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VISUALISASI KARAKTER DALAM ANIMASI 3D CERITA RAKYAT AIR TERJUN RORO KUNING MENGGUNAKAN METODE MANGA MATRIX Handaru, Wuri Cahya; Aziz, Erlangga Adnan
VOK@SINDO : Jurnal Ilmu-Ilmu Terapan dan Hasil Karya Nyata Vol. 10 No. 1 (2023)
Publisher : Fakultas Vokasi Universitas Brawijaya

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Air Terjun Roro Kuning adalah salah satu obyek wisata air terjun di Nganjuk, Jawa Timur. Penamaan air terjun tersebut disesuaikan dengan cerita misteri Roro Kuning oleh penduduk lokal. Banyaknya pengunjung yang datang di air terjun tidak mengetahui cerita dibalik penamaan tersebut. Dengan menerapkan animasi 3D cerita rakyat Air Terjun Roro Kuning diharapkan menjadi salah satu solusi untuk memberikan informasi karena menciptakan kesenangan kepada para penonton dalam menerima pesan berupa audio dan visual. Animasi 3D ini mempunyai 2 karakter sebagai tokoh utama yaitu Roro Kuning dan Dewi Ruting yang mempunyai sifat berbeda. Tujuan penelitian ini adalah mencari konsep dibalik karakter visual setiap tokoh. Pada penelitian ini diterapkan metode Manga Matrix yang dikembangkan oleh Hiroyoshi Tsukamoto. Penerapan  Manga Matrix terdiri dari Form Matrix, Costume Matrix, dan Personality Matrix guna mendapatkan visualisasi karakter yang tepat dalam Animasi 3D Air Terjun Roro Kuning sehingga penonton tertarik dan memahami informasi yang disampaikan.Kata Kunci: Visualiasi karakter, Animasi 3D cerita rakyat, manga matrix, air terjun Roro Kuning
DESIGNING A MOTION COMIC “PERJALANAN PECIL” FEATURING KEDIRI’S SIGNATURE SAMBAL TUMPANG TO SHOWCASE THE CULINARY DELIGHTS OF KEDIRI Handaru, Wuri Cahya; Hamida, Mayliana Wahyu
VOK@SINDO : Jurnal Ilmu-Ilmu Terapan dan Hasil Karya Nyata Vol. 12 No. 1 (2024)
Publisher : Fakultas Vokasi Universitas Brawijaya

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Abstract: Sambal tumpang is a Javanese specialty. In Central Java, sambal tumpang is quite famous in several areas such as Solo, Klaten, Salatiga, Sragen, Boyolali, and Wonogiri. In East Java, the most famous area with sambal tumpang is Kediri. This research aims to introduce Kediri sambal tumpang as a typical food of Kediri City. This is because there are similarities in the use of sambal tumpang as a specialty food from other regions in Central Java. Based on observations made in the pecel tumpang Pudakit area Jl. Dhoho Kediri, it is known that teenagers with an age range of 15 - 20 years still have little interest in this typical Kediri sambal tumpang. Therefore, the target audience of the motion comic design "Pecil's Journey" will be intended for teenagers with that age range because of the lack of interest in Kediri's sambal tumpang. Motion comic is chosen because the media presents a way to enjoy comics with the latest presentation, namely with simple moving image animation. This was chosen in accordance with the general problem that exists, namely the lack of interest in reading among Indonesian people, especially today's generation of teenagers. The research method used in this design is qualitative. The qualitative method was chosen because the design of motion comics requires information data from trusted people as experts or accurate informants (key persons). The data collection methods used in this research are observation, interview, and literature study. The design objective of this Final Project is to produce a motion comic "Perjalanan Pecil" about sambal tumpang typical of Kediri to introduce the culinary of Kediri City.
MANGA MATRIX: SEBUAH PENDEKATAN DALAM PERANCANGAN VISUALISASI KARAKTER PADA PROJECT INTEGRATED INTERNATIONAL EXHIBITION INDONESIA-JAPAN SEBAGAI PERWUJUDAN STANDAR IDENTITAS MASKOT Handaru, Wuri Cahya
Narada : Jurnal Desain dan Seni Vol 12, No 1 (2025)
Publisher : Universitas Mercu Buana

