Pub Date : 2022-04-28DOI: 10.30591/paravisual.v2i1.3794
Adi Kuntoro, Aksanu Takwila
{"title":"VIDEO MOTION GRAPHIC PROFIL PERPUSTAKAAN UMUM DAERAH MR. BESAR MARTOKOESOEMO KOTA TEGAL SEBAGAI MEDIA PENGENALAN KEPADA MASYARAKAT KOTA TEGAL","authors":"Adi Kuntoro, Aksanu Takwila","doi":"10.30591/paravisual.v2i1.3794","DOIUrl":"https://doi.org/10.30591/paravisual.v2i1.3794","url":null,"abstract":"","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126592749","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}
Pub Date : 2022-04-28DOI: 10.30591/paravisual.v2i1.3601
Rachmat Arsyadi
{"title":"ANALISIS USER-EXPERIENCE PADA PENCIPTAAN DESAIN APLIKASI BELAJAR MOBILE DENGAN DESIGN THINKING","authors":"Rachmat Arsyadi","doi":"10.30591/paravisual.v2i1.3601","DOIUrl":"https://doi.org/10.30591/paravisual.v2i1.3601","url":null,"abstract":"","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"283 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133952125","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}
{"title":"MOTIF BATIK POLITEKNIK HARAPAN BERSAMA DAN PEMAKNAANNYA SEBAGAI REPRESENTASI DAERAH TEGAL","authors":"Dessyratna Putry, Dedi Priyono, Wicaksono Wisnu Legowo","doi":"10.30591/paravisual.v2i3.3597","DOIUrl":"https://doi.org/10.30591/paravisual.v2i3.3597","url":null,"abstract":"","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131413693","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}
Pub Date : 2022-04-28DOI: 10.30591/paravisual.v2i3.3437
Cindy Cindy, Dessyratna Putry
{"title":"RANCANGAN BUKU CERITA UNTUK ANAK MENGENAL GAMELAN JAWA","authors":"Cindy Cindy, Dessyratna Putry","doi":"10.30591/paravisual.v2i3.3437","DOIUrl":"https://doi.org/10.30591/paravisual.v2i3.3437","url":null,"abstract":"","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-04-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122957531","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}
History is events that happens in the past. History is also a benchmark in any changes that occur in the present and in the future. Tegal comes from the name Tetegal, a suburban land capable of producing agricultural crops. Ki Gede Sebayu, was a great leader of the Duchy of Tegal who was famous as a scholar and had a patriotic spirit because until his death, he refused the arrival of the Dutch. Concept art is a visual representation that tells a story or conveys a certain appearance. The purpose of this study was to create a media that can be used to foster public curiosity, especially the younger generation, about the history of the founding of Tegal. The research procedure applied quantitative methods that describe the object of research based on facts. Data collection techniques were obtained from questionnaire to determine historical knowledge as well as character style and literature study. Results of this research was that concept art in motion comics can convey visual representations of designs, ideas and moods to boost curiosity among young generation in Tegal towards their own pasts. Making this concept art produced several designs that were able to support of motion comics interface. The results of the concept art design included the creation of different characters, interesting action figures, non-monotonous backgrounds and properties by referring to the book Ki Gede Sebayu: Babad Negari Tegal. Keywords : History of Teg al, Ki Gede Sebayu, Concept Art, Motion Comic
历史是发生在过去的事件。历史也是现在和将来发生的任何变化的基准。Tegal来自Tetegal这个名字,意思是能够生产农作物的郊区土地。Ki Gede Sebayu,是特加尔公国的一位伟大领袖,他是一位著名的学者,有爱国精神,因为直到他去世,他都拒绝荷兰人的到来。概念艺术是一种讲述故事或传达某种外观的视觉表现。这项研究的目的是创造一种媒体,可以用来培养公众,特别是年轻一代,对泰格建国历史的好奇心。研究过程采用定量方法,根据事实描述研究对象。通过问卷调查来确定历史知识以及人物风格和文献研究,获得数据收集技术。这项研究的结果是,动画漫画中的概念艺术可以传达设计、想法和情绪的视觉表现,从而提高泰国年轻一代对自己过去的好奇心。制作这个概念艺术产生了几个能够支持动态漫画界面的设计。根据《Ki Gede Sebayu: Babad Negari Tegal》,概念美术设计的结果包括创造不同的角色、有趣的动作人物、不单调的背景和属性。关键词:《武侠史》,《武侠史》,概念艺术,动画漫画
{"title":"CONCEPT ART PADA MOTION COMIC BENDUNGAN DANAWARIH UNTUK PENGENALAN SEJARAH LOKAL KEPADA REMAJA SMA/SMK","authors":"Akhmad Slamet Riyadin, Kresnawan Budiargo, Wicaksono Wisnu Legowo","doi":"10.30591/PARAVISUAL.V1I2.3008","DOIUrl":"https://doi.org/10.30591/PARAVISUAL.V1I2.3008","url":null,"abstract":"History is events that happens in the past. History is also a benchmark in any changes that occur in the present and in the future. Tegal comes from the name Tetegal, a suburban land capable of producing agricultural crops. Ki Gede Sebayu, was a great leader of the Duchy of Tegal who was famous as a scholar and had a patriotic spirit because until his death, he refused the arrival of the Dutch. Concept art is a visual representation that tells a story or conveys a certain appearance. The purpose of this study was to create a media that can be used to foster public curiosity, especially the younger generation, about the history of the founding of Tegal. The research procedure applied quantitative methods that describe the object of research based on facts. Data collection techniques were obtained from questionnaire to determine historical knowledge as well as character style and literature