I Nyoman Widhi Adnyana
Institut Bisnis dan Teknologi Indonesia, Denpasar, Indonesia

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Documentary film-based information media for carving art in Belayu Marga Tabanan village Putu Satria Udyana Putra; I Putu Widya Nugraha; I Ketut Sutarwiyasa; I Nyoman Widhi Adnyana; Rizkita Ayu Mutiarani
Jurnal Scientia Vol. 13 No. 01 (2024): Education, Sosial science and Planning technique, 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i01.2193

Abstract

The purpose of this research is to create a documentary film about Carving Art in Belayu Marga Tabanan Village. Belayu Marga Tabanan Village has a form of carving that has its own characteristics, namely the patra punggel motif. The patra punggel motif has its own philosophy and uniqueness, there is an isen or galangal plant motif. Not many people know the characteristics of the carvings owned in the village of Belayu Marga Tabanan due to the lack of information media to introduce the characteristics of the carvings owned in the village of Belayu Marga Tabanan. Therefore, this method uses a qualitative method. Data collection was carried out by interviewing sources of carving art undagi and also making observations with the community around Belayu Marga Tabanan Village. Regarding information about the art of carving at the research site, where a design is needed, namely information media, the design is based on a documentary film. In the process of making this documentary video, several stages are also needed including the pre-production stage, at this stage explaining some of the processes of making design concepts and storylines (storyboards). The next stage is the production stage at this stage where the shooting process is carried out in a documentary video and then the editing process is carried out. At the last stage there is a post-production stage process, at this post-production stage the documentary video is immediately published on YouTube social media.
Design Strategy 2D Animation Infographic to Raise Awareness of Indonesian Games Ketut Adhi Apriana; Anggraeni Kurnianing Tyas; Rizkita Ayu Mutiarani; I Wayan Sunarya; I Nyoman Widhi Adnyana
Jurnal Ekspresi : Desain Komunikasi Visual dan Seni Vol. 2 No. 1 (2025): Jurnal Ekspresi : Desain Komunikasi Visual dan Seni, April 2025
Publisher : Jurnal Ekspresi : Desain Komunikasi Visual dan Seni

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Abstract

The Indonesian gaming industry has experienced rapid growth, yet locally developed games struggle to gain significant visibility and market share. This issue is primarily due to ineffective promotional media, low public awareness, and limited marketing budgets among local game developers. Without strong visual communication strategies, Indonesian games find it difficult to compete with foreign products that have broader access to digital marketing platforms and global gaming communities. This study aims to develop a 2D animated infographic as a promotional medium to enhance public awareness of Indonesian-made games. The research follows a three-stage design process: pre-production, production, and post-production, with a futuristic and cyberpunk visual approach to appeal to young gamers. The study results demonstrate that strong visual strategies, dynamic animation, and engaging storytelling can significantly improve audience engagement and the effectiveness of promotional media. The findings suggest that 2D animated infographics can be a powerful tool in increasing the visibility of local games, thus contributing to the growth of Indonesia’s gaming industry.
Animation Videos as a Medium for Information in Introducing the Tradition of Ratu Brutuk I Gusti Putu Made Dwija Semarayasa; Putu Satria Udyana Putra; Dwi Novitasari; I Wayan Adi Putrayasa; I Nyoman Widhi Adnyana
Jurnal Ekspresi : Desain Komunikasi Visual dan Seni Vol. 2 No. 1 (2025): Jurnal Ekspresi : Desain Komunikasi Visual dan Seni, April 2025
Publisher : Jurnal Ekspresi : Desain Komunikasi Visual dan Seni

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Abstract

This research develops a two-dimensional animation as an educational medium to introduce and preserve the Ratu Brutuk tradition of Trunyan Village, Bangli, Bali. The impetus for this study lies in the limited understanding among youth regarding the significance and history of the Ratu Brutuk tradition, compounded by the lack of appealing informational media. Data were gathered through direct observation, in-depth interviews with key figures, and questionnaires. Production followed structured stages, encompassing pre-production, production, and post-production, with a focus on combining narrative, illustrative visuals, and culturally authentic audio. Evaluation included media and content experts as well as a target audience of young viewers, all of whom gave high ratings to the animation’s effectiveness. The results indicate that 2D animation serves as an effective platform for raising awareness and cultivating interest in the safeguarding of local traditions among younger generations.