21 research outputs found

    PERANCANGAN MEDIA PROMOSI PARIWISATA KOTA BUKITTINGGI

    No full text
    ABSTRACT Tourism is one of the mainstays in earning foreign exchange for national development. The city of Bukittinggi as one of the tourism cities in Indonesia, has enormous tourism potential, both in terms of nature, social and culture. However, the increase in the volume of tourists to the city of Bukittinggi has not matched what was expected when compared to the time and costs spent. When compared to other areas such as Bali, Bukittinggi is still behind in terms of tourism promotion efforts. For this reason, in the development of tourism promotion in the city of Bukittinggi, one of the solutions offered is through motion graphic animation media. Motion Graphic is a type of graphic animation that uses video recording or animation technology to create the illusion of motion or rotation, and is usually combined with the audio used in multimedia projects. In making this motion graphic, it uses visuals in the form of vector images of several tourist objects in the city of Bukittinggi and typography which is composed and still has a narrative so that the delivery of messages remains strong and informative.The design method used to create this motion graphic is the Random search method. This strategy is the most free strategy in its implementation, whether it is free in sorting the components of the design or the sequence of the exploration stages. Only the final goal of the design is decided at the beginning of the design process. This strategy starts from making briefs, collecting data, analyzing data, prototyping and evaluating. This is emphasized so that the final result can produce a solution in the form of motion graphics animation that can increase the reliability and effectiveness of the promotion and can create dynamic and interactive communication presentations.  ABSTRAK Pariwisata merupakan salah satu andalan dalam perolehan devisa bagi pembangunan nasional. Kota Bukittinggi sebagai salah satu kota pariwisata di Indonesia, memiliki potensi pariwisata yang sangat besar, baik dilihat dari alam, sosial maupun budayanya. Namun peningkatan volume wisatawan ke kota Bukittinggi belum sesuai dengan apa yang diharapkan apabila dibandingkan dengan waktu dan biaya yang telah dikeluarkan. Jika dibandingkan dengan daerah lain seperti Bali, Bukittinggi masih ketinggalan dalam hal usaha promosi wisata. Untuk itu dalam pengembangan promosi pariwisata kota Bukittinggi, salah satu solusi yang ditawarkan adalah melalui media animasi motion graphic. Motion Graphic merupakan sejenis animasi grafis yang menggunakan rekaman video atau teknologi animasi untuk menciptakan ilusi gerak atau rotasi, dan biasanya dikombinasikan dengan audio yang digunakan dalam proyek multimedia. Dalam pembuatan motion graphic ini menggunakan visual berupa gambar vektor dari beberapa objek wisata yang ada di Kota Bukittinggi dan tipografi yang dikomposisikan serta tetap memiliki narasi sehingga penyampaian pesan tetap kuat dan informatif. Metode desain yang digunakan untuk menciptakan motion graphic ini adalah Metode Random search atau pencarian solusi secara acak. Strategi ini merupakan strategi yang paling bebas dalam pelaksanaannya, baik bebas dalam memilah komponen-komponen desain maupun urutan tahap eksplorasi. Yang diputuskan pada awal proses desain hanyalah sasaran akhir desain. Strategi ini di mulai dari pembuatan brief, pengumpulan data, analisis data, prototype serta evaluasi. Hal ini ditekankan agar hasil akhir yang di dapat bisa melahirkan solusi berupa animasi motion graphics yang dapat meningkatkan reabilitas dan keefektifan dari promosi tersebut serta dapat menciptakan presentasi komunikasi yang dinamis dan interaktif.

    PERANCANGAN BUKU POP-UP LEGENDA IKAN SAKTI SUNGAI JANIAH

    No full text
    Dewasa ini eksistensi cerita rakyat legenda yang merupakan salahsatu budaya non benda mulai terlupakan, salah satunya Legenda Ikan Sakti Sungai Janiah. Legenda asal Sumatera Barat ini telah dilupakan oleh masyarakat khususnya di kalangan anak-anak. Jika ditelaah lebih lanjut, Legenda Ikan Sakti Sungai Janiah ini mengandung nilai moral ketaatan, kepatuhan, serta kasih sayang dalam ceritanya yang dapat membentuk pertumbuhan karakter anak. Ketertinggalan cerita legenda ini dapat didukung oleh banyaknya cerita luar yang masuk ke Indonesia dengan menyajikan tampilan yang lebih menarik, sehingga cerita rakyat seperti legenda mulai tertinggal. Hal inilah yang mendasari perancangan buku pop-up ini sebagai media yang tepat untuk mengenalkan kembali cerita legenda yang ada kepada anak. Dalam perancangan ini digunakan sejumlah metode demi terkumpulnya data yang akurat, diantaranya adalah observasi, wawancara, dan studi pustaka yang terkait cerita Legenda Ikan Sakti Sungai Janiah ini, serta terkait mengenai buku pop-up. Tidak hanya mengandalkan media utama, media pendukung juga akan disajikan yang dapat berguna untuk mengenalkan cerita legenda yang akan diceritakan kembali. Tampilan buku pop-up juga dibuat dengan ilustrasi yang menarik dan berdimensi yang dalam setiap bukaannya menamilkan teknik pop-up tersendiri

