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PERANCANGAN PHOTOBOOK UTILISASI SHORT AND LONG EXPOSURE UNTUK MENSIMULASIKAN GERAKAN PADA FOTO Jimmy Pratama; Ji Cai
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 1 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v13i1.419

Abstract

In this modern era, visual arts are widely applied in our daily lives, ranging from posters, billboards, advertising, postings on social media, and so on. Photography is a medium that functions to channel work ideas to art connoisseurs. Exposure is used as a standard for comparing photos from various settings, but for a beginner, it is difficult to understand if only learned through words. At this stage of development, the visual of the essay book design must meet several stages in the design of the book. The following steps must be taken before developing an essay book design, Photoshoot, selection, designs, editing, layouts, exports, validation. In the photoshoot development method, the author will take several photos that will be sampled using short and long exposures. In the selection stage, the writer sorts out which images will be included in the design process and after that the writer does the editing by designing the layout and exporting it into a photobook which will be assessed by the beginners themselves
PERANCANGAN DAN ANALISIS VIDEO DOKUMENTER PRODUK EKSPOR TURUNAN KELAPA DENGAN METODE MDLC Jimmy Pratama; Juliantio Juliantio
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.496

Abstract

Coconut derivative export products are a collection of original processed products from the coconut plant which are processed through several methods. These products have been processed so that their shape can no longer be recognized by the public. In terms of selling value, these products have promising prices in the international market via export trade. Perhaps we often encounter these products but the origin is unknown, and the level of exports in Indonesia is still relatively minimal. With this research, it is hoped can provide knowledge and stories behind these products in a creative and cinematic manner as well as educate the audience. The method used is a qualitative approach with an MDLC development model conducted by interviewing 6 Indonesian citizens who work as processors of these products. It is hoped that the results can develop public insight, especially among coconut exporters so that exports of these products can increase significantly. This study analyzed the form of a content expert test on 2 coconut derivative product experts and a media expert test on 2 multimedia experts using the Gregory formula. The results of the content expert and media expert test are "1.00" and the audience response test is "92.00%".
Perancangan Video Tutorial Teknik Trickshot Bolabasket Berbasis Animasi 3D Jimmy Pratama; Cristiansen Cristiansen
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.336

Abstract

Basketball is a sport that is widely known throughout the world, which was introduced on December 15, 1891 which has continued until now and the existence of the National Basketball Association (NBA) is an association that raises the name of basketball around the world. This trickshot is a basketball movement that is quite difficult to do in terms of style and how to do it because this movement really requires more practice and skill in basketball games but for learning tools in the form of 3d animation videos, there is no such thing. This research produces a short and clear 3-dimensional animation video with a duration of 2 minutes and 3 seconds using the MDLC (Multimedia Development Life Cycle) method which will be implemented on social media such as YouTube and with this animated video, it is hoped that basketball players can add knowledge and insight on how to do the basketball trick shot technique.
Perancangan Video Tutorial Teknik Trickshot Bolabasket Berbasis Animasi 3D Jimmy Pratama; Cristiansen Cristiansen
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.336

Abstract

Basketball is a sport that is widely known throughout the world, which was introduced on December 15, 1891 which has continued until now and the existence of the National Basketball Association (NBA) is an association that raises the name of basketball around the world. This trickshot is a basketball movement that is quite difficult to do in terms of style and how to do it because this movement really requires more practice and skill in basketball games but for learning tools in the form of 3d animation videos, there is no such thing. This research produces a short and clear 3-dimensional animation video with a duration of 2 minutes and 3 seconds using the MDLC (Multimedia Development Life Cycle) method which will be implemented on social media such as YouTube and with this animated video, it is hoped that basketball players can add knowledge and insight on how to do the basketball trick shot technique.
PERANCANGAN DAN ANALISIS VIDEO DOKUMENTER PRODUK EKSPOR TURUNAN KELAPA DENGAN METODE MDLC Jimmy Pratama; Juliantio Juliantio
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3: Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.496

