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Dampak Penggunaan Video Tutorial terhadap Kemampuan Akhir Siswa Jurusan Animasi SMK Komputama Majenang Yudhanto, Sigied Himawan; Setyawan, Alfan
Indonesian Journal of Community Services Vol 5, No 2 (2023): November 2023
Publisher : LPPM Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/ijocs.5.2.180-190

Abstract

Tujuan Pengkajian ini sebagai bahan evaluasi dengan mengetahui dampak pembelajaran dengan penggunaan video tutorial (audio visual) terhadap kemampuan akhir dari proses pembelajaran animasi di teaching factory pada jurusan Animasi SMK Komputama Majenang. Metode yang di gunakan adalah kuantitif dengan skala likert, Populasi yang di gunakan adalah siswa jurusan SMK Komputama Majenang angkatan 2020 dan 2021 yang berjumlah 4 kelas dengan komposisi dua kelas A 10 dan A 11 dan 2 kelas B kelas B 10 dan B11, yang ada di SMK Komputama. Rentang usia siswa berkisar 15 sampai 16 tahun yang berjumlah 127 siswa. Sample dari lokasi menggunakan metode cluster sampling. Jawaban responden didapatkan dari google form yang disebar selama 2 pekan, dimana mengandung 18 butir kuesioner. output hipotesis, merupakan hasil dari perhitungan likert scale Untuk mengetahui pengaruh pembelajaran materi animasi pada video tutorial, terhadap siswa di Jurusan animasi SMK Komputama dilakukan observasi selama pembelajaran jarak jauh di lakukan. Hasil yang didapat adalah, bahwa pembelajaran dengan menggunakan video tutorial memberi dampak peningkatan hard skill kepada siswa di 4 kelas, persentase yang didapat adalah: 4839 : 4572 = 1,0 = 100%.yang berarti “sangat kuat” dalam memberikan dampak, sehingga efek kemampuan akhir siswa dapat terpenuhi, Kesimpulannya adalah rentang skala 81% - 100% = Sangat kuat yang berada pada kisaran 100% secara intrepretasi hasil dari pembahasan memiliki dampak yang cukup mempengaruhi outcome pembelajaran siswa selama pembelajaran jarak jauh.The purpose of this study is to evaluate material by knowing the impact of learning with the use of video tutorials (audio visual) on the final ability of the animation learning process in the teaching factory in the Animation Department of SMK Komputama Majenang. The method used is quantitative with a Likert scale. The population used is students majoring in SMK Komputama Majenang class of 2020 and 2021, which totals four classes with a composition of two classes, A 10 and A 11, and 2 classes B classes B 10 and B11, which are at SMK Komputama. The age range of students ranges from 15 to 16 years, totaling 127 students. Sample from location using a cluster sampling method. Respondents' answers were obtained from a Google form that was distributed for two weeks, which contained 18 questionnaire items. Hypothesis output is the result of Likert scale calculations. To find out the effect of learning animation material on video tutorials on students in the animation department of SMK Komputama, observations were made during distance learning were carried out. The results obtained are that learning by using video tutorials has an impact on increasing the hard skills of students in 4 classes; the percentage obtained is 4839: 4572 = 1.0 = 100%. Which means "very strong" in providing impact so that the effect of students' final abilities can be fulfilled; the conclusion is that the scale range of 81% - 100% = very strong, which is in the range of 100% in the interpretation of the results of the discussion has a sufficient impact on student learning outcomes during distance learning.
Langke Bulawa Statue in the perspective of review Bada valley site culture Setyawan, Alfan; Yudhanto, Sigied Himawan
Gelar : Jurnal Seni Budaya Vol. 22 No. 1 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i1.5923

