scholarly journals FILM SERI ANIMASI 3D BELAJAR BAHASA INDONESIA BERSAMA MADE SEBAGAI MEDIA PEMBELAJARAN BAHASA INDONESIA UNTUK PENUTUR ASING DI UNDIKSHA

Author(s):  
I Putu Andika Subagya Putra . ◽  
I Gede Mahendra Darmawiguna, S.Kom, M.Sc . ◽  
I Made Putrama, S.T., M.Tech. .

Tujuan dari penelitian ini adalah untuk mengembangkan Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha, agar mahasiswa asing yang tinggal atau berkunjung ke Indonesia dengan mudah dapat mempelajari Bahasa Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE. Film animasi 3 dimensi ini dikembangkan dengan menggunakan software Blender dengan beberapa tahap pembuatan animasi, yaitu pra produksi, produksi, dan pasca produksi. Hasil dari penelitian ini, yaitu produk film animasi 3 dimensi berupa DVD dan respon dari peserta didik BIPA di Undiksha Singaraja terhadap Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha yang terkategorikan sangat positif dengan rata-rata persentase 91,44%. Berdasarkan analisis dari 12 peserta didik BIPA diketahui 3 siswa memberikan respon yang sangat positif dan 9 siswa memberikan respon yang positif terhadap film animasi ini.Kata Kunci : BIPA, film Animasi, Animasi 3 Dimensi The purpose of this study is to develop a 3D Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha, so that foreign students who stay or visit to Indonesia can easily learn Indonesian language. The method used in this research is the Research and Development (R & D) by using ADDIE development model. 3-D animated film is developed using software Blender with several stages of animation creation, are pre-production, production and post-production. The results of this study, three-dimensional animated film products such as DVD and the response of learners BIPA in Undiksha Singaraja to 3d Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha are categorized very positively with the mean average percentage of 91,44%. Based on an analysis of 12 learners BIPA note 3 students gave a very positive response and 9 students responded positively to this animated film.keyword : BIPA, Animation Film, 3D Animation

Metahumaniora ◽  
2018 ◽  
Vol 8 (2) ◽  
pp. 281
Author(s):  
Muhamad Adji

AbstrakProgram BIPA (Bahasa Indonesia bagi Penutur Asing) memberikan kesempatanpada orang asing untuk mempelajari bahasa Indonesia sebagai pintu gerbang untukmengenal Indonesia lebih dalam lagi. Dengan semakin banyaknya orang asingmengunakan bahasa Indonesia, semakin terbuka kesempatan bagi bahasa Indonesiauntuk menjadi bahasa internasional. Hal itu dapat dilakukan melalui strategi kebudayaan.Strategi kebudayaan yang dapat dilakukan dalam mengenalkan Indonesia dalampembelajaran BIPA adalah melalui pengenalan budaya lokal yang menjadi ujung tombakdari kebudayaan Indonesia. Kebudayaan lokal yang hidup dalam masyarakat setempatmemberi kesempatan bagi orang asing untuk melihat dan memahami kekayaan budayaIndonesia yang beragam. Tulisan ini bertujuan mengetahui pengetahuan dasar mahasiswaasing terhadap budaya Sunda dan bagaimana respon mereka dengan dijadikannya budayaSunda sebagai bagian dari pembelajaran BIPA. Penelitian ini merupakan penelitiandeskriptif dengan pemerolehan data melalui kuesioner dan referensi kepustakaan. Hasilpenelitian menunjukkan bahwa pengenalan aspak-aspek budaya lokal, dalam hal inibudaya Sunda, dalam pengajaran BIPA merupakan kebutuhan utama bagi orang asingagar dapat bertahan hidup dan beradaptasi dalam lingkungan sosial budaya tempatmereka hidup serta membangun kesalingpengertian dalam hubungan lintas budaya. Olehkarena itu, hal-hal yang penting bagi orang asing adalah budaya lokal yang dirasakanlangsung dalam kehidupan keseharian mereka di Indonesia.Kata kunci: budaya Sunda, pengajaran BIPA, respon, orang asing, lintas budayaAbstractThe BIPA program (Indonesian for Foreign Speakers) provides an opportunity forforeigners to learn Indonesian as a gateway to know Indonesia more comprehensively. With theincreasing number of foreigners using Indonesian language, the more open the opportunity forIndonesian language to become an international language. This can be done through a culturalstrategy. The cultural strategy that can be done in introducing Indonesia in BIPA learning isthrough the introduction of local culture that is the spearhead of Indonesian culture. Local culture hat lives in local communities provides opportunities for foreigners to see and understand Indonesia’s diverse cultural richness. This paper aims to find out the basic knowledge of foreign students towards Sundanese culture and how they respond to the use of Sundanese culture as part of BIPA learning. This research is a descriptive study by obtaining data through questionnaires and literature references. The results show that the introduction of aspects of local culture, in this case Sundanese culture, in the teaching of BIPA is a major need for foreigners to survive and adapt in the socio-cultural environment in which they live and build understanding in cross-cultural relations. Therefore, the things that are important for foreigners are the local culture that is directly affected in their daily lives in Indonesia.Keywords: Sundanese culture, BIPA teaching, response, foreigners, cross-cultural


