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Implementasi Render Engine EEVEE Pada Teknik Perancangan Video Animasi Station ID TV Anugerah Bagus Wijaya; Ilham Albana
Journal of Multimedia Trend and Technology Vol. 1 No. 1 (2022): Model Sistem Informasi Berbasis Teknologi Multimedia
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1027.956 KB) | DOI: 10.35671/jmtt.v1i1.9

Abstract

Pemanfaatan animasi terus meluas di berbagai sektor kehidupan. Animasi dapat memenuhi berbagai kebutuhan sekaligus mendatangkan keuntungan. Misalnya, animasi untuk pemasaran (marketing) dapat menstimulasi konsumen secara visual dan emosional, sehingga produk bisa lebih dikenal bahkan diingat. Dalam dunia pertelevisian saat ini, hampir semua konten yang dibuat membutuhkan animasi. Misalnya seperti bumper dan opening dari tiap program yang ditayangkan selalu menggunakan animasi seperti motion graphic atau bahkan ada yang menggunakan Animasi 3D. Salah satu konten pertelevisian yang akan dibahas oleh penulis saat ini adalah station id. Dalam upaya mempercepat timeline produksi, penulis menggunakan blender 3D di dalam pembuatannya. Penulis memanfaatkan render engine eevee yang dimiliki oleh blender karena dalam prosesnya akan sangat membantu efisiensi produksi, dikarenakan hasil rendering dari eevee yang terhitung paling cepat dalam proses rendering dibandingkan render engine lainnya seperti V-Ray, Arnold, atau Cycle. Dari hasil perbandingan tersebut didapati hasil render dari eevee menghabiskan waktu 1 menit 16 detik sedangkan jika menggunakan cycle menghabiskan waktu 13 menit 55 detik.
Animasi “Keluarga Aman” Sebagai Media Sosialisasi Pencegahan Penularan COVID-19 Suliswaningsih Suliswaningsih; Achmad Masruri; Ganang Eko Saputro; Anugerah Bagus Wijaya; Chyntia Raras Ajeng Widiawati
Infotekmesin Vol 14 No 1 (2023): Infotekmesin: Januari, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i1.1484

Abstract

Adaptation to new habits (new normal) must be implemented considering that people must continue their activities amidst the outbreak of Covid-19 transmission cases. Apart from the government and community organizations, awareness of prevention must be carried out by each individual even though they have been vaccinated. The purpose of this research is to create a 2D animation to socialize the application of the 5M health protocol used to prevent widespread transmission of Covid-19. The process of creating a 2D animation titled "Safe Family" is carried out in three stages. First, the pre-production stage includes defining ideas and concepts, writing scripts, storyboards, and audio recording. The production stage includes character creation, moving animation, inputting sound, and initial rendering (alpha test). The third step is the post-production stage, namely the final rendering. and evaluation (beta test). The results of the alpha test show the suitability of the idea, storyboard, and final rendering results. In addition, the results of beta testing show that on average 93.4% of respondents considered the 2D animation titled "Safe Families" to be appropriate for use as social media to prevent Covid-19 communication.
Multimedia Elements in the Motion Tracking Effect of Taekwondo Martial Arts Learning Media Aulia Hamdi; Andriyan Widiyanto; Luky Rafi Anuggilarso; Anugerah Bagus Wijaya
Jurnal Teknologi Informasi dan Pendidikan Vol 15 No 2 (2022): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v15i2.542

