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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 Journal of Contemporary Indonesian Art 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 Jurnal Rupa Matra : Media Seni, Komunikasi Visual, Desain Grafis Dan Multimedia Sanggitarupa Jurnal Bahasa Rupa International Journal of Digital Learning on Languages and Arts Jurnal Bahasa Rupa Jurnal Teknik Informatika dan Desain Komunikasi Visual
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Multimedia Pembelajaran Mixed Media dan Kolaborasi Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 1 No. 2 (2009)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2055.18 KB) | DOI: 10.33153/bri.v1i2.251

Abstract

The role of education world always must be dynamic and listens carefully in facing and anticipates all changes in happened. Some problems experienced by teacher in process of pure art study at university with material scope Mixed Media and collaboration is the subject difficult to be comprehended without in backing with media because teacher in giving lesson still conventionally, and instructor which has not so mastering is information technology, and curriculum now is delivered university autonomy causing teacher is claimed to makes method and strategy in teaching Study model applied in research to distinguish computer by using Adobe Flash is being based on Multimedia with approach of the constructivism theory in overcoming study problems of pure art.This paper describes the process of making multimedia learning, concept, design, until programming. In the end section also described the results of produce including an analysis of the multimedia learning Keyword : mixed media and collaboration, Multimedia, learning
Studi Penciptaan Game Komputer Pembelajaran Perbendaharaan Kata Budaya Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 2 No. 1 (2010)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2563.01 KB) | DOI: 10.33153/bri.v2i1.285

Abstract

Mastery of multimedia applications, content, and aesthetics is an integral Trichotomy in the design of inter-active learning games. All three must function in proportion if a developer of multimedia applications to achieve optimal results in education. In this study the learning game was created by local cultural vocabulary. The work is the result of a combination of educational content of local culture and aesthetics of multimedia.The work of "game culture" not only offers information about culture, but further, this work aims to provide learning using a humanistic ap-proach. Lessons are presented in the form of multimedia games and animations intended to be a beauty to the learner to display the difference to the lesson as usual. Key words: games, animation, local culture
Digital Graffiti: Ekspresi Kreatif Di Lingkungan Digital Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 4 No. 2 (2012)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1576.134 KB) | DOI: 10.33153/bri.v4i2.373

Abstract

Digital technology is enabling graffiti art to take on new forms, creating an alternative for the artist in making art work. Few attempts, though, have been made to integrate classical expression of graffiti into virtual space, and digital graffiti artists are still adjusting himself to the Internet and to digital tool. This paper describes a variety of graffiti form movement from the streets to the virtual, from the technology used, classification, until coding. Various advantages presented of digital graffiti, more practical, more diverse, and reach out to all corners of the world. We aim to enrich digital art culture, drawing inspiration from the art form and culture surrounding graffiti, making it visible to mainstream Internet user and creative expression. keyword: digital graffiti, digital environment, technology, internet
PERANCANGAN ANIMASI 2D œJIKA KITA TAK PERNAH JADI APA-APA SEBAGAI MOTIVASI INSECURE AKAN MASA DEPAN Annisa Nugraheni; Anung Rachman; Rendya Adi Kurniawan
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i2.47849

