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Indonesian animation and game has developing and growing very fast, it proved with high amounts of animation and game events held in Indonesia and highly frequency videoclip that using animation for the media played for musics or commercial promos pusposes on the TV. With the power of 238.352.952 ci...

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Main Author: RAYENDRA (NIM : 17304045); Pembimbing : Deny Willy, S.Ds.,MT; Bagus Handoko, S.Sn., M.T., ASWIN
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/18100
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:18100
spelling id-itb.:181002015-04-16T14:32:20Z#TITLE_ALTERNATIVE# RAYENDRA (NIM : 17304045); Pembimbing : Deny Willy, S.Ds.,MT; Bagus Handoko, S.Sn., M.T., ASWIN Indonesia Final Project INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/18100 Indonesian animation and game has developing and growing very fast, it proved with high amounts of animation and game events held in Indonesia and highly frequency videoclip that using animation for the media played for musics or commercial promos pusposes on the TV. With the power of 238.352.952 civilians, Indonesia known as the 4th number on the most numerous civillians country in the world, should be able to use the quantity eminence to explore the human resources on this potential sector, thats because with large amounts of civilians, it can get a large potency of audiences and also get the potency of larger users who use multimedia consoles to play animation and game. On the other way, Bandung plotted as the creative industry city pilot project in Asia. But there are some obstacles over the potencies: the lack of Indonesian animation and game quantities and qualities, 90% animation and movie industries centered in Jakarta, and minimal amount of animation and game education centre in Indonesia. The major obstacles talk about educational concerns and how to improve human resources in the sector. So, we need a facility that can generates human resoures in animation and game sector with using formal education way. The facility named Bandung Animation and Game College. The College <br /> <br /> provides any facility that can be used by collegian for study and research about game and animation, appreciating their artwork to the society and competiting to improve the quality and quantity of animation and game in indirect ways. With the presents of the facility, we hoped that the college can significantly improve the animation and game quality and quantity. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Indonesian animation and game has developing and growing very fast, it proved with high amounts of animation and game events held in Indonesia and highly frequency videoclip that using animation for the media played for musics or commercial promos pusposes on the TV. With the power of 238.352.952 civilians, Indonesia known as the 4th number on the most numerous civillians country in the world, should be able to use the quantity eminence to explore the human resources on this potential sector, thats because with large amounts of civilians, it can get a large potency of audiences and also get the potency of larger users who use multimedia consoles to play animation and game. On the other way, Bandung plotted as the creative industry city pilot project in Asia. But there are some obstacles over the potencies: the lack of Indonesian animation and game quantities and qualities, 90% animation and movie industries centered in Jakarta, and minimal amount of animation and game education centre in Indonesia. The major obstacles talk about educational concerns and how to improve human resources in the sector. So, we need a facility that can generates human resoures in animation and game sector with using formal education way. The facility named Bandung Animation and Game College. The College <br /> <br /> provides any facility that can be used by collegian for study and research about game and animation, appreciating their artwork to the society and competiting to improve the quality and quantity of animation and game in indirect ways. With the presents of the facility, we hoped that the college can significantly improve the animation and game quality and quantity.
format Final Project
author RAYENDRA (NIM : 17304045); Pembimbing : Deny Willy, S.Ds.,MT; Bagus Handoko, S.Sn., M.T., ASWIN
spellingShingle RAYENDRA (NIM : 17304045); Pembimbing : Deny Willy, S.Ds.,MT; Bagus Handoko, S.Sn., M.T., ASWIN
#TITLE_ALTERNATIVE#
author_facet RAYENDRA (NIM : 17304045); Pembimbing : Deny Willy, S.Ds.,MT; Bagus Handoko, S.Sn., M.T., ASWIN
author_sort RAYENDRA (NIM : 17304045); Pembimbing : Deny Willy, S.Ds.,MT; Bagus Handoko, S.Sn., M.T., ASWIN
title #TITLE_ALTERNATIVE#
title_short #TITLE_ALTERNATIVE#
title_full #TITLE_ALTERNATIVE#
title_fullStr #TITLE_ALTERNATIVE#
title_full_unstemmed #TITLE_ALTERNATIVE#
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url https://digilib.itb.ac.id/gdl/view/18100
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