Sainsbertek Jurnal Ilmiah Sains & Teknologi https://sainsbertek.machung.ac.id/index.php/sbtek en-US Tue, 24 Mar 2026 23:50:26 +0000 OJS 3.2.1.1 http://blogs.law.harvard.edu/tech/rss 60 PERANCANGAN MUSIC VIDEO TENTANG PENTINGNYA KESADARAN ORANG TUA AKAN DAMPAK KEKERASAN TERHADAP ANAK MELALUI LAGU “A FORTIORI” BERBASIS ANIMASI 3D https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/413 <p><em>Parental violence in parenting patterns is one of the indicators of toxic parenting, which has the potential to disrupt a child’s healthy development. In addition to causing children to become withdrawn, toxic parenting may also lead to Borderline Personality Disorder (BPD), which can result in impulsive behavior in children. The song “A Fortiori” captures this phenomenon through a sequence of intense orchestral music. This study aims to provide “A Fortiori” with a medium that visually represents its implicit meaning to raise parental awareness of the impact of violence on children. The method used in this research is the Multimedia Development Life Cycle (MDLC) with a branching strategy design approach. The result of this study is a main medium in the form of a 3D animated music video with a semi-realistic style, accompanied by supporting media such as keychains, acrylic LED displays, poster designs, leaflets, stickers, vouchers, and a family photo as an iconic object featured in the music video. The distribution of this music video is expected to deliver a message to the public about the importance of parental awareness regarding the impact of violence on children through the song “A Fortiori.”</em></p> Raphael Budi Pradipta, Bintang Pramudya Putra Prasetya, Sultan Arif Rahmadianto Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/413 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN INTELLECTUAL PROPERTY KARAKTER PUTRI AJI BERDARAH PUTIH DALAM GAYA POPKULTUR UNTUK REMAJA DI INDONESIA https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/411 <p><em>The development of intellectual property (IP) plays a strategic role in driving the growth of Indonesia’s innovation based creative industry. Although local IP holds significant potential, its contribution remains behind that of foreign IP, particularly in the animation and creative products sectors. One of the main challenges is the limited integration of local cultural narratives into contemporary media formats that resonate with youth interests. The folk tale “Putri Aji Berdarah Putih” represents an oral cultural heritage from East Kalimantan that has yet to gain widespread recognition due to constraints in documentation and visual representation. This study aims to design an IP character based on the legend of Putri Aji by applying character design and 3D modeling as the primary media. The 3D model is employed to present the character’s visual form concretely (especially in the form of figurines) and is supported by supplementary media such as illustrations and an artbook. This strategy seeks to reintroduce Indonesian folklore through visual approaches that align with the preferences of teenagers, who tend to be attracted to visual content and interactive media</em><em>.</em></p> Keefe Chance Kartika, Aditya Nirwana, Ayyub Anshari Sukmaraga Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/411 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN TELEVISION COMMERICAL (TVC) UNTUK WORKSHOP DETAILING BRO DENGAN TARGET PASAR PEMILIKI MOBIL USIA 24-30 TAHUN DI KOTA MALANG https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/391 <p><em>Car detailing services have seen rapid growth in major cities across Indonesia, including Malang. However, public awareness regarding the aesthetic benefits and importance of detailing as a part of vehicle maintenance remains relatively low. Detailing Bro, a professional car detailing service based in Malang, continues to face challenges in its promotional efforts. Therefore, the objective of this design project is to develop a promotional medium in the form of a television commercial (TVC), targeting car owners aged 24–30 years in the city of Malang. This project employs a