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Penerapan Prinsip Desain Grafis dalam Kampanye Digital Melawan Judi Online Melalui Animasi 2D Rahadian Ngabanga; Feliza Zubair; Rinda Aunillah Sirait
SEWAGATI: Jurnal Pengabdian Masyarakat Indonesia Vol. 4 No. 2 (2025): Juni : SEWAGATI: Jurnal Pengabdian Masyarakat Indonesia
Publisher : BADAN PENERBIT STIEPARI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/sewagati.v4i2.2446

Abstract

The increasing prevalence of online gambling, particularly among teenagers and young adults, serves as the background for the creation of the 2D animated work titled “Digital Threat: The Dangers of Online Gambling”.This project aims to educate and raise awareness about the negative impact of gambling financial, psychological, and social. The produkction process was carried out through several stages, including pre-production (idea development, scriptwriting, and storyboarding), production (creation of visual assets using tools such as the shape tool and pen tool, with layered elements prepared for animation). The final output is a short animated video that tells the story of a main character who becomes entangled in online gambling but eventually realizes the consequences and seeks help. The animation emphasizes clear, informative visual using the poppins font and a combination of original and legally sourced assets from platforms such as Freepik. In conclusion, this work and well documented. it is hoped that the animation can serve as a campaign and educational tool to support efforts in combating online gambling in Indonesia.
Pembuatan Video Animasi sebagai Media Literasi Terhadap Bahaya Judi Online Zidan Dwi Fatwa Aulia; Feliza Zubair; Rinda Aunillah Sirait
SEWAGATI: Jurnal Pengabdian Masyarakat Indonesia Vol. 4 No. 2 (2025): Juni : SEWAGATI: Jurnal Pengabdian Masyarakat Indonesia
Publisher : BADAN PENERBIT STIEPARI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/sewagati.v4i2.2448

Abstract

The animated video titled Digital Threats: The Dangers of Online Gambling was created to educate the public about the risks, impacts, and potential solutions related to online gambling. This project was motivated by the rising value of online gambling transactions in Indonesia, which continues to increase each year. The animation is designed in a 2D format using the keyframing method. The purpose of this writing is to explain the production process behind the creation of the animated video, which involves three main stages: pre-production (including story ideation, scriptwriting, visual design, and storyboarding), production (voice-over recording and animation development), and post-production (audio editing and final rendering). The final product is a 4-minute and 37-second 2D animated video that delivers informative content on the harmful effects of online gambling, as well as preventive and practical solutions for those trapped in gambling addiction. The video is designed to be accessible to a wide audience through engaging visuals and easy-to-understand narratives. In conclusion, this work demonstrates that 2D animation is an effective medium for conveying complex educational messages in a simplified and engaging manner. This project is expected to serve as an alternative digital educational tool that supports digital literacy campaigns and raises awareness about the dangers of online gambling in society.
Tingkat Kepuasan Gen Z Menonton Konten Video Berita Pendek Ini Narasi Di Tiktok @Narasi Rap Yobel Nathania; Nuryah Asri Sjafirah; Rinda Aunillah Sirait
Jurnal Bisnis dan Komunikasi Digital Vol. 1 No. 4 (2024): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Generasi Z, yang merupakan konsumen utama media sosial, semakin memilih platform seperti TikTok untuk mengakses konten berita. Narasi TV meluncurkan konten video berita pendek "Ini Narasi" di TikTok @narasi sebagai upaya untuk menjangkau audiens muda ini. Penelitian ini bertujuan untuk mengeksplorasi tingkat kepuasan Generasi Z terhadap konten ini, dengan fokus pada motif dan kepuasan mereka dalam menonton. Penelitian ini menggunakan pendekatan kuantitatif dengan desain studi analisis deskriptif. Sampel penelitian terdiri dari Generasi Z yang menonton konten "Ini Narasi" di TikTok @narasi, dengan pengumpulan data melalui survei online. Pengolahan data dilakukan dengan analisis statistik deskriptif untuk mengidentifikasi motif yang dominan dan tingkat kepuasan responden terhadap berbagai aspek konten. Hasil penelitian menunjukkan bahwa motif utama Generasi Z dalam menonton konten "Ini Narasi" adalah untuk memenuhi kebutuhan informasi yang aktual dan relevan. Meskipun motif informasi adalah yang paling dominan, kepuasan mereka terhadap konten tersebut cenderung bervariasi. Kepuasan tertinggi terjadi pada aspek hiburan, di mana konten berhasil memenuhi kebutuhan mereka untuk bersantai dan menikmati waktu luang. Namun demikian, terdapat kesenjangan signifikan antara harapan (motif) dan realitas (kepuasan) pada aspek-aspek seperti informasi, identitas pribadi, serta integrasi dan interaksi sosial.
Implementasi Teknik Motion Graphic pada Editing Video Animasi “Produk Aman, Kulit Nyaman” Vanessa Valencia Eleora; Silvi Alin Dhiya; Encang Saepudin; Rinda Aunillah Sirait
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 3 (2025): Agustus : NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v5i3.5257