Abstract

Every individual must have felt a feeling of insecurity. Insecure is linked to mental health conditions, one of which is anxiety. These feelings, if considered trivial, can cause individuals to hurt themselves. The purpose of this study is to raise the spirit and help reduce insecurity by watching motivational videos as a form of self-healing. This research uses the MDLC (Multimedia Life Development Cycle) method consisting of six stages, namely: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The result of this study is a 2D animation product entitled "If We Never Become Anything" which is used to raise the audience's enthusiasm about feelings of anxiety, tension, worry, and fear of failure in the future. The conclusion obtained from the research is that this 2D animated video is worth distributing and relating to the audience.Keywords: Animation, insecure, MDLC, Motivation.AbstrakSetiap individu pasti pernah merasakan perasaan insecure dalam dirinya. Insecure terkait dengan kondisi kesehatan mental salah satunya adalah kecemasan. Perasaan tersebut jika dianggap sepele dapat mengakibatkan individu melukai dirinya sendiri hingga percobaan bunuh diri. Penelitian ini bertujuan untuk membangkitkan semangat dan membantu mengurangi insecure dengan cara menonton video motivasi sebagai bentuk self healing. Penelitian ini menggunakan metode MDLC (Multimedia Life Development Cycle) terdiri dari enam tahapan yaitu: Konsep (Concept), Perancangan (Design), Pengumpulan Bahan (Material Collecting), Pembuatan (Assembly), Pengujian (Testing), dan Distribusi (Distribution). Hasil dari penelitian ini adalah produk animasi 2D adaptasi dari buku karya Alvi Syahrin dengan judul yang sama, yaitu œJika Kita Tak Pernah Jadi Apa-Apa yang menceritakan perjalanan seorang remaja yang beranjak dewasa. Animasi 2D ini dikisahkan dengan makna konotasi, yaitu mendaki gunung sebagai representasi perjalanan hidup naik turun dan penuh rintangan. Kesimpulan yang didapatkan dari penelitian adalah video animasi 2D ini layak didistribusikan pada khalayak umum dan relate dengan para audience sehingga dapat digunakan untuk motivasi dalam menghadapi insecure.Kata Kunci: Animasi, Insecure, MDLC, Motivasi.Authors:Annisa Nugraheni : Institut Seni Indonesia SurakartaAnung Rachman : Institut Seni Indonesia SurakartaRendya Adi Kurniawan : Institut Seni Indonesia Surakarta References:Arifin, I., Wahyu, P., & Baharsyah, M. Y. (2020). Pengaruh Salah Pilih Jurusan Terhadap Rasa Putus Asa Mahasiswa Teknik Informatika. 1“5.Cahyo, K. N., Martini, & Riana, E. (2019). Perancangan Sistem Informasi Pengelolaan Kuesioner Pelatihan pada PT Brainmatics Cipta Informatika. Journal of Information System Research (JOSH), 1(1), 45“53. http://ejurnal.seminar-id.com/index.php/josh/article/view/44Jihan Insyirah Qatrunnada, Salma Firdaus, Sofika Dwi Karnila, & Usup Romli. (2022). Fenomena Insecurity di Kalangan Remaja dan Hubungannya dengan Pemahaman Aqidah Islam. IQ (Ilmu Al-Qur™an): Jurnal Pendidikan Islam, 5(02), 139“152. https://doi.org/10.37542/iq.v5i02.655Kholig, L. F. (2022). Pembinaan Kesehatan Mental Remaja Di MTS Ngalaban Desa Bendet Kecamatan Diwek Jombang. Pengabdian Kepada Masyarakat, 1, 45“51.Komarullah, N. A. (2022). Perancangan Konten Interaktif œInsecure Sebagai Kampanye Insecurity Melalui Media Sosial Instagram Untuk Generasi Z. Profil Kesehatan Kab.Semarang, 41, 1“9.Munir. (2012). Multimedia konsep dan aplikasi dalam pendidikan. In Alfabeta (Vol. 58, Issue 12).Noviyanti, A. (2021). Dinamika Kecemasan Karir Pada Mahasiswa Tingkat Akhir. KoPeN: Konferensi Pendidikan Nasional, 2003, 1“23.Nurjannah, U., Suharto, V. T., & Rizaldy, D. R. (2022). Nilai Moral Dan Nilai Pendidikan Dalam Novel œJika Kita Tak Pernah Jadi Apa-Apa Karya Alvi Syahrin. SHAMBHASANA: Seminar Nasional Bahasa, Sastra, Dan Pengajarannya, 1(1), 303“313.Rahayu, P. P., & Irsyadiyah, A. U. (2022). Psikoedukasi Tentang Kesehatan Mental Dan Psikopatologi Pada Masyarakat. Jurnal Pengabdian Masyarakat (Abdira), 2(2), 73“81. https://doi.org/10.31004/abdira.v2i2.135Saputra, P. A., & Retnoningsih, E. (2020). Animasi Interaktif Pengenalan Negara ASEAN Menggunakan Metode Multimedia Development Life Cycle. Journal of Students˜ Research in Computer Science, 1(2), 153“164. https://doi.org/10.31599/jsrcs.v1i2.406Widyastuti, C., Rizki Rahmawati, M., Nadia, F., & Nurliawati, E. (2022). Self-Healing Therapy Untuk Mengatasi Kecemasan. International Conference on Islamic Guidance and Counseling, 2, 295“300. https://vicon.uin-suka.ac.id/index.php/icigc/article/view/689
Animasi Sebagai Media Untuk Menggambarkan Dysphoria Gender Trans Masa Pra-Transisi Sasmita, Salsabila Hayu; Kurniawan, Rendya Adi Kurniawan; Muslihah, Isnawati; Rachman, Anung
International Journal of Digital Learning on Languages and Arts (IJODLLA) Vol. 2 No. 1 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijodlla.v2i1.98347

