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Sampling Suara Instrumen Musik sebagai Strategi Peningkatan Hasil Belajar Mahasiswa dalam Pembuatan Film Scoring Pandan Pareanom Purwacandra; Oriana Tio Parahita Nainggolan
Rekam : Jurnal Fotografi, Televisi, Animasi Vol 15, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v15i1.3232

Abstract

ABSTRAKFilm scoring merupakan pembuatan musik untuk mengiringi gambar visual dalam film. Dalam pembuatan film scoring sangat dibutuhkan pengetahuan tentang musik, hal ini dikarekan film scoring memiliki tujuan untuk menciptakan emosi penonton agar dapat memahami film yang ditonton. Instrumen musik merupakan elemen musikal yang mendukung terciptanya emosi penonton. Penelitian ini memiliki tujuan meningkatkan hasil belajar mahasiswa Program Studi D-3 Animasi, Fakultas Seni Media Rekam, Institut Seni Indonesia Yogyakarta pada pembuatan Film Scoring dengan strategi pembelajaran menggunakan sampling suara isntrumen musik. Untuk mengetahui peningkatan hasil belajar mahasiswa, maka digunakan penelitian tindak kelas dengan tiga siklus. Indikator keberhasilan hasil belajar mahasiswa didapat dari nilai dalam tugas membuat film scoring. Hasil penelitian menunjukkan bahwa terjadi peningkatan hasil belajar mahasiswa pada akhir siklus ketiga dari PTK dengan menggunakan strategi pembelajaran sampling suara instrumen musik. Hasil belajar mahasiswa ini ditunjukan dengan jumlah mahasiswa yang mendapat nilai amat baik dan baik yaitu sekitar 93,75% dari 16 mahasiswa. Berdasarkan hasil tersebut, maka dapat disimpulkan bahwa penggunaan strategi sampling suara instrumen musik meningkatkan hasil belajar mahasiswa pada pembuatan film scoring. Film scoring is music written specifically to accompany a movie. The knowledge about music plays an important role in the making of film scoring. The purpose of film scoring is evoking audience’s emotion so they will understand the film message. Musical instrument is musical element that create audience’s emotion while watching film. This research aims to enhance student learning outcomes at Animation Study Program, Faculty of Media and Recorded Arts, Indonesia Institute of the Arts Yogyakarta in making film scoring with using sampling musical instrument as learning strategy. This research is classroom action research with three cycles. The indicator of student learning outcomes gathering from number of students who got an excellent and good marking in making film scoring. The results show 93,75% students or 15 out of 16 students got an excellent and good marking in making film scoring. According to the result of this study, it was concluded that the strategy of using sampling musical instrument can improve student learning outcome in making film scoring. 
Penerapan Prinsip Animasi dalam Penciptaan Animasi 3D “Kepiting” Latu Arifian Priyono; Pandan Pareanom Purwacandra; Samuel Gandang Gunanto; Kathryn Widhiyanti
Journal of Animation and Games Studies Vol 6, No 1 (2020): April 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i1.3854

Abstract

Film animasi 3D “KEPITING” menceritakan tentang persahabatan antara 2 kepiting jantan yang saling berlomba untuk memperebutkan perhatian kepiting betina. Durasi film animasi ini adalah 3 menit 30 detik, dengan gaya animasi yang ekspresif dimana adegan yang ditampilkan menggunakan gestur layaknya gerakan manusia. Pembuatan animasi ini menggunakan teknik animasi 3D dengan menerapkan 5 prinsip animasi, yaitu dengan membuat model 3D dari asset - asset yang akan digunakan untuk kemudian dianimasikan. Squash and stretch, anticipation, Follow-through, secondary action, exaggregation merupakan 5 prinsip animasi yang digunakan dalam penciptaan animasi “Kepiting”.  
Penciptaan Film Animasi “Chase!” Dengan Teknik “Digital Drawing” Febri Faizin Alfatra; Mahendradewa Suminto; Pandan Pareanom Purwacandra
Journal of Animation and Games Studies Vol 5, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v5i1.2799

