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PENYAMPAIAN INFORMASI PENCEGAHAN KANKER SERVIKS MELALUI IKLAN LAYANAN MASYARAKAT BERUPA MOTION GRAPHIC I Made Marthana Yusa; Ni Made Adi Sari Yati
Jurnal Kreatif : Desain Produk Industri dan Arsitektur Vol. 2 No. 1 (2014): Volume 2, No.1, Oktober 2014
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46964/jkdpia.v2i1.102

Abstract

Many ways used by the government preventing the cervical cancer, especially to reduce victim from teenager. For instance, by using The Public Service Announcement – PSA. Sometimes, that existing media does not provide pictures or videos precisely. Then, it cause disconnected information. The government cannot deliver the message of Cervical Cancer to the people properly. It reflected the fact that lot of teenagers still doesn’t aware about reproductive health. Authors analyze this phenomena, then think that we need more interesting alternative media solutions for the youth. That alternative media should be different, better, faster and more interesting to attract the youth to know more about The Cervical Cancer. One of those alternative media solutions is using Motion Graphic. Motion Graphic will change the complicated datas become simple pictures and effective animations that easy to comprehend. The research held in SMKN 1 Denpasar. The final animation showed, watched by 35 female students, then the students wrote answers from questionnaire distributed. From the evaluation result shows that 97,14% of teenagers could answer the question about causes of cervical cancer correctly. In addition, 100% of the schoolgirls in that school state that keeping their reproduction health is is very important. They were also state that they want to take care of their reproduction health after watching the advertisement video Banyak media yang digunakan pemerintah untuk melakukan sosialisasi pencegahan kanker serviks ke masyarakat, khususnya remaja, seperti iklan layanan masyarakat. Kelemahan dari media yang sudah ada tersebut terletak pada cara penyampaian yang kurang menampilkan visualisasi dengan baik sehingga dianggap tidak menarik. Hal ini dibuktikan dari masih kurangnya pengetahuan remaja tentang ilmu kesehatan reproduksi. Penulis melihat perlu dikembangkan media informasi alternatif untuk remaja yang mampu menyampaikan informasi dengan lebih baik. Cara yang digunakan dalam penelitian ini untuk membuat sebuah iklan layanan masyarakat lebih menarik adalah dengan membuat tampilan dari iklan tersebut berbeda dengan yang lainya. Salah satu caranya adalah denganmenggunakan teknik dan gaya motion graphic. Motion graphic ini mampu menyampaikan hal rumit dengan gambar dan animasi yang sederhana sehingga mudah dipahami. Pengujian efektivitas penyampaian pesan dilakukan dengan pembagian kuisioner uji soal mengenai Kanker Serviks. Pembagian kuisioner dilakukan setelah iklan ditayangkan kepada 35 orang siswa putri di SMKN 1 Denpasar. Hasil pengujian menunjukkan hasil bahwa 97,14% remaja menjawab dengan benar virus yang menyebabkan kanker serviks. Hal ini ditunjukkan dengan setelah diberikan pertanyaan tentang virus penyebabnya, sebagaian besar siswa menjawab dengan benar. Disamping itu, 100% siswa putri menyatakan bahwa menjaga kesehatan reproduksi itu sangat penting dan mereka juga mau menjaga kesehatan reproduksi sejak dini setelah menonton video iklan tersebut.
Pemanfaatan Animasi 2 Dimensi Model Infografik dalam Perancangan Video Iklan Layanan Masyarakat Tentang Pengolahan Sampah Rumah Tangga di Denpasar I Made Marthana Yusa; I Putu Septian Saputra
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 5 No. 1 (2016)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v5i1.9739

Abstract

Sampah rumah tangga adalah sampah yang dihasilkan oleh kegiatan rumah tangga sehari-hari. Sampah rumah tangga yang diolah dengan cara yang tidak benar dapat menyebabkan berbagai masalah lingkungan dan kesehatan. Masyarakat dapat berpartisipasi untuk mengatasi permasalahan sampah rumah tangga dengan cara mengolah sampah rumah tangga masing-masing dengan metode 3R. Namun, menurut DKP Kota Denpasar, pengetahuan dan motivasi masyarakat tentang pengolahan sampah rumah tangga dinilai sangat kurang. Dalam penelitian ini dilakukan perancangan sebuah video iklan layanan masyarakat tentang pengolahan sampah rumah tangga berbasis animasi 2 dimensi. Animasi 2 dimensi, khususnya dengan model infografik memiliki potensi dalam menyampaikan hal yang rumit dengan cara yang lebih sederhana. Dari hasil penelitian tersebut didapatkan data bahwa masyarakat merespon dan menilai sangat baik video iklan layanan masyarakat berbasis animasi 2 dimensi tersebut, baik dari sudut pandang desain maupun penyampaian informasi tentang pengolahan sampah rumah tangga. 
Pengembangan Model Pembelajaran Huruf Hiraganadalam Wujud Cd Interaktif Untuk Siswa Kelas Iv Sd I Made Marthana Yusa; Fajar Wati Putu Yuliana
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 2 No. 2 (2013)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v2i2.9780