Abstract

Dysphoria gender merupakan pengalaman psikologis yang intens dan kompleks, terutama dialami oleh individu transgender pada masa pra-transisi, ketika ketidaksesuaian antara identitas gender dan tubuh biologis mencapai puncaknya. Artikel ini membahas potensi media animasi sebagai sarana ekspresif untuk menggambarkan pengalaman dysphoria gender trans secara empatik dan visual. Dengan pendekatan kualitatif dan studi pustaka, penelitian ini mengeksplorasi bagaimana elemen visual seperti perubahan bentuk tubuh, distorsi perspektif, dan simbolisme visual dapat digunakan dalam animasi untuk merepresentasikan pergulatan emosional dan psikologis yang tidak mudah diungkapkan melalui kata-kata. Temuan menunjukkan bahwa animasi mampu menjadi media alternatif yang kuat dalam memperluas pemahaman publik terhadap isu-isu transgender, sekaligus menjadi ruang aman bagi para kreator trans untuk mengekspresikan pengalaman personal mereka. Artikel ini juga menyoroti pentingnya representasi yang sensitif dan autentik dalam produksi animasi yang mengangkat tema gender dan identitas.
IKLAN LAYANAN MASYARAKAT PENTINGNYA PENGGUNAAN MASKER PADA MASA PANDEMI COVID 19 BERBASIS WEB MOBILE Setya Nugraha, Andre Eka; RACHMAN, ANUNG
Sanggitarupa Vol. 1 No. 1 (2021)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/sanggitarupa.v1i1.3840

Abstract

In this study, the discussion focuses on public service advertisements. The purpose of using this advertisement is to determine the effect of the advertisement on public awareness to use masks during the pandemic. During the COVID-19 pandemic, there are many ways to protect yourself. One of them is the Community Movement Using Masks (Gemas). This study uses qualitative research methods using a literature and empirical approach. Then the data is obtained from several regulations, such as the regulation of the governor of DKI Jakarta and phenomena that occur in the field. This advertisement is used as a means to socialize the use of masks during the pandemic and to assist the government in breaking the chain of distribution of the COVID-19 virus. The results showed that advertising had an influence on people's behavior. The results of this data are in accordance with the concepts of mass communication theory and advertising, both of which have the aim of influencing and changing people's behavior to use masks. This study uses qualitative methods, qualitative methods are methods that collect data in the form of words or sentences.Keyword: advertising, mobile web, masks, pandemic
PERANCANGAN IKLAN WEB UNTUK RTH (RUANG TERBUKA HIJAU) TAMAN TABEBUYA DENGAN MENGGUNAKAN PARALLAX Amanah, Nurul; Rachman, Anung
Sanggitarupa Vol. 2 No. 1 (2022)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/sanggitarupa.v2i1.4769

Abstract

Tabebuya Park naturally works as a Green Open Space of the Jakarta area that are used by Jakartans to exercise and recreation. However, during the pandemic, the problem of the decreasing of its visitors due to the obligation to follow health protocol was inevitable. In addition, visitors who need exercise and recreation are having trouble in finding the right facilities and places. The design of this web ad uses the Design Sprint method by Jake Knapp which consists of six stages that have been detailed by Google Venture, i.e Understand, Define, Diverge, Decide, Prototype, and Validate. This Tabebuya Park web ad is designed with the aim of answering the customer’s needs using the Challenge Map analysis process in the form of How Might We and Four Step Sketch. The result of this design are two alternative Tabebuya Park web ads designed based on the customer’s needs with nature design and Parallax template from Google Web Designer to create suitable, interesting, informative and interactive ads.
RANCANG FILTER AUGMENTED REALITY INSTAGRAM UNTUK EDUKASI KESEHATAN MENTAL DI KALA PANDEMI KAUSAD, JIHAN; RACHMAN, ANUNG; NURHADI, ASMORO
Sanggitarupa Vol. 2 No. 1 (2022)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/sanggitarupa.v2i1.4771

Abstract

Excessive anxiety can worsen the mental health of citizens and result in a decrease in their productivity in living life. Therefore, this research was conducted to educate the public on how important it is to encourage and support one another to maintain mental health in the face of a pandemic by using Instagram's augmented reality filter. However, the effectiveness of mental health education using Instagram's augmented reality filter is still unknown. The purpose of making this Instagram augmented reality filter is to make it easier to educate the public and reach a wider audience. The design method used for this research is the design thinking method. In this method there are 5 stages, namely empathize, define, ideate, prototype, and test. The reason for using this method is because the stages are very appropriate in conducting this research. The results show that this filter can be accepted by the community and the majority say that this filter is quite interesting to use.
Pembuatan Vidio Iklan Café Bahasa Solo sebagai Media Promosi menggunakan Metode MDLC Bahtiar, Ilham; Cornelius Bryan Indriantara; Anung Rachman; Rendya Adi Kurniawan; Ditya Fajar Rizkizha; Irfan Girji Bilnutama
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 5 No. 2 (2024)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v5i2.5744

