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PERANCANGAN IKLAN LAYANAN MASYARAKAT PEMBUATAN MEDIA TANAM DENGAN MEMANFAATKAN BARANG-BARANG BEKAS 利用二手产品设计社区服务广告,种植媒体
Pub Date : 2022-10-13 DOI: 10.55606/jurrsendem.v1i2.402
Suprianingsih Suprianingsih, Desipriani Desipriani
Public service advertisement is an extension or socialization made to provide information or education to the public about something that is beneficial to the community, both financially and non-financially. Planting media is a container or place to grow plants, both flowers, fruits and vegetables. Used goods are items that are no longer used, such as drink bottles, broken buckets and others, used goods are often considered as household waste that will be just thrown away. This public service advertisement is designed to educate the public to be able or willing to manage household waste produced into new goods that have artistic value and selling value.
公益广告是一种向公众提供信息或教育的延伸或社会化,这些信息或教育对社区有益,包括经济上和非经济上。种植介质是种植植物的容器或场所,包括花卉、水果和蔬菜。Used goods是指不再使用的物品,如饮料瓶、破桶等。Used goods通常被认为是家庭垃圾,可以直接扔掉。这则公益广告旨在教育公众能够或愿意将产生的生活垃圾处理成具有艺术价值和销售价值的新商品。
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引用次数: 0
Penerapan Visual Efek 2D Dalam Produksi Film Animasi 3D “Neos Desert Ambush” 《新沙漠埋伏》3D动画电影的视觉效果2D的应用
Pub Date : 2022-10-05 DOI: 10.55606/jurrsendem.v1i2.499
Muhammad Rofi’ Nur Assidiqi Haryanto, Charles De Haan
Hal paling utama yang membedakan antara animasi 2D dan 3D terletak pada kualitas tampilan yang dihasilkan, yaitu tampilan animasi 2D yang terkesan datar dan tampilan animasi 3D yang terkesan lebih bervolume. Penelitian ini bertujuan untuk pengaplikasian visual efek 2D secara manual sebagai alternatif dalam pembuatan sebuah animasi visual effect. Proses menyatukan sebuah animasi 3D yang digabungkan dengan animasi visual effect 2D yang dibuat secara manual frame by frame dan menggunakan perangkat lunak Clip Paint Studio dan Blender. Hasil dari penelitian ini menunjukan bahwa penerapan animasi visual effect 2D pada animasi 3D mampu menampilkan gaya visual yang menyerupai animasi 2D dan tidak memerlukan kinerja mesin komputer yang terlalu berat, daripada menggunakan metode simulasi 3D atau secara procedural 3D yang memerlukan sumber daya komputer yang kuat. Hal ini  baik digunakan dalam pembuatan sebuah animasi 3D dengan gaya visual animasi 2D.
2D动画和3D动画的主要区别在于它产生的外观质量,即扁平的2D动画视图和体积更大的3D动画视图。本研究的目的是手动应用2D效果,作为视觉效果动画的替代品。将3D动画与2D视觉效果动画结合起来的过程是手工制作的,使用剪辑油漆工作室和搅拌机软件。这项研究的结果表明,在3D动画上应用2D视觉效果动画可以提供类似于2D动画的视觉力,而不需要过于沉重的计算机性能,而需要需要强大计算机资源的3D模拟方法。它被很好地用于创建一个具有2D动画视觉风格的3D动画。
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引用次数: 0
ANALISIS MODEL BUDAYA PADA FILM DOKUMENTER KAMPOENG KUNYIT SUTRADARA DWI CHITA SUCI MELALUI MISE EN SCENE 文化模特分析纪录片KAMPOENG KUNYIT导演DWI CHITA holy通过场景
Pub Date : 2022-10-03 DOI: 10.55606/jurrsendem.v1i2.369
Dani Manesah, Aji Purnomo
Judul penelitian ini adalah Analisis Model Budaya Pada Film Dokumenter Kampoeng Kunyit Sutradara Dwi Chita Suci. Film adalah suatu bentuk seni yang mengandung informasi dan hiburan Ini berisi representasi atau makna dari apa yang ditampilkan. Penelitian ini bertujuan untuk merepresentasikan atau memaknai budaya lokal Melayu yang terdapat pada film Kampoeng Kunyit melalui mise en scene yang menampilkan budaya Melayu. Jenis pendekatan penelitian yang penulis gunakan dalam penelitian ini adalah metode kualitatif  dan menggunakan analisis isi berdasarkan model budaya Edgar H. Schein. Edgar H. Schein membagi model budaya ini menjadi dua kategori, seperti Budaya Benda dan budaya bukanlah benda. Sementara hasil penelitian ini menunjukkan adanya bahwa pada film documenter Kampong Kunyit Sutradara Dwi Chita Suci   ditemukan adanya representasi dua tanda kebudayaan antara lain: (a) budaya dan seni (b) bahasa (c) kekayaan budaya yang terdiri dari makanan Minuman lokal (papeda dan sopi) dan budaya tak berwujud, yaitu: (a)kepercayaan/ritual tradisional (b) hubungan pribadi.
