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KAJIAN ESTETIKA VISUAL AKSARA JAWA DIGITAL Miyosa, Atmaja Septa
Prosiding Seminar Nasional Multidisiplin Ilmu Vol 1, No 2 (2019): Prosiding Seminar Nasional : Pemanfaatan Literasi Digital Dalam Publikasi Ilmiah
Publisher : Universitas Respati Yogyakarta

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Abstract

Literasi digital bisa dimanfaatkan untuk mengembangkan kebudayaan. Saat ini, masyarakat sudah mampu membuat tulisan Aksara Jawa menggunakan komputer karena Aksara Jawa sudah berhasil dimasukkan ke dalam sistem penulisan standar digital (Unicode) sejak 2009. Proses pembuatan Aksara Jawa ke dalam sistem komputer telah menimbulkan distorsi bentuk yang berpotensi memiliki sensasi visual yang unik. Permasalahan yang ingin diungkap yaitu mengenai estetika pada Aksara Jawa Digital. Tujuan penelitian untuk menemukan unsur-unsur estetika visual pada Aksara Jawa digital. Metode yang digunakan adalah bersifat deskriptif kualitatif terhadap bentuk Aksara Jawa digital. Hasil penelitian mengungkapkan bahwa Aksara Jawa digital memiliki beberapa unsur estetika visual yang unik dibandingkan penulisan Aksara Jawa secara tradisional, diantaranya (1) bentuk kurva pada Aksara Jawa digital lebih stabil, (2) bentuk Aksara Jawa digital mampu meniru gaya tulis tradisional, serta (3) bentuk Aksara Jawa mudah dimodifikasi menggunakan program penciptaan huruf.Kata Kunci : Aksara, Jawa, Estetika, Digital
Perancangan Visual Aplikasi "info dusun" sebagai Sistem Informasi Masyarakat Miyosa, Atmaja Septa
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (188.427 KB) | DOI: 10.34010/visualita.v9i1.2932

Abstract

SmartCity can be started from the village. The visual design of the InfoDusun application is an innovation on a smartphone. The advantage of the InfoDusun application is creates an information system as a process of sharing information on activities so that citizens are able to make better decisions in planning events. The results of the design are icon logo design, login page design and main page design.
KAJIAN KOMUNIKASI VISUAL PADA DESAIN SAMPUL BUKU KOMIK MEREBUT KOTA PERJUANGAN Miyosa, Atmaja Septa
Jurnal Ilmiah Multimedia dan Komunikasi Vol. 4 No. 1, April 2019
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

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Abstract

Kampanye menggelorakan jiwa nasionalisme begitu populer di media sosial, sementara itu terdapat karya seni rupa bertema perjuangan nasional yang kurang dikenal, salah satunya buku komik MerebutKota Perjuangan. Penelitian ini bertujuan untuk mendeskripsikan simbol dan makna sampul buku komik Merebut Kota Perjuangan. Objek penelitian ini adalah sampul buku komik Merebut Kota Perjuangan terutama simbol-simbol khas tema perjuangan pada sampul buku tersebut. Penelitian ini merupakan penelitian kualitatif deskriptif. Metode penelitian menggunakan semiotika visual dari Pierce. Data diperoleh dengan teknik observasi dan dokumentasi. Keabsahan data diperolehmelalui pengamatan berdasarkan semiotik Pierce. Hasil penelitian menunjukkan: (1) sampul buku komik Merebut Kota Perjuangan menggunakan simbol-simbol utama yang berciri khas perjuanganyaitu bendera merah putih, tongkat senjata bambu runcing, prajurit pejuang. (2) Terdapat teks utama dan elemen visual pendukung untuk menciptakan konteks dan ekspresi artistik. (3) Makna desain sampul buku Merebut Kota Perjuangan memiliki suatu citra kuat bertema perjuangan, pergolakan, pertempuran, semangat pantang menyerah, serta memiliki ruh-ruh nasionalisme.
APLIKASI FLIPBOOK UNTUK PENGEMBANGAN MODUL ANIMASI Septa Miyosa, Atmaja
Prosiding Seminar Nasional Multidisiplin Ilmu Vol 3, No 1 (2021): Strategi Mempertahankan Kualitas Penelitian dan Publikasi di Era Pandemi
Publisher : Universitas Respati Yogyakarta

