Benny Muhdaliha, Benny
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Film Animasi 2 Dimensi Cerita Rakyat Bali Berjudul I Ceker Cipak Muhdaliha, Benny; Batuaya, Dewa Ray Dharmayana
Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (865.079 KB) | DOI: 10.31598/bahasarupa.v1i1.143

Abstract

Many factors can lead to moral irregularities by children, one of which is the number of impressions that are less culturally appropriate and less educational for children. Impressions adapted from folklore often become a strategic alternative as educational media. In general, the message conveyed in folklore is a guideline of behavior in social life, good and bad teaching, joy, sadness, and heroism. Positive moral messages contained are expected to control turbulent in emotion and character development in the process of forming a childs character, especially in the contemporary era. 2 dimensional (2D) animated film which delivering Balinese local content from folklore is done by this research. The 2D animation is entitled I Ceker Cipak. The 2D animation form is chosen because it can explain complicated information to be more simple and interesting, so it can be easily to understood by the audience. 2D animated film is also a media that can be enjoyed by all ages and relatively cheaper and easy to use. Story I Ceker Cipak also convey the values ​​of justice, and humanity through the implementation of the law of karma phala. From the results of tests conducted on children SDN 1 Semarapura Middle students, Klungkung, found that elementary school children can easily understand the moral messages contained in the 2D animation folklore movie entitled I Ceker Cipak.
MALAY, CHINA AND INDIA ETHNICITIES REPRESENTATION (Case Study : Etnography and Manga Matrix Analysis, on Upin Ipin Animation Character) Muhdaliha, Benny; Arlena, Wenny Maya
WACANA, Jurnal Ilmiah Ilmu Komunikasi Vol 16, No 1 (2017)
Publisher : Universitas Prof. Dr. Moestopo (Beragama)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.37 KB)

Abstract

Kelompok etnis atau suku merupakan sekelompok orang yang identitasnya dapat dikenali, biasanya berdasarkan garis keturunan dengan budaya ¸bahasa, keyakinan, perilaku dan bentuk fisik yang sama. Kesukuan adalah faktor mendasar dalam kehidupan manusia, interaksi dan sifat intrinsik dalam suatu kelompok. Penentuan didasarkan pada percampuran suku atau ras seperti “Peranakan” : untuk percampuran ras melayu dan china, ditentukan berdasarkan agamanya, untuk Melayu di Malaysia disebut sebagai Muslim Bumiputera, “the Mestis” untuk perpaduan hispanik dengan bumiputera. Manga Matrix merupakan metode yang dikembangkan oleh Hiroyoshi Tsukamoto, sebuah panduan untuk menggambarkan karakter baru melalui metode matematika. Karakter diurai dalam beberapa unsur. Unsur-unsur yang dibangun disederhanakan dalam bentuk diagram untuk kemudian dijadikan panduan dalam proses pembuatan karakter. Upin Ipin dirilis pada 14 September 2010 di Malaysia, dan diproduseri oleh Les’ Copaque. Upin Ipin tayang di TV9 Malaysia dan Televisi Pendidikan Indonesia/TPI (MNC TV) di Indonesia. Hubungan yang baik antara orang-orang dari beragam budaya (Melayu, China, dan India) tergambar jelas. Karakter Upin Ipin membawa kesan dan pesan, melalui budaya yang berbeda dapat merepresentasikan karakter baik, mendukung kebersamaan dan kesederhanaan dalam perbedaan yang harmonis. Dalam studi ini, peneliti menggunakan etnografi dan analisa Manga Matrix.
ANALISIS VISUAL GAME ARENA OF VALOR SEBAGAI DASAR PENGEMBANGAN KONSEP VISUAL GAME Putra, Ricky Widyananda; Muhdaliha, Benny
Avant Garde Vol 5, No 2 (2017): AVANT GARDE
Publisher : Fakultas Ilmu Komunikasi - Universitas Budi Luhur

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Abstract

In game design, in addition to having a powerful and interesting gameplay concept, creator should pay attention to the visual aspect embodied in the visual design of the game. Visual aspect is so important to attract user to play it, especially in Multiplayer Online Battle Arena (MOBA) genre game. With the support of visual design, users can easily understand and follow the gameplay faster and and surely they can understand the ability of each character with ease. This research tries to study the visual design and characters design of Arena Of Valor game. With visual perception theory and manga matrix theory to gain an understanding of the visual approach and creator considerations in the game visual design. Hopefully this research can be used as the basis reference for further MOBA game development.