Bachelor of Animation


HEAD OF STUDY PROGRAM

Dr. KHAFIIZH HASTUTI, M.Kom

0686.11.2000.252

WELCOMING SPEECH

Indonesia has now become a promising economic and business market destination for a number of countries in Asia, Europe and America. This is due to the availability of many resources such as land, potential consumers and business opportunities in Indonesia. This strategic position of Indonesia is like an opportunity for Indonesia as an active participant by acting as the main actor not as a land and consumer provider. The development of information technology now makes the economic market move into the creative realm as a more profitable market. In order to improve the nation's economy, the President of the Republic of Indonesia has issued Presidential Instruction Number 6 of 2009 concerning Creative Economy Development in 2009-2015. Many creative economic developments are determined by the development of creative industries in the country. One of the developing creative industries is the world of the Animation industry. This is supported by the large consumption of today's society for animated films, both as entertainment media, advertising media, educational media, and the development of application and game content.

 

To develop a creative economy requires collaboration between various actors who play a role in the creative industry, namely intellectuals (intellectuals), the business world and the government which are fundamental prerequisites. Higher education as one of the places for printing intellectuals is one of the important factors in building the human resources of the Indonesian people who can compete with the human resources of other nations. This is intended as a provision for the Indonesian people to enter the free market of AFTA 2015 where economic and business market competition in the world reaches the level of individual competition without knowing which nation they are from. Competent, creative and professional individuals will easily enter and develop in the vortex of the free market.

 

Seeing the future needs of preparation for a free market, Indonesia must have human resources who are not only able to compete at the individual level. However, it must prepare individuals who are ready to compete in a business organization such as an animation company, not competition between individuals as an animator. So that the role of education that is able to accommodate these needs is a minimum level of education in Applied Bachelor, where individuals will be provided with technical mastery as well as systematic managerial mastery in a business organization. Increasing the qualifications of Indonesian human resources, especially in the field of Animation, will bring Indonesia into a country that many other countries are interested in becoming producers of Animated films, no longer as the target market or consumers of animated films made by other countries.

 

The existence of education in the field of Animation is now increasingly mushrooming both nationally and internationally as mentioned above. Dian Nuswantoro University sees this opportunity as an effort to help develop Indonesian HR in order to be able to compete with other national human resources in the 2015 free market era. Briefing students with independent entrepreneurial skills and mastery of the latest technology and professionals in the field of animation is the target of graduates who will be formed by Dian Nuswantoro University through this animation study program. Dian Nuswantoro's University of Applied Undergraduate Animation Study Program with entrepreneurial characteristics and mastery of Information Technology will develop the ability of its students to produce quality animated works supported by animated film broadcasting facilities (Udinus Campus TV stations) and the ever-increasing field of game animation.

 

With these capabilities, it is hoped that animated production houses in Indonesia will emerge that can produce quality animation that is equivalent to the production of animation in other countries today. Furthermore, as a form of self-service to the community, nation and state, the Animation study program also makes the culture of the nation in the form of preservation of local culture as a supporting material that must be possessed by every graduate in each of his animation works.

 

With the existence of this Applied Animation Bachelor program, Dian Nuswantoro University played a role in economic growth in the field of creative industries in Indonesia.

INFORMATION AND ANNOUNCEMENT

Academic Information
Announcement of Study Program
Academic Calendar

VISION

"To become a world-class animation study program in 2025 with integrity and able to produce skilled graduates, technology and entrepreneurs"

MISSION

Upholding the Three Principles of Higher Education.
Organizing professional and quality education.
Establish cooperation between institutions at national and international levels.


ACCREDITATION

  1. Having theoretical-conceptual knowledge and analytical skills in the field of animation.
  2. Mastering the principles of animation and being able to implement it in making animated films and game animations.
  3. Mastering the basics of designing animations such as imaging, computer graphics techniques, and the latest computer devices in the field of animation.
  4. Mastering the basics of management and animation development in making animated films and game animations.

  1. Animator
    Includes professions as storyboard artists, key animation organizers (Animator keyframes), inbetween animation makers (inbetweener animators), character artists / dwimatra models (2D artists), character artists / tridimensional models (3D artists) , character designer, texture artist, 2D animation animator (2D animator), person in charge of 3D animation movement (3D animator).
  2. Art Director
    Covering the profession as a screenwriter (script writer), animation director (animation director),
  3. Game Animation Artist),
    Including the profession of intermediate game designers (game designers), the game display designer (game interface designer), can also include abilities in the profession animator and art director in the previous number in the application of game animation fields.
  4. Enterpreneur dalam industri kreatif animasi
    Covering the entrepreneurial profession at Animation Company, Production House, and Creative Agency.

