<p>Abstract<br />The Application of Physiognomy for the Development of Character Design in Animation. The research is developed to answer the need of clear design diversification in the creation of animated characters nowadays, to make the character easily recognizable by its market. The designed character is characterized in such a way to represent the designed personality in accordance with its possessed traits. Physiognomy,<br />an in-depth observation study of human face physical characteristics to understand its personality, potentially being a reference in making character designs more suitable to its personality, without having to repeat its previous designs. Through literature studies and animated films comparison, this paper aims to discover opportunities in animation<br />character design through non-verbal communication tools like physiognomy. Analysis is done by matching the physiognomy data with observation to several animation film character. Results of this study is a model that can be applied in the future of character creation in the animation world.</p><p> </p><p><br /><strong>Abstrak</strong><br />Penerapan Fisiognomi untuk Pengembangan Desain Karakter pada Animasi. Penulisan ini dikembangkan untuk menjawab kebutuhan diversifikasi desain yang jelas dalam pembuatan karakter animasi saat ini, sehingga karakter tersebut lebih mudah dikenal pasar. Desain perwajahan karakter dibentuk sedemikian rupa agar bisa mewakili<br />kepribadian yang dirancang dan sesuai dengan sifat-sifat karakter yang dimilikinya. Fisiognomi, sebagai studi mendalam pengamatan karakteristik fisik wajah manusia untuk memahami kepribadian seseorang, memiliki potensi untuk menjadi referensi dalam pembuatan desain karakter yang lebih sesuai dengan kepribadiannya, tanpa harus<br />mengulangi desain terdahulu. Melalui studi literatur serta perbandingan film animasi, tulisan ini bertujuan untuk membuka peluang dalam desain karakter animasi melalui alat komunikasi non-verbal seperti fisiognomi. Analisis dilakukan dengan melihat kesesuaian data fisiognomi berdasarkan observasi pada beberapa film animasi yang<br />karakter desainnya. Hasil dari penelitian ini adalah model yang dapat diaplikasikan di kemudian hari dalam penciptaan karakter di dunia animasi.<br /><br /></p>
Motion graphics is one category in the animation that makes animation with lots of design elements in each component. Motion graphics needs long process including preproduction, production, and postproduction. Preproduction has an important role so that the next stage may provide guidance or instructions for the production process or the animation process. Preproduction includes research, making the story, script, screenplay, character, environment design and storyboards. The storyboard will be determined through camera angles, blocking, sets, and many supporting roles involved in a scene. Storyboard is also useful as a production reference in recording or taping each scene in sequence or as an efficient priority. The example used is an ad creation using motion graphic animation storyboard which has an important role as a blueprint for every scene and giving instructions to make the transition movement, layout, blocking, and defining camera movement that everything should be done periodically in animation production. Planning before making the animation or motion graphic will make the job more organized, presentable, and more efficient in the process.
Penelitian ini bertujuan untuk pengembangan media pembelajaran berbasis CD Interaktif pada materi simulasi digital pada siswa kelas X TKJ serta untuk mengetahui kelayakan dari media pembelajaran CD Interaktif pada materi simulasi digital. Jenis penelitian ini menggunakan R&D (Research and Development) dengan prosedur pengembangan model ADDIE. Sampel penelitian ditentukan dengan jumlah siswa di kelas x TKJ dengan jumlah 30 siswa. Sebelum peneliti melakukan ujicoba terhadap responden terlebih dahulu dilakukan ujicoba kelayakan media pembelajaran oleh ahli media dan materi sehingga di dapatkan persentasi kelayakan dari ahli media sebesar 73,11% dengan melihat 3 aspek yaitu usability, functionality dan komunikasi visual sehingga di katakan "Layak" dan ahli materi mendapatkan persentasi kelayakan sebesar 78,7% dengan 3 aspek yaitu desain pembelajaran, isi materi, dan bahasa komunikasi sehingga di katakan "Layak". Hasil Ujicoba pada responden yang berjumlah 30 siswa dengan diperoleh hasil persentasi kelayakan sebesar 82% yang menunjukkan bahwa media pembelajaran berbasis CD Interaktif "Layak" untuk digunakan sebagai media pembelajaran pada materi Simulasi Digital.
In the character licensing industry, we identify one use of a character brand in the shape of a mascot. A good design for a mascot in an institution, community, or specific event will increase the mascot and the institute's sense of belonging. In order for the mascot design to match the community's tastes, the appropriate formulation is required during the process of producing this mascot figure. As a result, it is vital to have a strategy that enables achieving this goal to be more manageable, which can be employed in creating different mascot designs. This research intends to build a formula based on design thinking to capture the target market's tastes, through a poll based on design elements and principles, in a case study of making the "We Love Design" event mascot from Bina Nusantara University. The baby Sumatran tiger was selected as the mascot's form because, in addition to carrying the most frequently selected features in the poll, it also embodies the local content of Indonesia to raise the sense of belonging. The fundamental contribution of this study is the innovation of a system that streamlines the process of developing a brand character, which in this case takes the form of a mascot. Two polls with 724 & 1,018 respondents were employed as the approach. The process used to create this mascot character design is expected to be used in other character designs, including mascots and character licenses to make it sustainable.
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