scholarly journals MOTION GRAPHIC PROMOSI PASAR PAPRINGAN DI TEMANGGUNG, JAWA TENGAH

2018 ◽  
Vol 3 (2) ◽  
pp. 159
Author(s):  
Resty Fauzyah ◽  
Elda Franzia

<p><strong>Abstract</strong><br />Motion Graphic of Papringan Market Promotion at Temanggung, Central Java. Motion graphic is an infographic designed to move like audio-visual media in the form of film, video and animation in computer. Motion graphic promotion for Papringan Market is one of many steps to promote Papringan Market. Papringan Market is a unique tourist  place held under the bamboo plants. Some visual elements of design found in motion<br />graphics can give influence to audience. The visual elements of the design used in motion graphics should be in accordance with their usability and function. So for that researchers will analyze about Motion Graphic Papringan Market promotion to determine whether the visual elements of the design used is appropriate according to its usefulness and<br />function or not. To answer the problem of the research, the researcher uses the research type of qualitative observation method to be able to know, understand, deeply examine, and expose it in writing about all visual elements contained in the motion graphic, from video, film, typography, illustration, photography and music. Based on the results of<br />research that has been done, motion graphic promotion for Papringan Market still had many visual elements that have to be repaired, because still using visual elements that have not exactly usability or function.</p><p> </p><p><br /><br /><strong>Abstrak</strong><br />Motion Graphic Promosi Pasar Papringan di Temanggung, Jawa Tengah. Motion graphic merupakan infografis yang didesain bergerak seperti media audio visual berupa film, video dan animasi dalam komputer. Motion graphic promosi Pasar Papringan merupakan salah satu langkah untuk mempromosikan Pasar Papringan. Pasar Papringan adalah tempat wisata unik yang digelar di bawah rimbunnya tanaman bambu. Beberapa<br />elemen visual desain yang terdapat pada motion graphic dapat  memberikan pengaruh kepada penonton. Elemen visual desain yang digunakan pada motion graphic harus sesuai dengan kegunaan dan fungsinya. Maka untuk itu peneliti akan menganalisis tentang motion graphic promosi Pasar Papringan untuk mengetahui apakah elemen visual<br />desain yang digunakan sudah tepat sesuai kegunaan dan fungsinya atau belum. Untuk menjawab permasalahan dalam penelitian, peneliti menggunakan jenis penelitian metode observasi kualitatif untuk dapat mengetahui, memahami, mengkaji secara mendalam, dan memaparkannya dalam tulisan mengenai semua elemen visual yang terdapat di dalam motion graphic tersebut, mulai dari video, film, tipografi, ilustrasi, fotografi, dan musik. Berdasarkan hasil penelitian yang telah dilakukan motion graphic promosi Pasar Papringan masih banyak elemen-elemen visual yang masih harus diperbaiki, karena masih<br />menggunakan elemen-elemen visual yang belum tepat kegunaan atau fungsinya.<br /><br /></p>

MIND Journal ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 149-159
Author(s):  
INKO SAKTI DEWANTO ◽  
DAFFA VIDI MULYADI

AbstrakAktivitas menonton film adalah salah satu bentuk hiburan bagi masyarakat, baik di bioskop maupun melalui kanal streaming online. Saat ke bioskop kadang kita melihat orang tua yang membawa anaknya menonton film yang tidak sesuai rating usianya. Hal tersebut tentu saja dapat memberikan dampak buruk bagi anak. Meskipun rating usia penonton film selalu tertera di tiap media promosinya, namun tetap saja masih sering ditemui orang tua yang acuh akan hal tersebut. Maka dari itu penelitian ini bertujuan untuk mendukung rancangan motion graphic tentang sosialisasi pentingnya rating film, khususnya untuk target para orang tua. Dengan menganalisa efektivitas karya motion graphic tersebut melalui pendekatan kualitatif, diharapkan dapat membantu para orang tua supaya lebih bijak dan selektif dalam memilih film untuk ditonton bersama anaknya di bioskop. Elemen visual yang menerapkan gaya flat design akan dianalisa menggunakan prinsip-prinsip motion graphic untuk menentukan efektivitasnya.Kata kunci: motion graphic, rating usia film, flat designAbstractThe activity of watching movies is a form of entertainment for the community, both in the cinema and through online streaming channels. When we go to the cinema, we sometimes see parents bringing their children to watch films that do not match their age rating. This of course can have bad impacts on children. Eventhough the age rating of film viewers is always listed in each of the promotional media, parents still often find it indifferent. Therefore, this study aims to support the design of motion graphics about the socialization of the film ratings importance, especially for the parents. By analyzing the effectiveness of motion graphic work through a qualitative approach, it is hoped that it can help parents to be wiser and more selective in choosing films to watch with their children in theaters. The visual elements that apply the flat design style will be analyzed using motion graphic principles to determine their effectiveness.Keywords: motion graphic, film age-rating, flat design


