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Journal : Journal of Multimedia Trend and Technology

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
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.