scholarly journals PERANCANGAN MOTION GRAPHIC IKLAN LAYANAN MASYARAKAT : STOP TOLAK PEMAKAMAN KORBAN COVID-19

Author(s):  
Luqman Wahyudi ◽  
Monica Revias Purwa Kusuma

Banyaknya korban jiwa akibat Covid-19 memicu kecemasan masyarakat yang besar terkait pemakaman korban Covid-19. Terdapat beberapa kasus penolakan jenazah korban Covid-19 di sejumlah daerah di Indonesia, salah satunya di Kabupaten Banyumas. Ketakutan serta kurangnya edukasi pada masyarakat tentang protokol pemakaman korban Covid-19 menjadi pemicu utama fenomena ini. Salah satu cara efektif mengedukasi masyarakat tentang penolakan pemakaman korban Covid-19 adalah dengan membuat Iklan Layanan Masyarakat (ILM) berwujud motion graphics. Jenis pendekatan penelitian yang dipilih dalam perancangan ini adalah metode kualitatif dengan teknik analisis data menggunakan 5W+1H yaitu who, what, when, where, why, dan how. Perancangan iklan layanan masyarakat ini bertujuan untuk mengedukasi masyarakat agar tidak takut dan menolak jenazah korban Covid-19 untuk dimakamkan. Hasil perancangan menunjukkan bahwa penyampaian informasi mengenai penolakan jenazah korban Covid-19 dapat dilakukan menggunakan media motion graphics, yang melalui tiga tahapan yaitu pra-produksi, produksi, dan pascaproduksi. Manfaat dari penelitian ini adalah menyampaikan informasi kepada masyarakat mengenai Standar Operasional Prosedur (SOP) pemulasaran jenazah korban Covid-19 agar dapat mengurangi kekhawatiran yang berlebih dan menghindari fenomena penolakan pemakaman jenazah korban Covid-19. Informasi tersebut sudah tersampaikan dengan baik kepada target audiens melalui iklan Instagram, Facebook, maupun YouTube, dilihat dari jangkauan media-media yang telah dipasangi iklan layanan masyarakat ini. Kata kunci: iklan layanan masyarakat, Covid-19, motion graphics, penolakan pemakaman

2019 ◽  
Vol 8 (1) ◽  
pp. 226
Author(s):  
Luqyana Nada Masar ◽  
Marlini Marlini

Abstract This paper discusses "Making Video Service Guide in Padang State University Library in the form of Motion Graphic". This paper is to introduce the services of the Padang State University Library to users. Describe the making of a video library service in Padang State University library in the form of motion graphics. The research method used in the discussion of this paper is descriptive. Descriptive method seeks to make a description, discuss systematically, factual and accurate about facts, facts, traits and relationships between phenomena investigated by observation and interview. In the first discussion chapter, the user needs to make a library service video at Padang State University in the form of motion graphics that are designed and implemented for users, specifically for students and Padang State University. In its use, users are expected to get information about services in the Padang State University Library. Second, start making video library services in Padang State University Library as follows: (1) concept or concept, (2) design or drawing, (3) material collection or material collection, (4) Assembly or collection, (5) testing or test, (6) distribution or distribution. Third, the trial results of the Padang State University library video products in the form of motion graphics conducted to the Head of the Padang State University Library gave a pretty good response to provide information to the users and also gave a response given by the librarian from the State University of Padang. Results of product trials to users so know the hours of operation of the library and also the use of existing services at the Padang State University Library.Keywords: service, library, motion graphic


2021 ◽  
Vol 4 (2) ◽  
pp. 168-177
Author(s):  
Dea Amanda Amelia Revlinasari ◽  
◽  
I Nyoman Sudana Degeng ◽  
Agus Wedi ◽  
◽  
...  

Pengembangan motion graphic mampu menjadi alat pendukung berupa visual dengan menggambarkan isi dari materi Dinamika Litosfer. Siswa merasa lebih kesulitan dalam menggambarkan bentuk visual dari sebuah pembelajaran Dinamika Litosfer, sehingga membutuhkan sebuah tiruan. Tiruan jika dilakukan pada sebuah peralatan yang pada faktanya membutuhkan banyak biaya dan berbahaya. Maka penggunaan animasi beupa Motion Graphics mampu menjadi solusi yang bertujuan untuk dapat menangani keterbatasan antara ruang dan waktu dan menciptakan gairah belajar. Lee & Owens, adalah metode yang digunakan dalam penelitian ini, karena metode tersebut memiliki langkah-langkah pengembangan sistematis dan mengutamakan dari hasil pengalaman penggunanya. Hasil review dari ahli materi dan ahli media menunjukkan nilai positif. Ahli media dan materi berpendapat secara menyeluruh materi sudah layak dan media sangat menarik. Animasi Motion Graphics mempunyai keunggulan yaitu mampu menciptakan minat dan motivasi belajar pebelajar, memperjelas hal abstrak dan menyampaikan gambaran lebih nyata


