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Augmented Reality Applications for Cultural Heritage Using Kinect Sensor Afyenni, Rita; Erianda, Aldo; Wahyuni, Putri; Firosha, Ardian; Gusman, Taufik; Sumema
International Journal of Advanced Science Computing and Engineering Vol. 6 No. 3 (2024)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/ijasce.6.3.221

Abstract

There are quite a number of advantages gained from Microsoft Kinect which is a motion sensing device that also includes AR applications to aid in the preservation and promotion of cultural assets. In this work, a batik model was developed with the help of Microsoft Kinect by utilizing its core components consisting of a depth sensor, an RGB camera and a microphone array to allow motion tracking, gesture recognition, and voice command functionalities of the device.The depth sensing features of the device, in particular the structural light employed, transition to Time-of-Flight technology has improved the efficiency and applicability of the device towards AR. Kinect has the ability to create an immersive AR experience by accurately mapping virtual objects to the user’s environment, leveraging body joint tracking to create a 3D skeletal model. It is required to take into consideration the kinnect positioning technique which has importance in allowing 3D objects and models to align. Therefore, the conclusion addresses Kinect as it relates to human-computer interaction, in particular, concerning its potential to change body interaction in real time and how it sets the stage for future systems that require an active interaction across a number of fields including culture and heritage.
Visual Branding of Sikapak Timur Village Pariaman as Media Promotion Based on Visual Complexity Effect on Social Media Firosha, Ardian; Gusman, Taufik; Sumema; Rotama, Hendra
International Journal of Advanced Science Computing and Engineering Vol. 5 No. 3 (2023)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/ijasce.5.3.187

Abstract

Visual Complexity Effect is a term used in psychology to describe how people react to complex visual information. Typically, the more complicated or complex the visual information, the more difficult it is for people to process and understand it. The effects of visual complexity can also affect reaction times, cognitive abilities, and decision making. In everyday life, data visualization and complex graphs can be a challenge for many people, especially if they are not used to that type of information. Therefore, graphic designers and application developers try to minimize visual complexity so that it can be understood and used easily by users.
Media Pembelajaran Interaktif Fabrikasi PCB Berbasis Augmented Reality Fhadel Wedi Pratama; Fitri Nova Nova; Deddy Prayama; Taufik Gusman
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 3 No 3 (2022)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.3.3.93

Abstract

Augmented Reality (AR), is a technology with the concept of combining the dimensions of the real world with the dimensions of the virtual world that is displayed in real time. This is done by displaying a 3D object on a predetermined marker, which is a special pattern that is unique and can be recognized by the application. Smartphones allow the development of Augmented Reality applications cheaply and can be accessed by many users. Augmented Reality can be used in various fields, one of which is a learning media to learn how to do manual PCB fabrication, so that it can be used as a new interactive learning medium and is expected to stimulate interest from many people to learn by utilizing a smartphone combined with Augmented Reality, in addition to technology that continues to develop at this time with many new features in it, the learning method must also develop along with the advancement of current technological developments. In the results of the research that has been done that the results of the application of Augmented Reality AR) have been successfully implemented on Android-based smartphones by applying the PCB manual fabrication work steps that are displayed when the smartphone with the Android operating system triggers the target marker that has been created
PERSEPSI VISUAL GESTALT: DAMPAK DARI ELEMEN DESAIN MEDIA INFORMASI MITIGASI TSUNAMI Sumema Sumema; Asrinaldi Asrinaldi; Ardian Firosha; Hendra Rotama; Taufik Gusman
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i2.45368

