Irwan Harnoko, Irwan
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Pertempuran Ideologi Desainer Grafis Modernisme dan Postmodernisme dalam Konteks Font Helvetica Harnoko, Irwan
Humaniora Vol 4, No 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3454

Abstract

This article discusses the mindset of modernism designers: Massimo Vignelli, Wim Crouwel as opposed to the perspective of postmodernism designers: Paula Scher and David Carson on Helvetica font. This discussion becomes interesting because the leaders of the two sides are the key figures in the world of graphic design. Their opinions on Helvetica font can be used as a guide to study world’s graphic design, due to they dominate the mindset of contemporary designers.  
Design of Gradual Contemporary Wayang Visual Character Indonesia For Sticker Chatting And Game Applications Darmawan, James; Harnoko, Irwan
Journal of Game, Game Art, and Gamification (JGGAG) Vol 2, No 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1109.81 KB)

Abstract

UNESCO international recognition in 2003 stated that wayang is one of Indonesia's cultural heritage, but the sense of belonging for wayang is still low among the nation's next generation of Indonesia. So at this time, both the government and the educators, still working to improve the regeneration of wayang knowledge and recognition for the young nation and the world, including through game application. In this study, the researchers created a contemporary virtual character of wayang, and will be inserted as a character sticker chatting and game application. This wayang virtual characters can be used as tools for reintroduction to young people around the world. This method will be conducted by researchers include depictions classification of facial expressions of emotion, collaborate with simplified visual approach, to obtain the corresponding visual characteristics of the wayang virtual characters. Researchers also used visual basic character as a prototype for contemporary form deformation, so it can be applied to the target games application and communication functions.
Pengaruh Tipografi pada Era Massimo Vignelli terhadap Tipografi Michael Bierut Harnoko, Irwan; Setiautami, Dria
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.v2i2.3201

Abstract

Massimo Vignelli is a senior graphic designer lived in New York, as a vocal modernism against post-modernism. His statement firmly opposing post-modernism in several occasions: interview in Helvetica the movie, typeradio, talkshow, and some articles in Looking Closer or AIGA Journal. Graphic design works of Massimo Vignelli reflected his characteristic, which is firmly choosing typeface. Typefaces of Vignelly are around 5 typefaces: Bodoni, Helvetica, Times Roman, Century, and Futura. The article uses formal analysis method. The writers collected materials about Michael Bierut, Massimo VIgnelli and Tibor Kalman from books and websites. The writers compare the typeface opinion of Massimo Vignelli (modernism designer), Michael Bierut designer (transition era designer from modernism to post-modernism), and Tibor Kalman (a designer in A Century of Graphic Design, as the influencer of Bierut?s betrayal over Vignelli). 
Mengembangkan Bisnis Desain Grafis Harnoko, Irwan
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.v2i1.3012

Abstract

Developing graphic design business needs promotion materials, some of them are newsletter, business card, Credit Line, and protofolio. Article explores the strategy of making newsletter, how to make business card to be professional, how to get the credit line, and how to make a portofolio, and what media that is able to clearly clarify the portofolio. It is concluded that people need extra ordinary creativity to achieve a successful in graphic design business.  
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.