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Perancangan Komunikasi Visual Web Games Interaktif “Gooclean.Com” Guna Menanamkan Budaya Anti Korupsi Sejak Dini Darmawan, Andreas James; Bonafix, Nunnun
Humaniora Vol 2, No 2 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i2.3143

Abstract

Along with the increasing number of corruption, the role of visual communication is also increasingly necessary. Its role is as a maker of communications media that attract, encourage, and interactive. So the anti-corruption culture that wants implanted were well received and is embedded in the consciousness of the receiver behave. Article clarifies visual communication "Gooclean" intended for children and packaged in attractive web-based games to play while learning interests of children. The research method discussed is literature study for having the basic theory, comparative study observation with other anti corruption wesites, also interview with project PIC. The scope of Gooclean interactive web games is presented interestingly to increase children?s interest towards the presented material. This is presented by interesting illustration, challenging games, and visual concept that children will understand easily.  
Degradasi Etika dalam Animasi Sintesis Citra Manusia dengan Kecedasan Buatan Darmawan, James; Alvine, Mario; Harnoko, Irwan
Journal of Contemporary Indonesian Art Vol 5, No 2 (2019)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jocia.v5i2.3445

Abstract

Dalam era yang serba otomatisasi digital; termasuk diranah kecerdasan buatan yang merambah ke dunia animasi, peranan kecerdasan buatan ini berperan besar bagi perkembangan pesat dunia animasi yang mensintesi citra manusia. Pada awalnya merupakan terobosan yang fenomenal; apalagi dalam era skeudomorphism, dimana keterkaitan antara dunia digital dan dengan dunia riil harus bermargin tipis. Tentu pada sudut pandang pengguna, hal ini menjadi kesempatan baru dalam mengembangkan eksplorasi imajinasi yang lebih realistik, namun hal ini juga termasuk menggunakan konten yang negatif. Untuk itu terjadinya degradasi etika pun berkembang menjadi perusakan citra manusia itu sendiri. Untuk itu tim penulis melakukan studi literatur mengenai perkembangan teknologi kecerdasan buatan dalam dunia animasi, mengkaitkannya dengan penyimpangan yang terjadi dengan adanya teknologi animasi ini, serta menutupnya dengan prediksi perkembangan kecerdasan visual pada animasi sistesis citra manusia dimasa akan datang. Kata kunci: Teknologi Animasi, Kecerdasan Buatan, Sintesis Gambar Manusia, Degradasi Etika. 
Proses Kerja Komputer yang dapat Mengoptimalkan Hasil Komunikasi Visual secara Efisien Andreas James Darmawan
Humaniora Vol. 1 No. 2 (2010): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v1i2.2860

Abstract

 To be able to work optimally and efficiently by computer, in making a visual communication, we need to understand the three kinds of process/ how to work a computer. There are three bases logic how computer works, such as text, pixel, and vector. Each made with different methods of logic, as a result of efforts to meet the needs of creators of computer communication. So after the third understands the workings of TSB, the ease and optimization in making a visual communication can be achieved.  
Perancangan Komunikasi Visual CD Interaktif “Serial Polisi Cilik” Guna Menanamkan Kesadaran Tertib Lalu Lintas Sejak Dini Andreas James Darmawan; Willya Effendy
Humaniora Vol. 2 No. 1 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i1.3091

Abstract

Along with the increasing number of accidents in large cities, should the role of visual communication is also increasingly necessary. Its role is as a maker of communications media that attract, encourage, and interactive. So message traffic rules to be conveyed can be conveyed with good and embedded in the consciousness of the receiver behave. For this role of visual communication "Serial Little Police" intended for children and packaged in an attractive, interactive CD to play while learning the kids.  
Kampanye Online Anti Pornografi: “Pornografi” untuk Kalangan Anak Muda Andreas James Darmawan; Dyah Gayatri Putri
Humaniora Vol. 5 No. 2 (2014): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v5i2.3121

Abstract

Nowadays, the internet technology is getting an opportunity to visit pornographic sites. Thus, more and more people have a dependency with a pornography site that is not easy to be released. Campaign against pornography "porNOgraphy" aims to raise awareness of young people to know the risks as well as providing a solution to escape from addiction to pornography. Both impact and solutions to the campaign message is packaged in audio-visual communication, so it is very persuasive in getting people to stay away from pornography and is expected to be easily understood by the public. Hope on the impact of this campaign is that people are interested in trying the suggestions in order to break away from addiction to pornography and form a strong intention and determination to be able to obtain a successful outcome. 
Modifikasi Pembelajaran Desain Dasar (Nirmana) bagi Program Studi Animasi Dyah Gayatri Puspitasari; James Darmawan
Humaniora Vol. 5 No. 2 (2014): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v5i2.3124