2018 ◽  
Vol 4 (1) ◽  
pp. 91-132
Author(s):  
Kristyannanda Aprilia Putra ◽  
Mahendradewa Suminto ◽  
Pandan Pareanom Purwacandra

Melihat banyaknya pengguna smartphone dan menjadikan generasi anak muda sekarang menjadi generasi individualis, menjadikan ide pada film animasi ‘Smartphone Addiction’ yang menggugah keinginan untuk merubah prilaku anak muda sekarang untuk lebih bersikap bijak terhadap perkembangan teknologi lewat animasi motion graphic, yang berisi gambaran-gambara perilaku kita sekarang ini yang terlalu menjadi pecandu smartphone.Teknikanimasimotion graphic digunakandalampenciptaankaryaanimasi, ‘Remaja dan Smartphone’denganalasaninginmemberikan penyajian yang sederhana dan mudah dipahami lewat style gambar flat designdan teknik animasi motionyang di padukan dengan narasi untuk memperjelah isi dan pesan pada film animasi ‘Remaja dan Smartphone’.Film animasi‘Remaja dan Smartphone’ sebuah film infografis yang di dalamnya berisi kebiasaan-kebiasaan anak muda sekarang yang terlalu menjadi pecandu smartphoneyang mengakibatkan masa muda mereka menjadi generasi individualis, kehidupan yang membosankan dan mereka hanya hidup di ruang lingkup dunia maya saja, di dunia nyata hanya menjadi manusia asing, sehingga mulai dari sekarang generasi anakmuda yang cerdas harus lebih bias bersikap bijak terhadap perkembangan teknologi. Kata kunci: Smartphone, Perkembangan Teknologi, Iklan Layanan Masyarakat Abstract Seeing the number of smartphone users and making the generation of young people now become an individualist generation, making the idea of an animated film 'Smartphone Addiction' that arouses the desire to change the behavior of young people now to be more wise about technological developments through animated motion graphics, which contain images of behavior we are now too much of a smartphone addict.Motion graphic animation techniques are used in the creation of animated works, 'Teenagers and Smartphones' with the reason that they want to provide a simple and easy-to-understand presentation through flat design drawing styles and motion animation techniques that are combined with narration to fill the contents and messages in the animated film' Teenagers and Smartphone '.Animated film “Remaja dan Smartphones' an infographic film that contains the habits of young people who are now too addicted to smartphones which results in their youth becoming an individualist generation, a boring life and they only live in the scope of cyberspace, in the world the real thing is only being a foreign human, so that from now on the generation of smart youngsters must be more biased to be wise about technological developments. Keywords: Smartphone, Technology Development, Public Service Advertising


2021 ◽  
Vol 5 (1) ◽  
pp. 64-75
Author(s):  
Monika Pradila ◽  
Sandi Prasetyaningsih

Event Organizer (EO) Batam Pos adalah penyedia jasa profesional penyelenggara acara dan merupakan bagian dalam PT. Sijori Interbintana Pers. EO Batam Pos belum diketahui secara luas mengingat citra merek yang sudah sangat melekat di masyarakat terhadap Batam Pos terbatas sebagai perusahaan media cetak penerbit surat kabar. Demi memaksimalkan pengetahuan masyarakat dalam mendapatkan informasi mengenai EO Batam Pos, maka dibutuhkan media untuk berpromosi.  Pembuatan motion graphics dengan Research and Development (R&D) merupakan metode yang digunakan dalam penelitian ini. Dengan hasil analisa bahwa media promosi tersebut sesuai dengan tujuan yang diharapkan, yaitu menjadi wadah dalam memberikan informasi mengenai EO Batam Pos dengan cara yang lebih efektif.


