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ANIMASI 3 DIMENSI SEBAGAI SARANA SOSIALISASI PENTINGNYA KECERDASAN EMOSIONAL DALAM KEHIDUPAN REMAJA Ronald Tanga Ili Watun; Gde Lingga Ananta Kusuma Putra; Gede Pasek Putra Adnyana Yasa
Jurnal Bahasa Rupa Vol. 3 No. 1 (2019): Jurnal Bahasa Rupa Oktober 2019
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i1.436

Abstract

In general, every human being must face problems and trials of life. There are various kinds of problems that come in life, do not know when, where and how these problems come. In dealing with problems, humans have their own ways to overcome these problems. There are those who give up easily and some who can overcome them. In this case the role of emotional intelligence is very important. Especially at the age of adolescence sometimes difficult to control emotions in themselves, resulting in a sense of hopelessness. Therefore, it is necessary to design a media that can be used to socialize the importance of emotional intelligence in adolescent life. The results showed that the concept that was appropriately used to socialize the importance of emotional intelligence in adolescents' lives was the concept of "Emotional Spirit". This concept was chosen to fit the objectives of this socialization as well as the intended target of youth. This 3D animated story was taken based on the true story of a teenager who was able to survive for 49 days in the middle of the ocean. In order for the socialization to run effectively, supporting media such as social media, posters, packaging, t-shirts, roll-up banners, stickers, tote bags and key chains are made. Through the design of the socialization media in the form of 3D animation along with its supporting media, it is expected that the target audience, namely adolescents, can better control their emotions when facing problems.
KOMIK SEBAGAI SARANA KOMUNIKASI PROMOSI DALAM MEDIA SOSIAL Gede Lingga Ananta Kusuma Putra; Gede Pasek Putra Adnyana Yasa
Jurnal Nawala Visual Vol 1 No 1 (2019): Jurnal Nawala Visual Mei 2019
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v1i1.1

Abstract

Comics are one of the most effective promotional media because they have pictures, text and storylines. The present development of comics is not only made through conventional processes but can also be done in digital processes. This comic gain is taken to carry out the promotion process. The development of the internet today is very rapid. With the help of internet use it can allow an individual to interact with other individuals without any distance limitations. Social media is one of the developments in digital technology that makes it easy for someone to communicate with people without the distance of their location. Social media is an effective publication tool in the publication of comics that contain promotional content so that messages can be received by the wider community. Comics have various types according to their needs, and one of them is the Comic Strip. In the Comic Strip is an effective choice in carrying out a promotional activity. Stripm comics are a type of comic that only consists of a few panel images. However, when viewed in terms of its contents, this comic has revealed the idea of ​​complete content. With the advantages of Comics and social media, comic publications on social media are one of the effective choices in making a promotion.
POPULARITAS ANIMASI UPIN IPIN PADA ANAK-ANAK DI BALI Gede Lingga Ananta Kusuma Putra
Jurnal Nawala Visual Vol 1 No 2 (2019): Jurnal Nawala Visual Oktober 2019
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v1i2.45

Abstract

Animation is one of the media affected by technological development. As technology develops, animation can now be done through a computerized system. Upin and Ipin is one of the animations created through a computerized system and is favored by children. This animation produced in Malaysia has a simple, easy to digest everyday story and has an attractive three-dimensional visual display. This study aims to analyze what 3-dimensional animation and its opportunities to the audience, especially children. The study data collection was done through observation of several children who are always bound to watch animation. The analysis shows that children especially in Bali are quite interested in 3-dimensional animation, one of which is Upin Ipin animation. Interest in 3-dimensional animation, especially Upin Ipin, is quite influential for children. The most visible influence is in the form of daily behavior, as well as Malay dialect and dialect when talking to his friends, parents, and people around him. In fact, due to the influence of Upin Ipin, the words and sentence structure expressed are not like the sentence structure in Indonesian in general. This phenomenon implies that 3-dimensional animation has a good opportunity to be developed, the indicator is that children are very enthusiastic and interested in 3-dimensional animation.
ANALISIS SEMIOTIKA TERHADAP ANIMASI “BELAJAR MEMBACA HURUF VOKAL DAN KONSONAN, LALA & CIKO” Gede Pasek Putra Adnyana Yasa; Gede Lingga Ananta Kusuma Putra; I Made Hendra Mahajaya Pramayasa
VISWA DESIGN: Journal of Design Vol. 3 No. 1 (2023): Viswa Design: Journal of Design
Publisher : Pusat Penerbitan LP2MPP ISI Denpasar

