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ANALISIS STRUKTURAL STIKER DIGITAL LINE POCONG PINKY Happy Yugo Prasetiya
INVENSI (Jurnal Penciptaan dan Pengkajian Seni) Vol 1, No 2 (2016): Desember 2016
Publisher : Program Pascasarjana Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1046.689 KB) | DOI: 10.24821/invensi.v1i2.1613

Abstract

Stiker digital menjadi sarana baru dalam berkomunikasi melalui aplikasi penyampaian pesan. Stiker digital Pocong Pinky menjadi objek material utama karena memiliki konsep visual yang khas tentang kepercayaan mistis di Indonesia. Melalui analisis struktural sebagai pisau bedah, bisa membantu evaluasi terhadap objek material stiker digital. Sehingga stiker digital bisa menjadi sarana komunikasi bersifat visual yang mengandung nilai tertentu di dalamnya. LINE sebagai lembaga penyedia jasa sekaligus produk berperan penting pada perkembangan stiker digital, menjadi bagian yang tak terpisahkan dalam pembahasan. Penelitian ini melalui pengamatan terlibat dalam penggunaan aplikasi LINE dan stiker digital Pocong Pinky. Dari data-data dari objek penelitian, didapat hasil bahwa kreator stiker digital yang memiliki subjektifitas karya terikat aturan-aturan dalam berkarya yang diajukan oleh lembaga penyedia layanan yaitu LINE. Namun yang terpenting gagasan karya kreator pada penelitian ini memberikan perspektif dan nilai baru dalam mengangkat karakter makhluk mistis yang pada awalnya menakutkan bagi masyarakat dikemas dengan lucu, menyenangkan, dan menghibur.
Projection Mapping Motif Melayu Fadli Suandi; Gendhy Dwi Harlyan; Happy Yugo Prasetiya; M.Khairul Anam; Lathifah Lathifah; Sofiansyah Fadli
Jurnal Rekayasa Teknologi Informasi (JURTI) Vol 7, No 1 (2023): Jurnal Rekayasa Teknologi Informasi (JURTI)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jurti.v7i1.10138

Abstract

Teknik Projection mapping sebagai media baru menjadi peluang pemanfaatan teknologi multimedia yang mulai ramai diaplikasikan. Penelitian ini memanfaatkan teknologi yang biasa disebut dengan Augmented Reality Spatial sebagai pengembangan dan penyampaian informasi dengan mengangkat konten video motion graphic yang bertema motif melayu ditampilkan melalui proyektor dan ditembakkan pada gedung di Politeknik Negeri Batam. Metode penelitian dibagi pada beberapa tahapan dimulai dari observasi objek dan bidang, menentukan jumlah dan mempersiapkan proyektor, membuat replika virtual bidang projection, perancangan konten multimedia, mapping test, hingga pertunjukan projection mapping. Dari pengumpulan data responden yang melihat pertunjukan projection mapping didapatkan penilaian pada beberapa aspek kelayakan yaitu, kelayakan teknik projection mapping, kelayakan teknik audio dan kelayakan tema didominasi dengan hasil penilaian layak dan sangat layak. Pada aspek kelayakan visual dan kelayakan durasi harus dievaluasi kembali karena mendapatkan beberapa penilaian kurang layak.
Emotion Analysis in Narcotics Video MINORIS Music on Public Service Advertisement Video Provincial Prosecutor’s Office Kepulauan Riau Nur Cahyono, Yusuf Rizky; Prasetiya, Happy Yugo; Adam, Chairoel; Saputra, Aldino
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.72331

Abstract

Minoris music is a musical composition created as a means of conveying messages to viewers who see a public service advertisement video with the title narcotics video. Minoris music is music that aims to make the audience feel the message that the narcotics video wants to convey. Minoris' music is an accompaniment to a socialisation video with a narcotics theme that is socialisation in nature. This socialisation is more specifically targeted at the world of education from elementary, middle, high school, to university levels. In the application of a method, the research used is, using a qualitative way The use of research in a qualitative way is a research concept that aims as a process of understanding the subjects to be obtained from research. For example behaviour, motivation, action and perception. The method is carried out thoroughly and uses the description method, in determining the right words and language according to the natural context. In revealing the context aspect in the application of the analysis of Minoris Music, the author uses the basis of the analysis of Music Cultures of The Pacific, The Near East and Asia, which includes aspects of time, and also the theory of tone, tempo as a reference that minoris music is able to play emotions in the socialisation video of public service advertisements. The result of the research is that minoris music can bring emotions in the public service advertisement video of the Riau Islands Provincial Prosecutor’s Office  using DAW Studio One. In its application is the application of Tempo and Minor Basic Tone used in the manufacturing process. In its application, the author will only analyse the musical relationships that cause influence in the aspect of Minoris music in the application of the Socialisation Video with the theme of narcotics.
PERANCANGAN ILUSTRASI GERAK BERGAYA GAMBAR SEMI REALIS SEBAGAI TEROBOSAN PRODUK BARU FARARAFA STUDIO Zulfikar, Melsha Haq; Prasetiya, Happy Yugo
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 5 No 02 (2022): Journal of Digital Education, Communication, and Arts (DECA)-September 2022
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v5i02.4599