Referring to RI Presidential Regulation No. 8 of 2012 concerning the description of the qualification level of the IQF, the qualification of this applied Applied Bachelor study program at level six (6). Graduates are expected to be a technician / animation analyst who has competence in applying, reviewing, designing, utilizing science and technology in solving problems in the field of animation. To achieve these competencies, learning outcomes are needed as follows:

  1. Each graduate of the Applied Animation Bachelor program has the following attitudes:
    • Faith in the Almighty God and good character, and good religious morality.
    • Proud and love the homeland, and have a nationalist soul of nationality and Indonesian citizenship.
    • Insight and have the soul of Pancasila.
    • Having a spirit of independence, struggle and entrepreneurship.
    • Able to work together in teams and have good self-management abilities.
    • High-social, professional and able to apply their useful skills and knowledge to society, nation and country.
    • Respect other people's original and ethical opinions or findings in the profession.
  2. Each graduate of the Applied Animation Bachelor program has the following general abilities:
    • Able to think logically, critically, and innovatively in working in the field of animation in accordance with competency standards.
    • Able to demonstrate independent, quality and measurable performance.
    • Able to study and apply science and technology in the work and arrange it in a work that is beneficial to the wider community.
    • Able to develop themselves and network cooperation in the field of animation and entrepreneurial spirit.
    • Responsible for animation work and able to manage learning independently.
    • Insightful and have mastery of the latest technology in the field of animation.
    • Has a high aesthetic taste and has insight into Indonesian culture, especially the local culture of Indonesia.
  3. Besides the general ability, each graduate of the Applied Animation Bachelor program has special abilities, as follows:
    • Mastering good animation techniques in making animated films and game animations.
    • Have the ability in planning, implementing, and developing animation in the world of work and business.
    • Able to solve problems in the field of animation by giving proposed solutions based on available data.
    • Able to communicate well in the development of collaborative networks in the field of animation as well as outside the field of animation.
  4. Every graduate of the Applied Animation Bachelor program has at least the following knowledge and skills:
    • Having theoretical-conceptual knowledge and analytical skills in the field of animation.
    • Mastering the principles of animation and being able to implement it in making animated films and game animations.
    • Mastering the basics of designing animations such as imaging, computer graphics techniques, and the latest computer devices in the field of animation.
    • Mastering the basics of management and animation development in making animated films and game animations.

ACTIVITIES

ANIMATION AND ONLINE GAMING DEVELOPMENT

Association of Indonesian Animation Studies Program

CINEMATOGRAPHY TRAINING

COLLABORATION WITH JAPAN IN ANIMATION

NATIONAL ACHIEVMENT IN ANIMATION FILM

Semarang Mitigation Ambassador

Training with KEMENPERIN RI

WONOSOBO SCHOOL VISITATION

LECTURER

No Name NIDN Current Education Position
1 KHAMADI, M. Ds0608019001Institut Teknologi BandungAsisten Ahli
2 ALI MUQODDAS, S.Sn, M.Kom0609118901Universitas Dian NuswantoroAsisten Ahli
3 DZUHA HENING YANUARSARI, M.Ds0606018901Universitas Dian Nuswantoro SemarangAsisten Ahli
4Dr. KHAFIIZH HASTUTI, M.Kom0604097902UdinusLektor
5 SUGIYANTO, M.Kom0630047401Universitas Dian NuswantoroLektor
6 NUR ROKHMAN, S.Sn, M.Kom0617058701Udinus SemarangTenaga Pengajar

COURSE

Course Code Course Name T/P SKS Smt Syllabus RPKPS
A17.1B103 PENGANTAR ANIMASI T 2 1 Ada Ada
A17.1B209 Animasi 2D I P 4 2 Ada Ada
A17.1B210 Pemodelan 3D I P 4 2 Ada Ada
A17.1B213 Nirmana TP 4 2 Ada Ada
A17.1B604 Sertifikasi I P 4 6 Ada Ada
A17.1B704 Sertifikasi II P 4 7 Ada Ada

STUDENT'S RESEARCH

Bachelor of Animation Student's research is not available yet.
Please contact Dian Nuswantoro University's Library for more student research

