scholarly journals Penerapan Physiognomy untuk Pengembangan Desain Karakter Pada Animasi

2018 ◽  
Vol 3 (1) ◽  
pp. 31
Author(s):  
A.F Choiril Anam Fathoni ◽  
Rina Kartika ◽  
Sulaiman Hakim Lubis

<p>Abstract<br />The Application of Physiognomy for the Development of Character Design in Animation. The research is developed to answer the need of clear design diversification in the creation of animated characters nowadays, to make the character easily recognizable by its market. The designed character is characterized in such a way to represent the designed personality in accordance with its possessed traits. Physiognomy,<br />an in-depth observation study of human face physical characteristics to understand its personality, potentially being a reference in making character designs more suitable to its personality, without having to repeat its previous designs. Through literature studies and animated films comparison, this paper aims to discover opportunities in animation<br />character design through non-verbal communication tools like physiognomy. Analysis is done by matching the physiognomy data with observation to several animation film character. Results of this study is a model that can be applied in the future of character creation in the animation world.</p><p> </p><p><br /><strong>Abstrak</strong><br />Penerapan Fisiognomi untuk Pengembangan Desain Karakter pada Animasi. Penulisan ini dikembangkan untuk menjawab kebutuhan diversifikasi desain yang jelas dalam pembuatan karakter animasi saat ini, sehingga karakter tersebut lebih mudah dikenal pasar. Desain perwajahan karakter dibentuk sedemikian rupa agar bisa mewakili<br />kepribadian yang dirancang dan sesuai dengan sifat-sifat karakter yang dimilikinya. Fisiognomi, sebagai studi mendalam pengamatan karakteristik fisik wajah manusia untuk memahami kepribadian seseorang, memiliki potensi untuk menjadi referensi dalam pembuatan desain karakter yang lebih sesuai dengan kepribadiannya, tanpa harus<br />mengulangi desain terdahulu. Melalui studi literatur serta perbandingan film animasi, tulisan ini bertujuan untuk membuka peluang dalam desain karakter animasi melalui alat komunikasi non-verbal seperti fisiognomi. Analisis dilakukan dengan melihat kesesuaian data fisiognomi berdasarkan observasi pada beberapa film animasi yang<br />karakter desainnya. Hasil dari penelitian ini adalah model yang dapat diaplikasikan di kemudian hari dalam penciptaan karakter di dunia animasi.<br /><br /></p>

2021 ◽  
Vol 7 (2) ◽  
pp. 95
Author(s):  
Dessy Riana Sari ◽  
M. Suyanto ◽  
Amir Fatah Sofyan

Dalam penciptaan desain karakter animasi erat kaitanya dengan prinsip Appeal, namun prinsip animasi ini sangat bergantung terhadap penilaian pribadi. Sehingga diperlukan cara yang sistematis untuk memahami penilaian prinsip appeal dalam penciptaan degain karakter animasi. Penelitian ini menggunakan Metode Kansei Engeneering untuk mendapatkan penilaian mengenai prinsip appeal dengan menggunakan studi kasus karakter dari animasi Battle of Surabaya. Metode Kansei Engeneering digunakan berdasarkan perasaan psikologis yang tercermin melalui kata kansei. Analisis yang digunakan dalam penelitian ini menggunakan analisis statistik multivariant. Hasil dari penelitian ini memberikan rekomendasi elemen desain karakter yang dihasilkan dengan prinsip appeal melalui pendekatan Kansei Engenering. Elemen desain pada penelitian ini diperoleh dari studi kasus karakter animasi di film Battle of Surabaya yang berpedoman dengan Kansei Word. Hasil analisis menunjukan bahwa pengaruh appeal pada design karakter dapat dicapai dengan elemen desain seperti Teritary Color, Near Realis, Hooded Eyes, dan Square Face Shape. Penelitian ini diharapkan dapat memberikan kontribusi ilmiah mengenai penciptaan desain karakter yang mengacu pada prinsip appeal. Kata Kunci—Kansei Engeneering, Appeal, Desain KarakterAbstractWhen created animated character designs closely related to the principle of Appeal, but the principle of animation is very dependent on personal judgment. A systematic way to understand the appraisal principle is required in the creation of animated characters. This research uses Kansei Engeneering Method to get consideration of comparative principles by using case studies of characters from the Battle of Surabaya animation. The Kansei Engeneering method is used based on psychological feelings that are reflected through the word kansei. The analysis in this research uses multivariate statistical analysis. This researchy provides recommendations for the character design elements produced with the principle of appeal through the Kansei Engenering approach. The design elements in this study were obtained from a case study of animated characters in the film Battle of Surabaya, which is guided by Kansei Word. The analysis shows that the effect of appeal on character design can be achieved with design elements such as Teritary Color, Near Realist, Hooded Eyes, and Square Face Shape. This research is expected to make a scientific contribution regarding the creation of character designs that refer to the principle of appeal.Keywords— Kansei Engeneering, Appeal, Character design