Metahumaniora ◽  
2018 ◽  
Vol 8 (2) ◽  
pp. 281
Author(s):  
Muhamad Adji

AbstrakProgram BIPA (Bahasa Indonesia bagi Penutur Asing) memberikan kesempatanpada orang asing untuk mempelajari bahasa Indonesia sebagai pintu gerbang untukmengenal Indonesia lebih dalam lagi. Dengan semakin banyaknya orang asingmengunakan bahasa Indonesia, semakin terbuka kesempatan bagi bahasa Indonesiauntuk menjadi bahasa internasional. Hal itu dapat dilakukan melalui strategi kebudayaan.Strategi kebudayaan yang dapat dilakukan dalam mengenalkan Indonesia dalampembelajaran BIPA adalah melalui pengenalan budaya lokal yang menjadi ujung tombakdari kebudayaan Indonesia. Kebudayaan lokal yang hidup dalam masyarakat setempatmemberi kesempatan bagi orang asing untuk melihat dan memahami kekayaan budayaIndonesia yang beragam. Tulisan ini bertujuan mengetahui pengetahuan dasar mahasiswaasing terhadap budaya Sunda dan bagaimana respon mereka dengan dijadikannya budayaSunda sebagai bagian dari pembelajaran BIPA. Penelitian ini merupakan penelitiandeskriptif dengan pemerolehan data melalui kuesioner dan referensi kepustakaan. Hasilpenelitian menunjukkan bahwa pengenalan aspak-aspek budaya lokal, dalam hal inibudaya Sunda, dalam pengajaran BIPA merupakan kebutuhan utama bagi orang asingagar dapat bertahan hidup dan beradaptasi dalam lingkungan sosial budaya tempatmereka hidup serta membangun kesalingpengertian dalam hubungan lintas budaya. Olehkarena itu, hal-hal yang penting bagi orang asing adalah budaya lokal yang dirasakanlangsung dalam kehidupan keseharian mereka di Indonesia.Kata kunci: budaya Sunda, pengajaran BIPA, respon, orang asing, lintas budayaAbstractThe BIPA program (Indonesian for Foreign Speakers) provides an opportunity forforeigners to learn Indonesian as a gateway to know Indonesia more comprehensively. With theincreasing number of foreigners using Indonesian language, the more open the opportunity forIndonesian language to become an international language. This can be done through a culturalstrategy. The cultural strategy that can be done in introducing Indonesia in BIPA learning isthrough the introduction of local culture that is the spearhead of Indonesian culture. Local culture hat lives in local communities provides opportunities for foreigners to see and understand Indonesia’s diverse cultural richness. This paper aims to find out the basic knowledge of foreign students towards Sundanese culture and how they respond to the use of Sundanese culture as part of BIPA learning. This research is a descriptive study by obtaining data through questionnaires and literature references. The results show that the introduction of aspects of local culture, in this case Sundanese culture, in the teaching of BIPA is a major need for foreigners to survive and adapt in the socio-cultural environment in which they live and build understanding in cross-cultural relations. Therefore, the things that are important for foreigners are the local culture that is directly affected in their daily lives in Indonesia.Keywords: Sundanese culture, BIPA teaching, response, foreigners, cross-cultural