Abstract

This article proposes a model of interpretation of the Langke Bulawa statue based on a theoretical approach based on the cultural sociology theory of naturalism from the perspective of the place and location where the statue is located, namely in the Bada Valley. Cultural sociology can fill the cultural gap in the sociology of art and can provide a method for identifying the linguistic context that surrounds social institutions. The aim is to discuss classical readings of the object by constructing alternatives that do not attempt to decipher symbolic content or show naturalistic representations in the form of sculptural objects. Instead, in Langke Bulawa Statue, the author proposes a theoretical approach that goes beyond the descriptive approach that ultimately provides only a vague interpretation of the Langke Bulawa statue as stelae by considering the statue as an artistic expression of a people with aesthetic norms, conditioned by traditions, resulting in a kind of object form that must try to be found based on the representation of cultural views in Bada Valley, where the physical boundaries between humans and non-humans disappear, to show figures that have the same essence, but merge in one object form, namely the Langke Bulawa statue as a representation of a figure with the only female form where the implications of a sociocultural perspective in this study will contribute to interpreting the Langke Bulawa statue as a potential contribution of cultural sociology research related to megalithic relics in Central Sulawesi Province.
INTERPRETASI IKONOLOGIS KUANTITATIF ILUSTRASI TOKOH PADA VISUAL SAMPUL MAJALAH TEMPO Yudhanto, Sigied Himawan; Aji, Restu Ismoyo; Sutejo, Aris
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 10 No. 04 (2024): Desember 2024
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v10i04.9067

Abstract

Interpretasi ikonologis kuantitatif terhadap ilustrasi tokoh pada visual sampul majalah Tempo akan melibatkan analisis elemen-elemen visual dalam28 edisi penerbitan dengan durasi januari hingga agustus 2023 pendekatan dalam analisis seni visual yang fokus pada makna simbolis dan konteks seperti objek subjek, dan teman visual apa yang di tampilkan identifikasi tokoh utama yang muncul pada sampul majalah. Tokoh ini bisa menjadi pusat perhatian dalam ilustrasi dan dapat berupa figur publik, politisi, selebriti, atau tokoh yang saat itu sedang populer atau relevan dalam isu yang dibahas dan Komposisi Umum: Evaluasi keseluruhan komposisi ilustrasi, termasuk distribusi elemen-elemen visual, ruang kosong, dan hubungan antara tokoh dan elemen lainnya. Metode penelitian menggunakan analisis statistik kuantitatif frekuensi dan neural networks yang merupakan narasi numerik dari tabel kualitatif. Analisis kuantitatif terhadap elemen-elemen visual, focus pada dependent variable tema visual antara lain satire, personifikasi, ironi, gambar metafora, parodi, deskriptif kesimpulan yang di dapat melalui pendekatan ini, menunjukan interpretasi ikonologis kuantitatif dapat memberikan pemahaman yang lebih dalam tentang pesan dan konteks yang terkandung dalam ilustrasi tokoh pada visual sampul majalah Tempo.
Brand value analysis of brand equity in the new Solo City logo Yudhanto, Sigied Himawan; Setyawan, Alfan; Prayoga, Dedy Eka Timbul; Muttaqin, Hermansyah; Widyamurti, Nidyah; Risdianto, Faizal
PRofesi Humas Vol 8, No 1 (2023): August 2023
Publisher : Universitas Padjadjaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/prh.v8i1.45841

Abstract

Background: This article analyzes the factors that affect brand equity in the search for brand value in the new visual logo Solo city, which functions as part of city branding. Purpose: The purpose of this study is to present four factors of brand equity. These four factors are what determine the search process, namely brand awareness, brand association, perceived quality, and brand loyalty and their implementation of the new visual logo of the city based on the perceptions put forward by residents of Solo could act as a parameter for measuring the effect value of the new logo as part of city branding process of Solo city. Methods: This research uses quantitative methods based on a questionnaire with 120 respondents; the test results were carried out using the Cronbach Alpha method (SPSS). by Brand Loyalty factors, marketing results, and brand awareness. Conclusion: This study also shows that there are significant differences in the results of the assessment, namely, the Brand Value factor, as thefactor that has the most influence in between supporting elements of the city of Solo, such as the municipal government, stakeholders, and residents. Implications: The results in the conclusion of model hypothesis testing show that variables of H1 to H6 are accepted. The results of this study form the basis of delivering recommendations and have implications of using logos as promotions and contributing to increasing the brand image of Solo.
Kajian Sosio Semiotika Megalitikum Pada Sistus Tantaduo Taman Nasional Lore Lindu Nidyah Widyamurti; jauhari, Jauhari; Yudhanto, Sigied Himawan
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 16 No. 2 (2024)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v16i2.6242