2018 ◽  
Vol 7 (2) ◽  
pp. 178
Author(s):  
Satri Yadi ◽  
Yuniarti Munaf ◽  
Dhasono Dhasono

AbstrakAso Gumbalo dalam penciptaan karya seni lukis diilhami dari kehidupan pengembala yang menjadi inspirasi pencipta yang diungkap melalui media seni lukis dengan mengambil ide “Harapan Pengembala” (Aso Gumbalo). Harapan Gembala dapat diartikan sebagai keinginan, kecendrungan dan dorongan hati yang kuat terhadap sesuatu hal yang ingin direalisasikan untuk menjadikan seorang lebih baik dimasa depan. Pengekspresian ide cipta berangkat dari fenomena Aso Gumbalo yang pencipta ungkap dengan ekspresi simbolik kedalam penciptaan karya seni lukis. Metode penciptaan karya ini melalui tahapan yaitu; 1) Tahap eksplorasi adalah tahap pencarian ide-ide dengan melakukan riset emik dan etik untuk pembuatan karya, 2) Tahap perancangan yaitu tahap pembuatan purwarupa yang akan diwujudkan kedalam bentuk karya seni lukis, 3) Tahap proses garapan karya. Konsep dari penciptaan karya merupakan ekspresi simbolik dengan memanfaatkan idiom tradisi, ekspresi tersebut digambarkan pada perwujudan karya menggunakan strategi media dan strategi visual dengan menggunakan konsep pengolahan bentuk, yaitu disformasi dan transformasi dengan melakukan penggabungan beberapa teknik antara lain, teknik plakat, transparan, tekstur semu dan tekstur nyata. Aso Gumbalo sebagai inspirasi yang diungkapkan dalam bentuk karya seni lukis ekspresi simbolik. Karya-karya yang diciptakan pengkarya disajikan dalam bentukpameran.           Kata Kunci:aso gumbalo, ekspresi simbolik, seni lukis.   AbstractAsoGumbalo in the creation of painting works was inspired from the life of the shepherd who became the inspiration of the creator which revealed through the medium of painting by taking the idea of "Hope of the Shepherd" (AsoGumbalo). Shepherd Hope can be interpreted as a strong desire, inclination and encouragement towards something that wants to be realized to make someone better in the future. The expression of copyrighted ideas departs from the phenomenon of AsoGumbalo, which the creator expressed with a symbolic expression into the creation of painting. This method of creating works through several stages, namely; 1) The exploration phase is the stage of searching for ideas by conducting emic and ethical research for the production of works, 2) the design phase that is the prototype-making stage which will be realized in the form of painting, 3) the process stage of the work done. The concept of creation of works is a symbolic expression by utilizing traditional idioms, these expressions are depicted in the realization of the work using media strategies and visual strategies by using the concept of form processing, namely deformation and transformation by combining several techniques, such as plaque, transparent, pseudo-texture and real texture. AsoGumbalo as an inspiration expressed in the form of paintings of symbolic expression. works created by artists are presented in the form of exhibitions.  Keywords:asogumbalo, symbolic expression, painting.  


