The Animation Study Program is part of the Art and Design degree from the Faculty of Letters State University of Malan. It is designed to offer guidance to professional beginners in the animation world and applied media, allowing graduates to apply for roles such as a 2D/3D Animator,Character Designer, beginner Developer in Animation Industry, Game Designer/Multimedia, beginner Developer of Game Industry, Game Asset Designer. The graduates from Animation program study gain particular expertise in 3D animation games and using Indonesian local culture. The course also emphasizes education-based animation games in global context and insteal entrepreneurship for the graduates. The goal of this study is to analyze the curriculum and graduate achievement in the animation game study program. This research used a qualitative study case with a descriptive approach. Documentation and interviews were used to collect data. The analysis of data used a descriptive approach. Results of the study show that the curriculum used in Animation Game program is designed based on the graduates in diploma D1, D2, D3, and D4. They are in D1 (Asset Game Operator), D2 (Young Asset Game Designer), D3 (Young Game Designer), and D4 (Senior Game Designer). Meanwhile, the animation field is divided into D1 (Asset Animation Operator), D2 (2D/3D Young Animator), D3 (2D/3D Senior Animator), and D4 (2D/3D Lead Animator). Keywords: Curriculum, Graduates Outcome, Animation Game
Novel is a work of fiction that is printed like a book and has a cover. Novel cover is one element that can increase the purchasing power of its readers. Therefore, the cover of the novel is designed in an attractive manner, including the novels by Boy Candra which become the identity of the author and the novel is also one of the reasons why these novels become best sellers. Some elements that can compose a cover design are illustration, colour, and typography. The research objective to be achieved is to determine the visual design of the cover of Boy Candra's novels, which includes several elements, namely illustrations, colours, and typography. This study uses a qualitative descriptive method using observation and documentation as its data collection instruments. The result of analysis showed that the cover design of Boy Candra’s novel made use of achromatic colour that looks simple, elegant, mysterious, and dark. In addition, the writing design on the cover uses a consistent type of typography, for example on the nameplate/logo, synopsis, masthead, and also headlines that use script and cursive fonts. Keywords: Visual Analysis, Illustration, Colour, Typography, Novel Cover Abstrak: Novel merupakan karya fiksi yang dicetak seprti sebuah buku dan memiliki cover. Cover novel merupakan salah satu elemen yang dapat meningkakan daya beli para pembacanya. Oleh karena itu, cover novel didesain secara menarik, termasuk novel-novel karya Boy Candra yang menjadi identitas pengarang dan novelnya pun menjadi salah satu alasan novel-novel tersebut menjadi best seller. Beberapa unsur yang dapat menyususn sebuah desain cover yaitu ilustrasi, warna,dan tipografi. Tujuan penelitian yang hendak dicapai oleh adalah untuk mengetahui desain visual cover novel-novel Boy Candra, yang meliputi beberapa hal yaitu ilustrasi, warna, dan tipografi. Penelitian ini menggunakan metode deskriptif kualitatif dengan instrument penelitian obseervasi dan dokumentasi. Dengan menggunakan metode dan instrumen penelitian tersebut, dapat disimpulkan bahwa desain cover warna yang digunakan pada cover adalah warna akromatik, terlihat simple, elegan, misterius, sedih. Selain itu, desain tulisan pada cover menggunaan jenis tipografi yang konsisten pada cover novel karya Boy Candra, contohnya pada nameplate/logo, sinopsis, masthead, dan juga headline yang menggunakan font script and cursive. Kata kunci: analisis visual, ilustrasi, warna, tipografi, cover novel
Kampung Sanan Malang has long been known as a center for making tempeh. It has been a long time since the Sanan Malang Tempe and Tempe Chips Production Center Association was established, which has 636 tempe producers as members. Some of its members have been able to process tempeh into various types of preparations. The innovation made in 2021 is named Character Tempe, namely tempeh in the form of animal characters, or fruits. During the trial period, character tempeh was produced using plastic cake molds. The problem faced is that members of this community want to be able to produce this tempeh with a larger production volume, and a more varied product. The reason is that no craftsmen have been able to make their own character models that are more varied as desired. Craftsmen also have not been able to make their own molds. The solution offered is training: making character models using plasticine, training on printing these models using RTV food grade. At the end of this activity, the craftsmen have the ability to produce processed tempeh characters quickly and with good quality so that they become a new Sanan Malang specialty product.
Abstract-This study was based on a self-evaluation of Visual Communication Design Study Program in the State University ofMalang in whichlately the students prefer to take working thesis (skripsi kekaryaan) rather than assessment thesis. Most of the students who took the working thesis usually only made a product, service, or town branding, in the form of advertising media. In our opinion, those alumni who took the working thesis could develop themselves into reliable advertisers. In fact, later on, they only became a design employee in an organization, did not become a creative young entrepreneur. What was the cause? To find out this problem, we need to collect the data through interviews with the lecturers who taught the courses, observation on the students who worked and performed a final assignment exhibition, and literature related to creativepreneurship. The data analysis was carried out based on the learning activities done in the Study Program of Visual Communication Design in the State University of Malang as well as based on a curriculum oriented on the creativity that formed an entrepreneurship spirit, freedom of press and academics, multi-disciplined innovative research, education and training, creative communication climate, and educative referrals. The results of this study showed that the students had not been fully given learning of creativepreneurship innovation in the form of theory and practice. They were only taught creative innovation pointed to the academics improvement.
Pasuruan is one of the cities in East Java that is very well known for its fine arts. It is unique compared to other cities in East Java, having adapted fine arts as an important part of their flourishing community. Tere have been seven art exhibitions by the Pasuruan Artists Organization or Fine Arts Teachers Community and Pasuruan Artists Association (KGSP). In every exhibition in Pasuruan Raya there are parties or institutions that are actively participating in it. This research is intended to identify which art institutions support the development of fine arts in Pasuruan Raya. Keywords: Supportive Institutions, Fine Arts, Appreciation of Art
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