Hanoman's 2D animated character in ramayana wayang story
Keywords:2d animation, education, hanoman, wayang ramayana, youth segmentation
Research in art creation is an effort to preserve traditional arts, especially wayang kulit in the form of character development of the Hanoman character in the Ramayana story through animated 2D media which aims to introduce traditional skills among the younger generation in Surakarta. This research method of art creation uses a qualitative descriptive approach through data sources, including Ramayana puppet shows, literature studies, and competent speakers in the field of puppetry and animation. The stages of analysis from various sources of results from information from both literature reviews and interviews were carried out using an interactive model, where each component of the research includes the stages of data collection, data reduction, presentation, and conclusion drawing. Test the validity of the data using data triangulation techniques, namely triangulation of data sources and triangulation of theories. The locations of designing 2D animated Hanoman characters go through several processes, namely: the Envisioning Phase, the Planning Phase, the Design/Design Stage, the Stabilizing Phase, and the Deploying Phase. The Hanoman character in the Ramayana wayang story collaborates with 2D animation technology as an alternative to introducing wayang characters and educational media that are suitable for the younger generation segmentation.
Ahmadi, A., Sumadi, S., Murfianti, F., & Murwanti, S. (2019, April). The Creation Of Pattern Of Main Characters Of Wayang Beber For Designing Of The Icon Of Pacitan As City Of Tourism. In Proceeding of International Conference on Art, Language, and Culture (pp. 9-16).
Bandem, I. M. (2005). Kekhasan Penelitian Bidang Seni. Jurnal Ekspresi. Institut Seni Indo-nesia Yogyakarta, 15.
Durand, C. X. (1991). The “TOON” project: requirements for a computerized 2D animation system. Computers & graphics, 15(2), 285-293. https://doi.org/10.1016/0097-8493(91)90081-R
Farahani, J., Soltani, P., Rezlescu, C., & Walsh, V. (2020). Assessing decision making using 2D animations in elite academy footballers. In Progress in Brain Research (Vol. 253, pp. 71-85). Elsevier. https://doi.org/10.1016/bs.pbr.2020.06.016
Guizar, V. T., & Panindias, A. N. (2019). Media Promosi Edukasi Sejarah Melalui Perancangan Karakter Visual Singo Ulung Bondowoso. TEXTURE: Art & Culture Journal, 2(1), 74-83.
Kurnianto, A., & Limano, F. (2016, December). Visual representation of character of wayang kulit purwa in the wayang-based games: Case studies of Kurusetra and Mahabarat warrior games. In 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG) (pp. 1-6). IEEE.
Kwon, J. Y., & Lee, I. K. (2011). Cartoon-like stylization for character animation. In 2011 International Symposium on Ubiquitous Virtual Reality (pp. 48-51). IEEE.
Lee, Y. O., Curry, L. E., Fiacco, L., Henes, A., Farrelly, M. C., Nonnemaker, J. M., ... & Walker, M. W. (2019). Peer crowd segmentation for targeting public education campaigns: Hip hop youth and tobacco use. Preventive medicine reports, 14, 100843. https://doi.org/10.1016/j.pmedr.2019.100843
Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. sage.
Nugrahani, F. (2012). Reaktualisasi tembang dolanan Jawa dalam rangka pembentukan karakter bangsa (kajian semiotik).
Pietrobruno, S. (2009). Cultural research and intangible heritage. Culture Unbound: Journal of Current Cultural Research, 1(1), 227-247.
Prilosadoso, B. H., & Rosmiati, A. (2017). Identitas Visual Desa Wisata Batik Cokrokembang Melalui Environment Graphic Design Sebagai Pengembangan Di Kabupaten Pacitan. Acintya Jurnal Penelitian Seni Budaya, 9(1).
Prilosadoso, B. H., Pujiono, B., & Supeni, S. (2020). The Character of the Pacitan Wayang Beber Cartoon as a Cultural Preservation Effortfor Millennial’s Generation. International Journal of Advanced Science and Technology, 29(4), 2517–2522.
Prilosadoso, B. H., Pujiono, B., Supeni, S., & Setyawan, B. W. (2019). Wayang beber animation media as an effort for preserving wayang tradition based on information and technology. In Journal of Physics: Conference Series (Vol. 1339, No. 1, p. 012109). IOP Publishing.
Psacharopoulos, G. (1994). Returns to investment in education: A global update. World development, 22(9), 1325-1343. https://doi.org/10.1016/0305-750X(94)90007-8
Pujiono, B., Prilosadoso, B. H., & Supeni, S. (2020). Alternative Media for the Preservation of Traditional arts Through Collaboration Pop art Style Wayang Pacitan Beber. International Journal of Social Sciences and Humanities, 4(3), 151–159. https://doi.org/doi.org/10.29332/ijssh.v4n3.490 Alternative
Putri, R. O. C. E., Firdausi, N. A., Susetya, B. A., & Prilosadoso, B. H. (2019). Pelestarian Cerita Ramayana Melalui Media Wayang Limbah Kertas Untuk Siswa Sekolah Dasar Di Sukoharjo. Prosiding: Seni, Teknologi, Dan Masyarakat, 2, 245-251.
Rachmadian, A. (2016). Pengaruh Masuknya Budaya Asing Terhadap Pelestarian Kebudayaan Tari Tradisional Wayang Topeng Malangan Di Malang Raya, Jawa Timur. Jurnal Pariwisata Pesona, 1(2).
Robinson, P. B., & Sexton, E. A. (1994). The effect of education and experience on self-employment success. Journal of business Venturing, 9(2), 141-156. https://doi.org/10.1016/0883-9026(94)90006-X
Sutedjo, A., & Prilosadoso, B. H. (2016). Perancangan Desain Permainan Materi Pendidikan Anak Usia Dini Berbasis Wayang Beber. Acintya Jurnal Penelitian Seni Budaya, 8(1).
Sutopo, A. H. (2003). Multimedia interaktif dengan flash. Yogyakarta: Graha Ilmu, 32-48.
Turan, B. (2014). The opinions of teachers on the use of cartoon character in the mathematics lesson. Procedia-Social and Behavioral Sciences, 141, 1386-1391. https://doi.org/10.1016/j.sbspro.2014.05.239
Xiao, L. (2013). Animation trends in education. International Journal of Information and Education Technology, 3(3), 286.
How to Cite
Copyright (c) 2020 International journal of social sciences and humanities
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Articles published in the International Journal of Social Sciences and Humanities (IJSSH) are available under Creative Commons Attribution Non-Commercial No Derivatives Licence (CC BY-NC-ND 4.0). Authors retain copyright in their work and grant IJSSH right of first publication under CC BY-NC-ND 4.0. Users have the right to read, download, copy, distribute, print, search, or link to the full texts of articles in this journal, and to use them for any other lawful purpose.
Articles published in IJSSH can be copied, communicated and shared in their published form for non-commercial purposes provided full attribution is given to the author and the journal. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
This copyright notice applies to articles published in IJSSH volumes 4 onwards. Please read about the copyright notices for previous volumes under Journal History.