UNIVERSITAS BINA NUSANTARA _________________________________________________________________
School of Design Visual Communication Design Animation Program Skripsi Sarjana Desain Komunikasi Visual Semester Genap 2014/2015
PERANCANGAN KOMUNIKASI VISUAL E-LEARNING “JAPANESE MYTHOLOGY” Wilson Yudistyra 1501148500
Abstract The purpose of this visual communication design research is how to know japan's liteatutre
and provide new knowledges about a foreign country then
introduce Japan mythology and mindset of japanese people. And how to make this animated education can attractive to Japanese fans and society. To conduct this study, the author used research methods by collecting data, study design, doing an observation, and interview. The story or the synopsis of this E-Learning is learning about the term and the unique japanese mythology that is very diffrerent from indonesian.
Key Words : E-Learning, Education, Japan, Culture
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Abstrak Tujuan penilitan dalam perancangan komunikasi visual ini adalah yaitu mengenalkan budaya jepang yang dan memberikan pengetahuan baru tentang negri asing dan memperkenalkan mythology nya dan pola pikir nya orang jepang yang tidak banyak orang indonesia ketahui. Dan bagaimana agar E-Learning ini menarik di mata penggemar jepang dan masyarakat. Untuk membuat perancangan ini, penulis menggunakan metode penelitian dengan cara mengumpulkan data, studi desain, obsevasi dan interview. Cerita atau sinopsis dari E- Learning ini adalah pembelajaran mengenai istilah dan mythology jepang yang unik yang berbeda dengan negara indonesia. Kata Kunci : E-Learning, Edukasi, Jepang, Budaya,
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KATA PENGANTAR
Segala hormat dan syukur penulis sampaikan pertama-tama kepada Tuhan Yang Maha Esa, karena berkat Tuhan, maka Tugas Akhir “JAPANESE MYTHOLOGY” dapat selesai tepat waktu sebagai syarat kelulusan Strata-1 di Universitas Bina Nusantara. Banyak manfaat yang telah penulis dapatkan dari proses pengerjaan Proyek Tugas Akhir ini. Selama menjalani Proyek Tugas akhir, penulis banyak mendapatkan masukan- masukan dari berbagai pihak dan pengalaman yang sangat berharga, baik itu berupa kejatuhan, dan kebangkitan dari kejatuhan. Begitu banyak orang-orang yang berpengaruh dalam proses perancangan karya ini. Baik dalam memberikan masukan dan kritik sehingga tugas akhir ini dapat selesai dengan baik.
Ucapan terima kasih yang sebesar-besarnya penulis ucapkan kepada :
1. Tuhan Yang Maha Esa 2. Bapak Arif Prijono Susilo Ahmad, S. Sn selaku Head of School 3. Bapak Dermawan Syamsuddin, S. Sn selaku Head of Animation 4. Ibu Devi Kurniawati Homan, S. Sn selaku Deputy Head of Animation 5. Bapak Kadek Satria Adidharma S.T., M.Des selaku Dosen Pembimbing 6. Bapak Ardiyan, S.Sn. selaku Dosen Pendamping 7. Teman-teman 8. Semua pihak lain yang telah membantu baik secara langsung maupun tidak langsung dalam terlakasananya Tugas Akhir ini
Tak ada gading yang tak retak, begitu pula dengan isi laporan ini yang tentunya belum sempurna. Oleh karena itu penulis mohon maaf apabila dalam laporan ini terdapat kesalahan dalam penulisan nama atau kata-kata yang tidak sengaja dapat menyinggung hati pembaca Jakarta, 10 Juni 2015
Penulis Wilson Yudistyra viii
DAFTAR ISI
Halaman Judul Luar ............................................................................................ i Halaman Judul Dalam ........................................................................................ii Halaman Persetujuan Dosen Pembimbing .........................................................iii Halaman Persetujuan Dosen Penguji ................................................................. iv Halaman Persetujuan Persetujuan Publikasi LTA ............................................... v Abstrak ............................................................................................................. vi Kata Pengantar ................................................................................................ viii Daftar Isi ........................................................................................................... ix Daftar Gambar ................................................................................................. xii Daftar Tabel .................................................................................................... xiv BAB 1 PENDAHULUAN................................................................................. 1 1.1 Latar Belakang.................................................................................. 1 1.2 Ruang Lingkup Proyek ..................................................................... 1 BAB 2 LANDASAN TEORI DAN DATA....................................................... 3 2.1 Tinjauan Perancangan ....................................................................... 3 2.1.1 Liteature Buku ........................................................................ 3 2.1.2 Artikel..................................................................................... 3 2.2 Tinjauan Teori .................................................................................. 3 2.2.1 Jepang ..................................................................................... 3 2.2.2 Sejarah Tradisi Shinto ............................................................. 4 2.2.3 Data Pendukung ...................................................................... 6 2.2.4 Sypnopsis ................................................................................ 8 ix
