scholarly journals SINEMATOGRAFI ANIMASI DALAM MEDIA VIRTUAL REALITY BERMUATAN HANTU LOKAL INDONESIA

2019 ◽  
Vol 4 (1) ◽  
pp. 87
Author(s):  
Ardiyan Ardiyan ◽  
Melki Sadekh Mansuan ◽  
Juni Putra

<strong>Abstract</strong><br />Animation Cinematography in Virtual Reality Media with Indonesian Local Ghost Content. This research objective is to search local potential in visual communication design especially animation cinematography field in context of Virtual Reality (VR) usage that contained Indonesian local ghost stories as entertainment yet informational message. The development of VR media as short animation movie media is affecting visual communication design especially animation cinematography because of the variety and optional camera view is not only determined by movie maker. Interactivity through VR media makes user is immersive with the environment. The immersive aspect can be more attractive when affecting user such as in horror ghost stories through VR media that caused audience feels horror through simulation or fantasy. But the quantity<br />and quality of VR media is not use enough and through this research this problem is analyzed in descriptive qualitative method to explore understanding and content in VR design especially local ghost stories that can be entertainment yet informational. The usage of animation cinematography will transform in VR media especially in 360 VR<br />animation movie.<br /><div> </div><div> </div><strong>Abstrak</strong><br />Sinematografi Animasi dalam Media Virtual Reality Bermuatan Hantu Lokal<br />Indonesia. Penelitian ini bertujuan untuk menggali potensi lokal dalam sudut pandang keilmuan Desain Komunikasi Visual terutama dalam rumpun sinematografi animasi yang berkaitan dengan pemanfaatan medium Virtual Reality (VR) dengan konten hantu lokal Indonesia sebagai sarana hiburan ataupun dapat dimanfaatkan lebih lanjut sebagai<br />media untuk menyampaikan informasi. Perkembangan media VR mempengaruhi perkembangan keilmuan, terutama sinematografi animasi dari sudut pandang kamera yang memberikan opsi dalam pembingkaian gambar yang sudah tidak dipilihkan oleh perancang film. Interaktivitas melalui media VR mengakibatkan seolah-olah kita merasa imersif dengan lingkungan. Aspek imersif yang terjadi sangat mempengaruhi<br />penggunanya, sebagai contoh VR yang bertemakan horror hantu sehingga pengguna bereaksi ketakutan dan mendapatkan pengalaman yang bersifat simulasi bahkan fantasi.<br />Namun sangat disayangkan secara kuantitas dan kualitas media VR ini belum maksimal dimanfaatkan, sehingga dalam penelitian ini melalui analisis kualitatif deskriptif mencoba memberi pemahaman dan menggali konten yang dapat menjadi masukan untuk dimunculkan dalam karya desain VR, khususnya kekayaan budaya hantu lokal yang dapat dijadikan sarana hiburan ataupun informasi. Tidak hanya itu penerapan<br />sinematografi animasi diharapkan bertransformasi dalam medium VR khususnya dalam 360 film animasi VR.<br /><br />

Author(s):  
Khamadi Khamadi ◽  
Agus Setiawan

Cultivating exhibitions for visual communication design students is to increase the drive to create and enhance the spirit of student appreciation for the work of students to achieve quality and character in the work. The research objective is to know and understand the governance of project learning-based exhibits to improve the quality of learning and build a climate of appreciation for artwork among Udinus visual communication design students. The research method uses qualitative methods which are more emphasized on observation, interviews, documentation. Through the implementation of project learning-based exhibition governance, learning outcomes in improving quality can be achieved.Key Words: Exhibition, Management, Project Learning