study. Results of this research was that concept art in motion comics can convey visual representations of designs, ideas and moods to boost curiosity among young generation in Tegal towards their own pasts. Making this concept art produced several designs that were able to support of motion comics interface. The results of the concept art design included the creation of different characters, interesting action figures, non-monotonous backgrounds and properties by referring to the book Ki Gede Sebayu: Babad Negari Tegal. Keywords : History of Teg al, Ki Gede Sebayu, Concept Art, Motion Comic","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"213 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131507725","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}
Moefikasi starts from a Japanese game called Kantai Collection. Moefikasi is imaging an object through the depiction of a typical illustration in preparing the visual character through the composition is quite thick with Japanese illustration style. Moefikasi widely used for various goal and interests, even for military purposes in Japan This study aims to know and understand how Moefikasi as part of Japanese popular culture represents the actual phenomena that occur in Indonesia through pictures. And also, it is to identify the elements of Japanese style illustrations that characterize the visual and character of a character. The Research uses qualitative content analysis to open and to explain carefully how the elements in an image is disclosed. The research concluded that moefikasi in Indonesia have visual characteristics and style images that mimic the style of a typical Japanese images, colorful and detailed in describing the visual object. Hardly any portion of Indonesian culture that is represented through the character design and the characterizations of the form of physical postures and facial picture of Indonesia besides aesthetic values espoused by the Indonesian nation is subdued modesty attribute is a clothes design and accessories worn by figures. Keywords: Illustration, Moefikasi, Pop Culture, Visual Character
{"title":"MOEFIKASI: FENOMENA VISUAL CULTURE JEPANG SEBAGAI MEDIA KREASI EKSPRESIF DI INDONESIA","authors":"Robby Hardian, Desy Ratna Putri, Alfan Setyawan, Beny Maulana","doi":"10.30591/PARAVISUAL.V1I2.3019.G1581","DOIUrl":"https://doi.org/10.30591/PARAVISUAL.V1I2.3019.G1581","url":null,"abstract":"Moefikasi starts from a Japanese game called Kantai Collection. Moefikasi is imaging an object through the depiction of a typical illustration in preparing the visual character through the composition is quite thick with Japanese illustration style. Moefikasi widely used for various goal and interests, even for military purposes in Japan This study aims to know and understand how Moefikasi as part of Japanese popular culture represents the actual phenomena that occur in Indonesia through pictures. And also, it is to identify the elements of Japanese style illustrations that characterize the visual and character of a character. The Research uses qualitative content analysis to open and to explain carefully how the elements in an image is disclosed. The research concluded that moefikasi in Indonesia have visual characteristics and style images that mimic the style of a typical Japanese images, colorful and detailed in describing the visual object. Hardly any portion of Indonesian culture that is represented through the character design and the characterizations of the form of physical postures and facial picture of Indonesia besides aesthetic values espoused by the Indonesian nation is subdued modesty attribute is a clothes design and accessories worn by figures. Keywords: Illustration, Moefikasi, Pop Culture, Visual Character","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"86 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126879956","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}
Pub Date : 2021-10-31DOI: 10.30591/PARAVISUAL.V1I2.2853
Ahmad Ramdhani, Adityo Baharmoko, Henry Wijaya
This study focuses on making motion graphics for the introduction of visual communication design (VCD) for high schools in Tegal and surrounding areas with the aim of being a promotional medium for the D-III VCD study program at the Harapan Bersama Polytechnic. Motion graphics have advantages when used in advertising, which are cost-effective and time-consuming, with educative and communicative animations that make it easy for the target audience to understand the images and ideas that are presented in a simple and attractive way in an animation, the audience in this case is high school and vocational high school students. more interested in watching a video than reading text, this makes the content shareable across social media networks. Motion graphics are made using techniques and in several stages including initial concepts, script or narration writing, storyboarding, sound (voiceover, music and sound effects) and animation. As well as information on the introduction of VCD that was conveyed in the form of the definition of VCD, the scope of the VCD field of science, the role and application of VCD, VCD universities and the advantages of the D-III VCD study program at the Harapan Bersama Polytechnic. Through this research, it is hoped that it can become a benchmark for the development of animation and visual advertising communication in the D-III VCD study program and in addition to being a promotional media for this research, it is also a learning medium for students in motion graphics courses. So that students can understand the flow, concepts and techniques or stages in making motion graphic advertising videos. Keywords : Introduction VCD, Motion Graphic, R&D, Promotion, Video Profil
