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Perancangan Aplikasi #JagoNgobrol untuk Meningkatkan Keterampilan Komunikasi Siswa Sekolah Menengah Pertama Setiawan, Rifki; Praka, Yoseph Satria; Giffary, Danang Aryaputra; Marcheta, Noorlela
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 10 No. 1, June 2025
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v10i1.488

Abstract

Effective communication skills are crucial for students' success in the school environment. However, many middle school students still face communication barriers, including a lack of confidence and difficulty articulating their ideas. This study aims to develop the #JagoNgobrol application to enhance students' communication skills through a technology-based approach. The development process includes planning, production design, and evaluation stages. The application is designed with innovative features, including augmented reality simulations, daily mood tracking, mascot customization, and a peaceful nest. Testing results indicate that the application functions well, featuring an interactive interface and multi-level learning materials. The study concludes that #JagoNgobrol has the potential to be a practical solution for improving students' communication skills in a creative and structured manner.
Implementation of a 3D Animation Production Pipeline for a Psychological Well-Being Trailer : Visualizing Self-Acceptance Using Autodesk Maya Praka, Yoseph Satria; Setiawan, Rifki; Amalia, Syasya; Danti, Annisa Eka; Prameswari, Candi Rahayu Tri; Tambun, Desna Romarta; Mukkaramah, Indah Sari
Intechno Journal : Information Technology Journal Vol. 7 No. 2 (2025): December
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/intechnojournal.2025v7i2.2485

Abstract

Purpose: This study aims to investigate the implementation of a structured 3D animation production pipeline in the creation of a 3D animation trailer themed around psychological well-being with a self-acceptance dimension. The research addresses the lack of academic studies that specifically discuss the technical and procedural aspects of 3D animation trailer production, as most previous works emphasize narrative messages or educational outcomes rather than the production workflow itself.Methods: A practice-based research approach was applied by implementing a three-stage animation production pipeline consisting of pre-production, production, and post-production. Pre-production included concept development, scriptwriting, storyboard and concept art creation, and dubbing. The production stage involved material collecting, studio setup, and keyframe-based animation using Autodesk Maya. Post-production comprised frame-by-frame rendering using Arnold, compositing and editing with Adobe After Effects, internal evaluation, expert-based beta testing, and publishing via YouTube. All stages were systematically documented to ensure clarity and reproducibility.Result: The results show that the implemented pipeline enabled efficient task distribution, consistent visual quality, and accurate synchronization between animation and audio across 15 scenes with a total duration of 97 seconds. Internal evaluation confirmed that all scenes met predefined technical, visual, and narrative standards. Furthermore, expert-based evaluation by media professionals yielded a feasibility score of 92% across five aspects: animation quality, camera movement, lighting, sound design, and narrative timing. These findings indicate that the proposed pipeline effectively supports short 3D animation trailer production by reducing workflow ambiguity and improving coordination between visual and audio components.Novelty: The novelty of this research lies in its detailed and reproducible documentation of a 3D animation trailer production pipeline that integrates a fantasy-based narrative as a conceptual foundation for self-acceptance. This study provides a practical workflow reference that can be adapted for future academic, educational, and creative animation projects.
The Representation of Encounter and Destiny in the Lyrics of “HELLO” by ZEROBASEONE (A Ferdinand de Saussure Semiotic Analysis) Praka, Yoseph Satria; Qonita, Vellisya Afifa; Azzahra, Alya
Jurnal Penelitian Musik Vol 7 No 1 (2026): Jurnal Penelitian Musik
Publisher : Program Studi Pendidikan Musik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JurnalPenelitianMusik.71.05

Abstract

K-Pop songs function not only as entertainment but also as a medium for conveying emotional messages and representing meanings closely related to listeners’ experiences. The song “HELLO” by ZEROBASEONE is a ballad that represents feelings of encounter, emotional attachment, and belief in destiny, particularly within the context of a group formed through a survival program and bound by a limited activity period. This study aims to analyze the representation of encounter and destiny in the lyrics of “HELLO” using Ferdinand de Saussure’s semiotic approach. The research employs a qualitative descriptive method, with data collected through lyric documentation and analyzed using the concepts of signifier and signified. The results reveal that the lyrics of “HELLO” construct the meaning of encounter as an emotionally charged moment filled with anticipation, which gradually develops into awareness of mutual attachment and culminates in the belief that the relationship is part of an inevitable destiny. The word “hello” is represented not merely as a greeting, but as a symbol of beginnings, continuity, and resistance to separation. In conclusion, this study demonstrates that “HELLO” represents encounter and destiny as emotional meaning constructions shaped by language, experience, and social context, reinforcing the role of music as a medium for expressing collective emotions between ZEROBASEONE and their fans.
The Representation of Encounter and Destiny in the Lyrics of “HELLO” by ZEROBASEONE (A Ferdinand de Saussure Semiotic Analysis) Praka, Yoseph Satria; Qonita, Vellisya Afifa; Azzahra, Alya
Jurnal Penelitian Musik Vol 7 No 1 (2026): Jurnal Penelitian Musik
Publisher : Program Studi Pendidikan Musik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JurnalPenelitianMusik.71.05

