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Perancangan Concept Art Game Berlatar Budaya Majapahit Sebagai Media Komunikasi Budaya Pandu Rukmi Utomo; Rahmatsyam Lakoro
Jurnal Sains dan Seni ITS Vol 1, No 1 (2012): Jurnal Sains dan Seni ITS (ISSN 2301-928X)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.174 KB) | DOI: 10.12962/j23373520.v1i1.396

Abstract

Game merupakan media hiburan dengan pertumbuhan paling tinggi di antara media audio visual lainnya seperti musik, tv, dan film. Game hanya kalah dari pertumbuhan internet yang juga sangat luar biasa perkembangannya Game selain memiliki potensi yang amat besar dibidang Ekonomi, game bukan hanya sebagai media hiburan tetapi lebih kompleks lagi, Salah satu diantaranya fungsi komunikasi. Indonesia hingga saat ini tidak memiliki data lengkap mengenai seni budaya yang tersebar di setiap daerah. Perlindungan hak cipta terhadap seni budaya juga sangat lemah, sedangkan publikasi multimedia secara internasional mengenai produk seni budaya masih sangat minim. Akibat berbagai kelemahan ini, seni budaya Indonesia sering diklaim negara lain. Dengan memanfaatkan fungsi game sebagai media massa maka merancang sebuat game dengan cerita, concept art karakter dan environment yang memuat informasi budaya Indonesia diharapkan dapat menjadi publikasi multi media yang dibutuhkan oleh budaya Indonesia untuk melindungi dari klaim pihak asing. Kata Kunci—game, budaya dan concept art.
IMERSI DAN NOSTALGIA DALAM GAME A SPACE FOR THE UNBOUND Pandu Rukmi Utomo; Krishna Hutama; Yan Yan Sunarya
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 5 No. 1 (2022): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.524 KB) | DOI: 10.25105/jsrr.v5i1.15276

Abstract

AbstractIs a research with goals to understand the relationship between immersion and nostalgia in Indonesian culture based game A Game For The Unbound. Research methodology used in this research is the aesthetic transformation method. This methodology is part of qualitative research in which the design object is reviewed by design critics and design discourse. The attention in details and understanding to the culture used trough aesthetic elements of video game is the most important factors to determine the success of A Game For The Unbound in creating immersion and nostalgia,Keywords: video game, culture, immersion, nostalgia AbstrakMerupakan sebuah penelitian yang bertujuan untuk menggali hubungan antara imersi dan nostalgia pada game Indonesia bermuatan budaya dengan judul A Game For The Unbound. Metode penelitian yang digunakan adalah transformasi estetik yang merupakan penelitian kualitatif dengan cara mengkaji sebuah objek desain melalui kritik desain dan wacana desain. Perhatian terhadap detail dan pemahaman terhadap budaya yang diangkat dalam elemen estetik video game merupakan faktor utama yang menentukan keberhasilan A Space For The Unbound dalam menciptakan imersi dan nostalgia.Kata kunci: video game, kebudayaan, imersi, nostalgia
PENGGUNAAN PSIKOLOGI DESAIN PADA FILM LA LA LAND DAN BLACK SWAN: Studi Kasus Warna Terhadap Emosi Manusia. Patricia Tessalonica Putri; Hillary The; Tirza Manuela Lowell; Pandu Rukmi Utomo
IKONIK : Jurnal Seni dan Desain Vol. 6 No. 02 (2024): JULI 2024
Publisher : LPPM Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/ijsd.v6i02.16682

