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Sugiarto, Sugiarto; Santi Widiastuti

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Main Objective: The objective of this research is to complete the exciting and fictive effects of each color and lighting type when practiced in 3D animation setting. In addition, this research also proposes several lighting design recommendations in 3D animation. Background problem: The main sense for the advance of animated films is cinematic lighting effects. Various techniques and approaches have been planned to create lighting effects, but how these effects affect the viewer’s sentimental sense and especially the storytelling practice is not understood. Novelty: The results of the emotional effects of lighting styles show that these effects are not shown in an imposing aspect, which means, not all lighting style affects the feelings on each scale. In this study, several differences were found in several color scales with different cinematic meanings. Research Method: The research method used is quantitative and subjective data analysis adopting a qualitative grounded theory coding with several animated video scenes developed with various colors and low and high-key statistical lighting designs to analyze and measure the effects of different lighting designs. Finding/Result: The finding of this study indicate that cinematic lighting influences the emotional impact of scenes and stories in plan. Conclusion: This study also confirms the current lighting approach, according to the result of this study, it brings guidance on how certain lighting and color techniques can be adopted to influence the audience in 3D animation about feelings and story perception Keywords: Cinematic Lighting, 3D animation, Emotional Storytelling

Andik Prakasa Hadi; Fandy Achmad Faizal

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Smartphone retail sales in Indonesia are currently growing very rapidly. Point of Sales Material (POSM) is used to provide information about products to consumers, using displays to stimulate impulsive buying behavior. This study designed a 3D planogram visual media, which can visualize real-time with text, images, and videos. Media that has been developed by researchers is in the very good category with a percentage of 78% for the promoter segment that is more than 1 year and 77% for the new promoter segment who has worked at Samsung retail for less than 1 year. From the results of experalidation and user validation, for the aspect of video visualization and the 3D planogram module that has been developed, the category average AB score is 81-85. The display arrangement process can be done more quickly and precisely because the understanding of the planogram increases.

Nur Budi Nugraha; Soni fajar Mahmud

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways

Wibowo, Tony; Wibowo, Tony; Kelfia Limanda

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Video games with strong narratives are getting popularity among video game developers. There are a number of games that were developed with world issues as the narrative. This research was conducted to prove whether a video games have a potential to be a media for education on world issues. This research was conducted by exposing video games through game play video of Detroit Become Human video game to 27 respondents who are not familiar with said video game for 22 days and submit their report about their experience through online questionnaire. The study was tested by comparing the respondents' views on the world's issues before and after the respondents exposed to the video and codifying their responses in order to quantify the responses received. The results of the study prove that the consensus agrees that video games have the potential to be a media for education on world issues. Apart from that, it was also found that video games were able to educate players in the long term but not significant in the short term.

Irmade, Oka; Widjanarko, Paulus

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

Tujuan yang hendak dicapai dari program pengabdian ini adalah memberikan pemahaman dan keterampilan membuat media pembelajaran VideoScribe yang di aplikasikan dalam proses pembelajaran. Metode pelaksanaan pengabdian meliputi: (1) metode pendekatan yang dilakukan mulai tahap survei, perijinan, dan pemberian motivasi bagi guru yang akan mengikuti pelatihan (2) metode pelaksanaan program, meliputi tahap pendahuluan, tahap sosialisasi dan audiensi, tahap pelaksanaan, serta tahap evaluasi akhir. Hasil dalam kegiatan ini adalah 8 guru telah dapat membuat media pembelajaran VideoScribe dan hasil ini sesuai target yaitu 100% dapat membuat media VideoScribe. Luaran yang dihasilkan berupa Produk media VideoScribe pada materi tertentu dan publikasi artikel pengabdian dalam jurnal ilmiah.

Soegiarto, Asep; Rizki, Menati Fajar

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

AbstractCikiwul is a village located in Bantargebang district. Where the Bantargebang location is a final waste collection site which is the main disposal site for around 6,500 tons of waste per day from all over Jakarta. Plastic bag waste is a serious enemy for environmental sustainability. The difficulty in breaking down makes plastic waste need proper handling so that it does not accumulate. One way is to do an ecobrick. Ecobrik is a plastic waste management method that is very easy for everyone to do and has a very high impact on environmental conservation. We do community service by disseminating the benefits of ecobricks, as well as providing training on how to do ecobricks together with Cikiwul residents. Training using the zoom platform, adapting to current conditions, activities are carried out by discussing and providing training videos on how to make ecobricks. It is hoped that this activity can reduce plastic waste, which its usefulness can be maximized into new objects that have useful values.AbstrakCikiwul merupakan salah satu kelurahan yang berada pada kecamatan Bantargebang. Di mana lokasi Bantargebang merupakan tempat penampungan sampah akhir yang menjadi tempat utama pembuangan sekitar 6.500 ton sampah per hari dari seluruh wilayah Jakarta. Sampah kantong plastik menjadi musuh serius bagi kelestarian lingkungan hidup. Kesulitan dalam terurai, menjadikan sampah plastik perlu penanganan yang tepat agar tidak semakin menumpuk. Salah satu caranya adalah dengan melakukan ecobrick. Ecobrik merupakan metode pengelolaan sampah plastik yang sangat mudah dilakukan setiap orang dan sangat tinggi pengaruhnya bagi pelestarian lingkungan. Pengabdian masyarakat yang kami lakukan dengan mensosialisasikan manfaat ecobrick, serta memberi pelatihan cara melakukan ecobrick bersama dengan warga Cikiwul. Pelatihan menggunakan platform zoom, menyesuaikan dengan keadaan saat ini, kegiatan dilakukan dengan berdiskusi dan memberikan video pelatihan cara pembuatan ecobrick. Diharapkan dengan adanya kegiatan ini, dapat mengurangi sampah plastik, yang dimaksimalkan kegunaannya menjadi benda baru yang memiliki nilai guna.Â

