Claim Missing Document
Check
Articles

Found 7 Documents
Search
Journal : SENI

DESAIN ANIMASI 2D SEBAGAI MEDIA PEMBELAJARAN ANAK USIA DINI DENGAN CERITA “AYAM DAN IKAN TONGKOL” Raden Kusuma Candra Gusti Aji; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Animation is an image/object that is arranged in a regular manner that will be manipulated and will be arranged within a specified time so that it will make the image/object appear to be moving. At an early age, children cannot learn too hard, so they need a learning method in the form of games. Children are playing while learning. Children prefer learning through animation media. This combination of animation and comics aims to give children a new impression of animation. Moreover, it also aims to train children's reading levels at an early age. The design method used qualitative by collecting data directly through observing children's conditions in the environment, the internet and social media. As a result, this 2D animation was created using comic elements so it creates a new experience for young children and makes children learn through animation. Keywords: Animation, Early Age, Learning
PERANCANGAN VIDEO ADVERTORIAL MUSEUM KERIS NUSANTARA SURAKARTA Indra Hayu Tri Pamungkas; Ahmad Khoirul Anwar; Evelyn Henny Lukitasari
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Keris Nusantara Museum is one of the museums in the city of Surakarta. This museum holds a lot of historical objects such as keris and spears. Not only does it store historical objects, but this museum also contains lessons about the history, manufacture and story behind the keris itself. This place is great for people who love history. Currently, the interest in the Indonesian Keris Museum is slightly declining because many people prefer to go to modern shopping centers to spend their free time, rather than visiting and studying the history of the past. Therefore, a media was created for the promotional event for the Keris Nusanara Museum. The title of this research is "Designing an Advertorial Video for the Keris Nusantara Surakarta
FILM ANIMASI PENDEK 3D SEBAGAI PERANCANGAN MEDIA EDUKASI TENTANG DEPRESI Akhromul Hakim; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Mental health has become a crucial aspect of an individual's well-being. However, it remains a slightly overlooked issue globally. Depression is a common mental health disorder. The need for a creative approach in delivering messages about mental health education and depression is increasingly essential. The goal of this design is to create a concept for a 3D short animated film as an educational media about depression. The design of this 3D animated short film is inspired by the stories of depression survivors. The design method follows the workflow of 3D animation production, including development, pre-production, production, and post-production. The result of this design is a 3D short animated film titled "Lilies," aiming to convey educational messages about mental health and depression through the storyline of the designed 3D animated short film. Keywords: mental health, depression, 3D short animated film, educational media
ANALISIS VISUAL DESAIN VIDEO GAME SUPER MARIO BROS. TAHUN 1985 Mileneo Prayudyanto; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

This article discusses the results of research on the visual design elements and design principles used in the Super Mario Bros. video game. 1985. These two things are reflected in the problem formulation, namely looking for what visual design elements and design principles are used in the video game. Meanwhile, the aim of this research is to find the answers listed in the two problem formulations above. The research method used was descriptive qualitative with primary data, namely the video game itself and secondary by distributing questionnaires or surveys. The result of the research obtained was that Super Mario Bros., released in 1985 for the Nintendo Entertainment System (NES), utilized various visual design elements, including lines, shapes, textures, and colors, to create an iconic and memorable game world. In this research it was found that in the video game Super Mario Bros. 1985 there are several classifications of lines (horizontal and vertical) such as ground lines, block lines, pipe lines, platform lines, enemy lines, and scenery lines. As for shape, various shapes or planes are found in the characters and the number of pixels that make up the characters in the video game. Other design elements are the textures found in solid block textures, ground, backgrounds, and enemies. Meanwhile, Super Mario Bros. 1985 uses a limited color palette, and specific RGB percentages for background colors may not be available or well documented. For the design principles used in the video game Super Mario Bros. 1985 are emphasis, balance, rhythm and unity. Each character, both protagonist and antagonist, has unique characteristics in their design principles. Likewise, for other supporting elements, they have unique characteristics in their design principles. Finally, as a reinforcement of the findings of the design principles used in Super Mario Bros. 1985, a survey (15 questions) was conducted on 52 people and those who answered the survey were 37 people who were respondents with experience of playing this video game. Keywords: visual elements, design principles, Super Mario Bros. 1985
DESAIN WEBSITE E-COMMERCE BATIK KENANGA SUKOHARJO Safitri Nurjannah; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Indonesia is known as a country that has many cultural variations. As time and technology progress, the spread of batik leads to commercial development, but the more people who buy and sell, the less benefits are created by each business actor, therefore creativity is needed to support economic progress in every sale and one of them is using online-based promotional media such as E-Commerce with a website as a distribution bridge. The solutions offered are marketed through supporting websites. Batik Kenanga is a type of production service in solid form, Batik Kenanga prioritizes quality, but the problem that occurs is that the growth of batik is starting to grow rapidly around it, and requires online introduction, so that it can be accessed by the wider community. . The aim of this final assignment is to expedite the sales process and become a promotional medium. Kenanga Batik sales use qualitative design methods which are then further developed into new, more attractive promotions and are supported by several wider publication media, so that the products offered are widely known. Keywords: Design, Website , E-Commerce, Kenanga Batik
PERANCANGAN VIDEO IKLAN PRODUK HIJABSANIA Raizal Shanisyahmi Al Akhyar; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Changes from time to time, especially now which has entered the modern era. This influences the way of dressing from western culture which has an impact on Indonesian society whose majority religion is Islam. Nowadays, you can find many different styles of hijab in Indonesia. One of the MSMEs that focuses on selling hijab products is HijabSania. HijabSania promotes products only through social media platforms such as WhatsApp and Instagram. The problem experienced by HijabSania is a problem with the concept of the video it uploads on Instagram. Therefore, it is necessary to make efforts to solve the HijabSania problem. The solution offered is a promotional media design with a Cinematic Video concept. The video that will be shown contains concerns about anxiety when wearing the hijab so that products from HijabSania are the solution to these concerns. Using a qualitative design method by collecting data and interviewing HijabSania, they produced a design in the form of a cinematic video which was intended as a product promotion medium and was supported by several other supporting media. Keywords: Design, Product Advertising, Products, Hijab
PERANCANGAN ANIMATED MUSIC VIDEO UNTUK LAGU KELAPA MUDA BAND Yesaya Sabda Imanuel; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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

Abstract

Kelapa Muda Band is an experimental jazz music group originating from Lampung, Indonesia, and has won the first championship in one of the international jazz music competitions. However, the Kelapa Muda Band is still rarely recognized by the general public who are not concerned with the jazz music genre. One problem is the lack of promotional media for music video clips. Therefore, promotional media for music video clips is needed to increase the name of the Kelapa Muda Band, especially the song "Pagi dan Hujan". The design was made to promote the song "Pagi dan Hujan" from Kelapa Muda Band as an attractive promotional medium. It method starts from Development, pre-production, production, post-production, and distribution. Therefore, the design can produce music video clips and some of merchandise that are interesting in terms of concept and visualization. Keywords: Video Clip, Animation, Jazz