Abstract

Film merupakan salah satu sarana hiburan yang tersedia baik secara gratis maupun berbayar. Hingga kini telah tercipta banyak film dengan berbagai genre yang menceritakan berbagai kisah dengan sudut pandang dan pendekatan. Genre yang berbeda memiliki hasil visual yang berbeda, utamanya dalam hal warna yang dominan dalam suatu film tersebut. La La Land (2016) dan Black Swan (2010) adalah contoh nyata dari sebuah film dengan konflik utama yang sama namun menggunakan pendekatan cerita yang berbeda. La La Land dengan genre musikal romantis dan Black Swan dengan genre horor psikologi dan thriller; keduanya memiliki inti cerita yang berisi “Ambisi menuntut pengorbanan”. Berdasarkan riset yang kami lakukan, penggunaan warna pada kedua film tersebut menimbulkan emosi dan memicu reaksi yang berbeda. Dalam teori warna, secara general warna hangat seperti kuning, orange, dan merah sering diasosiasikan dengan keceriaan, energi, dan semangat. Sedangkan warna dingin seperti biru, hijau, dan ungu diasosiasikan dengan ketenangan dan kesedihan. Asosiasi ini digunakan dalam film Black Swan dan La La Land. Tujuan dari studi ini adalah untuk meningkatkan kepekaan para desainer terhadap pengaplikasian warna terhadap suatu desain. Hasil temuan dari riset yang telah dilakukan membuktikan bahwa pengaplikasian warna tertentu berdampak terhadap berbagai macam emosi seseorang, oleh karena itu penting bagi para desainer untuk memiliki kepekaan terhadap pengaplikasian warna.
Augmented Reality as a Pedagogical Tool in Cultural Education: A Case Study on Srimulat-Based Cultural Learning Among University Students Wardaya, Marina; Limantara, Quina Reivaldi; Utomo, Pandu Rukmi
IJORER : International Journal of Recent Educational Research Vol. 6 No. 6 (2025): November
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i6.980

Abstract

Objective: This study explores the potential of Augmented Reality (AR) can be used as a learning tool to help college students learn more about Srimulat, a traditional Indonesian comedy troupe that younger generations are losing interest in. As students who grew up with digital media become less interested in local performing arts, it becomes more important to include heritage content in interactive media. To fix this, an AR app was made using user-centered design principles, which focus on the needs and habits of students, and multimedia learning theory, which says that using pictures and narration together can help people understand better. The app used 3D models, voice narration, and interactive posters to show Srimulat characters. The program was used in a university exhibition and involved 68 students who took pre-test and post-test to see how much they had learned. The results showed a big increase in knowledge, with post-test scores going up by an average of 24.1 points. Additionally, 94% of participants reported enjoyment, while 91% claimed to have a better understanding of the cultural aspect. Although these statistics are positive, the study took place at a single school, and it only examined short term learning effects. Future research, in order to further support of its role in cultural education, should examine long-term learning effects, cross-cultural comparisons, and methods for integrating AR, in formal educational contexts.
Creative Activation for Community Nutrition Education: Integrating Health Counselling, Culinary Training, and Mural-Based Visual Recall Otje Herman Wibowo; Marina Wardaya; Pandu Rukmi Utomo; Victor Kurniawan Yuwono
Journal of Innovation and Community Engagement Vol. 7 No. 1 (2026)
Publisher : Faculty of Smart Technology and Engineering, Universitas Kristen Maranatha, Bandung, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/ice.v7i1.14093

Abstract

This project addresses the stunting problem in Kampung Plampitan by increasing community awareness of the health benefits of tempe, a nutritious and affordable source of plant-based protein. Health and stunting prevention topics were delivered through two main formats: health education presentations and hands-on tempe-based cooking demonstrations. The murals functioned as continuous visual reinforcement, supporting recall of key messages, while the primary educational focus remained on improving nutrition knowledge and practical food preparation skills using tempe. By placing the murals in highly visible public locations, community members were encouraged to reflect on their own practices and share information with others, thereby fostering an ongoing understanding of healthy eating and supporting sustained community-level awareness. Program effectiveness was evaluated using pre- and post-intervention measures of knowledge, attitudes, and practices related to tempe consumption, complemented by qualitative observations during implementation. The results indicated increased awareness of tempe’s health benefits, more positive attitudes toward its consumption, and stronger intentions to adopt healthier cooking and eating behaviours. The murals were rated positively for their visual appeal, clarity, and effectiveness in reinforcing key nutrition messages related to balanced diets and stunting prevention. These findings suggest that mural-based visual recall, when integrated into experiential and educational interventions, offers a cost-efficient and scalable approach to community nutrition communication.