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


2020 ◽  
Vol 6 (1) ◽  
pp. 18-31
Author(s):  
Daniel Kurniawan Salamoon ◽  
Cindy Muljosumarto

AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game


Author(s):  
Paula Tavares ◽  
Pedro Mota Teixeira ◽  
Leonardo Pereira ◽  
Maria Manuela Cruz-Cunha

Finally, we examine the importance and function of motion graphics inside the game experience and the game contexts in which this communication feature is applied.


2019 ◽  
Vol 125 ◽  
pp. 04003
Author(s):  
Oktiva Herry Chandra

Language produced in a specific event of communication will have its form and function. Some messages are delivered in direct ways meaning the form and the functions are symmetric; some others are delivered in indirect ways, asymmetric. Direct or indirect ways will give different perceptions to those who receive the content of the message. Considering the face of receivers is one of the principles that should be made by policy makers as they communicate with people in public space. This article aims to explain the forms of language used to prohibit littering and the way the maker of prohibition thinks about the writing of littering. The research is conducted by using non-participatory observation method. This, then, is followed by applying note taking technique and recording. The result shows mostly the writings of littering prohibition are made an indirect way and less number in indirect way. Having a direct way means society is placed as subordinate in relation to the authorities. Even though less in number, indirect littering prohibition shows some writings see an equal position between the writer and reader. Both take a similar point of view on littering.


2021 ◽  
Vol 317 ◽  
pp. 01017
Author(s):  
Widiartanto ◽  
Amni Zarkasyi Rahman ◽  
Fendy Eko Wahyudi

Vaccination, which is often seen as a health policy intervention, has proven to be the most effective at reducing the spread of infectious diseases globally. However, the perception of anti-vaccines, misunderstanding of information related to vaccines, and even doubts about vaccines are still common in the community—no exception related to the COVID-19 global vaccination. Therefore, we need a study that can answer the determinant variable of the COVID-19 vaccination intention, especially in Indonesia. This study answers how personal attitude, subjective norm, and perceived feasibility with religious and media literacy moderation influence the public intention in using the COVID-19 vaccine in Indonesia. This research uses a quantitative research approach, with an explanative research type. We used Theory of Reasoned Action (TRA) and Theory of Planned Behaviour (TPB), and Decomposed Theory of Planned Behaviour (DPTB) as a determinant model with a variable of religiosity and media literacy as a moderating variable for the intention of vaccination COVID-19 in Central Java. This research was conducted in Central Java Province as one of the provinces with the largest population and one of Indonesia's largest number of COVID-19 cases. Data collection was carried out online and offline with 100 respondents.


DeKaVe ◽  
2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Raihan Widi Ekoprabowo

. Motion Graphic is a trendy audio visual media to inform nowadays.With the massive technology growth people are addicted to internet.Everybody is able to use internet start with kids and until elderly are able to use internet.Because of that some of villain take the advantages from it,they use internet for robbing people without making any physical contact to the victim.So the design of this public advertise is to give warn message to all people that using internet to be warn from cybercrime.


HUMANIS ◽  
2019 ◽  
pp. 140
Author(s):  
Ni Luh Gede Yunita Kazi Wiguna ◽  
I Gde Nala Antara ◽  
I Ketut Ngurah Sulibra

This research analyzes traditional Balinese literature works in the form of narrative text. The analyzed text is Purana Pura Suniantara Analysis of Structure and Function. It tells the story about Dalem Suniantara Temple during the reign of I Gusti Agung Jambe Tangkeban along with a faithful servant, I Gede Batan Nyuh. This research used structural theory by Teeuw and Nurgiyantoro. Method and technique used is falls into three stages, which are data obtained by using observation method, supported by reading and note taking technique. Data analyzed stage uses qualitative method and analytic descriptive technique, while result provision of data analysis used informal method and supported by deductive as well as inductive method. The result obtained from this research is structure and function of test, including to structure format which are consist of Purana Pura Suniantara teks, as well as its text’s form and language variety. Based on its language variety, Purana Pura Suniantara teks used Kawi – Bali language which is a mixture of Sanskrit, Old Javanese, Middle Javanesse, and Balinese. Narrative text structure consists of plot, background, characterization, theme, and moral value. Further, function analysis consists of historical, social, and religious function.


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


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