Abstract

The condition of Indonesia, which is in a disaster-prone area (ring of fire), often causes disasters, especially earthquakes and tsunamis. Information media is important in providing information and education in increasing public awareness of disaster risks. With the threat of a tsunami disaster, researchers are interested in analyzing and evaluating one of the disaster mitigation programs, especially in a design perspective, which is about tsunami mitigation information media. Researchers want to find out how the influence of information media on public awareness in dealing with the tsunami disaster. The research conducted is descriptive analysis through the theory of design elements. The research was also strengthened by conducting FGDs to determine the process of visual perception through Gestalt Theory. The results of the analysis are the limitations and limitations of the media related to visual information from the design, affecting the public in understanding information.Keywords: media, perception, signage, infographics, tsunamis. AbstrakKondisi Indonesia, yang berada di daerah rawan bencana (ring of fire), sering menimbulkan bencana, terutama gempa bumi dan tsunami. Media informasi penting dalam memberikan informasi dan edukasi dalam meningkatkan kesadaran masyarakat terhadap risiko bencana. Dengan adanya ancaman bencana tsunami, peneliti tertarik untuk menganalisis dan mengevaluasi salah satu program mitigasi bencana, terutama dalam perspektif desain, yaitu tentang media informasi mitigasi tsunami. Peneliti ingin mengetahui bagaimana pengaruh media informasi terhadap kesadaran masyarakat dalam menghadapi bencana tsunami. Penelitian yang dilakukan adalah analisis deskriptif melalui teori elemen-elemen desain. Penelitian tersebut juga diperkuat dengan melakukan FGD untuk mengetahui proses persepsi visual melalui Teori Gestalt. Hasil analisis tersebut adalah kekurangan dan keterbatasan media informasi terkait visual dari desain, mempengaruhi masyarakat dalam memahami informasi.Kata Kunci: media, persepsi, signage, infografis, tsunami. Authors:Sumema : Politeknik Negeri PadangAsrinaldi : Institut Seni Budaya AcehArdian Firosha : Politeknik Negeri PadangHendra Rotama : Politeknik Negeri PadangTaufik Gusman : Politeknik Negeri Padang References:Hennink, M, M. (2014). Focus Group Discussions. United States of Amerika: Oxford University Press. 2.Hergenhahn, B. (2009). An Introduction to the History of Psychology. 6th Edition. Belmont: Cengage Learning.Hughes, K, A. (2019). Graphic Design: Learn it, do it: Boca Raton: CRC Press. 53-67.Koffka, K. (1935). Principles of Gestalt Psychology. New York: Harcourt, Brace & World.Kurzweil, E. (2015). Jaring Kuasa Struktualisme Dari Lèvi-Strauss sampai Foucault. Diterjemahkan oleh Nurhadi. Bantul (ID): Kreasi Wacana.O™Connor, Z. (2015): Colour, contrast and Gestalt theories of perception: The impact in contemporary visual communications design, Color Research and Application 40(1): 85“92. doi:10.1002/col.21858.Rustan, S. (2013). Mendesain Logo. Jakarta: Gramedia Pustaka Utama.Sanyoto, S. (2005). Dasar-Dasar Tata Rupa dan Desain, Yogyakart: Arti Bumi Intaran.Sunaryo, S. (2002). Psikologi untuk Keperawatan. Jakarta: Penerbit Buku Kedokteran EGC.Sari, D. M., Afriwan, H., Purnomo, E., & Kharisma, M. (2021). Perancangan Infografis Shelter Bangunan di Kawasan Universitas Negeri Padang Sebagai Mitigasi Bencana Alam Gempa dan Tsunami. Gorga: Jurnal Seni Rupa, 10(2), 287-294.Sari, D. M., Fitriyona, N., Purnomo, E., & Sandra, Y. (2022). Konsep Kreatif Desain Ikon Bangunan Peta Shelter Mitigasi Universitas Negeri Padang. Gorga: Jurnal Seni Rupa, 11(2), 355-360.Sartain, J.; North, J.; Strange, R.; Chapman, M. (1973). Psychology: Understanding the Human Behavior. New York: McGraw-Hill.Siburian, S. A., Saragi, D., Harahap, S. (2020). Tinjauan Tata Letak (Layout) Poster Anti Narkoba Badan Narkotika Nasional Provinsi Sumatera Utara. Gorga: Jurnal Seni Rupa, 09(1), 01-06.
VISUAL DEFORMASI PAKAIAN ADAT MINANGKABAU DALAM PERANCANGAN DESAIN KARAKTER ANIMASI œPAJACAKO Hendra Rotama; Ardian Firosha; Sumema Sumema; Taufik Gusman
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i01.57727

