Wahju Tri Widadijo
Sekolah Tinggi Seni Rupa Dan Desain Visi Indonesia

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12 Prinsip Animasi Dalam Serial “Adit & Sopo Jarwo” Wahju Tri Widadijo
AKSA: Jurnal Desain Komunikasi Visual Vol. 1 No. 1 (2017): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v1i1.7

Abstract

This article reviews the analysis of the functions and roles of 12 basic principles of animation in the animation produced in Indonesia “Adit & Sopo Jarwo”. This serial produced by MD Animation was released on Januari, 27th, 2014 and broadcasted from a TV station in Indonesia. This film is about the friendships and daily adventures developed in the plots between the main characters, Adit, Dennis, and Sopo Jarwo. This study is based on the initial assumption, that is, one of the indicators of a good animation is how the impression of every movements is created by the animators. To achieve such a good and natural impression of movements, the animators should apply the 12 basic principles of animation, as formulated by Frank Thomas and Ollie Johnston (1981), two former animators of Disney’s. The analytical process itself was using descriptive qualitative method. The purpose of this article is to show the intensity of the using of 12 basic principles of animation in “Adit & Sopo Jarwo”.
Prinsip Dasar Tata Rupa Dalam Film Animasi “The Secret Of Kells” Wahju Tri Widadijo
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 2 (2020): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i2.36

Abstract

This article reviews the analysis of the application of the basicprinciples of visual arts and design in the animated movie “TheSecret of Kells” (2009) directed by Tomm Moore. The pictures andillustrations used in this animation is very unique and very artistic.The pictures and illustrations are created with the ornamental styleof the medieval art period. This study is based on the initialassumption, that is, one of the indicators of good animation is howthe impression of every cut of the film is influenced by artisticelements applied within the composition, the layout, and theblocking. In the staging aspect, as one of the aspects of 12 principlesof animation, it says that every visual asset in animation should belayouted properly to make a good and right composition. One of thestrategies is by applying the basic principles of visual arts anddesign such as rhythm, unity, domination, balance, and proportion.The analytical process itself was using a descriptive qualitativemethod. The purpose of this analysis is to show the intensity of theuse of the basic principles of visual arts and design in the animatedmovie “The Secret of Kells” (2009).
Analisis Desain Gerak dalam Media Motion Graphic Pencegahan Covid 19 oleh Kementerian Kesehatan RI Wahju Tri Widadijo
AKSA: Jurnal Desain Komunikasi Visual Vol. 4 No. 2 (2021): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v4i2.60

Abstract

This study reviews the analysis of motion design on motion graphics media. The analysis was carried out on several motion graphic videos about the prevention of Covid 19 by the Indonesian Ministry of Health which were broadcast through the Youtube channel (https://www.youtube.com/c/KementerianKesehatanRI/videos). The analysis process was using a qualitative descriptive method. The fundamental animation motion design principles as developed by Frank Thomas and Ollie Johnston (1981) were used as references to identify, observe, and describe existing motion designs. The fundamental principles are limited to the Squash and Stretch principle, the Anticipation principle, the Follow Through and Overlapping Action principle, the Slow In and Slow Out principle, and the Timing principle. This research is based on the initial assumption, that the more natural the motion design used in motion graphic media, the more attractive and pleasing motion will appear.
PERSEPSI RUANG TRI MATRA DALAM ANIMASI 2D Wahju Tri Widadijo
AKSA: Jurnal Desain Komunikasi Visual Vol. 6 No. 2 (2023): AKSA : Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v6i2.89

Abstract

Visual perception is a very important aspect in animation because it will make it easier for viewers to identify and interpret visualizations and messages of each scene. One form of visual perception in animation that is interesting to study is spatial perception. For this reason, this study will be limited to the spatial perception aspect in 2D animation. The perception of space is essentially a three dimensional concept, because a real space is made up of three dimensions, namely the length or width of the space, the height of the space, and the depth of the space. While animation, especially 2D video animation, is only presented in two dimensions, namely the length or width of the video screen and the height of the video screen. This study aims to try to identify and inventory and also describe what visualization techniques can be applied to present the perception of the three dimensional space in animation. This study uses a descriptive research method, namely by describing a variety of visualization techniques that are able to produce the appearance of spatial perceptions in the animated display of the research sample. In general there are 6 visualization techniques which include overlapping, changing size and placement, linear perspective, relative hue and value, and atmospheric perspective, and also changing speed and time. In fact, in animation, almost none of the above techniques stand alone but are always in sync with other techniques simultaneously, which supports and reinforces the emergence of spatial perception.
PERANCANGAN MOTION COMIC SEBAGAI MEDIA PROMOSI WISATA SEJARAH KOTA LAMA SEMARANG Tri Widadijo, Wahju; Santoso, Therryous Batistuta
AKSA: Jurnal Desain Komunikasi Visual Vol. 7 No. 2 (2024): AKSA : Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v7i2.106