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Abstract

Pandemi menyebabkan perkuliahan menjadi virtual (daring). Media pembelajaran daring perlu suatu inovasi salah satunya produk media pembelajaran dalam bentuk flipbook. Permasalahan yang muncul adalah proses merancang modul Flipbook yang tepat guna dan pengembangan modul Flipbook untuk pembelajaran virtual pada mata kuliah Komputer Animasi. Tujuan penelitian untuk mengetahui proses merancang modul Flipbook secara praktis dan pengembangan modul Flipbook untuk pembelajaran virtual pada mata kuliah Komputer Animasi. Metode menggunakan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation) dengan waktu penelitian September hingga Desember 2020 di Sekolah Tinggi Multi Media. Teknik evaluasi menggunakan kuisioner kepada mahasiswa program studi Animasi dan pengukuran menggunakan skala Likert. Hasil penelitian mengungkapkan bahwa modul berbentuk Flipbook mendapatkan respon yang baik oleh pengguna (mahasiswa) dan dapat dikembangkan menjadi desain pembelajaran virtual.
Pelatihan Desain Grafis Bagi Pemuda Karangtaruna Desa Tunggalroso, Kebumen, Jawa Tengah   Atmaja Septa Miyosa; Suparna Suparna; Sarwanto Sarwanto; Priya Wintar Yuhanto; Sugiyo Winoto
Jurnal Abdimas ADPI Sains dan Teknologi Vol. 3 No. 2 (2022): Jurnal Abdimas ADPI Sains dan Teknologi
Publisher : Asosiasi Dosen Pengabdian kepada Masyarakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47841/saintek.v3i2.183

Abstract

The publication design is a communication medium needed by the community of Tunggalroso village, Prembun, Kebumen, Central Java. Human resources in Tunggalroso village who have graphic design skills are still limited. The purpose of the activity is to improve the ability to create publication designs for participants. The method used is a scheduled learning method including lectures, discussions, Q&A, followed by practice. The training was held in the Tunggalroso Village Hall on 20 to 24 September 2021, attended by 15 participants. The results of the training varied including the publication of activities, social events, publications for institutions, posters for celebrating holidays. The evaluation shows that the design already has the feasibility to be published in the community, because it already has design qualities such as legibility of letters, selection of adequate color contrast, dynamic composition and mastery of the field. The conclusion is that graphic design training has a significant impact on improving the skills of creating publication designs for youth Karangtaruna in Tunggalroso village.
Sertifikasi dan Pelatihan Video Editor Bagi Siswa Multimediasmk N H. Moenadi Atmaja Septa Miyosa; Surasa Surasa; Sarwanto Sarwanto; Priya Wintar Yuhanto
Jurnal Abdimas ADPI Sains dan Teknologi Vol. 3 No. 3 (2022): Jurnal Abdimas ADPI Sains dan Teknologi
Publisher : Asosiasi Dosen Pengabdian kepada Masyarakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47841/saintek.v3i3.238

Abstract

The Video editor certification and training was carried out at SMK Negeri H. Moenadi Ungaran, Central Java by a lecturer in the animation study program at the Multi Media High School on August 15 to 20, 2022. The formulation of the problem is the student's need for competency certificates with the Video Editor scheme. The purpose of the training is to improve video editing skills followed by a competency test. The methods used are lectures, demonstrations and competency tests. The main material presented is Introduction to Production, Writing Documentary Video Production Scripts, Introduction to Video Cameras, Audio, and Lighting, Non Linear Editing. The practice of taking pictures is carried out entirely within the school environment. The results of the training are in the form of video editing works as well as competency certificates for those declared competent by the assessors.
Tema procrastination pada film animasi 2D “Udah Besok Aja” Mahasena, Ghoris Arkan; Miyosa, Atmaja Septa
Visualita Jurnal Online Desain Komunikasi Visual Vol 11 No 1 (2022)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.291 KB) | DOI: 10.34010/visualita.v11i1.8262

