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EKSPLORASI RIGGING PADA KARAKTER 3D AMICO Wijaya, Wisnu; Ramadhani, Nugrahardi
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 02 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

A spherical robot named Amico serves as the mascot for the 63rd anniversary celebration of ITS. Amico's design as a sphere embodies a concept of greater flexibility compared to other geometric objects, representing high mobility. The challenge lies in configuring the rigging of the spherical object to move in all directions (X, Y, and Z axes) without distorting the three-dimensional model. The method used involves experimentation with adding parameter properties to selected bones. The complexity of rigging varies according to specific needs of each 3D character. To avoid gimbal lock, where two rotational axes become aligned, complicating rotation for animators, particularly for ball-based 3D characters, multiple layers of bone hierarchy are used. Creating multiple layers of hierarchical control helps reduce the likelihood of gimbal lock. Parameter properties offer more control options for 3D objects. In terms of time efficiency, these parameters automate certain aspects of animation, such as scale changes and geometric shape alterations, regardless of the object's movement and rotation. These changes make the visualization of 3D objects appear more dynamic by adhering to animation principles such as stretch and squash. Simply put, parameter properties serve as centralized controls, allowing animators to manage and coordinate multiple elements from a single point (parameter properties), thus making control management and coordination more efficient.
Crowd navigation for dynamic hazard avoidance in evacuation using emotional reciprocal velocity obstacles Fachri, Moch; Prasetyo, Didit; Damastuti, Fardani Annisa; Ramadhani, Nugrahardi; Susiki Nugroho, Supeno Mardi; Hariadi, Mochamad
IAES International Journal of Artificial Intelligence (IJ-AI) Vol 13, No 2: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijai.v13.i2.pp1371-1379

Abstract

Crowd evacuation can be a challenging task, especially in emergency situations involving dynamically moving hazards. Effective obstacle avoidance is crucial for successful crowd evacuation, particularly in scenarios involving dynamic hazards such as natural or man-made disasters. In this paper, we propose a novel application of the emotional reciprocal velocity obstacles (ERVO) method for obstacle avoidance in dynamic hazard scenarios. ERVO is an established method that incorporates agent emotions and obstacle avoidance to produce more efficient and effective crowd navigation. Our approach improves on previous research by using ERVO to model the perceptive danger posed by dynamic hazards in real-time, which is crucial for rapid response in emergency situations. We conducted experiments to evaluate our approach and compared our results with other velocity obstacle methods. Our findings demonstrate that our approach is able to improve agent coordination, reduce congestion, and produce superior avoidance behavior. Our study shows that incorporating emotional reciprocity into obstacle avoidance can enhance crowd behavior in dynamic hazard scenarios.
VIDEO IKLAN LAYANAN MASYARAKAT “KLINIKHOAKS” SEBAGAI MEDIA KAMPANYE PENANGGULANGAN HOAKS PADA MASYARAKAT JAWA TIMUR Ramadhani, Nugrahardi; Prasetyo, Didit; Noordyanto, Naufan; Theona Shafira, Aeysha; Yudhi Wijaya, Arya; Wahyudi Farid, Imam
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 10 No. 03 (2024): September 2024
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v10i03.9110

