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PERBANDINGAN KUALITAS CITRA PADA TIGA SOFTWARE VIDEO -, Harmastuti; Setyowati, Dwi; Prasetyo, Panggih Cahyo; Widhiatmoko, Mahendra Kurnia
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 11 No 2 Februari 2019
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/technoscientia.v11i2.1111

Abstract

The development of information technology is currently very rapid, can be seen in the real world how important the use of video, such as in the field of advertising, entertainment, business and no less important in the field of education for the delivery of learning information which all require a clear and attractive display. In this study, we will examine a comparison of three video software on image quality, image sharpness, brightness and audio effects in Windows Live Movie Maker, VideoSpin and Movavi Video. The research conducted made the video using the three software on the NTSC video format, AVI file type, resolution (720x480), 4:3 Pixel ratio, Standard D1 aspect ratio (0.09), 1500 kbps bit rate, 29.97fps frame rate with Audio: Stereo Channels, 48,000 HZ sample rate, 2.2 minutes duration. The samples were taken by the HMJ activities (HIMAKOM), namely graphic science competitions, sports, the introduction of new software training students, data used by static photos. For testing, questionnaires were collected on 43 respondents, students, majoring in Computer Systems and Statistics to assess the results of the video from the three video software and then tested with Anova to find out which one was better. From the results of the calculation of respondents' data, the average respondents liked the Movavi Video software with an image quality value of 89.2, sharpness of images 88.103, audio effects 83.333 and after being tested using Anova software Movavi Video analysis was better. It was concluded in this study that Movavi Video software could be a consideration to choose from in making videos.
PEMANFAATAN WEBSITE INTERAKTIF DALAM RANGKA MEMPERMUDAH PENGENALAN DAN PENINGKATAN DAYA TARIK WISATA DI KABUPATEN BANTUL Setyowati, Dwi
JURNAL TEKNOLOGI TECHNOSCIENTIA Academia Ista Vol 11 Edisi Khusus Oktober 2006
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

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Abstract

Nowadays, the fast technology development asked everyone who is able to pro-active in information technology, especially in information system development based on web. Information which is completed by visualization and animation can be easier understood by users. Interactive website is made to make easier the introduction and improvement of tourism interest in Bantul by using Macromedia Firework application program that is used for animation, programming language for PHP and data base server using MySQL ,Adobe Photoshop is used for picture editin. This interactive website is Bantul tourism communication media that based on web. It is able to make easier for all tourism stakeholders to know, to be familiar with, to understand data and Bantul tourism characteristics will be easy to be accessed by stakeholders or tuorists, both foreign and local tourists. The result of making website is to increase the numbers of tourists who visit to Bantul, this caused the increasing of society prosperity, especially society around tourist resort. The activities of tourism included souvenir, stall, special food, culture, transportation and labors
Pengaruh Model Pembelajaran Role Playing Terhadap Hasil Belajar Bahasa Indonesia Siswa SDN Asemrowo II Setyowati, Dwi; Kartikasari, Erlin; Nuryasana, Endang
Trapsila: Jurnal Pendidikan Dasar Vol 2, No 01 (2020)
Publisher : Fakultas Bahasa dan Sains, Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/tpd.v2i01.865

Abstract

The purpose of this study was to determine the effect of role playing learning models on student learning outcomes in Indonesian 8 Theme areas where I live in fiction stories grade 4 SDN Asemrowo II Surabaya. This research using is quantitative research using quasi experimental research designs. The sample used in this study is nonprability sampling with saturated sampling so that all student used as sample, all classes 4 consisting classes A and B. Class A was chosen as the control class dan class B was chosen as the experimental class, each class containing 25 student. The research instrument used was a test (pretest and posttest). The result of data analysis obtained from the independent t test are sig (2 tailed = 0,000) < É‘ 0, 05) it means that Ho is rejected dan HÉ‘ is accepted, Role Playing learing model influences student learning outcomes.
REPRESENTASI OBJEK 3D MENGGUNAKAN TEKNIK RENDERING RAY-TRACING DAN RADIOSITY -, Harmastuti; Setyowati, Dwi
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 13 No 2 Februari 2021
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

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Abstract

Representasi objek 3D dapat dilakukan dalam beberapa cara diantaranya menggunakan teknik rendering ray-tracing dan Radiosity. Radiosity dan ray-tracing adalah teknik rendering untuk menampilkan citra 3D pada layar tampilan 2D yang mensimulasi perjalanan sinar cahaya yang bergerak di dunia nyata. Dalam dunia nyata pancaran sinar dari sumber cahaya akan mengiluminasi permukaan objek. Dalam artikel ini dibahas representasi 3D dengan teknik rendering ray-tracing dan radiosity pada objek bola, kerucut, dan box. Objek berada di luar dan di dalam ruangan. Setelah objek dipilih, permukaan objek yang akan dimunculkan pada display diberi efek pencahayaan dengan teknik rendering ray-tracing dan radiosity. Selanjutnya dianalisis perbedaan dan kesamaan hasil rendering objek menggunakan perangkat lunak POV-Ray. Hasil analisis objek 3D yang tersusun di dalam ruangan adalah kecepatan rendering menggunakan teknik ray-tracing sebesar 2,15 detik dan radiosity sebesar 12,42 detik. Proses rendering objek menggunakan teknik radiosity memerlukan memori lebih besar dibandingkan ray-tracing.
REPRESENTASI OBJEK 3D MENGGUNAKAN TEKNIK RENDERING RAY-TRACING DAN RADIOSITY -, Harmastuti; Setyowati, Dwi
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 13 No 2 Februari 2021
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Representasi objek 3D dapat dilakukan dalam beberapa cara diantaranya menggunakan teknik rendering ray-tracing dan Radiosity. Radiosity dan ray-tracing adalah teknik rendering untuk menampilkan citra 3D pada layar tampilan 2D yang mensimulasi perjalanan sinar cahaya yang bergerak di dunia nyata. Dalam dunia nyata pancaran sinar dari sumber cahaya akan mengiluminasi permukaan objek. Dalam artikel ini dibahas representasi 3D dengan teknik rendering ray-tracing dan radiosity pada objek bola, kerucut, dan box. Objek berada di luar dan di dalam ruangan. Setelah objek dipilih, permukaan objek yang akan dimunculkan pada display diberi efek pencahayaan dengan teknik rendering ray-tracing dan radiosity. Selanjutnya dianalisis perbedaan dan kesamaan hasil rendering objek menggunakan perangkat lunak POV-Ray. Hasil analisis objek 3D yang tersusun di dalam ruangan adalah kecepatan rendering menggunakan teknik ray-tracing sebesar 2,15 detik dan radiosity sebesar 12,42 detik. Proses rendering objek menggunakan teknik radiosity memerlukan memori lebih besar dibandingkan ray-tracing.