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Mohammad Ridho'i; Fahmi Abdul Halim; Nimas Dian Fitria; Yasinta Dwi Adinda; Aros Ta’ala

Jurnal Pengabdian Kepada Masyarakat 2026 Pusat Riset dan Inovasi Nasional

This Community Partnership Program (PKM) aims to improve the competence of mathematics teachers at Madrasah Tsanawiyah (MTs) in Lumajang Regency in developing ethnomathematics-based teaching materials integrated with Augmented Reality (AR) technology. This program was initiated due to the minimal use of local culture in mathematics learning and the low ability of teachers to develop innovative teaching materials. The activity was carried out in four main stages: socialization, training, technology application, and mentoring and evaluation. The training included an introduction to the concept of ethnomathematics, the preparation of differentiated teaching materials, and the creation of AR-based learning media using Unity 3D, Blender, Geogebra, and Vuforia. The results of the activity showed an increase in teachers' understanding of the concept of ethnomathematics and their ability to integrate the local cultural values of Lumajang into mathematics learning. In addition, teachers successfully produced contextual AR-based interactive teaching materials in line with the spirit of the Merdeka Curriculum. This activity also strengthened collaboration between lecturers, students, and teachers of the MTs Wilker III Mathematics MGMP and became a model for continuous training in the development of innovative learning media based on local wisdom and digital technology.

Ariz Aprindo Putra; Ali Sadikin; Ahmad Asyhadi

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The rapid development of information technology encourages the use of digital media as an educational tool in the health sector, particularly for pregnant women. One of the problems faced by Klinik Bidan Rima Pondok Meja is the limited use of conventional educational media, such as books and posters, which are considered less attractive and difficult to understand. This study aims to design and develop an Android-based Augmented Reality (AR) application as an educational medium for nutrition and fetal development for pregnant women. The application presents three-dimensional (3D) visualizations of fetal development from week to week, along with information on nutritional needs during pregnancy. The system development method used in this research is the Prototype model, while the Augmented Reality technology applies marker-based tracking. The development tools used include Unity, and Blender 3D. The result of this study is an Android-based AR application prototype that provides interactive and easily understandable information about fetal development and maternal nutrition. This application is expected to increase learning interest and understanding of pregnant women in maintaining a healthy pregnancy at Klinik Bidan Rima Pondok Meja.

Abdulah Rosyidouddin El Islami; Charles De Haan

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Digital animation technology is increasingly advancing, as evidenced by the proliferation of animated films worldwide. This is also true in Indonesia, where the production of animated films has increased significantly due to the improvement and ease of digital animation technology. One of the most important parts of the animation process is the rigging process, which involves creating a skeleton for the character or object so that it can move and appear lifelike. The rigging process in the short animated film "The Relativity Of Reality" tells the story of Rei, a young boy who discovers advanced technology from a secret organization. However, the owner of the technology comes to take it back, leading to a struggle and chase. Rei decides to escape but is cornered and a battle ensues. The characters in the film are animated using rigging techniques, utilizing the Bendy Bone feature in the Blender application. This feature is useful in creating a rigged system for characters and objects. The result of applying rigging with the Bendy Bone feature is that characters move more fluidly, not only in the legs, body, and arms but also in the face. Therefore, the use of bendy bone and facial rigging in characters will make it easier to produce animations. In addition, rigging can also be applied to other moving objects such as cars, skateboards, doors, and cabinets.

Ira Zulfa; Richasanty Septima; Iryana Rezeki; Rayuwati Rayuwati

International Journal of Information Engineering and Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The rapid development of multimedia technology has significantly advanced 3D animation techniques, enabling the production of high-quality visual content across industries such as film, gaming, architecture, and product visualization. Rendering, as the final stage of the 3D production pipeline, plays a crucial role in determining both visual realism and production efficiency. This study compares the performance of three rendering engines—Eevee, Cycles, and Radeon ProRender—by evaluating rendering speed, visual quality, and memory efficiency in Blender. The objective is to provide practical insights for designers and digital content creators in selecting the most suitable rendering engine based on project requirements. In this research, three identical 3D scenes were rendered using each of the three rendering engines under controlled experimental conditions. The comparison was conducted based on several parameters, including rendering time, output file size, shadow accuracy, lighting effects, and overall visual realism. Quantitative measurements were used to evaluate render speed and memory consumption, while qualitative analysis assessed differences in shadow detail, global illumination behavior, reflection accuracy, and material realism. The results indicate that Eevee outperforms the other engines in terms of rendering speed, making it highly suitable for real-time applications and projects requiring fast previews. Cycles produces the highest level of visual realism due to its physically based path-tracing algorithm, although it requires longer rendering time and higher computational resources. Meanwhile, Radeon ProRender demonstrates competitive performance, particularly in shadow quality and lighting effects, offering a balanced alternative between realism and efficiency. Based on the findings, Blender remains a flexible and effective platform. The choice of rendering engine should depend on whether speed, graphic quality, or memory optimization is prioritized.