Abstract

Situs Tantaduo merupakan situs megalitikum yang berada di Lembah Bada taman nasional lore lindu, pada situs tantaduo terdapat sebuah arca yang dikenal dengan nama Watu Baula, arca Watu Baula sebagai objek megalitikum di analisis dengan pendekatan sosio semiotika eco yang terdiri dari signifikansi, kode, dan konteks untuk kemudian di interpretasikan dengan metode hubungan diadik dan triadik antara denotasi, konotasi, dan dan objek dapat diwakili oleh skema segitiga yang terkenal. Hasil penelitian secara analisis deskriptif menunjukan bahwa secara sosio semiotika bentuk arca terdapat berbagai objek penanda yang ditemukan pada badan artefak megalitikum di arca Watu Baula situs Tantaduo, seperti lingkaran garis-garis, corak, guratan dan bolongan -bolongan pada badan arca, memiliki tanda simbolik sebagai reperesentasi masyarakat yang sudah melakukan kegiatan bercocok tanam dalam kehidupan sosial masyarakat megalitikum. Bentuk lingkaran dan bolongan melambangkan symbol siklus hidup dan keberlanjutan, sedangkan ukiran manusia mencerminkan penghormatan terhadap leluhur. di lembah Bada selalu menunjukkan adanya hubungan budaya atau 'bahasa' komunikasi antara kelompok-kelompok masyarakat di wilayah tersebut. Hal tersebut mengindikasikan bahwa kondisi masyarakat lokal di sekitar situs-situs megalitikum tersebut memiliki kesamaan dalam sistem simbolik sebagai 'bahasa' dan kepercayaan mereka.
Pelatihan Fotografi Produk Untuk Meningkatkan Daya Jual Produk UMKM Yayasan Tumpi Indonesia Setyawan, Alfan; Timbul Prayoga, Dedy Eka; Yudhanto, Sigied Himawan; Widyamurti, Nidyah; Muttaqin, Hermansyah
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 8, No 1 (2025): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v8i1.7792

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) grup riset DKV Media Interaktif dilaksanakan bersama mitra Yayasan Tumpi Indonesia di desa Pentur, Boyolali, Jawa Tengah yang dilaksanakan pada 19 Mei 2023 yang beranggotakan dari unsur dosen, mahasiswa dari Program Studi Diploma Tiga Desain Komunikasi Visual Sekolah Vokasi UNS. Metode pengabdian yang di gunakan adalah pelatihan kepada mitra Yayasan Tumpi Indonesia. Yayasan Tumpi Indonesia merupakan yayasan nirlaba yang bertujuan untuk meningkatkan potensi di wilayah Desa Pentur. Peserta pelatihan dan workshop fotografi berjumlah 20 orang pelaku UMKM dengan berbagai jenis usaha yang berbeda di bawah binaan Yayasan Tumpi Indoneisa. Kegiatan pengabdian masyarakat memiliki beberapa tahapan, 1) Perencanaan, 2) Observasi, 3) Pelaksanaan kegiatan pelatihan, dan 4) Evaluasi kegiatan pelatihan. Peserta diberikan pelatihan terkait teknik memotret produk UMKM di dalam ruang (mini studio) dan di luar ruangan dengan menggunakan kamera DSLR dan smart phone. Dari hasil pelatihan peserta memahami dan mengerti cara mengatur pencahayaan baik di dalam ruangan (studio) maupun di luar ruangan, mampu memilih posisi (angle) yang menarik dan teknik penggunaan camera sehingga dapat menghasilkan foto produk menarik. Hasil evaluasi dari tim penilai menunjukkan bahwa foto produk yang dihasilkan sangat baik dan layak sebagai konten media promosi produk UMKM. Kegiatan pelatihan memberikan dampak positif kepada pelaku UMKM dan peserta kegiatan memberikan penilian sangat puas kepada Tim PKM DKV Media Interaktif.
Concept (間) MA: Philosophical Identification and Analysis in Animated Films Howl’s Moving Castle (2004) Yudhanto, Sigied Himawan; Setyawan, Alfan
Journal of Urban Society's Arts Vol 11, No 2 (2024): October 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jousa.v11i2.12423