qualitative research method, consisting of literature studies, interviews, field observations, and visual documentation. The TVC is designed using a storytelling approach that integrates both educational and promotional elements, delivered through a dynamic and narrative visual style tailored to the characteristics of the target segment. The concept emphasizes vehicle aesthetics, the importance of routine maintenance, and the ease of understanding the car detailing process. The outcome of this project is a TVC presented in two versions: the first with a duration of 1 minute and 5 seconds, and the second with a 30-second runtime. Both outputs are composed as cinematic videos, featuring close-up visuals, fast-paced transitions, and strong, concise narration. In addition to the main output, this project also includes supporting promotional materials such as a diorama, tooned mini-scale models, a desk mat, and posters. These outputs are intended to serve as effective and relevant promotional tools for Detailing Bro while also enhancing public understanding of car detailing services.</em></p> Davindra Kayana Zada Wahyudi, Aditya Nirwana, Ayyub Anshari Sukmaraga Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/391 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN FILM DOKUMENTER SEBAGAI MEDIA KESADARAN BAHAYA BALAP LIAR DI KOTA MALANG https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/399 <p>The documentary film "GASPOL" was designed as a medium for raising awareness to address the phenomenon of illegal street racing in Malang City. This phenomenon is a complex social problem, driven by a lack of awareness among the younger generation about serious risks such as accidents, which in 2023 caused 148 serious injuries and material losses of Rp1.3 billion. The design methodology uses a descriptive qualitative approach through interviews, observation, and a literature review. Data was collected from various parties, including perpetrators, residents, and police. The result is a film with a strong expository narrative and a realistic visual style, designed to reveal the dangers, consequences, and solutions. The film aims to increase empathy and encourage positive behavioral change, making it an effective educational tool in the community.</p> Marcelino Ferdy Kurniawan, Didit Prasetyo Nugroho, Aditya Nirwana Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/399 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN KARAKTER IP 3D YANG MENGADAPTASI SATWA BADAK JAWA UNTUK USIA 18-25 TAHUN https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/396 <p><em>This final project focuses on the design of a 3D character IP inspired by the Javan Rhino, one of Indonesia’s critically endangered species. The goal of this project is to raise awareness of wildlife conservation among the younger generation (ages 18–25) through an engaging and meaningful visual medium. The research methodology combines literature study, comparative analysis, and questionnaires to gather data of the target audience and their perception of fictional animal-based characters. Based on these findings, a biomechanical character named "RS-BJ62: Raksasa" was developed, embodying the archetype of "The Hero" and symbolizing protection and resilience in a dystopian future. The design process involved narrative and visual concept development, exploration of archetypes and silhouettes, 3D modeling using Blender, and documentation through a digital artbook. Various supporting media such as merchandise and promotional visuals were also designed to enhance the character’s potential as an original IP. This project seeks to combine visual creativity with real-world relevance, using character design as a tool for impactful storytelling and conservation awareness</em><em>.