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MODEL ALTERNATIF FILM PENDEK ANIMASI 3D BAGI ANAK-ANAK Alfan Setyawan
Gelar : Jurnal Seni Budaya Vol 12, No 2 (2014)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1481.255 KB) | DOI: 10.33153/glr.v12i2.1523

Abstract

The article discusses about the form of Sendratari Mahakarya Borobudur (the ballet of Borobudur great work)that is used to be a model in the making of 3D animation short film for children. The problem of research isthe alternative model of 3D animation for children towards Sendratari Mahakarya Borobudur. The researchuses qualitative method. The research data is collected from written sources, art works, key persons, and theaudio video documentation of Sendratari Mahakarya Borobudur. Data is collected by library study, works,observation, interview, and documentation. Data analysis process covers several stages including datacollecting, reduction, data presentation, and summary. Based on the research, it shows that SendratariMahakarya Borobudur is chosen to be an alternative model of 3D animation short film. The story of SendratariMahakarya Borobudur has moral values packed as the alternative model of 3D animation short film andsupposed to have an important role in making the native characteristic in order to become a completelyIndonesian people. The recommended model of 3D animation short film has duration of 15 minutes and it isa story of visual design and storyboard.Keywords: Sendratari (ballet), Mahakarya (great work) Borobudur, 3D animation
Pelatihan Search Engine Optimization (SEO) dan Manajemen Media Sosial Berbasis Android untuk Meningkatkan Eksposur Destinasi Wisata Tubing di Desa Beruk, Kecamatan Jatiyoso, Kabupaten Karanganyar Sigied Himawan Yudhanto; Dedy Eka Timbul Prayoga; Alfan Setyawan; Nidyah Widyamurti; Hermansyah Muttaqin; Jauhari Jauhari
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 4, No 3 (2022)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v4i3.5583

Abstract

Program pengabdian masyarakat prodi D3 Desain Komunikasi Visual Sekolah Vokasi Universitas Sebelas Maret Surakarta mengadakan pelatihan search engine optimization dan manajemen media sosial berbasis android dalam rangka meningkatkan eksposur destinasi wisata tubing yang terdapat di desa pondok yang dalam paparan tokoh setempat grand designnya direncanakan akan menjadi bagian dari halal tourism di kabupaten Karanganyar. Program pengabdian tersebut berlangsung pada tanggal 07 sampai 25 Februari 2022. Kemudian acara workshop tentang pelatihan SEO dilakukan pada tanggal 19 Mei 2022. Pelatihan SEO dan manajemen media sosial dipilih karena destinasi wisata tubing di kelola oleh para remaja yang walaupun lokasi tubing berada di desa yang terpencil akan tetapi mereka sudah akrab dan adaptif dengan teknologi smartphone dan media sosial. Upaya branding lokasi tubing yang masih bisa di maksimalkan kembali dengan paparan dan arahan dari expert di tentang SEO agar lokasi destinasi tubing bisa muncul di page one di laman search engine lewat pendekatan crawling, indexing, dan ranking. Hasil atau dampak positif dari kegiatan pengabdian masyarakat ini adalah dengan tumbuhnya pemahaman baru di bidang pemuda yang bertugas untuk mempromosikan wisata Tubing Muslim 06 sekaligus bertambahnya backlink tentang Tubing Muslim 06 lewat pemanfaatan Instagram. The community service program for the Visual Communication Design Diploma Vocational School, Sebelas Maret University, Surakarta, held training on search engine optimization and Android-based social media management in order to increase exposure to tubing tourism destinations in Pondok Village, which in the exposure of local figures the grand design was planned to be part of halal tourism in Karanganyar regency. The service program took place from 07 to 25 February 2022. Then a workshop on SEO training was held on 19 May 2022. SEO training and social media management were chosen because tubing tourism destinations are managed by teenagers, even though the tubing location is in a remote village. However, they are already familiar with and adaptive to smartphone technology and social media. Efforts to brand tubing locations that can still be maximized with exposure and direction from experts in SEO so that tubing destination locations can appear on page one on search engine pages through crawling, indexing, and ranking approaches. The positive result or impact of this community service activity is the growth of new understanding in the youth tasked with promoting Tubing Muslim 06 tourism and increasing backlinks about Tubing Muslim 06 through Instagram.
Dampak Penggunaan Video Tutorial terhadap Kemampuan Akhir Siswa Jurusan Animasi SMK Komputama Majenang Yudhanto, Sigied Himawan; Setyawan, Alfan
Indonesian Journal of Community Services Vol 5, No 2 (2023): November 2023
Publisher : LPPM Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/ijocs.5.2.180-190