Abstract

Character design is one of the main elements in producing animated films, because through the design of animated characters can be a bridge of the storyline to the audience. The idea of character design that comes from cultural elements is one of the visual characteristics that must continue to be developed so that it can be used as a creation idea. In order for the potential of these cultural elements to be maximized, a character design is designed whose creation ideas are sourced from cultural elements in minangkabau to enrich character designs originating from indonesia. the design of this character design uses a simplified form of deformation, namely drawing objects that only represent them. The main object that undergoes deformation is Minangkabau traditional clothing, in the embodiment of the character design, Minangkabau traditional clothing, namely baju penghulu, is simplified from shape to color. There are several other visual elements that are considered to represent Minangkabau culture and undergo deformation changes. The purpose of this design is to maximize the potential of cultural elements in order to compete with animated character designs from abroad.Keywords:  Deformation, Character Design, AnimationAbstrakDesain Karakter merupakan salah satu unsur utama dalam memproduksi film animasi, karena lewat desain karakter animasi mampu menjadi jembatan jalan cerita kepada penonton. Ide perancangan desain karakter yang bersumber dari unsur budaya menjadi salah satu karakteristik visual yang mesti terus dikembangkan agar dapat dijadikan sebagai ide penciptaan. Agar potensi unsur budaya tersebut dapat dimaksimalkan maka dirancang sebuah desain karakter yang ide penciptaannya bersumber dari unsur budaya di minangkabau untuk memperkaya desain karakter yang berasal dari indonesia. perancangan desain karakter ini menggunakan penyederhanaan bentuk deformasi yaitu menggambar objek yang hanya mewakilinya saja. Objek utama yang mengalami deformasi bentuk adalah pakaian adat Minangkabau, dalam perwujudan desain karakter tersebut pakaian adat minangkabau yaitu baju penghulu mengalami penyederhanaan dari bentuk hingga warna. Terdapat beberapa unsur visual lain yang dianggap mewakili budaya minangkabau dan mengalami perubahan bentuk deformasi. Tujuan dari perancangan ini adalah untuk memaksimalkan potensi unsur budaya agar dapat bersaing dengan desain karakter animasi dari luar negeri.Kata Kunci:  Deformasi, Desain Karakter, Animasi Authors:Hendra Rotama : Politeknik Negeri PadangArdian Firosha : Politeknik Negeri PadangSumema : Politeknik Negeri PadangTaufik Gusman : Politeknik Negeri PadangReferences:Arsana Yudi I Gede (2023) Visualisasi Karakter Superhero Film Animasi 2d Satria Barong, Gorga, Jurnal Seni Rupa Vol, 12 No 02 (270-275). https://doi.org/10.24114/gr.v12i2.46217 Azizah Si, Weni (2023) Bentuk Dan Makna Busana Penghulu Di Nagari Panyalaian Kecamatan X Koto Kabupaten Tanah Datar, Gorga, Jurnal Seni Rupa Vol, 12 No 02 (550-556). https://doi.org/10.24114/gr.v12i2.50113Barung, Sulastriningsih D, Kembong D. (2022). Dampak Serial Animasi Upin dan Ipin pada Kosakata Percakapan Bahasa Indonesia. Wahana Literasi: Journal of Languange, Literatute, and Linguistics, Vol 2, No 1. https://doi.org/10.59562/wl.v2i1.35597Farida E, Kholidah N, Sarjono. (2020), Penerapan Pembelajaran Psikologi Warna untuk Meningkatkan Kemampuan Mahasiswa Dalam Memilih Warna pada Desain Kemasan Produk Prodi Manajemen FEB UNISMA Jurnal Inovasi Pendidikan Ekonomi, Vol. 10, No. 1. https://doi.org/10.24036/011085220Iklima. (2018). Pengaruh Ketersediaan Informasi Visual (Banner) Qanun Aceh Nomor 6 Tahun 2014 Tentang Hukum Jinayah Terhadap Pengetahuan Siswa/Siswi Sma Kota Banda Aceh (skripsi) Banda Aceh, Universitas Islam Negeri Ar-Raniry.Prayogo Hari Januar, Winarno. (2021) Karakteristik Visual Deformasi Anatomi Pada Lukisan Karya S. Istiyono, Vol 9 No 4 (2021): Volume 9 No.4 Tahun 2021.Qomqriyah N A, Mulyono. (2024). Pengaruh Tayangan Film Animasi Upin Dan Ipin Dalam Dialek Bahasa Melayu Terhadap Bahasa Indonesia Anak Usia Enam Sampai Dua Belas Tahun, Bapala, Volume 11 Nomor 1 Tahun hlm. 9-20.Rotama H. (2014). œFilm Animasi 2D animasi PAJACAKO (tesis) Padangpanjang, Institut Seni Indonesia Padangpanjang.Sitinjak, S. R., Adelina, H., & Yanzi, H. (2017). Pengaruh pilihan film kartun terhadap perilaku anak di pekon luas kabupaten lampung barat. Jurnal Kultur DemokrasiVol 5, No 8.Sumarli, C. O., & Kurnianto, A. (2018). Developing Karakter Animasi Berbasis Kudapan KhasTionghoa. Jurnal Desain, 5(03), 162-173. http://dx.doi.org/10.30998/jurnaldesain.v5i03.2170Winarni R W, Wardani W (2015). Produksi Film Animasi Sebagai Media Kampanye Anti Kejahatan Perdagangan Manusia, Jurnal Desain Vol 3, No 1 (37-48). http://dx.doi.org/10.30998/jurnaldesain.v3i01.590Yangsen, Rara Bulan. (2023). Analisis Semiotika Warna Marawa (Minangkabau) dan Ukiran (Toraja), TEKSTUAL  Volume 21, No 1, https://doi.org/10.33387/tekstual.v21i1.5896
Systematic Literature Review of Gender Bias within Video Games Character Design Ibrahim, Najwa Sabirah; Senan, Norhalina; Othman, Muhammad Fakri; Azmi, Shahdatunnaim; Erianda, Aldo; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 9, No 4 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.4.3297

