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Dyah Gayatri Puspitasari
Bina Nusantara University

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Perancangan Komunikasi Visual Film Animasi Pendek “Sitiha dan Sisiti” Fenny Wijaya; Dyah Gayatri Puspitasari
Humaniora Vol. 1 No. 2 (2010): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v1i2.2890

Abstract

The purpose of this research is to acquire, collect and analyze data needed to realize the design of short animated 3D films with a folklore theme which is presented  with a visually appeal to interest spectators, especially children, so the moral message can be conveyed. The research method is to survey directly to the field, namely the cultural center of Indonesia TMII, playground and library. In addition to the literature media such as books, magazines and journals and supported with references from the internet media relating to the topic. Results to be achieved are for the moral message conveyed in this animated folklore film can be received and understood by the audience, especially children. Conclusion at the present time, visual communications media such as movies and television shows are very popular among children. So by using the medium of animated films, children will be more interested and may like local folklore again, since local productions are not of lesser quality than the outside impressions. 
Perancangan Komunikasi Visual Film Animasi Pendek “Dewi Yang Kesepian” Pamela Suryajaya; Dyah Gayatri Puspitasari
Humaniora Vol. 2 No. 1 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i1.3074

Abstract

This research is to gain, collecting, and analyze data needed to design short movie animation in 3 dimension technique about gods and goddesses myth in visually attractive so it could attract teenage audiences to send the message. The research method is direct survey to the location, i.e. Pura Merthasari, Wihara Dharma Bhakti (Klenteng Petak Sembilan), National Museum, and library. Besides, it is supported by literature media like books, magazines, and journals and internet references related to topic. The expected result is to reissue the cultural richness of myth in Indonesia so that it could be disseminated in to the myth animation film of gods and goddesses. The overall conclusion in today’s era is that visual communication media like film and television show are attracted teenagers. Therefore, by using animation film media, teenagers will be interested and attracted in national’s gods and goddesses myth, because the local show is just like international show.                                                                                  
Modifikasi Pembelajaran Desain Dasar (Nirmana) bagi Program Studi Animasi Dyah Gayatri Puspitasari; James Darmawan
Humaniora Vol. 5 No. 2 (2014): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v5i2.3124

Abstract

Nirmana (basic design) is a compulsory major for School of Design-Binus University student. Basically, nirmana related with perception of the sight sense (visual) through organizing sensation components which has related pattern or similarity so that becomes one unity that can be appreciated. Nirmana course prepares the student to have sharpness and sensitivity to visual elements that is the core of the disciplines from art and design, along with its branches. In practice, curriculum Nirmana may not necessarily be applied to all courses. On course of study animation, adjustment is needed, and even some modification to achieve the purpose of learning that is based on the vision course of study. This course study of animation has unique characteristics and slightly different content from other courses, where visual is not the only aspect, but inherent with motion, audio and storytelling. This research aims to discuss the formulation of learning strategies for Animation Courses so it can run optimally. 
Perancangan Stiker Karakter Visual dalam Aplikasi Chatting: Kolaborasi Kebudayaan Jawa dan Wayang Kontemporer Andreas James Darmawan; Lintang Widyokusumo; Dyah Gayatri Puspitasari
Humaniora Vol. 6 No. 2 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i2.3326

Abstract

A new tradition in the use of chatting communication technology with mobile phone (cell phone) is more lively with the use of stickers. Stickers are used as a means to increase the emotion expressions of communication users. Current mobile phone technology, along with the development of high specifications (for visual depiction), is adequate to display complex visual. This prompts a new tradition that accepts even to be a new behavior in modern communication methods. Looking at this phenomenon, it is not impossible for an artist to open up the work area (creative economy) and the creation of new business areas in the visual characters of Indonesian culture. This study used the chatting phenomenon with stickers to introduce the culture of the puppet characters with contemporary approach for young people around the world. The method carried out included the depiction of classification of facial expression emotions and collaboration with the approach of some common sticker visualizations. The result was then put into the classification of semiotic theory combining with simplified visual approach to obtain the appropriate visual characterstics of the puppet. Research also involved visual craft of the purwa puppet as visual character basis for character deformation of the contemporary puppet. Thus, the application of visual stickers can be used by users for communication functions. 
Signage dan Penerapannya: Lingkungan Jalan Raya Tol Bintaro Dyah Gayatri Puspitasari; James Darmawan
Humaniora Vol. 4 No. 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3456

Abstract

The term ‘signage’ sometimes has been confused with the term ‘sign or symbol’, although the term signage is actually a theme which has consistency and also covers an area from a specific environment and mood. Signage has been designed to inform about location and direction of interior and exterior environment. In general, design system and the use of signage, such as graphic standard, material and the positioning, has been organized by international standardization from every country in the world. One of the most important categories of signage is the application of signage in highways. The study is about signage from historical background, category, color scheme, design and human factor approach; from psychological physics, social culture, to the connectivity with the value and products’ characteristic. Human factor comprehension is also one of the most important elements in signage design process. Each perspective or perception from highway user and their reaction about the signage has been conditioned by a specific characteristic of human, such as from biophysics-psyche, socio-culture, spiritual cosmologis transcendental with its five senses. Human factor as a user has an important role to obtain the best solution or good design solution for the community who use that signage.  
Eksplorasi Desain Dasar (Nirmana) melalui Kombinasi Media Grafis Analog dan Digital: Suatu Penelitian Kelas/Studio Anita Rahardja; Dyah Gayatri Puspitasari; Monica Wiguna
Humaniora Vol. 4 No. 2 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i2.3543

Abstract

This article is based on a research aiming to contextualize the fundamental principles of art and design to current setting in which analog media are no longer chosen as the ultimate hardware/tools. It is important considering digital hardware becomes more and more prevalent even preferred by students, whereas analog tools are getting harder to obtain, expensive and less ecological friendly. The goal of this research is to produce method analysis and the creation of two-dimensional basic design through digital media (Camera) followed by conventional drawing tools, documented and conducted by the lecturers and the students. So far, almost 100% of the studies concerning basic design could only be found in foreign publications, with visual work examples that cannot be used freely in Indonesian local education due to copyright issue. Therefore, a literature study is conducted to examine the formal objects of this research which are the elements and fundamental principles in design, followed by ideation and visualization processes carried by the students in basic design classes through the semester. The visualization itself will integrate analog and digital media to generate the material objects of the research, which is a series of two dimensional design compositions. These compositions are then analyzed and classified to taxonomic category of fundamental principles of two-dimensional design as an integral part of teaching-learning process (self-evaluation class for future improvement).