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PERANCANGAN MULTIMEDIA SEBAGAI MEDIA SOSIALISASI SOP KEPADA KARYAWAN PT. TRANSCON INDONESIA HUTOMO SETIA BUDI
Serat Rupa Journal of Design Vol 1 No 3 (2017): SRJD-MAY
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (15377.892 KB) | DOI: 10.28932/srjd.v1i3.465

Abstract

Every firm or organization usually has a specific procedure in performing its activity. To make it easier in organizing events that occur repeatedly within a firm or organization, standardized activities are needed. Standardization procedure in a company is commonly called the SOP (Standard Operating Procedure). The SOP of the activities should be conveyed to all parties involved so that they can understand and execute the procedure according to applicable standards. The research methods used are qualitative method and literature studies conducted by collecting information in in-depth interviews from the internal party of PT. Transcon Indonesia. The presentation is designed in a multimedia form that combines audio, visual, and animation elements with flat design style, considered appropriate to deliver topical SOP presentation. Keywords: multimedia; presentation; SOP  
Analisa Animasi Tokoh Hero Mobile Legends Kadita yang Terinspirasi dari Legenda Nyi Roro Kidul Hutomo Setia Budi; Shienny Megawati
JURNAL RUPA Vol 7 No 1 (2022): Open Issue
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/rupa.v7i1.4788

Abstract

In 2018, Mobile Legends launched animation of a hero Kadita which was inspired by the legend of Nyi Roro Kidul. Kadita’s design was adapted to popular culture, with a traditional Indonesian (Javanese-Balinese) aesthetic. In Kadita’s introduction animation, there were visual elements inspired by Indonesian culture with traditional background music. This study aimed to examine whether the visual elements of Indonesian culture were displayed correctly, alongside with the response of millennial and z generations toward the animation. The research was conducted with a qualitative approach through interviews with experts on Indonesian traditional culture and through focus group discussions with millennials and z generations to find out their responses toward traditional Indonesian culture displayed in popular media. Primary data collection was carried out through a literature review on traditional culture and popular media. The conclusion of this research, the animation of “Kadita the Ocean Goddess” succeeded in adapting traditional Indonesian elements in popular media. The results of the FGD showed that the target audience responded positively to the traditional culture displayed in popular media. This research can be used as a basis for thinking and designing strategies in an effort to introduce Indonesian traditional culture to the younger generation using popular media. Keywordsanimation, adaptation, character, folklore, pop culture, promotion, traditional culture, visualization, wayang, Z generation
PELATIHAN BRANDING BAGI UMKM GRIYA KREATIVE PRIVATE Tina Melinda; David Sukardi Kodrat; Hutomo Setia Budi
Jurnal Abadimas Adi Buana Vol 6 No 02 (2023): Jurnal Abadimas Adi Buana
Publisher : LPPM Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/abadimas.v6.i02.a5565

Abstract

Usaha Mikro, Kecil dan Menegah (UMKM) adalah usaha yang mampu bertahan pada saat krisis dan menghadapi tekanan eksternal, dan mampu mendukung perekonomian Indonesia. Hanya kesadaran untuk melindungi produknya dengan merk yang terdaftar masih rendah. Untuk itu perlu adanya pelatihan branding dan pendampingan untuk proses pendaftaran mereknya agar mendapat perlindungan optimal. Pelatihan merek dieberikan dengan metode Authentic project Based Learning dengan tujuan agar peserta pelatihan dapat mengaplikasikan pengetahuan yang diberikan untuk langusng membuat mereknya. Materi pelatihan yang diberikan meliputi: (1) elemen-elemen dari brand, (2)Kriteria yang harus diperhatikan dalam pemilihan merek, (3)Fungsi merek bagi produsen, (4) fungsi merek bagi konsumen dan (5) hal-hal yang berkaitan dengan merek. Setelah proses pemberian materi maka peserta memperbaki mereknya secara langsung dan dilakukan proses pendampingan untuk menndaftarkan mereknya agar dapat terlindungi dari proses pembajakan pihak lain.
PKM PEMBERDAYAAN PENGRAJIN BATIK BERCORAK LOKAL MENGGUNAKAN BAHAN SUTERA DI KABUPATEN BLITAR DALAM UPAYA PENINGKATAN PEREKONOMIAN Soelistyowati, Soelistyowati; Budi, Hutomo Setia; Sudyasjayanti, Christina
Jurnal LeECOM (Leverage, Engagement, Empowerment of Community) Vol. 4 No. 2 (2022): Jurnal LeECOM
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/leecom.v4i2.3563