Humanus ◽  
2017 ◽  
Vol 16 (2) ◽  
pp. 163
Author(s):  
Anggun Melati Sari ◽  
Andayani Andayani ◽  
Sumarlam Sumarlam

This study aims to describe the grammatical function of the Indonesian relative clauses found on the foreign students' academic degree program at Technical Manager Unit Language (UPTBahasa) University SebelasMaret Surakarta. Data used in the form of writing, the sentences in the written essays of foreign students contained relative clauses. The techniques of data analysis use apportion method and advanced techniques of apportion method. The result of this study shows that the process of relativizationthat occurs in Indonesian can only relate the subject function. As the development of linguistics, the process of relativizationalso occurs in the object. Relativization on object will be accepted when it is altered through the passage process. In addition, the process of relativizationthat occurs can be through the steps, namely the obliteration strategy. The obliteration strategy serves to dissipate the nominative which relating its relative clauses. This research has concluded that the relativizationprocess of relative clauses in Indonesian only occurs in the subject. Then, the most frequently usedrelativizationin Indonesian is the obliteration strategy.Keywords: Indonesian for foreign speakers, grammatical functions, strategy obliteration, relative clausesFUNGSI GRAMATIKAL DALAM KLAUSA RELATIF BAHASA INDONESIA PADA KARANGAN MAHASISWA ASINGAbstrakPenelitian ini bertujuan untuk mendiskripsikan tentang fungsi gramatikal klausa relatif bahasa Indonesia yang ditemukan pada karangan mahasiswa asing program darmasiswa level akademik di UPT Bahasa Universitas Sebelas Maret Surakarta. Data yang digunakan berupa data tulis, yakni kalimat-kalimat dalam karangan mahasiswa asing yang didalamnya terdapat klausa relatif. Teknik analisis data menggunakan metode agih dan teknik lanjutan dari metode agih. Hasil penelitian ini menunjukkan bahwa proses perelatifan yang terjadi dalam bahasa Indonesia hanya dapat merelatifkan fungsi subjek. Seiring perkembangan ilmu kebahasaan, proses perelatifan terjadi juga pada objek. Perelatifan pada objek akan berterima apabila diubah melalui proses pemasifan. Selain itu, proses perelatifan yang terjadi dapat melalui langkah-langkah, yakni strategi obliteration. Strategi obliteration berfungsi untuk melesapkan nomina yang direlatifkan dalam klausa relatifnya. Penelitian ini memeroleh simpulan bahwa proses perelatifan klausa relatif dalam bahasa Indonesia hanya terjadi pada subjek. Kemudian, strategi perelatifan dalam bahasa Indonesia yang sering digunakan adalah strategi obliteration. Kata Kunci: bahasa Indonesia bagi penutur asing, fungsi gramatikal, strategi obliteration, klausa relatif


Author(s):  
Luh Lina Hartariani ◽  
Luh Putu Eka Damayanthi ◽  
I Made Agus Wirawan ◽  
I Made Gede Sunarya

