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Perancangan Web Komik Angling Dharma Sebagai Pengenalan Cerita Rakyat Jawa Timur Kepada Dewasa 18-25 Tahun Febyanti, Feby; Ayuswantana, Alfian Candra; Wulandari, Sri
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.9598

Abstract

In this modern era, it is necessary to design a culture in Indonesia that attracts the interest of the younger generation so they don't forget their country's identity. Literature is one area of culture that can be raised. This design aims to introduce one of Indonesian literature, namely the folklore of Angling Dharma to the target age group of 18-25 years. The media that is effectively used is comics. There are several types of comics, one of which is web comics. Web comics were chosen because this type of comic is cheaper and has a wider reach than printed comics. The design will use a qualitative descriptive method to analyze interview data, questionnaires and feedback which will then be followed by the implementation of the design concept, and then the implementation of the design. The design will focus on the fantasy genre as the main attraction. From the results of the research, designers can find out how to get the younger generation interested in learning Angling Dharma folklore. Like the character designs in an anime/cartoon style, the main characters have issues that are close to the reader, and the setting designs are fantasy-like. With this design, it is hoped that the Angling Dharma web comic can attract the curiosity of the younger generation.
Perancangan Animasi Edukasi Minum Susu ‘Milkaya’ dengan Tema Kebudayaan Reog Ponorogo Widyasari, Widyasari; Wulandari, Sri; Utomo, Samuel Rihi Hadi; Shabina, Sharah; Ramadhani, Brilliant Firdaus
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 01 (2023): March 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i01.7158

Abstract

AbstrakDampak stunting tidak hanya berpengaruh dalam jangka pendek untuk anak-anak, tetapi apabila tidak ditangani maka jangka panjangnya dapat mempengaruhi produktivitas ketika anak beranjak dewasa dan kesulitan bersaing dalam dunia kerja. Minum susu dapat menjadi solusi terkait permasalahan stunting, membantu pemerintah dalam menekan angka kasus stanting di Indonesia. Melihat akan hal ini dibutuhkan edukasi minum susu untuk anak-anak. Penelitian ini berusaha melakukan eksplorasi penggunaan animasi sebagai edukasi minum susu untuk anak-anak usia 7-12 tahun, sekaligus untuk melestarikan kebudayaan lokal Reog Ponorogo dan promosi produk susu lokal Milkaya. Metode penelitian kualitatif dengan tahapan perancangan dari pra-produksi, produksi hingga pasca produksi dapat menghasilkan video animasi edukasi minum susu Milkaya yang tidak hanya menarik untuk anak-anak, tetapi proses penyampaian pesan edukasinya pun dapat berlangsung dengan mudah. Tema perjuangan dari kebudayaan Reog Ponorogo, memberikan semangat perjuangan yang sama untuk menekan angka kasus stunting di Indonesia dengan minum susu Milkaya dan perjuangan untuk melestarikan kebudayaan lokal Indonesia di tengah gelombang besar globalisasi. Kata Kunci: animasi, edukasi, minum susu, Milkaya, Reog Ponorogo AbstractThe impact of stunting does not only affect children in the short term, but if it is not handled in the long term, it can affect productivity when children grow up and have difficulty competing in the world of work. Drinking milk can be a solution to the problem of stunting, helping the government reduce the number of stunting cases in Indonesia. Seeing this, education about drinking milk is needed for children. This study seeks to explore the use of animation as education to drink milk for children aged 7-12 years, as well as to preserve the local culture of Reog Ponorogo and promote local milk products, Milkaya. Qualitative research methods with design stages from pre-production and production to post-production can produce animated educational videos of drinking Milkaya milk which is interesting for children. The process of delivering educational messages can also take place quickly. The theme of struggle from the cultural of Reog Ponorogo provides the same spirit of struggle to reduce the number of stunting cases in Indonesia by drinking Milkaya milk and the struggle to preserve local Indonesian culture in the midle of globalization wive. Keywords: animation, education, drinking milk, Milkaya, Reog Ponorogo
PERANCANGAN VIDEO COMPANY PROFILE SEBAGAI MEDIA PROMOSI SPRAY MYSTERY. Hutagalung, Maysa dwi Artha; P.M, Nanda Ramadhan; Syahkhandiyas Ivan Imandiaz; Wulandari, Sri
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 16 No. 1 (2024)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/brikolase.v16i1.5736