Abstract

Batik sebagai warisan budaya Indonesia yang telah ditetapkan oleh UNESCO (United Nations Educational, Scientific, and Cultural Organization). Industri kreatif fashion menyumbang perekonomian tinggi usaha batik di Indonesia. Pergerakan industri batik terus merangkak naik akan permintaan pasar yang tinggi terhadap berbagai corak batik nusantara. Setiap daerah memiliki ciri khas dalam motif batik, seperti Jawa Timur daerah Kabupaten Blitar memiliki ciri khas batik tutur dengan corak lokal khas Blitar seperti motif candi dan motif kekayaan alam. Potensi inilah yang akan digali, perlu dikembangkan berdasarkan permintaan pasar yang tinggi, batik berbahan sutera. Dengan pelatihan kepada anggota IKM (industri kecil menengah) binaan Dinas Perindustrian dan Perdagangan Kabupaten Blitar, problem yang dihadapi kurangnya pengembangan pada produk pemasaran dan pengetahuan teknik cara membatik bahan sutera. Pelatihan workshop mulai dari pengetahuan motif dan teknik membatik berbahan sutera, bisnis usaha, dan materi metode BMC (business model canvas) sebagai strategi pengembangan bisnis dalam pemasaran. Pelatihan materi pemasaran dengan membuat logo branding sebagai identitas mewakili nama bisnis merupakan suatu identitas visual mempunyai kriteria khusus, filosofi, dan warna. Pelatihan pengembangan usaha bertujuan untuk meningkatkan perekonomian di Kabupaten Blitar salah satu asset yang perlu dijaga dan dikembangkan. Pelatihan ini berharap dapat berdampak pada daerah sekitarnya.
Character Design of Mahapatih Gajah Mada Based on Visual References from Bima and Brajanata/Kertala Statues Hutomo Setia Budi; I Wayan Adnyana; I Wayan Swandi; I Nyoman Suardina
VCD Vol. 8 No. 1 (2023): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v8i1.3956

Abstract

Mahapatih Gajah Mada was a great figure who united the archipelago in his time, but no statues have been found that depict the figure. Archaeologists disagree on the accuracy of the human head statue artifact referenced by Mr. Muhammad Yamin, as it does not have any markers that indicate it is a statue of Mahapatih Gajah Mada. To design an accurate visualization of the character design of Mahapatih Gajah Mada, this design is divided into 2 stages: data mining and character design. Data mining involves a data search related to Mahapatih Gajah Mada and culture during the Majapahit Kingdom Era. Character design involves designing the character design of Gajah Mada using data from the references that have been obtained. Data searches have revealed that Mahapatih Gajah Mada is likely to be the Brajanata/ Kertala character in the Panji story and the Bima character in the Mahabarata story. The character has a large, tall body, strapping, crossed mustache, and wavy curls, using a headdress in the form of a foreheadband with carvings, upper arm bands made with snake motifs, a belt with a Kala head patterned buckle, and an upawita (caste rope) that crosses from the left shoulder to the right waist depicting Gajah Mada's caste. For weapons, Gajah Mada carries a keris with a cundrik type (not notched) and an oval mace, which means that Gajah Mada is one of Lord Vishnu's attendants who has a guardian nature. The design of the oval mace takes reference from door guard statues. Keywords: Character Design, Gajah Mada, Majapahit kingdom
Reconstruction of Creative Products Based Using a Design Thinking Approach The “Spirit of Majapahit” Case Study Shienny Megawati Sutanto; Marina Wardaya; Hutomo Setia Budi
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3165