 AbstrakPenelitian ini bertujuan untuk: (1) mengimplementasikan media pembelajaran animasi 3 dimensi  padamata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja), (2) mengetahui respon siswa terhadap pengembangan media pembelajaran animasi 3 dimensi  pada mata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja).Perancangan media pembelajaran animasi 3 dimensi menggunakan metode pengembangan Research and Development (R&D) dan model pengembangan ADDIE yang terdiri dari 5 tahapan desain pengembangan. Tahapan-tahapan model ADDIE yaitu analysis, design, development, implementation dan evaluation. Implementasi dari pengembangan media pembelajaran 3 dimensi pada mata pelajaran matematika dilakukan melalui evaluasi sumatif dan evaluasi formatif.Evaluasi sumatif terdiri uji ahli isi, uji ahli desain dan uji ahli media untuk mengetahui kevalidan media pembelajaran serta isi dari media pembelajaran apakah sudah sesuai sehingga media pembelajaran dapat diterapkan. Sedangkan evaluasi formatif terdiri dari uji coba perorangan, kelompok kecil dan uji lapangan dilakukan di kelas yang sama yaitu kelas D2 di SLB.C Negeri Singaraja.Rata-rata respon siswa terhadap pengembangan animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita yaitu 90,7%. Pengembangan media pembelajaran animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita untuk siswa kelas D2 di SLB.C Negeri Singaraja mampu menjadi sumber belajar bagi siswa. Media pembelajaran digunakan sebagai panduan belajar siswa, sehingga dapat meningkatkan konsentrasi dan fokus pada anak serta membantu proses belajar siswa di sekolah. Ini dibuktikan dengan hasil respon siswa yaitu 90,7% jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori Sangat Baik. Kata kunci:  Media Pembelajaran, Mata Pelajaran Matematika, Anak Tunagrahita, Animasi 3 Dimensi AbstractThis Research was aimed to: (1) implement a three-dimensional animation instructional media in mathematics for students with mental retardation (Case Study: Student of D2 class / second semester. SLB.C Negeri Singaraja), (2) determine students' response to the development of instructional media animation 3D in mathematics for students with mental retardation (Case Study: student of D2 class / Second semester SLB.C Negeri Singaraja).The design of the 3D animation instructional media used Research and Development (R&D) and the ADDIE development model that consisted of five stages of design development. The stages of ADDIE development model were analysis, design, development, implementation and evaluation. The implementation of the development of three dimensional instructional media in mathematics was done through summative evaluation and formative evaluation.Summative evaluation consisted of content expert test, design expert test and media expert test to determine the validity of the instructional media and the content of the instructional media whether it is suitable so that instructional media can be applied.While formative evaluation consisted of testing an individual, a small group and a field tests which carried out in the same class, namely the D2 class in SLB.C Negeri Singaraja.The average of the students’ response to the development of three-dimensional animation in mathematics for students with mental retardation was 90.7%. The development of three-dimensional animation instructional media in mathematics for students with mental retardation for D2 class in Singaraja State SLB.C Negeri Singarajawas able to be a source of learning for students. Instructional media were used as a student learning guide, so as to improve concentration and focus on the child and help the students’ learning process in the school.This is evidenced by the result of students’ response that was 90.7% if converted into the table the students’ response included in the category of Very Good. Keywords : Learning Media, Mathematics Subject, Sturdent with Mentally Retarded, 3D Animation


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Luh Lina Hartariani ◽  
Luh Putu Eka Damayanthi ◽  
I Made Agus Wirawan ◽  
I Made Gede Sunarya

