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Film Animasi 2 Dimensi Cerita Rakyat Bali Berjudul I Ceker Cipak Benny Muhdaliha; Dewa Ray Dharmayana Batuaya
Jurnal Bahasa Rupa Vol. 1 No. 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v1i1.143

Abstract

Many factors can lead to moral irregularities by children, one of which is the number of impressions that are less culturally appropriate and less educational for children. Impressions adapted from folklore often become a strategic alternative as educational media. In general, the message conveyed in folklore is a guideline of behavior in social life, good and bad teaching, joy, sadness, and heroism. Positive moral messages contained are expected to control turbulent in emotion and character development in the process of forming a child's character, especially in the contemporary era. 2 dimensional (2D) animated film which delivering Balinese local content from folklore is done by this research. The 2D animation is entitled 'I Ceker Cipak'. The 2D animation form is chosen because it can explain complicated information to be more simple and interesting, so it can be easily to understood by the audience. 2D animated film is also a media that can be enjoyed by all ages and relatively cheaper and easy to use. Story I Ceker Cipak also convey the values ​​of justice, and humanity through the implementation of the law of karma phala. From the results of tests conducted on children SDN 1 Semarapura Middle students, Klungkung, found that elementary school children can easily understand the moral messages contained in the 2D animation folklore movie entitled I Ceker Cipak.
BENTENG GHAZWUL FIKRI MELALUI ILUSTRASI PADA INSTAGRAM HIJRANISM Deswari, Shavira Wahyu; Muhdaliha, Benny
Wacadesain Vol. 4 No. 1 (2023): Jurnal Wacadesain
Publisher : LPPM Universitas Adhirajasa Sanjaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51977/wacadesain.v4i1.1062

Abstract

Perkembangan teknologi dan informasi yang begitu pesat mengakibatkan informasi mengalami globalisasi, dimana hal itu memiliki dampak positif dan juga negatif. Seperti yang terjadi pada usia 18-35 tahun yang mengalami ghazwul fikri atau perang pemikiran. Dimana generasi muda muslim dapat dengan mudah mengkonsumsi segala sesuatu yang tidak sesuai dengan ajaran Islam dan rentan terhadap invasi budaya dari luar. Salah satu upaya yang harus dilakukan untuk mencegah ghazwul fikri adalah dengan cara memperbanyak dan memperkuat ilmu Islam. Dakwah merupakan salah satu bentuk kegiatan komunikasi, komunikator yang baik adalah yang mampu memberikan pesan dengan mudah diterima dan pahami oleh komunikannya. Untuk mencapai dakwah yang efektif, maka diperlukan medium yang dapat dengan mudah pahami dan diterima oleh generasi muda dan juga menggunakan media yang dekat dengan keseharian mereka, seperti instagram dimana penggunanya sosial media ini terbesar di indonesia adalah kalangan generasi muda. Maka dari itu pencipta membuat akun media sosial instagram “hijranism” dan merancang konten edukasi islam yang terhubung dengan kehidupan generasi muda saat ini. Menggunakan metode pengolahan data secara kualitatif dan dipadukan dengan pendekatan visual secara ilustratif. diharapkan melalui karya ini edukasi tentang ajaran Islam dapat tercapai dan tepat sasaran.
Film Animasi 2 Dimensi Cerita Rakyat Bali Berjudul I Ceker Cipak Muhdaliha, Benny; Batuaya, Dewa Ray Dharmayana
Jurnal Bahasa Rupa Vol. 1 No. 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v1i1.143

Abstract

Many factors can lead to moral irregularities by children, one of which is the number of impressions that are less culturally appropriate and less educational for children. Impressions adapted from folklore often become a strategic alternative as educational media. In general, the message conveyed in folklore is a guideline of behavior in social life, good and bad teaching, joy, sadness, and heroism. Positive moral messages contained are expected to control turbulent in emotion and character development in the process of forming a child's character, especially in the contemporary era. 2 dimensional (2D) animated film which delivering Balinese local content from folklore is done by this research. The 2D animation is entitled 'I Ceker Cipak'. The 2D animation form is chosen because it can explain complicated information to be more simple and interesting, so it can be easily to understood by the audience. 2D animated film is also a media that can be enjoyed by all ages and relatively cheaper and easy to use. Story I Ceker Cipak also convey the values ​​of justice, and humanity through the implementation of the law of karma phala. From the results of tests conducted on children SDN 1 Semarapura Middle students, Klungkung, found that elementary school children can easily understand the moral messages contained in the 2D animation folklore movie entitled I Ceker Cipak.
PERANCANGAN ULANG ANTARMUKA WEBSITE SD ISLAM HARAPAN IBU PONDOK PINANG BERBASIS IDENTITAS VISUAL DAN PRINSIP DESAIN RAMAH PENGGUNA Benny Muhdaliha; Yori Pusparani; Fachri Febriyasa
Pantarei Vol 1 No 2 (2026): Negosiasi Makna, Teknologi, dan Budaya Visual di Era Kecerdasan Buatan dan Media
Publisher : Prodi Ilmu Komunikasi Fakultas Komunikasi & Desain Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/ptr.v1i2.302