Abstract

Gender bias in video games refers to the unequal treatment and discrimination that players experience based on gender, which is often normalized within the gaming community. Gender bias is widespread in Multiplayer Online Battle Arena (MOBA) games, where it can take many different forms. Common examples include assumptions made about players' abilities, character design in games, and the roles given to characters according to gender. This situation has created an unwelcoming environment, especially for female players, leading to feelings of exclusion. This study conducts a systematic literature review to examine gender bias in MOBA games, explicitly focusing on character representation, hypersexualized character models, and gameplay mechanics. By analyzing data from peer-reviewed articles, theses, and research papers, the study highlights the recurring patterns of bias and identifies gaps in current approaches. Although prior studies have explored the elements that contribute to gender bias, few studies have offered practical solutions to mitigate this bias. However, there is still a lack of research proposing a practical game design framework that integrates strategies to reduce this bias. In conclusion, efforts to address gender bias are not only significant in terms of design ethics, but also a good strategy in expanding the game's audience. This study identifies possible solutions that might help future research and be developed into a conceptual framework model that developers can understand to create a more inclusive, fair, and profitable gaming environment in the long term.
PENGEMBANGAN DESAIN INTERAKTIF SEBAGAI EDUKASI MITIGASI BENCANA TSUNAMI BERBASIS KEARIFAN LOKAL PADA KELURAHAN BARINGIN Sumema, Sumema; Rotama, Hendra; Gusman, Taufik; Firosha, Ardian; Nissa, Wirda
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 1 (2025): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.16.1.2

Abstract

Indonesia is vulnerable to tsunami disasters due to its location on the Ring of Fire. Education on tsunami mitigation is extremely important, especially in high-risk areas like Kelurahan Baringin. Local wisdom can be a valuable source of knowledge for this education. Interactive design can be an effective medium for education. The objective of this research is to develop an interactive design for tsunami mitigation education based on local wisdom in Kelurahan Baringin to increase community knowledge and preparedness. The research method will employ a qualitative approach with a design research method. Data will be collected through observation, interviews, and focus group discussions. The outcome will be an interactive design that integrates local wisdom, providing information on tsunamis, mitigation, and local wisdom. The design will be packaged in an engaging and easy-to-understand animated video.
PERSEPSI VISUAL GESTALT: DAMPAK DARI ELEMEN DESAIN MEDIA INFORMASI MITIGASI TSUNAMI Sumema, Sumema; Asrinaldi, Asrinaldi; Firosha, Ardian; Rotama, Hendra; Gusman, Taufik
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i2.45368