Abstract

Spray Mystery merupakan sebuah toko  yang bergerak di bidang graffiti supply atau store graffiti berlokasi di surabaya. Spray Mystery telah berdiri sejak tahun 2014 sampai sekarang sayangnya store graffiti ini masih belum dikenal dikalangan writer di surabaya. Hal ini dikarenakan masih kurangnya media promosi yang dilakukan oleh store ini.saat ini store hanya menggunakan media promosi melalui dari teman ke teman,lalu melalui media sosial seperti instagram dan facebook. Dengan pengenalan latar belakang Spray Mystery membutuhkan video company profile berisi informasi dan promosi mengenai store secara jelas. Dalam perancangan video menggunakan penelitian kualitatif, data primer akan diambil dari wawancara dan dokumentasi, sedangkan sekunder penelitian didapat dari internet, media sosial. Analisis data didapatkan melalui metode SWOT untuk mengetahui kelebihan dan kekurangan dari perusahaan. Video dibuat dengan tujuan writer dapat lebih mengenal store dan store dapat menjadi tempat yang nyaman bagi komunitas writer.
Unmasking Marlina: psychoanalytic perspectives on women's supremacy and subordination in Indonesian cinema Setiawan, Bayu; Wulandari, Sri; Ridlo, M. Harun Rosyid
Gelar : Jurnal Seni Budaya Vol. 22 No. 1 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i1.5540

Abstract

This research aims to explore the unconscious motivations and character development portrayed in the film "Marlina, the Murderer in Four Acts" through a psychoanalytic point of view. The objectives include analyzing the visual attributes and emotional states of the character Marlina, categorizing them into complex emotions, and examining the relation between supremacy and subordination along the film storyline. By conducting a detailed visual psychoanalytic approach, integrating psychological theories and visual analysis techniques. Data collection was conducted by observing and interpreting visual attributes such as shot types, camera angles, character actions, and environmental situations in all scenes Marlina portrayed. The findings reveal how Marlina's unconscious emotional states are intricately reciprocal interactions with the male characters. Also about how supremacy and subordination are signified by her resistance against patriarchal oppression in more complex emotional states. The research highlights the method to do psychoanalytic analysis in understanding character emotion and narrative construction in cinematic works, while also focusing on approaches to explore the complexities of human emotion and behavior in film work.
VIDEO ANIMASI UNTUK MENGHADAPI MASALAH KESEHATAN MENTAL PADA REMAJA Andika Putra Fajar; Alfian Candra Ayuswantana; Sri Wulandari
JURNAL IMAJINASI Vol 7, No 2 (2023): Juli-Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v7i2.45517

Abstract

Animasi mampu menyampaikan suatu materi yang secara nyata tidak bisa dilihat oleh mata melalui visualisasi seperti perasaan yang terdapat dalam diri manusia contohnya masalah kesehatan mental. Secara umum, animasi dibagi menjadi dua yaitu animasi 2D (dua dimensi) dan animasi 3D (tiga dimensi). Animasi dua dimensi (2D) merupakan teknik pembuatan animasi yang menggunakan gambar bersumbu (axis) dua yaitu X dan Y. Perancangan ini menggunakan metode pengembangan multimedia. Pengembangan multimedia ini memiliki siklus ataupun tahapan yang dapat diikuti yaitu menentukan pokok permasalahan, studi kelayakan, analisa kebutuhan, merancang konsep, merancang isi, menulis naskah, memproduksi multimedia, melakukan tes dan menggunakan ataupun memelihara sistem. Sehingga dapat menghasilkan sebuah kata kunci yaitu “Helpful and Restful”. Kata kunci tersebut memiliki arti yaitu merasa tebantu dengan adayang edukasi dan juga informasi mengenai masalah kesehatan mental, cara menghadapinya dengan mengenali diri sendiri dan memberikan rasa tenang untuk menghadapi masalah kesehatan mental. Animasi dirancang sebagai media untuk memberikan pemahaman terhadap masalah kesehatan mental, dan juga untuk memberikan edukasi tentang kesehatan mental. The Animation can convey material that cannot be seen by the eye through visualization, such as the feelings contained in humans, for example mental health problems. In general, animation is divided into two, namely 2D (two-dimensional) animation and 3D (three-dimensional) animation. Two-dimensional (2D) animation is an animation creation technique that uses two-axis images, namely X and Y. This design uses a multimedia development method. This multimedia development has cycles or stages that can be followed, namely determining the subject matter, feasibility study, needs analysis, designing concepts, designing content, writing scripts, producing multimedia, conducting tests and using or maintaining the system. So that it can produce a keyword that is "Helpful and Restful". These keywords have the meaning of feeling helped with education and information about mental health problems, how to deal with them by knowing yourself and giving you a sense of calm when dealing with mental health problems. Animation is designed as a medium to provide an understanding of mental health problems, and also to provide education about mental health. 
Company Profile Book Design Training for UMKM the Convection and Computer Embroidery Industry by CV. Sinar Surya Mustika, Surabaya Widyasari; Sri Wulandari; Samuel Rihi Hadi Utomo; Ramadhani Putra Viadianto; Hafidz Arya Wijaya
Nusantara Science and Technology Proceedings 7st International Seminar of Research Month 2022
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2023.3396

