Published February 8, 2023 | Version v1
Journal article Open

HANOMAN, THE RAMAYANA WAYANG STORY'S 2-D ENHANCED CHARACTER

  • 1. Faculty Of Art And Design, Institute Seni Indonesia (Isi) Surakarta, Indonesia
  • 2. Faculty Of Art And Performing, Institute Seni Indonesia (Isi) Surakarta, Indonesia

Description

Research in art creation is an effort to preserve traditional arts, particularly wayang kulit, in the form of character development of the Hanoman character in the Ramayana story using animated 2D media. The goal is to teach the younger generation of Surakarta traditional skills. The Ramayana puppet shows, literature studies, and knowledgeable speakers in the field of puppetry and animation serve as data sources for this qualitative descriptive approach to art creation research. Using an interactive model, the stages of data collection, data reduction, presentation, and drawing conclusions for each part of the research were carried out from various sources of information from interviews and literature reviews. Test the legitimacy of the information utilizing information triangulation procedures, in particular triangulation of information sources and triangulation of hypotheses. There are a number of steps involved in designing Hanoman characters for 2D animation, including: the Stabilizing Phase, the Deploying Phase, the Envisioning Phase, the Planning Phase, the Design/Design Stage, and the Envisioning Phase. As an alternative to introducing wayang characters and educational media that are appropriate for the younger generation segmentation, the Hanoman character in the Ramayana wayang story collaborates with 2D animation technology.

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Additional details

Funding

European Commission
SimInSitu - In-silico Development- and Clinical-Trial-Platform for Testing in-situ Tissue Engineered Heart Valves 101017523

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