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KAJIAN VISUAL KARAKTER DESAIN WEBTOON BE A POEM Aninditya Daniar
DESKOVI : Art and Design Journal Vol 3, No 2 (2020): DESEMBER 2020
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v3i2.807

Abstract

Komik web sekarang muncul sebagai salah satu komik konvensional yang banyak diminati oleh kalangan muda saat ini. Komik web dianggap lebih cocok untuk generasi masa kini yang lebih melirik pada produk dan pelayanan praktis secara online. Penelitian ini membahas tentang visual desain karakter bernama Poem pada komik web yang berjudul Be a Poem karya Chill Peeps. Karakter utama dalam webtoon tersebut berbentuk binatang sehingga memiliki keunikan karakter dan cerita yang digemari oleh banyak pembacanya. Desain karakter tersebut dianalisis dengan metode kualitatif berdasarkan unsur-unsur grafisnya yaitu gaya ilustrasi, layout, dan warna. Hasil dari analisis adalah desain karakter memiliki ciri khas masing-masing dalam gaya ilustrasi dan cerita yang khas sehingga mampu menarik perhatian pembaca muda. Berdasarkan studi kasus yang dilakukan maka dapat disimpulkan bahwa karakter desainer dapat memutar balikkan persepsi pembaca dengan menambah atau mengurangi atribut visual.Webcomics now appear as one of the conventional comics that are in great demand by young people today. Webcomics are considered more suitable for today's generation who are more interested in online practical products and services. This study discusses the visual design of a character named Poem in a webcomic entitled Be a Poem by Chill Peeps. The main characters in the webtoon are in the form of animals that they have unique characters and stories that are loved by many readers. The character designs were analyzed by qualitative methods based on the graphic elements, namely illustration style, layout, and color. The results of the analysis are the character designs have their respective characteristics in the style of illustrations and unique stories so as to attract the attention of young readers. Based on the case studies, it can be concluded that the character of the designer can distort the reader's perception by adding or subtracting visual attributes.
Kajian Simbol Spiritualitas Pada Lukisan Amanat Terakhir (2019) Karya Mahdi Abdullah Aninditya Daniar; Nuril Kusuma Wardani
Gestalt : Jurnal Desain Komunikasi Visual Vol 4 No 1 (2022): Gestalt : Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual Universitas Pembangunan Nasional "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v4i1.113

Abstract

Penelitian menggunakan pendekatan semiotika seperti ini dapat memperdalam kajian seni lukis dalam membaca karya-karya lain secara lebih mendetail dan logis. Karya Lukis milik Mahdi Abdullah dalam lukisan Amanat Terakhir ini menceritakan dimana Pangeran Diponegoro berganti nama menjadi Abdulhamid berdasarkan pupuh ke 14. Berangkat dari hal tesebut, peneliti ingin menelusuri karya lukis milik Mahdi Abdullah dalam lukisan Amanat Terakhir ini melalui pendekatan semiotika milik Charles Sanders Peirce, terutama pada simbol miliknya melalui proses semiosis. Penelitian menggunakan pendekatan semiotika seperti ini dapat memperdalam makna yang ingin disampaikan dalam membaca karya seni lukis secara lebih mendetail dan logis.
ANALISIS SEMIOTIKA PADA IKLAN SANZER HAND GEL SERI ‘DOORKNOB’ Nuril Kusuma Wardani; Aninditya Daniar
Gestalt : Jurnal Desain Komunikasi Visual Vol 3 No 2 (2021): Gestalt : Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual Universitas Pembangunan Nasional "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v3i2.99

Abstract

Saat ini masker dan handsinitizer merupakan komoditas utama dalam upaya pencegahan Covid-19. Protokol kesehatan yang mewajibkan pemakaian masker dan handsinitizer tumbuh menjadi budaya baru dalam masyarakat saat ini. Sanzer Hand Gel merupakan perusahaan handsinitizer di Thailand yang membuat campign iklan “What you really touching” dengan berbagai seri yang menarik. Seri doorknob adalah salah satu karya iklan yang meraih penghargaan iklan terbaik. Penelitian ini adalah membahas makna dari iklan Sanzel Hand Gel seri “doorknob” Makna iklan ini memiliki tingkat hubungan denotasi dan konotasi, yang bertujuan untuk mempromosikan produk namun dibungkus dengan hal lain, sehigga menjadi sesuatu yang menarik.diharapkan kajian ini menjadi salah satu rekomendasi ide iklan layanan masyarakat untuk mengatasi pandemi covid-19 dan menjadi salah satu kajian social budaya masyarakat saat ini.
Infographic Design of Flow/Procedure of MBKM Guide Universitas Pembangunan Nasional “Veteran” Jawa Timur Sri Suryani Yuprapti Winasih; Widyasari; Aninditya Daniar; Muhammad Raihan Iqbal; Aisya Jasmine Defina
Nusantara Science and Technology Proceedings 7st International Seminar of Research Month 2022
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2023.3369