Abstract

Globalization requires people to be more creative in seeing opportunities and making the most of them by paying attention to sustainability factors. The era of globalization which is full of demands like today, also requires people to continue to be able to meet complex needs, not only household needs but also needs related to food, clothing, transportation, and so on. One solution to this problem is to create jobs independently, not just being a job seeker. Job creation can be in various forms, one of which is through Micro, Small, and Medium Enterprises (UMKM). UMKM is expected to be able to become the pillar of the national economy with an insight into independence and has great potential to improve people's welfare. CV. Sinar Surya Mustika is a UMKM that was established in 2020 in Surabaya and is engaged in the convection and computer embroidery industry. Through observations and interviews with Mr. Moch. Taqiyuddin Abror is the owner of UMKM computer convection and embroidery industry by CV. Sinar Surya Mustika, his convection and embroidery industry always prioritizes the best services and solutions for consumer needs, provides quality and innovative results, and implements strict quality control at every stage. However, in the marketing aspect, CV. Sinar Mustika has limitations, especially in digital marketing. This is due to the lack of human resources who master digital marketing. The company profile book design training is expected to increase digitally literate human resources so that the market reach becomes wider, easier, and more effective. The design of the company profile book can be a marketing tool for a CV. Sinar Surya Mustika is facing a high level of competition in the era of globalization. This training is based on community service activities by providing training on company profile book design for UMKM Convection and Computer Embroidery Industry by CV. Sinar Surya Mustika, Surabaya. This community service activity is based on an audience study. The methods used during the activities include presentation, demonstration and practice methods. The results achieved in this outreach activity were providing information and knowledge about the company profile design, discussions with UMKM Convection and Computer Embroidery Industry by CV. Sinar Surya Mustika and design a company profile book.
Design of Bisma Character as a Supporting Media for the Promotion of Milk Products Widyasari; Sri Wulandari; Samuel Rihi Hadi Utomo; Sharah Shabina; Brilliant Firdaus Ramadhani
Nusantara Science and Technology Proceedings 7st International Seminar of Research Month 2022
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2023.3397

Abstract

Character design is closely related to animation. Currently animation is not only popular among children, but also popular among teenagers to adults. Besides having a function as entertainment, animation can also be a medium for education and promotion. This research is a design-based research with the object of research, namely a local Indonesian dairy product called Milkaya. Milkaya is a trademark of CV. Milknesia Nusantara. This research uses descriptive qualitative method. The results of this study are the design of the character design of the Bisma figure who is the main character who will promote Milkaya implant products and educate children about the importance of drinking milk for health.
OPTIMALISASI VISUAL BRANDING DESTINASI WISATA KAMPUNG JAMBANGAN SURABYA MELALUI BUKU VISUAL FOTOGRAFI Wulandari, Sri; Widyasari, Widyasari; Setiawan, Bayu; Iqbal, Muhammad Raihan; Kamal, Musthofa
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 9, No 2 (2024): Vol 9, No 2
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v9i22024p181-194

