Fathoni, Ahmad Faisal Choiril Anam
Animation Program, Visual Communication Department, School Of Design, Bina Nusantara University Jl. K.H Syahdan No. 9, Palmerah, Jakarta Barat, 11480

Published : 9 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 9 Documents
Search

Perbandingan Metode Depth of Field pada Lensa Kamera Fotografi dengan Efek Lensa pada Software Animasi Fathoni, Ahmad Faisal Choiril Anam; Syamsuddin, Dermawan
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.v4i1.3427

Abstract

The knowledge of photography becomes fundamental importance in the understanding of digital cinematography. The work of a good photography is a blend of knowledge and photographic ability (skill) correctly. By learning photography properly, it allows an animator or digital art workers to apply some standard cinematography as well. By knowing the comparison between photography with "photographic" in 3D animation, animators will be easier to create a digital aesthetic standard with the help of the software. This paper discusses the comparison of the use of photographic camera lenses and camera parameters found in animation software 3D Studio Max. The final form is the camera pictures and parameters of used lens with the results of rendering images with the software-related parameter. 
Mengkaji Penggunaan Software Apple Color untuk Color Grading saat Pasca Produksi Fathoni, Ahmad Faisal Choiril Anam
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.v2i1.3072

Abstract

In post-production process, there is one process that is not as well known as the video editing process, the addition of animation, special effects enrichment, motion graphics or audio editing and audio mixing, an important process which is rarely realized called Color Correction or Color Grading. Various software have been made to handle this process, ranging from additional filters are already available for free in any editing software, to high-end devices worth billions of dollars dedicated for specifically conducting Color Correction. Apple Color is one of the software included in the purchase of Final Cut Studio package which also include Final Cut Pro for Video Editing, Soundtrack Pro for Sound Editing and Mixing, and Motion for compositing. Apple's Color is specially designed for color correction tasks after previously edited in Final Cut Pro. This paper is designed to introduce Apple's software as well as analyze the feasibility of Apple Color as a professional device in the world of production, especially post-production. Some professional color correction software will be compared briefly with Apple Color to get an objective conclusion. 
Discovering Digital Signage System Opportunities as Crowd Attractor in Public Spaces: A Study in Charge Gratis Service Fathoni, Ahmad Faisal Choiril Anam
Humaniora Vol 7, No 3 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i3.3588

Abstract

Article presented a research about the "Charge Gratis" service that included digital signage, along with free charging device as the crowd attractors in the public space. The main focus of this research was about media display embedded in the uniform of a sales promotion person who displays ads from the advertiser using the qualitative method, through the interview with some expert sources many fields. Article described several possibilities that can be worked in the use of digital signage so that it can be used as a reference in maximizing digital signage in public spaces. It finds that Digital signage is not just functioned as like any other media, but also the awaken interaction and also enhance shopping experiences. The expert sources divide this media display functions into three categories, which is a media information, media entertainment, and media education. 
Mengkaji Penggunaan Software Apple Color untuk Color Grading saat Pasca Produksi Ahmad Faisal Choiril Anam Fathoni
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.v2i1.3072

Abstract

In post-production process, there is one process that is not as well known as the video editing process, the addition of animation, special effects enrichment, motion graphics or audio editing and audio mixing, an important process which is rarely realized called Color Correction or Color Grading. Various software have been made to handle this process, ranging from additional filters are already available for free in any editing software, to high-end devices worth billions of dollars dedicated for specifically conducting Color Correction. Apple Color is one of the software included in the purchase of Final Cut Studio package which also include Final Cut Pro for Video Editing, Soundtrack Pro for Sound Editing and Mixing, and Motion for compositing. Apple's Color is specially designed for color correction tasks after previously edited in Final Cut Pro. This paper is designed to introduce Apple's software as well as analyze the feasibility of Apple Color as a professional device in the world of production, especially post-production. Some professional color correction software will be compared briefly with Apple Color to get an objective conclusion. 
Perbandingan Metode Depth of Field pada Lensa Kamera Fotografi dengan Efek Lensa pada Software Animasi Ahmad Faisal Choiril Anam Fathoni; Dermawan Syamsuddin
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.v4i1.3427

Abstract

The knowledge of photography becomes fundamental importance in the understanding of digital cinematography. The work of a good photography is a blend of knowledge and photographic ability (skill) correctly. By learning photography properly, it allows an animator or digital art workers to apply some standard cinematography as well. By knowing the comparison between photography with "photographic" in 3D animation, animators will be easier to create a digital aesthetic standard with the help of the software. This paper discusses the comparison of the use of photographic camera lenses and camera parameters found in animation software 3D Studio Max. The final form is the camera pictures and parameters of used lens with the results of rendering images with the software-related parameter. 
Discovering Digital Signage System Opportunities as Crowd Attractor in Public Spaces: A Study in Charge Gratis Service Ahmad Faisal Choiril Anam Fathoni
Humaniora Vol. 7 No. 3 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i3.3588

