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Representasi Etnisitas Dalam Serial Animasi Adit Dan Sopo Jarwo Shelvy Awailul Ramadhani; Aliv Fatima Latifah; Restu Ismoyo Aji
Student Scientific Creativity Journal Vol. 1 No. 4 (2023): Juli : Student Scientific Creativity Journal
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/sscj-amik.v1i4.1643

Abstract

This paper aims to answer the question whether the representations of a number of characters in the animated series Adit dan Sopo Jarwo contain ethnic stereotypes that exist in society. Adit dan Sopo Jarwo animated series depicts a neighborhood in the city of Jakarta by lifting the stories of the daily lives of Indonesian citizens. In it there are many characters with various ethnic backgrounds in Indonesia. Through semiotic analysis, it was revealed that two characters, named Babah Chang and Pak Anas, although in characters are outside the prevailing stereotypes, visually and verbally they still use stereotypes according to the ethnic origin of the two characters.
Efektivitas Strategi Branding Lewat Penempatan Logo dan Super Grafis pada Video Reels Instagram Ikoma ITS Raden Mohammad Zaky Ar-Rafi; Restu Ismoyo Aji
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1977

Abstract

This research analyzes the branding strategy used by Ikatan Orang Tua Mahasiswa ITS (IKOMA) Institut Teknologi Sepuluh November (ITS) through social media, with a focus on the use of interactive Reels videos as a campus approach. The research results show that the use of interactive Reels videos has made a positive contribution in increasing student interaction and awareness of IKOMA and ITS. This research also identifies key factors that influence the success of a branding strategy through social media, such as content quality, creativity, consistency and interaction with the audience. These findings provide important insights for student organizations and educational institutions in understanding the role of branding strategies through social media as a means of strengthening relationships between students and the College.
PERANCANGAN BUKU INTERAKTIF MAKANAN SEHAT SEBAGAI UPAYA PENGENALAN MAKANAN PADA ANAK (PRABACA) USIA 3-5 TAHUN Reza Dwi Anggita; Restu Ismoyo Aji; Aris Sutejo
JURNAL IMAJINASI Vol 8, No 1 (2024): Januari-Juni
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v8i1.45671

Abstract

Periode kehidupan anak-anak adalah salah satu yang paling penting dalam pertumbuhan dan perkembangan tubuh mereka. Tumbuh kembang anak akan ideal apabila menerima asupan nutrisi dengan kualitas yang baik, mengingat anak usia 3-5 tahun yang tingkat konsumsi buah dan sayur cenderung rendah. Asupan berupa nutrisi yang cukup diperlukan untuk perkembangan, kesehatan, dan kecerdasan anak. Memberikan solusi dan edukasi kepada orang tua sebagai upaya pengenalan makanan sehat pada anak yang cenderung picky eater ini adalah tujuan dari perancangan dan untuk memastikan bahwa anak usia 3-5 tahun sehat dan aktif. Terdapat dua tahapan metode yang dilakukan, tahap persiapan dan tahap penciptaan (Masnuna, 2020). Tahap persiapan meliputi pengumpulan data, analisis, sintesis data dan penentuan objek perancangan. Selanjutnya, tahap penciptaan meliputi pra produksi, produksi dan pasca produksi, yang didapatkan dari metode Design Thinking. Konsep "Media Edukasi Makanan Sehat Balita" dikembangkan sebagai hasil dari metode yang dijelaskan. Dengan adanya keyword “Media Edukasi Sehat Balita” dapat dijadikan acuan dalam pembuatan buku interaktif tentang pengenalan makanan sehat pada anak. Media buku interaktif dirancang sebagai media bantu untuk orang tua dalam mengenalkan jenis makanan sehat, serta sebagai media edukasi yang mampu menstimulasi anak usia 3-5 tahun, dengan metode bermain sambil belajar.
Perancangan Desain Logo pada Video Animasi 2 Dimensi “Jelajah Tata Surya” sebagai Media Pembelajaran Siswa Kelas 6 SD : PDF Farah Susmita; Diana Aqidatun Nisa; Restu Ismoyo Aji
DESKOVI : Art and Design Journal Vol. 7 No. 2 (2024): DESEMBER 2024
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v7i2.16520

Abstract

Pendidikan merupakan usaha terencana untuk menciptakan suasana belajar yang mampu meningkatkan potensi peserta didik. Teknologi saat ini memberikan peluang untuk menyediakan media pembelajaran yang lebih variatif dan menarik. Salah satu media yang efektif adalah video animasi, terutama untuk materi yang abstrak seperti sistem tata surya. Namun, rendahnya pemahaman siswa terhadap sistem tata surya menunjukkan perlunya inovasi media pembelajaran. Penelitian ini bertujuan untuk merancang sebuah logo dari video animasi 2 dimensi “Jelajah Tata Surya” yang digunakan sebagai media pembelajaran interaktif bagi siswa kelas 6 SD. Metode yang digunakan mencakup wawancara, observasi, dan kuesioner sebagai data primer, serta studi literatur sebagai data sekunder. Hasil penelitian ini menunjukkan bahwa penggunaan logo yang sesuai dapat meningkatkan daya tarik dan pemahaman siswa terhadap materi pembelajaran.
Perbandingan Konten Instagram Disbudporaparsby dan Roeang.Jenama Pada Gelaran Piala Dunia U-17 2023 Bagas Dwiya Yudhana; Restu Ismoyo Aji
Journal of Creative Student Research Vol. 1 No. 6 (2023): Desember : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsrpolitama.v1i6.2937