Abstract

K-Pop songs function not only as entertainment but also as a medium for conveying emotional messages and representing meanings closely related to listeners’ experiences. The song “HELLO” by ZEROBASEONE is a ballad that represents feelings of encounter, emotional attachment, and belief in destiny, particularly within the context of a group formed through a survival program and bound by a limited activity period. This study aims to analyze the representation of encounter and destiny in the lyrics of “HELLO” using Ferdinand de Saussure’s semiotic approach. The research employs a qualitative descriptive method, with data collected through lyric documentation and analyzed using the concepts of signifier and signified. The results reveal that the lyrics of “HELLO” construct the meaning of encounter as an emotionally charged moment filled with anticipation, which gradually develops into awareness of mutual attachment and culminates in the belief that the relationship is part of an inevitable destiny. The word “hello” is represented not merely as a greeting, but as a symbol of beginnings, continuity, and resistance to separation. In conclusion, this study demonstrates that “HELLO” represents encounter and destiny as emotional meaning constructions shaped by language, experience, and social context, reinforcing the role of music as a medium for expressing collective emotions between ZEROBASEONE and their fans.
Produksi Film Dokumenter sebagai Penggambaran Kehidupan Sosial di Kantin Politeknik Negeri Jakarta Fahrur Ryu Pambudi; Rifki Setiawan; Yoseph Satria Praka; Muhammad Ibnu Rosyid; Ade Rahma Yuly
INVENSI Vol 10, No 2 (2025): December 2025
Publisher : Graduate School of the Indonesia Institute of the Arts Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/invensi.v10i2.17533

Abstract

Penelitian ini bertujuan memproduksi film dokumenter berjudul “Dari Ucapan, ke Hati, dan Menjadi Rasa” yang merepresentasikan kehidupan sosial di kantin Politeknik Negeri Jakarta. Fokus penelitian diarahkan pada bagaimana dokumenter dapat mengangkat relasi sosial antara pedagang dan mahasiswa serta nilai-nilai moral yang sering terabaikan. Landasan teoretis penelitian mencakup konsep representasi sosial dalam media dokumenter dan penerapan model pengembangan MDLC (Multimedia Development Life Cycle) sebagai pendekatan sistematis dalam produksi multimedia. Penelitian ini menggunakan metode kualitatif dengan tahapan konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi audiovisual yang merekam aktivitas keseharian di kantin. Hasil penelitian berupa film dokumenter berdurasi 9 menit 40 detik yang menampilkan dinamika interaksi antara pedagang dan mahasiswa, serta nilai perjuangan, pelayanan, dan kejujuran yang muncul dalam kehidupan kantin. Film telah melalui tahap alpha dan beta testing, dengan evaluasi 26 responden yang menunjukkan tingkat kepuasan 77,77%, sehingga dinyatakan berkualitas baik dan layak ditayangkan. Film kemudian didistribusikan melalui platform YouTube agar dapat diakses secara luas. Kesimpulannya, media dokumenter efektif sebagai sarana penyampaian pesan sosial dan penggambaran kehidupan keseharian dengan pendekatan visual yang jujur dan humanis. Documentary Film Production as a Portrayal of Social Life in the Cafeteria of Jakarta State Polytechnic ABSTRACTThis research aims to produce a documentary film entitled “Dari Ucapan, ke Hati, dan Menjadi Rasa”, which represents social life in the canteen of Politeknik Negeri Jakarta. The focus of the study is on how documentary media can highlight social relations between vendors and students, as well as moral values that are often overlooked in everyday interactions. The theoretical foundation of this research includes the concept of social representation in documentary media and the application of the MDLC (Multimedia Development Life Cycle) model as a systematic approach to multimedia production. This study employs a qualitative method consisting of the stages of concept, design, material collection, assembly, testing, and distribution. Data were collected through observation, interviews, and audiovisual documentation that recorded daily activities in the canteen. The research result is a documentary film with a duration of 9 minutes and 40 seconds, portraying the dynamics of interaction between vendors and students, along with values of perseverance, service, and honesty that emerge in the canteen environment. The film has passed both alpha and beta testing stages, with an evaluation from 26 respondents indicating a satisfaction level of 77.77%, thus confirming that the film is of good quality and suitable for public screening. The documentary was subsequently distributed via the YouTube platform to ensure wider accessibility. In conclusion, documentary media is effective as a means of delivering social messages and portraying everyday life through an honest and humanistic visual approach. 
Implementasi Sistem Interaksi Multi Touch untuk Manipulasi Objek 3D Berbasis Augmented Reality Yoseph Satria Praka; Ananda Maria; Candi Rahayu Tri Prameswari; Nurul Wahyuni; Indah Sari Mukarramah
Coding: Journal of Computing and Software Engineering Vol. 2 No. 1: JUNI 2026
Publisher : Coding: Journal of Computing and Software Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25181/coding.v2i1.5021