</em></p> Hanif Al Ihsan, Sultan Arif Rahmadianto, Ayyub Anshari Sukmaraga Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/396 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN ASET DAN ANIMASI INTERIOR 3D SEBAGAI MEDIA PROMOSI COFFEE SHOP KOVER.CO DI KOTA MALANG https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/398 <p>Penelitian ini bertujuan merancang aset dan animasi interior 3D sebagai media promosi inovatif untuk <em>coffee shop</em> Kover.co di Kota Malang. Di tengah persaingan ketat, promosi konvensional kurang efektif menonjolkan keunikan interior Kover.co. Visualisasi 3D dan animasi dipilih karena kemampuannya menyajikan suasana realistis, imersif, dan mudah dibagikan di <em>platform</em> digital, membangkitkan minat calon pelanggan. Metodologi yang digunakan adalah <em>Multimedia Development Life Cycle</em> (MDLC) yang sistematis (konsep, perancangan, pengumpulan materi, perakitan, pengujian, distribusi). Pengumpulan data melibatkan survei, observasi, dan wawancara, kemudian dianalisis dengan metode deskriptif kualitatif berkerangka 5W+1H. Hasil perancangan mencakup aset logo 3D Kover.co yang dianimasikan 360 derajat dan pemodelan interior kafe berdasarkan denah 2D. Ini meliputi detail furnitur, dekorasi, elemen arsitektur, serta penerapan tekstur dan material realistis menggunakan Blender. Animasi interior dirancang untuk narasi visual imersif , didukung animasi <em>Computer-Generated Imagery</em> (CGI) cangkir kopi Kover.co yang muncul dari <em>billboard</em> untuk penguatan <em>branding</em>. <em>Output</em> proyek ini diharapkan meningkatkan daya tarik visual dan memperkuat posisi merek Kover.co.</p> Yohanes Maria Vianney Briliant Hariyanto, Didit Prasetyo, Aditya Nirwana Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/398 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN BRAND IDENTITY UMKM CITRA RASA SEBAGAI UPAYA DAYA TARIK VISUAL BAGI KONSUMEN DALAM MEMBANGUN BRAND AWARENESS https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/401 <p>UMKM merupakan tonggak pendukung perekonomian. UMKM Citra Rasa merupakan pelaku usaha di bidang makanan dan minuman yang memproduksi berbagai varian permen khas Indonesia. Meskipun memiliki keunggulan dari sisi rasa dan orisinalitas, Citra Rasa menghadapi tantangan dalam hal konsistensi identitas visual merek. Penelitian ini bertujuan merancang <em>brand identity</em> yang kuat dan menarik secara visual untuk membangun <em>brand awareness</em>, khususnya pada konsumen usia 5–35 tahun. Metode yang digunakan adalah pendekatan kualitatif dengan teknik pengumpulan data berupa observasi, wawancara, dan studi literatur. Proses perancangan melibatkan tahapan reposisi nama merek yang awalnya Citra Rasa menjadi Candyluscious, kemudian dilanjutkan analisis brand, identifikasi nilai dan pesan merek, hingga visualisasi dalam bentuk logo, warna, tipografi, kemasan, serta panduan <em>Graphic Standard Manual</em> (<em>GSM</em>) <em>Book</em>. Hasil dari perancangan ini diharapkan dapat membantu Candyluscious meningkatkan daya saing, menciptakan hubungan emosional dengan konsumen, serta memperluas jangkauan pasar melalui identitas merek yang profesional, otentik, dan&nbsp;mudah&nbsp;dikenali.</p> Christian Billy Santoso, Amar Ma’ruf Stya Bakti, Bintang Pramudya Putra Prasetya Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/401 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN VISUAL BACKGROUND 3 DIMENSI DI GPDI LEMBAH DIENG UNTUK MENINGKATKAN ATENSI JEMAAT SAAT BERIBADAH PADA YOUTH GROUP AGE MINISTRY https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/406 <p><span style="font-weight: 400;">Perkembangan teknologi digital mendorong gereja-gereja masa kini untuk menyesuaikan cara penyampaian pesan ibadah agar lebih menarik, khususnya bagi generasi muda. Salah satu media yang mulai banyak digunakan dalam mendukung suasana ibadah adalah </span><em><span style="font-weight: 400;">visual background</span></em><span style="font-weight: 400;">. Namun, di GPdI Lembah Dieng, visual yang digunakan masih terbatas pada konten yang diambil dari internet dan belum menyentuh ranah desain tiga dimensi. Hal ini disebabkan oleh keterbatasan sumber daya manusia yang menguasai desain 3D serta kurangnya perhatian terhadap pentingnya peran visual dalam membangun atmosfer ibadah. Tugas akhir ini bertujuan untuk merancang </span><em><span style="font-weight: 400;">visual background</span></em><span style="font-weight: 400;"> 3D yang dapat meningkatkan atensi