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Pelatihan Media Sosial Sebagai Sarana Pemasaran Produk Serundeng “Saur” di Desa Batubulan, Gianyar – Bali Ni Kadek Nita Noviani Pande; Ngakan Putu Darma Yasa; I Gede Adi Sudi Anggara
Journal of Social Work and Empowerment Vol 1 No 1 (2021): Journal of Social Work and Empowerment - September 2021
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

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

Abstract

Tujuan dari penelitian ini adalah untuk memberikan solusi tentang cara memperluas pemasaran produk serundeng/saur yang selama ini hanya di sekitaran Desa Batubulan saja. Solusi yang ditawarkan adalah membuat dan melakukan pelatihan media sosial Instagram. Metode yang digunakan dalam mewujudkan tujuan tersebut adalah memanfaatkan teknologi dengan cara membuat akun instagram serta memberikan branding pada produk yaitu “Subali”. Tahapan yang dilakukan dalam penelitian ini adalah menentukan permasalahan, menentukan strategi pemasaran, mewujudkan media sosial serta melakukan pelatihan dasar dalam memasarkan produk di media sosial. Hasil dari penelitian ini adalah branding produk yaitu “Subali” serta media yang digunakan untuk memasarkan produk yaitu Instagram. Penelitian ini dilaksanakan untuk memberikan solusi agar produk yang ditawarkan bisa dijangkau oleh masyarakat luas. Dengan bantuan media sosial, diharapkan pelanggan bisa memesan tanpa harus ke tempat produksi secara langsung.
PERANCANGAN MULTIMEDIA INTERAKTIF PENGENALAN ALAT MUSIK ANGKLUNG BERBASIS ANDROID I Gede Adi Sudi Anggara; I Kadek Ade Semara Putra; Ngakan Putu Darma Yasa
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 11, No 1 (2024): Januari - April
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v11i1.48702

Abstract

This research aims to produce learning media in the form of interactive multimedia. This interactive multimedia is filled with learning content needed by early childhood so that it can provide. The learning content that is filled is the introduction of angklung. Angklung is a traditional musical instrument originating from West Java and has been recognized by UNESCO. Various ways can be done to preserve angklung, one of which is by introducing it to young children. The stages that were passed in this research started from collecting data by observation, documentation and literature methods. The development of this media uses software construct 2 which is indeed for making Android-based applications. The resulting interactive multimedia is based on Android which can be played in the form of a mobile phone.
Using Real-Time Ray Tracing in Game Action-Adventure ANGKARA "The Rise of Asura" Aditama, Putu Wirayudi; Anggara, I Gede Adi Sudi; Alparizi, Jilmi
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 3 (2024): Research Artikel Volume 8 Issue 3, July 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.13826

Abstract

The pressing problems facing the games industry in Indonesia are first, the lack of developers who can meet the needs of the local market and the lack of adaptation of local content in games. Second, how to improve the optimization of the Ray Tracing process? To overcome these challenges, this research aims to design and build an action-adventure game model using Unreal Engine 5. By developing the Real-Time Ray Tracing (RTRT) feature. The game design will also utilize the latest technology such as Ray Tracing, and artificial intelligence to create an immersive and realistic gaming experience.  The method used in this research is GDLC (Game Development Life Cycle). The results of research using black box testing with components, character responsiveness, basic attacks, interaction with the environment, defense, enemy behavior, and optimization of Ray Tracing state that it has been validated.
Implementasi Rigging pada Karakter ‘I Angsa’ dalam Film Animasi 2D ‘I Empas Teken I Angsa’ Sudi Anggara, I Gede Adi; Yusa, I Made Marthana; Jayanegara, I Nyoman
Jurnal Desain Vol 8, No 3 (2021): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (529.399 KB) | DOI: 10.30998/jd.v8i3.9366

Abstract

Perkembangan teknologi yang kian pesat semakin mempermudah animator dalam memproduksi sebuah film animasi. Banyak teknik dan metode-metode baru muncul dan digunakan dalam proses produksi sebuah film animasi, salah satunya adalah metode rigging. Rigging merupakan metode pemasangan sistem kerangka pada karakter animasi agar dapat digerakkan. Metode rigging biasa digunakan pada karakter animasi 3D, namun seiring perkembangan teknologi, kini metode rigging dapat juga diimplementasikan ke dalam karakter animasi 2D. Tujuan dari penelitian ini adalah untuk mengimplementasikan metode rigging pada karakter animasi 2D. Objek penelitian adalah karakter animasi “I Angsa” yang merupakan salah satu karakter protagonis dalam film animasi 2D “I Empas teken I Angsa”. Metode yang digunakan adalah observasi dan eksperimen. Hasil dari penelitian ini adalah: (1) Dalam proses implementasi rigging terdapat beberapa tahapan diantaranya, penempatan joint, skinning, menentukan FK dan IK, mengatur angle constraint, dan membuat controller bone, (2) Jumlah keseluruhan bone pada rigging karakter animasi 2D “I Angsa” adalah 20 bone. (3) Rigging yang diimplementasikan dapat berfungsi dengan baik ketika diuji dalam melakukan beberapa gerakan animasi.
Teknik Animasi Frame by Frame pada Karakter Ikan Badut dalam “Game Edukasi: Petualangan Ikan Badut” Yasa, Ngakan Putu Darma; Anggara, I Gede Adi Sudi
Jurnal Desain Vol 9, No 2 (2022): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (727.903 KB) | DOI: 10.30998/jd.v9i2.11482

