Claim Missing Document
Check
Articles

Found 28 Documents
Search

Analisa Animasi Tokoh Hero Mobile Legends Kadita yang Terinspirasi dari Legenda Nyi Roro Kidul Hutomo Setia Budi; Shienny Megawati
JURNAL RUPA Vol 7 No 1 (2022): Open Issue
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/rupa.v7i1.4788

Abstract

In 2018, Mobile Legends launched animation of a hero Kadita which was inspired by the legend of Nyi Roro Kidul. Kadita’s design was adapted to popular culture, with a traditional Indonesian (Javanese-Balinese) aesthetic. In Kadita’s introduction animation, there were visual elements inspired by Indonesian culture with traditional background music. This study aimed to examine whether the visual elements of Indonesian culture were displayed correctly, alongside with the response of millennial and z generations toward the animation. The research was conducted with a qualitative approach through interviews with experts on Indonesian traditional culture and through focus group discussions with millennials and z generations to find out their responses toward traditional Indonesian culture displayed in popular media. Primary data collection was carried out through a literature review on traditional culture and popular media. The conclusion of this research, the animation of “Kadita the Ocean Goddess” succeeded in adapting traditional Indonesian elements in popular media. The results of the FGD showed that the target audience responded positively to the traditional culture displayed in popular media. This research can be used as a basis for thinking and designing strategies in an effort to introduce Indonesian traditional culture to the younger generation using popular media. Keywordsanimation, adaptation, character, folklore, pop culture, promotion, traditional culture, visualization, wayang, Z generation
PELATIHAN BRANDING BAGI UMKM GRIYA KREATIVE PRIVATE Tina Melinda; David Sukardi Kodrat; Hutomo Setia Budi
Jurnal Abadimas Adi Buana Vol 6 No 02 (2023): Jurnal Abadimas Adi Buana
Publisher : LPPM Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/abadimas.v6.i02.a5565

Abstract

Usaha Mikro, Kecil dan Menegah (UMKM) adalah usaha yang mampu bertahan pada saat krisis dan menghadapi tekanan eksternal, dan mampu mendukung perekonomian Indonesia. Hanya kesadaran untuk melindungi produknya dengan merk yang terdaftar masih rendah. Untuk itu perlu adanya pelatihan branding dan pendampingan untuk proses pendaftaran mereknya agar mendapat perlindungan optimal. Pelatihan merek dieberikan dengan metode Authentic project Based Learning dengan tujuan agar peserta pelatihan dapat mengaplikasikan pengetahuan yang diberikan untuk langusng membuat mereknya. Materi pelatihan yang diberikan meliputi: (1) elemen-elemen dari brand, (2)Kriteria yang harus diperhatikan dalam pemilihan merek, (3)Fungsi merek bagi produsen, (4) fungsi merek bagi konsumen dan (5) hal-hal yang berkaitan dengan merek. Setelah proses pemberian materi maka peserta memperbaki mereknya secara langsung dan dilakukan proses pendampingan untuk menndaftarkan mereknya agar dapat terlindungi dari proses pembajakan pihak lain.
PKM PEMBERDAYAAN PENGRAJIN BATIK BERCORAK LOKAL MENGGUNAKAN BAHAN SUTERA DI KABUPATEN BLITAR DALAM UPAYA PENINGKATAN PEREKONOMIAN Soelistyowati, Soelistyowati; Budi, Hutomo Setia; Sudyasjayanti, Christina
Jurnal Leverage, Engagement, Empowerment of Community (LeECOM) Vol. 4 No. 2 (2022): Jurnal Leverage, Engagement, Empowerment of Community (LeECOM)
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/leecom.v4i2.3563