 AbstrakPenelitian ini bertujuan untuk: (1) mengimplementasikan media pembelajaran animasi 3 dimensi  padamata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja), (2) mengetahui respon siswa terhadap pengembangan media pembelajaran animasi 3 dimensi  pada mata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja).Perancangan media pembelajaran animasi 3 dimensi menggunakan metode pengembangan Research and Development (R&D) dan model pengembangan ADDIE yang terdiri dari 5 tahapan desain pengembangan. Tahapan-tahapan model ADDIE yaitu analysis, design, development, implementation dan evaluation. Implementasi dari pengembangan media pembelajaran 3 dimensi pada mata pelajaran matematika dilakukan melalui evaluasi sumatif dan evaluasi formatif.Evaluasi sumatif terdiri uji ahli isi, uji ahli desain dan uji ahli media untuk mengetahui kevalidan media pembelajaran serta isi dari media pembelajaran apakah sudah sesuai sehingga media pembelajaran dapat diterapkan. Sedangkan evaluasi formatif terdiri dari uji coba perorangan, kelompok kecil dan uji lapangan dilakukan di kelas yang sama yaitu kelas D2 di SLB.C Negeri Singaraja.Rata-rata respon siswa terhadap pengembangan animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita yaitu 90,7%. Pengembangan media pembelajaran animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita untuk siswa kelas D2 di SLB.C Negeri Singaraja mampu menjadi sumber belajar bagi siswa. Media pembelajaran digunakan sebagai panduan belajar siswa, sehingga dapat meningkatkan konsentrasi dan fokus pada anak serta membantu proses belajar siswa di sekolah. Ini dibuktikan dengan hasil respon siswa yaitu 90,7% jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori Sangat Baik. Kata kunci:  Media Pembelajaran, Mata Pelajaran Matematika, Anak Tunagrahita, Animasi 3 Dimensi AbstractThis Research was aimed to: (1) implement a three-dimensional animation instructional media in mathematics for students with mental retardation (Case Study: Student of D2 class / second semester. SLB.C Negeri Singaraja), (2) determine students' response to the development of instructional media animation 3D in mathematics for students with mental retardation (Case Study: student of D2 class / Second semester SLB.C Negeri Singaraja).The design of the 3D animation instructional media used Research and Development (R&D) and the ADDIE development model that consisted of five stages of design development. The stages of ADDIE development model were analysis, design, development, implementation and evaluation. The implementation of the development of three dimensional instructional media in mathematics was done through summative evaluation and formative evaluation.Summative evaluation consisted of content expert test, design expert test and media expert test to determine the validity of the instructional media and the content of the instructional media whether it is suitable so that instructional media can be applied.While formative evaluation consisted of testing an individual, a small group and a field tests which carried out in the same class, namely the D2 class in SLB.C Negeri Singaraja.The average of the students’ response to the development of three-dimensional animation in mathematics for students with mental retardation was 90.7%. The development of three-dimensional animation instructional media in mathematics for students with mental retardation for D2 class in Singaraja State SLB.C Negeri Singarajawas able to be a source of learning for students. Instructional media were used as a student learning guide, so as to improve concentration and focus on the child and help the students’ learning process in the school.This is evidenced by the result of students’ response that was 90.7% if converted into the table the students’ response included in the category of Very Good. Keywords : Learning Media, Mathematics Subject, Sturdent with Mentally Retarded, 3D Animation


1996 ◽  
Vol 40 (5) ◽  
pp. 1143-1147 ◽  
Author(s):  
G L Drusano ◽  
M Prichard ◽  
P A Bilello ◽  
J A Bilello

We propose a method for the selection of doses and dosing schedule for drugs to be used in combination. This approach uses the simulation of steady-state concentrations of the drugs in the combination and overlays these concentrations onto a three-dimensional effect surface. The MacSynergy II program is used to construct the three-dimensional drug interaction surface from the direct evaluation of drug combination effect in vitro. The study examined the combination of an inhibitor of the human immunodeficiency virus protease, A-77003, and the nucleoside analog zidovudine. Zidovudine concentrations from a steady-state interval were simulated on the basis of the administration of 100 mg every 12 h by mouth, while for A-77003 simulation profiles were for intravenous administration of 800 mg every 4 h as well as a continuous infusion of 200 mg/h. The average percentage of the maximal effect was taken as a measure of regimen effectiveness. Three different schedules of administration were examined. If both drugs were to be administered simultaneously, the model predicts a mean maximal effect of a steady-state interval (12 h) of 67%. If the drug doses were offset by 2 h, the mean maximal effect predicted was 71%. If A-77003 was to be given by continuous infusion, the mean maximal effect predicted was 90%. This method holds promise as a way of quickly evaluating potential combinations of agents that takes into account the drug interaction in a mathematically robust way and that allows the evaluation of the effect of each drug's pharmacokinetic profile.


Author(s):  
Ai Hayati Rahayu ◽  
Bunyamin Faisal Syarifudin

Mastering science process skill is very beneficial in problem solving process. This research aimed to develop teaching materials such as science process skill-based textbooks on energy and its changes. The method used in this research was research and development, by using the 4D design, which include define, design, develop, and disseminate. Research and development method were used to produce a product and to test its efficiency. The result showed that the learning material fulfill the assessment criteria. The mean validation result of textbook showed a number of 3.58 indicated as a good category. Based on T test, it was proven that the use of textbooks is indeed influential towards the development of students’ science process skill.


