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PERANCANGAN CARDGAME LAGU DAERAH SUMATRA UTARA SEBAGAI MEDIA EDUKASI BAGI ANAK BERUSIA 12-15 TAHUN Sephira, Maritha Elsadah; Ramadhani, Nugrahardi
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 9 No 1 (2024): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v9i1.5405

Abstract

Indonesia is consisting of 34 provinces with their own customs and folk songs. North Sumatra is one of the provinces with diverse and meaningful folk songs. Today, the influence of modern music has begun to shift the position of folk music, whereas folk songs are a national culture that can significantly foster a sense of patriotism in the younger generation of Indonesia and have moral values that need to be passed on to the younger generation. As an education media, card games can be the problem solver considering that card games are more fun, and able to stimulate children to unconsciously learn. The design is carried out through several stages, including the data collection through distributing questionnaires to the target market, conducting existing and comparative studies of other education media, literature studies through books and journals, interviews with experts, experimental research, and playtesting on the target segment, namely students aged 12-15 years old. The result of this design is a set of card game to introduce North Sumatra folk song with mechanics that are: set collecting, hand management, card drafting and singing. Two to four players engaged in the gameplay lasting 20-40 minutes long. The game has two card categories with the mission of collecting and sorting song cards according to the objective. Through one to three games, players gain experience and are able to remember 1 to 3 titles of North Sumatra folk songs. Keywords: folk songs, North Sumatra, experimental research, playtesting, cardgame, education media
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.
DESAIN ANTROPOMORFISME KARAKTER FITOHORMON DALAM KOMIK DIGITAL FANTASI “LIFE OF PHYTOHORMONES” Abida S.M.I, Amalia Alfi; Ramadhani, Nugrahardi
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 10 No. 02 (2024): June 2024
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v10i02.8035

Abstract

Abstrak Biologi adalah ilmu kompleks multidisiplin yang memerlukan pengetahuan kimia, fisika, hingga matematika. Beberapa penelitian juga menunjukkan bahwa materi biologi masih sulit untuk dipahami mempengaruhi pemahaman materi secara jelas dan menimbulkan miskonsepsi kedepannya, salah satunya adalah materi mengenai hormon tumbuhan (Fitohormon). Berdasarkan hal tersebut, muncullah sebuah peluang untuk merancang media yang dapat menjelaskan materi fitohormon secara runtut dan ringan untuk dibaca seperti komik. Komik adalah salah satu bentuk media komunikasi visual dengan gambar dan tulisan yang berguna untuk menyampaikan pesan atau informasi sehingga mudah untuk dimengerti. Pemanfaatan konsep fantasi dari adaptasi antropomorfisme dinilai dapat menyampaikan materi fitohormon secara jelas dan ringan untuk dibaca berbagai kalangan. Komik “Life of Phytohormones” merupakan media hiburan yang menampilkan dunia di dalam tumbuhan dengan memvisualisasikan fitohormon menggunakan konsep adaptasi antropomorfisme sebagai pekerja yang berpenampilan unik dan memiliki tugas berbeda-beda sesuai peran masing-masing fitohormon dalam tumbuhan sesungguhnya. Dalam proses pembuatan karakter, dilakukan beberapa metode seperti literature review, riset eksperimental, dan in-depth interview. Artikel ini akan menjelaskan mengenai proses desain karakter mulai dari sketsa hingga implementasinya dalam komik “Life of Pytohormones”   Kata Kunci: fitohormon, komik, fantasi, antropomorfisme.    Abstract Biology is a multidisciplinary, complex science that requires knowledge of chemistry, physics, and mathematics. Several studies have also demonstrated that the material in biology remains challenging to comprehend, which can hinder a clear understanding of the subject and lead to future misconceptions, including those related to phytohormones. As a result, an opportunity arose to design media that could explain phytohormones in a coherent and easy-to-read way, like comics. Comics are a visual communication medium with pictures and writing that are useful for conveying messages or information in an eaIt is believed that the use of fantasy concepts from anthropomorphism can effectively convey phytohormones in a clear and light manner, making them accessible to a wide range of readers. "Life of Phytohormones" is an entertainment medium that depicts the world within plants through the adaptation of anthropomorphism, portraying workers with distinct appearances and tasks based on phytohormones. sed on phytohormones. We used several methods, including a literature review, experimental studies, and in-depth interviews, to design the characters. This article will elucidate the process of designing the phytohormone characters, from the initial sketch to their actual implementation in the comic "Life of Pytohormones."   Keywords: phytohormones, comics, fantasy, anthropomorphism.
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.