Abstract

Taekwondo is a modern martial art originating from traditional Korean martial arts. That is the art or type of self-discipline or Pencak silat that uses bare hands and feet. The basics of taekwondo consist of offensive and defensive movement techniques that use the body to confront the enemy. Taekwondo focuses more on kicks than punches. Kicking techniques are generally more complex than the hands, but kicking techniques are the main because their strength is greater than the strength of the hand. With proper and correct training methods, the quality of kicks can be significantly improved. In taekwondo, it is not just a means of self-defense. With the development of today's technology, it may be more effective to provide taekwondo training materials. Video media has the advantage of being easy to learn. Watching videos to learn movement techniques does not have to be during practice. It can be done anywhere. In addition, you can play the video repeatedly and slow down to see the train technology. From the opinion of experts, it can be concluded that the media is a sub tool used to convey information to students as recipients of information designed to increase student interest in learning. In the research and development carried out, Taekwondo training is packaged in VCD format as a medium to be displayed via an LCD projector during learning.
Redesain Website Berbasis Prototype Menggunakan Metode User Centered Design Arief Feisal Basri; Aulia Hamdi; Anugerah Bagus Wijaya
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 12, No 1: April 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v12i1.1034

Abstract

Website display if.fik.amikompurwokerto.ac.id. which currently does not give a good impression, the user experience is difficult, as well as a place for alumni that is not yet available, causing the need to evaluate and design an interface display design again so that it can increase functionality using the User centered design (UCD) method. The design process goes through making wireframes and producing a prototype that can be directly run by the user, and then the results of the design can be evaluated. The results of the UI/UX design succeeded in producing 3 main needs, namely pages for users who access desktops/laptops, users who access mobile, and an admin dashboard for managing all information on the website. In the evaluation of the final website design using the Likert scale measurement tool, it was found that there was an increase in functionality with the results of 87% strongly agreeing with the recommendations of the final website design by researchers and believed to be able to meet user needs.Keywords: User interface; user experience; Likert scale; Wireframes; Styleguide AbstrakTampilan website if.fik.amikompurwokerto.ac.id. yang saat ini kurang memberikan kesan baik, pengalaman pengguna yang menyulitkan, dan juga wadah bagi para alumni yang belum tersedia,  menyebabkan perlunya dilakukan evaluasi dan perancangan sebuah desain tampilan antarmuka kembali agar bisa meningkatkan fungsionalitas dengan menggunakan metode User centered design (UCD). Proses perancangan melalui pembuatan wireframe dan menghasilkan sebuah prototype yang dapat langsung di jalankan oleh pengguna, dan selanjutnya dapat di evaluasi hasil desainnya. Hasil perancangan UI/UX berhasil menghasilkan 3 kebutuhan utama yaitu halaman untuk pengguna yang mengakses desktop/laptop, pengguna yang mengakses mobile, dan dashboard admin untuk tempat pengelola semua informasi pada website. Dalam evaluasi desain akhir website dengan alat ukur skala likert diketahui adanya peningkatan fungsionalitasnya dengan hasil 87% sangat setuju dengan rekomendasi desain akhir website oleh peneliti dan diyakini dapat memenuhi kebutuhan pengguna.
Analisis Semiotika Icon Dalam Perspektif Charles Sanders Pierce Novia Asri Romadhoni; Aulia Hamdi; Anugerah Bagus Wijaya
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 12, No 1: April 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v12i1.1035

Abstract

Website is a page accessed by the internet that is used to display information media that is widely conveyed which can be accessed on any device easily anywhere and anytime. Icons have an important role for users when accessing information media, one of which is a website. However, there are still many icons that are not effective because they are difficult for users to understand because the icons are not designed properly so that the icons are similar to their functions. Therefore, the Informatics Study Program website requires an icon design that is tailored to user needs. In this study the method used is Pierce Semiotics analysis which analyzes several aspects, namely icon features, indexes and symbols on each object design that function to create websites that meet user needs. The results of this study are icons that are easily understood and used by users.Keywords: Website; Design Icon; Semiotika Pierce; Analysis  AbstrakWebsite merupakan halaman yang diakses dengan internet yang digunakan untuk menampilkan media informasi yang disampaikan secara luas yang dapat diakses di perangkat apapun dengan mudah di mana saja dan kapan saja. Icon memiliki peran penting untuk pengguna ketika sedang mengakses media informasi salah satunya yaitu website. Namun masih banyak icon yang belum efektif karena sulit dimengerti oleh pengguna karena icon tidak dirancang dengan baik sehingga membuat kemiripan antara icon dengan fungsinya. Oleh karena itu, website program studi Informatika membutuhkan rancangan desain icon yang disesuaikan berdasarkan kebutuhan pengguna. Pada penelitian ini metode yang dipakai adalah analisis Semiotika Pierce yang melakukan analisis beberapa aspek yaitu fitur icon, indeks dan simbol disetiap desain objek yang berfungsi untuk menciptakan website yang memenuhi kebutuhan pengguna. Hasil dari penelitian ini adalah icon yang dapat mudah dipahami dan digunakan oleh pengguna.
A Review – The Influence of Games on Education Development in the Disruption Era Toni Anwar; Anugerah Bagus Wijaya
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.27