Muhammad Yafi D; Rusindiyanto Rusindiyanto

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

PT XYZ) is a company which focuses on integrated aquaculture. Operating since 1987, PT XYZ has a fish and shrimp feed factory, fish and shrimp breeding and rearing as well as marine fish food processing and cold storage for local and global markets. At PT XYZ, especially the Quality Control division, there are still ineffective analysis activities, namely piece length analysis. An effort to increase productivity is by designing an automatic cut length analysis machine with the aim of maximizing efficiency and effectiveness. Therefore, the objective function of this research was carried out to design and increase productivity and reduce inefficient activities. From this, it is necessary to design and optimize activities to have a positive impact on the company. This research uses Blender software and the Multimedia Development Life Cycle (MDLC) method which includes concept, design, material collecting, assembly, testing and distribution. The results of this research show that this machine design is very effective and practical for the company and allows the company to improve maximum performance

Yahya Aladdin; Kusnadi Kusnadi; Rifqi Fahrudin

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

A campaign is a method for promoting products, but it does not do so directly. This study aims to create a campaign designed to enhance awareness through engaging video content. Prospective customers will be directed to more detailed product information on the Grand Taman Anggrek Suci website. Therefore, the campaign is designed to be both attractive and brief, to capture attention quickly. The goal is to help boost sales for Grand Taman Anggrek Suci. Additionally, this research focuses on problem-solving with a human-centered approach and requires innovative thinking. The research methodology used is Design Thinking, first introduced by John E. Arnold. The reference book for this research is Design Thinking for Strategic Innovation by Idris Moote (2013). The study utilizes several software tools, including 3D Blender and Adobe Premiere, to ensure the video achieves optimal and desired results. The final deliverables of this research include the Video Campaign and an Instagram account for its publication.

Indah Juwairiyah; Suryaningsih, Suryaningsih; Teguh Setiandika Igiasi

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2024 Pusat Riset dan Inovasi Nasional

Mayoritas masyarakat suku laut adalah nelayan yang memiliki penghasilan tidak menetap. Oleh karena itu, perempuan suku laut di Kampung Panglong ikut berpartisipasi dalam perekonomian keluarga mereka. Salah satunya yaitu dengan produksi usaha industri rumah tangga berupa kerupuk ikan dan ikan asin. Dimana kegiatan ini dulunya hanya untuk dikonsumsi pribadi kini bertransformasi menjadi nilai jual. Adapun tujuan penelitian adalah untuk menjelaskan bagaimana transformasi produksi industri rumah tangga perempuan suku laut di Kampung Panglong, Desa Berakit. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan informan sebanyak 4 orang, serta menggunakan teknik dan alat pengumpulan data berupa wawancara, observasi dan dokumentasi. Penelitian ini menggunakan teori perubahan sosial oleh Atkinson dan Brooten. Hasil penelitian ini bahwa perempuan suku laut di Kampung Panglong yang memiliki usaha produksi industri rumah tangga mengalami sebuah perubahan keadaan yang berbeda dari keadaan sebelumnya. Dimana kegiatan yang awalnya untuk konsumsi pribadi bertransformasi menjadi bentuk yang berbeda dari bentuk sebelumnya yang memiliki nilai jual yaitu usaha produksi industri rumah tangga. Perempuan suku laut di Kampung Panglong dalam proses pembuatan sudah menggunakan alat canggih yaitu blender dalam proses penghalusan ikan.

Rudjiono, Daniel; Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by

Rafli Nur Cahyo; Giondra Jackson

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2023 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The main thing that distinguishes between 2D and 3D animation lies in the quality of the resulting display, namely the appearance of 2D animation that seems flat and the appearance of 3D animation that seems more volume. This study aims to manually apply 2D visual effects as an alternative in making an animated visual effect. The process of uniting a 3D animation combined with 2D animation visual effects that are created manually frame by frame and using Clip Paint Studio and Blender software. The results of this study indicate that the application of 2D animation visual effects in 3D animation is able to display a visual style that resembles 2D animation and does not require computer engine performance that is too heavy, rather than using 3D simulation methods or 3D procedural which requires strong computer resources. It is good to use in making a 3D animation with a visual style of 2D animation.