Abstract

The rapid development of digital technology requires educational institutions to provide information platforms that are accessible, effective, and visually representative of their institutional identity. SD Islam Harapan Ibu Pondok Pinang, as a modern Islamic elementary school, requires a redesigned website interface that not only delivers information clearly but also reflects Islamic values and a child friendly educational approach. This study aims to develop a website interface that is visually appealing, informative, and easy to use, particularly for parents and prospective students. The research employs data collection through content observation, user needs analysis, wireframe sketching, and the selection of visual elements such as color schemes, typography, iconography, and responsive layout structures. The findings indicate that an interface emphasizing simplicity, clarity of information, and visual consistency with the school’s identity enhances readability, user experience, and public perception of the school’s professionalism. The originality of this study lies in its integration of Islamic values and child-friendly design principles into the development of a school website interface an approach that remains underexplored within the context of Islamic elementary education. The implications of this research highlight the importance of interface designs that are not only functional but also visually communicative in strengthening the school’s digital communication strategy and supporting institutional promotion in the digital era.
Perancangan Logo Untuk Meningkatkan Brand Awareness AT.Net Benny Muhdaliha; Rafli Muhamad Yuniar
Kartala Virtual Studies Vol 5 No 1 (2026): Januari 2026
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v5i1.298

Abstract

AT.Net is a local internet service provider established in 2024 under the ownership of PT Karya Media Benteng Mandiri, headquartered in Neglasari District, Tangerang City. As the company transitions from an RT/RW Net system to a professional Internet Service Provider (ISP), AT.Net faces the challenge of building a strong and consistent visual identity. Currently, AT.Net lacks an official logo that effectively represents its brand character and values. Therefore, this project focuses on logo design using a brand analysis approach and the development of a brand personality, which is then visually translated into a logo. The objective of this design is to create a visual identity that strengthens brand awareness, fosters a positive public perception, and enhances AT.Net’s competitiveness within the internet service industry. The result of this project is expected to serve as a strategic foundation for establishing a professional and trustworthy brand image for AT.Net.
Strategi Komunikasi Visual untuk Mempromosikan Kebiasaan Menabung pada Anak: Pendekatan Design-Based Research Benny Muhdaliha; Angela Agata Gustevin Pasang; Fatma Misky; Yori Pusparani
Kartala Virtual Studies Vol 5 No 2 (2026): Juni 2026
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v5i2.404

Abstract

Financial literacy is an essential competency that should be introduced from an early age to foster responsible financial behavior in later life. However, communicating financial concepts to children remains challenging due to the abstract nature of such concepts and the limited availability of learning media that align with children's developmental characteristics. This study aims to examine how visual communication strategies implemented through an illustrated storybook can support the development of saving habits among children aged 7–9 years. The research employed a Design Based Research (DBR) approach, integrating the iterative processes of designing, implementing, and evaluating educational media. Data were collected through a literature review, observations, and interviews with teachers and students at SDN Petukangan Utara 10 Pagi, Jakarta. The findings indicate that the integration of visual communication elements, including character design, cartoon-style illustrations, a color system based on the Color Image Scale framework, child-friendly typography, and reading-oriented layout design, significantly enhanced students’ engagement, comprehension, and interest in financial literacy content. Through the visual narrative presented in The Adventure of Raya Saving Money, the abstract concept of saving was transformed into a more concrete, engaging, and accessible learning experience. The study demonstrates that visual communication functions not only as a medium for information delivery but also as an educational instrument capable of shaping children’s understanding, attitudes, and financial behaviors. The findings contribute to the development of visual communication Design Based educational media and expand current discussions on the role of visual storytelling in children’s financial literacy education.
PELATIHAN DAN PENDAMPINGAN PEMANFAATAN DAUR ULANG KERTAS UNTUK PRODUK KREATIF BERDAYA SAING Benny Muhdaliha; Dhika Purnama Putra; Yori Pusparani; Jeannie Anissa; Diana Putri Rahayu; Siti Najwa Maqbullah Ardiansyah; Galang Muhamad Arifin
Wacadesain Vol. 6 No. 2 (2025): Jurnal Wacadesain
Publisher : LPPM Universitas Adhirajasa Sanjaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51977/xcq0bd09