2021 ◽  
Vol 7 (2) ◽  
pp. 332-351
Author(s):  
Lalita Gilang

AbstrakDalam ilmu desain, ekspresi berupa karya visual atau simbol terpengaruh suasana batin. Karya visual ini dapat diwujudkan menjadi suatu kreasi gambar ilustrasi. Kajian psikologi desain dengan fokus pada suasana batin sebagai pendukung kreasi gambar ilustrasi ini mempunyai dua tujuan yaitu: (1) mendeskripsikan dan menjelaskan suasana batin yang mendukung proses kreasi gambar ilustrasi; dan (2) mendeskripsikan dan menjelaskan wujud kreasi gambar ilustrasi atas pengaruh suasana batin. Metode yang digunakan dalam riset ini adalah metode kualitatif deskriptif, dengan strategi studi kasus. Studi kasus dengan setting penelitian pada mahasiswa peserta Mata Kuliah Pengantar Seni Rupa dan Desain Program Studi Desain Komunikasi Visual Universitas Sebelas Maret. Sampling menggunakan teknik purposive dan pemerolehan data melalui teknik dokumentasi, wawancara mendalam, dan instrumen. Validitas data menggunakan triangulasi teori, dan analisis menggunakan teknik analisis isi. Penelitian mendapatkan hasil: (1) suasana batin yang mendukung proses kreasi gambar ilustrasi pada mahasiswa Program Studi Desain Komunikasi Visual meliputi suasana batin kebingungan; sedih/tertekan/takut; dan optimis. (2) wujud kreasi gambar ilustrasi atas pengaruh suasana batin mahasiswa direpresentasikan berupa bentuk, garis, warna, ukuran, tekstur, ruang, dan arah. Namun yang dominan adalah bentuk, warna, dan tekstur. Kata Kunci: gambar ilustrasi, proses kreasi, psikologi desain, suasana batin AbstractIn design, expression in the form of visual works or symbols was influenced by inner mood. This visual work can be manifested into an illustration image creation. The study of psychological design with a focus on the inner atmosphere as a support for the creation of this illustration image has two objectives, namely: (1) to describe and explain the inner atmosphere that supports the process of creating illustration images; and (2) describe and explain the form of illustration image creation on the influence of inner mood. In this research, the descriptive-qualitative method was used with a case study strategy. The study took place in the "Introduction to Art and Design" course in the Visual Communication Design Department, Sebelas Maret University. Sampling uses purposive techniques and data collection through documentation techniques, in-depth interviews, and instruments. The validity of the data used theoretical triangulation, and the analysis used content analysis techniques. The result of this research is (1) a mental atmosphere that supports the process of creating illustration images for students of the Visual Communication Design department, which includes an inner mood of confusion; sadness/depression/fear; and optimism. (2) the form of illustration image creation on the influence of the students' inner atmosphere is represented in the form of shapes, lines, colors, sizes, textures, spaces, and directions. However, what is dominant is the shape, color, and texture. Keywords: creation process, design psychology, illustration, inner mood


2018 ◽  
Vol 1 (2) ◽  
pp. 279
Author(s):  
JESSICA YONATIA

Nowadays as technology grows and globalization affects, most companies usually have product catalogues on website as an advertising and online shopping as well. The study attempts to identify visual appearance comparison of Ikea and Olympic websites, by aesthetic elements which suit to visual communication design's principles. The applied method is qualitative method supported by theories and field survey. The result will be outlined as descriptive analysis which may be a reference in making an effective, informative and visually aesthetic commercial website. Keywords: aesthetic; commercial website; online; visual communication design


Author(s):  
Khamadi Khamadi ◽  
Agus Setiawan

Cultivating exhibitions for visual communication design students is to increase the drive to create and enhance the spirit of student appreciation for the work of students to achieve quality and character in the work. The research objective is to know and understand the governance of project learning-based exhibits to improve the quality of learning and build a climate of appreciation for artwork among Udinus visual communication design students. The research method uses qualitative methods which are more emphasized on observation, interviews, documentation. Through the implementation of project learning-based exhibition governance, learning outcomes in improving quality can be achieved.Key Words: Exhibition, Management, Project Learning


Author(s):  
Annas Marzuki Sulaiman ◽  
Sugiyanto Sugiyanto

Graphic reproduction courses or printing methods are one of the courses that always exist in every college of Visual Communication Design in Indonesia, with this course students are expected to understand how the Final Artwork (FA) printing process is correct, the result is the quality of the design work Finally, students have met print-ready standards in accordance with the graphic industry standard so that it has the potential to be offered to the public at large as ready-to-use works, but unfortunately the student's work has only ended up in storage. This study aims to optimize the potential that exists in the final design work to be more widely useful. This study uses a qualitative method with a descriptive approach aimed at analyzing the quality of student design assignments in the Gafika Reproduction Method course, and creating an online gallery as a means of channeling existing design potential


2020 ◽  
Vol 5 (1) ◽  
Author(s):  
Yosef Yulius

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>In line with the increasing public need for information about health, public service advertisements are one of the appropriate media to be used by activists in carrying out health promotion. Media as a source of information must be designed as well as possible, starting from the concept to the visual form. During its development, public service advertising media in Indonesia still needs to be developed so that its quality can be globally equal. Increasing the quality of public service advertising media will have a positive impact on the target of delivering messages in a persuasive manner, creativity and innovation must continue to be implemented. Based on this, the field of visual communication design is here to collaborate in designing public service advertising media as a problem solver. The design process cannot be done instantly, there are several processes that must be passed, such as the process of drafting the concept and visual layout. In compiling basic visual concepts and layouts, there are several aspects that need to be considered, including communication and visual aspects. The communication aspect is needed as a form of a detailed communication strategy in conveying information to audiences, while the visual aspect is needed as a form of good presentation in perceiving ideas so that the media is easily accepted and remembered by the audience. The qualitative research method is used in analyzing the public service advertisement poster media as the research object. This understanding is expected to be able to improve the quality of the media, especially public service advertisements engaged in the health sector. </span></p><div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>Keywords </span><span>: Health Promotion, Public service advertisements, Visual Communication Design, Layouts, Visuals </span></p></div></div></div></div></div></div>


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