Abstract

Motion graphic is one of the graphic design techniques that uses animation to convey information visually. Motion graphic can make visual presentation content richer and clearer in delivering messages. Motion graphic can also help content attract audiences. This study aims to compare the effectiveness of visual presentation on static content and content with motion graphic about the U-17 World Cup 2023. The study was conducted with a qualitative descriptive method. Data collection methods involved interviews to find out the responses of the informants to the content that used motion graphic and static content, as well as observations through direct observation to obtain the informants’ responses, enthusiasm, and understanding of the messages conveyed in both types of content. The results of the study showed that the use of motion graphic can improve the respondents’ understanding and enthusiasm for the message in the content of major sporting events such as the U-17 World Cup. In addition, the use of motion graphic can be a consideration for content creators who use motion graphic. This study has the potential to improve the effectiveness of the message delivered through motion graphic that is educational and informative.
Strategi Branding Akun Instagram Dari Aplikasi Bawapulang: Pendekatan Strategis Dalam Pemasaran Digital Gadis Cantik Bunga Tunjungwangi; Restu Ismoyo Aji
Journal of Creative Student Research Vol. 1 No. 6 (2023): Desember : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsrpolitama.v1i6.2957

Abstract

Branding strategy is an important approach used by every company to promote their brand, products, and services. The branding strategy employed by the Instagram account @bawapulang involves diverse content, such as promotional content aimed at expanding market reach. Additionally, content that includes entertainment like memes and games will foster a closer relationship between BawaPulang and its audience, further broadening its market outreach. Informative content featuring tips and tricks about business will also impact the expansion of market reach, as it won't just engage the account followers but also individuals need these tips and tricks. This journal will highlight the importance of consistent diverse content in building a brand.
Membangun Identitas Brand Melalui Konsistensi Feeds Instagram @Bawapulang.Official Herwanda, Bilqis Agneza; Restu Ismoyo Aji
Journal of Creative Student Research Vol. 1 No. 6 (2023): Desember : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsrpolitama.v1i6.2958

Abstract

A brand is said to succeed when a brand name is at the top of mind level, meaning that without explicitly mentioning the brand name, consumers can spontaneously know what the brand is. To achieve this, of course, there has been a lot of process going through to build strong identities. High-rise brand names are certainly accompanied by good delivery, such as a catchy logo, striking colors, anti-mainstream fonts, eye-catching supergraphs, or large promotions. Various forms of branding were carried out to get the spotlight, the Bawangulang application through its social media page @bawapulang.official. The purpose of this study is to find out how @bawap home.official consistently builds its brand through social media uploads that have unique and striking design styles. This study used the blabla method. Research results show that consistency branding has an effect on their awareness.
Redesain Logo UMKM “Weave” Firaghaida Effendi; Restu Ismoyo Aji
Journal of Creative Student Research Vol. 1 No. 6 (2023): Desember : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsrpolitama.v1i6.2959

Abstract

Weave or Witrove, before the brand name change, was a fashion crafting enterprise specializing in designing items like bags and wallets crafted from natural materials, particularly water hyacinth. Apart from producing fashion products for sale, Weave also contributed to controlling the growth of water hyacinths in the vicinity to prevent ecological damage and other related issues. However, the Weave brand lacked a strong visual identity. Therefore, a logo redesign was necessary to establish a distinctive brand identity compared to other fashion brands and to enhance Weave's visibility in promoting its products through media channels. Data collected for this redesign involved interviews and observations, which were then analyzed using a qualitative descriptive data . This research encompassed several stages to create a visual identity in the form of a logo.  
Proses Perancangan Konten Motion Graphic Untuk ERP DI Instagram Erlangga Satrio Yudha; Restu Ismoyo Aji
Journal of Creative Student Research Vol. 1 No. 6 (2023): Desember : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsrpolitama.v1i6.2997

Abstract

Motion graphics are an important component in a company called ERP Indonesia, because it has a company marketing strategy in the modern digital era, ERP is a company that operates in the field of consulting services regarding Branding (Brand Consultant) (Eka Reka Palakerti) is already engaged in the field of Brand Consultancy since November 30 2019 in Semarang and Tangerang, has an Instagram account which is used as a medium for promoting its services, and in this content uses animated videos based on motion graphics. ERP has increased visual appeal in marketing, increased consumer engagement, and optimized the efficiency of message communication via social media.
Desain Karakter Webkomik Tentang Post-Traumatic Stress Disorder (PTSD) Untuk Usia 16-24 Tahun Annisa Nugraini, Insan; Ismoyo Aji, Restu; Solicitor C. R. E Chidtian, Aileena
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4783

Abstract

Post-Traumatic Stress Disorder (PTSD) is a mental health disorder that occurs after a person experiences or witnesses a traumatic event which can cause sufferers to experience excessive anxiety, flashbacks, nightmares and significant emotional disturbances. Based on this problem, the author is interested in raising the theme of designing PTSD in the context of adolescents aged 16-24 years. The main focus is depicting the main character's experiences and struggles in dealing with PTSD, as well as including messages of awareness and support for the target audience. This research uses qualitative methods and is supported by sources and data from interviews with experts, namely psychologists, official Webtoon comic artists, PTSD survivors themselves and is also strengthened by other supporting sources such as books or journals. Meanwhile, for the quantitative method, it is taken from the results of a questionnaire which shows the quantity for certain data collection needs. A problem-solving plan through comic character design that integrates artistic elements to support the narrative, including color, facial expressions, and body gestures, in creating emotional depth and reader engagement. It is hoped that the resulting comic will provide inspiration, support and enlightenment for individuals who may be experiencing PTSD or have friends and family who are affected. Thus, it is hoped that this design will be the first step in building public awareness of mental health problems among teenagers and early adults through media that is accessible and of interest to them.