Abstract

A short animation that combines several personal experiences and surroundings into a simple yet entertaining story. Although the story is presented simply, visualization is made unique and flexible with digital two-dimensional animation techniques. This animated film is titled “CHASE!” Which means chasing, taken from the core of the film which tells the story of a young man who chases a mysterious woman who turns out to be a transvestite.The animated film “CHASE!” Lenght 3 minutes 45 seconds, make the story made shorter and directly to the point at the core of what will be delivered. The number of shots reached 45 shots with a total of 5400 frames of HDTV 1920 x 1080 px 24 fps (frames per second). In the process of making this film also applied 12 principles of animation. Making an animated film “CHASE!” uses a digital process in it. For animating, 2D drawing frame by frame technique are used digitally by using computers, background images are also digitally created without leaving the artistic value of traditional drawing techniques using hands.Keywords: Film, 2D Animation, Personal Experience, Digital
Penciptaan Film Animasi “Afeksi” Dengan Teknik Digital 2 Dimensi Melalui Pendekatan Surealis Nur Afif; Arif Sulistiyono; Pandan Pareanom Purwacandra
Journal of Animation and Games Studies Vol 3, No 1 (2017): April 2017
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v3i1.1716

Abstract

Affection is the Indonesian language of a scientific dictionary which means affection. The affection that is raised in this animated film is the affection between mother and a son who grew up. Conflict and emotion between the two are present when the child goes to maturity, emotional instability as a teenager in the face of various philosophies and the reality of life. This is what makes the distance and time separator, until regret, loneliness and longing that leads back to the mother.The creation of the animated film is presented in the form of 2D animation with hardlight lighting techniques without the use of narration and dialogue. As a supporter built music in such a way that can strengthen the suasasa in every groove.Visualization of the film deliberately carry the concept of contemporary theatrical dance where in terms of content and motion is still insert elements of culture. Not to mention the surreal approach is also applied in this work. The addition of water element as a form of emphasis on expression and emotion as well as to add an artistic impression as a visual support.Keywords: affection, 2D animation, surealis, teatrichalAbstrak Afeksi merupakan bahasa Indonesia dari kamus ilmiah yang berarti kasih sayang. Kasih sayang yang diangkat dalam film animasi ini adalah kasih sayang antara ibu dan seorang putra yang dibesarkannya. Konflik dan emosional diantara keduanya hadir kala si anak menuju kedewasaan, ketidakstabilan emosi saat remaja dalam menghadapi berbagai filosofi dan realitas kehidupan. Hal inilah yang menjadikan pemisah jarak dan waktu, hingga sesal, sepi dan rindu yang menuntunnya kembali kepada sang ibu.Penciptaan film animasi ini disajikan dalam bentuk animasi 2D dengan teknik pencahayaan hardlight tanpa menggunakan narasi dan dialog. Sebagai penunjangnya dibangunlah musik sedemikian rupa sehingga dapat memperkuat suasasa dalam setiap alurnya.Visualisasi film sengaja mengusung konsep tarian teatrikal kontemporer dimana dari segi konten maupun gerak masih menyisipkan unsur budaya. Tidak lupa pendekatan surealis juga diterapkan dalam karya ini. Penambahan elemen air sebagai wujud penekanan ekspresi dan emosional sekaligus untuk menambahkan kesan artistik sebagai penunjang visualisasi. Kata kunci: afeksi, animasi 2D, surealis, teatrikal
Penggunaan Bahasa MIDI Dalam Pembuatan Jinggle SPBU Pandan Pareanom Purwacandra
Journal of Animation and Games Studies Vol 2, No 1 (2016): April 2016
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v2i1.1412

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MIDI can process a number of sound into one software including types of instrument that can be produced dan provided by a digital music device or can be combined some or all instruments into one application, so the efficiency of the sound can be produced by a well-managed monitoring and the quality of voice clarity can be obtained in making and or editing. This study is conducted in order to create a Jingle in a gas station in Merbung, Klaten. By using MIDI technology, the jingle produced will be cheaper but still qualified. Additionally, jingle created via MIDI applications can be easily edited and updated. Instrument digital music even resembles the original instrument.Keywords: MIDI, jingle, instrument, digital music, gas station AbstrakMIDI mampu mengolah banyak suara ke dalam satu aplikasi termasuk jenis-jenis instrumen yang dapat dihasilkan dan disediakan oleh suatu perangkat musik digital atau dapat juga dipadukan beberapa atau semua instrumen tersebut ke dalam satu aplikasi, sehingga efisiensi suara dapat dihasilkan dengan monitoring yang lebih tertata dan kualitas kejernihan suara mampu diperoleh dalam pembuatan maupun pengeditan. Penelitian ini dilakukan dalam rangka membuat sebuah Jingle di salah satu SPBU di Merbung, Klaten. Dengan menggunakan teknologi MIDI, maka jingle yang dihasilkan akan lebih murah namun tetap berkualitas. Selain itu, jingle yang dibuat melalui aplikasi MIDI dapat dengan mudah di edit dan di update. Instrument digital music pun menyerupai instrument aslinya.Kata kunci: MIDI, jingle, instrument, digital music, gas station
Penciptaan Karya Film Animasi 2D “Miliv” Dengan Teknik Hybrid Rafinur Nidiansyah; Arif Sulistiyono; Pandan Pareanom Purwacandra
Journal of Animation and Games Studies Vol 5, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v5i1.2800

