. Today tourism is an activity that has become a necessity both as a fulfillment of pleasure, a means of refreshment, adding new insights and experiences, and so on. Indonesia is a country that has a wealth of diverse and very beautiful culture. The culture that is owned has the potential to be developed as a potential for cultural tourism. One of the tours in Indonesia that has become an attraction for domestic and foreign tourists is cultural tourism in the form of temples. The temple is one of the architectural products of the archipelago which has tourism appeal, especially in Klaten Regency, but has not been optimally managed and developed. Therefore, it is necessary to carry out further research on the strategy for developing sustainable Sewu Temple architectural tourism in Klaten Regency using the SWOT analysis method. The purpose of this research is to obtain a sustainable tourism development strategy that is appropriate for the Sewu Temple tourist attraction in Klaten Regency. The results of this study are in the form of tourism development strategies that are in accordance with the principles of sustainable tourism.
{"title":"Arsitektur Candi Sewu sebagai Pengembangan Budaya di Kabupaten Klaten","authors":"Ayu Ratna Pertiwi, Yosafat Winarto","doi":"10.30998/jd.v10i3.17510","DOIUrl":"https://doi.org/10.30998/jd.v10i3.17510","url":null,"abstract":". Today tourism is an activity that has become a necessity both as a fulfillment of pleasure, a means of refreshment, adding new insights and experiences, and so on. Indonesia is a country that has a wealth of diverse and very beautiful culture. The culture that is owned has the potential to be developed as a potential for cultural tourism. One of the tours in Indonesia that has become an attraction for domestic and foreign tourists is cultural tourism in the form of temples. The temple is one of the architectural products of the archipelago which has tourism appeal, especially in Klaten Regency, but has not been optimally managed and developed. Therefore, it is necessary to carry out further research on the strategy for developing sustainable Sewu Temple architectural tourism in Klaten Regency using the SWOT analysis method. The purpose of this research is to obtain a sustainable tourism development strategy that is appropriate for the Sewu Temple tourist attraction in Klaten Regency. The results of this study are in the form of tourism development strategies that are in accordance with the principles of sustainable tourism.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"121 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75491816","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
UMKM A4 Photography perlu melakukan redesain pada logonya agar usahanya mudah diingat, dapat dikenali dan memiliki daya saing. Tujuan penelitian ini untuk meredesain logo yang tepat bagi UMKM tersebut. Produk jasa tersebut adalah A4 Photography dimana bergerak dibidang jasa fotografi. Perancangan ini menggunakan metode tahap persiapan (meliputi pengumpulan data yaitu observasi dan wawancara) dan tahap penciptaan meliputi pra produksi (konsep visual dan konsep media), produksi (alternatif desain dan final desain). Teknik pengumpulan data yakni studi pustaka, observasi, dan wawancara. Hasil penelitian menunjukkan bahwa desain logo yang paling sesuai merepresentasikan A4 Photography adalah logo kombinasi sederhana dimana menggabungkan huruf a dan 4, dengan closed counter di huruf a yang menyerupai lensa kamera. Tahapan penciptaannya adalah mengevaluasi desain yang ada sebelumnya, menggali informasi dengan observasi dan wawancara, merumuskan creative brief, riset, eksplorasi ide dan merancang konsep, memvisualisasikan kata kunci, membuat alternatif desain, serta menyempurnakan desain akhir. Diharapkan melalui logo baru ini, brand UMKM A4 Photography dapat bertahan dalam jangka waktu yang panjang.
