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Penerapan Bahasa Isyarat Bisindo Pada Kalimat Sederhana Berbasis Animasi 3D Yanti, Ari Irma Duwi; Wardhana, Mitra Istiar; Wardani, Nuril Kusuma; Hidayat, Ima Kusumawati
GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL Vol. 6 No. 2 (2024): Gestalt : Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual. Fakultas Arsitektur dan Desain Jalan Raya Rungkut Madya, Gn.Anyar, Surabaya, Jawa Timur 60294

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v6i2.226

Abstract

Tunarungu merupakan istilah diversifikasi untuk tuli, yaitu ketidakmampuan untuk mendengar sebagai akibat dari kerusakan pada sistem pendengaran. Cara berkomunikasi seorang penyandang tunarungu dengan individu lain menggunakan bahasa isyarat. Pemilihan Bahasa Isyarat Indonesia (BISINDO) dikarenakan terciptanya secara alamiah oleh penyandang tunarungu untuk menyampaikan apa yang diketahui, dipikirkan, diinginkan, dirasakan, dan dilakuan oleh orang tunarungu dalam kehidupan sehari- hari. Penerapan Bahasa Isyarat BISINDO Kalimat Sederhana berbasis Animasi 3D bertujuan dapat membantu proses belajar anak tunarungu dan pendamping dalam memahami bahasa isyarat BISINDO, dengan penampilan visual animasi 3D sesuai dengan dunia nyata agar terasa dekat dengan penonton. Penelitian ini mengaplikasikan metode ADDIE, analisis kualitatif dengan deskriptif digunakan untuk menganalisa informasi yang dikumpulkan. Animasi dibuat menggunakan Blender 3.5 dengan durasi 3:05 menit dan telah melewati validasi dan uji media dengan hasil akhir 86,25% yang nilai sangat layak untuk pengenalan kalimat dasar bahasa isyarat BISINDO.
Development of team-based project learning media for 3D body mechanics animation course Sutrisno, Arif; Mustikasari, Bunga Fefiana; Wardani, Nuril Kusuma
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p169

Abstract

Abstrak: Penelitian ini bertujuan mengidentifikasi kendala dan mengembangkan solusi untuk meningkatkan efektivitas pembelajaran mata kuliah Animasi 3D: Body Mechanic di program studi D4 Animasi Universitas Negeri Malang. Metode penelitian menggunakan model ADDIE (Analysis, Design, Develop, Implement, Evaluate) dengan pendekatan Team-Based Project dan blended learning. Hasil penelitian menunjukkan bahwa mahasiswa mengalami kendala berupa keterbatasan perangkat keras, ketidaksesuaian versi perangkat lunak, serta kesulitan memahami tutorial asing. Untuk mengatasinya, dikembangkan media pembelajaran interaktif dalam LMS SIPEJAR yang menyediakan tutorial berbahasa Indonesia, infografis, dan model karakter sederhana. Hasil evaluasi menunjukkan bahwa media pembelajaran yang telah dikembangkan dan terorganisir dalam LMS SIPEJAR dengan didukung model pembelajaran team-based project, telah secara merata dan signifikan meningkatkan hasil belajar mahasiswa di bidang animasi tiga dimensi. Penelitian kedepan perlu melihat diferensiasi hasil belajar masing-masing individu untuk melihat lebih mendalam perkembangan kompetensinya serta perlu adanya mekanisme umpan balik antar mahasiswa (peer feedback) agar mereka lebih mandiri dalam menyelesaikan proyek kelompok. Abstract: This study aims to identify challenges and develop solutions to enhance the effectiveness of the 3D Animation: Body Mechanic course in the Animation program at Universitas Negeri Malang. The research applied the ADDIE model (Analysis, Design, Develop, Implement, Evaluate) combined with a Team-Based Project and blended learning approach. The results indicate that students face challenges such as hardware limitations, software version mismatches, and difficulties understanding foreign-language tutorials. To address these issues, learning media was developed within the LMS SIPEJAR, providing tutorials in Indonesian, infographics, and simplified character models. The evaluation results indicate that the learning media that supported by the team-based project learning model, have significantly and evenly enhanced students' learning outcomes in the field of three-dimensional animation. Future research should explore the differentiation of individual learning outcomes to gain deeper insights into their competency development and establish a peer feedback mechanism to encourage greater independence in completing group projects.
FILM ANIMASI MALIN KUNDANG SEBAGAI MEDIA PENGENALAN SOSIAL EMOSIONAL ANAK USIA DINI Ramadhan, Muhammad Dio; Sutrisno, Arif; Wardani, Nuril Kusuma
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 9, No 2 (2024): Vol 9, No 2
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v9i22024p123-138