Abstract

The spread of illegal cosmetics in Indonesia remains a concerning issue, particularly through digital platforms. One of the main contributing factors is the lack of public awareness and understanding regarding the differences between legal and illegal products. To address this challenge, animation-based media was chosen as an effective educational tool. This paper describes the implementation of motion graphic techniques in producing the animated video “Produk Aman, Kulit Nyaman”, which emphasizes the importance of using safe and legally approved skincare products. Motion graphics were selected for their ability to dynamically present visual elements, making the message more accessible to the audience. The editing process is divided into three key stages: material collection, assembly, and testing. Material collection focuses on systematic asset organization; assembly involves animating the assets using Adobe After Effects based on a structured storyline; and testing includes internal evaluation and informal validation by five female high school students as representatives of the target audience. This approach shows that motion graphics are not only effective in conveying educational messages but also contribute creatively to improving consumer literacy.
Penulisan Naskah Film Dokumenter “Thread by Thread: Mengurai Krisis Fast Fashion di Indonesia” melalui Pendekatan Narasi Ekspositoris Struktur 3 Babak Aura Diva Rizky; Muh. Fadli Rumpak; Nurmaya Prahatmaja; Rinda Aunillah Sirait
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 3 (2025): Agustus : NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v5i3.5437

Abstract

The documentary film “Thread by Thread: Mengurai Krisis Fast Fashion di Indonesia” is a 14-minute film that explores the environmental and social impacts of the fast fashion industry in Indonesia, along with the low public awareness of this issue. It highlights problems such as textile waste, labor exploitation, and the role of social media in reinforcing consumerist culture. “Thread by Thread” is designed as an educational tool to enhance public literacy and encourage more responsible and sustainable fashion consumption. During its creation, the writer served as the scriptwriter, responsible for crafting a factual and systematic narrative using an expository approach structured into three acts. Act I presents the factual context of fast fashion in Indonesia; Act II discusses its negative environmental impacts and the controversy over thrifting as an alternative solution, supported by data and interviews; and Act III offers sustainability-based solutions with an appeal for audiences to be critical and responsible in their fashion choices.
Penggunaan Mise-En-Scene pada Penyutradaraan Video Feature Berdaya, Berkarya, Bermakna bagi Disabilitas Ridha Rizqiyanty Robina; Santi Susanti; Rinda Aunillah Sirait
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 2 (2025): Mei: NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v5i2.5158

Abstract

The video feature Berdaya, Berkarya, Bermakna bagi Disabilitas aims to highlight the potential and creative works of children with disabilities at the Our Dream Indonesia Foundation through a mise-en-scène approach that enhances both visual and emotional narratives. This writing is motivated by the urgency of promoting the economic and social empowerment of persons with disabilities and the need to challenge prevailing stigmas through mass media. The 11-minute video feature integrates cinematography, set design, costume and makeup, and lighting to construct an engaging and informative storytelling experience. The objective of this study is to explain the production process of creating a visual work using mise-en-scène elements, which includes three key stages: pre-production (research, field observation, storyline development, storyboard creation, and technical preparation), production (filming using cinematographic techniques), and post-production (editing and visual refinement). The findings indicate that the comprehensive application of mise-en-scène successfully reinforces the message of inclusivity. For example, the use of cinematographic techniques contributes to the visual aesthetics; the set design of Toko Amis Budi shows the works of children with disabilities; the makeup and costume choices reflect the personalities of the featured subjects; and the lighting enhances the emotional tone of each scene. In conclusion, this work affirms that mise-en-scène not only enriches the visual appeal but also deepens the emotional impact, transforming facts into inspiring stories and raising public awareness of the importance of expressive spaces for individuals with disabilities. This video serves as an effective medium to advocate for equal rights and the recognition of the abilities of persons with disabilities.
Implementasi Prinsip Appeal, Exaggeration, dan Squash & Strecth dalam Video Animasi Edukasi Gizi : “MIGI : Makan Minum Bergizi” Yanuar Aldi Allesandro; Rahmat Maulana Sihotang; Rinda Aunillah Sirait; Pandu Watu Alam
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 2 (2025): Mei: NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v5i2.5253

Abstract

Nutritional issues in Indonesia continue to pose a significant public health challenge and necessitate early educational interventions. Children aged 7 to 9, categorized as part of Generation Alpha, are digital natives who are beginning to develop logical thinking abilities and demonstrate a strong preference for audiovisual content. In response, a two-dimensional digital animation entitled “MIGI: Makan Minum Bergizi” was developed as an educational medium. This project aims to implement the animation principles of appeal, exaggeration, and squash & stretch, which serve as the foundation for communication and visual quality in animation. The animation was produced using Adobe After Effects with the keyframe animation technique, resulting in the application of the appeal principle through uniquely simple internal organ character designs, bright and contrasting color palettes, and the use of symbolic language relevant to the target audience. The exaggeration principle was applied to dramatize movement and emotional shifts, while squash & stretch was implemented using scale transformation and puppet tools, maintaining volume consistency. These three animation principles were consciously and conceptually applied to enhance the visual appeal and communicative effectiveness of the educational message, making the work an engaging and potentially impactful learning medium.