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Analisis Efektifitas Rigging Karakter Animasi “Teater Merah Putih” Menggunakan Dua Metode ilham albana; Hellik Hermawan; Muhammad Abdul Kafi Thosien
Jurnal Komputer Terapan  Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.425 KB) | DOI: 10.35143/jkt.v8i2.5411

Abstract

Many animation industry players, especially animated films, are oriented toward the television industry. Therefore, the term "catch up" requires animation film industry players to produce animated films quickly. Industry players are certainly looking for various ways to speed up the process of making animated films, but they still want good and consistent quality. Rigging is an important part of the animated film process, as it is difficult for animators to animate without rigs in animated characters. Rigging isn't just about adding rigs to characters. In the process of making rigs, it is not just making rigs, but the animators can easily animate 3D characters to speed up the animation process. This will speed up your production process by speeding up the animation process because of the convenient controls. Researchers tested two commonly used rigging methods for 3D characters. From this test, it can be shown which rigging method is more effective and faster, to be used on animated characters so that it is faster in the production stage.
Review Model Teknologi Perguruan Tinggi Menurut Sudut Pandang Supply Chains Management Ilham Albana; Irfan Santiko
Journal of Information Technology Ampera Vol. 3 No. 2 (2022): Journal of Information Technology Ampera
Publisher : APTIKOM SUMSEL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalita.volume3.isssue2.year2022.page175-184

Abstract

The community's need for higher education is very important. Given the regulations of UU No.234 u 2000 concerning guidelines for the establishment of higher education institutions, it is quite easy for foundations and institutions, several institutions are competing and interesting to establish universities. Higher education is currently an attractive business field. The existence of graduates in the community or the market will always be an attribute of the community's assessment of the original university. If the alumni are well absorbed by the market, the university will get a positive assessment. Every university has an interest in knowing the level of user satisfaction of its graduates as an important part of the evaluation and projections of the institution. Problems arise when graduates are not well absorbed. Many factors could be the cause. In a business, of course, you must look at it from the point of view of market needs, the same thing as higher education institutions. If you don't pay attention to the market aspect, it is certain that graduates are not well absorbed due to lack of quality. In this article, we will discuss the sustainability of business processes in higher education based on user reviews of graduates. The continuity of this business process using a supply chain model approach.
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.
E-learning as a Learning Media in the Form of Educational Games for Elementary School Students Ilham Albana; Widya Hartayu
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.v2i1.20

Abstract

The use of games as a means of education is not wrong. Because games are entertaining. Human psychology is more like playing than a serious study. In games, education is given through practice or learning by doing. The aim of this research is to design and build an Educational Game for learning mathematics, sub-materials for addition, subtraction, multiplication, and division on integers, Indonesian, Natural Sciences, Desktop-based IPS, class VI. The purpose of designing this platform is to conceptualize and build E-learning in learning math operations, the Indonesian language, Natural Sciences, Desktop-based IPS, sub-material addition, subtraction, multiplication, and division of integers. Memorizing history and understanding nature and others as well as understanding correct punctuation and language. Data collection methods used are interviews, literature, and documentation. The system development method used is MDLC (Multimedia Development Life Cycle). Its manufacturer uses Adobe Flash Professional CS6, Adobe Photoshop CS6, and Adobe Audition CS6 software. The results of this study are in the form of E-learning as Learning Media in the Form of Educational Games for Class VI Students of SD Negeri 03 Karanggude Kulon
Penerapan Pencahayaan Pada Animasi Tiga Dimensi Teater Merah Putih Untuk Mengatur Dinamika Dan Kualitas Gambar Animasi Hellik Hermawan; Ilham Albana; Anggit Bintang Prasetyo; Deden Deden
Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika) Vol. 4 No. 1 (2021): Januari
Publisher : Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1089.535 KB)