No Graduate’s Name Research Title Graduation Abstract

LECTURER'S RESEARCH

No Research title Chief of the Research Year
1 Pelatihan Desain Batik Dinas Perindustrian Kab. Rembang DZUHA HENING YANUARSARI 2017
2 Pelatihan Pembuatan bahan Ajar Multimedia SDIT Mutiara Hati Lasem Kab. Rembang NUR ROKHMAN 2017
3 Pemanfaatan Animasi Kreatif untuk pembelajaran Inovatif bagi siswa SMK N 7 Semarang ALI MUQODDAS 2017
4 IbM Himpaud Kota Semarang KHAFIIZH HASTUTI 2017
5 IbM Pemanfaatan Desain Grafis, dalam Pembelajaran dan pembuatan Website DZUHA HENING YANUARSARI 2017
6 IbM Pembuatan dan Implementasi Aplikasi Pendataan Penduduk pada Kelurahan Krobokan KHAFIIZH HASTUTI 2017
7 Ibm PKM Pendampingan Kreativitas Produksi VLOG pada Sanggar Tari “Lindu Pawon” dan “Antika Budaya” Semarang KHAFIIZH HASTUTI 2017
8 IbM Dharma Wanita Persatuan Kota Semarang KHAFIIZH HASTUTI 2017
9 Pemanfaatan Animasi Kreatif untuk Pembelajaran Inovatif dalam Semarang Mengajar (Semarang Knowledge Sharing) 2017 ALI MUQODDAS 2017
10 IbM Pelatihan Pemanfaatan VLOG sebagai Sarana Peningkatan Usaha di Sentra Kerajinan Tahu pada Kelurahan Krobokan KHAFIIZH HASTUTI 2017
11 Pelatihan Pembuatan Film Animasi Kota SemarangKegiatan Pembinaan Kemampuan Dan Ketrampilan MasyarakatDi Lingkungan Iht DZUHA HENING YANUARSARI 2017
12 Pelatihan Desain Grafis dan Animasi Kecamatan Banyumanik, Kegiatan Pembinaan Kemampuan dan Ketrampilan Kerja Masyarakat di Lingkungan IHT, Dinas Perindustrian Pemerintah Kota Semarang KHAMADI 2017
13 Pengembangan Metode Pelacakan Objek Berbasis Segmentasi Menggunakan Algoritma FCM NUR ROKHMAN 2017
14 Perancangan Model Wujud Visual Tokoh Pewayangan Dalam Pembentukan Identitas Dan Watak Tokoh Sebagai Acuan Desain Karakter Dalam Karya DKV KHAMADI 2017
15 Pengembangan Smart Virtual Gamelan Learning untuk Pembelajaran Memainkan Indtrumen Gamelan Secara Mandiri KHAFIIZH HASTUTI 2017
16 Tranformasi Mainan Tradisional Warak Ngendog sebagai Upaya Pelestarian Budaya Mainan Tradisional melalui Metode ATUMICS KHAMADI 2017
17 Pengembangan Desain Buku Ilustrasi Sebagai Media Edukasi Berbasis Local Genius Cagar Budaya Kota Semarang DZUHA HENING YANUARSARI 2017
18 Perancangan Game Design Development Adaptasi Permainan Mul-Mulan Ke Dalam Permainan Digital Sebagai Upaya Pelestarian Budaya Permainan Tradisional KHAMADI 2017
19 Kajian efektifitas usability dalam user experience game “belajar huruf angka balita” DZUHA HENING YANUARSARI 2017
20 Efektifitas Terpaan Iklan Layanan Masyarakat Melalui Media Videotron Di Kawasan Tugumuda Semarang DZUHA HENING YANUARSARI 2017
21 RULE-BASED EXPERT SYSTEMS UNTUK KOMPOSISI MUSIK GAMELAN JAWA KHAFIIZH HASTUTI 2017
22 PERANCANGAN GAME DESIGN DEVELOPMENT ADAPTASI PERMAINAN MUL-MULAN KE DALAM PERMAINAN DIGITAL SEBAGAI UPAYA PELESTARIAN BUDAYA PERMAINAN TRADISIONAL KHAMADI 2017
23 Prototipe Pemodelan Sebagai Konsep Rujukan Untuk Desain Dan Konten Mall Daring Menggunakan Metode Anova DZUHA HENING YANUARSARI 2016
24 IbM Branding Produk Pada Kemasan Usaha Tempe Bapak Slamet Di Desa Krobokan Semarang DZUHA HENING YANUARSARI 2016
25 IbM Kecamatan Banyubiru Pelatihan IT untuk Peningkatan Kompetensi Perangkat Desa KHAFIIZH HASTUTI 2016
26 IbM Pelatihan Desain Kemasan Produk dan Pembuatan Media Promosi dan Pemasaran Online pada Kube Ash-Shidiqqy dan PIK Abdussalam Jepara SUGIYANTO 2016
27 IbM Aplikasi Perkantoran Bagi Guru MI Kebonharjo Semarang DZUHA HENING YANUARSARI 2016