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran alternative berbasis komputer yang menarik, dalam pembelajaran bahasa Jepang, untuk siswa kelas IV SD. Media pembelajaran yang dipilih berbentuk CD Interaktif. Materi pembelajaran bahasa Jepang yang dipilih adalah pembelajaran tulisan Hiragana, karena lebih mudah dipelajari jika dibandingkan dengan huruf Katakana dan Kanji. Pembelajarannya meliputi cara penulisan, pengucapan huruf dan pemakaian pada beberapa kata serta arti dari kata tersebut. Model pembelajaran yang penulis gunakan adalah model tutorial dan instructional games. Penyampaian materi pembelajaran huruf Hiragana adalah dengan konsep bercerita (storytelling). Dalam proses pembelajaran dengan CD interaktif model tutorial dan instructional games, dengan konsep storytelling akan membantu anak untuk tidak hanya mengutamakan kemampuan otak kiri yang cenderung berpikir rasional, tetapi juga otak kanan dengan kecenderungan berpikir kreatif dan imajinatif. Secara umum semua anak-anak senang mendengarkan storytelling, baik anak balita, usia sekolah dasar, maupun yang telah beranjak remaja bahkan orang dewasa.
Basic 3D Animation Online Learning Model for Multimedia Student I Made Marthana Yusa; I Ketut Ardhana; I Nyoman Darma Putra; Ida Bagus Gde Pujaastawa; I Gede Adi Sudi Anggara; Ngakan Putu Darma Yasa
East Asian Journal of Multidisciplinary Research Vol. 1 No. 11 (2022): December 2022
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/eajmr.v1i11.2297

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This study aims to obtain an ideal concept structure for the online learning model for the practicum category, especially those related to animation learning with 3-dimensional (3D)-based assets. The research was carried out through methodological steps which included collecting data through literature studies and observing online learning assets, specifically in the practicum category and in the field of multimedia design. The design of the selected learning assets is audio-visual learning assets as the most relevant model for online practicum learning. From the results of tests carried out with the user (student) satisfaction test model, in 4 classes of 3D Animation courses at Institut Bisnis dan Teknologi Indonesia (INSTIKI), it was found that the level of student satisfaction with the implementation of 3D Animation online practicum lectures was in the Average grade. The level of student satisfaction illustrates that the 3D Animation practicum model course with all its shortcomings can still run quite well even though it has not reached the ideal level.
INTERPRETING BALINESE MYTHOLOGY-THEMED CHARACTER DESIGN SIGNIFICATION AS A VIRTUAL ENTITY IN ANIMATION I Made Marthana Yusa; I Ketut Ardhana; I Nyoman Darma Putra; Ida Bagus Gde Pujaastawa
E-Journal of Cultural Studies Vol 16 No 3 (2023): Volume 16 Number 3 August 2023
Publisher : Cultural Studies Doctorate Program, Postgraduate Program of Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/cs.2023.v16.i03.p05

Abstract

This article explores the significance of Balinese mythology-themed character design in animation as virtual entities, providing an in-depth analysis of their cultural signification and cultural implications, and their role in promoting social commentary and cultural preservation. Through the use of case studies, literature reviews and survey, the articles examines how various Balinese mythological figures including (Hanoman, Garuda, Barong, and Rangda) are portrayed in popular animated works and what cultural meanings are conveyed through their design choices. The article analysis reveals that Balinese mythology-themed character design in animation can reflect Bali cultural values, promote social commentary, beliefs, and traditions, serving as a means of preserving Balinese cultural heritage. Furthermore, the results demonstrate the importance of considering the cultural context in which mythology is presented in animation, as it can shape the interpretation of these virtual entities. Keywords: Balinese mythology-themed, character design, signification, virtual entity
THE CHALLENGES AND OPPORTUNITIES OF KURIKULUM MERDEKA IMPLEMENTATION IN INDONESIAN SCHOOLS I Made Marthana Yusa; M. Yusuf; Ali Rahman; Aniati Aniati; Didik Supriyanto
Indonesian Journal of Education (INJOE) Vol. 3 No. 2 (2023): AUGUST
Publisher : CV. ADIBA AISHA AMIRA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/injoe.v3i2.72