2021 ◽  
Vol 8 (1) ◽  
pp. 27-34
Author(s):  
Mirza Oktanizar ◽  
Dwi Ely Kurniawan

Education related to problems in the shipping industry to the general public who have no background in the shipping industry and activities when ships dock at the port becomes a challenge to conduct research. This research develops multimedia motion graphics to combine graphic design, animation, text, and sound in visualizing materials and activities in the shipping industry. Stages of making multimedia start from ideas, narration, storyboard, tracing, editing, rendering, and testing. The research uses the EPIC Model testing by paying attention to aspects of empathy, persuasion, impact, and communication. The results of testing the effectiveness of the EPIC model obtained an EPIC rate of 4.15, which means that the resulting motion graph falls within the effective range criteria.   Index terms— multimedia; motion graphic; EPIC model; effectiveness


2018 ◽  
Vol 1 (2) ◽  
pp. 75-90
Author(s):  
Qudratina Qudratina ◽  
Condra Antoni

Public Service Advertisement  have an important role in disseminating information to public. Along with the development of information and communication technology, the delivery of information such as Public Service Advertisement is also more interactive and modern. This is seen by the number of Public Service Advertisement using motion graphic techniques. Motion graphics are graphics that use video or animation to create the illusion of motion or transformation. Motion graphic based of Public Service Advertisement is simple in messaging, easy to absorb information and more appealing to the public. One of the information presented using motion graphic of Public Service Advertisement is about “Pedoman Gizi Seimbang”. Motion graphics of  Public Service Advertisement raises the topic of  “Pedoman Gizi Seimbang” which is aimed at the community, especially housewife who acts as the observer of foof consumed by all family.  Desaigned of “Pedoman Gizi Seimbang” applied some aspects in motion graphics. These aspects are spatial, temporal, live action, and typography. The research will use Villamil-Molina (1997) development method which each stage is interconnected and has an important role. Stages of the method are development, pre-preduction, production, post-production, and delivery. The software  used in this research is Adobe Illustrator CS6, Adobe After Effects CC 2018, and Adobe Premiere CS6. The results of this research indicate that motion graphic Pedoman Gizi Seimbang that apply spatial, temporal, live action, and typography aspects get response “Sangat Setuju” from respondents which is proved by the final value of interpretation of 83.62%.


2020 ◽  
Vol 3 (02) ◽  
pp. 61-76
Author(s):  
Evaliata Br Sembiring ◽  
Peter Lim

The Covid-2019 pandemic is one of the most dangerous virus outbreaks and has shocked the world since the end of 2019. The virus is spreading very rapidly, affecting the way people live because people are required to remain productive. Therefore, new habit adaptations are compiled and carried out as an effort to reform and support the sustainability of the economy and the activities of various sectors including education. Politeknik Negeri Batam, which plays a role in providing services to the community, is included in the category of potential crowd. Therefore, we need a guide to educate each academician about the adaptation of new habits. One of the popular technologies for people during the Covid-19 virus pandemic is Motion Graphic. The solution built in this research is a video about Adaptation to New Habits in the campus environment in the form of a 2D Motion Graphic, as one of the educational media for the campus academic community. The video development method uses Luther Sutopo method. The resulting products are analyzed for their feasibility as a medium of education and information for academics at Politeknik Negeri Batam. Video eligibility is determined based on community perceptions through respondents using the EPIC model. The results of the research are: (1) Video in the form of motion graphics using MP4 format, with a duration of 03 minutes 07 seconds, can be run on various platforms, especially accessible via online media; (2) Based on the public perception of using the EPIC dimension, the average achievement is 90.7%, so that the video is considered very effective as an educational medium to inform about the use of elevators in the campus environment during the Covid-19 pandemic.


2020 ◽  
Vol 3 (02) ◽  
pp. 104-123
Author(s):  
Rahmat Zainur Fujianto ◽  
Condra Antoni

Nowadays, the promotional media is increasingly growing. This can be seen from the number of companies that do promotions and to be known by the public. Zetizen Batam Pos is a tool for teenagers between 13 to 20 years old that provides the information about lifestyle and daily life, through various media such as printed media, online media, and other various offline activities. The problems that were found are some people do not know much about Zetizen Batam Pos. Therefore, Zetizen Batam Pos needs more attractive, creative and effective promotional media such as motion graphics.This study uses the Villamil-Molina (1997) development method which consists of five stages: development, pre-production, production, post-production, and delivery. Softwares used in this study are Adobe Illustrator CC 2017, Adobe After Effects CC 2017, and Adobe Premiere Pro CC 2017. After the motion graphic had been completed, an EPIC model analysis was conducted to test the motion graphic’s effectiveness as a promotional media for Zetizen Batam Pos. There are four dimensions of EPIC such as Empathy, Persuasion, Impact, dan Communication. Testing the effectiveness of Zetizen Batam Pos's motion graphics by using the EPIC model is very effective because the results for the dimension of Empathy, Persuasion, Impact, and Communication are 4.38, 4.37, 4.52, and 4.59 respectively. In that case, the communication dimension is becoming the most dominant of all dimensions. This could happen because the display of motion graphics on Zetizen Batam Pos can deliver the right, clear, and understandable information to the audience.


