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ANIMASI 3 DIMENSI SEBAGAI SARANA SOSIALISASI PENTINGNYA KECERDASAN EMOSIONAL DALAM KEHIDUPAN REMAJA Ronald Tanga Ili Watun; Gde Lingga Ananta Kusuma Putra; Yasa, Gede Pasek Putra Adnyana
Jurnal Bahasa Rupa Vol. 3 No. 1 (2019): Jurnal Bahasa Rupa Oktober 2019
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i1.436

Abstract

In general, every human being must face problems and trials of life. There are various kinds of problems that come in life, do not know when, where and how these problems come. In dealing with problems, humans have their own ways to overcome these problems. There are those who give up easily and some who can overcome them. In this case the role of emotional intelligence is very important. Especially at the age of adolescence sometimes difficult to control emotions in themselves, resulting in a sense of hopelessness. Therefore, it is necessary to design a media that can be used to socialize the importance of emotional intelligence in adolescent life. The results showed that the concept that was appropriately used to socialize the importance of emotional intelligence in adolescents' lives was the concept of "Emotional Spirit". This concept was chosen to fit the objectives of this socialization as well as the intended target of youth. This 3D animated story was taken based on the true story of a teenager who was able to survive for 49 days in the middle of the ocean. In order for the socialization to run effectively, supporting media such as social media, posters, packaging, t-shirts, roll-up banners, stickers, tote bags and key chains are made. Through the design of the socialization media in the form of 3D animation along with its supporting media, it is expected that the target audience, namely adolescents, can better control their emotions when facing problems.
ESTETIKA KARAKTER ANIMASI PADA MEDIA KOMUNIKASI SOSIAL DENGAN KATEGORI AUDIENCE REMAJA Putra, Gede Lingga Ananta Kusuma; Yasa, Gede Pasek Putra Adnyana
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.576

Abstract

Animation currently shows a fairly high level of flexibility due to the influence of increasingly rapid technological advances. An animation should ideally have aesthetic value, by knowing the aesthetic location in the animation, it is hoped that the social communication process will be more effective. In this article, we use a qualitative method by examining several existing animations, and using literature related to the cases raised in order to obtain more accurate data. Ethical values ​​are needed in a communication medium, in order to attract the attention of the target audience, so that the information contained in the media can be conveyed. Implementation of the aesthetic of animated characters can apply the principle of appeal, so that these characters become more attractive.
ANALISIS GAME GENSHIN IMPACT DALAM MEMBANGUN DAYA TARIK GLOBAL Michael Immanuel Situmorang; I Gede Putu Ryan Andika Hendra Sastrawan; I Nyoman Tri Nugraha; Gede Lingga Ananta Kusuma Putra
Anima Rupa Vol 4 No 1 (2026): Anima Rupa: Jurnal Animasi
Publisher : Pusat Penerbitan LPPM ISI Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Genshin Impact is a game that has achieved global popularity by leveraging strong animation and visual design. This study aims to analyze the role of animation, story, music and visual design in building the global appeal of Genshin Impact. The research employs a qualitative method with a descriptive analysis approach through visual observation of character animation, environmental visuals, and the overall visual style of the game. Supporting data are obtained from relevant literature on animation, story, music and visual design in the game industry. The results indicate that the application of animation principles, consistent visual style, and detailed, expressive character design play a crucial role in creating an engaging visual experience that is well received by players from diverse cultural backgrounds. Therefore, animation, story, music and visual design are key factors supporting the global success of Genshin Impact.
Komodifikasi dan Transformasi Representasi Visual Rangda dalam Budaya Bali Kontemporer Gede Lingga Ananta Kusuma Putra; Vanesa Martida; Arya Pageh Wibawa
Jurnal Bahasa Rupa Vol. 9 No. 2 (2026): Jurnal Bahasa Rupa April 2026
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v9i2.2174

Abstract

Rangda beredar dalam kebudayaan Bali kontemporer melalui ruang ritual, pertunjukan wisata, pakaian, stiker, sepatu, dan kemasan produk. Penelitian ini menganalisis perubahan representasi visual yang menyertai peredaran tersebut serta cara pelaku budaya Bali mempertahankan batas antara penggunaan sakral dan komersial. Studi kasus kualitatif-interpretatif ini menganalisis satu catatan wawancara informan budaya yang dapat ditelusuri pada Januari 2025, empat artefak visual komersial yang didokumentasikan atau diakses pada Desember 2024–Januari 2025, serta dokumen ilmiah dan ritual. Analisis visual kontekstual membandingkan ikonografi, bentuk, warna, penempatan, audiens, fungsi komunikasi, nilai simbolik, dan kontrol budaya. Hasil penelitian menunjukkan bahwa komodifikasi tidak memindahkan Rangda secara linear dari sakral menuju profan. Rekontekstualisasi visual justru melipatgandakan maknanya. Dalam ritual, Rangda tetap menjadi kehadiran spiritual yang memperoleh otorisasi; dalam komoditas, atribut terpilih berfungsi sebagai penanda identitas Bali, daya tarik estetis, pembeda merek, dan nilai tukar. Komunitas menjaga otoritas sakral dengan memisahkan benda yang disucikan dari desain nonsakral dan mengatur penggunaannya. Penelitian ini menawarkan kerangka reartikulasi visual kontekstual untuk menjelaskan keberlanjutan otoritas simbol sakral di ruang desain dan konsumsi.