2019 ◽  
Vol 24 (2) ◽  
pp. 343-367
Author(s):  
Roberto Paura

Transhumanism is one of the main “ideologies of the future” that has emerged in recent decades. Its program for the enhancement of the human species during this century pursues the ultimate goal of immortality, through the creation of human brain emulations. Therefore, transhumanism offers its fol- lowers an explicit eschatology, a vision of the ultimate future of our civilization that in some cases coincides with the ultimate future of the universe, as in Frank Tipler’s Omega Point theory. The essay aims to analyze the points of comparison and opposition between transhumanist and Christian eschatologies, in particular considering the “incarnationist” view of Parousia. After an introduction concern- ing the problems posed by new scientific and cosmological theories to traditional Christian eschatology, causing the debate between “incarnationists” and “escha- tologists,” the article analyzes the transhumanist idea of mind-uploading through the possibility of making emulations of the human brain and perfect simulations of the reality we live in. In the last section the problems raised by these theories are analyzed from the point of Christian theology, in particular the proposal of a transhuman species through the emulation of the body and mind of human beings. The possibility of a transhumanist eschatology in line with the incarnationist view of Parousia is refused.


Humaniora ◽  
2020 ◽  
Vol 11 (2) ◽  
pp. 137-144
Author(s):  
Ahmad Faisal Choiril Anam Fathoni ◽  
Jehezkiel Christian Ray

The research aimed to apply batik motifs to strengthen the differentiation of characters in the form of adventure games that could be an interesting and effective learning medium for introducing music theory. In order to work towards achieving its objective, developing interest in music theory by using games and animations specifically to approach more people and make this project sustainable, these games were supposed to be aimed into intellectual property. Therefore to be able to make it competitive, strong differentiation was needed as so many IP characters emerged as competitors. One of the strengths that could be added to these characters was by applying local content. It was a strong differentiator and could be developed with a deeper philosophy so that it had a wealth that could be developed more widely in the future, which in this case was using batik. To achieve goal, the research used the design thinking method and qualitative methodology to collect data. The researchers collected data through the process of document research, an observation about the implementation of batik patterns in character design for animation. The result is the characters’ designs of a game to teach music theory using batik pattern application. In conclusion, the batik pattern has the potential to strengthen differences in character design.


Author(s):  
Małgorzata Mączko

The article aims to analyse the phenomenon of a Norwegian Internet-TV show for teenage audiences, Skam (2015–2017). The transmedia storytelling used in this production resulted in unforeseen international acclaim, subsequently leading to the creation of local remakes of the series. The article will outline the main issues that the show has dealt with, as well as the immersion-building narrative solutions used by the creators. Moreover, it will discuss Skam’s reception by Norwegian and international audiences, and suggest potential directions for the future development of this format.


10.26458/1543 ◽  
2016 ◽  
Vol 15 (4) ◽  
pp. 49
Author(s):  
Daniel Gardan ◽  
Gheorghe Epuran ◽  
Iuliana Petronela Gardan

Adapting marketing principles and concepts to sport related services and products domain represents a challenge for any specialist in the field because the specific features that are characteristic for the needs, motivations and consumption process itself.In order to achieve different quantitative and qualitative marketing communication objectives, sports involved organizations are developing a communication mix adapted to the channels used by the consumers. Among the communication tools used are found also the direct marketing techniques that have had a tremendous development during the last 25 years and so.The article will analyze the process of building a efficient direct marketing communication with sport consumers and the implications of using such instruments and tools for the future activity of sport related organizations. Some future research lines are proposed and conclusions are stated on the matter.