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When human realize that they are not as they appear, it causes personal conflicts in humans, there are two sources that come from inside and outside. With animated films that have become increasingly popular with various groups, the creation of the animated film “MILIV” as one of media delivery in the form of visual and media delivery messages contained in the film.With the concept of hybrid, it combines stopmotion animation techniques, rotoscope, and digital animation, creating an experimental genre animation work with its unique visual style.The animated film “MILIV” tells of a bird who is too late to realize his true identity and is trapped in comfort zone. Contemplation became the main goal in this animated film “MILIV”Keywords: Film, MILIV, Hybrid, Rotoscope, Stopmotion, Experimental, Animation
“Gadget Freak (Smartphone)” Animasi Motion Graphic Iklan Layanan Masyarakat Kristyannanda Aprilia Putra; Mahendradewa Suminto; Pandan Pareanom Purwacandra
Journal of Animation and Games Studies Vol 4, No 1 (2018): April 2018
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v4i1.2127

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Melihat banyaknya pengguna smartphone dan menjadikan generasi anak muda sekarang menjadi generasi individualis, menjadikan ide pada film animasi ‘Smartphone Addiction’ yang menggugah keinginan untuk merubah prilaku anak muda sekarang untuk lebih bersikap bijak terhadap perkembangan teknologi lewat animasi motion graphic, yang berisi gambaran-gambara perilaku kita sekarang ini yang terlalu menjadi pecandu smartphone.Teknikanimasimotion graphic digunakandalampenciptaankaryaanimasi, ‘Remaja dan Smartphone’denganalasaninginmemberikan penyajian yang sederhana dan mudah dipahami lewat style gambar flat designdan teknik animasi motionyang di padukan dengan narasi untuk memperjelah isi dan pesan pada film animasi ‘Remaja dan Smartphone’.Film animasi‘Remaja dan Smartphone’ sebuah film infografis yang di dalamnya berisi kebiasaan-kebiasaan anak muda sekarang yang terlalu menjadi pecandu smartphoneyang mengakibatkan masa muda mereka menjadi generasi individualis, kehidupan yang membosankan dan mereka hanya hidup di ruang lingkup dunia maya saja, di dunia nyata hanya menjadi manusia asing, sehingga mulai dari sekarang generasi anakmuda yang cerdas harus lebih bias bersikap bijak terhadap perkembangan teknologi. Kata kunci: Smartphone, Perkembangan Teknologi, Iklan Layanan Masyarakat Abstract Seeing the number of smartphone users and making the generation of young people now become an individualist generation, making the idea of an animated film 'Smartphone Addiction' that arouses the desire to change the behavior of young people now to be more wise about technological developments through animated motion graphics, which contain images of behavior we are now too much of a smartphone addict.Motion graphic animation techniques are used in the creation of animated works, 'Teenagers and Smartphones' with the reason that they want to provide a simple and easy-to-understand presentation through flat design drawing styles and motion animation techniques that are combined with narration to fill the contents and messages in the animated film' Teenagers and Smartphone '.Animated film “Remaja dan Smartphones' an infographic film that contains the habits of young people who are now too addicted to smartphones which results in their youth becoming an individualist generation, a boring life and they only live in the scope of cyberspace, in the world the real thing is only being a foreign human, so that from now on the generation of smart youngsters must be more biased to be wise about technological developments. Keywords: Smartphone, Technology Development, Public Service Advertising
“Jungle Quest” Edukasi Pengetahuan Umum Lima Binatang Langka Indonesia Dalam Permainan Kartu Hizkia Kurniawijaya Hanz; Samuel Gandang Gunanto; Pandan Pareanom Purwacandra
Journal of Animation and Games Studies Vol 5, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v5i1.2801

