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Journal : SENI

DESAIN ANIMASI 2D SEBAGAI MEDIA PEMBELAJARAN ANAK USIA DINI DENGAN CERITA “AYAM DAN IKAN TONGKOL” Raden Kusuma Candra Gusti Aji; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Animation is an image/object that is arranged in a regular manner that will be manipulated and will be arranged within a specified time so that it will make the image/object appear to be moving. At an early age, children cannot learn too hard, so they need a learning method in the form of games. Children are playing while learning. Children prefer learning through animation media. This combination of animation and comics aims to give children a new impression of animation. Moreover, it also aims to train children's reading levels at an early age. The design method used qualitative by collecting data directly through observing children's conditions in the environment, the internet and social media. As a result, this 2D animation was created using comic elements so it creates a new experience for young children and makes children learn through animation. Keywords: Animation, Early Age, Learning
FILM ANIMASI PENDEK 3D SEBAGAI PERANCANGAN MEDIA EDUKASI TENTANG DEPRESI Akhromul Hakim; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Mental health has become a crucial aspect of an individual's well-being. However, it remains a slightly overlooked issue globally. Depression is a common mental health disorder. The need for a creative approach in delivering messages about mental health education and depression is increasingly essential. The goal of this design is to create a concept for a 3D short animated film as an educational media about depression. The design of this 3D animated short film is inspired by the stories of depression survivors. The design method follows the workflow of 3D animation production, including development, pre-production, production, and post-production. The result of this design is a 3D short animated film titled "Lilies," aiming to convey educational messages about mental health and depression through the storyline of the designed 3D animated short film. Keywords: mental health, depression, 3D short animated film, educational media
(UI) USER INTERFACE DESAIN PADA WEB MOVE SABLON SRAGEN SEBAGAI MEDIA PROMOSI Christian Dwita Nugraha; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Move Screen Printing is a screen printing business established in the city of Sragen which was founded by Arief Mutaqin on December 3 2020, precisely in Bedoro village, Sragen, Central Java. Several entrepreneurs, one of whom is Move Screen Printing, are having difficulty marketing their products. apart from the impact following the COVID 19 pandemic, locations in remote areas are a problem. The solution offered is marketing through a supporting website. A supportive website is a website that makes it easy for users to access it, supported by a good user interface (UI). further developed with creative ideas, design and evaluation in the design process. It is hoped that the user interface (UI) design of this website will become Move Sablon's personal identity and make it easier to purchase and market Move Sablon products. Keywords: Design, UI User Interface, Website, Promotional Media
ANALISIS KARAKTER PADA KARAKTER UTAMA ANIME DEMON SLAYER: KIMETSU NO YAIBA Illona Zamia Lusaka; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Anime Demon Slayer: Kimetsu No Yaiba is a 2-dimensional animated series from Japan known as anime. This anime has 4 main characters, namely Kamado Tanjiro, Kamado Nezuko, Agatsuma Zenitsu, and Hashibira Inosuke who are members of the Demon Slayer squad. The research aims to determine the visual elements and meaning of the main characters of the Demon Slayer anime. The meaning of each main character is analyzed and described using design elements and the semiotic perspective of denotation and connotation using Roland Barthes' theory. This research used qualitative research methods with a descriptive approach. Data collection techniques implemented literature study and observation. The results show that everything in the character has its own meaning and function. It is also the characteristic of each character that makes them stand out. The characters' colors also describe each character's personality and special features. The characters Tanjiro, Nezuko, Zenitsu, and Inosuke are easy to remember with their unique characteristics. It means that the mangaka succeeded in creating the main character. Keywords: Roland Barthes Semiotics, Anime, Demon Slayer: Kimetsu No Yaiba, Japan
PERANCANGAN VIDEO IKLAN PRODUK HIJABSANIA Raizal Shanisyahmi Al Akhyar; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Changes from time to time, especially now which has entered the modern era. This influences the way of dressing from western culture which has an impact on Indonesian society whose majority religion is Islam. Nowadays, you can find many different styles of hijab in Indonesia. One of the MSMEs that focuses on selling hijab products is HijabSania. HijabSania promotes products only through social media platforms such as WhatsApp and Instagram. The problem experienced by HijabSania is a problem with the concept of the video it uploads on Instagram. Therefore, it is necessary to make efforts to solve the HijabSania problem. The solution offered is a promotional media design with a Cinematic Video concept. The video that will be shown contains concerns about anxiety when wearing the hijab so that products from HijabSania are the solution to these concerns. Using a qualitative design method by collecting data and interviewing HijabSania, they produced a design in the form of a cinematic video which was intended as a product promotion medium and was supported by several other supporting media. Keywords: Design, Product Advertising, Products, Hijab
PERANCANGAN ANIMATED MUSIC VIDEO UNTUK LAGU KELAPA MUDA BAND Yesaya Sabda Imanuel; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Kelapa Muda Band is an experimental jazz music group originating from Lampung, Indonesia, and has won the first championship in one of the international jazz music competitions. However, the Kelapa Muda Band is still rarely recognized by the general public who are not concerned with the jazz music genre. One problem is the lack of promotional media for music video clips. Therefore, promotional media for music video clips is needed to increase the name of the Kelapa Muda Band, especially the song "Pagi dan Hujan". The design was made to promote the song "Pagi dan Hujan" from Kelapa Muda Band as an attractive promotional medium. It method starts from Development, pre-production, production, post-production, and distribution. Therefore, the design can produce music video clips and some of merchandise that are interesting in terms of concept and visualization. Keywords: Video Clip, Animation, Jazz
PERANCANGAN WEB KOMIK “PEMBAWA CAHAYA” UNTUK MEMPERKENALKAN BUDAYA BATAK Erlang Arsa Ridha Putra; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

The design of the comic “Pembawa Cahya”t was motivated by the low quantity of Batak cultural web comics, especially in the action and fantasy genres. As for themes, there is a tendency to emphasize visual themes, such as traditional clothing or traditional houses, so that they don't really seem like the culture that exists in Indonesia today. This results in less interest in web comics with local themes. This design aims to make the audience more interested in local Indonesian cultural themes. Web comics were chosen because they area relevant entertainment medium in the millennial era where platforms and sites providing web comics have penetrated society. The story of The “Pembawa Cahaya” is designed so that the fantasy story wrapped in horror remains relevant by adding elements of kinship and cultural socialization in the local community. Most local web comics do not really raise social and cultural issues that are relevant to society, so they have few fans. Likewise, the issue of the harsh upbringing of sons from Batak families, even though there is a more fundamental reason for what actually happened, is rarely corrected in most Batak-themed story works. Using themes that are more local and relevant to society is aimed at reviving public interest in local web comics and can use web comics as a medium for promoting local cultures which is also an introduction to how the concept of culture actually applies, not just what the community interprets for themselves. Alone. This design uses observations in various fields, from provider platforms such as webtoon or comic toon as well as in data collection which is based on journals that are relevant to the theme raised. The design concept for this design is "Local culture in the modern era" whose concept is based on combining the concept of modernization with local culture that seems traditional.