Abstract

The condition of Indonesia, which is in a disaster-prone area (ring of fire), often causes disasters, especially earthquakes and tsunamis. Information media is important in providing information and education in increasing public awareness of disaster risks. With the threat of a tsunami disaster, researchers are interested in analyzing and evaluating one of the disaster mitigation programs, especially in a design perspective, which is about tsunami mitigation information media. Researchers want to find out how the influence of information media on public awareness in dealing with the tsunami disaster. The research conducted is descriptive analysis through the theory of design elements. The research was also strengthened by conducting FGDs to determine the process of visual perception through Gestalt Theory. The results of the analysis are the limitations and limitations of the media related to visual information from the design, affecting the public in understanding information.Keywords: media, perception, signage, infographics, tsunamis. AbstrakKondisi Indonesia, yang berada di daerah rawan bencana (ring of fire), sering menimbulkan bencana, terutama gempa bumi dan tsunami. Media informasi penting dalam memberikan informasi dan edukasi dalam meningkatkan kesadaran masyarakat terhadap risiko bencana. Dengan adanya ancaman bencana tsunami, peneliti tertarik untuk menganalisis dan mengevaluasi salah satu program mitigasi bencana, terutama dalam perspektif desain, yaitu tentang media informasi mitigasi tsunami. Peneliti ingin mengetahui bagaimana pengaruh media informasi terhadap kesadaran masyarakat dalam menghadapi bencana tsunami. Penelitian yang dilakukan adalah analisis deskriptif melalui teori elemen-elemen desain. Penelitian tersebut juga diperkuat dengan melakukan FGD untuk mengetahui proses persepsi visual melalui Teori Gestalt. Hasil analisis tersebut adalah kekurangan dan keterbatasan media informasi terkait visual dari desain, mempengaruhi masyarakat dalam memahami informasi.Kata Kunci: media, persepsi, signage, infografis, tsunami. Authors:Sumema : Politeknik Negeri PadangAsrinaldi : Institut Seni Budaya AcehArdian Firosha : Politeknik Negeri PadangHendra Rotama : Politeknik Negeri PadangTaufik Gusman : Politeknik Negeri Padang References:Hennink, M, M. (2014). Focus Group Discussions. United States of Amerika: Oxford University Press. 2.Hergenhahn, B. (2009). An Introduction to the History of Psychology. 6th Edition. Belmont: Cengage Learning.Hughes, K, A. (2019). Graphic Design: Learn it, do it: Boca Raton: CRC Press. 53-67.Koffka, K. (1935). Principles of Gestalt Psychology. New York: Harcourt, Brace & World.Kurzweil, E. (2015). Jaring Kuasa Struktualisme Dari Lèvi-Strauss sampai Foucault. Diterjemahkan oleh Nurhadi. Bantul (ID): Kreasi Wacana.O™Connor, Z. (2015): Colour, contrast and Gestalt theories of perception: The impact in contemporary visual communications design, Color Research and Application 40(1): 85“92. doi:10.1002/col.21858.Rustan, S. (2013). Mendesain Logo. Jakarta: Gramedia Pustaka Utama.Sanyoto, S. (2005). Dasar-Dasar Tata Rupa dan Desain, Yogyakart: Arti Bumi Intaran.Sunaryo, S. (2002). Psikologi untuk Keperawatan. Jakarta: Penerbit Buku Kedokteran EGC.Sari, D. M., Afriwan, H., Purnomo, E., & Kharisma, M. (2021). Perancangan Infografis Shelter Bangunan di Kawasan Universitas Negeri Padang Sebagai Mitigasi Bencana Alam Gempa dan Tsunami. Gorga: Jurnal Seni Rupa, 10(2), 287-294.Sari, D. M., Fitriyona, N., Purnomo, E., & Sandra, Y. (2022). Konsep Kreatif Desain Ikon Bangunan Peta Shelter Mitigasi Universitas Negeri Padang. Gorga: Jurnal Seni Rupa, 11(2), 355-360.Sartain, J.; North, J.; Strange, R.; Chapman, M. (1973). Psychology: Understanding the Human Behavior. New York: McGraw-Hill.Siburian, S. A., Saragi, D., Harahap, S. (2020). Tinjauan Tata Letak (Layout) Poster Anti Narkoba Badan Narkotika Nasional Provinsi Sumatera Utara. Gorga: Jurnal Seni Rupa, 09(1), 01-06.
VISUAL DEFORMASI PAKAIAN ADAT MINANGKABAU DALAM PERANCANGAN DESAIN KARAKTER ANIMASI œPAJACAKO Rotama, Hendra; Firosha, Ardian; Sumema, Sumema; Gusman, Taufik
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i01.57727