Abstract

Destination branding is the primary focus of this study, which examines Kampung Wisata Jambangan located in Surabaya, East Java. Kampung Jambangan is a traditional area recognized for its numerous achievements, including the Kalpataru Award (2008) and the Surabaya Tourism Awards (2023). The village possesses significant potential through its flagship programs, such as hydroponics, eco printing, eco enzymes, waste bank management, and river water management. However, both domestic and international tourists remain largely unaware of Kampung Jambangan's tourism potential. This research aims to address the low visibility of Kampung Jambangan as a tourist destination by implementing visual branding through the creation of a photography-based visual book that highlights the unique visual aspects of the village. The research employs a qualitative method with a visual ethnography approach. Visual ethnography is a research method that utilizes images and visual media as primary tools for collecting, analyzing, and presenting ethnographic data. In this context, visuals serve not only as illustrations but also as key elements that enhance the understanding and depiction of social interactions and cultural contexts. Data collection techniques include interviews, observations, and literature reviews. The outcome of this study is a photography-based visual book designed to strengthen the visual identity of Kampung Jambangan, with the intention of increasing its appeal to both domestic and international tourists.
Perancangan Desain Karakter Buku Ilustrasi Interaktif “Ceriyos Semi : Aku Ingin Belajar Tari Gandrung” Sebagai Media Pelestarian Tari Gandrung: PDF Talitha, Shakira; Setiawan, Bayu; Wulandari, Sri
DESKOVI : Art and Design Journal Vol. 7 No. 2 (2024): DESEMBER 2024
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v7i2.16513

Abstract

Indonesia, dengan lebih dari 3000 suku dan etnis, memiliki kekayaan budaya yang beragam, termasuk Kabupaten Banyuwangi yang dikenal akan tradisi dan keseniannya, salah satunya tari gandrung. Namun, kurangnya media informasi yang menarik menyebabkan anak-anak kurang mengenal budaya mereka sendiri. Penelitian ini bertujuan merancang media edukatif berupa buku ilustrasi interaktif bertema tari gandrung sebagai upaya pelestarian budaya. Penelitian menggunakan metode kombinasi kualitatif dan kuantitatif untuk menggali data mendalam terkait budaya dan preferensi visual anak-anak. Hasil peneitian ini  adalah buku ilustrasi interaktif berjudul "Ceriyos Semi: Aku Ingin Belajar Tari Gandrung", yang menggabungkan elemen tradisional dan modern dalam konsep visual dan desain karakter. Gaya ilustrasi kartun dipilih untuk meningkatkan daya tarik visual dan mempermudah anak-anak memahami cerita serta pesan budaya yang disampaikan.
Perancangan Karakter Video Animasi 2D “WISH” Tentang Toxic Relationship pada Kalangan Muda Maheswari, Laras; Aninditya Daniar; Sri Wulandari
DESKOVI : Art and Design Journal Vol. 7 No. 2 (2024): DESEMBER 2024
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v7i2.16519

Abstract

Hubungan beracun  merupakan hubungan dimana terdapat perilaku yang dinilai buruk dari salah satu pasangan yang dapat mempengaruhi kesehatan fisik dan psikologis seseorang. Masih banyak orang khususnya kalangan muda yang mengalami ciri – ciri hubungan yang beracun  namun kurang bisa mengidentifikasi hal tersebut. Hal ini disebabkan karena pada usia tersebut menyebabkan ketidakstabilan emosi sehingga cenderung sulit untuk mengidentifikasi hal yang salah dan yang benar. Kurangnya pemahaman untuk mengidentifikasi membuat kalangan muda cenderung  merasa tidak mampu untuk keluar dari hubungan yang beracun dan ragu memilih langkah untuk menghindari hal yang merusak diri sendiri ini. Mereka ragu untuk mempercayai adanya suatu harapan sehingga keadaan menjadi lebih  baik. Hal inilah yang menjadi fokus utama untuk membuat projek berupa video animasi 2D ini. Maka dari itu pada perancangan ini dibutuhkan riset yang baik, seperti penggunaan metode penelitian kualitatif dan kuantitatif untuk membantu menyusun perancangan konsep visual dalam pembuatan karakter sehingga maksud yang disampaikan dalam animasi dapat tersampaikan dengan baik kepada audiens. Hasil dari perancangan ini adalah karakter animasi yang merepresentasikan berbagai emosi dan konflik dalam toxic relationship, dengan desain visual yang menarik, relevan, dan komunikatif bagi kalangan muda. Animasi ini diharapkan dapat menyampaikan pesan secara efektif, meningkatkan kesadaran audiens, dan mendorong mereka untuk mengambil langkah positif dalam menghadapi toxic relationship.