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Desain Karakter Webtoon Tokoh Penemu Sains dan Teknologi untuk Remaja Usia 15-18 Tahun
Febriyanti Putri Ruspandi
; Aris Sutejo
; Sri Wulandari
Jurnal Riset Rumpun Seni, Desain dan Media
Vol 5
, No 1
(2026)
The results of the 2022 PISA indicate that science skills and interest in Indonesia are still low. One way to increase interest in science is by introducing inventor figure of science and techonology. However, alternative learning media that are communicative and relevant to adolescents' media consumption habits are needed. Therefore, this study aims to design a character design for an inventor in the field of science and technology for a Webtoon comic as an educational tool for adolescents aged...
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Desain Karakter dalam Buku Cerita Bergambar Giri Gajah
Nuria Lathifatul Qolbi
; Aris Sutejo
; Restu Ismoyo Aji
Jurnal Riset Rumpun Seni, Desain dan Media
Vol 4
, No 2
(2025)
The richness of local legends, such as the legend of Giri Gajah from Gresik, faces the risk of being forgotten due to a lack of visual elements appealing to child audiences, especially those aged 8-10 years old. To revitalize this legend, a picture storybook was designed by creating character designs that could captivate children aged 8-10. This dynamic educational medium is the primary target. The focus of the design lies in the character design, making it the core visual element and narrative...
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Perancangan Desain Karakter Buku Ilustrasi People Pleaser Dalam Dunia Kerja
Eulogize Gracia Putri Manullang
; Restu Ismoyo Aji
; Aris Sutejo
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
This paper discusses the visual design of character designs for an illustrated book that focuses on the problem of people pleasers among employees aged 22-30 years. People pleasers are individuals who tend to please others at the expense of themselves, which in the long term can trigger stress and mental disorders. The results of the study show that many young employees experience a dilemma between meeting other people's expectations and maintaining their own well-being. To convey this problem,...
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DESAIN KARAKTER PION BOARD GAME EDUKASIPAKAIAN ADAT DI INDONESIA
Kanaya Bintang Aulia S
; Aris Sutejo
; Diana Aqidatun Nisa
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
Abstract. Indonesia is an archipelagic country with a rich and diverse cultural heritage, reflected in its traditional clothing from various regions. However, with the advancement of time and the rapid flow of globalization, the younger generation's attention to traditional clothing has declined. A survey of youth aged 19–22 years found that most of them do not fully recognize the types, names, and origins of Indonesian traditional clothing, although they acknowledge the importance of preserving...
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Perancangan Card Game Kue Tradisional Indonesia Untuk Usia 18 – 21 Tahun
Aditya, Naufal Rasyid
; Restu Ismoyo Aji
; Aris Sutejo
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
This research presents the design of a card game titled "Kejutan Manis Nusantara", aimed at introducing traditional Indonesian cakes to Generation Z, particularly those aged 18 to 21, in a fun and interactive way. This game combines education about the richness of Indonesian cuisine with a social experience that strengthens relationships among players. The card game design implements semi-realistic illustrations that clearly depict the cakes, making it easy for players to recognize traditional I...
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