Didit Prasetyo
Sepuluh Nopember Institute of Technology

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Animasi Edukasi Serangga Penyengat bagi Anak 6-9 Tahun dengan Pendekatan Karakter Antropomorfisme Tito Maulana; Nugrahardi Ramadhani; Didit Prasetyo
Rekam Vol 21, No 2 (2025): Oktober 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v21i2.10777

Abstract

Educational Animation on Stinging Insects for Children Aged 6–9 Using an Anthropomorphic Design Approach. The global decline in insect populations has become a pressing environmental concern. Studies predict a 40% decrease in the coming decades due to habitat loss, pollution, and climate change. Among the most affected are stinging insects from the order Hymenoptera, such as ants, bees, and wasps. Despite their essential ecological roles, these insects are often perceived as pests due to their painful stings. Educational efforts are therefore needed, particularly for children aged 6–9, through engaging media such as educational animation. An anthropomorphic approach has been shown to effectively attract children's attention and raise awareness of stinging insects.The design process involved literature review on child development, stinging insect biology, anthropomorphic character design, and animation production. This was followed by analysis of existing anthropomorphic animations, in-depth interviews with entomologists and children’s animation experts, and iterative qualitative analysis. The animation was then tested with children aged 6–9 years old. The final product, an animation titled Exploring Entopia, successfully captured children’s interest and improved their knowledge of stinging insects by 68% after viewing. This outcome highlights the potential of anthropomorphic animation as a reference for developing science education media at the elementary level. 
QUANTITATIVE ANALYSIS OF EMOTIONAL PERCEPTION IN 3D INTERIOR ANIMATION USING CINEMATIC LIGHTING AND FUZZY LOGIC Didit Prasetyo; Nugrahardi Ramadhani; Kartika Kusuma Wardani; Nurina Orta Darmawati
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 12 No. 1 (2026): JITK Issue August 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v12i1.8022

Abstract

Cinematic visual aspects such as lighting, color, and camera framing play an important role in shaping emotional and narrative experiences in 3D animation. However, their translation into measurable computational emotional outputs remains limited. This study proposes a computational framework for modeling audience emotional perception in a static 3D animated environment by integrating visual hermeneutics, quantitative analysis, and fuzzy logic inference. A total of 450 animation frames from a single 3D interior setting were analyzed across three narrative phases: beginning, climax, and resolution. Qualitative shot-by-shot analysis was used to interpret the symbolic function of visual elements, while quantitative data were obtained from light intensity and color temperature measurements and an emotional perception questionnaire analyzed using repeated measures ANOVA. The results show significant differences in depression, tension, and hope across narrative phases (p < 0.001), corresponding to systematic changes in lighting, color, and framing. The study formalizes cinematic visual parameters as fuzzy input variables and produces a measurable emotional index through defuzzification, consistent with the ANOVA findings. The novelty of this study lies in integrating visual hermeneutics and fuzzy logic to model emotion in a static 3D environment and validate it statistically. Practically, the model can support animators and multimedia designers in planning emotion-oriented lighting strategies and evaluating visual scenes more systematically.
Perancangan animasi edukatif keamanan siber berbasis storytelling untuk Generasi Z Didit Prasetyo; Ersita Aisha Hualakhi; Nugrahardi Ramadhani; Kartika Kusuma Wardani
Jurnal Desain Vol 13 No 3 (2026): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v13i3.2120

Abstract

Tingginya intensitas penggunaan internet dan media sosial pada Generasi Z berbanding terbalik dengan tingkat kesadaran keamanan siber sehingga meningkatkan risiko menjadi korban serangan siber. Media edukasi yang tersedia belum sepenuhnya relevan dengan karakteristik remaja sebagai audiens visual dan digital native. Oleh karena itu, animasi dipandang memiliki potensi sebagai media edukasi yang komunikatif dan kontekstual. Penelitian ini menggunakan pendekatan kualitatif dengan metode design research yang menekankan proses perancangan sebagai satu kesatuan, meliputi analisis kebutuhan audiens, perancangan konsep animasi, produksi visual, dan evaluasi melalui audiens testing. Objek perancangan berupa animasi edukasi keamanan siber yang ditujukan bagi Gen Z usia 16–18 tahun. Hasil penelitian berupa episode pertama animasi edukasi berdurasi enam menit yang mengangkat tema kebocoran data akibat oversharing dan pengenalan autentikasi. Evaluasi pengguna menunjukkan animasi mampu meningkatkan pemahaman dan kewaspadaan audiens terhadap risiko keamanan siber, dengan desain karakter dan alur naratif berbasis storytelling sebagai elemen paling menarik. Penelitian ini menunjukkan bahwa animasi naratif yang dirancang berbasis karakteristik audiens efektif digunakan sebagai media edukasi keamanan siber. Pendekatan desain yang terintegrasi berkontribusi pada pengembangan praktik desain komunikasi visual dalam konteks literasi digital remaja.