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ANIMASI UPIN IPIN: MEDIUM DIALOG KEBANGSAAN INDONESIA-MALAYSIA Yasa, Gede Pasek Putra Adnyana
Prosiding Bali Dwipantara Waskita: Seminar Nasional Republik Seni Nusantara Vol. 3 (2023): Prosiding Bali Dwipantara Waskita: Seminar Nasional Republik Seni Nusantara
Publisher : UPT Pusat Penerbitan LP2MPP ISI Denpasar

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Abstract

Secara histori, budaya Indonesia-Malaysia memiliki keterkaitan yang erat, meskipun dalam hal politik, hubungan negara Indonesia-Malaysia sering mengalami konflik. Meskipun muncul konflik dan wacana tentang potensi perang, namun hingga saat ini, konflik tersebut tidak pernah mencapai titik nyata yang mengancam eksistensi kedua bangsa. Upaya diplomasi selalu ada untuk meredakan ketegangan. Selama satu dekade terakhir, animasi Upin Ipin dari Malaysia telah berkembang dan meraih popularitas di Indonesia. Meskipun dalam satu dekade ini terjadi beberapa kali konflik antara Indonesia dan Malaysia, animasi Upin Ipin tetap diterima dengan baik di Indonesia. Bahkan jumlah tayangan animasi Upin Ipin di televisi Indonesia semakin meningkat. Tujuan dari studi ini adalah untuk menganalisis potensi animasi Upin dan Ipin sebagai salah satu bentuk diplomasi Indonesia-Malaysia. Pendekatan kualitatif digunakan dalam penelitian ini, dengan analisis deskriptif kritis dan pemanfaatan teori analisis wacana untuk mengkaji data penelitian. Temuan penelitian mengindikasikan bahwa animasi Upin Ipin memiliki tujuan untuk mempererat dialog dan hubungan antara Malaysia dan Indonesia. Karakter Susanti dari Indonesia yang hadir dalam animasi Upin Ipin dapat diartikan sebagai simbol yang menggambarkan hubungan baik antara kedua negara. Artikel ini memberikan kontribusi dalam memahami bahwa animasi Upin Ipin bukan hanya sekadar hiburan semata, melainkan juga dapat berfungsi sebagai media untuk memperkuat dialog dan kesatuan antar bangsa.
Identitas Visual Karakter Animasi Sebagai Representasi Multikultural Labuan Bajo Julianto, I Nyoman Larry; Mudana, I Gede; Putra Adnyana Yasa, Gede Pasek; Sustiawati, Ni Luh; Ardini, Ni Wayan; Sumerjana, Ketut; Andreani, Ni Putu Elvian
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.11406

Abstract

The visual identity of the animated characters of the Bugis, Flores and Bima tribes in Labuan Bajo is a creative manifestation of the cultural diversity that characterizes the region. Through meticulous design, these characters become strong visual representations of the rich ethnic and cultural heritage that coexists. The use of local cultural symbols, colors, and motifs provide a deep introduction to the cultural identity of each tribe, while a modern twist on the design acknowledges the changing times without sacrificing respect for tradition. This abstract discusses how the visual identity of the animated characters creates a narrative of inclusiveness and acceptance of diversity, creating an image of Labuan Bajo as a place that blends in multicultural harmony. Overall, the animated characters become a window into the beauty and complexity of the region, and contribute positively to the image of Labuan Bajo as a fascinating multicultural destination.
PERANCANGAN FILM ANIMASI PENDEK 2D SEBAGAI MEDIA KAMPANYE PENANGANAN ANXIETY DISORDER Gede Pasek Putra Adnyana Yasa; Kadek Ayu Satyasusmaya Narpaduhita; Dewa Gede Purwita
Jurnal Bahasa Rupa Vol. 2 No. 2 (2019): Jurnal Bahasa Rupa April 2019
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.v2i2.368

Abstract

More that 2 million cases of anxiety disorder occur in Indonesia every year. The term of anxiety disorder is not common in the community due to lack of campaigne and sosialisation. It will cause severe depresion and even commit suicide if it is not treated properly. The purpose of this design is to campaigne anxiety disorder’s sympton into the community through some one point of view who experinced anxiety disorder before and providing solution to the patients through two dimention animation media. This design using the theory of principle of animation, cinematography theory, design theory, aesthetic theory, semiotic theory and campaigne theory with qualitatif research methods and produces animation media that supported by social media, poster, x-banner, booklet, tote bag, t-shirt, pin and journal book using a hand drawing & vector tehnique in custom digital art and infographic style. Media is mad in accordance with the concept calm and educative. Calm concept applied through medium colour which is a blend colour of green and blue known as the colour of anxiety disorder awareness ribbon.
ANIMASI 3 DIMENSI SEBAGAI SARANA SOSIALISASI PENTINGNYA KECERDASAN EMOSIONAL DALAM KEHIDUPAN REMAJA Ronald Tanga Ili Watun; Gde Lingga Ananta Kusuma Putra; Gede Pasek Putra Adnyana Yasa
Jurnal Bahasa Rupa Vol. 3 No. 1 (2019): Jurnal Bahasa Rupa Oktober 2019
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.v3i1.436