{"title":"PERANCANGAN MOTION GRAPHIC PENGENALAN DESAIN KOMUNIKASI VISUAL UNTUK SISWA SMA-SMK","authors":"Ahmad Ramdhani, Adityo Baharmoko, Henry Wijaya","doi":"10.30591/PARAVISUAL.V1I2.2853","DOIUrl":"https://doi.org/10.30591/PARAVISUAL.V1I2.2853","url":null,"abstract":"This study focuses on making motion graphics for the introduction of visual communication design (VCD) for high schools in Tegal and surrounding areas with the aim of being a promotional medium for the D-III VCD study program at the Harapan Bersama Polytechnic. Motion graphics have advantages when used in advertising, which are cost-effective and time-consuming, with educative and communicative animations that make it easy for the target audience to understand the images and ideas that are presented in a simple and attractive way in an animation, the audience in this case is high school and vocational high school students. more interested in watching a video than reading text, this makes the content shareable across social media networks. Motion graphics are made using techniques and in several stages including initial concepts, script or narration writing, storyboarding, sound (voiceover, music and sound effects) and animation. As well as information on the introduction of VCD that was conveyed in the form of the definition of VCD, the scope of the VCD field of science, the role and application of VCD, VCD universities and the advantages of the D-III VCD study program at the Harapan Bersama Polytechnic. Through this research, it is hoped that it can become a benchmark for the development of animation and visual advertising communication in the D-III VCD study program and in addition to being a promotional media for this research, it is also a learning medium for students in motion graphics courses. So that students can understand the flow, concepts and techniques or stages in making motion graphic advertising videos. Keywords : Introduction VCD, Motion Graphic, R&D, Promotion, Video Profil","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"170 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116394319","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}
Pub Date : 2021-10-31DOI: 10.30591/PARAVISUAL.V1I2.2868
Muhamad Rofikin, Anantyo Priyosubito, Ahmad Fauzi
Indonesia is a vast country, rich in bird species such as the Kepodang which is a medium-sized (± 26 cm) warbler (passeriformes) of the Oriolus species from the central region of China. We chose to use the Kepodang character in an animated film because of the rarity of characters taken from this one animal and also this animal is a beautiful icon of Central Java. The purpose of this research is to create a mascot or icon for the Animation Skills Program at SMK Negeri 4 Semarang as well as an effort to preserve fauna, history and culture diversity that is packaged by utilizing innovation through illustration representation media. The method used is focused on writing that refers to reference books and other computerized sources such as logical diaries, articles and pages on the site. This review uses a clear subjective methodology in which the articles that are reviewed and dissected are illustrative representational media. Therefore, this review examines the production of illustrative characters as a feature of efforts to protect culture and history. The object of this research is a bird typical of Central Java, namely Kepodang which is visualized with attributes that are adopted from the character of Gatotkaca through illustration media, therefore making an outline with new and natural thoughts. The technique of collecting information obtained is the result of hypotheses and the development of ideas from existing sources. The result of this research is a kepo character design which includes standard character, character attribute and kepo expression sheet. Keywords: Illustration, Character, Kepodang, Gatotkaca, Central Java
印度尼西亚是一个幅员辽阔的国家,鸟类种类丰富,如Kepodang,这是一种中等大小(±26厘米)的莺,来自中国中部地区的莺属物种。我们选择在动画电影中使用Kepodang这个角色,因为从这种动物身上提取的角色非常罕见,而且这种动物是中爪哇的美丽象征。本研究的目的是为SMK Negeri 4三宝郎动画技能课程创造一个吉祥物或图标,以及通过利用创新的插图表现媒体来保护动物,历史和文化多样性。使用的方法侧重于参考参考书和其他计算机资源的写作,如逻辑日记、文章和网站上的页面。这篇评论使用了一个明确的主观方法,其中被审查和剖析的文章是说明性的代表性媒体。因此,本文将考察插图人物的创作作为保护文化和历史的一个特征。本研究的对象是中爪哇典型的鸟类Kepodang,通过插画媒介将其形象化,并采用了Gatotkaca的文字属性,从而使轮廓具有新颖自然的思想。收集所获得的信息的技术是假设和从现有来源发展的想法的结果。本文的研究成果是一个包括标准文字、文字属性和文字表达表的文字设计。关键词:插画,文字,Kepodang, Gatotkaca,中爪哇