Abstract

The Independent Learning Campus Independent Policy (MBKM) in the world of education is a breakthrough by government to bring the world of work closer to the world of education. The MBKM learning model encourages student to be mopre adaptive in facing the world of work that demands competencies and abilities from various diciplines. To implement the MBKM program, Higher Education (PT) prepares implementation guidelines for student. The implementation MBKM activity guide book will be easy to understand if it uses effective and communicative language, for that aguide book is needed that is prepared in the form of flow/procedure infographic design. Infographics are text-shaped information media with a combination of image, graphics ilustrations and typography so that it s more attractive and easier to understand. Faculty Excellence Product Research entitled Infographic Booklet for MBKM Guide” aim to make easier for student to understand the content of procedures for implementating MBKM activities. The methods and steps for compiling infografics booklet consist of the pre-production stage, namely collecting and managing MBKM guide data information and documenting library sources about infographics. Next is the production stage, which is determining the type of information and visual design using infographic techniques packaged in the form of booklet. Finally the post production stage, namely the finishing of the MBKM guide booklert which is printed and distributed to the entire acedemic community in the form of hardcopy and softcopies uploaded on the UPN “Veteran” Jawa Timur website.
Perancangan Sign System Kawasan Wisata Yussar Fishing and Playground Sidoarjo Masnuna; Muchlisiniyati Safeyah; Sri Wulandari; Athika Dwi Wiji Utami; Putra Uji Deva Satrio; Sonhaji Arif; Aninditya Daniar
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i2.694

Abstract

Yussar Fishing and Playground Sidoarjo is an educational tour in Kalidawir Village, Tanggulangin District, Sidoarjo Regency. Yussar Fishing and Playground Sidoarjo provide rides for fishing ponds, playgrounds, photo spots, education, culinary tours, performing arts, and natural scenery in the form of fish ponds. As a tourist place, Yussar Fishing and Playground Sidoarjo should be able to provide security and comfort for its visitors, especially the Yussar Fishing and Playground Sidoarjo environment is surrounded by fish ponds, so visitors must be more careful in traveling activities at Yussar Fishing and Playground Sidoarjo. The location of Yussar Fishing and Playground Sidoarjo which is in remote villages can make it difficult for people to know its existence, so in this case, Yussar Fishing and Playground Sidoarjo requires environmental graphics as information media in the form of a sign system regarding the existence of Yussar Fishing and Playground Sidoarjo, location instructions for Yussar Fishing and Playground Sidoarjo, and information on warnings/bans. The design of this sign system uses research methods that are divided into three parts, namely pre-production, production, and post-production. The icon used in the sign system is taken from the shape of a fish which is the advantage of Yussar Fishing and Playground Sidoarjo which has a fishing pond facility. The sign system as the primary media has 3 types, namely 9 information sign designs, 6 directions sign designs, and 6 prohibition sign designs. Each type of sign system has a difference in the board's shape and the color of the text so that the message's recipient can easily distinguish the information conveyed. All signs are placed outside and around the Yussar Fishing and Playground area of ​​Sidoarjo according to the type and purpose of each sign.
KAJIAN VISUAL KARAKTER DESAIN WEBTOON BE A POEM Aninditya Daniar
DESKOVI : Art and Design Journal Vol. 3 No. 2 (2020): DESEMBER 2020
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v3i2.807