Abstract

Anak usia dini, yang juga dikenal sebagai Generasi Alpha, sangat dipengaruhi oleh lingkungan digital dan interaksi sosial yang terbatas akibat pandemi COVID-19. Pola asuh juga memiliki peran yang signifikan dalam proses perkembangan mereka. Anak usia dini belum memiliki pemahaman moral yang kuat dan cenderung meniru perilaku yang mereka lihat dari orang lain. Tujuan dari penelitian ini adalah merancang film animasi Malin Kundang yang mengandung aspek perkembangan sosial emosional anak usia dini dan mengukur sejauh mana aspek sosial emosional dalam film animasi Malin Kundang dapat diidentifikasi oleh mereka. Film ini dikembangkan menggunakan pendekatan MDLC (Multimedia Development Life Cycle), yang meliputi tahapan Initialization, Blueprint Design, Asset Preparation, Product Development, serta Testing & Validation. Film animasi Malin Kundang menampilkan nilai-nilai moral dan emosi yang dimiliki oleh karakter-karakternya secara ekspresif, yang dapat membantu anak- usia dini dalam memahami dan merasakan perasaan mereka sendiri dan orang lain, serta berkontribusi dalam peningkatan kemampuan mereka untuk merasakan empati. Film ini juga menarik perhatian audience secara luas di Youtube Studycle Kids. Hasil uji coba media pada 16 siswa TK Muslimat NU 17 menunjukkan bahwa film animasi Malin Kundang efektif dalam memfasilitasi perkembangan sosial emosional siswa, dengan tingkat pemahaman dan penerimaan mencapai 87,50%. Penelitian ini merekomendasikan film animasi Malin Kundang sebagai media pembelajaran yang efektif untuk mengenalkan aspek sosial emosional kepada anak usia dini.
Perancangan Video Animasi 3d Iklan Layanan Masyarakat Sebagai Pengenalan Pemilahan Sampah Kepada Masyarakat Kota Mojokerto Maulana Arsaq, Ahmad; Samodra, Joko; Wardani, Nuril Kusuma
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i2.9014

Abstract

The increasing population growth every year results in a number of social problems, one of which is waste management. If permitted, this issue can lead to various problems related to aesthetics, sanitation, health, and the environment. Mojokerto City is one of the cities experiencing an annual increase in waste volume, indicating that the community in Mojokerto has limited knowledge about waste sorting. Therefore, the aim of this research is to design a 3D animated Public Service Advertisement for community service that introduces waste sorting to the people of Mojokerto City, and then to test the results of the design. The Public Service Advertisement is created using 3D animation with the Multimedia Development Life Cycle (MDLC) method, which includes several stages: concept, design, material collecting, assembly, testing, and distribution. This 3D animated Public Service Advertisement has a duration of 2 minutes and 40 seconds, in mp4 format, with a resolution of 1280x720. It is distributed through social media platforms, specifically YouTube. The Public Service Advertisement. has been tested with media experts resulting in 79.44%, Then, it was tested with content experts resulting in 85.67%, and finally, media testing was conducted with the audience, yielding a result of 84.55%. So that this 3D animated Public Service Advertisement can be utilized as an introduction to waste management for the people of Mojokerto City. It is hoped that the presence of this 3D animated community service advertisement will be beneficial to the entire community of Mojokerto City and help reduce improper waste disposal.
Perancangan Animasi 3D Pylo dan Sofie Mengenalkan Cara Berpikir Rasionalisme Satria Putra, Nanda; Istiar Wardhana, Mitra; Fefiana Mustikasari, Bunga; Wardani, Nuril Kusuma
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i2.9015