Abstract

Batik sebagai warisan budaya Indonesia yang telah ditetapkan oleh UNESCO (United Nations Educational, Scientific, and Cultural Organization). Industri kreatif fashion menyumbang perekonomian tinggi usaha batik di Indonesia. Pergerakan industri batik terus merangkak naik akan permintaan pasar yang tinggi terhadap berbagai corak batik nusantara. Setiap daerah memiliki ciri khas dalam motif batik, seperti Jawa Timur daerah Kabupaten Blitar memiliki ciri khas batik tutur dengan corak lokal khas Blitar seperti motif candi dan motif kekayaan alam. Potensi inilah yang akan digali, perlu dikembangkan berdasarkan permintaan pasar yang tinggi, batik berbahan sutera. Dengan pelatihan kepada anggota IKM (industri kecil menengah) binaan Dinas Perindustrian dan Perdagangan Kabupaten Blitar, problem yang dihadapi kurangnya pengembangan pada produk pemasaran dan pengetahuan teknik cara membatik bahan sutera. Pelatihan workshop mulai dari pengetahuan motif dan teknik membatik berbahan sutera, bisnis usaha, dan materi metode BMC (business model canvas) sebagai strategi pengembangan bisnis dalam pemasaran. Pelatihan materi pemasaran dengan membuat logo branding sebagai identitas mewakili nama bisnis merupakan suatu identitas visual mempunyai kriteria khusus, filosofi, dan warna. Pelatihan pengembangan usaha bertujuan untuk meningkatkan perekonomian di Kabupaten Blitar salah satu asset yang perlu dijaga dan dikembangkan. Pelatihan ini berharap dapat berdampak pada daerah sekitarnya.
Reconstruction of Creative Products Based Using a Design Thinking Approach The “Spirit of Majapahit” Case Study Shienny Megawati Sutanto; Marina Wardaya; Hutomo Setia Budi
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3165

Abstract

Indonesia is a country rich in culture and heritage. This richness of culture can be seen from artifacts and historical sites found throughout Indonesia. However, Indonesia's younger generations are less familiar with their own culture. This is caused by various things, one of which is the rarity of historical heritage products reconstructed to be introduced to Indonesia's younger generation. This research was conducted to analyze the process of reconstructing Indonesian historical heritage, the Spirit of Majapahit using a Design Thinking approach. The research and analysis of the process of re-creating the Spirit of Majapahit can form the basis of a design mindset that can be used as a guide in recreating local Indonesian historical products. This research uses a qualitative data collection method which is carried out by structured interviews with personnel who are actively involved in the process of reinventing the Spirit of Majapahit and experts on Indonesian culture. In addition to qualitative methods, literature studies are conducted to find data regarding the process of creating creative products, previous research on the adaptation of Indonesian local historical products, and audience responses to the reconstruction of past cultural products. The results of the study are used as the basis for creating a product design mindset module based on Indonesian local history which is linked to a systematic and replicable Design Thinking approach. Keywords: design thinking; spirit of majapahit; history; cultural revitalization.
Presentation of Traditional Folktale Through 3-Dimensional Animation Film in Gromore Studio YouTube Channel, A Study Case Hutomo Setia Budi; I Wayan Adnyana; I Wayan Swandi; I Nyoman Suardina
Jurnal Desain Komunikasi Visual Nirmana Vol. 24 No. 1 (2024): JANUARY 2024
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.24.1.41-47

Abstract

This research aimed to discover audience responses toward animation content that tells about folklore and is uploaded onto the Gromore Studio YouTube platform. It is designed based on interview data as well as observation of the view count, comments, and literature study. This research included cultural studies which studied social culture phenomena by using descriptive quantitative analysis methods with emphasis on discovering the comparison of positive and negative comments, and the comparison between like and dislike counts from the folklore video which was uploaded by Gromore Studio. The results of this research showed that the presentation of legendary folktales received outstanding responses from the audience with Indonesians as the majority. Comments given by the audience mostly showed positive feedback and support toward animation content produced by Gromore Studio which lifted the local cultures and stories, packed into interesting visual media. Through the positive responses in the comments, it can be concluded that the animations by Gromore Studio in traditional folktales became very welcomed by Indonesian audiences.
Perancangan Ide Bisnis Custom Aksesoris Bayi Isabela -; Hutomo Setia Budi
Jurnal Vicidi Vol. 8 No. 2 (2018): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v8i2.741

