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HANOMAN, THE RAMAYANA WAYANG STORY'S 2-D ENHANCED CHARACTER

Authors: S H Agung; K. Bagaskoro; N Perdana; L. Santoso; B Panuta;

HANOMAN, THE RAMAYANA WAYANG STORY'S 2-D ENHANCED CHARACTER

Abstract

{"references": ["Ahmadi, A., Sumadi, S., Murfianti, F., & Murwanti, S. (2019, April). The Creation Of Pattern Of Main Characters Of Wayang Beber For Designing Of The Icon Of Pacitan As City Of Tourism. In Proceeding of International Conference on Art, Language, and Culture (pp. 9-16).", "Bandem, I. M. (2005). Kekhasan Penelitian Bidang Seni. Jurnal Ekspresi. Institut Seni Indo-nesia Yogyakarta, 15.", "Durand, C. X. (1991). The \"TOON\" project: requirements for a computerized 2D animation system. Computers & graphics, 15(2), 285-293. https://doi.org/10.1016/0097-8493(91)90081-R", "Farahani, J., Soltani, P., Rezlescu, C., & Walsh, V. (2020). Assessing decision making using 2D animations in elite academy footballers. In Progress in Brain Research (Vol. 253, pp. 71-85). Elsevier. https://doi.org/10.1016/bs.pbr.2020.06.016", "Guizar, V. T., & Panindias, A. N. (2019). Media Promosi Edukasi Sejarah Melalui Perancangan Karakter Visual Singo Ulung Bondowoso. TEXTURE: Art & Culture Journal, 2(1), 74-83.", "Kurnianto, A., & Limano, F. (2016, December). Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games. In 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG) (pp. 1-6). IEEE.", "Kwon, J. Y., & Lee, I. K. (2011). Cartoon-like stylization for character animation. In 2011 International Symposium on Ubiquitous Virtual Reality (pp. 48-51). IEEE", "Lee, Y. O., Curry, L. E., Fiacco, L., Henes, A., Farrelly, M. C., Nonnemaker, J. M., ... & Walker, M. W. (2019). Peer crowd segmentation for targeting public education campaigns: Hip hop youth and tobacco use. Preventive medicine reports, 14, 100843. https://doi.org/10.1016/j.pmedr.2019.100843", "Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. sage", "Nugrahani, F. (2012). Reaktualisasi tembang dolanan Jawa dalam rangka pembentukan karakter bangsa (kajian semiotik).", "Pietrobruno, S. (2009). Cultural research and intangible heritage. Culture Unbound: Journal of Current Cultural Research, 1(1), 227-247", "Prilosadoso, B. H., & Rosmiati, A. (2017). Identitas Visual Desa Wisata Batik Cokrokembang Melalui Environment Graphic Design Sebagai Pengembangan Di Kabupaten Pacitan. Acintya Jurnal Penelitian Seni Budaya, 9(1).", "Prilosadoso, B. H., Pujiono, B., & Supeni, S. (2020). The Character of the Pacitan Wayang Beber Cartoon as a Cultural Preservation Effortfor Millennial's Generation. International Journal of Advanced Science and Technology, 29(4), 2517\u20132522", "Prilosadoso, B. H., Pujiono, B., Supeni, S., & Setyawan, B. W. (2019). Wayang beber animation media as an effort for preserving wayang tradition based on information and technology. In Journal of Physics: Conference Series (Vol. 1339, No. 1, p. 012109). IOP Publishing", "Psacharopoulos, G. (1994). Returns to investment in education: A global update. World development, 22(9), 1325-1343. https://doi.org/10.1016/0305-750X(94)90007-8", "Pujiono, B., Prilosadoso, B. H., & Supeni, S. (2020). Alternative Media for the Preservation of Traditional arts Through Collaboration Pop art Style Wayang Pacitan Beber. International Journal of Social Sciences and Humanities, 4(3), 151\u2013159. https://doi.org/doi.org/10.29332/ijssh.v4n3.490 Alternative", "Putri, R. O. C. E., Firdausi, N. A., Susetya, B. A., & Prilosadoso, B. H. (2019). Pelestarian Cerita Ramayana Melalui Media Wayang Limbah Kertas Untuk Siswa Sekolah Dasar Di Sukoharjo. Prosiding: Seni, Teknologi, Dan Masyarakat, 2, 245-251.", "Rachmadian, A. (2016). Pengaruh Masuknya Budaya Asing Terhadap Pelestarian Kebudayaan Tari Tradisional Wayang Topeng Malangan Di Malang Raya, Jawa Timur. Jurnal Pariwisata Pesona, 1(2).", "Robinson, P. B., & Sexton, E. A. (1994). The effect of education and experience on self-employment success. Journal of business Venturing, 9(2), 141-156. https://doi.org/10.1016/0883-9026(94)90006-X Sutedjo, A., & Prilosadoso, B. H. (2016). Perancangan Desain Permainan Materi Pendidikan Anak Usia Dini", "Berbasis Wayang Beber. Acintya Jurnal Penelitian Seni Budaya, 8(1).", "Sutopo, A. H. (2003). Multimedia interaktif dengan flash. Yogyakarta: Graha Ilmu, 32-48.", "Turan, B. (2014). The opinions of teachers on the use of cartoon character in the mathematics lesson. Procedia- Social and Behavioral Sciences, 141, 1386-1391. https://doi.org/10.1016/j.sbspro.2014.05.239", "Xiao, L. (2013). Animation trends in education. International Journal of Information and Education Technology, 3(3), 286."]}

Research in art creation is an effort to preserve traditional arts, particularly wayang kulit, in the form of character development of the Hanoman character in the Ramayana story using animated 2D media. The goal is to teach the younger generation of Surakarta traditional skills. The Ramayana puppet shows, literature studies, and knowledgeable speakers in the field of puppetry and animation serve as data sources for this qualitative descriptive approach to art creation research. Using an interactive model, the stages of data collection, data reduction, presentation, and drawing conclusions for each part of the research were carried out from various sources of information from interviews and literature reviews. Test the legitimacy of the information utilizing information triangulation procedures, in particular triangulation of information sources and triangulation of hypotheses. There are a number of steps involved in designing Hanoman characters for 2D animation, including: the Stabilizing Phase, the Deploying Phase, the Envisioning Phase, the Planning Phase, the Design/Design Stage, and the Envisioning Phase. As an alternative to introducing wayang characters and educational media that are appropriate for the younger generation segmentation, the Hanoman character in the Ramayana wayang story collaborates with 2D animation technology.

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Keywords

education, Animated 2D, hanoman, Ramayana wayang, Segmentation of youth

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This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
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This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
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