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Published By School Of Design Universitas Pelita (SODUPH)

2715-0372, 2715-0372

2021 ◽  
Vol 2 (1) ◽  
pp. 111-118
Author(s):  
Steven Halim ◽  
Christine Mersiana Lukmanto

One of the most important elements in an animated film to convey a message to the audience is animating a character. Character movement in a scene is very necessary to show what is happening and what the character is experiencing in a scene that is being witnessed by the audience. This research will raise the animating process of the turtle character in a 3D animated short film entitled "TUKIK".  There are two scenes that will be discussed; a scene when the turtle is swimming in the ocean and the movement when the turtle is trapped by the waste at the beach. In the design process, various principles of animation and movement of turtles are applied based on references. The results of this research will be applied to the movements of the turtle characters in the animated awareness film called "TUKIK".


2021 ◽  
Vol 2 (1) ◽  
pp. 134-138
Author(s):  
Yasmin Satrio ◽  
Alfiansyah Zulkarnain

Jamu is an Indonesian traditional health beverage, but among young people it is deemed out-of-date and a drink for old people. These images take form because young people only get minimal exposure to jamu and because there are modern beverages that they prefer. In this project the theme of information about jamu will be presented in the form of a digital comic, because the interest of reading textbooks among young people has been gradually diminishing and they prefer reading entertainment books, such as comic books. This project uses literature study and interview study. The literature study is conducted to get information about the theme and the design theories that are going to help with the process of designing the project. The interview study is carried out to know more about the image of jamu among young people, which in turn helps with the script writing and the process of making the digital comic. The final product of this project is a motion comic. Visual research study and keywords are adjusted to the target audience of this project. The result of the research is used as a guidance in the while process of making the digital comic, from the pre-production to the post-production process. This paper focuses on discussing about the application of several design theories in the motion comic project


2021 ◽  
Vol 2 (1) ◽  
pp. 187-193
Author(s):  
Kus Sudarsono

Creating a new character as an intellectual property right is just the beginning of a long journey. The next step would be introducing the character to a broader audience. A startup company would not have the budget to produce a full feature film or finance a massive marketing campaign to introduce the character to a much broader audience. This research tries to implement partnership marketing theory to lessen the financial burden of marketing a new character. The idea is finding a partner who have the same target audience then collaborate to create a proper marketing campaign which all partners must profit from. One of the most recent trend in advertising is interactive advertising which create strong engagement with its audience and possible social media engagements. This research shall create the platform for partnership marketing through product placement on an Interactive Advertising to promote Keluarga Ramadhan (Ramadhan Family) character to a broader audience.


2021 ◽  
Vol 2 (1) ◽  
pp. 83-86
Author(s):  
Sonia Winner Nursalim ◽  
Alfiansyah Zulkarnain

Indonesia's tourism potential is quite large. But in fact, tourism is still very centralized in only a few places such as Java and Bali. Even though, there are still a lot of tourist attractions that are no less interesting and beautiful, like the natural tourism of Berau Regency, which is located in East Kalimantan. Therefore, in designing this video, it is necessary to divide the narrative which is dissected using the Freytag's Pyramid narrative structure method. The research methodology used is to use qualitative methods by conducting expert interview studies who are expected to provide valid information. The divided narrative of this promotional video will be useful in the process of designing a visual study.


2021 ◽  
Vol 2 (1) ◽  
pp. 194-199
Author(s):  
Euro Linus ◽  
Lala Palupi Santyaputri

Film is a medium that can be used to convey a message or story in audio and visual form. Film, which also functions as an art medium, can be used to communicate about a social phenomenon that occurs in society. This paper aims to examine social phenomena that occur in society and reflect on these things through the film "Luckiest Man on Earth" and how the inferiority complex affects the stories contained in this film. The fictional film "Luckiest Man on Earth" tells the story of a young man who works as an ojek at a tourism location in Indonesia and meets a woman of French descent. With Google Translate, they can communicate with one another, but this is used by the motorcycle taxi driver as material to show off to friends and relatives that he has a girlfriend of French descent. This film is produced based on the concept of an inferiority complex that is deeply embedded in Indonesian society.


