cover
Contact Name
kathryn widhiyanti
Contact Email
kathrynwidhiyanti@gmail.com
Phone
-
Journal Mail Official
jags@isi.ac.id
Editorial Address
-
Location
Kab. bantul,
Daerah istimewa yogyakarta
INDONESIA
Journal of Animation & Games Studies
ISSN : 24605662     EISSN : 2502499X     DOI : -
Journal of Animation & Games Studies (JAGS) merupakan jurnal interdisipliner mengenai perkembangan riset, rekayasa cipta, studi pustaka maupun kajian di bidang animasi dan game yang termasuk dalam ranah seni terapan media rekam.
Arjuna Subject : -
Articles 6 Documents
Search results for , issue "Vol 6, No 2 (2020): Oktober 2020" : 6 Documents clear
Studi Inisial Potensi Video Game Sebagai Media Belajar Untuk Moral Tony Wibowo
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.3979

Abstract

Video game dengan narasi yang kuat menjadi salah satu cara mengembangkan video game. Dengan menggunakan isu dilema moral pada publik, beberapa game dikembangkan dengan isu sosial sebagai ide utama. Penelitian ini bertujuan untuk mencari bukti apakah video game bisa bertindak sebagai media belajar untuk moral secara spesifik sebagai studi inisial. Penelitian dilakukan dengan melakukan expos menggunakan video terhadap video game dengan naratif kuat pada 66 responden selama 20-32 hari dan memberikan kuesioner respon terhadap video game tersebut. Kodifiikasi dilakukan untuk menilai semua responden bertujuan untuk mengkuantifikasi respon yang didapatkan. Hasil penelitian menunjukkan bahwa konsensus setuju bahwa video game memiliki potensi menjadi media belajar moral yang lebih baik dari buku maupun film. Video game juga ditemukan mampu mempengaruhi moralitas responden untuk jangka pendek, namun tidak mampu mempengaruhi secara signifikan moralitas jangka panjang. Diperlukan penelitian lebih lanjut untuk mengetahui pengaruh video game terhadap moralitas pemain.
Produksi Film Animasi 2D Pool Meidiana Safitri; Tanto Harthoko; Andri Nur Patrio
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.4405

Abstract

The story of a boy named Boy who is trying to overcome his trauma to a swimming pool. Trauma is the result of a terrible experience that has occurred during life. With a long recovery time, a trauma sufferer always imagines bad events and some traumatic symptoms that is difficult to overcome. Therefore, the character needs the support of the closest people to recover slowly. The creation of 2D animated film "Pool" using direct frame by frame technique in animation creation software. All manufacturing processes from production to post-production use digital media and produce an animated film with duration of 2 minutes.
Game 3d Perjuangan Rakyat Surabaya Dalam Pertempuran 10 November 1945 Dengan Belanda Menggunakan Unreal Engine Ade Fahmi Armanda; Maulana Rizqi
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.4072

Abstract

Sejarah tidak menjanjikan dan tidak akan memberikan keuntungan material, tapi tidak berarti kesadaran sejarah jauh dari nilai guna. Sejarah bisa memberi semangat bagi kehidupan berbangsa di masa sekarang dan masa datang. Nilai guna tidak harus berwujud dalam bentuk materi, dalam banyak hal, manfaat sesuatu tidak selamanya berbentuk materi. Untuk tetap membuat tiap warga negara memiliki rasa cinta tanah air di era globalisasi yang membuat semua budaya dan perkembangan teknologi informasi komunikasi termasuk game dapat tersebar luas yang mempengaruhi kehidupan. Untuk itu diperlukan pengingat akan sejarah perjuangan para pahlawan, agar tidak melupakan sejarah perjuangan pahlawan-pahlawan memperjuangkan kemerdekaan Indonesia.
Indeks Subyek Tegar Andito
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.4426

Abstract

Perancangan Game “IM HERE” Berbasis Augmented Reality dan Location Based Sebagai Media Promosi Arief Kurniawan Yoga Dywa; RB Hendri Kuswantoro
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.3927

Abstract

On a business there must be advertise for a product, services, and also for entertainment. Advertisement activities has been changed from door to door advertisement to technological advertisement. Technology that used for advertisement are televisions, web and social media. One of the new technology and media that use for advertisement are games. Games as advertisement tool use ads via monetizing and promote services. Some company use augmented reality and location based technology which new technology as advertisement enhancement to attract costumer. Augmented reality is technology that combine real world object and game object, and location based is technology that determine user location in the point of world as coordinate or place descriptions. Augmented reality and location based can be implemented using Unity3D algorithm through accessing user camera and gps. Location based can be implemented as marker for some feature to active if company that want advertise their product or place, user must get profit from activating the feature. Using augmented reality and location base as gameplay may give new experience for user and attract new user or customer.
Game Portal Virtual Tugu Pahlawan Dengan Mobile Device Menggunakan Augmented Reality Muhammad Hafidh Al-Ghifari; Maulana Rizqi
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.4212

Abstract

The development of virtual game applications has become an attraction for some people. More specifically, Augmented Reality technology can introduce directly how the atmosphere in a certain location or place, therefore, in this study we tried to create applications that combine the real world with the virtual world. By using the Markerless Augmented Reality method which allows users to use the application anywhere and is not limited by markers. With the Augmented Reality application it also allows users to feel the atmosphere directly in the virtual world. For example, like the Tugu Pahlawan Monument in Surabaya, Augmented Reality technology can be utilized by introducing directly to the public about historical buildings in Surabaya, so that people who have never been there or who have been there by using the Augmented Reality application can immediately feel as if they are located at Tugu Pahlawan, and with a virtual portal it will connect the user’s location with the Tugu Pahlawan Monument and only use a mobile device.

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