Abstract

Semarang, the capital of Central Java, is a culturally diverse city that is rich in well-preserved cultural heritage. One of its popular historical cultural destinations is Kota Lama Semarang / Semarang Old City, an area recognized as a national cultural heritage site. However, the tourism promotion of Kota Lama Semarang still relies on conventional media like flyers, brochures, posters, and social media, which lack targeted content for urban teenagers. To address this, Motion Comic media is proposed as a new approach to promote the captivating tourism of Kota Lama Semarang, focusing on its rich historical value. Motion Comic combines visual, movement and sound to engage teenagers and help them appreciate the history and culture of Kota Lama Semarang. By utilizing this media, it is hoped that teenagers will develop an interest in visiting Kota Lama Semarang while also preserving and appreciating the history of Kota Lama Semarang
Estetika Video Destinasi Wisata Unggulan Wander In Wonder Through Labuan Bajo Widadijo, Wahju Tri; Ahas, Gregorius Pratama Kusuma; Kusumohendrarto, Raden Hadapiningrani
SULUH: Jurnal Seni Desain Budaya Vol 8, No 1 (2025)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jsuluh.v8i1.8590

Abstract

Labuan Bajo, salah satu destinasi wisata unggulan Indonesia, menawarkan keindahan alam yang memukau, kekayaan budaya, dan keramahan yang hangat. Video promosi “Wander in Wonder Through Labuan Bajo” yang diunggah Wonderful Indonesia di YouTube pada November 2024, memperkenalkan destinasi ini dengan memadukan visual yang memikat dan cerita yang autentik. Melalui durasi enam menit, video ini menampilkan pemandangan alam yang menakjubkan, keunikan Pulau Komodo, dan kekayaan budaya lokal dengan menggunakan citra, warna, dan narasi yang disusun dengan cermat. Video tersebut telah ditonton lebih dari 8.900 kali dan mendapat tanggapan positif. Penelitian ini menganalisis efektivitas elemen visual dan narasi video sebagai media promosi untuk meningkatkan daya tarik Labuan Bajo sebagai destinasi wisata unggulan.
PERANCANGAN BUKU KATALOG INTERAKTIF HIJAB BERKALA-KALA YOGYAKARTA DENGAN TEKNOLOGI AR Tri Widadijo, Wahju; Aflaha, Muhamad
AKSA: Jurnal Desain Komunikasi Visual Vol. 9 No. 1 (2025): AKSA : Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v9i1.199

Abstract

Berkala-Kala is a hijab brand that has been operating online since its inception in 2020, targeting Muslim women aged 18 to 35 from the Gen Z and Millennial segments. Despite offering a variety of high-quality pashmina products, the brand faced challenges such as declining customer engagement, limited product try on experiences due to its online-only nature, and increasing competition in the hijab industry. To address these issues, this design project proposed an interactive hijab catalog that combines augmented reality (AR) technology and physical fabric samples. This project was developed using the design thinking method, which consists of five stages: empathize, define, ideate, prototype, and test. Data was collected through interviews and observations, followed by user testing with five respondents using the System Usability Scale (SUS) method. The final prototype integrated two main interactive features: real fabric samples attached to each page of the catalog and an AR-based virtual try-on experience accessible via QR code. These features were designed to simulate the tactile and visual experience of shopping in-store. The SUS evaluation resulted in a score of 88.5, which is categorized as "very good", indicating a high level of usability and user satisfaction. Overall, the interactive catalog effectively enhances the user experience, provides innovative product engagement, and supports Berkala-Kala in maintaining competitiveness in the ever-growing hijab market.