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Implementation of a 3D Animation Production Pipeline for a Psychological Well-Being Trailer : Visualizing Self-Acceptance Using Autodesk Maya Yoseph Satria Praka; Rifki Setiawan; Syasya Amalia; Annisa Eka Danti; Candi Rahayu Tri Prameswari; Desna Romarta Tambun; Indah Sari Mukkaramah
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.
Analisis Model Bisnis EduverseXR sebagai Layanan Edutech Berbasis Extended Reality Yoseph Satria Praka; Candi Rahayu Tri Prameswari; Nurul Wahyuni; Ananda Maria; Fitria Nugrahani
Seminar Nasional Riset Terapan Vol. 15 No. 01 (2026): SNRT XV TAHUN 2026
Publisher : Administrasi Niaga Politeknik Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/snrtbisnis.v15i01.6906

Abstract

The development of Extended Reality (XR) technology in education provides significant opportunities for creating more interactive and immersive learning media. However, the implementation of XR in the education sector still faces challenges such as limited resources, high implementation costs, and the lack of optimal XR-based edutech service models. This study aims to analyze the business model of EduverseXR as an XR-based edutech service using the Business Model Canvas (BMC) approach and SWOT analysis to formulate sustainable business development strategies. This research employs a descriptive qualitative method using a literature review approach. Data were collected from secondary sources such as scientific articles, books, and relevant previous studies. The analysis was conducted by mapping the business model using BMC and identifying internal and external factors through SWOT analysis. The results show that EduverseXR has strong potential in developing AR and VR-based learning media supported by technological capabilities, innovative products, and significant opportunities in the digital education sector. The proposed development strategies include strengthening product differentiation, improving human resource competencies, and expanding partnerships with educational institutions to support sustainable XR implementation.