Abstract

Game is a platform that is commonly used by users in everyday life. Games are often used when someone is bored, bored, and mostly as a means of entertainment. But in the current era of disruption in technology, games are also used as learning media. Game-based learning is a learning concept that uses games as a tool to increase student involvement and motivation in learning. In game-based learning, games designed with learning objectives are called serious games. Serious games combine elements of fun and engaging games with learning objectives to create interactive, effective, and engaging learning experiences for students. In serious games, students play games that have learning objectives, such as learning new skills, understanding complex concepts, or honing certain skills. Currently known as gamification in learning. This paper will review several issues related to games in learning. The method used in finding several gap issues related to the author uses bibliometric techniques which are processed using bibliometric analysis. The author uses archival data from Scopus sources which review game technology in learning. The facts resulting from the analysis consist of 4 elements of discussion namely, technology, media, materials, methods, and the latest findings on the data security side. This author obtains data related to the security side, namely in the user privacy section. This means that the discussion that will take place later will be the theme of games that discuss elements of data security.
PENGGUNAAN TEKNIK FLUID GRIDS TERHADAP KETERLIHATAN KONTEN PADA WEBSITE PRODI INFORMATIKA muhammad akbar al afghani; anugerah bagus wijaya
Jurnal Informatika dan Teknik Elektro Terapan Vol 11, No 3 (2023)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v11i3.3228

Abstract

Tujuan dari penelitian ini adalah mengimplementasikan fluid grid pada website prodi informatika dengan pendekatan user centered design dan untuk mengukur kepuasan pengguna menggunakan kuesioner yang dihitung dengan skala Likert. Metode UCD digunakan untuk memastikan bahwa pengunjung berada di jantung desain dan pengembangan situs web. Langkah-langkah UCD meliputi pengumpulan kebutuhan pengguna, analisis pengguna, desain prototyping, pengujian dan evaluasi berkelanjutan. dan teknologi fluid grid digunakan untuk membuat desain website yang responsif. Selain itu, survei menggunakan skala Likert digunakan untuk mengukur kepuasan pengguna terhadap desain website. Skala Likert adalah alat umum untuk mengukur tingkat persetujuan atau ketidaksetujuan dengan pernyataan tertentu. Responden diminta untuk menanggapi pada skala Likert mulai dari 'sangat tidak setuju' hingga 'sangat setuju'. Hasil  penelitian ini diharapkan dapat meningkatkan pengalaman pengguna saat mengakses informasi pada website program studi informatika. Selain itu, diharapkan penelitian ini juga akan memberikan pemahaman tentang penggunaan teknologi fluid grid yang baik dalam desain web responsif dan efektivitas penggunaan teknik UCD dalam desain dan pengembangan situs web.
Komparasi Algoritma Machine Laearning untuk Klasifikasi Indeks Ultraviolet Alfin Syarifuddin Syahab; Andriyan Widiyanto; Luky Rafi Anuggilarso; Anugerah Bagus Wijaya
Jurnal Teknologi Informasi dan Pendidikan Vol 15 No 2 (2022): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v15i2.692