jemaat, khususnya pada kelompok ibadah </span><em><span style="font-weight: 400;">Youth Group Age Ministry</span></em><span style="font-weight: 400;">. Perancangan dilakukan melalui proses pengumpulan data seperti observasi, wawancara, studi literatur, dan dokumentasi, serta dianalisis dengan pendekatan 5W+1H. Hasil perancangan berupa visual 3D dinamis yang diproyeksikan melalui </span><em><span style="font-weight: 400;">LED screen</span></em><span style="font-weight: 400;"> gereja, serta media pendukung lainnya dalam bentuk </span><em><span style="font-weight: 400;">merchandise</span></em><span style="font-weight: 400;">.</span></p> <p><span style="font-weight: 400;">Melalui perancangan ini, diharapkan </span><em><span style="font-weight: 400;">visual background</span></em><span style="font-weight: 400;"> 3D dapat memperkuat suasana rohani, meningkatkan fokus jemaat selama ibadah, serta memberikan identitas visual yang lebih kuat bagi kegiatan </span><em><span style="font-weight: 400;">Youth</span></em><span style="font-weight: 400;"> GPdI Lembah Dieng</span></p> Varrell Christian Njotowidjaja, Ayyub Anshari Sukmaraga, Amar Ma’ruf Stya Bakti Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/406 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN UI/UX WEBSITE ARTHA BONSAI DENGAN TUJUAN MEMBANGUN BRAND AWARENESS https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/400 <p><em>Artha Bonsai, a bonsai business with over 35 years of experience and an export market, faces challenges in building global brand awareness due to the lack of an official website. This absence of a digital platform hinders new market reach and consistent brand identity communication. This research aims to design a User Interface (UI) and User Experience (UX) for the Artha Bonsai website capable of building brand awareness by representing the brand identity visually and functionally. The design method used is Design Thinking, which includes the empathize, define, ideate, prototype, and test stages. Data was collected through interviews, observation, surveys, and literature studies, then analyzed using SWOT analysis. The result of this design is a high-fidelity desktop version of the website prototype, which was tested on 10 users and a UI/UX expert. User testing results showed a very good acceptance level with an average score of 4.5 out of 5 , while the expert review provided professional validation and further development suggestions.</em></p> Bayu Andika Putra, Bintang Pramudya Putra Prasetya, Sultan Arif Rahmadianto Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/400 Tue, 24 Mar 2026 00:00:00 +0000 PERANCANGAN BRAND IDENTITY NAIL ART STUDIO PUELLA UNTUK MENINGKATKAN BRAND AWARENESS PADA AUDIENS WANITA 17-25 TAHUN DI KOTA MALANG https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/408 <p>Puella Studio merupakan studio nail art di Kota Malang yang menghadapi tantangan dalam membangun brand awareness di tengah persaingan industri kecantikan yang semakin kompetitif. Penelitian ini bertujuan merancang brand identity sebagai strategi untuk memperkuat citra profesional dan koneksi emosional dengan audiens target, yaitu wanita usia 17–25 tahun. Pendekatan yang digunakan adalah metode Research and Development (R&amp;D) model 4D (Define, Design, Develop, Disseminate) dengan pengumpulan data melalui wawancara, observasi, studi pustaka, dan survei pelanggan. Analisis SWOT digunakan untuk merumuskan strategi branding. Identitas merek yang dihasilkan mencakup logo, warna, tipografi, dan elemen grafis yang disusun dalam Graphic Standard Manual (GSM) berkonsep vintage, merepresentasikan nilai kualitas, kegembiraan, dan kepuasan pelanggan. Luaran perancangan meliputi media promosi digital, cetak, dan merchandise yang bertujuan meningkatkan visibilitas, profesionalisme, dan daya saing Puella Studio di pasar lokal.</p> Dwi Grahito Edhi, Bintang Pramudya Putra Prasetya, Sultan Arif Rahmadianto Copyright (c) 2026 Sainsbertek Jurnal Ilmiah Sains & Teknologi https://creativecommons.org/licenses/by-sa/4.0 https://sainsbertek.machung.ac.id/index.php/sbtek/article/view/408 Tue, 24 Mar 2026 00:00:00 +0000