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PENGEMBANGAN LOW COST SCANNER 3 DIMENSI SEBAGAI ALAT BANTU PEMBELAJARAN ANIMASI KARAKTER Rutdjiono, Setiyo Adi Nugroho ,
PIXEL Vol 7, No 2 (2014)
Publisher : STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (19.783 KB) | DOI: 10.2013/pxl.v7i2.49

Abstract

Penerapan tiga dimensi dalam dunia hiburan yang paling banyak dan paling umum adalah penerapan tiga dimensi dalam dunia animasi. Salah satu kesulitan dalam animasi karakter 3 dimensi ini mensyaratkan untuk melakukan pembuatan modeling dari karakter terlebih dahulu. Permodelan karakter ini sangat memakan waktu dan merupakan proses yang tidak mudah. Sebagai alternatif untuk menyingkat waktu dan mempermudah proses pembuatan karakter maka alternatif scanner 3 dimensi dapat digunakan. Dengan media scanner ini maka diharapkan kesulitan dalam pembuatan model karakter dapat dikurangi dan dapat diperoleh hasil yang lebih relistis.Pada kenyataannya scanner 3D komersial sudah ada dipasaran tetapi harganya sangat mahal untuk mahasiswa. Oleh karena itu perlu dilakukan penelitian untuk mengembangkan low cost scanner 3 dimensi sebagai alat bantu pembelajaran animasi karakter. Dengan pengembangan ini diharapkan dapat diciptakan media alat bantu yang dapat mempermudah dalam permodelan karakter dengan biaya yang masih dalam batas yang dapat dijangkau oleh masyarakat luas dan mahasiswa.Penelitian ini menggunakan metode Research and Development yaitu metode untuk membuat produk baru atau menyempurnakan produk yang sudah ada dengan langkah-langkah penelitian dan pengumpulan data, perencanaan atau rancangan produk, pengembangan produk awal, uji coba awal produk yang telah dibuat, revisi produk yang telah di uji coba dan uji coba produk yang telah direvisi.Kata Kunci:Scanner, 3 Dimensi, Point cloud, Laser, Reasearch And Development.
PERKEMBANGAN TEKNOLOGI DALAM PROSES PERCETAKAN 3 DIMENSI DAN APLIKASINYA setiyo adi nugroho; Arie Atwa Magriyanti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 1 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i1.194

Abstract

Developing of prototype now are became easier with the existence of 3 d printer, now is common known as rapid prototyping method. There are many different method on 3d printing depend on material used for printing. The wide range of material that can be print using 3d printer such as metal to plastic even ceramic. The rapid prototyping using 3d printer have various advantage compare to traditional prototyping. The development of 3d printing makes it not only for prototyping but can be a small batch manufacture, where economic scale of production cannot be reach with traditional production. The fast development of computer and internet technology have big impact on the 3d printer development, before the development of reprap 3d printing was only knew by industrialist and manufacturer. After reprap born, 3d printer is became more common to personal user. People can have their 3d printer at home. People can design their own product using CAD software and send it to 3d printer, or send it via internet to print by 3d printing company. Even there ara lot of advantages of 3D printer development , there is some disadvantages of 3d printer, especially on regulation.
PENGEMBANGAN MEDIA PEMBELAJARAN AKSARA JAWA INTERAKTIF BERBASIS MULTIMEDIA (Studi Kasus SD Mardi Rahayu 01 Ungaran) Setiyo Adi Nugroho; Risti Wulandari
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.283

Abstract

SD Mardi Rahayu 01 Ungaran is an elementary school. The learning process still uses conventional methods which make students less enthusiastic in participating in learning and tend to get bored with the material presented. The purpose of this research is to develop interactive Javanese script learning media based on multimedia. The development method in this study uses the Research and Development method. Multimedia-based interactive Javanese script learning media is an alternative in the learning process. Based on the results of the validation, the learning media got a feasibility percentage of 92.5% from internal validator, 90% from external validator, and 81% from the results of user trials, so it can be concluded that the learning media developed was categorized as very feasible to use.
PERANCANGAN IDENTITAS PERUSAHAAN DALAM BENTUKSTATIONERY DESAIN DI RUMAH KREASI GRAFIKA Setiyo Adi Nugroho; Daniel Rudjiono; Febrian Rahmadhika
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i1.456

Abstract

Rumah Kreasi Grafika is a clothing business that was established in 2020. This clothing business is located at Jalan Grafika Raya, Gedawang, Banyumanik District, Semarang City, Central Java. This company still has shortcomings, especially in the field of design, so that marketing is not very successful. This is due to a lack of knowledge about the value of design in a company.The thing that is most prioritized in the design of making this stationery set is to meet the graduation requirements for the final project course and provide a new perspective in utilizing stationery sets as a means of supporting the company's progress. Where is the initial stationery set that has a design value that does not sell well and is still incomplete.In designing the design of a stationery set, it is necessary to choose the type of font, color and also the composition of the design because these three aspects are vital and can have a serious impact on the effectiveness of the stationery set.
PERANCANGAN COMPANY PROFILE INTERAKTIF BERBASIS VIDEO CLIP STUDI KASUS DI STUDIO ATLANTIS SEMARANG setiyo adi nugroho; Andri Cahyo Wijayanto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.574