28 IbM Pendampingan Pengembangan Pemasaran Gamelan Secara Global Menggunakan Aplikasi Bergerak pada Sanggar “Amerta Laksita” dan “Gamelan Ndhelik’ Semarang KHAFIIZH HASTUTI 2016
29 IbM Program Pendampingan Pengembngan E-commerce menuju kemandirian manajemen pemasaran online dan perluasan pasar bagi pengrajin tas “Lestari” dan “Berjaya” Semarang KHAFIIZH HASTUTI 2016
30 Smart Virtual Gamelan Orchestra untuk Memainkan Musik Gamelan secara Otomatis Berbasis Pengenalan Notasi KHAFIIZH HASTUTI 2016
31 Purwarupa (Prototype) Komik Interaktif Sebagai Sarana Kampanye Safety Riding Melalui Pendekatan Digital Storytelling DZUHA HENING YANUARSARI 2016
32 Model Adaptasi Permainan Macanan Ke Dalam Perancangan Permainan Digital Sebagai Upaya Pelestarian Budaya Permainan Tradisional KHAMADI 2016
33 Analisis Penerapan Teknologi Multimedia Untuk Pentas Wayang Orang Ramayana Sebagai Upaya Meningkatkan Minat Generasi Muda Dalam Pelestarian Budaya di Kota Surakarta SUGIYANTO 2016
34 Identifikasi Pola Melodi Musik Gamelan Berbasis Hubungan Asosiasi Antar Pasangan Notasi dan Gatra KHAFIIZH HASTUTI 2016
35 Aplikasi Recommender Pasangan Notasi untuk Komposisi Gending Lancaran KHAFIIZH HASTUTI 2016
36 Karakter Tampilan Luar atau Fasad Bangunan Ikonik Kota sebagai Acuan Visual untuk Alternatif Desain Identitas NUR ROKHMAN 2016
37 Perancangan Model Wujud Visual Tokoh Pewayangan Dalam Pembentukan Identitas Dan Watak Tokoh Sebagai Acuan Desain Karakter Dalam Karya DKV KHAMADI 2016
38 MODEL ADAPTASI PERMAINAN MACANAN KE DALAM PERANCANGAN PERMAINAN DIGITAL SEBAGAI UPAYA PELESTARIAN BUDAYA PERMAINAN TRADISIONAL KHAMADI 2015
39 IbM Pelatihan Multimedia Untuk Meningkatkan Kualitas Softskill Bagi Siswa SMK Kyai Ageng Giri KHAMADI 2015
40 Sistem Informasi Pengelolaan Dokumen Tangible Cultural Hetitage KHAFIIZH HASTUTI 2014
41 SISTEM INFORMASI PENGELOLAAN DOKUMEN TANGIBLE CULTURAL HERITAGE KHAFIIZH HASTUTI 2014
42 IbM Kelurahan Kembangarum Semarang Dalam Memanfaatkan Internet Yang Aman, Sehat dan Berbudaya KHAFIIZH HASTUTI 2014
43 IbM Madrasah Aliyah (MA) Al Ashor Gunungpati Semarang SUGIYANTO 2014
44 Komparasi Algoritma Klasi1asi Data Mining Untuk Prediksi Mahasiswa Non Aktif KHAFIIZH HASTUTI 2013
45 PURWARUPA TANGIBLE CULTURAL HERITAGE DOCUMENTATION BERBASIS DATABASE MULTIMEDIA KHAFIIZH HASTUTI 2013
46 Komparasi Algoritma Klasifikasi Data Mining Untuk Prediksi Mahasiswa Non Aktif KHAFIIZH HASTUTI 2013
47 PKM Pendampingan Kreatifitas Produksi FLOG pada Sanggar Tari " Lindu Panon" dan " Antika Budaya" Semarang KHAFIIZH HASTUTI
48 PENGEMBANGAN DESAIN BUKU ILUSTRASI SEBAGAI MEDIA EDUKASI BERBASIS LOCAL GENIUS CAGAR BUDAYA KOTA SEMARANG DZUHA HENING YANUARSARI
49  PROTOTIPE DIORAMA CAGAR BUDAYA TUGU MUDA SEMARANG SEBAGAI REFERENSI KOMUNIKASI GRAFIS BAHASA RUPA ANAK  DZUHA HENING YANUARSARI
50 Peningkatan Kompetensi Guru Bina Insani dalam Membuat Visualisasi Bahan Ajar Sesuai Materi Pelajaran SUGIYANTO
51 Sistem Rekomendasi Penentuan Jurusan Kuliah Berbasis Profil dan Minat Siswa untuk Mengantisipasi Kesalahan Pemilihan Jurusan Calon Mahasiswa Baru KHAFIIZH HASTUTI
52 Sistem Rekomendasi Penentuan Jurusan Kuliah Berbasis Profil dan Minat Siswa untuk Mengantisipasi Kesalahan Pemilihan Jurusan Calon Mahasiswa Baru KHAFIIZH HASTUTI

ANIMATION WORK

KUISIONER

Visi Misi Animasi


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