Abstract

In general, every human being must face problems and trials of life. There are various kinds of problems that come in life, do not know when, where and how these problems come. In dealing with problems, humans have their own ways to overcome these problems. There are those who give up easily and some who can overcome them. In this case the role of emotional intelligence is very important. Especially at the age of adolescence sometimes difficult to control emotions in themselves, resulting in a sense of hopelessness. Therefore, it is necessary to design a media that can be used to socialize the importance of emotional intelligence in adolescent life. The results showed that the concept that was appropriately used to socialize the importance of emotional intelligence in adolescents' lives was the concept of "Emotional Spirit". This concept was chosen to fit the objectives of this socialization as well as the intended target of youth. This 3D animated story was taken based on the true story of a teenager who was able to survive for 49 days in the middle of the ocean. In order for the socialization to run effectively, supporting media such as social media, posters, packaging, t-shirts, roll-up banners, stickers, tote bags and key chains are made. Through the design of the socialization media in the form of 3D animation along with its supporting media, it is expected that the target audience, namely adolescents, can better control their emotions when facing problems.
MAKNA KODE VISUAL DALAM SCENE FILM ANIMASI “ BATTLE OF SURABAYA” Hasbullah Hasbullah; Gede Pasek Putra Adnyana Yasa
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
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.v3i2.460

Abstract

The animated film "Battle of Surabaya" is one of the nation's children's work that is able to win various awards, both at national and international levels. In some scenes in this animated film, there is a visual code that contains information or messages delivered to the audience (audience). Through observing several scenes, it is found that there is a meaning of the visual codes contained in the scene. This study aims to analyze the aesthetic visual codes contained in the first, middle and end scenes of the animated film "Battle of Surabaya". Data collected through observation and literature study. Theories used as analysis are semiotics and postmodern aesthetic codes. The results of this study indicate that the meaning of the visual code in the animated film scene "Battle of Surabaya" namely: in the first scene, the action or action of the Indonesian government declared independence from the Dutch East Indies government as an act of the past that needed to be made; the scene is explaining the rejection of Indonesian independence, this action as the style of an animator in the sequence before and next; the final scene depicts the action of the main character (Musa) who unites the storyline sequence of the animated film "Battle of Surabaya", one of which implements the cultural value of please help as an act of popularizing Indonesian culture.
The Role Of Information Technology In The Animation Industry Yasa, Gede Pasek Putra Adnyana; Pratistha, Indra
Jurnal Scientia Vol. 13 No. 03 (2024): Education and Sosial science, June - August 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i03.2531

Abstract

This research examines the role of information technology in the animation production process, focusing on how recent technologies have improved the efficiency and quality of production output. The main objective of this research is to explore the impact of various information technology-based tools and software on the creativity and productivity of animation teams. The research method used is a qualitative method with a case study approach in several animation studios in Bali. The theories underlying this research are visual communication theory and diffusion of innovation theory, which are used to understand how new technologies are adopted and applied in the animation industry. The results show that the integration of information technology in animation production not only accelerates the production process but also opens up opportunities for greater creative innovation. Technologies such as 3D animation software, cloud-based project management systems, and online collaboration tools have been shown to contribute significantly to the improvement of animation quality and teamwork effectiveness. These findings confirm the importance of investing in information technology for the animation industry to remain competitive in the global market.
Building Environmental Awareness Through Animation: Transforming Nature from Plastic Waste Yasa, Gede Pasek Putra Adnyana; Wibawa, Arya Pageh; Pramayasa, I Made Hendra Mahajaya
Jurnal Scientia Vol. 13 No. 04 (2024): Education and Sosial science, September-December 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i04.2708

Abstract

This study examines the role of animation as an effective medium in socializing environmental issues, especially regarding plastic waste management. Through a qualitative approach, this study explores how animation can convey important messages related to reducing plastic waste and preserving the environment to various groups in society. In this case study, animation is used as a communication tool that emphasizes the importance of pro-environmental behavior through an attractive and easy-to-understand visual narrative. The results of the study indicate that animation has great potential to raise awareness and change people's behavior in dealing with plastic waste. With a combination of strong visuals and deep moral messages, animation has proven effective in healing nature from the negative impacts of plastic waste. These findings indicate the need for further development in the use of creative media, such as animation, as an innovative socialization strategy in environmental conservation efforts.
Semiotic Analysis of Visual Illustration In The Animation “Legend of Garuda Wisnu Kencana” Putra, Gede Lingga Ananta Kusuma; Yasa, Gede Pasek Putra Adnyana; Pramayasa, I Made Hendra Mahajaya
Jurnal Scientia Vol. 13 No. 04 (2024): Education and Sosial science, September-December 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i04.2709