Abstract

Tujuan Pengkajian ini sebagai bahan evaluasi dengan mengetahui dampak pembelajaran dengan penggunaan video tutorial (audio visual) terhadap kemampuan akhir dari proses pembelajaran animasi di teaching factory pada jurusan Animasi SMK Komputama Majenang. Metode yang di gunakan adalah kuantitif dengan skala likert, Populasi yang di gunakan adalah siswa jurusan SMK Komputama Majenang angkatan 2020 dan 2021 yang berjumlah 4 kelas dengan komposisi dua kelas A 10 dan A 11 dan 2 kelas B kelas B 10 dan B11, yang ada di SMK Komputama. Rentang usia siswa berkisar 15 sampai 16 tahun yang berjumlah 127 siswa. Sample dari lokasi menggunakan metode cluster sampling. Jawaban responden didapatkan dari google form yang disebar selama 2 pekan, dimana mengandung 18 butir kuesioner. output hipotesis, merupakan hasil dari perhitungan likert scale Untuk mengetahui pengaruh pembelajaran materi animasi pada video tutorial, terhadap siswa di Jurusan animasi SMK Komputama dilakukan observasi selama pembelajaran jarak jauh di lakukan. Hasil yang didapat adalah, bahwa pembelajaran dengan menggunakan video tutorial memberi dampak peningkatan hard skill kepada siswa di 4 kelas, persentase yang didapat adalah: 4839 : 4572 = 1,0 = 100%.yang berarti “sangat kuat” dalam memberikan dampak, sehingga efek kemampuan akhir siswa dapat terpenuhi, Kesimpulannya adalah rentang skala 81% - 100% = Sangat kuat yang berada pada kisaran 100% secara intrepretasi hasil dari pembahasan memiliki dampak yang cukup mempengaruhi outcome pembelajaran siswa selama pembelajaran jarak jauh.The purpose of this study is to evaluate material by knowing the impact of learning with the use of video tutorials (audio visual) on the final ability of the animation learning process in the teaching factory in the Animation Department of SMK Komputama Majenang. The method used is quantitative with a Likert scale. The population used is students majoring in SMK Komputama Majenang class of 2020 and 2021, which totals four classes with a composition of two classes, A 10 and A 11, and 2 classes B classes B 10 and B11, which are at SMK Komputama. The age range of students ranges from 15 to 16 years, totaling 127 students. Sample from location using a cluster sampling method. Respondents' answers were obtained from a Google form that was distributed for two weeks, which contained 18 questionnaire items. Hypothesis output is the result of Likert scale calculations. To find out the effect of learning animation material on video tutorials on students in the animation department of SMK Komputama, observations were made during distance learning were carried out. The results obtained are that learning by using video tutorials has an impact on increasing the hard skills of students in 4 classes; the percentage obtained is 4839: 4572 = 1.0 = 100%. Which means "very strong" in providing impact so that the effect of students' final abilities can be fulfilled; the conclusion is that the scale range of 81% - 100% = very strong, which is in the range of 100% in the interpretation of the results of the discussion has a sufficient impact on student learning outcomes during distance learning.
Langke Bulawa Statue in the perspective of review Bada valley site culture Setyawan, Alfan; Yudhanto, Sigied Himawan
Gelar : Jurnal Seni Budaya Vol. 22 No. 1 (2024)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v22i1.5923