Abstract

In the context of Japanese film, MA is an important concept to highlight because of its great influence on filmmaking and audience experience. In the visual arts, “MA” can be interpreted as “space” or “interval”; MA can also be said to be the core of aesthetic principles. The purpose of this study is to find and identify the philosophical aspects of the concept of MA in the scenes found in the animated film Howl’s Moving Castle (2004) to gain an understanding of visual aesthetics as well as to understand how the concept of MA works and is used in the visual aesthetics of Ghibli animated films. The research methodology on the concept of MA involves a multidimensional approach that includes visual language methods, literature study, and content analysis, as well as a combination of theories on emptiness and tensegrity structure. The analysis shows that the number of scenes containing MA factors is 17 scenes; the total scenes in the movie are about 2,301 scenes, with the assumption that each scene averages 3 seconds. The 17 scenes only take up a portion of 0.73%, a relatively flat number; then, if we take the duration of time for each scene, a value shows the total scene that contains MA factors is 333 Seconds or 5.55 minutes while the total duration of the Howl’s Moving Castle animated film is 01:55:05 minutes or about 6,905 seconds the MA transition scene is 4.8% of the total film. The research can provide an in-depth insight into the use of MA in the context of animated films, where it can provide an understanding of how seemingly simple visual elements, such as empty space, can have a strong impact on the audience’s experience and level of engagement, or understanding of the story and characters. Dalam konteks film Jepang, MA merupakan konsep yang penting disorot karena pengaruhnya yang besar terhadap pembuatan film dan pengalaman penonton. “MA” dapat diartikan sebagai “ruang” atau “interval”, yang juga sebagai inti dari prinsip estetika. Tujuan dari penelitian ini adalah mencari dan mengidentifikasi aspek filosofis, konsep MA pada scene yang terdapat pada film animasi Howl’s Moving Castle (2004) untuk mendapatkan pemahaman tentang estetika visual sekaligus untuk memahami bagaimana konsep MA bekerja dan digunakan dalam estetika visual film-film animasi Ghibli. Metodologi penelitian tentang konsep MA melibatkan pendekatan multidimensi yang mencakup metode bahasa visual, studi literatur dan analisis konten, serta kombinasi teori tentang emptiness dan tensegrity structure. Analisis menunjukan banyaknya scene yang mengandung MA factor adalah 17 scene, total scene dalam film ada sekitar 2,301 scene dengan durasi rata-rata setiap scene sebesar 3 detik. 17 scene tersebut hanya memakan porsi sebesar 0.73 %, dengan total scene yang terdapat MA faktor sebanyak 333 Second atau 5.55 menit sedangkan total dari durasi film animasi Howl’s Moving Castle sebanyak 01:55:05 menit atau sekitar 6,905 detik maka scene transisi MA sebesar 4.8 % dari total keseluruhan film. Penelitian ini dapat memberikan wawasan mendalam tentang penggunaan MA dalam konteks film animasi, dimana hal tersebut dapat memberikan pemahaman bagaimana elemen-elemen visual yang tampak sederhana, seperti ruang kosong, dapat memberikan dampak yang kuat terhadap pengalaman penonton dan tingkat keterlibatan, atau pemahaman penonton terhadap cerita dan karakter.
PENCIPTAAN KARYA CETAK TINGGI DENGAN MIXED MEDIA SEBAGAI UPAYA MENCIPTAKAN INOVASI DAN KREASI BERBASIS TRADISI JAWA Adi, Sigit Purnomo; Pandanwangi, Ariesa; Marutama, I Gusti Ngurah Tri; Yudhanto, Sigied Himawan
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 13 No. 1 (2021)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v13i1.3570