Abstract

Pelatihan inovasi daur ulang kertas berfokus pada penguatan kapasitas sumber daya manusia melalui pelatihan keterampilan daur ulang kertas, desain, dan pemasaran digital yang sekaligus menjadi media pendidikan kreatif dan ekologis. Penerapan teknologi sederhana dalam produksi dan promosi karya memperkenalkan inovasi ramah lingkungan yang mudah diakses masyarakat. Kegiatan ini juga mendorong kesetaraan gender dan partisipasi pemuda, dengan membuka ruang peran seluruh masyarakat dalam proses produksi maupun pameran karya. Melalui pameran seni dan desain, masyarakat diajak memahami nilai tambah limbah sebagai produk kreatif, sehingga terwujud pemberdayaan komunitas yang inklusif, berdaya saing, dan berkelanjutan. Dengan melaksanakan workshop daur ulang kertas, produksi karya kreatif, dan pameran edukatif untuk mendukung konsumsi berkelanjutan. Dengan kata lain, pelatihan branding, katalog digital, serta pemasaran kreatif memperkuat daya saing dan pendapatan komunitas, sejalan dengan pertumbuhan ekonomi inklusif. Mengajak Surat Sobek (SS) sebagai mitra untuk bersama-sama melakukan pelatihan. Mengingat kondisi SS yang memiliki keterbatasan, branding yang lemah, serta pemasaran yang terbatas. Kondisi ini menghambat potensi mereka dalam mengembangkan seni daur ulang kertas menjadi produk kreatif yang berdaya saing dan berdampak sosial-ekonomi. Bentuk kegiatan meliputi sosialisasi program, pelatihan daur ulang kertas dan desain, pendampingan produksi serta branding, pengembangan katalog dan pemasaran digital, pameran karya komunitas, serta evaluasi dan tindak lanjut untuk memastikan keberlanjutan program berbasis seni ramah lingkungan.
REPRESENTASI KEBERANIAN VISUAL KARAKTER DON DALAM ANIMASI FILM JUMBO MELALUI PENDEKATAN SEMIOTIKA CHARLES SANDERS PEIRCE Fitriya Handayani; Benny Muhdaliha
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58274

Abstract

The animated film Jumbo is one of Indonesia’s animated films that conveys various life values through its character visuals, one of which is courage represented by the main character, Don. This study aims to identify Don’s visual character structure using the Manga Matrix concept and to analyze the representation of courage through Charles Sanders Peirce’s semiotic approach. This research employed a qualitative descriptive method, with data collected through observation, documentation, and literature review. The data were analyzed using the Manga Matrix concept, which consists of the form matrix, costume matrix, and personality matrix, followed by Charles Sanders Peirce’s semiotic theory, which includes icon, index, symbol, and interpretant. The findings indicate that Don’s visual character structure is formed through his physical appearance, costume, attributes, and personality, which work together to establish his character identity. Meanwhile, the representation of courage is conveyed through various visual elements, including body posture, costume, attributes, facial expressions, and body gestures, interpreted through the relationship between icons, indexes, symbols, and interpretants. Therefore, the film Jumbo represents courage as a value developed through the character’s growth and supported by the overall visual elements that shape Don’s character.
Analisis Semiotika Roland Barthes: Representasi Nihilisme dalam Video Musik Planetarium Jirapah Dara Puspa Maharani; Dhika Purnama Putra; Benny Muhdaliha
de-lite Vol. 6 No. 1 (2026): July 2026
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/de-lite.v6i1.11454

Abstract

Penelitian ini mengkaji representasi nihilisme eksistensial dan nihilisme kosmik dalam video musik Planetarium karya Jirapah melalui pendekatan semiotika Roland Barthes. Latar belakang penelitian ini berangkat dari meningkatnya representasi tema nihilistik dalam budaya populer audiovisual sebagai respons terhadap krisis makna dalam masyarakat kontemporer yang dipengaruhi globalisasi dan disrupsi teknologi. Tujuan penelitian adalah mengidentifikasi serta menjelaskan bagaimana elemen visual membentuk makna nihilistik melalui lapisan denotasi, konotasi, dan mitos. Metode yang digunakan adalah penelitian kualitatif deskriptif dengan teknik analisis semiotika Roland Barthes. Unit analisis berupa scene yang mencakup komposisi visual, sinematografi, warna, gestur, kostum, dan elemen pendukung lainnya. Dari 15 adegan kandidat, dipilih 6 adegan berdasarkan kriteria kemunculan tanda nihilisme, signifikansi naratif, dan relevansi teoritis. Hasil penelitian menunjukkan bahwa konstruksi nihilisme direpresentasikan melalui empat tahapan visual, yaitu pencarian makna, fragmentasi identitas, keterasingan eksistensial, dan peluruhan eksistensi. Adegan-adegan tersebut memperlihatkan krisis makna berkelanjutan, ketidakstabilan identitas, serta alienasi yang tidak teratasi oleh perubahan ruang. Selain itu, nihilisme kosmik direpresentasikan melalui simbolisasi kefanaan manusia dan absennya makna yang bersifat sentral dalam kosmos yang impersonal. Kesimpulan penelitian menunjukkan bahwa makna nihilistik dibangun melalui relasi visual dan lirik yang simbolik, repetitif, dan metaforis, sehingga video musik Planetarium merepresentasikan krisis eksistensial manusia modern dalam budaya audiovisual. Penelitian ini menegaskan bahwa semiotika Barthes memungkinkan pembacaan tanda visual secara mendalam dalam studi budaya populer dan komunikasi visual kontemporer. Penelitian ini diharapkan memberikan kontribusi terhadap pengembangan kajian komunikasi visual, studi budaya populer, serta pemahaman tentang bagaimana ideologi makna nihilistik dikonstruksi dan direpresentasikan dalam media audiovisual kontemporer di Indonesia secara akademis yang relevan bagi kemajuan pengembangan akademik.