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

Abstract

Studi ini bertujuan untuk menganalisis animasi yang berjudul “Belajar Membaca Huruf Vokal dan Konsonan, Lala & Ciko”menggunakan teori semiotika. Teori semiotika yang digunakan adalah semiotika Charles Sanders Pierce meliputi: ikon, indeks, dan simbol. Pada umunya, pembelajaran atau pesan yang disampaikan melalui bentuk video, khususnya video animasi, tentu memiliki suatu tanda di dalamnya yang dapat membantu para penontonnya untuk cepat menangkap pesan yang disampaikan. Dalam animasi, tanda tersebut bisa dibentuk pada audio, visual, karakter, maupun pendukung lainnya. Penelitian ini termasuk dalam kategori penelitian lapangan (field research) dan digolongkan sebagai penelitian deskriptif kualitatif untuk memperoleh penelitian yang akurat. Penelitian deskriptif kualitatif berupa mendeskripsikan, mencatat, menganalisis dan menginterprestasikan apa yang diteliti, melalui observasi, wawancara dan mempelajari dokumentasi. Hasil studi menunjukkan bahwa animasi “Lala & Ciko” menerapkan tanda seperti ikon, indeks dan simbol. Hampir pada keseluruhan adegan menerapkan tiga tanda tersebut. Penggunaan ikon, indeks, dan simbol memberikan dampak yang positif dalam membantu anak-anak dalam memahami, mengenal, dan menguasai keterampilan membaca huruf vokal dan konsonan secara interaktif dan menyenangkan.  
PERANCANGAN DESAIN SEBAGAI SARANA INFORMASI PENCEGAHAN VIRUS CORONA Gede Lingga Ananta Kusuma Putra; Ni Wayan Nandaryani; Gede Pasek Putra Adnyana Yasa
Jurnal Lentera Widya Vol 1 No 2 (2020): Jurnal Lentera Widya Juni 2020
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v1i2.102

Abstract

Corona atau sering disebut juga dengan COVID-19, virus ini menimbulkan kepanikan yang sangat luar biasa, bukan hanya di bagian wilayah dan daerah namun juga kepanikan bagi seluruh dunia. Dampak yang dapat ditimbulkan oleh virus Corona yang menyebabkan kepanikan tersebut ialah seorang yang telah terkena virus tersebut akan jatuh sakit yang tidak dapat langsung terdeteksi, karena untuk mengetahuinya harus melakukan beberapa tes. Kemudian virus Corona tersebut juga penularannya sangat mudah, dan bahkan bagi yang terkena dampak dari virus Corona akan dapat sampai menyebabkan kematian. Sekolah Tinggi Desain Bali dengan program pengabdian kepada masyarakat telah menyalurkan kepeduliannya terhadap masyarakat dengan melakukan kegiatan gerakan 1000 masker. Gerakan pengabdian kepada masyarakat ini diharapkan dapat membantu pencegahan dan pengurangan jumlah korban dari virus Corona. Dalam perancangan desain, melalui beberapa tahapan, dari mencari referensi, brainstorming, sampai dengan pengaplikasian. Tahapan – tahapan dalam pembuatan desain sangat diperlukan guna menghasilkan desain yang sesuai dengan tema, dan sesuai dalam mengemas masker hasil produksi. Sebuah Desain yang baik harus memiliki nilai estetis, supaya menarik dan juga harus dapat berkomunikasi yang baik supaya informasi dapat tersampaikan secara utuh dan tepat sasaran.
PENGABDIAN KEPADA MASYARAKAT DENGAN KEGIATAN MURAL UNTUK MEMPERCANTIK LAPANGAN ASTAGINA, PADANGSAMBIAN KLOD Gede Lingga Ananta Kusuma Putra; I Gede Jaya Putra
Jurnal Lentera Widya Vol 2 No 1 (2020): Jurnal Lentera Widya Desember 2020
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v2i1.141

Abstract

Beautifying the environment is one form of our concern as creatures who depend on an environment to live. By beautifying an environment will create a comfortable impression and atmosphere to be in that environment. One of the actions that can beautify the environment is to do mural activities on walls or walls that are less attractive in appearance. Mural is an activity of painting or drawing on flat media, walls, walls or large surfaces that are permanent in nature. Based on the results of observations that have been made in the Astagina Field, which is located on Jl. Mt. Tangkuban Perahu No.291, Padangsambian Klod, Kec. Denpasar Bar., Denpasar City, Bali 80117, has one corner of the large wall that is unkempt and unattractive. So that the Bali Design and Business Institute will carry out mural creation activities in Astagina Field to beautify the environment as well as an embodiment of community service programs.
PENERAPAN DESAIN KARAKTER PADA MURAL DALAM KEGIATAN PENGABDIAN KEPADA MASYARAKAT DI DESA BONGAN, TABANAN Gede Lingga Ananta Kusuma Putra; I Gst Bagus Bayu Baruna Ariesta; Ni Wayan Nandaryani
Jurnal Lentera Widya Vol 2 No 2 (2021): Jurnal Lentera Widya Juni 2021
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v2i2.205