Abstract

Penelitian ini bertujuan untuk merancang dan memproduksi video iklan sebagai media promosi untuk Café Bahasa Solo dengan menggunakan metode Multimedia Development Life Cycle (MDLC). Tahapan dalam metode ini meliputi konseptualisasi, perancangan, pengumpulan bahan, perakitan, pengujian, dan distribusi. Video iklan dirancang untuk menonjolkan suasana unik serta produk unggulan café, yaitu Kopi Ngoko dan Kopi Madya, yang ditampilkan melalui visual menarik dan narasi yang relevan dengan target audiens. Video yang dihasilkan dipublikasikan melalui media sosial Instagram dengan durasi 1 menit, yang memungkinkan jangkauan audiens yang lebih luas. Hasil penelitian menunjukkan bahwa video promosi ini berhasil meningkatkan kesadaran merek (brand awareness) dan menarik minat konsumen baru, terlihat dari peningkatan jumlah interaksi di media sosial, seperti jumlah views, likes, dan komentar. Kesimpulannya, penggunaan video sebagai media promosi efektif dalam membangun citra merek dan meningkatkan daya tarik Café Bahasa Solo di kalangan konsumen
INCREASING VISUAL IMPACT IN MSME STUDY CASE: KUE GIPANG TIGA BUNDA Alrazi, Camila Zahra; Rachman, Anung
ARTISTIC : International Journal of Creation and Innovation Vol. 4 No. 2 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/artistic.v4i2.5555

Abstract

Micro, Small, and Medium-Sized Enterprises (MSMEs) are vital for Indonesia's economic growth, specifically in promoting local products. However, numerous MSMEs in Cilegon face difficulties due to an absence of robust visual branding. Accordingly, this study seeks to explore the influence of visual branding on MSMEs in Cilegon, with a specific focus on Kue Gipang Tiga Bunda by applying design thinking approach. Creating a strong brand identity requires the use of visual branding elements such as logos and key visuals. The objective of this research is to develop a distinct brand identity for Kue Gipang Tiga Bunda to set them apart from competitors and enhance brand awareness. Branding may improve brand recognition, attract customers, and facilitate MSME expansions, thereby promoting Cilegon's socio-economic development and competitiveness in the tourism industry.
Co-Authors Abdul Adli Akhlishon, Machadz Achmad Noerkhaerin Putra Adi Kurniawan, Rendya Akhlishon, Machadz Abdul Adli Albani, Salmaan Daffa Alifia Ananda Putri Alrazi, Camila Zahra amanah, nurul Ananto Singgih Agung Wicaksono Andre Eka Setya Nugraha Anindhitya, Hanung Anisa Lailatul Mukarromah Annisa Nugraheni Aqviriyoso, Roman Ardina Candra Kirana Ardiyanti, Afifah Nur Aris Ardiyanto Aris Setiawan Arumdani, Yeni Asmoro Nurhadi Asmoro Nurhadi Panindias Asmoro Nurhadi Panindias Atikah, Tata Aufara Fiqi Fatahilah Aurora, Catherine Naomi Bahtiar, Ilham Cahyaning Brian Paramarta Camila Zahra Alrazi Camila Zahra Alrazi Candra Feriana Candra Kirana, Ardina CITRA Dewi Utami Citra, Benelora Novia Cornelius Bryan Indriantara Dhevin Kawistoro Ngabekti Dite, Stri Agneyastra Ditya Fajar Rizkizha Dwi Ardiana Setyawardhani, Dwi Ardiana Dwi Ismiati Fairus Iqbal Muhamad Fajar Rizkizha, Ditya Fajri Rahma Pratiwi Feriana, Candra Hanung Adi Nugroho Ipung Kurniawan Yunianto Irfan Girji Bilnutama Ismiati, Dwi JIHAN KAUSAD KAUSAD, JIHAN Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan, Rendya Adi Kurniawan Laras Hati, Haninda Sekararum Magenta, Evan Arwagavin Maharani, Aulira Iska Mohamad Zhofran Ardyan Muslihah, Isnawati Naomi, Catherine Ni Luh Putu Ratna Suandari Noor Afela Salsabila Nugraheni, Annisa Nugraheni, Naura Hafizha Nur Aula Octavia NURHADI, ASMORO Nurul Amanah Panjaitan, Angelia Piliang, Noval Dhana Ardhani Pipit Wijayanti Pratama, Yoga Adhitya Pratiwi, Diana Hakim Primadewi, Nerfita Puspa Ramadhania Rafika Ulfah Rahmaningtyas Rendya Adi Kurniawan Rendya Adi Kurniawan Riady, Natasya Safarani Risanuri Hidayat Rizkizha, Ditya Fajar Roman Aqviriyoso Sartika Sasmita, Salsabila Hayu Setya Nugraha, Andre Eka Siagian, Grace Ekklesia Siti Helmyati Siwi Mahanani Prijayanti STRI AGNEYASTRA DITE Tata Atikah Khoirunisa Tiara Mara Antika Yulianti, Shakila Dwi Yunianto, Ipung Kurniawan Zulfa Arrifqi Umaimah