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Analytics

Budiafosma, Savira Nanda; Budiafosma, Savira Nanda; Daniar, Aninditya; Masnuna, Masnuna

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Tingginya konsumsi makanan instan di kalangan anak-anak sekolah dasar telah menjadi perhatian penting karena potensi risiko kesehatan jangka panjangnya. Penelitian ini bertujuan untuk merancang karakter buku cerita bergambar interaktif sebagai media edukasi bagi anak-anak usia 9–12 tahun untuk memahami bahaya makanan instan dan mengembangkan kebiasaan makan yang sehat. Penelitian ini menggunakan pendekatan metode campuran yang dikombinasikan dengan metodologi desain, termasuk tinjauan pustaka, wawancara dengan guru, ahli gizi, dan ilustrator, dan kuesioner yang disebarkan kepada 114 responden untuk mengidentifikasi kebutuhan pendidikan anak-anak dan preferensi visual. Proses desain melibatkan identifikasi masalah, pengembangan konsep, pembuatan prototipe, dan validasi melalui jajak pendapat audiens. Desain ini menampilkan karakter utama Lala, Lita, Ibu, dan Maskot Perut, dengan ilustrasi kartun digital berwarna cerah. Hasil validasi menunjukkan bahwa karakter dan desain visual selaras dengan minat dan kebutuhan audiens target, menjadikan media ini efektif dalam menyampaikan pesan edukasi dengan cara yang menarik sekaligus memotivasi anak-anak untuk memahami risiko makanan instan.

Adelia Aura Diva Zainanda; Adelia Aura Diva Zainanda; Hersatoto Listiyono

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

A mascot is a character or symbol used to represent a brand, product or company. Mascots aim to create a strong, easily recognizable identity and give a positive impression. The definition of a mascot is very important in relation to the branding carried out by the company. In this article the author wants to design a work about mascot design based on the background of one of the studios in the Semarang city area, namely Viula Studio. VIULA STUDIO wants to strengthen its identity by showing its identity using its own logo and also wants to have its own mascot.

Nathaniela Sabitah Haq; Diana Aqidatun Nisa

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

This community service was carried out in Penanggungan Village, Trawas District, Mojokerto Regency. Penanggungan Village is one of the tourist villages in Mojokerto Regency and one of the tourist attractions owned by Penanggungan Village is Lembah Kecubung Agrotourism. The problem faced by the manager is the lack of a promotion strategy. The solution that can be done is to do branding to help improve the image of Amethyst Valley Agrotourism, one of which is by designing a mascot.

Aimmatus Solikhah; Bayu Setiawan

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

Desa Penanggungan, Kecamatan Trawas, Kabupaten Mojokerto, Provinsi Jawa Timur is a village that has great potential to become a tourist destination because of its beautiful natural scenery. For this reason, the village government and local residents built the Wisata Agro Lembah Kecubung which is still in the development stage. Therefore, as a tourist attraction that has just started and is not yet known to many people, supporting tools are needed to attract public attention to the existence of the Lembah Kecubung, one of which is by using character or mascot designs. This mascot design method begins with data collection through surveys and interviews. Then it continues with the creative process which refers to Brown's design thought theory, including the emphatize, define, ideate, prototype and test stages. The result of this design is an alternative mascot design inspired by the shape of the Javanese Serak owl which is designed using farmer attributes, such as hats, towels and rice scythes.