Abstract

Game edukasi merupakan sebuah permainan digital yang diciptakan untuk membantu proses pendidikan. Materi pendidikan yang dikemas dalam bentuk game bisa berupa materi-materi yang diajarkan di sekolah. Game edukasi saat ini semakin pesat perkembangannya karena dipengaruhi oleh banyak pengembang game yang bermunculan. Pengembang game saat ini didukung oleh teknologi yang maju serta teknik-teknik animasi yang beragam untuk menciptakan game. Salah satu teknik yang digunakan dalam Game Edukasi: Petualangan Ikan Badut adalah teknik animasi frame by frame. Frame by frame merupakan teknik dalam animasi yang menggunakan beberapa gambar berbeda dalam setiap frame. Tujuan penelitian ini adalah untuk menerapkan teknik animasi frame by frame pada karakter game edukasi yaitu, Ikan Badut. Metode yang digunakan adalah observasi, dokumentasi dan implementasi. Hasil yang diperoleh yaitu implementasi teknik animasi frame by frame menggunakan sembilan gambar agar memperoleh gerakan animasi Ikan Badut. Sketsa desain hingga animasi Ikan Badut langsung dikerjakan pada software pengolah animasi yaitu Adobe Flash CS6. 
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; I Wayan Adi Putra Yasa; I Dewa Gede Agung Pandawana; I Nyoman Jayanegara
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM 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).
KAJIAN ESTETIKA DALAM ADAPTASI GAYA KAMASAN PADA FILM ANIMASI I EMPAS TEKEN I ANGSA I Gede Adi Sudi Anggara; I Made Gede Arimbawa
Narada : Jurnal Desain dan Seni Vol 11, No 3 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024/v11.i3.009

Abstract

This study examines the visual aesthetics in the adaptation of the Kamasan style in the animated film I Empas teken I Angsa. This animated film aims to bring to life the classic painting art from Kamasan Village, Klungkung, Bali, while retaining the distinctive decorative elements of the style. Using a qualitative method, this research is conducted through an in-depth observation of design elements, design principles, and design fundamentals within the animation. The analysis reveals how harmony, contrast, rhythm, gradation, as well as the fundamentals of unity, balance, simplicity, emphasis, and proportion are applied to create a visual composition consistent with the Kamasan style. The results show that the adaptation of the Kamasan style in this animated film successfully preserves traditional aesthetic values while remaining relevant to a modern audience. This film serves not only as entertainment but also as an effective medium for cultural preservation.
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 : Prahasta Publisher (manage by: DRPM 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 : Prahasta Publisher (manage by: DRPM 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.
CHARACTER EDUCATION AND MORAL VALUE IN 2D ANIMATION FILM ENTITLED "PENDETA BANGAU" Anggara, I Gede Adi Sudi; Santosa, Hendra; Udayana, A.A. Gde Bagus
Capture : Jurnal Seni Media Rekam Vol. 10 No. 2 (2019)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.942 KB) | DOI: 10.33153/capture.v10i2.2449

Abstract

Character is a very important and fundamental matter in a child's development. Character education has the same orientation with moral education, whereas moral education is very important in directing young generation to become good people through good values approach. In the midst of current IT advances, animated films are one of the effective and interesting media in transferring the values of character education and moral messages to children. The 2D animated film entitled Pendeta Bangau (The Priestess of Stork) is an animated film which source of story comes from Balinese folklore entitled Pedanda Baka. The aim of this study is to discuss the values of character education and moral messages/values contained in the animated film entitled “Pendeta Bangau”. This study uses qualitative research methods with qualitative data analysis techniques model of Miles and Huberman. The result of this study shows that the character education values from the animated film entitled Pendeta Bangau contains the values of honesty, tolerate, friendship / communicative, love of peace, and curiosity. While the moral message/value was seen in the final/end of film, namely the Bangau (stork) died due to its immorality. Its Bangau dead is related to the principal of Prarabda Karmaphala, namely Bangau, gets the results of his behavior in the present, and is now available without being there anymore.