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All Journal Gorga : Jurnal Seni Rupa Corak : Jurnal Seni Kriya DeKaVe Rekam : Jurnal, Fotografi, Televisi Animasi Jurnal Inovasi Teknologi Pendidikan Tanra : Jurnal Desain Komunikasi Visual Fakultas Seni dan Desain Universitas Negeri Makassar Jurnal Edukasi dan Penelitian Informatika (JEPIN) Jurnal Pengabdian Kepada Masyarakat (Indonesian Journal of Community Engagement) Proceeding of the Electrical Engineering Computer Science and Informatics Arty: Jurnal Seni Rupa Jurnal Bahasa Rupa Jurnal Bina Praja Visualita : Jurnal Online Desain Komunikasi Visual Abdi Seni Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Ornamen Jurnal Pengkajian dan Penciptaan Seni Kriya Ultimart: Jurnal Komunikasi Visual Jurnal Desain Jurnal Tekno Kompak Jurnal Ilmu Komputer dan Desain Komunikasi Visual Jurnal Muara Ilmu Sosial, Humaniora, dan Seni Jurnal Nawala Visual Ideas: Jurnal Pendidikan, Sosial dan Budaya Jurnal Mnemonic IJITEE (International Journal of Information Technology and Electrical Engineering) Visual Heritage: Jurnal Kreasi Seni dan Budaya Jurnal Digit : Digital of Information Technology ARTISTIC : International Journal of Creation and Innovation CITRAWIRA : JOURNAL OF ADVERTISING AND VISUAL COMMUNICATION DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Jurnal Nasional Teknik Elektro dan Teknologi Informasi ArtComm : Jurnal Komunikasi dan Desain Jurnal Teknik Informatika dan Desain Komunikasi Visual Sanggitarupa Jurnal Bahasa Rupa International Journal of Digital Learning on Languages and Arts
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PENINGKATAN KUALITAS SDM SISWA SMKN 2 SRAGEN MELALUI WORKSHOP ANIMASI 2D Anung Rachman
Abdi Seni Vol 2, No 1 (2010)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3529.855 KB) | DOI: 10.33153/abdiseni.v2i1.59

Abstract

In its development, animation cannot be separated from prehistoric era of hundreds to thousands years ago when the paintings of cave and temple ornaments have animation principles consisting orderly stack of paintings or ornaments. At this moment, animation has become part of the era of creative industry. People and the government seem to realize that it is time for animation in Indonesia to catch up remembering the great effect  resulted from animation product. Along this time, many animation products from other countries come to the entertainment and advertisement business in Indonesia and we can do nothing for it. Consequently, people’s understanding towards local culture is getting faded and finally, more cultural assets are ‘stolen’ by other country. The culture ‘taking’, of course, is not absolutely the ‘taking’ country’s fault but it is also our fault for we don’t give response to the technological development that is able to make culture interesting. The workshop material is not only practice or introducing the making technique but also history, definition, application, and creating method.Key words : animation, history, culture, and local
PENGEMBANGAN MEDIA PUBLIKASI MUSEUM SISA HARTAKU Anung Rachman; Nerfita Primadewi
Abdi Seni Vol 5, No 1 (2013)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (326.295 KB) | DOI: 10.33153/abdiseni.v5i1.181

Abstract

The aim of the Community Services Group Program is to increase the number of visitspenginformasian through Sisa Hartaku and marketing globally Museum. Forms of developmentactivities carried out in the form of media publicity in the form of websites. Training provided tosupport these activities in the form of workshops pengoperasiaan camera, online article writingworkshops, workshop development and maintenance of websites. Subject training on this programare the members of the group manager of the museum and gift shop. The method used in thetraining is through discussion and practice. Through this training is expected to provide a solutionto the problem petrified low levels of traffic in Sisa Hartaku Museum. The training lasted for eightsessions, with training materials through the planning, preparation, manufacture, testing andmaintenance. Form of training starts from the discussion of the expected material relatedpublications by program partners. Mount Merapi and Wedhus Gembel (Cloud Heat) selected asmanifested in the form of brand and logo. Brand is an important guide in this publication mediadevelopment program. Partners are expected to recognize the special characteristics of businessand then used as an attraction for the public. So that potential visitors would come to the rest of mypossessions Museum directly after getting information via the website www.sisahartaku.com. Trainingresults indicate that the importance of website ownership for driving the business at this time.Website created quite informative and was able to increase the number of visitors to the Museum.Approximately thirty percent increase in the number of visits made media than pre- publicationcan be achieved. This has an impact on increasing the number manually souvenir product salesamounted to one hundred percent, but it has not happened yet online transactions during theexecution of programs.Key words : website, museum, Merapi, Wedus Gembel.
PENGEMBANGAN MEDIA PUBLIKASI MUSEUM SISA HARTAKU CITRA Dewi Utami; Anung Rachman; Nerfita Primadewi
Abdi Seni Vol 6, No 1 (2015)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v6i1.2256