{"title":"Redesain Logo UMKM A4 Photography","authors":"Ismail Bambang Subianto, Dhika Quarta Rosita","doi":"10.30998/jd.v10i3.17361","DOIUrl":"https://doi.org/10.30998/jd.v10i3.17361","url":null,"abstract":"UMKM A4 Photography perlu melakukan redesain pada logonya agar usahanya mudah diingat, dapat dikenali dan memiliki daya saing. Tujuan penelitian ini untuk meredesain logo yang tepat bagi UMKM tersebut. Produk jasa tersebut adalah A4 Photography dimana bergerak dibidang jasa fotografi. Perancangan ini menggunakan metode tahap persiapan (meliputi pengumpulan data yaitu observasi dan wawancara) dan tahap penciptaan meliputi pra produksi (konsep visual dan konsep media), produksi (alternatif desain dan final desain). Teknik pengumpulan data yakni studi pustaka, observasi, dan wawancara. Hasil penelitian menunjukkan bahwa desain logo yang paling sesuai merepresentasikan A4 Photography adalah logo kombinasi sederhana dimana menggabungkan huruf a dan 4, dengan closed counter di huruf a yang menyerupai lensa kamera. Tahapan penciptaannya adalah mengevaluasi desain yang ada sebelumnya, menggali informasi dengan observasi dan wawancara, merumuskan creative brief, riset, eksplorasi ide dan merancang konsep, memvisualisasikan kata kunci, membuat alternatif desain, serta menyempurnakan desain akhir. Diharapkan melalui logo baru ini, brand UMKM A4 Photography dapat bertahan dalam jangka waktu yang panjang.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"93 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79432150","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Siddik Putra Febrianto, Bobby Halim, Mukshsin Patriansah
{"title":"Kampanye Kesadaran Pentingnya Etika Berkendara di Kota Palembang","authors":"Siddik Putra Febrianto, Bobby Halim, Mukshsin Patriansah","doi":"10.30998/jd.v10i3.14897","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14897","url":null,"abstract":"","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81477684","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Gunawan, Jessica Yonatia, Laurensius Andreas Santoso
The development of digital technology significantly influences people’s lifestyles, especially in the trade sector. The shopping system has shifted from conventional shopping directly to stores (offline purchasing) to online shopping (online purchasing) with the existence of a website-based marketplace platform. One of the marketplaces that serve as the most prominent online buying and selling platform in Indonesia is Tokopedia. The users are more than 50% of the active population in Indonesia. Tokopedia, as a Unicorn company, certainly has a professional design team in designing user interface websites so that it looks attractive, is easy to use, and has a strong identity. A good user interface design will make it easier for users and make them loyal users. This study proposes guidelines for user interface design theory. It analyzes the appearance of the user interface design of the Tokopedia marketplace website in a descriptive analysis for user convenience, providing comfort for users, and even emotional attachment. The results of this study are expected to be a role model in designing a marketplace website that is comfortable to use to increase the number of users from various circles.
{"title":"User Interface Design Analysis of Tokopedia Marketplace Website","authors":"E. Gunawan, Jessica Yonatia, Laurensius Andreas Santoso","doi":"10.30998/jd.v10i3.15060","DOIUrl":"https://doi.org/10.30998/jd.v10i3.15060","url":null,"abstract":"The development of digital technology significantly influences people’s lifestyles, especially in the trade sector. The shopping system has shifted from conventional shopping directly to stores (offline purchasing) to online shopping (online purchasing) with the existence of a website-based marketplace platform. One of the marketplaces that serve as the most prominent online buying and selling platform in Indonesia is Tokopedia. The users are more than 50% of the active population in Indonesia. Tokopedia, as a Unicorn company, certainly has a professional design team in designing user interface websites so that it looks attractive, is easy to use, and has a strong identity. A good user interface design will make it easier for users and make them loyal users. This study proposes guidelines for user interface design theory. It analyzes the appearance of the user interface design of the Tokopedia marketplace website in a descriptive analysis for user convenience, providing comfort for users, and even emotional attachment. The results of this study are expected to be a role model in designing a marketplace website that is comfortable to use to increase the number of users from various circles.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"51 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91320280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. The Covid-19 pandemic has resulted in many people experiencing an economic crisis such as experiencing Termination of Employment (PHK), businesses experiencing bankruptcy and there are still many excessive consumptive traits that occur in the millennial generation and there are still people who do not understand and understand investment. This study aims to provide knowledge to the public about the importance of digital investment. The method used in this research is a qualitative method. This method uses case studies, interviews with experts in the digital investment field and also distributes questionnaires. The results of the study indicate that there is still a lack of literacy regarding investment in the community and the lack of media such as public service advertisements which are important in digital investment so that public service advertisements are made to make people aware of the importance of digital investment. Media such as public advertisements will later convey content and messages related to the importance of digital investment and the use of a drama genre film approach that is in accordance with people's lives in order to better understand and convey the information we want to convey.