Abstract

The field of video shooting services in the Semarang area is currently spread in almost every area of ​​the city. Ranging from small businesses to large companies. This service is generally needed to capture important moments in the form of video documentation. Studio Atlantis is a line of business that provides video shooting and editing services. This company was founded in 2010, having its address at jl. Pete Raya, Now. In addition to video shooting, Studio Atlantis also provides photography services. Marketing in this studio still uses simple media, .using a list of products in the form of digital images on a computer in explaining products to consumers. This method is less effective when showing product samples because you have to open a different application in another file location. The solution to this problem requires a media to help promote the products at Studio Atlantis to consumers in a more practical way. A company profile that summarizes company information along with product samples in the form of video clips then packaged into an interactive form.
EFEKTIFITAS INFOGRAFIS DALAM MEDIA PROMOSI UMKM Andik Prakasa Hadi; Setiyo Adi Nugroho; Rudjiono Rudjiono; Sugiarto Sugiarto
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.v15i1.748

Abstract

Taman Makam Abu Ambarawa is a cemetery managed by the Gotong Royong Social Foundation, has been using infographics in promotional media in the form of brochures, catalogs and business cards since 2017. This study was conducted to determine the effectiveness of using infographics in promotional media. The EPIC model is used as a method to determine the effectiveness of infographics in the promotional media that have been used, using the indicators of Empathy, Persuasion, Impact and Communication. Respondents in this study were people who had used the services of Taman Makam Abu Ambarawa. The results of this study indicate that the use of infographics in promotional media is very effective, with an EPIC index score of 3.38 indicating that the decision scale is very effective. While the tabulation of the EPIC and EPIC Rate dimensions indicated that the four dimensions of the EPIC model (empathy, persuasion, impact and communication) had a value greater than the minimum value of Very Effective of 3.25. This research can be used by stakeholder are related to cooperatives and UMKM, regarding the perspective of the use of infographics in promotional media that has proven to be effective, through the use of infographics to display products or services in promotional media for the cooperative development and UMKM.
APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG Setiyo Adi Nugroho; Andik Prakasa Hadi; Rudjiono Rudjiono; Ahmad Zainudin
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.v15i1.765

Abstract

The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.
PENGEMBANGAN ALAT BANTU PENGEDITAN VIDEO DAN MULTIMEDIA BERBASIS ARDUINO USB MIDI Setiyo Adi Nugroho; Andik Prakasa Hadi; Rudjiono Rudjiono
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 1 (2023): Januari : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i1.860

Abstract

The extensive use of multimedia technology in the film and television industry has greatly enhanced the aesthetics and artistry of film and television works, thereby fundamentally driving the development of the film and television industry. This development of needs in video and multimedia directly impacts the needs in the video editing process. Therefore, in the big video era, changes in the way video is used in various media including social media have had a big impact on editing video content. In speeding up the performance of video and multimedia editing, a shortcut method is needed, usually using a keyboard shortcut. keyboard shortcuts are obviously very helpful in the editing process but despite the fact that it usually takes half the time to issue commands to a computer application using those keyboard shortcuts, most people issue certain commands by clicking on icons on a toolbar or by selecting commands from a pull-down menu. In this study, a tool was designed by utilizing an Arduino microcontroller in the form of a midi controller which makes it easier to access shortcuts to help speed up the process of editing video and multimedia content.
PERAGAAN BUSANA VIRTUAL SEBAGAI SARANA PROMOSI DI OBEDA BOUTIQUE SALATIGA Setiyo Adi Nugroho; Andik Prakasa Hadi; Agus Priyadi; Eni Kristina Pujiastuti
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 2 (2023): Mei : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i2.1713

Abstract

This research is about designing a virtual fashion show video for promotion at Obeda Boutique Salatiga. This research is purposed to display fashion products in fashion shows in the form of 3-dimensional animation, and to hold fashion shows through social media. The preparation of this promotional video utilizes the Multimedia Development Life Cycle (MDLC) research approach which follows six steps, namely (1) concept, for setting goals, target audience, and others. (2) design, to develop detailed specifications regarding style, appearance, and material requirements for animation production. (3) collection of materials, collect materials according to the needs of the project. (4) assembly, making all objects or animated materials. (5) testing, testing performance to ensure compliance with the expected specifications, and (6) distribution, producing the final product in video format with *.mp4 format. Based on the research results, the design of a virtual fashion show video as a means of promotion at Obeda Boutique Salatiga is appropriate to be published on all Obeda Boutique Salatiga social media. Keywords: (1) Promotional Video, (2) Virtual Video, (3) Promotional Media.
Pelatihan Pemanfaatan Teknologi Multimedia Untuk Membuat Media Pembelajaran Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho; Priyadi Priyadi; Robby Andika Kusumajaya; Danang Danang
Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat Vol. 1 No. 3 (2023): Juli, Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pandawa.v1i3.54

Abstract

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..