Abstract

Penelitian ini bertujuan untuk mengevaluasi efektivitas video iklan layanan masyarakat (ILM) sebagai media kampanye dalam meningkatkan kesadaran masyarakat terhadap bahaya hoaks, dengan fokus pada penggunaan platform Klinikhoaks milik Dinas Komunikasi dan Informatika Provinsi Jawa Timur. Masalah utama penelitian ini berakar pada penyebaran hoaks yang meningkat signifikan sejak pandemi COVID-19, yang berdampak pada berbagai aspek sosial, politik, dan ekonomi. Untuk itu, penelitian ini mengusulkan penggunaan ILM dengan genre komedi musikal sebagai media kampanye edukatif yang memadukan unsur hiburan dan pesan sosial. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen. Responden dipilih dari berbagai kalangan profesi di Jawa Timur, dan data dikumpulkan melalui kuisioner tertutup yang mengukur pemahaman responden sebelum dan sesudah menonton ILM. Selain itu, dilakukan uji publik dengan 37 responden untuk menilai tingkat efektivitas ILM melalui skala liker 1-5. Data dianalisis menggunakan statistik deskriptif untuk melihat perbedaan pemahaman dan sikap responden setelah intervensi. Hasil penelitian menunjukkan bahwa ILM ini efektif dalam meningkatkan kesadaran masyarakat terhadap situs Klinikhoaks dan bahaya hoaks, dengan peningkatan pengetahuan sebesar 56% setelah penayangan video. Sebagian besar responden juga menyatakan bahwa pesan dalam ILM tersampaikan dengan jelas, dan 66% responden menganggap ILM tersebut sangat menarik.
Preliminary Design Pada Perancangan Merchandise Resmi Untuk Revenue Generated ITS Sebagai PTNBH Nugrahardi Ramadhani; Denny Indrayana Setyadi; Rabendra Yudistira Alamin; Didit Prasetyo
Jurnal Bahasa Rupa Vol. 1 No. 2 (2018): Jurnal Bahasa Rupa April 2018
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.v1i2.234

Abstract

The Revenue Generated ITS program as part of ITS Strategic Plan of PTNBH 2015-2019 provides a new challenge for ITS to develop business programs that departs from the intellectual result of all academic community. One of the opportunities that can be initiated is the development of official ITS merchandise products as a commercial product of ITS. ITS Merchandise product development efforts has been finding a variety of obstacles, ranging from inconsistencies between the products with each other, the quality of the existing product quality, up to the quality of the resulting product ideas. ITS Merchandise product development efforts are considered very urgent to be done immediately to see the high demand for ITS official merchandise products for various ITS activities. The method used in this research is the method of designing product design variants. Some stages of research include: (1) identification of design typology merchandise; (2) identification of consumers and product needs of ITS Merchandise; (3) Mapping merchandise product categories; (4) Development of product design merchandise variant; (5) Materials analysis and merchandise ITS Design Form; (6) Sampling of 1 prototype product; (7) Preparation of ITS Merchandise Product Design Guidelines. The approach used in variant product development in this research is ‘morphological chart’. The results to be achieved in this research is the identification of ITS Merchandise product line and its implementation, and A guide to merchandise product design development at production stage.
‘Sarimin’ Game Petualangan Adaptasi Webtoon Dengan Konsep Discovering The Mythical Creatures Nugrahardi Ramadhani; Annisa Dhia Baswedan
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
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.v5i1.843

Abstract

This research focused on designing a webtoon adaptation game "Sarimin" based on Indonesian mythical creatures. The purpose of this paper is to introduce various Indonesian mythical creatures as the preservation and appreciation of local mythical culture from the positive side through the player's point of view as Sarimin, who is the personification of the white monkey djinn and the main character of the webtoon 'Sarimin'. The design methods used were literature study, observation of historical physical relics, experimental studies, interviews with game developers, prototyping, and testing. Based on the research results, the "Discovering The Mythical Creatures" design concept was created where players would explore the levels and be introduced to Indonesian mythical creatures and their stories related to the story from the webtoon 'Sarimin' with adventure-platformer gameplay.
Perancangan Buku Visual “Telisik Tari Topeng Tunggal” sebagai Upaya Dokumentasi Eksistensi dan Pelestarian Kesenian Tradisional Betawi Dwitasari, Putri; Syafira, Devi; Ramadhani, Nugrahardi; Rizkiantono, Raditya Eka
GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL Vol. 7 No. 1 (2025): Jurnal Gestalt : Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual. Fakultas Arsitektur dan Desain Jalan Raya Rungkut Madya, Gn.Anyar, Surabaya, Jawa Timur 60294