{"title":"Iklan Layanan Masyarakat Terkait Pentingnya Investasi Digital","authors":"Asrullah Ahmad, A. Susanto, Erwin Candrawira","doi":"10.30998/jd.v10i3.14704","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14704","url":null,"abstract":". The Covid-19 pandemic has resulted in many people experiencing an economic crisis such as experiencing Termination of Employment (PHK), businesses experiencing bankruptcy and there are still many excessive consumptive traits that occur in the millennial generation and there are still people who do not understand and understand investment. This study aims to provide knowledge to the public about the importance of digital investment. The method used in this research is a qualitative method. This method uses case studies, interviews with experts in the digital investment field and also distributes questionnaires. The results of the study indicate that there is still a lack of literacy regarding investment in the community and the lack of media such as public service advertisements which are important in digital investment so that public service advertisements are made to make people aware of the importance of digital investment. Media such as public advertisements will later convey content and messages related to the importance of digital investment and the use of a drama genre film approach that is in accordance with people's lives in order to better understand and convey the information we want to convey.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90846876","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. W. M. P. Tunas, Peni Pratiwi, Jasson Prestiliano, Michael Bezaleel
{"title":"Desain Antar Muka Website Oemah Djari dengan Pendekatan User Centered Design","authors":"I. W. M. P. Tunas, Peni Pratiwi, Jasson Prestiliano, Michael Bezaleel","doi":"10.30998/jd.v10i3.14869","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14869","url":null,"abstract":"","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89700238","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstrak. Serial animasi televisi “Paw Patrol” merupakan salah satu tontonan yang diminati anak - anak prasekolah. Paw Patrol ditayangkan di Indonesia melalui program Nickelodeon. Serial animasi ini menarik untuk diteliti karena menampilkan karakter visual Ryder sebagai pemimpin dari sekawanan anak anjing untuk menyelamatkan sebuah kota. Penelitian ini bertujuan untuk menganalisis unsur-unsur visual dari karakter Ryder sebagai representasi pahlawan dalam dunia anak-anak. Metode penelitian kualitatif deskriptif digunakan untuk menganalisis tiga unsur visual penting dari pembentukan karakter visual dengan pendekatan Semiotika dan prinsip-prinsip desain. Adapun tahapan analisis dimulai dengan mengidentifikasikan unsur garis, unsur bentuk, dan unsur warna, yang digunakan pada karakter Ryder. Hasil penelitian menunjukan bahwa karakter visual Ryder didesain dengan mengutamakan unsur garis lengkung, bentuk oval, dan pilihan dominasi warna merah, kuning, serta biru untuk membangun gambaran sosok yang bersahabat, berani, penuh semangat, pantang menyerah, dan senang menolong
{"title":"Analisis Karakter Visual Ryder pada Serial Animasi Televisi Paw Patrol","authors":"Fikki Muhamad","doi":"10.30998/jd.v10i3.17701","DOIUrl":"https://doi.org/10.30998/jd.v10i3.17701","url":null,"abstract":"Abstrak. Serial animasi televisi “Paw Patrol” merupakan salah satu tontonan yang diminati anak - anak prasekolah. Paw Patrol ditayangkan di Indonesia melalui program Nickelodeon. Serial animasi ini menarik untuk diteliti karena menampilkan karakter visual Ryder sebagai pemimpin dari sekawanan anak anjing untuk menyelamatkan sebuah kota. Penelitian ini bertujuan untuk menganalisis unsur-unsur visual dari karakter Ryder sebagai representasi pahlawan dalam dunia anak-anak. Metode penelitian kualitatif deskriptif digunakan untuk menganalisis tiga unsur visual penting dari pembentukan karakter visual dengan pendekatan Semiotika dan prinsip-prinsip desain. Adapun tahapan analisis dimulai dengan mengidentifikasikan unsur garis, unsur bentuk, dan unsur warna, yang digunakan pada karakter Ryder. Hasil penelitian menunjukan bahwa karakter visual Ryder didesain dengan mengutamakan unsur garis lengkung, bentuk oval, dan pilihan dominasi warna merah, kuning, serta biru untuk membangun gambaran sosok yang bersahabat, berani, penuh semangat, pantang menyerah, dan senang menolong","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79894265","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nelly Rosaline, I. Nyoman, Larry Julianto, Wayan Mudra
Abstrak. Materi tentang tenses dalam pelajaran Bahasa Inggris sering menjadi kendala dalam proses belajar di kelas maupun secara mandiri oleh siswa SMP. Media yang digunakan untuk penyampaian materi tenses di kelas biasanya bersifat konvensional dalam bentuk table rumus dan penjabaran yang harus dihafalkan manual oleh siswa. Proses belajar tersebut membuat siswa mudah bosan karena tidak relevan pada era digital 4.0 saat ini. Pada penelitian ini bertujuan untuk pengembangan media pembelajaran tenses dalam bentuk media digital yang dapat diakses secara online dengan pendekatan konsep gamifikasi untuk memotivasi minat belajar tenses siswa SMP secara mandiri. Metode penelitian ini bersifat kualitatif, dilakukan di empat SMP Penggerak di Kabupaten Badung dengan data pendukung meliputi; observasi, wawancara, kuesioner, dan studi literatur. Berdasarkan penelitian terdahulu yang serupa disebutkan bahwa penerapan