Fadhlianto, Ibnu

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of this study was to identify Vertebrate animals of the Mammal class, order artiodactyla, family Cervidae in the Jurug Surakarta taru Animal Park, develop interactive video media as a result of identification of vetebrata animals into learning media, know the quality of interactive video media based on assessment by material experts, media experts and biology teachers, and applications in learning. The research method uses an observation method by making direct observations of vertebrate species. The instrument for assessing the quality of interactive video media is based on material aspects and presentation aspects, with a qualitative descriptive analysis design. The results of this study indicate that in Taru Jurug Animal Park Surakarta there are 3 species of animals namely Cervus unicolor, Cervus timorensis, Axis-axis and all three have been identified. Research on the identification of vertebrate animals, especially the mammalian class, order artiodactyla, and the cervidae family can be used for the preparation of interactive video media with material on Biodiversity at the level of genes and species. The quality of interactive video media in terms of material aspects, presentation, and language. Assessment of material experts obtained a percentage of 90.9% so that it was categorized as very valid, media experts obtained a percentage of 88.5% so it was categorized as very valid, biology teacher Veteran 1 Sukoharjo High School obtained a percentage of 92.5% so it was categorized as very valid and biology teacher Nguter 1 Public High School obtained a percentage of 97.5% so it is categorized as very valid. Based on this, it can be concluded that this interactive video media is worthy of being used by teachers as one of the learning media about Biodiversity at the level of genes and species.

Andik Prakasa Hadi; Faiz Abdul Rokhman

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Pondok Pesantren is a non-formal institution that is engaged in religious education. Pesantren is one of the places of education and preaching that is required to be able to provide information about Islam to the wider community. Easy access to information and communication, can be used to introduce pesantren to the public. Promotion using video profiles, brochures and banners has not been able to provide as much information as possible to the public, causing the pesantren to be less well known to the public. This research, in general, aims to promote and provide the widest possible information about Pondok Pesantren Addainuriyah 2 and its activities to the public through the website. In particular, it makes it easy for the public to access information and communicate intensively with administrators of the Addainuriyah 2 Semarang Islamic boarding school. The research method in this study is based on the suitability and type of research, using the Research and Development (R&D) method. R&D in education is often called research-based development. As a result of this research, the implementation of the website as a media of promotion and information in the Addainuriyah 2 Semarang Islamic boarding school, can provide a lot of information to the public, and as a means of communication between the general public and administrators of Pondok Pesantren Addainuriyah 2 Semarang.

Damayanti, Christy; Murdani, Andika Drajat

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

The digital age encourages the flow of information to move quickly and shift the pattern of international relations. This has influenced the development of the total diplomacy scheme in supporting the achievement of Indonesia's diplomacy goals. In this program, we take international relations students of Slamet Riyadi University as activity partners.International Relations students should be able to engage in total diplomacy positively. They will be provided with digital intelligence according to the positive character of the nation is needed, so that they are able to contribute in growing Indonesia's positive image in the international eyes. This community service program would like to support Indonesia's efforts to collaborate digital media in a total diplomacy scheme with student youth agents, through "Strengthening Youth Digital Intelligence as a Form of Its Contribution to Indonesian Total Diplomacy." They were given socialization, training and assistance in creating content related to diplomacy. The series of activities lasted for six months, starting from the exploration to the distribution of video content made by them which was adjusted to the Indonesian diplomacy mission. Keyword : digital intelligence, Indonesia, total diplomacy, youth

Rahardian, Dimas; Adi Putra, Toni Wijanarko; Hakim, Fitro Nur

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Based on the results of observation, the learning method used in SMP Muhammadiyah 3 Kaliwungu is in the form of discourse, discussions, question and answer with the book media. Learning methods that have been applied so far have not had enough impact on students' level of understanding. The method used is less successful, so students feel bored and bored. This study offers a solution for multimedia utilization with the Mind Map method as an interesting learning media, where computers can display text, images, videos and audio so that students can have a pleasant impression in the learning process. The validity value of media experts is 2.9 which is declared feasible, while the validity value of material experts is 3.3, which is declared feasible, and increases students' understanding and interest as users from 58.5% up to 80.5%.