Abstract

Article presented a research about the "Charge Gratis" service that included digital signage, along with free charging device as the crowd attractors in the public space. The main focus of this research was about media display embedded in the uniform of a sales promotion person who displays ads from the advertiser using the qualitative method, through the interview with some expert sources many fields. Article described several possibilities that can be worked in the use of digital signage so that it can be used as a reference in maximizing digital signage in public spaces. It finds that Digital signage is not just functioned as like any other media, but also the awaken interaction and also enhance shopping experiences. The expert sources divide this media display functions into three categories, which is a media information, media entertainment, and media education. 
Developing Intellectual Property Character for Games to Teach Music Theory by Using Batik Patterns Inspiration Ahmad Faisal Choiril Anam Fathoni; Jehezkiel Christian Ray
Humaniora Vol. 11 No. 2 (2020): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v11i2.6477

Abstract

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.
The Application of Physiognomy for Comic Character Development in “Menjelajah Negeri Rempah” Comic Ahmad Faisal Choiril Anam Fathoni; Patricia Renata; Dermawan Syamsuddin; Satrya Mahardhika
Humaniora Vol. 12 No. 2 (2021): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v12i2.6862

Abstract

The research aimed to document the journey of character development in ‘Menjelajah Negeri Rempah’ comic with physiognomy studies. Indonesia was known as a maritime country that had emerged as one of the largest producers of spices in the last centuries. Unfortunately, younger generations of Indonesia lacked the knowledge of spices. This was one of the reasons why young Indonesians were less concerned with the existence of spices. Several things had been done by the government to socialize the glory of spices in the past so that spices would return to their glory in the future. The researchers who were involved in the teaching and learning process in the Visual Communication Design department wished to take part in this effort through comics to help the government spread knowledge to the younger generation through visual languages they liked without appearing patronizing. In creating this comic, one of the priorities was in the development of characters, which needed to be designed in such a way so that the characters were more easily recognized, and the stories came alive. To strengthen the character, it applied physiognomy in the development of the character designs contained in the comic. It used the design thinking process as a continuously applied design method in this character creation development. It consisted of define, research, ideation, prototype, select, implementation, and learn. The research results are in the form of the comic ‘Menjelajah Negeri Rempah’, which aims to introduce Spice Route as this country’s potential instead of the more famous Silk Road. The result of the research still requires additional data, considering that in the process of making comics, apart from building a relatable character, a strong story is also needed.
Karakter Srimulat: Alih Wahana, Memori Kolektif, dan Identitas Humor Indonesia Fajarwati, Ade Ariyani Sari; Fathoni, Ahmad Faisal Choiril Anam
Urban: Jurnal Seni Urban Vol 5, No.1: April 2021
Publisher : Sekolah Pascasarjana Institut Kesenian Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52969/jsu.v5i1.47

Abstract

Changes are inevitable in everyone’s life. This condition almost always pushes artists to find new strategies in order to keep their works accepted by public at large. One of Indonesia’s comedy group called Srimulat is one of the art groups who have made some efforts to keep their existence. In this spirit, a comic artist, Hari Prast, has tried to bring back the identity and character of the Srimulat members through digital comic media. This article delves into the strategies used by the comedy group Srimulat and by Hari Prast using comic media. The analysis uses descriptive method through adaptation study in order to find the strategies of maintaining the character and identity of the comedy group of Srimulat. The result of the analysis shows that through adaptation – specifically through comic media, the character and identity of Srimulat’s jokes are maintainable up until now. In the adaptation process, the existence of the people’s and the art audience’s collective memory play an important role as the connecting bridge between work of arts and the audience who appreciate it. The link between the past and present knowledge of a community can be built through the strategy of adaptation so that the artists and their works can sustain and known from one generation to the next generation. Perubahan zaman tak terhindarkan bagi siapa saja. Keadaan ini sering kali membuat seniman  harus melakukan berbagai strategi pemertahanan terhadap karyanya agar tetap bisa diterima dan bertahan. Grup lawak Srimulat adalah salah satu kelompok seni yang melakukan berbagai strategi pemertahanan agar tetap eksis. Sejalan dengan itu, komikus Hari Prast mencoba menghadirkan kembali identitas dan karakter personel Srimulat lewat media komik digital.  Artikel ini akan memaparkan pemertahanan yang dilakukan oleh grup lawak Srimulat dan juga oleh Hari Prast lewat media komik. Analisis dilakukan dengan metode analisis deskriptif melalui pendekatan kajian alih wahana untuk melihat strategi pemertahanan karakter dan identitas grup lawak Srimulat. Hasil analisis menunjukkan bahwa melalui alih wahana salah satunya melalui media komik, karakter dan identitas lawakan Srimulat dapat terus bertahan hingga saat ini. Dalam proses pengalihwahanaan itu, keberadaan memori kolektif masyarakat dan penikmat karya seni sangat berperan penting sebagai jembatan penghubung antara karya seni dengan masyarakat penikmatnya. Pertalian antara pengetahuan masa lalu dan masa kini sebuah komunitas dapat dihubungkan melalui strategi alih wahana agar seniman dan karyanya  tetap dapat bertahan dan dikenal dari satu generasi ke generasi berikutnya.