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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 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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Tokoh Punakawan Pada Wayang Orang Sebagai Sumber Ide Penciptaan Animasi 2d Dengan Konsep E-Learning Rachman, Anung
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 1 No. 1 (2009)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/bri.v1i1.243

Abstract

The problem in the rising generation society concerning local culture are conflicting between the needs of rising generation society to have a suistainable edutainment as unity of a “living culture”, with many changes affected from the importing culture developed by foreign resources, high technology and the pressure by the world culture growth. Panakawan as one of culture local figure variety have many utilized by art agents as inspiration of art creating and creation media with various artistry shaped. It oftentimes we can see, considering on pana-awan's figure there are many contain positive simbol that is utilized to build nation personality. But unhappily current, the local culture is getting not popular among the rising generation because it’s ingoing the import culture to this nation with in fast. By the encapsulate local tradition and animation (modern technology) method for the research we have destination that the rising generation society can feel comfort and back to local culture as nation wealth. With animations technology, an object at computer can be made more interesting because this technology make the object moving and becomes ‘ life’. The encapsulation is made with e-learning method. The result is edutainment creation. The user which exploit it will be given local culture education and entertainment all at once. e-learning is define as learning method with technology (electronic) supporting. Keywords: local culture, animasi, e-learning
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 | 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 | 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 | 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
Digitization Of 3d Tote Bag With Contemporary Batik Motif Of Keris Siginjai Siagian, Grace Ekklesia; Rachman, Anung
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.
City Branding Kendal: Strategi Pencitraan Daerah melalui Logo dan Tagline Ismiati, Dwi; Rachman, Anung
Jurnal Bina Praja Vol 15 No 1 (2023): City Branding
Publisher : Research and Development Agency Ministry of Home Affairs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21787/jbp.15.2023.181-191

Abstract

This study aims to find and describe the image of the area displayed through the visual elements contained in the Kendal reliable logo. City branding is one of the phenomena of the 21st century, which is a strategic effort for regions to increase competitiveness in global competition. Several cities or regencies in Indonesia have strong branding because they are made to follow the identity of the city that is formed. This study uses a qualitative method with logo and tagline theory to reveal the image displayed through its visual elements. Based on the observations and reviews of the logo and the tagline of the Kendal Handal logo, it was found that the elements of a good logo have been completed in Kendal City branding. Let's look back at the history of the Kendal tree, which is the origin of the name Kendal. The symbols in each of its elements contain the meaning of local wisdom, including geography, history, and culture. The regional image displayed from the logo's shape is not something static, and it will, of course, change according to its conditions. The Kendal Handal logo is part of the existing dynamics and represents the geographical, historical, and cultural conditions of each era.
Representasi Artistik Kebudayaan Indonesia dalam Film Animasi "Raya and the Last Dragon" Panjaitan, Angelia; Rachman, Anung
Rekam Vol 19, No 2 (2023): Oktober 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v19i2.8566

Abstract

Raya and The Last Dragon is one of the first animated fantasy films produced by Disney that elevates and displays the cultural identities of Southeast Asia, including Indonesia, Vietnam, Thailand, Malaysia, Laos and Singapore. This animated film depicts a fantasy world called Kumadera country which is divided into five regions namely Heart, Fang, Spine, Talon and Tail. The five regions seem to describe the diverse Indonesian nation "Bhinneka Tunggal Ika" which means the unity and oneness of the Indonesian nation. This animated film is packed with artistic elements of Indonesian culture including Wayang kulit, batik, keris, pencak silat, gamelan, gadang houses, food, and people's behavior. This animated film applies the artistic design of several visual elements such as location sets, decorations, props, costumes and all work units that represent Indonesian culture. This research method uses descriptive qualitative using artistic theory and Roland Barthes semiotic cultural approach. The results of this study were analyzed using artistic theory and contextual understanding of signs and meanings from Roland Barthes' semiotic theory which divides the meaning systems of denotation, connotation and myths that implement Indonesian culture.
Mengulik Keteguhan Hati Melawan Budaya Patriarki melalui Perancangan Karakter Animasi 2D Roro Mendut Octavia, Nur Aula; Rachman, Anung; Kurniawan, Rendya Adi
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

Perancangan Video Klip Animasi Band Nightfall Dengan Pesan Anti Pembajakan Musik Digital Muhamad, Fairus Iqbal; Rachman, Anung
Jurnal Desain Vol 11, No 2 (2024): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v11i2.17648

Abstract

PERANCANGAN ANIMASI “NEMEA: THE WEIGHT OF RETRIBUTION” BERMUATAN NILAI MORAL DAN SOSIAL UNTUK REMAJA Citra, Benelora Novia; Rendya Adi Kurniawan; Isnawati Muslihah; Anung Rachman
JURNAL RUPA MATRA Vol. 4 No. 1 (2025): OKTOBER 2025
Publisher : Puslitabmas Batam Tourism Polytecnic

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62375/jdkv.v4i1.629

Abstract

Penelitian ini membahas proyek perancangan narasi animasi yang berfokus ke penyampaian nilai moral dan sosial secara efektif kepada remaja berusia 13-18 tahun. Latar belakang penelitian ini meliputi tantangan dalam menyeimbangkan aspek edukasi dengan daya tarik hiburan agar pesan tidak terasa menggurui atau membosankan bagi audiens. Penelitian ini bertujuan untuk merancang narasi animasi yang mampu mengintegrasikan kedua aspek tersebut. Penelitian ini menggunakan pendekatan kualitatif dengan metode Design Thinking, yang dimulai dari pengumpulan data melalui wawancara dan studi literatur untuk memahami kebutuhan audiens. Hasil penelitian menunjukkan bahwa animasi berpotensi besar sebagai media untuk menyampaikan pesan melalui daya tarik visual, cerita yang fleksibel, serta kemampuannya mengkomunikasikan emosi dan pesan secara implisit. Strategi yang diterapkan meliputi pengembangan plot yang berpusat pada karakter, penggunaan simbolisme, dan integrasi aksi. Kesimpulan dari perancangan ini adalah animasi dapat menjadi alat yang efektif untuk memengaruhi perubahan perilaku dan pembentukan sikap pada audiens remaja, sehingga memberikan manfaat signifikan dalam pendidikan karakter.
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 Anindhitya, Hanung Anisa Lailatul Mukarromah Annisa Nugraheni Aqviriyoso, Roman 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 Candra Kirana, Ardina CITRA Dewi Utami Citra, Benelora Novia Cornelius Bryan Indriantara Dhevin Kawistoro Ngabekti Ditya Fajar Rizkizha Dwi Ardiana Setyawardhani, Dwi Ardiana Dwi Ismiati Fajar Rizkizha, Ditya Fajri Rahma Pratiwi Fatahilah, Aufara Fiqi Feriana, Candra Hanung Adi Nugroho 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 Mohamad Zhofran Ardyan Muhamad, Fairus Iqbal Muslihah, Isnawati Nerfita Primadewi Ni Luh Putu Ratna Suandari Noor Afela Salsabila Nugraheni, Annisa Nugraheni, Naura Hafizha NURHADI, ASMORO Nurul Amanah Octavia, Nur Aula Panjaitan, Angelia 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 Siagian, Grace Ekklesia Siti Helmyati Siwi Mahanani Prijayanti STRI AGNEYASTRA DITE Tiara Mara Antika Yulianti, Shakila Dwi Yunianto, Ipung Kurniawan Zulfa Arrifqi Umaimah