Abstract

The animation "Legend of Garuda Wisnu Kencana" is a visual work that combines art and culture to convey profound messages through dynamic graphic representations. This research aims to explore the use of visual elements in the animation, focusing on semiotic aspects involving symbols, colors, and settings. The animation serves not only as entertainment, but also as a medium for education and cultural preservation, by depicting the mythological story of Garuda, a mythical bird in Balinese culture. This research method uses a semiotic approach to analyze how visual elements, including colors, symbols, and settings, play a role in conveying cultural and mythological messages. The results of the analysis show that the characters in the animation, such as Garuda, Winata, Kadru, and the nine dragons, play an important role in building the narrative and conveying moral values such as persistence and loyalty. The use of white and gold colors and symbols such as Garuda and dragons reinforce these messages, while the Balinese cultural setting and Kahyangan Dewa provide an authentic and immersive context. The main message of the animation is the importance of striving to achieve goals and not giving up on obstacles, inspiring viewers to face challenges with determination and compassion. This research underscores how animation can serve as a bridge between art, culture and education, and provides insight into the way visual elements contribute to meaning and narrative experience in animated media.
KAJIAN FILM ANIMASI “ANIMA JAGRA LOKA” MELALUI SEMIOTIKA ROLAND BARTHES Yasa, Gede Pasek Putra Adnyana; Wibawa, Arya Pageh; Pramayasa, Made Hendra Mahajaya
Prosiding Bali Dwipantara Waskita: Seminar Nasional Republik Seni Nusantara Vol. 4 (2024): Prosiding Bali Dwipantara Waskita: Seminar Nasional Republik Seni Nusantara
Publisher : UPT Pusat Penerbitan LP2MPP ISI Denpasar

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Abstract

Pencemaran lingkungan yang disebabkan oleh sampah plastik telah menjadi salah satu masalah yang paling mendesak di seluruh dunia yang harus segera ditangani. Berbagai jenis media digunakan untuk menyebarkan pesan edukasi dan memperingatkan masyarakat akan bahaya sampah plastik. Film animasi adalah salah satu cara yang efektif untuk menyampaikan pesan lingkungan. Selain hiburan, animasi juga efektif sebagai sarana penyampaian pesan, termasuk pesan-pesan pendidikan, budaya, dan sosial yang mampu membentuk opini publik. Salah satu contoh animasi dengan misi edukatif adalah “Anima Jagra Loka,” yang mengusung tema pentingnya menjaga lingkungan dari sampah plastik. Film ini merupakan hasil dari penelitian dan penciptaan dalam bidang Seni-Desain. Tujuan penelitian ini adalah untuk mengetahui bagaimana film animasi Anima Jagra Loka menggunakan simbolisme dan visualisasi untuk menyampaikan pesan penting tentang bahaya sampah plastik yang mencemari air, tanah, dan udara. Metode yang diterapkan adalah semiotika Roland Barthes, yang menitikberatkan pada cara manusia memberikan makna. Hasil penelitian menunjukkan bahwa melalui makna denotasi, konotasi dan mitos dari visualisasi film ini menyampaikan pesan yang sangat kuat tentang pentingnya menjaga air, tanah, dan udara dari polusi sampah plastik. Hasil penelitian ini diharapkan dapat meningkatkan pemahaman masyarakat akan bahaya sampah plastik serta mendorong partisipasi dalam menjaga lingkungan.
MENGANGKAT CERITA RAKYAT BALI DALAM ANIMASI: STRATEGI PENDIDIKAN KARAKTER DAN PENGUATAN IDENTITAS BUDAYA Pramayasa, I Made Hendra Mahajaya; Putra, Gede Lingga Ananta Kusuma; Yasa, Gede Pasek Putra Adnyana
Prosiding Bali Dwipantara Waskita: Seminar Nasional Republik Seni Nusantara Vol. 4 (2024): Prosiding Bali Dwipantara Waskita: Seminar Nasional Republik Seni Nusantara
Publisher : UPT Pusat Penerbitan LP2MPP ISI Denpasar

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Abstract

Budaya lokal Indonesia, termasuk kekayaan tradisi Bali, menghadapi tantangan besar di tengah derasnya pengaruh budaya global. Salah satu upaya penting untuk melestarikan dan mempromosikan identitas budaya Bali adalah melalui pengangkatan cerita rakyat dalam bentuk media animasi. Penggunaan animasi sebagai medium edukatif diharapkan dapat menjembatani tradisi budaya dengan teknologi modern, sehingga budaya Bali dapat dikenal lebih luas oleh masyarakat di luar Bali, terutama di kalangan generasi muda. Penelitian ini menggunakan pendekatan kualitatif yang bertujuan memahami secara mendalam bagaimana cerita rakyat Bali dapat diimplementasikan dalam animasi untuk tujuan pendidikan karakter dan penguatan identitas budaya. Melalui analisis cerita rakyat Bali yang dipilih dari buku Kumpulan Cerita Rakyat, penelitian ini mengeksplorasi aspek budaya khas Bali yang relevan untuk ditampilkan dalam animasi. Hasil penelitian menunjukkan bahwa cerita rakyat Bali yang diangkat dalam animasi dapat menjadi sarana efektif untuk menumbuhkan rasa cinta tanah air, kebanggaan budaya, serta membentuk karakter mulia pada generasi muda.