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The Use of 2 Dimensional Animation as A Medium For Early Chilhood Learning in Youtube Media Gede Lingga Ananta Kusuma Putra; Gede Pasek Putra Adnyana Yasa; Gede Basuyoga Prabhawita
Journal of Art, Film, Television, Animation, Games and Technology Vol. 1 No. 1 (2022)
Publisher : Perkumpulan Program Studi Film dan Televisi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Animation is an image or character that is created or created with the movement where the creation process uses computer media.  Due to technological developments that are now increasingly rapid, which has resulted in the existence of various types of animation, one of which is 2-dimensional animation, where 2-dimensional animation is a form of animator's work in making an image or creating a character and bringing it to life through a movement. Due to the many types of animation, the idea emerged which uses 2-dimensional animated videos as a learning medium so that learning becomes more fun and more effective. Animated videos are chosen as videos that can be used as learning media because these animated videos can attract the sympathy of children to learn and also attract their curiosity to increase because the plot or story in the animated video is made as fun as possible so that children feel at home or endure watching  video to the end. Because this requires a platform or website that is easy for everyone to access, one of the websites that can be used is YouTube, where YouTube is a website that is used to share videos that promote a service, educate, or entertain.  not only as a website to share a video but most people also use YouTube as a website to find information, news, as a site to help learning or other things.  Animated videos as learning media are now very easy to find on YouTube media, especially learning animation videos for preschool children where the videos are very easy to find, with various types or different types of characters.
Visual Concept in the Animated Music Video of Gending Rare “Penyu Mataluh” Nandaryani, Ni Wayan; Yasa, Gede Pasek Putra Adnyana; Purwita, Dewa Gede; Widyantara, I Gusti Ayu Kinar Putri
Jurnal SASAK : Desain Visual dan Komunikasi Vol. 7 No. 1 (2025): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/xss4tj11

Abstract

Penelitian ini membahas perancangan konsep visual video musik animasi untuk lagu Gending Rare berjudul Penyu Mataluh. Gending Rare merupakan lagu-lagu tradisional Bali yang memiliki nilai budaya tinggi dan sering digunakan sebagai media pendidikan dan hiburan bagi anak-anak. Penyu Mataluh sendiri bercerita tentang penyu yang merupakan hewan langka dan dilindungi, dan mataluh yang berarti bertelur. Tujuan dari penelitian ini adalah merancang konsep visual yang menarik dan edukatif, sehingga dapat menyampaikan pesan lagu secara efektif kepada anak-anak dan masyarakat luas. Penelitian ini memiliki urgensi yang tinggi karena tidak hanya berkontribusi pada pelestarian budaya dan edukasi anak, tetapi juga pada upaya konservasi lingkungan dan pengembangan indus- tri kreatif lokal. Metode yang digunakan dalam penelitian ini yaitu metode penelitian kualitatif. Data dikumpulkan melalui observasi, wawancara, dokumentasi, dan studi kepustakaan. Data yang dianalisis meliputi lirik lagu, observasi referensi visual, serta eksperimen dalam pembuatan story board dan desain karakter animasi. Selain menggunakan metode penelitian, perancangan ini juga menggunakan metode penciptaan yang terdiri dari tiga tahapan yaitu, eksplorasi, improvisasi, dan pembentukan. Hasil penelitian menunjukkan bahwa penggunaan elemen visual yang cerah, karakter yang mudah dikenali, serta alur cerita yang sederhana namun mengandung pesan moral yang kuat, dapat meningkatkan daya tarik dan pemahaman penonton terhadap lagu tersebut. Kontribusi dari hasilperancangan ini yaitu diharapkan mendapatkan konsep yang baik untuk perancangan selanjutnya, serta bisa menjadi media edukasi yang efektif dalam mengajarkan  nilai-nilai pelestarian lingkungan kepadagenerasi muda.
Analisis Pose dan Gerak Karakter Animasi Donald Duck Dalam Film Donald’s Penguin Pramayasa, I Made Hendra Mahajaya; Yasa, Gede Pasek Putra Adnyana; Putra, Gede Lingga Ananta Kusuma
Jurnal SASAK : Desain Visual dan Komunikasi Vol. 6 No. 1 (2024): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v6i1.4064

