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Journal of Digital Education, Communication, and Arts (DECA)
ISSN : -     EISSN : 26146916     DOI : -
Journal of Digital Education, Communication, and Arts (DECA) is a venue for academics, educators, students, and practitioner- researchers in diverse fields of study, who are interested in investigating the use of digital media in education, communication, and arts. The journal is interdisciplinary and open to papers from the fields of education (engineering), linguistics, language teaching and learning, visual communication, animation, multimedia, and beyond.
Articles 64 Documents
Implementasi Metode Pose to Pose dalam Perancangan Ekspresi dan Gestur Pada Karakter Deka dan Dara dari Animasi 3D Ficusia Shabiratin, Azmah; Mulia, Mariska; Wahyudi, Afdhol
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol. 7 No. 1 (2025): Journal of Digital Education, Communication, and Arts (DECA)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v7i1.4254

Abstract

As technology builds up, the multimedia process is also evolving. Animation is one of the entertainment media that people of all ages enjoy. All of them appreciate animation. One of the issues that occurs in animating is the expression and gestures that aren't strong enough. An animation's message and atmosphere can be conveyed through these two elements. One technique animators can use is called the pose to pose method. The purpose of this paper is to describe the expressions and gestures process of characters from the 3D Animation Series Ficusia using the pose to pose method. Two characters from this animation were used to compose this research by setting the keyframe to identify the key pose, timing, and spacing, and considering the total number of frames used. This research was conducted using Blender.  
Implementasi Metode Pose to Pose pada Perancangan Animasi "Ali & Umar" arfianto, farhan dzaffa; Hasan, Muhammad; Nugroho, Fresy; Karami, Ahmad Fahmi
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol. 7 No. 1 (2025): Journal of Digital Education, Communication, and Arts (DECA)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v7i1.7939

Abstract

Animation, as a rapidly evolving art form, requires effective techniques to produce realistic and engaging movements. The pose-to-pose method, which focuses on creating key poses, is utilized in the design of the animation "Ali & Umar." This article explores the application of this method using Blender to enhance animation quality. Through this method, animators can better control each movement and add additional poses to increase dynamism. The pose-to-pose technique involves planning the animation by setting key poses at various stages of movement, allowing animators to achieve smooth and realistic motion and easily correct errors. The production process of this animation is divided into three main stages: preparation, creation, and refinement. In the preparation stage, the story and characters are designed with the help of artificial intelligence (AI) to facilitate initial visualization. The creation stage includes 3D modeling, texturing, rigging, and animating the characters and other visual elements, with the pose-to-pose method ensuring accurate character movements. Finally, the refinement stage involves editing and optimizing video quality and adding sound. The results of this study indicate that the pose-to-pose method is effective in producing educational 3D animations, aiming to convey an Islamic message about the dangers of shirk through an engaging medium. These findings open opportunities for the development of more innovative Islamic educational media in the future.
Analisis Teknik Pengambilan Gambar Sinematografi Adegan Suspense dalam Film Animasi 3D “Ficusia" Tama, Diella Marfika; Prasetiya, Happy Yugo
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol. 7 No. 1 (2025): Journal of Digital Education, Communication, and Arts (DECA)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v7i1.8416

Abstract

In the world of 3D animated films, there is something in great demand among people today. Creating 3D animated films is not significantly different from making movies in general. Especially in shooting techniques, also commonly known as cinematography. The quality of the graphics and narration in the film will have a significant impact if you apply good cinematographic methods. As for the film "Ficusia", cinematographic shooting techniques play a crucial role in creating tense moments that build suspense and maintain the audience's interest throughout the story. The purpose of this study is to identify and describe the suspension formed by camera angle, shot type, and camera movement in the 3D animated film "Ficusia". This research employs descriptive-qualitative research methods, utilising theories to analyse the research through the lens of camera angle cinematography, types of shots, and camera movement. The results of this study successfully identified and described the suspension formed by camera angle, type of shot, and camera movement in the 3D animated film "Ficusia". The results of this study also show that the use of cinematographic techniques, such as camera angle, shot type, and camera movement, plays a significant role in creating suspense in scenes from the 3D animated film "Ficusia".
Analisis Emosi Dasar pada Film Animasi 3D Ficusia dengan Metode Semiotika Charles Sanders Peirce Putri, Wenny Febrina; Prasetiya, Happy Yugo
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol. 7 No. 1 (2025): Journal of Digital Education, Communication, and Arts (DECA)
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v7i1.8419

Abstract

Constructing basic emotions in the facial expressions of 3D characters is a complex and time-consuming process, yet it plays a vital role in non-verbal communication by enabling audiences to recognize emotions and understand character traits in animated films. This study aims to address the gap in analyzing how basic emotional signs are represented in animation to support more communicative character design. A descriptive qualitative approach was applied using Charles Sanders Peirce’s semiotic framework of trichotomy, which explores the relationship between sign, object, and interpretant in the facial expressions of the main character. The findings reveal that six basic emotions can be identified through iconic signs, where facial expressions represent specific emotional states, and their meanings are interpreted by the audience. These results demonstrate that Peirce’s semiotics offers an effective approach for analyzing emotional representation in 3D animation and contributes to the development of structured facial expression design strategies. Such strategies not only enhance non-verbal communication, but also strengthen emotional engagement and reinforce character identity in animated storytelling.