Abstract

Komik web sekarang muncul sebagai salah satu komik konvensional yang banyak diminati oleh kalangan muda saat ini. Komik web dianggap lebih cocok untuk generasi masa kini yang lebih melirik pada produk dan pelayanan praktis secara online. Penelitian ini membahas tentang visual desain karakter bernama Poem pada komik web yang berjudul Be a Poem karya Chill Peeps. Karakter utama dalam webtoon tersebut berbentuk binatang sehingga memiliki keunikan karakter dan cerita yang digemari oleh banyak pembacanya. Desain karakter tersebut dianalisis dengan metode kualitatif berdasarkan unsur-unsur grafisnya yaitu gaya ilustrasi, layout, dan warna. Hasil dari analisis adalah desain karakter memiliki ciri khas masing-masing dalam gaya ilustrasi dan cerita yang khas sehingga mampu menarik perhatian pembaca muda. Berdasarkan studi kasus yang dilakukan maka dapat disimpulkan bahwa karakter desainer dapat memutar balikkan persepsi pembaca dengan menambah atau mengurangi atribut visual.Webcomics now appear as one of the conventional comics that are in great demand by young people today. Webcomics are considered more suitable for today's generation who are more interested in online practical products and services. This study discusses the visual design of a character named Poem in a webcomic entitled Be a Poem by Chill Peeps. The main characters in the webtoon are in the form of animals that they have unique characters and stories that are loved by many readers. The character designs were analyzed by qualitative methods based on the graphic elements, namely illustration style, layout, and color. The results of the analysis are the character designs have their respective characteristics in the style of illustrations and unique stories so as to attract the attention of young readers. Based on the case studies, it can be concluded that the character of the designer can distort the reader's perception by adding or subtracting visual attributes.
Analisis Gaya Visual Karakter “Webtoon Sri Asih VS Movie Sri Asih” Nuril Kusuma Wardani; Aditya Rahman Yani; Aninditya Daniar
DESKOVI : Art and Design Journal Vol. 6 No. 2 (2023): DESEMBER 2023
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v6i2.15188

Abstract

Komik merupakan salah satu bentuk hiburan yang awalnya berupa buku dan bisa dibeli secara langsung kini mulai mengikuti perkembangan zaman dengan membuat platform online untuk menjangkau audiens yang lebih luas yakni platform bernama webtoon. penelitian ini berfokus pada visual komik nusantara webtoon sri asih yang menggunakan gaya ilustrasi korea vs movie sri asih karya ra kosasih yang mengangkat tema superhero. karakter sri asih pada webtoon digarap oleh tim bumilangit dengan cerita komiknya ditulis oleh archie the redcat sebagai penulis cerita dan devita krisanti sebagai ilustrator webtoon tersebut meneruskan warisan dari ra kosasih, merupakan bapak komik indonesia. sedangkan sri asih movie merupakan adaptasi dari seri buku komik klasik indonesia, sri asih karya r. a. kosasih tahun 2022 yang disutradarai oleh upi. metode yang digunakan pada penelitian ini menggunakan metode penelitian deskriptif kualitatif. analisis secara visual dengan menggunakan semiotika barthes. tahapan penelitian ini dilakukan mulai dari mencari rumusan masalah, pemilihan sampel visual sri asih, pengumpulan data, analisa data dan penarikan kesimpulan yang diambil berdasarkan keseluruhan analisa hasil penelitian. dari hasil penelitian, kita bisa melihat bahwa karakter “sri asih” ini berhasil merepresentasikan karakter pahlawan super wanita yang menginspirasi dan memberikan kontribusi positif dalam mendorong kesetaraan gender dan mewujudkan representasi perempuan yang kuat.
Perancangan Sign System Wisata Agro Lembah Kecubung Ade Hilal Putra Dewanda; Aninditya Daniar
Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Vol. 1 No. 4 (2023): Desember : Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/kegiatanpositif.v1i4.491

Abstract

Agro Tourism Lembah Kecubung is a family tourist spot that operates in the field of agrotourism with the themes of nature tourism, educational tourism and food security. Amethyst Valley is located in Penanggungan Village, Trawas District, Mojokerto Regency. This location is located at the foot of Mount Penanggungan which is rich in rice fields and plantations. The focus of tourist attractions lies in cultivating various food security such as vegetables, fish, cattle, etc. Apart from that, the Amethyst Valley also provides other tourist destinations such as restaurants, fish therapy and refugia flower gardens. With so many destinations on offer, the placement of these various destinations is quite complicated, so a sign system is needed to support the provision of tourist facilities and visitor mobility. The sign system provided is a vital sign system such as directions and place names. . With a sign system, it is easier for visitors to determine, search for and find out where the destinations and places they want to go.
Penguatan Branding UMKMGo-Digital Usaha Eka Jaya Tekstil Rahajoe, Ani Dijah; Safeyah, Muchlisiniyati; Daniar, Aninditya
Plakat : Jurnal Pelayanan Kepada Masyarakat Vol 5, No 2 (2023): Volume 5, Nomor 2 Desember Tahun 2023
Publisher : Fakultas Ilmu Sosial dan Ilmu Politik, Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/plakat.v5i2.13197