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v7i1.224

Abstract

Modernisasi dan globalisasi di Jakarta saat ini menyebabkan semakin menurunnya minat generasi muda terhadap kesenian. Perubahan gaya hidup dan budaya mempengaruhi preferensi hiburan para generasi muda tersebut, yang cenderung memilih budaya populer global dibandingkan dengan kesenian tradisional lokal. Selain itu, minimnya dokumentasi serta kurangnya kegiatan promosi dari pemerintah dan komunitas seni menyebabkan terjadinya penurunan minat ini. Kondisi seperti ini memaksa kesenian tradisional seperti salah satunya adalah Tari Topeng Tunggal Betawi untuk berjuang mempertahankan eksistensinya ditengah arus budaya modern saat ini. Latar belakang diatas menjadi alasan utama dibuatnya perancangan ini. Proses pembuatan buku ini menggunakan metode kualitatif, seperti studi literatur studi literatur, studi eksisting, observasi, riset eksperimental, serta wawancara mendalam dengan para narasumber ahli. Data hasil penelitian kemudian disusun menjadi enam bab utama yang membahas secara detail tentang sejarah, topeng, busana, instrumen, gerakan tari, dan tata cara pementasan tari topeng tunggal. Buku visual ini dirancang dengan tujuan untuk menjaga eksistensi dan kelestarian kesenian tradisional Betawi terutama kepada generasi muda. Buku ini menyajikan informasi yang lengkap dan mendalam tentang berbagai aspek Tari Topeng Tunggal Betawi, mulai dari sejarah, jenis topeng, kostum, hingga teknik pementasan. Dengan mengutamakan elemen visual seperti foto dan ilustrasi, buku ini diharapkan dapat menjadi sebuah dokumentasi seni untuk menjaga eksistensi dan kelestarian kesenian tradisional betawi, serta dapat menjadi preferensi bacaan yang bermanfaat bagi generasi muda.
Animasi Edukasi Serangga Penyengat bagi Anak 6-9 Tahun dengan Pendekatan Karakter Antropomorfisme Maulana, Tito; Ramadhani, Nugrahardi; Prasetyo, Didit
Rekam Vol 21, No 2 (2025): Oktober 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v21i2.10777

Abstract

Educational Animation on Stinging Insects for Children Aged 6–9 Using an Anthropomorphic Design Approach. The global decline in insect populations has become a pressing environmental concern. Studies predict a 40% decrease in the coming decades due to habitat loss, pollution, and climate change. Among the most affected are stinging insects from the order Hymenoptera, such as ants, bees, and wasps. Despite their essential ecological roles, these insects are often perceived as pests due to their painful stings. Educational efforts are therefore needed, particularly for children aged 6–9, through engaging media such as educational animation. An anthropomorphic approach has been shown to effectively attract children's attention and raise awareness of stinging insects.The design process involved literature review on child development, stinging insect biology, anthropomorphic character design, and animation production. This was followed by analysis of existing anthropomorphic animations, in-depth interviews with entomologists and children’s animation experts, and iterative qualitative analysis. The animation was then tested with children aged 6–9 years old. The final product, an animation titled Exploring Entopia, successfully captured children’s interest and improved their knowledge of stinging insects by 68% after viewing. This outcome highlights the potential of anthropomorphic animation as a reference for developing science education media at the elementary level. 
Proksemiks Ruang Akses Anjungan Tunai Mandiri (ATM) dalam Kajian Desain Dan Lingkungan Binaan Yusa, I Made Marthana; Ramadhani, Nugrahardi; Triyadi, Agus
CandraRupa : Journal of Art, Design, and Media Vol. 2 No. 2 (2023): Vol.2 No.2, October (2023)
Publisher : Universitas Dinamika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37802/candrarupa.v2i2.334