Abstract

Salah satu media hiburan yang dapat membantu untuk bersantai dan menghilangkan stres yaitu animasi, karena menawarkan berbagai tampilan karakter yang unik dan gerakan yang lucu. Donald Duck adalah salah satu karakter dalam animasi komedi yang banyak digemari. Seperti dalam film animasi "Donald’s Penguin", salah satu film animasi klasik yang dirilis pada tahun 1939 oleh Walt Disney Productions. Dalam animasi ini, visual yang ditampilkan menawarkan animasi dengan karakter ikonik dalam berbagai situasi lucu dan menegangkan. Tujuan penelitian ini adalah menganalisis pose dan gerak animasi beserta penerapan prinsip-prinsip animasi terhadap gerak karakter Donald. Metode yang digunakan penelitian ini adalah kualitatif deskriptif dengan pendekatan analisis prinsip-prinsip animasi. Hasil penelitian ini adalah bahwa pose dan gerak dari Donald dalam film Donald’s Penguin lebih mengedepankan prinsip-prinsip animasi. Hal ini menjadikan gerakannya tidak hanya realistis tetapi juga menarik dan tidak membosankan. Gerakan tersebut berhasil menggambarkan kepribadian karakter Donald secara efektif. Implikasi dari penelitian ini adalah memahami bagaimana pose dan gerak karakter memainkan peran penting dalam menentukan kualitas dan daya tarik film animasi.
MORE THAN JUST ENTERTAINMENT: "UPIN IPIN" ANIMATION OFFERS MALAYSIA'S INTERETHNIC MULTICULTURAL SPIRIT TO INDONESIAN AUDIENCES Gede Pasek Putra Adnyana Yasa; I Nyoman Darma Putra; I B Gde Pujaastawa; I Nyoman Larry Julianto
International Journal of Educational Review, Law And Social Sciences (IJERLAS) Vol. 3 No. 5 (2023): September
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/ijerlas.v3i5.1060

Abstract

The animation "Upin Ipin" is a popular children's movie series in Indonesian audiences, including Denpasar, from 2010-2023. In the story, interethnic harmony and peace are reflected through the characters who play a role. This article analyzes how the animated series "Upin Ipin" represents the multicultural spirit in interethnic relations in Malaysia for Indonesian audiences. The effort to show interethnic harmony in Upin Ipin's animation is evident, although, in reality, multicultural problems still occur in society. This research uses a qualitative method; the data is studied using discourse analysis theory and ideology theory. The results show that Upin Ipin animation is one of the media that can be used as a means to shape, educate and neutralize issues related to ethnic stereotypes that exist in Malaysia. This article contributes to the understanding that Upin Ipin animation is not just entertainment but a medium to introduce multicultural life in Malaysia and encourage the spirit of interethnic multicultural.
Pengabdian Masyarakat di Sanggar Seni Lukis Balitung Denpasar “Menggambar Storyboard Komik Anak-Anak” Janottama, I Putu Arya; Wibawa, Arya Pageh; Yasa, Gede Pasek Putra Adnyana; Indira, Wahyu; Artha, I Gede Agus Indram Bayu; Kusuma, Gede Lingga Ananta; Pramayasa, I Made Hendra Mahajaya; Wiwana, I Putu Adi; Prabu, Anak Agung Bayu Krisna; Swandi, I Made Dwiarya
Abdi Widya: Jurnal Pengabdian Masyarakat Vol 3 No 2 (2024): Abdi Widya: Jurnal Pengabdian Masyarakat
Publisher : Pusat Penerbitan LP2MPP ISI Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/awjpm.v3i2.4356