Abstract

Character design is one of the main elements in producing animated films, because through the design of animated characters can be a bridge of the storyline to the audience. The idea of character design that comes from cultural elements is one of the visual characteristics that must continue to be developed so that it can be used as a creation idea. In order for the potential of these cultural elements to be maximized, a character design is designed whose creation ideas are sourced from cultural elements in minangkabau to enrich character designs originating from indonesia. the design of this character design uses a simplified form of deformation, namely drawing objects that only represent them. The main object that undergoes deformation is Minangkabau traditional clothing, in the embodiment of the character design, Minangkabau traditional clothing, namely baju penghulu, is simplified from shape to color. There are several other visual elements that are considered to represent Minangkabau culture and undergo deformation changes. The purpose of this design is to maximize the potential of cultural elements in order to compete with animated character designs from abroad.Keywords:  Deformation, Character Design, AnimationAbstrakDesain Karakter merupakan salah satu unsur utama dalam memproduksi film animasi, karena lewat desain karakter animasi mampu menjadi jembatan jalan cerita kepada penonton. Ide perancangan desain karakter yang bersumber dari unsur budaya menjadi salah satu karakteristik visual yang mesti terus dikembangkan agar dapat dijadikan sebagai ide penciptaan. Agar potensi unsur budaya tersebut dapat dimaksimalkan maka dirancang sebuah desain karakter yang ide penciptaannya bersumber dari unsur budaya di minangkabau untuk memperkaya desain karakter yang berasal dari indonesia. perancangan desain karakter ini menggunakan penyederhanaan bentuk deformasi yaitu menggambar objek yang hanya mewakilinya saja. Objek utama yang mengalami deformasi bentuk adalah pakaian adat Minangkabau, dalam perwujudan desain karakter tersebut pakaian adat minangkabau yaitu baju penghulu mengalami penyederhanaan dari bentuk hingga warna. Terdapat beberapa unsur visual lain yang dianggap mewakili budaya minangkabau dan mengalami perubahan bentuk deformasi. Tujuan dari perancangan ini adalah untuk memaksimalkan potensi unsur budaya agar dapat bersaing dengan desain karakter animasi dari luar negeri.Kata Kunci:  Deformasi, Desain Karakter, Animasi Authors:Hendra Rotama : Politeknik Negeri PadangArdian Firosha : Politeknik Negeri PadangSumema : Politeknik Negeri PadangTaufik Gusman : Politeknik Negeri PadangReferences:Arsana Yudi I Gede (2023) Visualisasi Karakter Superhero Film Animasi 2d Satria Barong, Gorga, Jurnal Seni Rupa Vol, 12 No 02 (270-275). https://doi.org/10.24114/gr.v12i2.46217 Azizah Si, Weni (2023) Bentuk Dan Makna Busana Penghulu Di Nagari Panyalaian Kecamatan X Koto Kabupaten Tanah Datar, Gorga, Jurnal Seni Rupa Vol, 12 No 02 (550-556). https://doi.org/10.24114/gr.v12i2.50113Barung, Sulastriningsih D, Kembong D. (2022). Dampak Serial Animasi Upin dan Ipin pada Kosakata Percakapan Bahasa Indonesia. Wahana Literasi: Journal of Languange, Literatute, and Linguistics, Vol 2, No 1. https://doi.org/10.59562/wl.v2i1.35597Farida E, Kholidah N, Sarjono. (2020), Penerapan Pembelajaran Psikologi Warna untuk Meningkatkan