2 research outputs found
Perancangan Video Klip Berbasis Animasi 2D Lagu yang Berjudul Keroncong Dansa dari Band Kos Atos.
RINGKASANRahman, Arisona. 2018. Perancangan Video Klip Berbasis Animasi 2D Lagu yang Berjudul Keroncong Dansa dari Band Kos Atos. Tugas Akhir, Program Studi D3 Game Animasi, Jurusan Seni dan Desain FS Universitas Negeri Malang. Pembimbimg: (I) Moch. Abdul Rohman, S.Sn.,M.Sn.Kata kunci: Perancangan, Video Klip, Animasi 2D.Perancangan ini dibuat menggunakan metode perancangan yang bersifat prosedural yang menerangkan langkah-langkah yang dilakukan untuk menghasilkan sebuah produk. Data yang dipakai sebagai acuan berupa data-data yang bersumber dari buku, internet, dan wawancara di lapangan.Hasil dari perancangan ini adalah sebuah video klip berbasis animasi 2D berdurasi 4 menit 36 detik lagu Keroncong Dansa dari Band Kos Atos yang dapat meningkatkan popularitas band Kos Atos.Tujuan dari disusunya perancangan Video Klip berbasis Animasi 2D lagu Keroncong Dansa dari Band Kos Atos ini adalah menghasilkan sebuah video klip berupa video berbasis animasi 2D yang nanti bisa menambah keunikan dari sebuah video klip dan lebih mengangkat potensi dari band Kos Atos
Telling interactive stories: A practice-based investigation into new media interactive storytelling
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Telling Interactive Stories is a practice-based thesis, which theoretically and practically probes the field of digital fictional interactive storytelling. The submission takes the form of the interactive cinema installation Crossed Lines
together with a written element of the thesis which interrogates historical, contextual, theoretical, technical and critical aspects of the field of interactive narrative using new media. Crossed Lines is an original fictional interactive AV piece, amalgamating multiform plots, a multi-screen viewing environment, an
interactive interface and an interactive story navigation form. The installation tells the stories of nine characters in a way that the viewer can constantly explore and switch between all nine forms, using a telephone keypad and handset as an interface, and can simultaneously observe all characters’ presence between the
nine remote locations. Several research methodologies are utilised to analyse and
evaluate the installation. Quantitative methodologies include the use of user tracking systems where the computational output of the installation provides measurements and timings of user choices and behaviours. Qualitative
methodologies include theoretical and visual analysis, and in depth analysis of user responses using interviews, questionnaires, video recordings and cuttingedge eye-tracking technologies