2021 ◽  
Vol 7 (2) ◽  
pp. 352-362
Author(s):  
Ristia Kadiasti ◽  
Mukaromah Mukaromah

AbstrakDampak yang dirasakan akibat pandemi Covid-19 berpengaruh tidak hanya pada kondisi ekonomi namun juga psikologis khususnya pada anak-anak. Hal tersebut terlihat pada perkembangan proses belajar anak pada saat kegiatan belajar mengajar melalui media daring, seperti kesulitan berkonsentrasi, gelisah, dan rasa khawatir yang berlebihan. Kebutuhan untuk memotivasi anak-anak dalam menyerap pelajaran kembali menjadi sebuah hal yang mendesak ketika mereka akan kembali bersekolah secara tatap muka pasca pandemi nanti. Namun, sebelum menempatkan anak-anak ke dalam kondisi tersebut, perlu adanya sebuah program yang membekali anak-anak sebelum kegiatan berbasis kurikulum dilaksanakan. Penelitian ini menggunakan pengumpulan data dari penelitian program intervensi kembali bersekolah oleh Jhoni Warmansyah dan menggunakan metode perancangan dengan model SMCR (Source, Message, Channel, Receiver) yang kemudian menghasilkan media video infografis berbentuk motion graphic berupa sosialisasi dengan konten pesan membekali anak dalam mematuhi protokol kesehatan ketika kembali bersekolah. Animasi ini memberikan edukasi terkait pengenalan emosi anak pada masa pandemi dan juga memberikan pembekalan berupa demonstrasi tentang pematuhan protokol kesehatan pada anak-anak di saat mereka kembali bersekolah nanti. Kata Kunci: anak, animasi, motion graphic, pandemi, sosialisasi AbstractThe impact perceived due to the Covid-19 pandemic affects economic conditions and also psychologically, especially on children. This indication can be seen in the development of children's learning processes during teaching and learning activities through online media. Children sometimes feel difficulty concentrating, anxiety, and excessive worry. The need to motivate children to absorb lessons again becomes an urgent matter when they return to school face to face after the pandemic. However, before placing children into this condition, it is necessary to have a program that equips children before implementing the activities. This study uses data collected from the back-to-school intervention program research by Jhoni Warmansyah along with the SMCR model that later can produce infographic video media in the form of motion graphics. This animation provides education regarding the introduction of children's emotions during the pandemic and further provides instruction in the form of demonstrations on compliance with health protocols for children when they return to school later. Keywords: child, animation, campaign, motion graphic, pandemic


2020 ◽  
Vol 5 (2) ◽  
pp. 97-104
Author(s):  
Ikman Nurhakim Rahadi ◽  
Darwan Darwan ◽  
Hendri Handoko

Learning about the concept and structure of a mathematical material and looking for relationships between them is real math learning. In many math learning materials, students often struggle to understand the concept of the material. The mathematical skills need to be stimulus and encouraged when learning. To practice such skills need innovations such as using motion graphics learning media. The purpose of this research is to know the student's response to the use of motion graphic media, to find out how much the mathematical skills of students after using motion graphic learning media, to know how much influence The media use of motion graphic learning to the students mathematical skills, to determine the effectiveness of the use of motion graphic learning media to the students mathematical skills. This method of research is experimental research with data collection techniques using poll and observation for variable X and test for variable Y. Population for this research is all students of grade IX SMP IT Umar Al Khattab Gunung Jati Kabupaten Cirebon, while the sample Taken by the cluster method of random sampling with the elected class IX B SMP IT Umar Al Khattab Gunung Jati Kabupaten Cirebon. Based on the results of the data processing, the student response questionnaire was obtained against the use of media in motion graphic media learning with an average of 85.23% with very strong criteria. Based on the hypothesis test result obtained tcount > ttable = 9,895 > 2.063, then H0 rejected or Ha is acceptable, the use of Motion graphics Learning Media is effective against the mathematical understanding of grade IX students SMP IT Umar Al Khattab. It is also supported through an N-Gain value of 65.40 as well as an indicator of the learning effectiveness of a KKM pass of 91.66% classifying, student response 85.23%, student activity of 77,,33%, as well as the ability of the teacher to manage the class that got the value 3.34.


Sign in / Sign up

Export Citation Format

Share Document