Abstract

Sanggar Seni Lukis Balitung sebagai salah satu sanggar seni yang berada di jalan Tukad Yeh Biu Gang Pudak No. 1, Sesetan, Kecamatan Denpasar Selatan, kotamadya Denpasar. Sanggar ini didirikan pada tahun 1989 oleh Drs. I Ketut Sudiana dengan tujuan untuk melestarikan, mengembangkan, dan memajukan seni sebagai bagian dari warisan budaya. Sanggar Seni Lukis Balitung telah menjadi tempat untuk dilaksanakannya pengabdian masyarakat oleh dosen Program Studi Animasi Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Denpasar. Tujuan dari pengabdian masyarakat ini adalah memberikan wawasan pengetahuan tentang storyboard komik kepada anak-anak. Tambahan pengetahuan tentang pembuatan storyboard komik ini dimaksudkan untuk dapat meningkatkan kemampuan teknik menggambar komik kepada peserta didik. Metode yang digunakan dalam pengabdian masyarakat ini adalah ceramah dan pelatihan kepada peserta didik yang selanjutnya diaplikasikan dalam media gambar berupa kertas. Selain itu, peserta didik diharapkan dapat mengembangkan berbagai cerita yang kreatif secara mandiri sehingga mereka memperoleh pemahaman secara komprehensif dan menyeluruh tentang storyboard komik. Tahapan yang digunakan dalam kegiatan ini adalah tahap persiapan, tahap pelaksanaan, dan tahap evaluasi. Implikasi kegiatan ini adalah pengetahuan yang terwujud dalam bentuk narasi visual yang digambarkan oleh peserta didik secara mandiri tidak hanya diimplementasikan ke dalam media komik tetapi juga nantinya dapat diterapkan pada media-media lainnya.
PERKEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANIMASI DI BALI Putra, Dewa Gde Surya Dwipa; Wibisono, Angger Prasetyo; Yasa, Gede Pasek Putra Adnyana
Anima Rupa Vol 1 No 2 (2024): Anima Rupa: Jurnal Animasi
Publisher : Pusat Penerbitan LPPM ISI Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/animarupa.v1i2.3587

Abstract

Penggunaan animasi dalam media pembelajaran semakin berkembang di berbagai sekolah dan lembaga pembelajaran di Indonesia. Pendekatan ini terbukti efektif bagi pengajar dan pelajar. Bagi pengajar, metode animasi menghilangkan kebutuhan untuk menjelaskan secara terperinci atau menggambar visual. Penelitian ini menggunakan metode observasi dan wawancara. Penelitian perkembangan media pembelajaran berbasis animasi di Bali menggunakan metode observasi dan wawancara dapat memberikan wawasan yang mendalam tentang penggunaan dan dampak media tersebut dalam konteks pendidikan lokal. Konten pembelajaran dalam animasi haruslah relevan dengan kehidupan sehari-hari dan pengalaman siswa di Bali. Animasi dapat menjadi alat yang efektif untuk melestarikan dan mempromosikan budaya dan identitas lokal. Dengan menganalisis penggunaan animasi dalam konteks budaya Bali, dapat memastikan bahwa media pembelajaran tetap relevan dengan nilai-nilai dan tradisi lokal, serta meningkatkan pemahaman siswa tentang warisan budaya setempat.
PERANCANGAN FILM ANIMASI PENDEK 2D SEBAGAI MEDIA KAMPANYE PENANGANAN ANXIETY DISORDER Yasa, Gede Pasek Putra Adnyana; Narpaduhita, Kadek Ayu Satyasusmaya; Purwita, Dewa Gede
Jurnal Bahasa Rupa Vol. 2 No. 2 (2019): Jurnal Bahasa Rupa April 2019
Publisher : 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; Yasa, Gede Pasek Putra Adnyana
Jurnal Bahasa Rupa Vol. 3 No. 1 (2019): Jurnal Bahasa Rupa Oktober 2019
Publisher : 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; Yasa, Gede Pasek Putra Adnyana
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
Publisher : 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.
ESTETIKA KARAKTER ANIMASI PADA MEDIA KOMUNIKASI SOSIAL DENGAN KATEGORI AUDIENCE REMAJA Putra, Gede Lingga Ananta Kusuma; Yasa, Gede Pasek Putra Adnyana
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.576

Abstract

Animation currently shows a fairly high level of flexibility due to the influence of increasingly rapid technological advances. An animation should ideally have aesthetic value, by knowing the aesthetic location in the animation, it is hoped that the social communication process will be more effective. In this article, we use a qualitative method by examining several existing animations, and using literature related to the cases raised in order to obtain more accurate data. Ethical values ​​are needed in a communication medium, in order to attract the attention of the target audience, so that the information contained in the media can be conveyed. Implementation of the aesthetic of animated characters can apply the principle of appeal, so that these characters become more attractive.