Abstract

This article proposes a model of interpretation of the Langke Bulawa statue based on a theoretical approach based on the cultural sociology theory of naturalism from the perspective of the place and location where the statue is located, namely in the Bada Valley. Cultural sociology can fill the cultural gap in the sociology of art and can provide a method for identifying the linguistic context that surrounds social institutions. The aim is to discuss classical readings of the object by constructing alternatives that do not attempt to decipher symbolic content or show naturalistic representations in the form of sculptural objects. Instead, in Langke Bulawa Statue, the author proposes a theoretical approach that goes beyond the descriptive approach that ultimately provides only a vague interpretation of the Langke Bulawa statue as stelae by considering the statue as an artistic expression of a people with aesthetic norms, conditioned by traditions, resulting in a kind of object form that must try to be found based on the representation of cultural views in Bada Valley, where the physical boundaries between humans and non-humans disappear, to show figures that have the same essence, but merge in one object form, namely the Langke Bulawa statue as a representation of a figure with the only female form where the implications of a sociocultural perspective in this study will contribute to interpreting the Langke Bulawa statue as a potential contribution of cultural sociology research related to megalithic relics in Central Sulawesi Province.
Perspektif Visual dan Interaksi nilai Budaya di Situs Pokekea I Gusti Ngurah Tri Marutama; Alfan Setyawan; Sigied Himawan Yudhanto
Narada : Jurnal Desain dan Seni Vol 11, No 3 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024/v11.i3.004

Abstract

Pokekea site, located in the Besoa Valley of Lore Lindu National Park in Central Sulawesi, Indonesia, is a megalithic site rich in cultural and historical artifacts. This study aims to examine how visual perspectives and cultural interactions at the Pokekea site have influenced changes in the values and identity of local life. A qualitative method with a cultural anthropology approach was used to observe and analyze the changes in visual and cultural aspects that occurred by collecting data through discussion, participatory observation, and document study. The results showed that visual perspectives and cultural value interactions have caused a shift in values and identity at the Pokekea megalithic site in Besoa Valley. Traditional values that are local and communitarian have led to formal values that are global. The visual perspective is seen in the aesthetic function of megalithic objects as inanimate objects that tend to be more open to change and innovation and are more easily influenced by outside cultures, which, of course, the interaction of cultural values will be a strategic effort to maintain a balance between the preservation of traditional culture and adaptation to changing times.
Analisis Perjalanan Rama pada Relief Ramayana Candi Prambanan untuk Konsep Naratif Animasi dengan Pendekatan Hero’s Journey Setyawan, Alfan; Fijriani, Nissa
Rekam: Jurnal Fotografi, Televisi, Animasi Vol 20, No 2 (2024): Oktober 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v20i2.13739

Abstract

The Analysis of Rama’s Journey on the Ramayana Reliefs of Prambanan Temple for Animated Narrative Concept Using the Approach of Hero’s Journey . Reliefs of the Ramayana story can be found on the walls of the Shiva temple and the Brahma temple in Prambanan temple. The scene of each relief panel is well arranged so that a complete series of stories about Rama’s journey to save his wife Sinta is formed. The Ramayana relief of Prambanan temple is a narrative relief consisting of 76 scenes. The purpose of this research is to find the stages of the Ramayana storyline which is found in the Ramayana relief at Prambanan temple using the Hero’s Journey story structure. The research used qualitative research methods. Data were collected by observation, interviews, documents review, and literature studies. The collected data were analyzed, presented, discussed, and formed into conclusions as a result of the research.
Brand value analysis of brand equity in the new Solo City logo Yudhanto, Sigied Himawan; Setyawan, Alfan; Prayoga, Dedy Eka Timbul; Muttaqin, Hermansyah; Widyamurti, Nidyah; Risdianto, Faizal
PRofesi Humas Vol 8, No 1 (2023): August 2023
Publisher : Universitas Padjadjaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/prh.v8i1.45841