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This research focuses on developing visual identity through a mascot as an effective strategy to support the branding of international events. The study centers around the design of SWEN, the mascot for the Brawijaya International Design Exhibition (BIDEA) at Malang Creative Center (MCC), which represents the values of innovation, creativity, and cross-cultural collaboration between Indonesia and Japan. The development of this mascot applies the Manga Matrix theory framework by Hiroyoshi Tsukamoto, integrating character design elements such as Form Matrix, Costume Matrix, and Personality Matrix. Additionally, a design thinking approach was used to ensure the design centered on user needs through the stages of empathize, define, ideate, prototype, and test. The first stage, empathize, involved interviews with manga artists and character designers to explore the cultural values to be depicted. The second stage, define, focused on clearly articulating the problem based on the insights gathered. The third stage, ideate, generated initial ideas and design concepts. In the fourth stage, a visual prototype of the mascot was developed for implementation in the exhibition. The fifth stage, test, involved conducting a questionnaire survey among exhibition visitors, designers, and manga enthusiasts to gather feedback. During the three-day BIDEA exhibition at MCC, the study engaged participants through a Likert scale 4-based questionnaire to evaluate the mascot's success. The analysis revealed that over 80% of respondents agreed that the SWEN mascot effectively became a relevant and functional visual identity for the international exhibition. The results of the design were applied in both offline and online media during the Indonesia-Japan international event. The study concludes that combining the Manga Matrix theory and the design thinking approach produced a mascot design that is not only visually appealing but also carries strong representational values. This study contributes to the development of character design for international event branding and reinforces the role of mascots as a tool for cross-cultural communication.
Digital Innovation, Indigenous Knowledge, and Sustainable Cultural Policy Nazaruddin, M. Arief; Handaru, Wuri Cahya
Harmonia : Journal of Music and Arts Vol. 2 No. 3 (2024): August 2024
Publisher : Indonesian Scientific Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61978/harmonia.v2i3.901

Abstract

This study explores sustainability in arts management and cultural policy through a comprehensive narrative review of interdisciplinary literature. The objective was to examine how sustainability is conceptualized and operationalized across global contexts, with particular attention to governance structures, institutional practices, digital innovation, and indigenous knowledge. Methodologically, the review employed targeted searches in Scopus, Web of Science, and Google Scholar, using key terms such as “cultural policy,” “arts management,” “sustainability,” and “cultural governance.” Inclusion criteria prioritized peer-reviewed studies published between 2000 and 2025 that engaged directly with sustainability in cultural sectors. Selected works were analyzed through narrative synthesis to identify recurring themes and divergent findings. The results reveal four key dimensions of sustainability in cultural policy. First, global trends show that sustainability principles are increasingly embedded in cultural strategies, though implementation varies between developed and developing countries. Second, institutional practices highlight the importance of autonomy, adaptability, and innovative funding models such as crowdfunding. Third, digital transformation emerges as a powerful tool for enhancing access, participation, and heritage preservation. Fourth, indigenous and local knowledge provide culturally grounded frameworks that enrich policy inclusivity and effectiveness. These findings indicate that sustainable cultural governance requires balancing economic viability with cultural authenticity and social justice. The implications emphasize the need for adaptive policies, interdisciplinary approaches, and expanded geographical research. Strengthening political commitment, fostering multi-stakeholder collaboration, and recognizing cultural diversity are essential strategies to overcome systemic barriers. This review contributes to advancing the global dialogue on sustainable cultural governance and highlights pathways for research and practice to ensure the resilience of arts and cultural sectors.
The Transformative Role of Interactive Narratives in Contemporary Art and Culture Handaru, Wuri Cahya
Harmonia : Journal of Music and Arts Vol. 3 No. 1 (2025): February 2025
Publisher : Indonesian Scientific Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61978/harmonia.v3i1.906