Abstract

CV Eka Jaya Tekstil is an MSME which has a business sector which includes clothing convection, uniforms, t-shirts, and trousers whose production is on a large scale but supplies more to resellers than direct sales. The problem that occurs with this partner is that they don't have a logo or brand to strengthen branding to increase consumer loyalty to the products they produce, how their products are sold and promoted by resellers, so there is a need for product digitalization to increase sales. efficiency and productivity of small and medium enterprises (MSMEs). This service aims to design a logo that suits the characteristics of the company and products produced by CV Eka Jaya Tekstil as a strengthening of MSME branding. Data collection is also used to create applications that accommodate product data and product orders so that potential analysts and weaknesses can be analyzed from the results of observations and data collection, while the method used is direct outreach to the MSMEs. By producing new innovations and implementing innovative IP, this branding will become more attractive in the eyes of consumers. This can help MSMEs to strengthen their branding and create a positive image in the eyes of consumers. Thus, the application of science and technology can play an important role in strengthening the branding and products of an MSME that utilizes technology effectively to build a strong image and increase customer trust.CV Eka Jaya Tekstil merupakan UMKM yang mempunyai bidang usaha yang meliputi konveksi pakaian, seragam, kaos dan celana panjang yang produksinya berskala besar namun lebih banyak menyuplai reseller dibandingkan penjualan langsung. Permasalahan yang terjadi pada partner ini adalah belum mempunyai logo atau brand untuk memperkuat branding guna meningkatkan loyalitas konsumen terhadap produk yang dihasilkannya, bagaimana produknya dijual dan dipromosikan oleh reseller, sehingga perlu adanya digitalisasi produk untuk meningkatkan penjualan. efisiensi dan produktivitas usaha kecil dan menengah (UMKM). Pengabdian ini bertujuan untuk merancang logo yang sesuai dengan karakteristik perusahaan dan produk yang dihasilkan oleh CV Eka Jaya Tekstil sebagai penguatan branding UMKM. Pengumpulan data juga digunakan untuk membuat aplikasi yang menampung data produk dan pesanan produk sehingga dapat dianalisis potensi analis dan kelemahan dari hasil observasi dan pengumpulan data sedangkan metode yang digunakan yakni dengan sosialisasi langsung ke UMKM tersebut. Dengan menghasilkan inovasi baru dan menerapkan IP yang inovatif, branding ini akan menjadi lebih menarik di mata konsumen. Hal ini dapat membantu UMKM tersebut untuk memperkuat brandingnya dan menciptakan citra positif dimata konsumen. Dengan demikian, penerapan ilmu pengetahuan dan teknologi dapat berperan penting dalam memperkuat branding dan produk suatu UMKM yang memanfaatkan teknologi secara efektif untuk membangun citra yang kuat dan meningkatkan kepercayaan pelanggan.
Perancangan Kampanye Digital Pencegahan Anemia untuk Perempuan Usia 16-19 Tahun di Surabaya Andini, Defina Novita; Chidtian, Aileena Solicitor Costa Rica El; Daniar, Aninditya
Metta : Jurnal Ilmu Multidisiplin Vol. 4 No. 2 (2024)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/metta.v4i2.3203

Abstract

Anemia occurs due to a condition of lack of red blood cells or hemoglobin. Factors that can affect a person affected by Anemia such as an unhealthy and unbalanced diet to the lack of knowledge of women about Anemia.  Prevention can be done by holding an Anemia prevention campaign for women aged 16-19 years who live in Surabaya. The campaign is carried out in a fun and cheerful way that suits the interests of young women aged 16-19 years old today, especially through social media. The media designed uses main media and various supporting media.  The design was carried out using qualitative and quantitative research methods. Data acquisition is done through primary and secondary data. Primary data is done by interview and observation. Secondary data is obtained from literature studies and literature studies. The results of the data that have been collected are then analyzed using fishbone analysis. The results of the fishbone analysis are continued to obtain keywords or big ideas that are used as the initial design concept. Keywords are developed to become visual concepts, character concepts, and media concepts. The design concept features design colors that combine the color concepts of health and cheerfulness. The character concepts used are women aged 16-19 years and nutritionists. Visuals are presented with a combination of vectors and illustrations as well as sans serif typography and layouts. The campaign aims to change the behavior and lifestyle patterns of adolescent girls to be healthy and balanced and increase awareness of the importance of preventing Anemia. The overall design of the campaign is an effective strategy in increasing awareness and knowledge about Anemia through the delivery of interesting information and appropriate learning so as to change behavior related to health.