Abstract

Background: This article analyzes the factors that affect brand equity in the search for brand value in the new visual logo Solo city, which functions as part of city branding. Purpose: The purpose of this study is to present four factors of brand equity. These four factors are what determine the search process, namely brand awareness, brand association, perceived quality, and brand loyalty and their implementation of the new visual logo of the city based on the perceptions put forward by residents of Solo could act as a parameter for measuring the effect value of the new logo as part of city branding process of Solo city. Methods: This research uses quantitative methods based on a questionnaire with 120 respondents; the test results were carried out using the Cronbach Alpha method (SPSS). by Brand Loyalty factors, marketing results, and brand awareness. Conclusion: This study also shows that there are significant differences in the results of the assessment, namely, the Brand Value factor, as thefactor that has the most influence in between supporting elements of the city of Solo, such as the municipal government, stakeholders, and residents. Implications: The results in the conclusion of model hypothesis testing show that variables of H1 to H6 are accepted. The results of this study form the basis of delivering recommendations and have implications of using logos as promotions and contributing to increasing the brand image of Solo.
Pelatihan Fotografi Produk Untuk Meningkatkan Daya Jual Produk UMKM Yayasan Tumpi Indonesia Setyawan, Alfan; Timbul Prayoga, Dedy Eka; Yudhanto, Sigied Himawan; Widyamurti, Nidyah; Muttaqin, Hermansyah
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 8, No 1 (2025): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v8i1.7792

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) grup riset DKV Media Interaktif dilaksanakan bersama mitra Yayasan Tumpi Indonesia di desa Pentur, Boyolali, Jawa Tengah yang dilaksanakan pada 19 Mei 2023 yang beranggotakan dari unsur dosen, mahasiswa dari Program Studi Diploma Tiga Desain Komunikasi Visual Sekolah Vokasi UNS. Metode pengabdian yang di gunakan adalah pelatihan kepada mitra Yayasan Tumpi Indonesia. Yayasan Tumpi Indonesia merupakan yayasan nirlaba yang bertujuan untuk meningkatkan potensi di wilayah Desa Pentur. Peserta pelatihan dan workshop fotografi berjumlah 20 orang pelaku UMKM dengan berbagai jenis usaha yang berbeda di bawah binaan Yayasan Tumpi Indoneisa. Kegiatan pengabdian masyarakat memiliki beberapa tahapan, 1) Perencanaan, 2) Observasi, 3) Pelaksanaan kegiatan pelatihan, dan 4) Evaluasi kegiatan pelatihan. Peserta diberikan pelatihan terkait teknik memotret produk UMKM di dalam ruang (mini studio) dan di luar ruangan dengan menggunakan kamera DSLR dan smart phone. Dari hasil pelatihan peserta memahami dan mengerti cara mengatur pencahayaan baik di dalam ruangan (studio) maupun di luar ruangan, mampu memilih posisi (angle) yang menarik dan teknik penggunaan camera sehingga dapat menghasilkan foto produk menarik. Hasil evaluasi dari tim penilai menunjukkan bahwa foto produk yang dihasilkan sangat baik dan layak sebagai konten media promosi produk UMKM. Kegiatan pelatihan memberikan dampak positif kepada pelaku UMKM dan peserta kegiatan memberikan penilian sangat puas kepada Tim PKM DKV Media Interaktif.
Concept (間) MA: Philosophical Identification and Analysis in Animated Films Howl’s Moving Castle (2004) Yudhanto, Sigied Himawan; Setyawan, Alfan
Journal of Urban Society's Arts Vol 11, No 2 (2024): October 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jousa.v11i2.12423