Abstract

Tujuan dari Program Pengabdian Kepada Masyarakat ini adalah untuk meningkatkan jumlah kunjungan melalui penginformasian dan pemasaran Museum Sisa Hartaku secara global. Bentuk kegiatan yang dilakukan berupa pengembangan media publikasi dalam wujud website. Pelatihan yang diberikan guna menunjang kegiatan tersebut berupa workshop pengoperasiaan kamera, workshop penulisan artikel online, workshop pembuatan serta pemeliharaan website. Subjek pelatihan pada program ini adalah para anggota kelompok pengelola museum dan kelompok pengelola warung cinderamata. Metode yang digunakan dalam pelatihan adalah melalui diskusi dan praktik. Melalui pelatihan ini diharapkan dapat memberi solusi persoalan rendahnya tingkat kunjungan di Museum Sisa Hartaku. Pelatihan berlangsung selama delapan kali pertemuan, dengan materi pelatihan melalui tahap perencanaan, persiapan, pembuatan, pengujian, dan pemeliharaan. Bentuk pelatihan dimulai dari pendiskusian terkait materi publikasi yang diharapkan oleh mitra program. Gunung Merapi dan Awan Panas Wedhus Gembel terpilih sebagai brand dan mewujud dalam bentuk logo. Brand merupakan pijakan penting dalam program pengembangan media publikasi ini. Mitra diharapkan dapat mengenali ciri khusus usaha dan selanjutnya dijadikan daya tarik bagi masyarakat luas. Sehingga calon pengunjung bersedia datang ke Museum Sisa Hartaku secara langsung setelahmendapatkan informasi melalui website www.sisahartaku.com. Hasil pelatihan menunjukkan bahwa pentingnya kepemilikan website bagi penggerak usaha pada saat ini. Website yang dibuat cukup informatif dan mampu meningkatkan jumlah pengunjung Museum. Kurang lebih tiga puluh persen peningkatan jumlahkunjungan dibanding sebelum dibuatnya media publikasi dapat tercapai. Hal ini, berimbas terhadap peningkatan jumlah penjualan produk souvenir secara manual sebesar seratus persen, namun belum terjadi transaksi secara online selama pelaksanaan program pengabdian ini.Kata kunci: museum, Merapi, wedus gembel, publikasi.
Improving Phoneme to Viseme Mapping for Indonesian Language Anung Rachman; Risanuri Hidayat; Hanung Adi Nugroho
IJITEE (International Journal of Information Technology and Electrical Engineering) Vol 4, No 1 (2020): March 2020
Publisher : Department of Electrical Engineering and Information Technology,Faculty of Engineering UGM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijitee.47577

Abstract

The lip synchronization technology of animation can run automatically through the phoneme-to-viseme map. Since the complexity of facial muscles causes the shape of the mouth to vary greatly, phoneme-to-viseme mapping always has challenging problems. One of them is the allophone vowel problem. The resemblance makes many researchers clustering them into one class. This paper discusses the certainty of allophone vowels as a variable of the phoneme-to-viseme map. Vowel allophones pre-processing as a proposed method is carried out through formant frequency feature extraction methods and then compared by t-test to find out the significance of the difference. The results of pre-processing are then used to reference the initial data when building phoneme-to-viseme maps. This research was conducted on maps and allophones of the Indonesian language. Maps that have been built are then compared with other maps using the HMM method in the value of word correctness and accuracy. The results show that viseme mapping preceded by allophonic pre-processing makes map performance more accurate when compared to other maps.
Edukasi Peran Hak Asasi Manusia di Era Digital Lewat Filter Augmented Reality (AR) Instagram Roman Aqviriyoso; Anung Rachman; Asmoro Nurhadi
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 1 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i1.497