Muhammad Rofi’ Nur Assidiqi Haryanto; Charles De Haan

Jurnal Riset Rumpun Seni, Desain dan Media 2022 Pusat Riset dan Inovasi Nasional

The main thing that distinguishes between 2D and 3D animation lies in the quality of the resulting display, namely the appearance of 2D animation that seems flat and the appearance of 3D animation that seems more volume. This study aims to manually apply 2D visual effects as an alternative in making an animated visual effect. The process of uniting a 3D animation combined with 2D animation visual effects that are created manually frame by frame and using Clip Paint Studio and Blender software. The results of this study indicate that the application of 2D animation visual effects in 3D animation is able to display a visual style that resembles 2D animation and does not require computer engine performance that is too heavy, rather than using 3D simulation methods or 3D procedural which requires strong computer resources. It is good to use in making a 3D animation with a visual style of 2D animation.

R_Soelistijadi, R_Soelistijadi; Lestariningsih , Endang; Royhans , Agung

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The method of learning the universe at TK Pertiwi Bebengan, Kec. Boja, Kab. Kendal, Central Java is still simple, namely explaining the material by displaying a 2-dimensional still image. This makes students unable to see directly the process of rotation and movement of celestial bodies in the universe. For this reason, it is necessary to create an application that can display the process through 3D animated moving images using Augmented Reality (AR) based technology. The research method used is Prototype, while the architectural design uses UML and software applications using Unity3D, Vuforia, Photoshop CS6 and Blender. The final results of the study are 1) on testing application features made with Unity3D and Vuforia software can run well, 2) on device testing there are 2 out of 4 smartphones that cannot run the application so that a minimum specification of a smartphone is required, 3) on distance testing with a height of 20 cm, it requires the right camera tilt angle, which is between200 to 900. The conclusion of the research is that this application can run well on mobile devices registered in Google's ARCore database and minimum specifications of Android 8.0 Oreo. In addition, it is necessary to pay attention to the right camera tilt angle so that it can display 3D objects.

Hendri Syahputra; Alpi Sahrin

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Gajah Putih University Takengon is a private university located in Central Aceh District, Pegasing District, consisting of several faculties, one of which is the Faculty of Engineering which has one study program, namely Informatics Engineering. In promoting and informing the wider community, the Faculty of Engineering, Gajah Putih University, Takengon uses brochures and website media which the author feels that this method is still lacking in informing because not all facilities can be informed in detail, from this problem the authors conducted research on 3D animation design profile of the Faculty of Engineering, Gajah Putih University, Takengon as a promotional media. The software used in this research is Blender 2.82. In designing the system the author uses the Luther method, the Luther method has six stages, namely concept, design, collecting material, assembly, testing, and distribution.  

Nanik Suhartatik, Muklis Wicaksono &

JITIPARI (Jurnal Ilmiah Teknologi dan Industri Pangan UNISRI) 2017 Universitas Slamet Riyadi Surakarta

Buah semu mete merupakan produk samping dari industri kacang mete. Pada saat musim panen, buah semu mete sangat berpotensi untuk dikembangkan karena belum banyak pengolahan buah semu jambu mete. Pemanfaatan buah semu jambu mete masih terbatas untuk bahan pangan. Salah satu upaya dalam pemanfaatan buah semu jambu mete adalah pembuatan minuman beralkohol. Tujuan penelitian ini adalah untuk peanekaragaman produk olahan buah semu jambu mete menjadi minuman beralkohol sehingga menambah nilai jual buah semu itu sendiri. Penelitian ini menggunakan Rancangan Acak Lengkap (RAL) yang terdiri dari dua faktor. Faktor pertama yaitu variasi ekstraksi (rebus, blender dan juicer) dan faktor kedua yaitu variasi lama fermentasi (10, 14 dan 18 hari). Hasil penelitian menunjukkan bahwa perlakuan terbaik diperoleh dengan mete dengan metode ekstraksi juicer dan lama fermentasi 14 hari paling optimal. Wine buah semu jambu mete tersebut memiliki karakteristik sebagai berikut : kadar alkohol 4.99%, padatan total (total solid) 3.30%, derajat keasaman (pH) 4.49, kadar total asam 0.53%, kadar total fenol 182.25 mg asam galat/mL, warna coklat tajam, rasa yang sedikit asam,aroma alkohol khas, dan disukai oleh panelis.Kata Kunci : Buah Semu Jambu Mete, Ekstraksi, Lama Fermentasi, Wine