Abstract

Cross-media storytelling has emerged as a pivotal practice in contemporary art and digital culture, redefining the boundaries of narrative creation and audience engagement. This review aims to synthesize existing literature on interactive narratives, focusing on how multimodality, interactivity, and participatory cultures reshape storytelling practices. A systematic literature review was conducted across Scopus, Web of Science, and Google Scholar, using targeted keywords to capture relevant studies, with inclusion criteria emphasizing cross-media narratives, audience engagement, and digital artistic practices. Findings reveal that interactive and multimodal approaches foster deeper audience immersion, enhancing memory retention and emotional connection, while digital platforms and participatory practices democratize authorship and support collaborative storytelling. Cross-cultural examples demonstrate how storytelling functions as a negotiation tool for identity and cultural heritage, while educational applications highlight its effectiveness in improving learning outcomes. Immersive technologies, particularly AR, VR, and AI, expand narrative experiences but also pose ethical challenges concerning authenticity, authorship, and misinformation. Systemic factors such as infrastructure, policy frameworks, and technology access critically shape the reach and inclusivity of these narratives. The review underscores the urgency of addressing methodological, ethical, and systemic barriers, recommending expanded infrastructure investment, supportive regulations, and interdisciplinary research. These strategies are vital for advancing cross-media storytelling as a transformative force in cultural dialogue, education, and creative innovation.
Competitiveness Improvement in BUMDes Through Marketing Digitalization Ghofar, Abdul; Handaru, Wuri Cahya; Riza, Muhammad Faisal; Umam, Khoirul; Kusumadewi, Areta Widya; Larasati, Wahyu Kartika; Nafi’a, Insania; Aqila, Hafizh; Maharani, Cevira Dewi; Pratama, Fadhil Irvan; Jawo, Muhammed
The International Journal of Accounting and Business Society Vol. 31 No. 1 (2023): The International Journal of Accounting and Business Society
Publisher : Accounting Department,

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ijabs.2023.31.1.727

Abstract

Purpose — The objectives of this research are (1) to create digital marketing strategies using SWOT analysis, (2) to create information channels as digital marketing media using websites, and (3) to strengthen the image and governance of BUMDes Mitra Sejati of Kucur village, which has managed several business units and was affected by the COVID-19 pandemic. Design/methodology/approach — This research uses the qualitative method with the case study and interview approach, so the results are analytical and descriptive in nature. The population of this research is Village-Owned Enterprises throughout Indonesia, and the sample is BUMDes Mitra Sejati, a village-owned enterprise located in Kucur village of Dau sub-district in Malang regency. The village government manages this organization. Findings—BUMDes Mitra Sejati's growth is hampered by ineffective governance, the unavailability of suitable marketing and promotion media for the village's products and tourist destinations, and poor product branding and innovation. Practical implications — This research helps the enterprise optimize digital marketing, which other BUMDes in Indonesia. can also utilize Originality/value — This article presents a case of digital marketing applied by BUMDes in Indonesia so that it can provide an example of the sub-optimal use of digital marketing that reduces BUMDes revenue. Paper type — Case study
Optimizing The Marketing Activities of Koperasi Jasa Pegawai Republik Indonesia (Kjpri) Of Universitas Brawijaya Through The Adoption Of Digital Technology Rusydi, M. Khoiru; Handaru, Wuri Cahya; Riza, Muhammad Faisal; Umam, Khoirul; Kusumadewi, Areta Widya; Fitriana, Defi; Bilqisa, Yayang; Fauzia, Viramashita Ellena; Maesa, Sulton; Larasati, Wahyu Kartika; Jawo, Muhammed
The International Journal of Accounting and Business Society Vol. 31 No. 2 (2023): The International Journal of Accounting and Business Society
Publisher : Accounting Department,

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ijabs.2023.31.2.744

Abstract

Purpose — The objective of this research is to optimize the marketing activities of Universitas Brawijaya’s Koperasi Jasa Pegawai Republik Indonesia (KJPRI UB) by utilizing digital technology through (1) identification of main problems using SWOT analysis on their website to identify the most suitable digital marketing strategy to be applied in the cooperative, (2) system enhancement and menu addition in their website, and (3) gradual socialization and assistance to ensure their business development. Design/methodology/approach — This qualitative case study uses the interview approach, so the results are analytical and descriptive in nature. The population of this research is all KJPRI throughout Indonesia, and the sample is KJPRI UB, which is located in Malang, East Java, Indonesia. Findings — This study finds that KJPRI UB has no features that provide convenience for their customers. Furthermore, changes from KPRI UB to KJPRI UB have required the cooperative to pay more attention to brand awareness through digital marketing. Practical implications—The results of this research can optimize the role of digital marketing in KJPRI UB, which also applies to other KJPRIs in Indonesia. Originality/value —This article presents digital marketing issues in KJPRI UB so that it can provide an example of digital marketing optimization for other KJPRI. Paper type — Case study