    DESAIN KOMUNIKASI VISUAL SEBAGAI MEDIA PROMOSI PARIWISATA

    No full text
    ABSTRAK Kota Bukittinggi merupakan salah satu  kota pariwisata yang ada di Indonesia. Letak geografis dan sumber daya alam menjadi aset bagi kota Bukittinggi sebagai kota pariwisata. Hal ini karena banyaknya objek wisata yang menarik, menjadikan kota ini dijuluki sebagai "kota wisata". Ngarai Sianok merupakan salah satu objek wisata alam yang banyak dikunjungi oleh wisatawan  baik itu dari dalam maupun luar negeri, dimana terdapat taman Panorama yang memungkinkan wisatawan untuk melihat keindahan pemandangan Ngarai Sianok tersebut. Pengembangan promosi pariwisata Bukittinggi dalam bentuk animasi, dapat meningkatkan reabilitas komunikasi dan mengatasi keterbatasan waktu dan jarak sehingga apa yang ditampilkan menarik perhatian dan dapat menciptakan presentasi yang dinamis dan interaktif. Animasi juga dapat membuat sesuatu itu memiliki karakter yang unik sehingga mudah diingat dan dikenal, bahkan disukai banyak orang. Melalui animasi, diharapkan meningkatkan kunjungan wisatawan di Bukittinggi. Kata Kunci: Bukittinggi. Pariwisata. Animasi. Media promosi ABSTRACT Bukittinggi is one of tourism city in Indonesia, Geographic location and natural resources become an asset to the city as a tourism Bukittinggi, this is because the number of interesting attractions, make this city dubbed as a "tourist town". Canyon Sianok is one of the natural attractions which are visited by tourists both from within and outside the country, where there are parks Panorama that allows tourists to view the scenic beauty of the canyon Sianok.  Development of tourism promotion Bukittinggi in animated form, can improve communication reliability and overcome the limitations of time and distance so that what is displayed to attract attention and can create dynamic and interactive presentations. Animation can also create something that has a unique character that is easy to remember and is known, even well like, through animation is expected to increase tourist arrivals in Bukittinggi. Key word: Bukittinggi, Tourism, Animation, Medium Promotion

    Perancangan Media Informasi Mengatasi Quarter Life Crisis Dalam Pandangan Islam

    No full text
    Quarter life crisis is an identity crisis resulting from an individual's unpreparedness in the early adulthood phase. Based on surveys and interviews conducted by the author in Padangpanjang City, data was obtained that 63.70% of early adults experienced a quarter life crisis. The design of an illustrated book on overcoming the quarter life crisis from an Islamic perspective aims to provide information about the quarter life crisis in early adults aged 18-25 years. Data collection methods through the process of interviews, questionnaires, and literature studies, design analysis using 5W+1H analysis, and using a semiotic approach.The visual concept of illustrative book design applies a flat design style with vector techniques. The illustrated book contains information about quarter life crises, the causes of quarter life crises, and how to overcome quarter life crises based on Islamic views. The design stages include brainstorming, keywords, sketches, storyline, color study, typography study. The results of designing information media in the form of an illustrated book address the quarter life crisis from an Islamic perspective. Other media mixes include e-books, posters and supporting media such as banners, t-shirts, quote cards, stickers and instagram feeds.

