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Journal : Bulletin of Computer Science Research

Implementasi Animasi 2D menggunakan Motion Graphic sebagai Media Informasi Palang Merah Indonesia Wulandari, Irma; Fananda, Ibrohim Yofid; Hasim, Jauari Akhmad Nur; Pramulen, Aji Sapta; Damastuti, Fardani Annisa; Zukhaha, Ashiliya Atsmara
Bulletin of Computer Science Research Vol. 5 No. 5 (2025): August 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i5.739

Abstract

The Indonesian Red Cross (PMI) has a significant responsibility in conveying humanitarian information to the public. However, the challenges of effectively communicating information to the broader community remain a primary concern, as conventional media often lack appeal and are difficult to comprehend fully. To address this issue, this study implements 2D animation based on motion graphics as a communication medium for PMI. The animation production process includes creating storyboards, developing visual illustrations, graphic processing, adding motion elements, voice narration, and audio-visual synchronization, resulting in a communicative and engaging medium. 2D animation was chosen because it can present messages with simple yet clear visuals, while motion graphics provide engaging motion dynamics that make information easier to understand and remember. The integration of both allows for the delivery of messages that are concise, interactive, and in line with the characteristics of digital media that are widely accessed by the public. Evaluation results show a significant increase in the level of understanding among respondents after watching the video, with post-test scores reaching 94.8% in the PMI member group and 91.2% in the general public group. These findings affirm that 2D animation media based on motion graphics is effective in enhancing the appeal, understanding, and effectiveness of PMI communication, thus it can be an innovative alternative strategy to expand the reach of humanitarian information.
Business Intelligence untuk Validasi Desain Karakter Berbasis Budaya pada Game Aventala: “The Lost Tribe” Damastuti, Fardani Annisa; Yoda, Sevtian Bintang; Revindasari, Fony; Kusdianta, Naufal Airlangga
Bulletin of Computer Science Research Vol. 5 No. 5 (2025): August 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i5.563

Abstract

This study focuses on culture-driven character design for Aventala: The Lost Tribe by transforming Indonesian endemic animals and cultural elements into humanoid forms documented in a character sheet. The objective is to formulate and validate a culture-driven character design pipeline via: (i) a personification sheet that maps physiology–fantasy–psychology–sociology, (ii) scene-based moodboards to align tone and persona, and (iii) a user study employing a six-indicator 5-point Likert instrument (mythology, culture, fantasy, naming, traits, and sheet readability) analyzed in a Business Intelligence dashboard. The method combines narrative comprehension (DRTA), qualitative data curation, sheet construction, moodboard development, and an online survey with the target audience. Results show a moodboard satisfaction level of 85.24% and character acceptance ranging from 83% to 86%, indicating coherence across cultural representation, fantasy elements, naming, and traits. These findings suggest the proposed pipeline is effective for evidence-based design, and the personification sheet serves as a practical cross-team artifact to guide iteration decisions.