Abstract

Indonesia is a tropical climate country which has the potential for high intensity of sunlight exposure. Several types of exposure that receives are ultraviolet rays. According to the National Agency for Meteorology, Climatology and Geophysics, it provides information regarding the impact on human activities in an ultraviolet index which has a risk scale. The aim of this research was creating a recommender system based on the ultraviolet index category in providing daily activity advice to users. The methods used the K-nearest Neighbor algorithm and Support Vector Machine with a Collaborative Filtering Model-Based approach that could recommend items based on the results of a model trained to identify input data patterns. The stages carried out in this study included data collection, data pre-processing, data division into test data and train data, dataset testing, analysis of the results of models that had been trained in the accuracy values using the algorithm tested. The results of the confusion matrix calculation produced test evaluations in accuracy values, precision values, and recall values. The comparison of result had the highest performance in K-nearest Neighbor with an accuracy value of 99.69%, a precision value of 99.00%, and a recall value of 96.20%. In research used the Support Vector Machine showed the lowest performance with an accuracy value of 97.91%, a precision value of 93.20%, and a recall value of 86.40%.
Pendampingan Pembuatan Media Pembelajaran Dalam Meningkatkan Sumber Daya Manusia Guru Mts Al Ikhsan Beji Anugerah Bagus Wijaya; Ito Setiawan; Luky Rafi Anuggilarso; Salsa Billa Zulmi Zettira
Jurnal Pengabdian Mitra Masyarakat (JPMM) Vol 5, No 1: April (2023)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jpmm.v5i1.2180

Abstract

Media belajar yang digunakan di MTs Al Ikhsan Beji masih belum memaksimalkan penggunaan teknologi. Proses belajar yang masih konvensional menjadikan para guru monoton dalam menyampaiakan materi kepada siswa yang berdampak siswa menjadi bosan dan materi yang disampaiakan menjadi kurang dipahami oleh siswa. Suasana belajar yang masih monoton ini berdampak kurang memotivasi dan efektif dalam menyampaian materi sehingga perlu adanya proses pembelajan yang interkatif, inovatif dan kreatif untuk menyampaikan materi pembelajaran selain itu para guru selama ini susah dalam menvisualisasikan materi yang diterangkan kepada para siswa, selama ini hanya dengan penjelasan atau alat peraga yang konvensional. Tujaun dari pelatihan adalah mampu meningkatnya pengetahun terkait ruang lingkup media pembelajaran serta meningkatkan kemampuan guru dalam membuat dan mengolah media pembelajaran. Tahapan dari pelatihan adalah sosialisasi, persiapan, pelaksanaan dan evaluasi. meningkatnya kapasitas SDM Guru Mts Al Ikhsan Beji terkait pemahaman ruanglingkup media pembelajaran dan meningkatnya kapasitas kemampuan dalam membuat membuat dan mengolah media pembelajaran.
Model Rencana Pembelajaran Semester (RPS) Menggunakan Konsep Kurikulum Mandiri Pada Mobile Learning Anugerah Bagus Wijaya; Irfan Santiko; Suliswaningsih Suliswaningsih; Aulia Hamdi; Luky Rafi Anuggilarso; Salsa Billa Zulmi Zettira
CogITo Smart Journal Vol. 9 No. 1 (2023): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v9i1.446.145-155

Abstract

The curriculum is a guide for all students and students in carrying out the learning process in schools and tertiary institutions. The discussion in this article discusses the curriculum at the tertiary level. The sub-discussion that will be studied is about the Rwncana Pembelajaran Semester (RPS). A tertiary institution certainly has guidelines in curriculum development. This curriculum will be reduced to a standard that influences the teaching and learning process. The problem that occurs is that it is often found that learning plans do not always go according to the guidelines they have. This causes the teaching and learning process to be not in line with the goals to be achieved at the end of the lesson. In this article, we will review how to conceptualize a learning plan with the currently popular model, namely mobile learning or abbreviated as m-learning. In m-learning there is a pattern that is considered in accordance with the 5.0 era of society approach, namely running independently. This solution was provided based on the survey method given to a number of respondents who considered that learning would be more effective if there was an independent curriculum that was easily developed and adapted to current learning conditions.