Abstract

Artikel ini mengungkap hasil pengamatan proksemiks ruang akses Anjungan Tunai Mandiri (ATM) pada salah satu area ATM di kampus Institut Teknologi Bandung. Pengamatan proksemiks menggunakan pendekatan desain dan lingkungan binaan. Metode pengumpulan data menggunakan metode observasi lapangan. Data visual berupa foto (still images) dan video dianalisis menggunakan pendekatan proksemik atau yang dikenal sebagai semiotika ruang. Penelitian ini menggunakan teori-teori mengenai semiotika ruang (proxemics), kecenderungan perilaku mengantri, juga didukung dengan studi literatur pada konsep-konsep desain dan lingkungan binaan (built environment). Melalui penelitian ini didapatkan banyak hal terkait taksonomi ruang (taxonomi of space), perilaku manusia dalam ruang terkait proksemik, dan terdapat sirkulasi manusia secara alami sebagai respon terhadap ruang. Dari penelitian ini juga disampaikan rekomendasi bahwa dalam merancang suatu lingkungan binaan atau built environment, desainer hendaknya memerhatikan posisi suatu titik pusat aktivitas, seperti yang dipilih sebagai studi kasus pada artikel ini adalah ATM. Hal lain yang terkait dengan posisi adalah akses, dan potensi traffic yang terjadi di lingkungan sekitar titik pusat aktivitas.
PENGEMBANGAN APLIKASI MOBILE RESERVASI BERBASIS WEB UNTUK MENINGKATKAN SOCIOPRENEUR DI WISATA GLAMPING GUBUG MARAWATI DESA SAJEN Ramadhani, Nugrahardi; Prasetyo, Didit; Yudistira Alamin, Rabendra; Noordyanto, Naufan; Dwitasari, Putri; Orta Darmawati, Nurina; Kusuma Wardani, Kartika; Dharmawan, Yogantara S.; Jati Santoso, Bagus
Jurnal Pengabdian Masyarakat Nasional Vol 4, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/pemanas.v4i1.28624

Abstract

Peningkatan minat terhadap wisata glamping di Indonesia menuntut adanya inovasi dalam sistem reservasi yang efisien dan user-friendly. Pengabdian masyarakat ini bertujuan untuk mengembangkan aplikasi mobile reservasi berbasis web dan mensosialisasikan agar membantu meningkatkan layanan dan mengembangkan sociopreneur   di Wisata Glamping Gubug Marawati. Metode yang digunakan meliputi survei kepada pengguna aplikasi reservasi mobile dengan fokus pada demografi, preferensi fitur, pengalaman pemesanan, dan masalah teknis. Hasil menunjukkan bahwa mayoritas responden berusia 25-35 tahun dengan pendidikan minimal S1 dan memiliki pekerjaan tetap, menginginkan aplikasi yang user-friendly dan mudah diakses. Fitur pencarian informasi, pemesanan online, dan ulasan pengguna paling diminati, sementara integrasi dengan sistem pembayaran digital dan fitur notifikasi dianggap penting. Pengalaman pengguna cukup positif, namun ada keluhan terkait waktu loading dan kegagalan transaksi. Masalah teknis seperti bug dan crash juga sering ditemukan. Kesimpulan menunjukkan bahwa aplikasi mobile yang stabil, responsif, dan informatif dengan dukungan teknis non-stop sangat diperlukan untuk memenuhi kebutuhan pengguna dan mendukung tujuan Sustainable Development Goals (SDGs) dalam meningkatkan kualitas layanan wisata berbasis alam dan mendukung kewirausahaan sosial di daerah tersebut.
EKSPLORASI RIGGING PADA KARAKTER 3D AMICO Wijaya, Wisnu; Ramadhani, Nugrahardi
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 5 No 02 (2024): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

A spherical robot named Amico serves as the mascot for the 63rd anniversary celebration of ITS. Amico's design as a sphere embodies a concept of greater flexibility compared to other geometric objects, representing high mobility. The challenge lies in configuring the rigging of the spherical object to move in all directions (X, Y, and Z axes) without distorting the three-dimensional model. The method used involves experimentation with adding parameter properties to selected bones. The complexity of rigging varies according to specific needs of each 3D character. To avoid gimbal lock, where two rotational axes become aligned, complicating rotation for animators, particularly for ball-based 3D characters, multiple layers of bone hierarchy are used. Creating multiple layers of hierarchical control helps reduce the likelihood of gimbal lock. Parameter properties offer more control options for 3D objects. In terms of time efficiency, these parameters automate certain aspects of animation, such as scale changes and geometric shape alterations, regardless of the object's movement and rotation. These changes make the visualization of 3D objects appear more dynamic by adhering to animation principles such as stretch and squash. Simply put, parameter properties serve as centralized controls, allowing animators to manage and coordinate multiple elements from a single point (parameter properties), thus making control management and coordination more efficient.