Abstract

Coconut derivative export products are a collection of original processed products from the coconut plant which are processed through several methods. These products have been processed so that their shape can no longer be recognized by the public. In terms of selling value, these products have promising prices in the international market via export trade. Perhaps we often encounter these products but the origin is unknown, and the level of exports in Indonesia is still relatively minimal. With this research, it is hoped can provide knowledge and stories behind these products in a creative and cinematic manner as well as educate the audience. The method used is a qualitative approach with an MDLC development model conducted by interviewing 6 Indonesian citizens who work as processors of these products. It is hoped that the results can develop public insight, especially among coconut exporters so that exports of these products can increase significantly. This study analyzed the form of a content expert test on 2 coconut derivative product experts and a media expert test on 2 multimedia experts using the Gregory formula. The results of the content expert and media expert test are "1.00" and the audience response test is "92.00%".
Analisis Penggunaan Komik WEB Sebagai Media Berbagi Informasi Jimmy Pratama
Jurnal Ilmiah Teknologi Informasi Asia Vol 17 No 2 (2023): Volume 17 Nomor 2 (8)
Publisher : LP2M INSTITUT TEKNOLOGI DAN BISNIS ASIA MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jitika.v17i2.929

Abstract

Komik WEB adalah salah satu media penyampaian informasi yang populer pada genereasi milenials. Penelitian ini ditujukan untuk mengetahui penggunaan komik WEB dalam berbagi informasi khususnya tentang pendidikan seks untuk remaja. Penelitian ini membutuhkan data berupa responden dari siswa sekolah menengah atas. Instrumen penelitian yang akan dibagikan kepada siswa yang akan berkaitan dengan motif pencarian informasi, motif hiburan dan motif pemeliharaan hubungan, penggunaan berkelanjutan dan niat berbagi informasi. Data yang telah dikumpulkan akan diuji menggunakan aplikasi SPPS 23. Hasil pengujian data menunjukkan pada dependen penggunaan berkelanjutan (PBK=-1,412) memiliki motif pencarian informasi (MPI=-0,125), motif hiburan (MHN=0,636) dan motif pemeliharaan hubungan (MPH=0,245) mempunyai hubungan yang signigikan. menunjukkan bahwa motif pencarian informasi (MPI=-0,128), motif hiburan (MHN=0,644) dan motif pemeliharaan hubungan (MPH=0,249), yang juga menunjukkan terdapat hubungan yang signigikan. Dengan begitu, kesimpulan yang dapat ditarik adalah siswa lebih mendahulukan motif hiburan dan motif pemeliharaan hubungan dibandingkan sebagai media pencarian informasi pada penggunaan berkelanjutan dan pada niat berbagi informasi.
Perancangan Dan Implementasi Media Pembelajaran Di SMK Al-Azhar Batam Menggunakan MDLC Jimmy Pratama; Joyce Chrissy
Social Engagement: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2023): Maret 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/se.v2i1.7629

Abstract

Education is very important for every generation, especially the younger generation. However, the biggest obstacle in learning Indonesian is the lack of creativity in learning methods and media, which makes students bored with following the teaching and learning process in class and feel they have understood the material given. SMK AL-AZHAR Batam is a private educational institution managed by the Al-Azhar Batam Islamic Education Foundation. The learning process of teaching materials which is still done manually by the teachers of SMK Al-Azhar Batam is by explaining and explaining contents of the book in a monotonous manner. In this report, the author will carry out practical work at the SMK Al-Azhar Batam School in making Indonesian language learning media at the SMK level. The media will be package in a video learning media. Learning Media will be developt using the MDLC (Multimedia Development Life Cycle) method. The Learning Media will be implemented in the teaching and learning process in schools at Al-Azhar Vocational School
Perancangan Video Tutorial Teknik Trickshot Bolabasket Berbasis Animasi 3D Jimmy Pratama; Cristiansen Cristiansen
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.336

