study that explores the digital business model strategy carried out by BTS, in order to provide learning to develop a digital business model category for a local music group in the global market. The research method uses descriptive qualitative with an in-depth look at the Weverse application, both as social media, and as a marketplace specifically for their products; using literature data collection techniques, online media, and direct interaction with BTS fans in Indonesia. The results of this study are in the form of a Weverse digital business model framework, with various descriptions on application features, customer user access, and customer journeys. The research implications can be a guide for continuing ongoing research on similar topics, as well as having an impact on BTS fans in studying digital business models from a country's culture. Keywords: Digital Business Model, Weverse, BTS