Author(s):  
Novi Noviar nurdin kasim ◽  
Imelda Meldawati Artayani

Kampung Kara’ba merupakan kampung nelayan yang ada di pesisir Kota Makassar  yang  pada kenyataannya kurang tertata dan diperhatikan. Disamping legalitas bermukim yang tidak ada, Kampung Kara'ba masuk dalam kategori rawan akan bencana alam seperti ombak pasang,  banjir, angin  puyuh dan juga  ancaman akan penggusuran yang terus meresahkan kalangan masyarakat Kara'ba, bahkan sampai pada pembangunan disekitarnya yang memaksa masyarakat nelayan Kara'ba mau tidak mau harus beralih profesi. Hal itu juga yang menyebabkan adanya wacana penataan dan perencanaan Kampung Kara'ba. Maka dari itu perlu adanya penggalian data eksisting dan aktivitas pada Kampung Nelayan Kara’ba agar nantinya bisa menjadi masukan rencana desain. Dengan menggunakan metode partisipatif atau pelibatan warga dan pihak-pihak terkait secara menyeluruh serta observasi lapangan, penulisan ini bertujuan untuk mengetahui kondisi eksisting dan aktivitas Kampung Nelayan Kara’ba. Pada pesisir pantai Makassar, terdapat berbagai macam kondisi  eksisting dan aktivitas yang dilakukan  oleh penduduk setempat maupun pengunjung. Berdasarkan analisis yang dilakukan, didapatkan hasil bahwa ada beberapa kondisi eksisting yang memungkinkan untuk dimasukkan dalam rencana perancangan Kampung Nelayan Kara’ba, tetapi ada pula yang sebaiknya dihilangkan demi terciptanya suatu rancangan bersama, yang diharapkan dapat menyelesaikan permasalahan ditingkatan warga dan tidak lagi menimbulkan permasalahan kedepannya, sehingga dari proses tersebut terciptalah hasil desain perancangan permukiman Kara'ba yang bercirikan perkampungan suku Bugis-Makassar dengan infrastruktur, fasilitas umum, sosial, dan ekonomi yang memadai,  serta penekanan hunian yang merupakan transformasi pembaharuan rumah tradisional Bugis-Makassar dengan sentuhan arsitektur neo-vernakuler. Kata kunci: permukiman nelayan, kondisi eksisting, aktivitas, partisipatif, profesi, perancangan.   Kara'ba Kampoong   is a fisherman's kampoong in cost city of Makassar which in fact unattended and   less organized. Beside of that, there is no legality settled. Kara'ba Kampoong included in the prone to natural disasters category such as tidal wave, flood, whirlwind, and also threats of evictions that make people restless, and even to the surrounding development forced the fishing community in Kara'ba to change their job.  It also  causes the arrangement discourse and planning of Kara'ba Kampoong. So, it is very important the existence of extracting fisherman kampoong, so that later can be include by design plan. By using the participative method or involving   the community and related parties overall and field observation. This writing aims to know  about  existing  condition and activities in Kara'ba Fisherman Kampoong. In cost city of Makassar, there are many kind of existing conditions which allows to be included in designing planing of Kara'ba Fisherman Kampoong, but some of them should not exist for the creation of a joint design, which is expected to solve the problems in the future, so by that process designing of Kara'ba settlement can be created which is the character of the Fisherman Kampong Bugis- Makassar with infrastruckture, public facilities, sosial, adequate economy, and four types of dwellings are tranformation of traditional house renewal Bugis-Makassar with architecture neo-vernakuler.


2016 ◽  
Vol 6 (2) ◽  
pp. 23-25
Author(s):  
Ruth Illman

A response to Melissa Raphael’s article ‘The creation of beauty by its destruction: the idoloclastic aesthetic in modern and contemporary Jewish art’. Key themes discussed include the notion of human beings as created in the image of God, Levinas’s understanding of the face and its ethical demand as well as the contemporary issue of the commodification of the human face in digital media.


2019 ◽  
Vol 5 (2) ◽  
pp. 091-106
Author(s):  
Ari Bakkas Pratama ◽  
Mahendradewa Suminto ◽  
Andri Nur Patrio

Animated movie “Jack The Chicken” tells story about a chicken named Jack that bored and ungrateful with anything that are given by his master. This animation tells the audiences about being grateful for everything they’ve got. This animation video has three minutes duration with simple character design. This animated movie setting and scenes are largely supported by its background and backsound because it has no dialogues. This movie was made with 2D technique where most of the creation processes were done digitally. These digital processes were done to make the works easier and shorten the duration of the works. Manual work progress also had been done especially on early stages of creation e.g. idea developing and character design.


2021 ◽  
Vol 9 (4) ◽  
Author(s):  
Changyong Zhu ◽  
Yunyun Wang ◽  
Jiaxin Tang

Animated scene design directedly refers to other styling design besides character design, which plays extremely important role in animated films. Scenes usually vary with plots of story, highlighting atmosphere and style of animation. Therefore, design of animated scene conveys characteristics of both technology and art. This article illustrates the specific application of computer graphic technology in animated scene, featuring the animation, the man on the stage, made by self.


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