2021 ◽  
Vol 2 (1) ◽  
pp. 177-181
Author(s):  
Albert Lorents ◽  
Alfiansyah Zulkarnain

Discrimination is an issue that often occurs in Indonesia. It is undeniable that religious discrimination is one form of such discrimination. Marapu religion, is a traditional religion adhered to by the people of Sumba. Discrimination against followers of the Marapu religion is one form of discrimination that occurs in the Sumba region. Adherents of the Marapu religion in Sumba experience different treatment, especially in the field of education. Therefore the short 3D animation project raises this issue, aiming to raise public awareness about religious discrimination that still often occurs in Indonesia.The design method in Meha's short 3D animation project uses literature study sourced from books, articles and research journals and interview studies regarding the reconstruction of book content and the cultural context of Sumba and Marapu which will be raised in this final project. The final form of this project is a 3D short animated film with a duration of six minutes. In the process, visual content keywords are emphasized, namely Enlightened and Heavenly, which are references in visual design in making animation


2021 ◽  
Vol 2 (1) ◽  
pp. 161-165
Author(s):  
Bharoto Yekti

This essay analyses touch as an essential element in blind artist artworks which strongly related to stop-motion animation technique. In their practice, some blind artist incorporate touch as the essential part in the process of making and viewing their art or self-portrait. In cinema, incorporating touch also has been applied by filmmakers in order to heightened other senses than visual and audio to bring viewer and film closer. In this essay author discussing how the element of touch in the artworks related to the touch in stop-motion animation technique.the work of Tactile Dialogues (2006), and Blind Narcissus Invent his Own Mirror (2007).


2021 ◽  
Vol 2 (1) ◽  
pp. 156-160
Author(s):  
Nadya Wiradian

Indonesian cinema has been evolving quite rapidly these past few years, many great movies that strive beyond commercial and quantity purposes have been brought into realization by many young rising filmmakers. Ravi Bharwani with his drama 27 Steps of May serves as one of the movies that best elaborate on Indonesia’s dynamic as its finest and most analyzed worthy. This case study is rich in semiotics and best showcases Bharwani’s preferred filmmaking style, making him an auteur in the making.


2021 ◽  
Vol 2 (1) ◽  
pp. 102-110
Author(s):  
Rahmi Hikmah Nur Karimah ◽  
Fadillah Fadillah

Word of Mouth Marketing (WOMM) has been used for a long time and is still called the most effective marketing strategy.When many traditional-manual concepts have been displaced due to changes to the digital era, the emergence of the internet has actually added to the effectiveness of this marketing strategy. By adopting the concept of WOM into digital marketing, a profession was born as well as being considered a new advertising medium called a buzzer that carries out buzz marketing activities (the term WOM in the world of digital marketing). Using case study methodology, this research discuss the effectiveness of buzzer as a new media for digital advertising, using the buzz marketing strategy that has been used by The Scarlett Whitening brand. Buzzers are different from influencers and key opinion leaders (KOL) because buzzers are generally ordinary personal accounts or spam accounts that have no personal branding and reputation to be at stake. The use of buzzers is considered the right choice to increase brand awareness.


2021 ◽  
Vol 2 (1) ◽  
pp. 7-14
Author(s):  
Max Schleser

Over the last decade, smartphone filmmaking evolved from an underground and art house into an egalitarian filmmaking practice and moving-image culture. In an international context mobile, smartphone and pocket films can provide access to filmmaking tools and technologies for a new generation of filmmakers. Max Schleser will review the developments and directions in mobile, smartphone and pocket filmmaking through the International Mobile Innovation Screenings (www.mina.pro). During the last ten years, he curated the screening and smartphone film festival, which captures and celebrates smartphone films about communities and cities from around the world. Mobile, smartphone and pocket filmmaking expands the tradition of experimental filmmaking, expanded cinema and documentary making. Smartphone filmmaking facilitates experimentation. This presentation will outline how early mobile filmmaking aesthetics still resonate in contemporary smartphones films and documentaries that screen at major festivals such as Berlinale or Festival de Cannes. Furthermore, mobile moving image aesthetics now influence filmmaking more generally. As Creative Arts research in screen and digital media, Max Schleser’s research projects are also disseminated via non-traditional research outputs. He applies practice-led research to examine novel film forms and formats. His creative practice focuses on filmmaking and curation. Max Schleser has demonstrated how mobile media can drive social innovation in interdisciplinary research projects. To establish a conversation on mobile media's potential for transdisciplinary research, he co-edited Mobile Media Making in an Age of Smartphones and Mobile Story Making in an Age of Smartphones. His monograph, Smartphone Filmmaking: Theory & Practice will be published by Bloomsbury in September 2021.


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