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Journal : Mavis : Jurnal Desain Komunikasi Visual

Perancangan Video Mapping Sebagai Media Pengenalan Topeng Malangan Alfi Syahrin; Subari Subari; Achmad Zakiy Ramadhan
MAVIS : Jurnal Desain Komunikasi Visual Vol 2 No 01 (2020): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1102.16 KB) | DOI: 10.32664/mavis.v2i01.480

Abstract

The richness of literary performances in Indonesia is very diverse. The diversity that exists is wealth that can not be calculated in value. Regional culture is reflected in various aspects of existing community life, because each region has different cultural characteristics. This culture needs to be preserved so as not to decrease or even disappear. Malang Mask has become one of the high artistic value cultural heritages in Malang. The community must be familiar with the arts of this area in order to maintain culture. However, people now if you look at culture with a traditional display it will be difficult to attract their attention. In the design process it is necessary to analyze data, primary data sources and secondary data sources. The next step is to draw conclusions from the results of the data obtained. After the conclusion is obtained next is to determine the concept based on the results of the data conclusions. The methodology used is to use the 5w + 1H approach which is used as a basis for the concept of problem solving, which consists of What, Who, When, Where, Why, and How. The purpose of the 5W + 1H analysis is to get the video mapping design concept that will be produced. This video mapping media showcases culture with a modern concept, Malang Mask characters will be the content in this video. This video mapping will be an installation that uses 3D fields as objects to be projected. This media is also supported by poster media, infographics, t-shirts, totebags, social media and key chains. It is hoped that the "Rawat Raut" video mapping design can help introduce and preserve Malang Mask culture.
Perancangan Media Informasi Menggunakan Video Motion Graphic Wisata Pantai Gemah Kabupaten Tulungagung Amzar Ghazidayana; Subari Subari; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 1 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (767.319 KB) | DOI: 10.32664/mavis.v3i1.534

Abstract

Gemah Beach is the one of old tourism objects that have been developed by the Government of Tulungagung Regency, with the development of the South Cross Line (SCL) to facilitate access people and tourists to visit Gemah Beach. There is no information on the tourist spots that are visualize in a media, it is unfortunate if with very supportive tourism potential and good infrastructure but not supported by effective and efficient information media. Therefore motion graphic video is one way to introduce Gemah beach to tourists. Obtained from visitor data, can be created motion graphic video design in accordance with the target audience of teenagers. Motion graphic video is video documentation and motion graphic that is combined into a single information media Gemah beach.
Eksplorasi Punokawan Dalam Perancangan Asset Game Bergaya Chibi Untuk Generasi Muda Sebagai Upaya Pelestarian Budaya Nusantara Syaiful Anwar; Subari Subari; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.519

Abstract

The mobile game is a game that can be played on a feature phone, a smartphone / tablet, smartwatch, and portable media players or graphing calculator. Game assets needed to develop a game. The purpose of this research to design a game asset required to play Mobile Punakawan. This study uses design method derived from the method of designing Sanyoto (2006). Design concept in this study include Thumbnail Layout, Rough Layout, and Layout Comprehensive. The final design in this study a Punakawan game assets. The data used in this research is primary data and secondary data. The primary data of the data taken from the observation results and literature review through the book Art and Character Wayang Purwa, while for secondary data such as reference books, journals existing research, and search for articles that are on the internet. Analysis of the data using the formula 5W + 1H (Who, What, When, Where, Why and How). Based on observations during the design, implementation, and testing processes conducted, it is concluded that the design assets Punakawan game includes sprite, spriteset, tileset, icons, and user interfaces that can then be used for the development of mobile games Punakawan. The character designs were used in this research is the design of a cute chibi character, as an asset to attract users of the game mulai from the age of 8 years, or who are able to operate the Smartphone. The characters used in this design include Bagong Semar, Petruk and Gareng that in the design using Corel Draw and Adobe Photoshop. Presentation Asset game design using Adobe animated CC 2018 Further research is expected to serve as a reference for developing mobile games Punakawan.
Perancangan Video Motion Graphic Tentang Perjalanan Sampah Di Kota Malang Subari Subari; Stefanus Ericko Dewangga; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.796

Abstract

Garbage accumulation is an impact resulting from unprocessed human activities and society’s indifferent nature. If processed properly, the waste can be a promising product that can increase resources in the area. The problem of waste is still a problem in big cities in Indonesia, and Malang is no exception. The city of Malang itself has a lot of waste piles, namely approximately 492.35 tons/day which is transported to TPS (Temporary Disposal Sites) and approximately 464.74 tons/day which is transported to TPA (Final Disposal Sites). This problem must be considered by the people of Malang City, so an interesting approach is needed so that people are interested. The first step to informing this problem is by making a motion graphic video, which covers 3 things, namely why and why garbage has accumulated, a graph of garbage accumulation in Malang City, and solutions to reduce this accumulation. The purpose of making this motion graphic video is to tell the problem of garbage that has accumulated and must be realized by the outside community, especially the people of Malang City. The result of this design is a motion graphic video that will be distributed through on youtube channel. With a motion graphic video about the waste problem in Malang City, people can be more aware and change their habits of not littering.
Perancangan Buku Ilustrasi Diet Untuk Penderita Gastritis Eghi Yulina Anggraeni; Subari Subari; Adita Ayu Kusumasari
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.908

Abstract

Gastritis is a disease that occurs because a person consumes alcohol excessively, smokes, abuses drugs, the age factor, and also because of the Helicobacter pylori bacteria. One very important way to do after suffering from this condition is to go on a diet, but not everyone understands about a diet specifically for gastritis sufferers. To overcome this, information that can be conveyed regarding diet for gastritis sufferers is needed in the form of an illustrated book. This design model begins with writing the background of the problem followed by collecting primary and secondary data, then analyzing the data, determining the design concept, and carrying out the design process up to the final design. The methods used to collect field data are interviews, questionnaires, and literature reviews. This design resulted in an illustrated book entitled "Diet for Gastritis Sufferers". The content in this illustrated book will provide information about gastritis and diet as one of the cures for managing your diet. This information will be conveyed in language and illustrations that are easy to understand and interesting to read.