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PENDEKATAN ILMU SENI VISUAL DI MASA PRE-HISTORIC MENUJU MASA RENAISSANCE Bramanta Octa Danuputra
Jurnal Titik Imaji Vol 4, No 1 (2021): Jurnal Titik Imaji
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/titik imaji.v4i1.2711

Abstract

Seni Visual tertuju ke dalam pusat perhatian di berbagai benda yang terbuat oleh manusia dengan maksud dan tujuan menciptakan keindahan visual disertai dengan fungsinya sejak di masa sebelum sejarah hingga masa kini. Seni visual terfokus pada imajinasi dan kreatifitas yang diciptakan oleh Manusia semenjak masa sebelum sejarah. Pada masa Renaissance, Seni Visual terfokus pada aliran naturalis yang mampu memberikan hal yang solutif terhadap umat manusia terhadap proses cerita perjalanan hidup yang tersirat ke dalam  Turunan keilmuan  seni visual ke dalam : sculpture, dan painting,. Di masa Renaissance ini adalah masa yang membuka kacamata dunia lahirnya suatur peradaban manusia terhadap sentuhan seni yang naturalis serta memberikan pengaruh terhadap lahirnya masa modernism peradaban Roma. Perkembangan seni visual di semenjak masa sebelum sejarah hingga masa Renaissance akhir ini memberikan dampak pengaruh kuat di berbagai hal tentang kemanusiaan yang erat hubungannya dengan gaya hidup dan aktivitas sosial yang ditunjang oleh gaya hidup tersebut sehingga melahirkan berbagai peranan budaya yang dapat membawa hal-hal yang erat hubungannya dengan kemanusiaan, serta hal tersebut dapat memberikan pengaruh terhadap lingkungan.
Inovasi Perancangan Virtual Animasi Kelas Pembelajaran Online KampusKita: IMERSIF Danuputra, Bramanta Octa; Vicky Septian Rachman; Sabeth Uttara
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3559

Abstract

The role of online-based learning classes in all levels of education is a learning system that makes things that are prioritized in the Covid-19 which has hit since the early 2020. Indonesia in 2022 has entered a period of normalization, where the learning system in class online is still very much needed, but in this case the thing that is needed is an effective learning system innovation. In this case the immersive -based learning system program is an innovation solution that can provide the right solution in answering needs. Campuskita, is a visual campus in the world of metaverse, which can provide immersive online learning solutions that can be implemented to online class learning systems in all universities in Indonesia.
Perancangan Media Interaktif Buku Papan Permainan Adaptasi Cerita Malin Kundang carmelita, jessie; Danuputra, Bramanta Octa
Desainpedia: Jurnal Desain Produk dan Desain Komunikasi Visual Vol 3, No 2 (2024): Urban Design, Lifestyle & Behaviour
Publisher : Universitas Pembangunan Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36262/dpj.v3i2.1066

Abstract

Indonesian folklore is a cultural heritage that contains important moral values for children's development. Board games, as one of the interactive media, combine education and entertainment, helping to convey moral values as well as train children's social and motor skills. The research was conducted by collecting data through interviews and direct observations on the target audience, namely children, which was then followed by using the 5W+1H method. The design of this game book is intended to invite children to experience the adventure of becoming the character Malin Kundang. Through the creation of this game book, it is hoped that it can help children better understand the moral message of the Malin Kundang folklore and appreciate their parents.
Inovasi Perancangan Virtual Animasi Kelas Pembelajaran Online KampusKita: IMERSIF Danuputra, Bramanta Octa; Vicky Septian Rachman; Sabeth Uttara
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3559

Abstract

The role of online-based learning classes in all levels of education is a learning system that makes things that are prioritized in the Covid-19 which has hit since the early 2020. Indonesia in 2022 has entered a period of normalization, where the learning system in class online is still very much needed, but in this case the thing that is needed is an effective learning system innovation. In this case the immersive -based learning system program is an innovation solution that can provide the right solution in answering needs. Campuskita, is a visual campus in the world of metaverse, which can provide immersive online learning solutions that can be implemented to online class learning systems in all universities in Indonesia.