Abstract

Permainan bola basket adalah olahraga yang sudah ramai dikenal di seluruh dunia yang dikenalkan pada 15 desember 1891 yang berlanjut sampai sekarang dan adanya NBA (national basketball association) merupakan sebuah asosiasi yang membesarkan nama bola basket di seluruh dunia. trickshot ini adalah gerakan basket yang cukup sulit dilakukan dari segi gaya dan cara melakukannya karena gerakan ini sangat membutuhkan latihan dan skill lebih pada permainan bola basket namun untuk sarana pembelajaran dalam bentuk video animasi 3d belum ada. Penelitian ini menghasilkan video animasi 3 dimensi singkat dan jelas berdurasi 2 menit dan 3 detik dengan menggunakan metode MDLC (Multimedia Development Life Cycle) yang akan diimplementasikan di sosial media berupa youtube dan dengan adanya video animasi ini diharapkan para pemain basket dapat menambah pengetahuan dan wawasan cara melakukan Teknik trickshot bola basket.
PERANCANGAN DAN ANALISIS VIDEO DOKUMENTER PRODUK EKSPOR TURUNAN KELAPA DENGAN METODE MDLC Jimmy Pratama; Juliantio Juliantio
JURSIMA Vol 10 No 3: Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.496

Abstract

Produk ekspor turunan kelapa merupakan sekumpulan produk-produk olahan asli dari tanaman kelapa yang diproses melalui beberapa metode. Pada dasarnya, produk-produk ini telah diolah sehingga bentuknya sudah tidak dapat dikenali lagi oleh khalayak umum. Dari segi nilai jual, produk-produk ini memiliki harga yang menjanjikan dipasar internasional sehingga ekspor adalah jalur perdagangannya. Mungkin produk-produk ini sering kita temui tetapi tidak diketahui asal usulnya, tingkat ekspornya di Indonesia juga masih tergolong minim. Dengan adanya penelitian ini, harapannya dapat memberikan pengetahuan dan cerita dibalik produk-produk ekspor turunan kelapa secara kreatif dan sinematik serta mengedukasi para penonton. Metode yang digunakan yaitu pendekatan kualitatif dengan model pengembangan MDLC yang dilakukan dengan mewawancarai 6 WNI yang berprofesi sebagai pengolah produk turunan kelapa. Harapannya hasil daripada penelitian ini dapat mengembangkan wawasan masyarakat khususnya pelaku eksportir kelapa agar ekspor produk turunan kelapa dapat meningkat dengan signifikan. Penelitian ini melakukan analisis berupa uji ahli isi terhadap 2 orang ahli produk turunan kelapa dan uji ahli media terhadap 2 orang ahli multimedia menggunakan rumus gregory, Adapun uji respon penonton terhadap 35 orang eksportir kelapa yang menggunakan skala likert. Hasil dari uji ahli isi dan ahli media berupa "1,00" dan uji respon penonton mendapatkan hasil "92,00%" terhadap video dokumenter ini.
Analisis Perbandingan Rendering Animasi 3D Menggunakan Metode Workbench dan Eevee Pada Blender Jimmy Pratama; Brenky Jie
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 1 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i1.6077

Abstract

Pada masa sekarang, kebutuhan akan grafik tiga dimensi sangat tinggi di berbagai sektor industri kreatif, termasuk dalam pembuatan film animasi dan film yang memanfaatkan efek visual. Animasi 3D, sebagai contoh, merupakan jenis animasi di mana objek bergerak dalam dunia digital tiga dimensi. Metode yang akan digunakan dalam penelitian ini yaitu Multimedia Development Life Cycle (MDLC). Metode MDLC terdiri dari enam tahapan yaitu konsep, desain, pengumpulan material, pembuatan, pengujian, dan distribusi. Kemudian penulis melakukan wawancara kepada 10 responden untuk mengetahui perbandingan hasil rendering dari kedua teknik rendering yang digunakan. Tujuan dari penelitian ini adalah untuk membandingkan teknik rendering Workbench dan Eevee pada software Blender. Adapun yang dibandingkan adalah kecepatan rendering, ukuran file output rendering, dan kualitas gambar yang dihasilkan dari dua teknik rendering tersebut. Hasil dari penelitian ini menyatakan bahwa Workbench mengungguli Eevee dalam perbandingan kecepatan rendering, ukuran file output rendering, dan kualitas render yang dihasilkan oleh Eevee lebih diunggulkan dibandingkan dengan Workbench.