2.3 Animasi Edukasi / E-Learning ....................................................... 13 2.4 Prinsip Dasar Animasi .................................................................... 14 2.5 Prinsip Desain................................................................................. 19 2.6 Teori Komposisi ............................................................................. 22 2.7 Teori Warna.................................................................................... 22 2.8 Data referensi ................................................................................. 23 2.9 Analisa ........................................................................................... 25 2.9.1 S.W.O.T ................................................................................ 25 BAB 3 TUJUAN DAN MANFAAT ............................................................... 27 3.1 Identifikasi Masalah ........................................................................ 27 3.2 Rumusan Masalah .......................................................................... 27 3.3 Tujuan Desain ................................................................................ 27 BAB 4 KONSEP DESAIN ............................................................................. 29 4.1 Strategi Komunikasi ....................................................................... 29 4.1.1 Fakta Kunci........................................................................... 29 4.1.2 Hal-hal yang di komunikasikan ............................................. 29 4.1.3 Premise ................................................................................. 29 4.1.4 Penetapan Judul dan Durasi................................................... 29 4.1.5 Ringkasan Cerita ................................................................... 29 4.1.6 Teori E-learning.................................................................... 31 4.1.7 Teori Narasi .......................................................................... 31 4.1.8 Teori Warna .......................................................................... 32 4.2 Strategi Kreatif ............................................................................... 32 x
4.3 Script & Naskah ............................................................................. 34 4.3 Strategi Desain ............................................................................... 38 4.3.1 Visual Style ........................................................................... 38 4.3.2 Mood Style ............................................................................ 41 BAB 5 KONSEP DESAIN ............................................................................. 45 5.1 Desain Judul ................................................................................... 45 5.2 Visualisasi Karakter........................................................................ 45 5.3 Visualisasi Enviroment ................................................................... 46 5.4 Hasil Visual .................................................................................... 48 5.5 Poster ............................................................................................. 49 BAB 6 KONSEP DESAIN ............................................................................. 51 6.1 Simpulan ........................................................................................ 51 6.2 Saran .............................................................................................. 51 DAFTAR PUSTAKA ..................................................................................... 53 RIWAYAT HIDUP LAMPIRAN SURAT SURVEY
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DAFTAR GAMBAR
Gambar 2.0 Bendera Jepang ............................................................................... 4 Gambar 2.1 Percentage Survey .......................................................................... 6 Gambar 2.2 Peta Pulau ....................................................................................... 7 Gambar 2.3 Batu Izanagi .................................................................................... 8 Gambar 2.4 Kitsune ......................................................................................... 10 Gambar 2.5 Daruma ........................................................................................ 11 Gambar 2.6 Kappa ........................................................................................... 13 Gambar 2.7 Referensi Style .............................................................................. 24 Gambar 2.8 Referensi Karakter ........................................................................ 25 Gambar 4.0 Referensi Style .............................................................................. 38 Gambar 4.1 Referensi Gerakan ........................................................................ 39 Gambar 4.2 Referensi Asset ............................................................................. 39 Gambar 4.3 Referensi Asset ............................................................................. 40 Gambar 4.4 Referensi Peta ............................................................................... 40 Gambar 4.5 Referensi Mood ............................................................................ 41 Gambar 4.6 Referensi Buku ............................................................................. 42 Gambar 5.0 Judul ............................................................................................. 43 Gambar 5.1 Izanagi dan Izanami ...................................................................... 44 Gambar 5.2 Opening Scene .............................................................................. 45 Gambar 5.3 Background .................................................................................. 45 Gambar 5.4 Scene Story ................................................................................... 45 Gambar 5.5 Scene Gerbang .............................................................................. 46 xii
Gambar 5.6 Visualisasi Scene yang telah jadi ................................................... 47 Gambar 5.7 Desain Poster ................................................................................ 48
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DAFTAR TABEL
Tabel 4.0 Naskah ............................................................................................. 35
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