Abstract

Relief print is one of the techniques in graphic arts. The process of making a relief print is considered easy because it uses simple tools and materials, so that the artwork produced from this relief printing process is considered less creative and innovative. Conventional printmaking rules have predefined indicators. This creation research aims to produce novelty in graphic arts based on the concept of Javanese tradition. The method used is a mix of methods, namely the artistic creation process method: experimentation, reflection and creation of works. The creation of high-level printed artworks is made with a mix of media on the basis of Javanese tradition visually, so it is hoped that these works of art will be able to compete in the international world. The results of this creation research have innovations and creations in the form of contemporary art works extracted from Javanese traditional art.
Multimodal Discourse Analysis of Studio Ghibli Movie Posters: (Study of Studio Ghibli Movie Posters 1984-2023) Yudhanto, Sigied Himawan
Journal of Visual Art and Design Vol. 16 No. 2 (2024): Journal of Visual Art and Design
Publisher : ITB Journal Publisher, DRPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2024.16.2.6

Abstract

Ghibli Studio's animated film posters are visually beautiful, with a unique, alluring art style that reflects the story's essence. The images of the posters are eye-catching and portray nuances and emotions that have become very iconic in the world of animation. This research method used Fairclough's critical discourse analysis model and Kress and van Leeuwen's visual grammar in the context of visual semiotics to find the meaning behind the posters of Studio Ghibli animated films. The research method used was multimodal discourse analysis combined with a descriptive qualitative approach and quantitative narratives. The purpose of this study was to identify the use of a specific visual language in Studio Ghibli film posters, employing the visual grammar framework of three metafunctions in semiotics as an explorative tool to find out how these elements can strengthen visual messages and themes within the multimodal discourse analysis framework. The contribution of this research is the examination of the visual and textual aspects of film poster media to increase public awareness of the importance of discourse analysis in interdisciplinary science, namely the combination of visual communication design and systemic functional linguistics (SFL).
Analisis Semiotika Teks pada Arca Loga Lembah Bada Muttaqin, Hermansyah; Yudhanto, Sigied Himawan
MAVIS : Jurnal Desain Komunikasi Visual Vol 7 No 01 (2025): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v7i01.1776

Abstract

Bada Valley in Central Sulawesi is a megalithic site rich in cultural heritage, one of which is the Loga Statue. This statue holds a historical and symbolic value that is intriguing to analyze through the semiotics of texts to understand its embedded meanings. This study aims to analyze the visual and symbolic signs of the Loga Statue using the semiotic approaches of Peirce and Barthes. The analysis seeks to identify how icons, indices, and symbols on the statue represent the cultural and spiritual aspects of the society that created it. The research employs a qualitative approach with descriptive analysis. Data collection is conducted through direct observation, documentation, and relevant literature studies. The data is then analyzed using semiotic methods to reveal the denotative, connotative, and mythological meanings embedded in the statue. The findings indicate that the Loga Statue possesses symbolic representations related to the animistic-dynamistic beliefs of prehistoric communities. The form and carvings on the statue contain spiritual meanings that reflect the close relationship between humans and the supernatural world. Additionally, the visual patterns on the statue suggest a visual communication system used by past societies to express their cultural values.