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In this era of digital games, card games are quite difficult to find markets, because they have issue, and the production costs are not small. Compared to digital games that only need to be downloaded from the store application and can be played anywhere without spending a lot of money even free.According to the boardgame community data on the boardgame.id website, the number of enthusiastic boardgame players in Indonesia in 2017 is increasing because more and more indie developers are starting to create board games with interesting and creative ideas, which can attract board game enthusiasts to try and playBased on these data, the author plans a card game that can be played by certain people with the education theme of Indonesian rare animal information. Searching for Forests, among others, provides information about the general knowledge of five rare Indonesian animals, while training players’ dexterity.Keywords: Cardgame, Game, Jungle Quest
PENATAAN ARTISTIK FILM TARI ‘WATESMANTRA’ BERBASIS PUISI Zahrina Zatadini; Pandan Pareanom Purwacandra
EKSPRESI: Indonesian Art Journal Vol 12, No 1 (2023)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ekp.v12i1.10207

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AbstrakPenelitian ini bertujuan untuk merancang penataan artistik film tari yang berbasis puisi berjudul “Watesmantra”. Puisi “Watesmantra” mengisahkan seorang anak yang turun ke dunia dan mencari pemaknaan dari semua ilmu pengetahuan serta pengalaman hidup yang ingin dan sudah ia dapatkan. Film Tari dikemas dengan pendekatan tradisi kontemporer. Perancangan dilakukan dengan menginterpretasi puisi dan mewujudkan visualnya dengan prinsip-prinsip desain elementer sesuai dengan tema dan konsep yang telah ditentukan. Metode yang dilakukan adalah dengan penelitian artistik, yaitu dengan melibatkan penciptaan suatu karya seni sebagai bentuk pengumpulan data atau informasi. Penelitian dilakukan dengan tahap pengamatan, analisis data, penciptaan karya seni, evaluasi dan interpretasi karya seni. Penulisan berupa deskripsi analitis dengan teori prinsip desain elementer. Analisis data bermula dengan menguraikan puisi per bait, interpretasi, dan memvisualisasikan dalam bentuk unsur rupa sebagai penanda dari makna yang akan disampaikan. Hasil dari penelitian ini adalah berupa rancangan penataan artistik dengan uraian rinci puisi yang terwujud dalam proses praproduksi.Kata kunci: Tata Artistik, Film Tari, Desain Elementer. AbstractThis study aims to design the artistik arrangement of a poetry-based dance film entitled “Watesmantra”. “Watesmantra”'s poem tells of a human who comes to earth and seeks meaning from all the knowledge and life experiences that he wants and got. This dance film wrapped in a contemporary tradition approach. The design is done by interpreting the poetry and realizing the visuals with elementary design principles in accordance with predetermined themes and concepts. The method used is artistik research, involving the creation of a work of art as a form of data or information collection. The research was carried out with the stages of observation, data analysis, creation of works of art, evaluation and interpretation of works of art. Writing in the form of an analytical description with the theory of design principles. Data analysis begins with a breakdown of the poem per stanza, interpretation is carried out and visualization in the form of visual elements as markers of the meaning to be conveyed. The result of this research is in the form of an artistik arrangement design with a poetry breakdown which is materialized in the pre-production process.Keywords: Art Development, Dance Film, Design Principles.
Class Repertoire sebagai Strategi Pembelajaran Mata Kuliah Musik Media dalam Memahami Mood Musik Film Pandan Pareanom Purwacandra; Febri, I Wayan Nain; Setiarini, Agnes Tika
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 2 (2025): Oktober: Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i2.6703

Abstract

This research examines the effectiveness of using a repertoire class as a learning strategy in the Media Music course of the Film and Television Production Study Program at the Indonesian Institute of the Arts, Yogyakarta. The course, offered in the fourth semester, focuses on film music creation, mood development, and instrumental understanding. The study applies the Classroom Action Research method with the primary goal of improving students’ comprehension of film scoring components. Pre-cycle findings showed that students’ understanding was relatively low under previous teaching approaches. To address this, the repertoire class method was introduced. This strategy emphasises active learning through sound samples from various instruments, allowing students to directly experience and analyse how musical elements shape the mood of a film. The interactive design of this method provides not only theoretical insights but also practical, auditory experiences that deepen learning. The research was carried out in three CAR cycles, each evaluating student progress and adjusting strategies as needed. Results demonstrate a notable improvement in learning outcomes. The percentage of students achieving Excellent and Very Good categories increased significantly, while the number in the Poor category decreased. These findings confirm that repertoire classes, especially those incorporating instrumental sound samples, are highly effective in enhancing students’ understanding of the emotional dimension of film music. In conclusion, this approach enriches the learning experience and equips students with both technical knowledge and emotional sensitivity in film scoring. By integrating practice-based methods, the repertoire class proves to be a valuable strategy in media music education.