Kemampuan Mahasiswa Dalam Memilih Warna pada Desain Kemasan Produk Prodi Manajemen FEB UNISMA Jurnal Inovasi Pendidikan Ekonomi, Vol. 10, No. 1. https://doi.org/10.24036/011085220Iklima. (2018). Pengaruh Ketersediaan Informasi Visual (Banner) Qanun Aceh Nomor 6 Tahun 2014 Tentang Hukum Jinayah Terhadap Pengetahuan Siswa/Siswi Sma Kota Banda Aceh (skripsi) Banda Aceh, Universitas Islam Negeri Ar-Raniry.Prayogo Hari Januar, Winarno. (2021) Karakteristik Visual Deformasi Anatomi Pada Lukisan Karya S. Istiyono, Vol 9 No 4 (2021): Volume 9 No.4 Tahun 2021.Qomqriyah N A, Mulyono. (2024). Pengaruh Tayangan Film Animasi Upin Dan Ipin Dalam Dialek Bahasa Melayu Terhadap Bahasa Indonesia Anak Usia Enam Sampai Dua Belas Tahun, Bapala, Volume 11 Nomor 1 Tahun hlm. 9-20.Rotama H. (2014). œFilm Animasi 2D animasi PAJACAKO (tesis) Padangpanjang, Institut Seni Indonesia Padangpanjang.Sitinjak, S. R., Adelina, H., & Yanzi, H. (2017). Pengaruh pilihan film kartun terhadap perilaku anak di pekon luas kabupaten lampung barat. Jurnal Kultur DemokrasiVol 5, No 8.Sumarli, C. O., & Kurnianto, A. (2018). Developing Karakter Animasi Berbasis Kudapan KhasTionghoa. Jurnal Desain, 5(03), 162-173. http://dx.doi.org/10.30998/jurnaldesain.v5i03.2170Winarni R W, Wardani W (2015). Produksi Film Animasi Sebagai Media Kampanye Anti Kejahatan Perdagangan Manusia, Jurnal Desain Vol 3, No 1 (37-48). http://dx.doi.org/10.30998/jurnaldesain.v3i01.590Yangsen, Rara Bulan. (2023). Analisis Semiotika Warna Marawa (Minangkabau) dan Ukiran (Toraja), TEKSTUAL  Volume 21, No 1, https://doi.org/10.33387/tekstual.v21i1.5896
Virtual Campus Tour Application through Markerless Augmented Reality Approach Liang, Ang Wei; Wahid, Noorhaniza; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 5, No 4 (2021)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.5.4.743

Abstract

Augmented Reality (AR) technology has been widely used on campus tours by universities all around the world. However, the students that stay very far away do not have a chance to visit around the campus. Also, the information that is available on the official website is static, resulting in the visitors feeling less engaged with the information. Hence, the virtual campus tour application using the markerless AR technology, namely AR-UTHM Tour is proposed to be developed on the Android mobile-based platform to visualize the buildings and facilities that are available in the university, specifically Universiti Tun Hussein Onn Malaysia (UTHM). This approach allows the users to visualize the 3D models by pointing the camera at any flat surface. Then, the feature point will be generated to generate a virtual plane. The information about the facilities was obtained from the UTHM official website and the 3D models of the buildings were referred to the floor plan and the actual images. The user acceptance test has been conducted on 30 students of UTHM using Technology Acceptance Model (TAM). The result shows that more than 50% of the respondents have successfully executed the AR session without any error. Overall results show that the users are satisfied with the AR-UTHM Tour application. In conclusion, this application is suitable to be used as a medium to introduce and promote UTHM virtually. Future improvements in terms of detailing the aesthetic of the 3D model will be taken into consideration.