Abstract

Nirmana (basic design) is a compulsory major for School of Design-Binus University student. Basically, nirmana related with perception of the sight sense (visual) through organizing sensation components which has related pattern or similarity so that becomes one unity that can be appreciated. Nirmana course prepares the student to have sharpness and sensitivity to visual elements that is the core of the disciplines from art and design, along with its branches. In practice, curriculum Nirmana may not necessarily be applied to all courses. On course of study animation, adjustment is needed, and even some modification to achieve the purpose of learning that is based on the vision course of study. This course study of animation has unique characteristics and slightly different content from other courses, where visual is not the only aspect, but inherent with motion, audio and storytelling. This research aims to discuss the formulation of learning strategies for Animation Courses so it can run optimally. 
Perancangan Komunikasi Visual Web Games Interaktif “Gooclean.Com” Guna Menanamkan Budaya Anti Korupsi Sejak Dini Andreas James Darmawan; Nunnun Bonafix
Humaniora Vol. 2 No. 2 (2011): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v2i2.3143

Abstract

Along with the increasing number of corruption, the role of visual communication is also increasingly necessary. Its role is as a maker of communications media that attract, encourage, and interactive. So the anti-corruption culture that wants implanted were well received and is embedded in the consciousness of the receiver behave. Article clarifies visual communication "Gooclean" intended for children and packaged in attractive web-based games to play while learning interests of children. The research method discussed is literature study for having the basic theory, comparative study observation with other anti corruption wesites, also interview with project PIC. The scope of Gooclean interactive web games is presented interestingly to increase children’s interest towards the presented material. This is presented by interesting illustration, challenging games, and visual concept that children will understand easily.  
Analisis dan Strategi Komunikasi Perancangan Program Edutainment “Seri Aktivitas Alam: Gunung Meletus” Andreas James Darmawan; Dyah Gayatri Putri
Humaniora Vol. 6 No. 1 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i1.3299

Abstract

The process of visual communication strategies can be created into a good persuasive invitation. This study depicted the issues in the world of children when dealing with nature activity within the scope of volcano eruptions. This study was conducted with a qualitative approach and triadic, ethnographic in children psychological and behavioral conditions after volcanic eruption disaster. Research found the common thread between supporting and main theory related to visual communication strategies. It, then, described in detail the development of communicators to become a mascot, continued on the delivery of messages through the comics, and invited the target to experience design experience. 
Perancangan Stiker Karakter Visual dalam Aplikasi Chatting: Kolaborasi Kebudayaan Jawa dan Wayang Kontemporer Andreas James Darmawan; Lintang Widyokusumo; Dyah Gayatri Puspitasari
Humaniora Vol. 6 No. 2 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i2.3326

Abstract

A new tradition in the use of chatting communication technology with mobile phone (cell phone) is more lively with the use of stickers. Stickers are used as a means to increase the emotion expressions of communication users. Current mobile phone technology, along with the development of high specifications (for visual depiction), is adequate to display complex visual. This prompts a new tradition that accepts even to be a new behavior in modern communication methods. Looking at this phenomenon, it is not impossible for an artist to open up the work area (creative economy) and the creation of new business areas in the visual characters of Indonesian culture. This study used the chatting phenomenon with stickers to introduce the culture of the puppet characters with contemporary approach for young people around the world. The method carried out included the depiction of classification of facial expression emotions and collaboration with the approach of some common sticker visualizations. The result was then put into the classification of semiotic theory combining with simplified visual approach to obtain the appropriate visual characterstics of the puppet. Research also involved visual craft of the purwa puppet as visual character basis for character deformation of the contemporary puppet. Thus, the application of visual stickers can be used by users for communication functions. 
Penciptaan Komunikasi Visual Perancangan Program Edutainment “Seri Aktivitas Alam: Gunung Meletus” Andreas James Darmawan; Dyah Gayatri Putri
Humaniora Vol. 6 No. 4 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i4.3387

Abstract

This research is the continuation of previous research. The research is included in the creation of visual communication solutions on how a process of visual communication strategy can contribute a persuasive invitation. Research aims to expose the solution in the realm of visual communication. The research applied qualitative method. It began with the development of communicators becoming a mascot, continued on the delivery of messages through the comics, and invited children as audience target for design experience with game and gimmick. Result of the research is the visual design, as well as including the process of visual communication creation. As a conclusion, creating a visual communication solution could be carried out by the same method, similar matching scope, as well as the contents adjusted with new needs.