Abstract

In the context of Japanese film, MA is an important concept to highlight because of its great influence on filmmaking and audience experience. In the visual arts, “MA” can be interpreted as “space” or “interval”; MA can also be said to be the core of aesthetic principles. The purpose of this study is to find and identify the philosophical aspects of the concept of MA in the scenes found in the animated film Howl’s Moving Castle (2004) to gain an understanding of visual aesthetics as well as to understand how the concept of MA works and is used in the visual aesthetics of Ghibli animated films. The research methodology on the concept of MA involves a multidimensional approach that includes visual language methods, literature study, and content analysis, as well as a combination of theories on emptiness and tensegrity structure. The analysis shows that the number of scenes containing MA factors is 17 scenes; the total scenes in the movie are about 2,301 scenes, with the assumption that each scene averages 3 seconds. The 17 scenes only take up a portion of 0.73%, a relatively flat number; then, if we take the duration of time for each scene, a value shows the total scene that contains MA factors is 333 Seconds or 5.55 minutes while the total duration of the Howl’s Moving Castle animated film is 01:55:05 minutes or about 6,905 seconds the MA transition scene is 4.8% of the total film. The research can provide an in-depth insight into the use of MA in the context of animated films, where it can provide an understanding of how seemingly simple visual elements, such as empty space, can have a strong impact on the audience’s experience and level of engagement, or understanding of the story and characters. Dalam konteks film Jepang, MA merupakan konsep yang penting disorot karena pengaruhnya yang besar terhadap pembuatan film dan pengalaman penonton. “MA” dapat diartikan sebagai “ruang” atau “interval”, yang juga sebagai inti dari prinsip estetika. Tujuan dari penelitian ini adalah mencari dan mengidentifikasi aspek filosofis, konsep MA pada scene yang terdapat pada film animasi Howl’s Moving Castle (2004) untuk mendapatkan pemahaman tentang estetika visual sekaligus untuk memahami bagaimana konsep MA bekerja dan digunakan dalam estetika visual film-film animasi Ghibli. Metodologi penelitian tentang konsep MA melibatkan pendekatan multidimensi yang mencakup metode bahasa visual, studi literatur dan analisis konten, serta kombinasi teori tentang emptiness dan tensegrity structure. Analisis menunjukan banyaknya scene yang mengandung MA factor adalah 17 scene, total scene dalam film ada sekitar 2,301 scene dengan durasi rata-rata setiap scene sebesar 3 detik. 17 scene tersebut hanya memakan porsi sebesar 0.73 %, dengan total scene yang terdapat MA faktor sebanyak 333 Second atau 5.55 menit sedangkan total dari durasi film animasi Howl’s Moving Castle sebanyak 01:55:05 menit atau sekitar 6,905 detik maka scene transisi MA sebesar 4.8 % dari total keseluruhan film. Penelitian ini dapat memberikan wawasan mendalam tentang penggunaan MA dalam konteks film animasi, dimana hal tersebut dapat memberikan pemahaman bagaimana elemen-elemen visual yang tampak sederhana, seperti ruang kosong, dapat memberikan dampak yang kuat terhadap pengalaman penonton dan tingkat keterlibatan, atau pemahaman penonton terhadap cerita dan karakter.
ANIMASI PADA RELIEF RAMAYANA CANDI SIWA Setyawan, Alfan
Capture : Jurnal Seni Media Rekam Vol. 8 No. 2 (2017)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (535.046 KB) | DOI: 10.33153/capture.v8i2.2039

Abstract

Shiwa Temple is one of the temples located in the Prambanan temple complex, where Prambanan temple is one of the world cultural heritage located in Indonesia. On the Shiva temple there is a relief that tells epos about Ramayana.In that time,the relief become one of the efective visual media to tell stories such as the media animation in the present.Seeing from thevisualization apparently,the relief of Shiva temple has its own uniqueness and indicated to have the concept of modern animation form.This research has a purpose to know relief form and concept of animation on relief of Shiva temple.The sample of this research is taken from a Ramayana relief panel located in Shiva temple, where according to the writer, that panel hasenough visual characteristic to explain the concept of animation.The results of this study reveal the elements of the shape of the relief Ramayana on Shiva temple and the form of animated concepts applied to the relief of Shiva temple.Keywords: Relief,Ramayana,animation,and Shiva temple