Abstract

One of the social criticisms of the young workforce is regarding the attitude of procrastination. This counterproductive attitude needs to be addressed and requires educational media. The main problem is the need for the right media that can convey the message and entertain the target audience. The aim is to create short 2-dimensional animated films with effective techniques. The result is an animated film product entitled Udah Besok Aja, which is produced using the frame by frame technique. The method use 2d animation process. The film Udah Besok Aja presents a story that shows the cause and effect associated with procrastination. Pre-production includes extracting story ideas, synopsis, character design, visual background, to storyboards. Film production includes the process of making images with rough-pass, clean-line, in between and lipsync. The application uses Adobe Animate. Post-production is done by compositing, rendering and publishing. In conclusion, the creation of a short 2-dimensional animated film with the title Udah Besok Aja succeeded in presenting the main message, namely criticism of the attitude of procrastinating work. The message is conveyed through the storyline, the choice of words in the dialogue, and the expression of the main character.
PELATIHAN PRODUKSI VIDEO DOKUMENTER UNTUK SISWA DI SMK MAARIF 4 KEBUMEN JAWA TENGAH Atmaja Septa Miyosa; Surasa .; Sudarman .; Priya Wintar Yuhanto
Jurnal Lentera Widya Vol 3 No 2 (2022): Jurnal Lentera Widya Juni 2022
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v3i2.370

Abstract

Documentary video production training was conducted by animation study program lecturers for students of SMK Maarif IV, Kebumen, Central Java from March 1, 2022 to March 5, 2022. The main problem is competence of students to make documentary videos and wise of Headmaster of the school to have a product, such as school profile videos and learning videos. The purpose of the activity is to make good and artistic video production works. The methods used are lectures, questions and answers, demonstrations, and presentations of works. The main material presented is Introduction to Production, Writing of Documentary Video Production Scripts, Introduction to Video Cameras, Audio, and Lighting, Non Linear Editing. The practice of taking pictures is carried out entirely within the school environment. The results of the activity are in the form of a documentary video entitled Maarif IV SMK school profile and a learning video entitled Power Amplifier Assembly. The presentation of the work shows that the video work produced is quite good and can be developed by students independently.
THE TRAINING OF DIGITAL COMIC “CANDI SEWU” FOR STUDENTS WITH SPECIAL NEEDS AT SLB 1 BANTUL Atmaja Septa Miyosa
Jurnal Lentera Widya Vol 5 No 1 (2023): Jurnal Lantera Widya Desember 2023
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v5i1.649

Abstract

Responding to the digital comic competition for students with special needs at the national level, which is nicknamed the FLS2N, it is necessary to provide guidance in the form of training for contest participants in the field of digital comics. The training was held for six days, from 19 to 24 June 2023 in Yogyakarta. Participants have special needs, namely deafness, so the training method used is direct instruction and demonstration techniques. The direct instruction method is carried out with the help of the participant's companion with sign language. The demonstration technique is carried out by showing the process of making comics from sketching to coloring using the same equipment as the equipment used by the participants. The training process uses a laptop, Photoshop and pen tablet. The comic theme is folklore that has elements of humor and motivation. The result of the training is a comic about the folklore of Candi Sewu which is narrated in parody, which as a whole is painted using digital techniques. The story of Sewu Temple, which in convention is the story of an unfinished temple project, however the story in this comic is told differently, that is, the Sewu temple project can be completed completely.