2002 ◽  
Vol 727 ◽  
Author(s):  
S. Ichikawa ◽  
T. Akita ◽  
M. Okumura ◽  
M. Haruta ◽  
K. Tanaka

AbstractThe catalytic properties of nanostructured gold catalyst are known to depend on the size of the gold particles and to be activated when the size decreases to a few nanometers. We investigated the size dependence of the three-dimensional nanostructure on the mean inner potential of gold catalysts supported on titanium oxide using electron holography and high-resolution electron microscopy (HREM). The contact angle of the gold particles on the titanium oxide tended to be over 90° for gold particles with a size of over 5 nm, and below 90° for a size of below 2 nm. This decreasing change in the contact angle (morphology) acts to increase the perimeter and hence the area of the interface between the gold and titanium oxide support, which is considered to be an active site for CO oxidation. The mean inner potential of the gold particles also changed as their size decreased. The value of the inner potential of gold, which is approximately 25 V in bulk state, rose to over 40 V when the size of the gold particles was less than 2 nm. This phenomenon indicates the existence of a charge transfer at the interface between gold and titanium oxide. The 3-D structure change and the inner potential change should be attributed to the specific electronic structure at the interface, owing to both the “nano size effect” and the “hetero-interface effect.”


Author(s):  
VITA IKA SARI

Topik ini dipilih karena pengalaman siswa akan dunia nyata masih kurang, sehingga ketercapaian tujuan pembelajaran tidak maksimal. Besarnya biaya operasional pembelajaran di luar kelas mengakibatkan pembelajaran hanya dilakukan di dalam kelas dengan media seadanya.Belum lagi media VCD tematis yang hanya menyuguhkan foto atau gambar diam sehingga kurang menarik siswa. Permasalahan yang dibahas dalam artikel ini adalah bagaimana karakteristik media VCD Interaktif yang digunakan di sekolah, bagaimana prinsip/kaidah media VCD interaktif pada pelajaran bahasa Indonesia di SD/MI kelas V semester II, dan bagaimana prototipe media VCD interaktif pada pelajaran bahasa Indonesia di SD/MI kelas V semester II. Tujuan yang ingin dicapai dalam artikel ini adalah Mendeskripsikan karakteristik media VCD interaktif pada pelajaran bahasa Indonesia di SD/MI kelas V semester II, merumuskan prinsip/kaidah media VCD interaktif pada pelajaran bahasa Indonesia di SD/MI kelas V semester II, dan menyusun prototipe media VCD interaktif  pada pelajaran bahasa Indonesia di SD/MI kelas V semester II. Penelitian ini menggunakan pendekataran Research and Development (R&D) dari Borg dan Gall (1983:775–776) yang telah diadaptasi oleh Sukmadinata menjadi sepuluh langkah, yaitu (1) penelitian dan pengumpulan data/informasi tentang kebutuhan produk pengembangan; (2) perencanaan penyusunan produk pengembangan; (3) membuat rancangan/draf produk pengembangan; (4) uji coba lapangan awal; (5) revisi terhadap rancangan awal produk pengembangan; (6) uji coba lapangan awal; (7) revisi terhadap produk hasil uji lapangan; (8) uji coba operasional/uji pelaksanaan lapangan; (9) revisi produk akhir; (10) diseminasi dan implementasi.


2018 ◽  
Vol 9 (2) ◽  
pp. 31-38
Author(s):  
Fransisca Adis ◽  
Yohanes Merci Widiastomo

Facial expression is one of some aspects that can deliver story and character’s emotion in 3D animation. To achieve that, we need to plan the character facial from very beginning of the production. At early stage, the character designer need to think about the expression after theu done the character design. Rigger need to create a flexible rigging to achieve the design. Animator can get the clear picture how they animate the facial. Facial Action Coding System (FACS) that originally developed by Carl-Herman Hjortsjo and adopted by Paul Ekman and Wallace V. can be used to identify emotion in a person generally. This paper is going to explain how the Writer use FACS to help designing the facial expression in 3D characters. FACS will be used to determine the basic characteristic of basic shapes of the face when show emotions, while compare with actual face reference. Keywords: animation, facial expression, non-dialog


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