Abstract

Indonesia is a country rich in culture and heritage. This richness of culture can be seen from artifacts and historical sites found throughout Indonesia. However, Indonesia's younger generations are less familiar with their own culture. This is caused by various things, one of which is the rarity of historical heritage products reconstructed to be introduced to Indonesia's younger generation. This research was conducted to analyze the process of reconstructing Indonesian historical heritage, the Spirit of Majapahit using a Design Thinking approach. The research and analysis of the process of re-creating the Spirit of Majapahit can form the basis of a design mindset that can be used as a guide in recreating local Indonesian historical products. This research uses a qualitative data collection method which is carried out by structured interviews with personnel who are actively involved in the process of reinventing the Spirit of Majapahit and experts on Indonesian culture. In addition to qualitative methods, literature studies are conducted to find data regarding the process of creating creative products, previous research on the adaptation of Indonesian local historical products, and audience responses to the reconstruction of past cultural products. The results of the study are used as the basis for creating a product design mindset module based on Indonesian local history which is linked to a systematic and replicable Design Thinking approach. Keywords: design thinking; spirit of majapahit; history; cultural revitalization.
The Effect of Multimedia As a Means of Delivering Information and Promotion Towards Flashcard Products Hutomo Setia Budi; Jesslyn Faustina
VCD Vol. 2 No. 1 (2017)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1348.993 KB) | DOI: 10.37715/vcd.v2i1.572

Abstract

Every product which launched would definitely need a promotion to introduce its products to the society. In the promotion itself, there are various strategies and media to support product promotion. Multimedia is one of the media promotion which is widely used to help in providing information towards products. Flashcards is one of the edugame products which serves to sharpen children’s ability in various aspects such as motoric, visual, and verbal, and encourage children to be more proactive. Besides, flashcards can also become medium for the parents to be more involved and interact with their children. In the product "flashcard little learner", one of the promotional media used is multimedia. Multimedia Media is used since it is an effective means to help deliver message to the audience. This research discusses the effect of multimedia as a means of delivering information and promotion towards products, especially edugame flashcard products.
Product Development Of Illustrated Children's Storybook Entitled "Senja" Into Children's Animated Video Stories Hutomo Setia Budi
VCD Vol. 4 No. 1 (2019)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v4i1.1387

Abstract

Product of illustrated story book for children are very commonly found. In the illustrated story books, there are 2 elements, namely image and text. The image content keeps the child interested with the book as well as helps to tell the event that happened. Existing text describes events and stories. This research discusses the product development of an illustrated story book entitled “Senja” into children's animated video stories. This research uses the research and development methodology. This research was limited to discuss on how to process existing data and images into animation and then merged with narration, background music, and put together to form animated videos. This study also discusses whether additional scenes are needed to improve the storytelling quality in animation. The results obtained from this study that the existing image assets in the illustrated children's storybook can be processed and developed into decent children's animated video stories by adding scenes to support storytelling. Background music that suitable with the scene was also needed to build the atmosphere in the animated video. Narration was also needed to strengthen the scene and storytelling.
Presentation of Traditional Folktale Through 3-Dimensional Animation Film in Gromore Studio YouTube Channel, A Study Case Hutomo Setia Budi; I Wayan Adnyana; I Wayan Swandi; I Nyoman Suardina
Jurnal Desain Komunikasi Visual Nirmana Vol. 24 No. 1 (2024): JANUARY 2024
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.24.1.41-47

Abstract

This research aimed to discover audience responses toward animation content that tells about folklore and is uploaded onto the Gromore Studio YouTube platform. It is designed based on interview data as well as observation of the view count, comments, and literature study. This research included cultural studies which studied social culture phenomena by using descriptive quantitative analysis methods with emphasis on discovering the comparison of positive and negative comments, and the comparison between like and dislike counts from the folklore video which was uploaded by Gromore Studio. The results of this research showed that the presentation of legendary folktales received outstanding responses from the audience with Indonesians as the majority. Comments given by the audience mostly showed positive feedback and support toward animation content produced by Gromore Studio which lifted the local cultures and stories, packed into interesting visual media. Through the positive responses in the comments, it can be concluded that the animations by Gromore Studio in traditional folktales became very welcomed by Indonesian audiences.
Perancangan Ide Bisnis Custom Aksesoris Bayi Isabela -; Hutomo Setia Budi
Jurnal Vicidi Vol. 8 No. 2 (2018): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v8i2.741

Abstract

This study focuses on the relationship between visual communication design work and entrepreneurship development with the aim to design a custom business that match with the desire of the the target market through the field of entrepreneurship study and visual communication design. This research was conducted by quantitative method by distributing questionnaires to 100 respondents and qualitative methods through interviews with 5 speakers. This research is also supported by literature studies. Based on research that has been done that custom service is now a trend today because consumers today, much more expressive. Then through a study of literature that is done in the find also that custom enthusiasts more. Business services custom baby accessories has a target market at mothers aged from 23 to 26 years who have children aged 1-5 years. Based on the positive response obtained in the study, this business has an opportunity.