Abstract

Human rights are the most basic rights owned by every individual around the world. In the digital era, human rights can also be called digital rights, which are human rights that guarantee that every citizen can access, use, create, and disseminate digital media. However, behind the role of Human Rights, there are also shortcomings where mutual respect and lack of understanding about Digital Rights are very important for the community on media social on the internet. Thus, the purpose of the filter with the theme of the role of human rights in the digital era is as a reminder, a support movement, or a symbol that human rights are still present even in the digital era. With the Visual Storytelling method to convey messages, philosophies, or stories through Instagram's AR filters. So that by using the visual storytelling method, it is hoped that the message to be conveyed about the importance of human rights. Through Instagram's AR filter, it can be more easily accepted and understood by the audience. Thus the use of the Visual storytelling method is very suitable for creating an Instagram AR filter work, the main thing of which is conveying messages to a broad audience, or public advertisements about the importance of Human Rights. So that by using the visual storytelling method, it is hoped that the message to be conveyed about the importance of human rights through the AR Instagram filter can be more easily accepted and understood by the audience. Because basically. Learning through visual media can make it easier for the audience to absorb, organize, and process information which will ultimately affect the achievement and learning of the audience.
Pemanfaatan AugmentedReality(AR) sebagai Media Promosi Iklan Produk Susu Kedelai Berbasis Filter Instagram Sartika; Anung Rachman; Asmoro Nurhadi Panindias
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 6 No 2 (2021): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v6i2.512

Abstract

Augmented reality is a form of technology that combines the virtual world and the real world, and augmented reality is known as part of a virtual environment or virtual reality (VR) technology. AR can become a new promotional medium for the public or users. The purpose of this research is to develop or design an Instagram filter-based promotion with augmented reality (AR) technology to introduce soy milk products (sule). The design of this Instagram AR filter uses a design thinking approach according to the author in the process of designing an Instagram AR filter for this soy milk advertisement, this method is a method that may be quite relevant. The AR display when it becomes a filter on Instagram has several components, namely the main AR component, namely a 3D object image from soy milk product packaging.
Pengimplementasian Legenda Calon Arang sebagai Edukasi Budaya Nusantara dan Feminisme Melalui Animasi Tiara Mara Antika; Anung Rachman; Rendya Adi Kurniawan
Ideas: Jurnal Pendidikan, Sosial dan Budaya Vol 8 No 3 (2022): Ideas: Pendidikan, Sosial, dan Budaya (Agustus)
Publisher : Ideas Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32884/ideas.v8i3.862

Abstract

In ​​​​Bali, there are famous traditional theaters that contain feminism values, namely the leak show or the legend of Calon Arang. The purpose of this research is the creation of 2D animated character works as an education for Indonesian culture and feminism. The method used is sprint design. The results of this study are (1) The production of 2D Calon Arang animated characters that promote Balinese culture, (2) Feminism in the Past and Present, Application of Balinese Cultural Values ​​in the Design of 2D Calon Arang Animated Characters (3). 2D animated characters made using the rigging bone technique with a thick Balinese feel can be a means of fostering a sense of pride in the culture of nusantara and as a symbol of past feminism. Pada daerah Bali terkenal teater tradisional yang mengandung nilai feminisme yaitu pertunjukan leak atau legenda Calon Arang. Tujuan penelitian ini adalah terciptanya karya karakter animasi 2D sebagai edukasi budaya nusantara dan feminisme. Metode yang digunakan adalah desain sprint. Hasil penelitian ini adalah (1) dihasilkannya karakter animasi 2D Calon Arang yang mengangkat budaya Bali, (2) feminisme di masa lampau dan masa kini, penerapan nilai budaya bali pada desain karakter animasi 2D Calon Arang (3), karakter animasi 2D dibuat dengan teknik rigging bone dengan nuansa Bali yang kental dapat menjadi sarana menumbuhkan rasa bangga terhadap budaya nusantara serta sebagai simbolis feminisme masa lampau.
Filter Digital Berbasis Augmented Reality Sebagai Iklan Layanan Masyarakat Pembatasan Konsumsi Plastik Cahyaning Brian Paramarta; Anung Rachman; Asmoro Nurhadi Panindias
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 7 No 2 (2022): Journal of Computer Science and Visual Communication Design
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v7i2.523

Abstract

 High levels of plastic use can result in an increasing amount of plastic waste piling up. The production of plastic waste in Indonesia has produced up to 3.2 million tons of plastic waste, and as much as 1.2 million tons of waste has been dumped into the sea. This is because waste management in Indonesia is still relatively poor. Seeing the condition and increasing consumption of plastic, it is necessary to educate the public about the importance of limiting the use of plastic. A social campaign in the form of a public service advertisement is needed so that people can think and act wisely before using plastic. This study aims to design an augmented reality-based Instagram filter that contains messages and ways to reduce plastic consumption. The filter design can be completed thanks to the Double Diamond method, which focuses on problem analysis as a basis for making solutions. The results of this study indicate that the filter design was successfully published and successfully reached the target audience with the acquisition of a questionnaire test score of 86%, which indicates that the filter is very good. Thus, filters can be used as effective public service advertisements in providing information regarding restrictions on plastic consumption.
Mengulik Keteguhan Hati Melawan Budaya Patriarki melalui Perancangan Karakter Animasi 2D Roro Mendut Nur Aula Octavia; Anung Rachman; Rendya Adi Kurniawan
Jurnal Desain Vol 10, No 2 (2023): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v10i2.13194