Abstract

Abstract: The creation of the animation "Red and White Theater" uses an open-source 3D application called Blender 3D with version 2.83 and uses the EEVEE rendering engine that is already available in the Blender 3D application. Rendering in the Red and White Theater animated scene is still far from expected in terms of visuals, due to the time rendering of the animation is very time-consuming. The problem caused by not optimally an animated file/scene is a long work time when opening the scene for the first time, and feels heavy when navigating the scene. The solution to the problem is to remake the animation "Red and White Theater" by changing the lighting side which will have an impact on the addition of visual aesthetics and optimal lighting. The purpose of this research is to change the old light method in order to cut rendering time without compromising the quality of the animation. The research method of animation making is divided into 3 stages, namely pre-production, production, and post-production. The result of validation with a percentage for material decay is 79% and lighting manufacturing is 81% which belongs to the interval of the category of excellent assessment based on the results of questionnaires given to 30 respondents.
MERAIH KEMAMPUAN DESAIN GRAFIS PROFESIONAL MELALUI PELATIHAN COREL DRAW UNTUK SMK Ilham Albana; Ranggi Praharaningtyas Aji; Aulia Hamdi; Melia Dianingrum
Nusantara Hasana Journal Vol. 3 No. 3 (2023): Nusantara Hasana Journal, August 2023
Publisher : Yayasan Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59003/nhj.v3i3.948

Abstract

Graphic design is a rapidly growing field with plenty of career opportunities for those who have an interest and talent in this area. However, vocational high school students often face difficulties in developing graphic design skills and using graphic design software like Corel Draw. Therefore, this community engagement activity aims to provide solutions to the challenges faced by vocational high school students in learning graphic design. This community engagement activity consists of several stages, including observation, socialization with partners, creating a module for Corel Draw usage, content creation training, training evaluation, and overall engagement results evaluation. Through this initiative, it is hoped that vocational high school students will gain access and opportunities to attend graphic design training, receive clear guidance on applying graphic design software, stimulate their interest and enthusiasm for learning graphic design, and provide motivation and support for them to pursue a career as professional graphic designers. The results of this activity will enable participants to observe the improvement in graphic design skills among vocational high school students and help them prepare for entering the workforce or continuing their studies in graphic design. Therefore, this activity is expected to provide significant benefits for vocational high school students in developing graphic design skills and pursuing a career as skilled graphic designers.
Making “Si Mbah” Illustrational Asset for Whatsapp Stickers Need Using MDLC Method Risqi Dwiarto; Argiyan Dwi Pritama; Ilham Albana
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (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.v2i2.30

Abstract

The rapid development of technology in the current era of globalization has brought many advances in various social aspects. The popularity of mobile devices as a means of communication has increased in recent years due to their high mobility. Currently, there are many applications Messenger which has spread to the general public using messaging applications to send messages in the form of text, audio, and even files and videos. Verbal communication when chatting is prone to emotional misinterpretation, not infrequently a joke is interpreted as something serious so that miscommunication occurs. Not infrequently misunderstandings like this will have an impact on tenuous relationships and feelings of discomfort. Using informative and attractive visual media can definitely make people read carefully and understand the audience better. Thus it can be concluded that the use of animated visual media labels with the MDLC method can make it easier for the audience to receive information that is clearer and easier to understand.
SOSIALISASI ANCAMAN DAN MANFAAT PENGGUNAAN MEDIA DIGITAL UNTUK SISWA MENENGAH ATAS SEDERAJAT DITINJAU DARI IT ETHIC, REGULATION AND CYBER LAW Ranggi Praharaningtyas Aji; Ilham Albana
Nusantara Hasana Journal Vol. 3 No. 10 (2024): Nusantara Hasana Journal, March 2024
Publisher : Yayasan Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59003/nhj.v3i10.1040

Abstract

Using the concept of an independent learning curriculum for students at Miftahul Huda Rawalo Vocational School to express themselves and create digitally. Therefore, the digital work of Miftahul Huda Rawalo Vocational School students needs to be ensured in accordance with ethical and legal principles. It is important to instill knowledge about IT ethics, digital world rules and Indonesian cyber law in these students. With this problem, it is necessary to provide direction and explanation regarding applicable ethics and law, both formal and digital ethics and law. The AMM team will explain matters related to IT ethics and cyber law in attractive and digitalized packaging so that it is easy fors participants to understand and understand. The result of this activity is that students know the issues regulated by IT ethics related to the ITE Law and regulations related to content and digital media created by students. Know the limits of what is and is not allowed in digital media. And awareness of the importance of maintaining digital content created by students in the field of ethics and IT regulations.