Abstract

Dilihat dari bidang keilmuan para Dosen dan Mahasiswa Institut Desain dan Bisnis Bali yang berkaitan dengan seni, maka bentuk pengabdian kepada Masyarakat yang dilakukan adalah melakukan kegiatan Mural. Desain karakter yang diterapkan dalam Mural dapat berupa manusia, hewan ataupun benda lainnya. Pengerjaan desain karakter dalam kegiatan Pengabdian Kepada Masyarakat ini dikerjakan melalui tahapan digital, dari sketsa, outline, sampai dengan pewarnaan. Penerapan desain karakter diperlukan dalam mural yang dikerjakan agar mural tersebut memiliki daya tarik, dan mampu memperindah lingkungan sekitarnya. Diharapkan dengan penerapan Desain Karakter pada desain Mural dalam program Pengabdian Kepada Masyarakat Dosen dan Mahasiswa Institut Desain dan Bisnis Bali ini dapat membantu mempercantik dan memperindah Lingkungan Kawasan Wisata Air Terjun Grembengan, Desa Bongan Tabanan.
PENERAPAN ILUSTRASI PROTOKOL KESEHATAN DALAM KEGIATAN PENGABDIAN KEPADA MASYARAKAT DI SD SARASWATI 2 DENPASAR Gede Lingga Ananta Kusuma Putra; Anak Agung Ngurah Bagus Kesuma Yudha; Ni Wayan Nandaryani
Jurnal Lentera Widya Vol 3 No 1 (2021): Jurnal Lentera Widya Desember 2021
Publisher : LPPM Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/lenterawidya.v3i1.276

Abstract

Ilustrasi merupakan bagian dari Keilmuan Desain Komunikasi Visual, khususnya bagi Dosen Institut Desain dan Bisnis Bali. Seorang dosen memiliki kewajiban untuk menerapkan bidang keahliannya dalam kegiatan pengabdian kepada masyarakat. Dimasa pandemi ini banyak ditemukan himbauan mengenai protokol kesehatan untuk mencegah penyebaran covid 19. Sekolah dasar merupakan tempat banyak anak melakukan aktivitas, baik belajar maupun bermain. Oleh karena itu Anak perlu diberikan informasi yang jelas dan menarik perhatian mereka untuk mengetahui informasi yang disajikan. Di sekolah dasar ada juga anak yang belum bisa membaca, sehingga perlu adanya bantuan ilustrasi dalam menyampaikan isi pesannya. Sehingga menggunakan Ilustrasi yang menarik dan dapat menampilkan sebuah aktivitas protokol kesehatan, dapat membantu anak untuk memahami isi dari informasi yang disampaikan
PEMANFAATAN KOMIK DIGITAL SEBAGAI SARANA BISNIS DIGITAL PADA MEDIA SOSIAL INSTAGRAM Gede Lingga Ananta Kusuma Putra; Anak Agung Ngurah Bagus Kesuma Yudha
Jurnal Imagine Vol 1 No 2 (2021): Jurnal IMAGINE Nopember 2021
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/imagine.v1i2.264

Abstract

Comics are increasingly being used as a means of doing business in today's era. Many companies, business entities and individuals do business through online media. The use of comics as a promotional medium in this digital era, of course, must pay attention to the advantages of using comics as a means of digital business. This study was conducted to determine the use of digital comics as a means of digital business on Instagram social media. The qualitative research method is carried out in an inductive way, namely examining the characteristics of each part in Digital Comics that is used as a Digital Business. The use of digital comics as a means of digital business is also a good choice, because by using digital comics the content will become more interesting because in the digital comics, illustrations and text balloons can be applied. Not only as an added attraction, but illustrations and text balloons can also be used as a means of delivering information in digital business activities.
AESTHETICS OF ANIMATED MOVIE POSTER ILLUSTRATION "SI JUKI THE MOVIE" I Made Hendra Mahajaya Pramayasa; Gede Pasek Putra Adnyana Yasa; Gede Lingga Ananta Kusuma Putra
Journal of Aesthetics, Design, and Art Management Vol. 3 No. 2 (2023): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v3i2.522

Abstract

Purpose: In animated films, posters serve as a means to convey story illustrations. The visuals of the poster become an attraction for the audience or fans. Signs help the audience understand the purpose and message to be given. The information content of animated film works can be displayed through carefully arranged images or text and apply elements of art and art principles to create beauty. Research methods: To deepen the understanding of the value of beauty contained in the poster that is the focus of the research, the author analyses the illustrations presented through the description of aesthetic elements and principles concerning Herbert Read's objective theory. This article describes the accurate beauty values reflected in the objects in the poster of "Si Juki The Movie, Committee for the End of Days. This article presents a conclusion about aesthetics that can be identified through the elements and principles of aesthetics contained in the work. Findings:Film posters have the potential as a means to disseminate information using aesthetically designed illustrations of images and text. Through applying aesthetic elements and principles, movie posters can create a value of beauty that visualising shapes, colours, and motifs can easily understand. Based on the analysis, the animated movie poster "Si Juki The Movie" has a beauty implied in the aesthetic elements contained in the shapes, colours, and motifs displayed on the sign. Implications: The results of this research are expected to increase public knowledge about the elements and principles of aesthetics interpreted through objective beauty in an animated film poster work.