Abstract

This study examined the challenges and opportunities associated with implementing Curriculum Merdeka, a new curriculum reform initiative, in Indonesian schools. Data were collected from 20 teachers and ten school administrators across 15 schools in three provinces through semi-structured interviews and focus group discussions. The study found that the implementation of Kurikulum Merdeka faced challenges related to a lack of resources and infrastructure, inadequate training and support for teachers, and a heavy burden on teachers. However, the new curriculum also provided opportunities for more student-centered and interdisciplinary Learning, teacher professional development, and more significant equity and inclusion in Indonesian schools. The study recommends that policymakers and educators address the challenges of implementing Kurikulum Merdeka by providing adequate resources and support for teachers and clear guidance and expectations for the implementation process. Additionally, the study suggests that future research should examine the long-term impact of Kurikulum Merdeka on student learning outcomes and teacher professional development. Overall, this study highlights the importance of careful planning and support to implement new curriculum initiatives in Indonesian schools successfully.
EMOTIONAL DESIGN: A REVIEW OF THEORETICAL FOUNDATIONS, METHODOLOGIES, AND APPLICATIONS I Made Marthana Yusa; I Ketut Ardhana; I Nyoman Darma Putra; Ida Bagus Gde Pujaastawa
Journal of Aesthetics, Design, and Art Management Vol. 3 No. 1 (2023): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v3i1.308

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Purpose: This article reviews the theoretical foundations, methodologies, and applications of emotional design, a concept that emphasizes the importance of creating an emotional connection between users and products. The article provides an overview of the three levels of emotional design - visceral, behavioral, and reflective - and their underlying principles. Research methods: Deep and comprehensive review of literature from multidiscipline field of studies related to emotional design conducted with retrospective reasoning. The article then provides an overview of various applications of emotional design in product design and visual communication design, including digital interfaces, automotive design, and healthcare. The article concludes by discussing the future directions of emotional design research and its potential impact on the design industry. Findings: Emotional design is a promising approach to product design and visual communication design that can enhance the user experience by creating an emotional connection between users and products. The three levels of emotional design and various research methodologies can be used to measure emotional responses to design. Implications: Emotional design has been applied in various industries, and its potential impact on the design industry is significant. Future research in emotional design can explore the interplay between the different levels of emotional design and its impact on user behavior and product success.
REFLECTIONS ON THE USE OF ARTIFICIAL INTELLIGENCE IN WORKS OF ART I Made Marthana Yusa; Yu Yu; Tetiana Sovhyra
Journal of Aesthetics, Design, and Art Management Vol. 2 No. 2 (2022): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v2i2.334

Abstract

Purpose: This paper aims to reflect on the use of Artificial Intelligence (AI) in works of art, examining its impact on the creative process, aesthetics, and audience reception, then provide a critical reflection on the use of AI in works of art, examining its potential benefits and drawbacks and exploring the ethical considerations involved. The paper examines the use of AI in works of art, with a focus on the methodologies and case studies that demonstrate the potential and challenges of this emerging field. Research methods: The paper presents case studies of notable artworks that utilize AI, discusses the potential benefits and drawbacks of AI in art, and explores the ethical considerations involved. Through a review of the literature and analysis of six case studies, we explore the aesthetic, technical, and social dimensions of AI-generated art, as well as the ethical and critical debates surrounding its production and reception. Findings: The paper concludes by emphasizing the importance of critical engagement and continued reflection on the use of AI in art. Our findings suggest that AI can offer new modes of creative expression and engagement, but also raise questions about the role of human agency and interpretation in the artistic process. Implications: AI-generated art offers new opportunities and challenges for artists, scholars, and audiences, and that future research should focus on developing ethical guidelines, exploring collaborative practices, and examining the social and political implications of AI-based art. Case studies of AI-generated art can help us understand the potentials and limitations of this field by providing specific examples of how AI is being used to create art, and how artists and audiences are engaging with these works. These studies can provide insights into the creative processes, technical challenges, and social implications of AI-generated art.
Implementasi Rigging pada Karakter ‘I Angsa’ dalam Film Animasi 2D ‘I Empas Teken I Angsa’ Sudi Anggara, I Gede Adi; Yusa, I Made Marthana; Jayanegara, I Nyoman
Jurnal Desain Vol 8, No 3 (2021): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (529.399 KB) | DOI: 10.30998/jd.v8i3.9366