Abstract

This study discusses how to design motion illustrations with a semi-realist art style as a new product breakthrough for Fararafa Studio. The product in this study is an updated design from the previous product, namely an illustration image with a JPG extension. The purpose of this research is to produce a work process that can underlie the production process of motion illustrations with GIF and MP4 output as a product sample for Fararafa Studio and to test the feasibility of the illustration products that have been made by researchers. Using a Research and Development Methodology whose application is very suitable for testing the effectiveness of products with various stages and validations. The illustration will use a semi-realist drawing style because this semi-realist illustration product is the most sought after by Fararafa Studio's clients. The image process will use Adobe Photoshop software, then be animated using Adobe After Effects.
ANALISIS SEMIOTIKA JOHN FISKE PESAN PENGGUNAAN NARKOBA PADA FILM ANIMASI 3D “FICUSIA” Alfi, Nurul Faizah; Prasetiya, Happy Yugo
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 6 No 02 (2023): Journal of Digital Education, Communication, and Arts (DECA)-September 2023
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v6i02.5271

Abstract

Up until now, drug use has been the main focus of the world. In Indonesia, there has been an increase in the prevalence of drug users by 0.15 percent. Using film as a medium to convey anti-drug messages is one of the many ways this can be done. This study aims to find out whether the message about the dangers of drug abuse from the film Ficusia has been conveyed properly or not. This research is a descriptive qualitative research that uses John Fiske's semiotic analysis which has several codes to analyze the object under study. There are three signs of television expressed by John Fiske, namely the Level of Reality, the Level of Representation and the Level of Ideology. The results of the study revealed that the animated film Ficusia is successful in becoming an anti-drug campaign media because it contains several factors and the impact of drug use. Apart from that, messages about the dangers of drug use have also been conveyed in this series.
PERANCANGAN KONSEP DESAIN KARAKTER PADA PROYEK PEMBELAJARAN CERITA “PETUALANGAN STEVE” Arfina, Nur Tsamarah; Prasetiya, Happy Yugo
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 6 No 01 (2023): Journal of Digital Education, Communication, and Arts (DECA)-Maret 2023
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v6i01.5776

Abstract

Recently, there are still many misconceptions among students in the learning process. Various studies recommend that students can collaborate actively and interactively in a practical approach. PBL (Project-Based Learning) is a project-based learning approach for conducting in-depth investigations of a topic. Each student must produce a product to gain deeper knowledge through active exploration of real-world challenges and problems. This product is related to the Character Design course which requires competence in making character concepts according to stories that have been made before, so as to support student assessment. The entire story concept and character visuals are made suitable for all ages in a light and entertaining way. The purpose of this study is to compile an infographic that contains the character concepts in Petualangan Steve. The research method used is a Design Triangle research method, with a focus on deepening the practice of character concept design which includes verbal information from the story. By designing this character concept, the audience can easily understand the visualization or shape of the character by predicting what the expression, physical form, and other details will look like based on the story concept.
Pembuatan Buletin Sebagai Media Pengembangan Sektor Usaha Mikro Kecil Menengah Kepulauan Riau Amadia, Rini; Kanistren, Aragani Timur; Prasetiya, Happy Yugo; Miranto, Cahya; Mu’minin, Amirul; Riyadi, Agung
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 8, No 1 (2025): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v8i1.6778

Abstract

Sebagai penggerak ekonom daerah, Usaha Mikro, Kecil, dan Menengah (UMKM) menjadi salah satu fokus utama Pemerintah Kepulauan Riau. Pengembangan UMKM dilakukan sebagai upaya menggerakkan perekonomian lokal. Namun, kesenjangan pengetahuan masyarakat tentang UMKM, disebabkan oleh kurangnya adaptasi teknologi dan media informasi, membatasi potensi pertumbuhan dan kontribusi UMKM terhadap perekonomian. Pengabdian Masyarakat ini mengeksplorasi penggunaan buletin sebagai media yang efektif untuk membantu Dinas Koperasi dan Usaha Kecil Menengah (KUKM) Pemerintah Kepulauan Riau (Kepri) dalam meningkatkan visibilitas dan penyebaran informasi tentang UMKM di Kepulauan Riau. Dengan menyoroti kisah sukses, berbagi wawasan industri, dan memberikan panduan praktis, diharapkan dapat memperkuat pemahaman akan nilai dan dampak UMKM. Melalui kerjasama dengan Dinas KUKM Kepri buletin dirancang untuk menjadi wadah penting bagi para pelaku UMKM. Pengabdian ini menghasilkan 4 edisi buletin dengan menggunakan metode pengembangan dan produksi, yaitu 1) Tahapan pra-produksi : rancangan agenda, pengumpulan data, dan wawancara, 2)Tahapan produksi : creative brief, designing, dan finishing dengan menggunakan software desain grafis, 3) Tahapan pasca-produksi :review, cetak, dan delivery kepada Dinas KUKM Kepri. Pengukuran kepuasan dilakukan dengan pembuatan angket kepada tenaga ahli dari Dinas.  Hasil menunjukkan respon positif terhadap desain dan konten buletin. Informasi yang disajikan pada buletin dapat menjadi media informatif dan relevan untuk UMKM di Kepulauan Riau.
Analisis Teknik Pengambilan Gambar Sinematografi Adegan Suspense dalam Film Animasi 3D “Ficusia" Tama, Diella Marfika; Prasetiya, Happy Yugo
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol. 7 No. 1 (2025): Journal of Digital Education, Communication, and Arts (DECA)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v7i1.8416