{"title":"Penerapan Gamifikasi Pada Media Pembelajaran Smart Fingers Tenses untuk Memotivasi Proses Belajar Mandiri Siswa SMP","authors":"Nelly Rosaline, I. Nyoman, Larry Julianto, Wayan Mudra","doi":"10.30998/jd.v10i3.14803","DOIUrl":"https://doi.org/10.30998/jd.v10i3.14803","url":null,"abstract":"Abstrak. Materi tentang tenses dalam pelajaran Bahasa Inggris sering menjadi kendala dalam proses belajar di kelas maupun secara mandiri oleh siswa SMP. Media yang digunakan untuk penyampaian materi tenses di kelas biasanya bersifat konvensional dalam bentuk table rumus dan penjabaran yang harus dihafalkan manual oleh siswa. Proses belajar tersebut membuat siswa mudah bosan karena tidak relevan pada era digital 4.0 saat ini. Pada penelitian ini bertujuan untuk pengembangan media pembelajaran tenses dalam bentuk media digital yang dapat diakses secara online dengan pendekatan konsep gamifikasi untuk memotivasi minat belajar tenses siswa SMP secara mandiri. Metode penelitian ini bersifat kualitatif, dilakukan di empat SMP Penggerak di Kabupaten Badung dengan data pendukung meliputi; observasi, wawancara, kuesioner, dan studi literatur. Berdasarkan penelitian terdahulu yang serupa disebutkan bahwa penerapan","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"57 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78868836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
. Sangkuriang is one of the folklore legendary figures in the Sundanese region, who fell in love with his own mother. This story has elements of a romantic story. This story is widely raised and presented through documentaries, cartoon films, big screen and comics. The various visual styles presented in Indonesian folklore stories are influenced by American and Japanese visual styles. This study reviews more specifically the visual style found on comic covers by R.A Kosasih. qualitatively, this study uses descriptive analysis. The discussion of visual style presented by R.A Kosasih is analyzed through illustration style. The results of this study show that the visual style used by R.A Kosasih refers to the American and realist visual styles. This research is also useful for maintaining Indonesian local wisdom.
{"title":"Gaya Visual Nusantara dalam Media Cover Komik Sangkuriang Karya R. A. Kosasih","authors":"Martha Tisna Ginanjar Putri, Iis Purnengsih","doi":"10.30998/jd.v10i3.16890","DOIUrl":"https://doi.org/10.30998/jd.v10i3.16890","url":null,"abstract":". Sangkuriang is one of the folklore legendary figures in the Sundanese region, who fell in love with his own mother. This story has elements of a romantic story. This story is widely raised and presented through documentaries, cartoon films, big screen and comics. The various visual styles presented in Indonesian folklore stories are influenced by American and Japanese visual styles. This study reviews more specifically the visual style found on comic covers by R.A Kosasih. qualitatively, this study uses descriptive analysis. The discussion of visual style presented by R.A Kosasih is analyzed through illustration style. The results of this study show that the visual style used by R.A Kosasih refers to the American and realist visual styles. This research is also useful for maintaining Indonesian local wisdom.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"6 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78888469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Noval Dhana Ardhani Piliang, A. Rachman, R. Kurniawan
. In the 21st century, the media is growing quite rapidly, which certainly brings significant changes in the development of the industrial world, especially the creative industry. Animation is one form of implementation of the creative sector widely encountered around us. The development of animation that is so massive is widely used as a support in the world of media such as advertising and film because of its use which is considered more effective and interactive in conveying messages. In animation, the character plays an important role as the main symbol; the visualization of the character must correspond to the original purpose of what will be conveyed. The analysis and study of the literature on the animated character design will be carried out by studying and including the aesthetic elements of the Nusantara in the design, which will later be implemented in character design. Implementing cultural objects of the Nusantara is very important to create a character with a strong cultural symbol. Using a qualitative method approach, the analysis and concept of this design provide descriptive data in theory about the design of animated character designs based on traditional Indonesian culture.
{"title":"Implementasi Motif Kain Lurik Dalam Karakter Animasi Berbasis Kearifan Nusantara","authors":"Noval Dhana Ardhani Piliang, A. Rachman, R. Kurniawan","doi":"10.30998/jd.v10i3.13094","DOIUrl":"https://doi.org/10.30998/jd.v10i3.13094","url":null,"abstract":". In the 21st century, the media is growing quite rapidly, which certainly brings significant changes in the development of the industrial world, especially the creative industry. Animation is one form of implementation of the creative sector widely encountered around us. The development of animation that is so massive is widely used as a support in the world of media such as advertising and film because of its use which is considered more effective and interactive in conveying messages. In animation, the character plays an important role as the main symbol; the visualization of the character must correspond to the original purpose of what will be conveyed. The analysis and study of the literature on the animated character design will be carried out by studying and including the aesthetic elements of the Nusantara in the design, which will later be implemented in character design. Implementing cultural objects of the Nusantara is very important to create a character with a strong cultural symbol. Using a qualitative method approach, the analysis and concept of this design provide descriptive data in theory about the design of animated character designs based on traditional Indonesian culture.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89944014","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}