Abstract

The era of Industry 4.0 integrates technology in physical, biological, and digital dimensions, introducing new complexities into our lives. However, the understanding of philosophy, especially rationalism, is often neglected in media. This study aims to design media that are contemporary and to test the media on audiences. To address this, 3D animation was adopted as a means to introduce the concept of rationalism in an engaging and easily understandable manner. The MDLC (Multimedia Development Life Cycle) method was used in developing the animated film "Pylo and Sofie." The film design process went through six stages: concept, design, material collection, production, testing, and distribution. The film, with a duration of 5 minutes and 19 seconds, was uploaded on YouTube and evaluated by 30 viewers via a Google Form questionnaire distributed through WhatsApp and Discord. The film successfully conveyed the concept of rationalism. Positive responses from viewers, with an average score index of 86.29%, rated it as "Highly Suitable" in the evaluation, indicating the film's success in capturing interest and clearly conveying the concept. The evaluation results confirm that "Pylo and Sofie" is effective as an educational tool to enhance public understanding of the concept of rational thinking.
Analisis Sinematografi Menggunakan Teknik Camera Angle dan Type of Shot Pada Sosial Media Mempengaruhi Minat Penonton Terhadap Ekowisata Silowo Herwina, Nevlin Cresentia; Daniar, Aninditya; Wardani, Nuril Kusuma
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 11 (2024): Jurnal Ilmiah Wahana Pendidikan 
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12791290

Abstract

This analysis aims to discuss the cinematographic elements in the Silowo Ecotourism video reels,Instagram @kabupacepatban using camera movement techniques and types of shots. SilowoEcotourism Video Reels is a program implemented by Diskominfo-SP Tuban. These video reels presentinformation about tourism in Tuban as a medium for delivering information and digital marketing. Thevideo reels are packaged using cinematographic elements. This research uses a qualitative descriptiveresearch method. From the analysis, it is revealed that the cinematographic elements that are the mainpoints in enhancing the aesthetics of the video are camera angle and type of shot. With the cameraangle technique and type of shot in the Silowo Ecotourism video, the image of the tourist spot can bebuilt so that the audience's interest in visiting the place is higher
Perancangan Media Video Komunikasi Visual Instagram Reels Narasi Yani, Aditya Rahman; Santoso, Bilgies Diva; Wardani, Nuril Kusuma
Jurnal Ilmiah Wahana Pendidikan Vol 10 No 12 (2024): Jurnal Ilmiah Wahana Pendidikan 
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12176394

Abstract

Media is providing information by adding text or repeating visual presentations to engage the audience. The use of images in visual media helps differentiate two different concepts. One of the projects being worked on is the Visual Video Media project for Instagram Reels. By knowing Instagram, the aim is to find out how the system is implemented. This research method uses the data collection stage through research on social media and the latest news, the design stage starting from Pre-Production, Production, to Post-Production. There are several choices of visual concepts that will influence a visual that will be uploaded to Instagram Reels, namely, typography/typeface, paper visual effects which are characteristic of Better Youth, and even size format rules for Instagram Reels itself. The narrative news design process consists of receiving a brief in the form of a Content Planner, analyzing the brief, searching for data and visual assets, and creating a concept. Then design the oral news into a Visual Narrative News and process it using Adobe Premiere Pro, After Effects, and Illustrator. The final process, narrative news is created in the form of Instagram Reels.