Abstract

Permasalahan mengenai isu isu ketidaksetaraan gender di Indonesia masih menjadi sorotan dan perhatian publik. Dimana dalam tradisi lama nusantara Melayu dan Jawa, budaya patriarki direpresentasikan sebagai model masyarakat dominan. Budaya patriarki menempatkan posisi derajat laki laki di atas segalanya dan derajat perempuan selalu berada di bawah laki laki.  Hal inilah yang menimbulkan adanya ketimpangan sosial terkhususkan kaum perempuan. Penelitian ini bertujuan untuk memberikan wawasan pentingnya kesetaraan gender sebagai upaya pencegahan adanya kasus kasus diskriminatif dan tindak kekerasan kepada perempuan melalui visualisasi animasi 2D karakter Roro Mendut yang memiliki keteguhan hati dalam melawan budaya patriarki. Penelitian ini menggunakan 2 metode yaitu metode kuantitatif dan kualitatif yaitu dengan wawancara atau interview dan pengumpulan data melalui studi pustaka, yaitu buku dan jurnal. Hasil penelitian ini berupa perancangan animasi 2D Roro Mendut yang sarat akan nilai moral, keberanian, keteguhan hati, perjuangan, dan kebebasan memilih.
Digitization Of 3d Tote Bag With Contemporary Batik Motif Of Keris Siginjai Grace Ekklesia Siagian; Anung Rachman
Corak Vol 11, No 2 (2022): NOVEMBER 2022
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/corak.v11i2.6442

Abstract

Technological advances now require students to be more creative and improve their digital skills. However, it cannot be separated from this hand expertise in sketching is still needed even though there is the technology. Also, the need to use the concept will later be related to digitising 3d tote bags with contemporary batik motifs keris siginjai. In the design of this final project, work through visualization of the siginjai kris as the main object by doing a visual depiction in the form of a siginjai kris as a contemporary batik motif inserted into a denim-based tote bag. The methods applied are redefining, Design Thinking, and Prototyping methods. Making 3-Dimensional digitization of a product design can make it easier for respondents to display the final form of a product design.
Co-Authors Abdul Adli Akhlishon, Machadz Achmad Noerkhaerin Putra Akhlishon, Machadz Abdul Adli Albani, Salmaan Daffa Alifia Ananda Putri Alrazi, Camila Zahra amanah, nurul Ananto Singgih Agung Wicaksono Andre Eka Setya Nugraha Angelia Panjaitan Anisa Lailatul Mukarromah Annisa Nugraheni Ardina Candra Kirana Ardiyanto, Aris Ardyan, Mohamad Zhofran Aris Setiawan Arumdani, Yeni Asmoro Nurhadi Asmoro Nurhadi Panindias Asmoro Nurhadi Panindias Atikah, Tata Bahtiar, Ilham Cahyaning Brian Paramarta Camila Zahra Alrazi Camila Zahra Alrazi CITRA Dewi Utami Cornelius Bryan Indriantara Dhevin Kawistoro Ngabekti Ditya Fajar Rizkizha Dwi Ardiana Setyawardhani, Dwi Ardiana Dwi Ismiati Fairus Iqbal Muhamad Fajar Rizkizha, Ditya Fajri Rahma Pratiwi Fatahilah, Aufara Fiqi Feriana, Candra Grace Ekklesia Siagian Hanung Adi Nugroho Hanung Anindhitya Ipung Kurniawan Yunianto Irfan Girji Bilnutama Ismiati, Dwi JIHAN KAUSAD KAUSAD, JIHAN Khoirunisa, Tata Atikah Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan Magenta, Evan Arwagavin Maharani, Aulira Iska Muslihah, Isnawati Nerfita Primadewi Ni Luh Putu Ratna Suandari Noor Afela Salsabila Nugraheni, Annisa Nugraheni, Naura Hafizha Nur Aula Octavia NURHADI, ASMORO Nurul Amanah Piliang, Noval Dhana Ardhani Pipit Wijayanti Pratama, Yoga Adhitya Puspa Ramadhania Rafika Ulfah Rahmaningtyas Rendya Adi Kurniawan Rendya Adi Kurniawan Risanuri Hidayat Roman Aqviriyoso Sartika Sasmita, Salsabila Hayu Setya Nugraha, Andre Eka Siti Helmyati Siwi Mahanani Prijayanti STRI AGNEYASTRA DITE Tiara Mara Antika Yulianti, Shakila Dwi Zulfa Arrifqi Umaimah