Troy
Institut Seni Indonesia Yogyakarta

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Visual Narrative through Motion Lines and Speed Lines: A Case Study of Contemporary 3D Animation Troy; Muhammad Adlan
Warna Komunikasi Vol 1 No 2 (2025): Journal of Visual Art and Design Studies: Les-Guet's
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/lg.v1i2.5491

Abstract

The development of 3D animated movies has adapted visual elements of comics, such as motion lines and speed lines, into digital media, but there has been no study that combines visual semiotics, narrative functions, and the transformation of comic styles into 3D animated movies. The purpose of this study is to map the semiotic mechanisms and dramatic functions of motion lines and speed lines through case studies of three movies, including Spider-Man: Across the Spider-Verse (2023), Puss in Boots: The Last Wish (2022), and The Bad Guys (2022). The method used is a descriptive qualitative approach: visual semiotics analysis to unravel denotative and connotative meanings, as well as narrative analysis to map the effects' contribution to the rhythm, conflict, and climax of the story. The results show that motion lines and speed lines operate in two ways: as markers of movement that communicate kinetic intensity, and as narrative devices that reinforce dramatic rhythm and audience affect. These effects also create an aesthetic hybridity between comics and cinema, providing an additional layer of interpretation that enhances affective engagement and dramatic understanding. This research provides theoretical and practical contributions to the study of visual semiotics and digital animation narrative design.
The Future of Animation: Exploring the Integration of Generative AI and the Role of Animators Troy; Samuel Gandang Gunanto
Journal of Information Technology and Its Utilization Vol 8 No 1 (2025): June 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.1.6000

Abstract

Artificial Intelligence (AI) capabilities significantly change the way creative actors in the production process work. Through a study of the impact of AI on the animation industry, this article highlights the shift of AI from basic automation to more complex roles. Multi-modal generative AI, such as Large Language Models (LLMs) and diffusion models, revolutionizes the animation workflow, changes the job description of animators, and creates new challenges and opportunities. The analysis is carried out on repetitive tasks such as in-betweening, rendering, and asset creation. Through the exploration of the application of diffusion models for the creation of image and video works, as well as the application of LLMs in the development of narratives and storyboards, animators are expected to focus more on conceptual aspects and increase their creativity. AI will be involved as an innovative partner. This partnership encourages various forms of new creative expression as well as collaborative and integrated workflows. It is undeniable that this leaves notes and challenges related to the potential shift in human resources and ethics. This article provides an explanation of the adaptations that must be made so that the integration of technology and humans can maximize human creativity, not to replace it.
Gamification-Driven Management Information System: A Design Approach for Enhancing Students’ Final Project Supervision Troy; Ginanjar Setyo Nugroho; Kathryn Widiyanti
Journal of Information Technology and Its Utilization Vol 8 No 2 (2025): December 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.2.6038

Abstract

This study aims to design a gamification-based Management Information System (MIS) interface to enhance the effectiveness and engagement of students during final project supervision. The research background is based on literature findings regarding the potential of gamification in education that can encourage motivation, participation, and transparency in the learning process. The research method used is Research through Design (RtD), emphasizing the integration of gamification elements into the MIS framework, including features for recording progress, awarding points, levels, and badges related to guidance activities. The research results is a student final project MIS interface that combines managerial functions with gamification-based motivational mechanisms. This system is expected to increase student engagement, provide more transparent monitoring for supervisors, and create a more attractive and interactive guidance ecosystem. The direction of further research is directed at the development of a complete MIS prototype, limited trials, and evaluation of effectiveness through case studies.