{"title":"INTELECTUAL PROPERTY (IP) BIBLE KARAKTER KEPO","authors":"Muhamad Rofikin, Anantyo Priyosubito, Ahmad Fauzi","doi":"10.30591/PARAVISUAL.V1I2.2868","DOIUrl":"https://doi.org/10.30591/PARAVISUAL.V1I2.2868","url":null,"abstract":"Indonesia is a vast country, rich in bird species such as the Kepodang which is a medium-sized (± 26 cm) warbler (passeriformes) of the Oriolus species from the central region of China. We chose to use the Kepodang character in an animated film because of the rarity of characters taken from this one animal and also this animal is a beautiful icon of Central Java. The purpose of this research is to create a mascot or icon for the Animation Skills Program at SMK Negeri 4 Semarang as well as an effort to preserve fauna, history and culture diversity that is packaged by utilizing innovation through illustration representation media. The method used is focused on writing that refers to reference books and other computerized sources such as logical diaries, articles and pages on the site. This review uses a clear subjective methodology in which the articles that are reviewed and dissected are illustrative representational media. Therefore, this review examines the production of illustrative characters as a feature of efforts to protect culture and history. The object of this research is a bird typical of Central Java, namely Kepodang which is visualized with attributes that are adopted from the character of Gatotkaca through illustration media, therefore making an outline with new and natural thoughts. The technique of collecting information obtained is the result of hypotheses and the development of ideas from existing sources. The result of this research is a kepo character design which includes standard character, character attribute and kepo expression sheet. Keywords: Illustration, Character, Kepodang, Gatotkaca, Central Java","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128984403","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}
Pub Date : 2021-10-31DOI: 10.30591/PARAVISUAL.V1I2.2915
A. Prasetyo
Research based on E-book learning resources is the studies that can add skills and insight in increasing teacher potential. Based on the needs analysis of MI Sunan Pandanaran teachers who need research related to increasing ability, creativity and skills to develop learning media for students. The development of learning resources for students based on E-books is considered appropriate and directly related to the student learning process which is carried out offline and online. The research methods used include demonstration, discussion, assignment, simulation, and documentation of product results. The results showed that the teacher had the skills to explore learning in the classroom with innovative learning media and technology. Research on learning resource design skills is able to add teacher innovation to be used as learning ideas that are tailored to the characteristics of children, as well as create scientific works in the form of art reports as an increase in teacher competence. The work of E-book based learning resources is expected to be an interesting form of learning and according to the characteristics of thematic material for student education at MI Suanan Pandanaran. Keywords: learning resource media, E-book, potential development
{"title":"PENGEMBANGAN SUMBER BELAJAR DENGAN TEKNIK DESAIN E-BOOK","authors":"A. Prasetyo","doi":"10.30591/PARAVISUAL.V1I2.2915","DOIUrl":"https://doi.org/10.30591/PARAVISUAL.V1I2.2915","url":null,"abstract":"Research based on E-book learning resources is the studies that can add skills and insight in increasing teacher potential. Based on the needs analysis of MI Sunan Pandanaran teachers who need research related to increasing ability, creativity and skills to develop learning media for students. The development of learning resources for students based on E-books is considered appropriate and directly related to the student learning process which is carried out offline and online. The research methods used include demonstration, discussion, assignment, simulation, and documentation of product results. The results showed that the teacher had the skills to explore learning in the classroom with innovative learning media and technology. Research on learning resource design skills is able to add teacher innovation to be used as learning ideas that are tailored to the characteristics of children, as well as create scientific works in the form of art reports as an increase in teacher competence. The work of E-book based learning resources is expected to be an interesting form of learning and according to the characteristics of thematic material for student education at MI Suanan Pandanaran. Keywords: learning resource media, E-book, potential development","PeriodicalId":404726,"journal":{"name":"PARAVISUAL : Jurnal Desain Komunikasi Visual dan Multimedia","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123377098","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}