本研究的题目是纪录片《金陵姜黄》的文化模型分析。电影是一种包含信息和娱乐的艺术形式,包含所展示内容的表现或意义。本研究的目的是通过模仿马来文化的场景,在Kampoeng Kunyit的电影中表现出马来文化的马来人文化。作者在本研究中使用的研究方法是定性的,并根据埃德加·H·谢恩的文化模式进行内容分析。Edgar H. Schein将这种文化模式分为两类,就像文化不是物质一样。虽然这些研究结果显示,在电影documenter贡邦河姜黄导演代表神圣Dwi果肉发现另外两个标志之间的文化:文化和艺术(a) (b) (c语言)的文化财富是由当地的食物饮料(papeda没用)和无形文化,即:传统仪式信仰(a) - (b)个人关系。
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引用次数: 0
STRATEGI VISUAL KEMASAN MARKET LEADER MIE INSTAN DI INDONESIA
Pub Date : 2022-04-26 DOI: 10.55606/jurrsendem.v1i1.343
Robert Hendra Yudianto, Adnan Setyoko
Packaging has multiple roles that greatly affect the target audience and even the target market. Not only does it play a role in protecting or facilitating distribution, far from that, packaging can communicate many aspects at the same time even in the absence of sales. Packaging deserves special attention and is done optimally as an effective communication medium. This study tries to describe the visual strategy on instant noodle packaging which is the market leader in Indonesia, namely Indomie. Indomie As the only brand that is able to dominate 70% of the market compared to its closest competitor, only 16%. Although not the only major factor, there are many interesting things that we can describe from the visual strategy that has been implemented by Indomie producers in competing with similar products. This research was conducted using descriptive qualitative methods to determine the visual strategy by outlining the graphic elements of the packaging. The results of this study indicate that a strong visual identity is able to influence consumers to more quickly recognize their products and at the same time conduct persuasion to choose their products in the ranks of other similar products.
包装具有多重作用,对目标受众甚至目标市场都有很大的影响。它不仅起到保护或促进分销的作用,远非如此,即使在没有销售的情况下,包装也可以同时传达许多方面的信息。包装作为一种有效的沟通媒介,值得特别注意。本研究试图描述方便面包装的视觉策略,这是印尼的市场领导者,即Indomie。Indomie是唯一一个能够占据70%市场份额的品牌,而其最接近的竞争对手只有16%。虽然不是唯一的主要因素,但我们可以从Indomie制作人在与类似产品竞争时所执行的视觉策略中发现许多有趣的东西。本研究采用描述性定性方法,通过概述包装的图形元素来确定视觉策略。本研究的结果表明,强烈的视觉识别能够影响消费者更快地识别他们的产品,同时说服消费者在其他同类产品中选择他们的产品。
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引用次数: 1
PENGEMBANGAN MEJA LIPAT BELAJAR MULTIFUNGSI MENGGUNAKAN METODE QUALITY FUNCTION DEVELOPMENT (QFD)
Pub Date : 2022-04-25 DOI: 10.55606/jurrsendem.v1i1.188
Muhamad Zainudin, Didi Kusaeri, Susi Susanti
Study table is one of the supporting learning activities but the current study table design is not in accordance with consumer needs, especially for children. The development of this study table product is expected to answer the needs of custumers or consumers and produce an ergonomic study table. This multifunctional learning folding table product uses the parameter measurement of the Quality Function Deployment (QFD). The result obtained based on the customer show that there are 7 attributes (customer requitment) and 4 technical parameters ( technical response). In this regard, the product development of a multifuntional folding study table uses the Quality Function Deployment (QFD) method using teak wood. This table also has several features, namely a reading light feature, a glass holder, a storange feature, equipped with a simple design, attaractive practical colors and ideal dimensions so as to increase comfort inusing the folding study table product.
学习桌是辅助学习活动之一,但目前的学习桌设计并不符合消费者的需求,尤其是儿童的需求。该学习桌产品的开发有望满足客户或消费者的需求,并生产出符合人体工程学的学习桌。本多功能学习折叠桌产品采用质量功能展开(QFD)的参数度量。基于客户得到的结果表明,有7个属性(客户需求)和4个技术参数(技术响应)。在这方面,多功能折叠学习桌的产品开发使用柚木的质量功能展开(QFD)方法。这张桌子还有几个功能,即阅读灯功能,玻璃架功能,存储功能,配备了简单的设计,吸引人的实用颜色和理想的尺寸,以增加使用折叠学习桌产品的舒适性。
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引用次数: 0
PENGEMBANGAN KARAKTER MOBILE GAME PERANG PUPUTAN KLUNGKUNG 风箱
Pub Date : 2022-04-24 DOI: 10.55606/jurrsendem.v1i1.199
P. Putra, Mochamad Arman Efendi, Putu Wirayudi Aditama, Dwi Novitasari, I Nyoman Anom Fajaraditya Setiawan
Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.