Abstract

Teknologi Augmented Reality (AR) memungkinkan penggabungan objek digital dengan lingkungan fisik secara langsung melalui proses pelacakan secara waktu nyata (real-time), sehingga mampu menghadirkan pengalaman visual yang lebih menarik dan interaktif. Seiring perkembangannya, kebutuhan interaksi pengguna terhadap objek virtual juga semakin meningkat, terutama untuk mendukung eksplorasi objek tiga dimensi secara lebih fleksibel. Penelitian ini bertujuan mengimplementasikan sistem interaksi multi-touch untuk manipulasi objek 3D pada aplikasi augmented reality berbasis android. Pengembangan aplikasi dilakukan menggunakan pendekatan Multimedia Development Life Cycle (MDLC) dengan pembahasan penelitian difokuskan pada proses implementasi dan pengujian sistem. Aplikasi dikembangkan menggunakan Unity dan Vuforia dengan menerapkan mekanisme rotasi melalui single-touch gesture dan perubahan ukuran objek menggunakan pinch gesture pada image target. Evaluasi sistem dilakukan melalui metode black box testing pada perangkat Redmi 13 dengan 50 skenario pengujian. Hasil pengujian menunjukkan bahwa seluruh fungsi aplikasi berjalan sesuai rancangan dengan tingkat keberhasilan sebesar 100%. Temuan penelitian menunjukkan bahwa mekanisme interaksi multi-touch yang dikembangkan mampu mendukung manipulasi objek 3D secara responsif dan intuitif serta dapat menjadi alternatif implementasi interaksi berbasis gesture pada pengembangan aplikasi augmented reality berbasis android.
Perancangan Visual Aset Karakter dan Lingkungan 3D untuk Game Edukasi Berbasis Spasial Yoseph Satria Praka; Rifki Setiawan; Muhammad Thoriq Suriansyah; Thompson Nathanael Simarmata; Mira Rosalina
LogicLink Vol. 3 No. 1, June 2026
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/logiclink.v3i1.03

Abstract

Kemampuan spasial merupakan salah satu keterampilan kognitif yang penting dalam pembelajaran geometri karena berkaitan dengan kemampuan memvisualisasikan objek, memahami hubungan antar bentuk, dan mengenali orientasi ruang. Media pembelajaran berbasis game 3D dinilai mampu mendukung peningkatan kemampuan tersebut melalui aktivitas eksplorasi ruang secara interaktif. Penelitian ini bertujuan menghasilkan aset 3D berupa karakter dan lingkungan labirin yang digunakan sebagai dasar pengembangan game edukasi bertema labirin 3D untuk melatih kemampuan spasial. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari tahapan concept, design, material collecting, assembly, testing, dan distribution. Aset yang dikembangkan meliputi karakter utama bernama Urik, dua monster bernama Bramsball dan Rogarok, serta satu jalur labirin sebagai lingkungan eksplorasi. Proses pemodelan dilakukan menggunakan Autodesk Maya melalui tahapan shaping, slicing, texturing, dan lighting hingga proses rendering. Tahap pengujian dilakukan melalui alpha testing oleh pihak internal untuk memastikan kesesuaian aset terhadap rancangan awal, serta pengujian oleh dua ahli 3D yang memiliki pengalaman industri selama tiga tahun dan dua puluh dua tahun. Hasil pengujian memperoleh total skor gabungan sebesar 66 dari skor maksimal 80 dengan rata-rata persentase sebesar 82,5% yang termasuk kategori “Sangat Baik”. Hasil tersebut menunjukkan bahwa aset 3D telah memenuhi kualitas visual dan teknis yang memadai untuk digunakan dalam pengembangan game edukasi. Penelitian ini memberikan kontribusi sebagai dasar produksi visual dalam pengembangan media pembelajaran berbasis game untuk mendukung pelatihan kemampuan spasial.