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Journal : Pixel : Jurnal Ilmiah Komputer Grafis

Implementasi Azure Cognitive Services dalam Pengembangan Chatbot Layanan Informasi Skripsi Nur Asiah Ramdani; Asriyanik Asriyanik; Winda Apriandari
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.751

Abstract

The Thesis is a compulsory subject that must be followed by undergraduate students to complete their study period. The Thesis is different from other courses related to the procedures in it. In the Informatics Engineering study program at Muhammadiyah University of Sukabumi, the dissemination of thesis information was spread through 5 different media, but this was not effective because it took a lot of time and made the work repeated. Therefore, to facilitate the dissemination of information, the researchers created a chatbot application that can answer questions about thesis information automatically without human supervision. To produce a smart chatbot, Microsoft Azure Cognitive Services QnA Maker service is used in its manufacture. The chatbots were tested using alpha and beta testing and concluded that making chatbot applications with Azure Cognitive Services QnA Maker made finding thesis information more accurate, effective, and efficient.
Pemanfaatan Tools Live2D terhadap Animasi menggunakan Metode Face Tracking Azhilla Margiani Saraswati; Iwan Rizal Setiawan; Asriyanik Asriyanik
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1242

Abstract

In the era of globalization, cultural exchange is easier to do. One of the cultures that are popular with young people in Indonesia is Japanese animation. Animation is an image that is made to look real with artificial intelligence technology. At this time many people are interested in animated content that is displayed in real-time via social media, but there are still many who have not been able to present it optimally regarding the expressions and movements of the characters. So the researchers used the face tracking method in the Live2D application to produce animated characters that can interact directly with the exact expressions of the actors behind the camera. Tests using Vtube Studio Unity proved that the animations created succeeded in displaying the actors' expressions and movements in real-time. The final result of the animation created is distributed via social media YouTube and TikTok. Keywords: Animation, Live2D, Character, Face Tracking