Abstract

This study focuses on the relationship between visual communication design work and entrepreneurship development with the aim to design a custom business that match with the desire of the the target market through the field of entrepreneurship study and visual communication design. This research was conducted by quantitative method by distributing questionnaires to 100 respondents and qualitative methods through interviews with 5 speakers. This research is also supported by literature studies. Based on research that has been done that custom service is now a trend today because consumers today, much more expressive. Then through a study of literature that is done in the find also that custom enthusiasts more. Business services custom baby accessories has a target market at mothers aged from 23 to 26 years who have children aged 1-5 years. Based on the positive response obtained in the study, this business has an opportunity. 
PERANCANGAN STUDIO DIGITAL IMAGING “IMAGINE” Tommy Himawan; Hutomo Setia Budi
Jurnal Vicidi Vol. 6 No. 1 (2016): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v6i1.1050

Abstract

Since the emergence of social media, especially instagram image’s quality become an attention, it had a positive impact on the development of photography and other things that support such as photo studios, photographers, and camera. However, the camera certainly has limitations on the result, the sharpness of the colors and the dimensions of the resulting image from the camera can be maximized and some photographers may not be particularly good at editing especially digital imaging. Therefore this study aimed to design a digital imaging studio. The study was conducted with qualitative, quantitative and literature studies. Results of the study are expected in the form of digital imaging studio focused in terms of editing, compositing, and modification of visual elements in the final image.
PERANCANGAN EVENT TRADING CARD GAME SEBAGAI BRAND ACTIVATION UNTUK MEMPERKENALKAN PRODUK CARD GAME HEXAGA Dwi Susestiyo Budijono; Hutomo Setia Budi
Jurnal Vicidi Vol. 6 No. 2 (2016): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v6i2.1063

Abstract

This design is made in order to make a trading card game event to introduce the card game hexaga in Surabaya. To introduce the event to Surabaya people, Hexaga game card will held a small event to introduce the card game Hexaga to a small card community. The event aims to make some of the players know the game and introduced the card game Hexaga to other players directly or indirectly. The main goal hexaga strengthen community card game that had the old players who know the game before the main event.
Perancangan Bisnis Token Untuk Trading Card Game Kimberly Noviana; Hutomo Setia Budi
Jurnal Vicidi Vol. 8 No. 1 (2018): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v8i1.1134

Abstract

Trading Card Game is a card game used for collection and play. In the game Card Trading Game has many types of cards in the game, one of which is Token. A token is a secondary card to represent something while the game is in progress. However, not all Trading Card Game players need to use this card. The purpose of this research is to know the opinion of Trading Card Game players regarding the use of Token card, and the business opportunity that can be achieved as Token card manufacturer. The population of this research is Trading Card Game Players across Indonesia, which are separated into 2 groups. The specified subject is specified only for members of the Trading Card Game community, which consists of 100 players of Trading Card Game and 5 experts in Trading Card Game. This research is done by qualitative and quantitative method toward the research object.Direct observation data collection tools as well as distributing questionnaires conducted using online media assistance. The results of this study concluded the importance of having a Token in Trading Card Game, and there is a good opportunity to market Trading Card Game Token type card.
Perancangan Ide Bisnis "Little Learners" Flashcards Jesslyn Faustina; Hutomo Setia Budi
Jurnal Vicidi Vol. 7 No. 2 (2017): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v7i2.1142

Abstract

This study focuses on the relationship between visual communication design and entrepreneurship, which aims to generate a solution for the educational issue in children aged 3 to 5 caused by over- attachment to mobile devices (Radesky & Schumacher, 2014), through designing a business concept. Research was conducted with qualitative methods, including interviews with three professionals in the field of early education, a group play observation of 5 children aged 4 and 5, supported by literature review from related journals, books, and online articles. Research and analysis produced the business concept “Little Learners” Flashcards, a learning aid in the form of flashcards with various activities to do for children aged 3 to 5. This study concludes that “Little Learners” Flashcards can be an effective solution, due to the fact that flashcards exercise different skills such as motor, visual, and verbal skills, and at the same time encouraging children to be more engaged. Moreover, flashcards can help parents be more involved and interactive with their children. Based on positive responses from the research, this business looks prospective. The sustainability of this business is also guaranteed, seeing as there are countless educational materials that are yet to be explored and represented in flashcard form.