    PERANCANGAN MEDIA PROMOSI KABA12.COM SEBAGAI UPAYA MENGAKTIVASI CITRA PERUSAHAAN

    No full text
     Perancanga ini bertujuan untuk merancang strategi brand aktivasi dalam meningkatkan brand awareness Kaba12.com sebagai media berita online lokal yang ada dikabupaten Agam. Strategi ini guna memaksimalkan aktivitas promosi Kaba12.com sebagai satu-satunya pionir media online lokal khususnya Lubukbasung. Berdasarkan hasil wawancara dengan direktur Kaba12.com yang hasilnya adalah bagaimana meningkatkan awareness kepada masyarakat akan keberadaan media ini. Terbukti berdasarkan hasil kuesioner banyak target sasaran yang belum populernya Kaba12.com sebagai media lokal Kabupaten Agam, hal ini mendukung utnuk dirancangnya brand aktivasi demi meningkatkan brand awareness Kaba12.com. Penulisan Tugas Akhir ini bertujuan menciptakan rancangan media, visual dan strategi kreatif yang tepat untuk Kaba12.com dalam menyampaikan pesannya kepada target audiens. Metode yang dipakai adalah metode penelitan kualitatif, dan melakukan pengumpulan data dan kajian pustaka dari beberapa sumber.

    PERANCANGAN MEDIA EDUKASI INTERAKTIF SELF-DISCLOSURE SEBAGAI UPAYA MEMINIMALISIR TERJADINYA MISUNDERSTANDING

    No full text
    Misunderstanding is at the root of several conflicts faced by adolescents. Errors in understanding messages when communicating make the communication process hampered so that adolescents have difficulty in establishing interpersonal relationships. Efforts to overcome this require interesting and effective creative teaching, one of which is by designing an educational media that can directly train understanding in communication for adolescents through self-disclosure. In Visual Communication Design science, designing creative educational media in an effort to do self-disclosure can be realized through designing board games.There are things that need to be considered so that the design of this work can be a solution according to the needs to be resolved. The process that must be carried out includes data collection through interview questionnaires, as well as analysis using 5W + 1H, so as to create a Board game design, Mascot, Logo, Standee and media mix from the We Card Talk board game design. The results obtained from designing self- disclosure educational media through the We Card Talk board game are interactive, solutive and attractive

    Designing role-based view for object-relational databases

    No full text
    In a federated database system, a view mechanism is crucial since it is used to define exportable subsets of data ; to perform a virtual restructuring d ataset; and to construct the integrated schema. The view service in federated databa se systems must be capable of retaining as much semantic information as possible. The object-oriented ( 0 - 0 ) model was considered the suitable canonical data model since it meets the original criteria for canonical model selection. However, with the emergence of stronger object-relational (0 -R ) model, the re is a clear argument for using an 0 - R canonical model in the federation. Hence, research should now focus on th e development of semantically powerful view mechanism for th e newer model. Meanwhile, the availability of real 0 -R technologies offers researchers the opportunity to develop different forms of view mechanisms. The concept of roles has been widely studied in 0 - 0 modelling and development. The role model represents some characteristics that the traditional 0-0 model lacked, such as object migration, multiple occurrences and context-dependent access. While many forms of 0-0 views were designed for the 0-0 canonical model, one option was to extend the 0-0 model to incorporate a role model. In a role model, the real entity is modelled in the form of a role rather than an object. An object represents the permanent properties of an entity is a root object; and an object represents the temporary properties of an entity is a role object. The contribution of this research is to design a view system that employees the concept of roles for the 0 -R canonical model in a federated database system. In this thesis, an examination of the current 0 -R metamodel is provided first in order to provide an environment for recognising the roleview metadata and measuring the view performance; then a Roleview Definition Language (RDL) is introduced, along with the semantics for defining virtual classes and generating virtua l extents; finally, a working prototype is provided to prove th e role-based view system is implementable and the syntax is semantically correct

    Iowa History and Culture : A Bibliography of Materials Published Between 1952 and 1986, 1989

    No full text
    This bibliography was compiled by two reference librarians, Patricia Dawson and David Hudson with the goal of making it easier of tracking down material on Iowa history and culture. This supplements the Iowa History Reference Guide published in 1952 by William Petersen

    Additional file 1 of Effect of lung ultrasound-guided fluid deresuscitation on duration of ventilation in intensive care unit patients (CONFIDENCE): protocol for a multicentre randomised controlled trial

    No full text
    Additional file 1: Supplement I. Supplemental figure 1. Lung regions used for lung ultrasound examination. A. supine position. Each hemithorax is divided in to six regions: upper and lower parts of the anterior, lateral and posterior chest wall. B: prone position. Each hemithorax is divided in to six regions: upper and lower parts of the posterior, lateral and anterior chest wall. Adapted from Heldeweg et al. with permission of the author (1). Supplement II. Definitions of all endpoints. Supplement III. Standard Protocol Items: Recommendations for Interventional Trials (SPIRIT) 2013 Checklist. Supplement IV. A list of all data collected
    corecore