Abstract

In the world of 3D animated films, there is something in great demand among people today. Creating 3D animated films is not significantly different from making movies in general. Especially in shooting techniques, also commonly known as cinematography. The quality of the graphics and narration in the film will have a significant impact if you apply good cinematographic methods. As for the film "Ficusia", cinematographic shooting techniques play a crucial role in creating tense moments that build suspense and maintain the audience's interest throughout the story. The purpose of this study is to identify and describe the suspension formed by camera angle, shot type, and camera movement in the 3D animated film "Ficusia". This research employs descriptive-qualitative research methods, utilising theories to analyse the research through the lens of camera angle cinematography, types of shots, and camera movement. The results of this study successfully identified and described the suspension formed by camera angle, type of shot, and camera movement in the 3D animated film "Ficusia". The results of this study also show that the use of cinematographic techniques, such as camera angle, shot type, and camera movement, plays a significant role in creating suspense in scenes from the 3D animated film "Ficusia".
Analisis Emosi Dasar pada Film Animasi 3D Ficusia dengan Metode Semiotika Charles Sanders Peirce Putri, Wenny Febrina; Prasetiya, Happy Yugo
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol. 7 No. 1 (2025): Journal of Digital Education, Communication, and Arts (DECA)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v7i1.8419

Abstract

Constructing basic emotions in the facial expressions of 3D characters is a complex and time-consuming process, yet it plays a vital role in non-verbal communication by enabling audiences to recognize emotions and understand character traits in animated films. This study aims to address the gap in analyzing how basic emotional signs are represented in animation to support more communicative character design. A descriptive qualitative approach was applied using Charles Sanders Peirce’s semiotic framework of trichotomy, which explores the relationship between sign, object, and interpretant in the facial expressions of the main character. The findings reveal that six basic emotions can be identified through iconic signs, where facial expressions represent specific emotional states, and their meanings are interpreted by the audience. These results demonstrate that Peirce’s semiotics offers an effective approach for analyzing emotional representation in 3D animation and contributes to the development of structured facial expression design strategies. Such strategies not only enhance non-verbal communication, but also strengthen emotional engagement and reinforce character identity in animated storytelling.
PENDAMPINGAN PRODUKSI VIDEO PANDUAN PEMBUATAN NPWP ONLINE BAGI TENAGA KERJA ASING DI KOTA BATAM Siahaan, Arta Uly; Harlyan, Gendhy Dwi; Rahmi, Anis; Prasetyaningsih, Sandi; Suandi, Fadli; Prasetiya, Happy Yugo; Nur Cahyono, Yusuf Rizky; Kanistren, Aragani Timur; Adam, Chairoel; Sari, Luthfiya Ratna; Amadia, Rini; Miranto, Cahya; Firmanda, Ardiman; Ramadhani, Widya Putri; Saputra, Aldino; Saropi, Ahmad; Tambun, Gerson Julyfer Parulian Tambun Julyfer Parulian; Alfian, Alfian; Mahadi, Aisyah Beningsari
MINDA BAHARU Vol 9, No 2 (2025): Minda Baharu
Publisher : Universitas Riau Kepulauan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33373/jmb.v9i2.7698

Abstract

Salah satu masalah yang dihadapi oleh tenaga kerja asing tersebut berupa kesulitan dalam proses pembuatan Nomor Pokok Wajib Pajak (NPWP) secara online melalui website Direktorat Jendral Pajak (DJP) dikarenakan tidak ada fitur pendukung ubah bahasa asing yang diperlukan tenaga kerja asing (TKA), serta kebutuhan adanya pendamping TKA saat pengisian alur pengajuan NPWP. Pengabdian ini bertujuan memberikan solusi melalui pembuatan video tutorial berbahasa Inggris untuk membantu TKA membuat NPWP secara mandiri. Pelaksanaan dilakukan dengan metode art-based research yang mencakup pra produksi, produksi, dan pasca produksi konten multimedia menggunakan pendekatan MAVIB (Multimedia, Audio, Visual, and Broadcasting). Video berdurasi 5-10 menit menggabungkan elemen live action dan motion graphic yang menjelaskan langkah-langkah pembuatan NPWP sesuai prosedur DJP sehingga TKA dapat memahami proses administrasi perpajakan tanpa bergantung pada pendampingan perusahaan. Berdasarkan hasil evaluasi kepuasan pengguna, 55% menyatakan sangat puas secara keseluruhan, 57% sangat puas dengan kualitas audio dan visual, 71% merasa video sangat membantu memahami proses pembuatan NPWP, serta 57% merasa lebih percaya diri dalam membuat NPWP setelah menonton video.