将文化与科技相结合是将一个地区的地方智慧数字化的一种解决方案。技术有望成为年轻一代了解历史和历史故事意义的教育媒介。巴厘岛有很多以前的历史,其中之一是普普坦-昆贡战争。以简单随机抽样的方式对40名受访者进行问卷调查,结果显示,77.5%的受访者不知道“功夫普洱茶”的历史及其意义。为了保持普普坦战争的历史,有必要引入下一代,但要跟上技术的发展,因此研究的目的是设计一种移动游戏形式的媒体。之所以选择这款手机游戏媒体,是因为它在印尼社会中很受欢迎,无论是儿童还是成人,都对玩媒体游戏产生了兴趣。游戏设计以简单、有文化、信息丰富的理念来适应设计模式的方案。这一发展导致了“悟空之王”和“荷兰军队”的角色设计,以及“普普坦悟空”游戏的布局设计。
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引用次数: 0
PEMANFAATAN SENI KERAJINAN TANGAN MAKRAME UNTUK DEKORASI RUANGAN DENGAN KONSEP ART DECO 装饰室内装饰用的是装饰装饰用的装饰技巧
Pub Date : 2022-04-18 DOI: 10.55606/jurrsendem.v1i1.226
Juli Atika, Laras Purwanti
In this era of globalization, many people, especially young people, are very fond of various kinds of beauty decorations for residential. After seeing this situation through social media, there are many business opportunities in this field. With that the author has an idea where a textile craft is an item that is easy to process and is in great demand by connoisseurs of decoration design. With an aesthetic and contemporary style, macrame craft is also a necessity for millennials to make room, living room and other decorations that look good and look aesthetic. There are many factors that need to be considered and maintained, the most important factors being in terms of technique and design, so that the macramé made looks more beautiful and becomes an attraction for art connoisseurs and buyers of the macramé. Where the author uses the concept of Art deco style as the initial goal to decorate the room.
在这个全球化的时代,很多人,尤其是年轻人,都非常喜欢各种各样的家居美容装饰。在通过社交媒体看到这种情况后,这个领域有很多商机。与此同时,作者有一个想法,纺织工艺是一种易于加工的物品,并且在装饰设计鉴赏家的需求量很大。具有审美和现代风格,编花工艺也是千禧一代制作房间,客厅和其他装饰的必需品,看起来很好,看起来很有美感。有许多因素需要考虑和维护,最重要的因素是在技术和设计方面,使编织编织看起来更漂亮,成为艺术鉴赏家和买家的吸引力。其中笔者以Art deco风格的概念作为装饰房间的初始目标。
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引用次数: 0
KAJIAN SEMIOTIKA PADA IKLAN TELEVISI PRODUK COCA-COLA VERSI “KABAYAN” “KABAYAN”电视广告的符号学研究
Pub Date : 2022-04-16 DOI: 10.55606/jurrsendem.v1i1.326
Gilang Ramadhan, Luqman Wahyudi, Agatha Dinarah Sri
Mempertahankan kualitas sebuah brand adalah hal yang mutlak dilakukan oleh perusahaan penyedia barang/jasa. Di era konsumerisme seperti saat ini, peluncuran sebuah produk tidak dapat lagi berdiri sendiri. Sebuah brand tidak akan bertahan lama jika tidak didukung oleh produksi tontonan yang menyertainya. Iklan televisi lebih lanjut berperan sebagai arena komodifikasi, dimana pesan iklan bukan lagi sekadar menawarkan barang dan jasa, melainkan juga menjadi semacam alat untuk menanamkan makna simbolik. Dalam hal ini iklan televisi Coca-Cola menampilkan penanda yang dapat dibaca dengan perspektif semiotika sebagai berikut: Produk global tidak lagi hanya dipandang sebagai komoditas luar yang memiliki sekat, tetapi sudah menjadi bagian dari kebutuhan sehari-hari dalam masyarakat umum dengan makna dan citra yang sesuai dengan karakternya.
保持品牌的质量是商品/服务提供者绝对会做的事情。在当今消费主义的时代,一种产品的推出不再是单一的。如果没有伴随的奇观生产的支持,品牌不会持续太久。电视广告进一步成为一个联合作坊,在这里,广告信息不再仅仅提供商品和服务,而是一种灌输具有象征意义的工具。在这一点上,可口可乐电视广告展示了一种具有符号学意义的符号,其内容如下:全球产品不再仅仅被视为具有隔间的外部商品,而是与角色相匹配的日常需求的一部分。
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引用次数: 0
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