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Journal : Jurnal Bahasa Rupa

EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; Yasa, I Wayan Adi Putra; Pandawana, I Dewa Gede Agung; Jayanegara, I Nyoman
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.967

Abstract

The pandemic due to the spread of the COVID-19 disease has led to changes in various social structures in society. The application of social distancing as a form of preventing the spread of disease raises the phenomenon of limiting various activities that present a large number of people. Various changes in the order of life then gave rise to a new life order (new normal) in responding to the COVID-19 epidemic. A creative effort is needed so that this new life order can be implemented in society from an early age. Games are creative solutions that combine elements of design and technology so that they are very easy to be accepted by various groups. In game design, assets are very important to design first. The design of this asset game will use a visual flat design style that has gone through a visual study process by collecting similar images or photos as a visual reference in the design. The resulting game assets display simplification of both illustrations and typography, the use of solid colors with game values, and a simpler user interface (UI).
Implementasi Prinsip Squash and Stretch dalam Menciptakan Ekspresi Wajah Karakter Animasi Murdasa I Gede Adi Sudi Anggara; Sutarwiyasa, I Ketut; Ariputri, Ni Putu Arliana Fitriya
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i3.1691

Abstract

This study aims to implement the squash & stretch principle through rigging methods to create various facial expressions on the animated character Murdasa. Using a qualitative experimental approach, this research visually observes how the deformation of facial elements, such as eyes, mouth, and eyebrows, generates dynamic and emotional expressions. Squash & stretch techniques were applied to several expressions, including happiness, sadness, anger, surprise, and disappointment. Visual observation revealed that squash conveys pressure and emotional intensity, while stretch emphasizes openness and expansion of expression. This approach provides deep insights into the process of creating facial expressions in animation and produces an expression library sheet that facilitates animators in efficiently creating a wide range of expressions. The findings demonstrate that the squash & stretch principle significantly contributes to the development of lively and emotionally engaging animated characters.
Multimedia Pembelajaran Interaktif tentang Pengenalan Bilangan untuk TK Dharmawangsa, Badung Bali Sutarwiyasa, I Ketut; Anggara, I Gede Adi Sudi; Wirayoga, I Putu Ade; Wardana, Ketut Nala Hari; Herliyani, Elly; Suryana, Jajang
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i3.1726

Abstract

In the learning activities carried out at TK Dharmawangsa, students feel bored quickly during the learning process, especially when learning to recognize numbers. This is because the learning media used before were less attractive, because they only used books and makeshift tools. The design of interactive multimedia about number recognition is able to be a solution to this problem, because interactive multimedia is able to display text, graphics, audio, and animation to attract students' interest in the learning process. Therefore, the purpose of this study is to develop interactive learning multimedia that has a number recognition feature and contains games to arrange numbers and guess the number of objects to help students and teachers of TK Dharmawangsa in the teaching and learning process. For data collection techniques used in this study, namely observation, interviews, questionnaires, literature, and documentation. And for the method of making media starting from the pre-production process, production, to post-production. Based on the test results, the material experts get a very good predicate about this interactive media as an auxiliary media in the teaching and learning process, while the media experts get a good predicate about the appropriateness of this interactive media to be published. Based on the results of the questionnaire that was given to 21 students of TK Dharmawangsa, this interactive multimedia about number recognition received very good 100% responses as an interesting and fun learning medium.