Abstract

Perkembangan teknologi yang kian pesat semakin mempermudah animator dalam memproduksi sebuah film animasi. Banyak teknik dan metode-metode baru muncul dan digunakan dalam proses produksi sebuah film animasi, salah satunya adalah metode rigging. Rigging merupakan metode pemasangan sistem kerangka pada karakter animasi agar dapat digerakkan. Metode rigging biasa digunakan pada karakter animasi 3D, namun seiring perkembangan teknologi, kini metode rigging dapat juga diimplementasikan ke dalam karakter animasi 2D. Tujuan dari penelitian ini adalah untuk mengimplementasikan metode rigging pada karakter animasi 2D. Objek penelitian adalah karakter animasi “I Angsa” yang merupakan salah satu karakter protagonis dalam film animasi 2D “I Empas teken I Angsa”. Metode yang digunakan adalah observasi dan eksperimen. Hasil dari penelitian ini adalah: (1) Dalam proses implementasi rigging terdapat beberapa tahapan diantaranya, penempatan joint, skinning, menentukan FK dan IK, mengatur angle constraint, dan membuat controller bone, (2) Jumlah keseluruhan bone pada rigging karakter animasi 2D “I Angsa” adalah 20 bone. (3) Rigging yang diimplementasikan dapat berfungsi dengan baik ketika diuji dalam melakukan beberapa gerakan animasi.
Video Edukasi Animasi 2 Dimensi Mengenai Bahaya Merkuri terhadap Masyarakat Kabupaten Lombok Tengah sebagai Dampak Penambangan Emas Ilegal Yusa, I Made Marthana; Rukmi, Laksminta
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 3 No. 02 (2017): August 2017
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v3i02.1487

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AbstrakMerkuri adalah salah satu jenis logam berat yang banyak ditemukan di alam dan tersebar dalam batuan, tanah, air dan udara sebagai senyawa anorganik dan organik. Merkuri dapat dimanfaatkan dalam berbagai bidang industri, salah satunya industri emas. Pengelolaan limbah hasil industri pengolahan emas yang tidak sesuai dengan prosedur yang baik dan benar akan menyebabkan pencemaran lingkungan. Merkuri yang telah mengontaminasi lingkungan dalam jangka waktu panjang akan membawa dampak buruk bagi kesehatan manusia yang sering berinteraksi dengan bahan merkuri ini. Dalam penelitian ini, dilakukan perancangan video berbasis animasi 2 dimensi, sebagai salah satu rekomendasi solusi edukasi, untuk pencegahan dampak kesehatan, akibat pencemaran lingkungan oleh merkuri di Lombok Tengah. Dari hasil penelitian didapatkan fakta bahwa responden yang terdiri dari staf Konservasi dan Sumber Daya Alam serta staf Pengawasan dan Pengendalian Lingkungan Kantor Lingkungan Hidup Kabupaten Lombok Tengah menilai video edukasi berbasis animasi 2 dimensi yang dihasilkan sangat baik dari segi desain maupun penyampaian informasinya. Video ini juga bermanfaat untuk mengedukasi masyarakat penambang emas di Lombok Tengah agar lebih mewaspadai merkuri dan bahayanya, juga menghargai kesehatan diri dan keselamatan kerja. Kata Kunci: Animasi 2 Dimensi, Bahaya Merkuri, Merkuri, Metil Merkuri, Video Edukasi AbstractMercury is one of the heavy metals found in nature and spread in rocks, soil, water and air as inorganic and organic compounds. Mercury can be utilized in various industrial fields, one of which is the gold industry. Waste management of gold processing industry that is not in accordance with good and correct procedures will cause environmental pollution. Mercury that has been contaminating the environment over the long term will have adverse effects on human health that often interact with these mercury ingredients. A 2-dimensional animation based video has been designed in this research, as one recommendation of educational solution, for the prevention of health impact, due to environmental pollution by mercury in Central Lombok. From the research results obtained the fact that respondents consisting of staff Conservation and Natural Resources and staff of Environmental Monitoring and Control Environment Office of Lombok Tengah District assessed 2-dimensional animation based animation videos produced very well in terms of design and delivery of information. This video is also useful to educate the gold miners community in Central Lombok to be more aware of mercury and its dangers, also appreciate the Occupational Health and Safety. Keywords: 2 Dimensional Animation, Mercury, Methyl Mercury, Educational Video