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Perancangan Film Animasi 3 Dimensi Berjudul “Jangan Menyerah” dengan Metode Pose to Pose Antasena, Aria; Bustomi, Tommy; Metandi, Farindika
Jurnal Teknik Indonesia Vol. 1 No. 1 (2022): Jurnal Teknik Indonesia
Publisher : Publica Scientific Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (482.305 KB) | DOI: 10.58860/jti.v1i1.3

Abstract

3D animation film is a development of 2D animation which is developed through computer technology which is growing rapidly. However, in using computer technology to design a 3D animated film that is still very rigid, it can affect the performance of the animation because the animation does not look real like humans and objects. The purpose of this study is to explain the design of animating an animated film using the method that has been made, namely pose to pose for each pose used based on the animation design that has been made for the film entitled "Jangan Menyerah". Method: This study uses the Multimedia Development Life Cycle (MDLC) method with six stages, namely concept, design, material collection, manufacture, testing, and finally distribution. The concept of the title of the film is not to give up on moral and short film formats. The characters used use the pose to pose method with keypose movements, extreme movements and in between movements. After that, testing and distribution is the final process in making works that are published through social networks. Conclusion Making an animated film designing a 3-dimensional animated film entitled "don't give up" using the pose to pose method, the journey of a child who wants to achieve his goals, can be achieved by following the multimedia development life cycle stage with the last process being distribution on SNS such as YouTube and Instagram
Penerapan analisis sentimen opini masyarakat terhadap ulasan aplikasi Grab pada google play store menggunakan Algoritma Naive Bayes Zadia, Bella Audrey; Lailiyah, Siti; Bustomi, Tommy
Jurnal Simantec Vol 14, No 1 (2025): Jurnal Simantec Desember 2025 (Article in Progress)
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/simantec.v14i1.29886

Abstract

This study aims to analyze public sentiment regarding reviews of the Grab application on the Google Play Store using the Multinomial Naive Bayes algorithm. The research process follows the KDD stages, starting from data selection, pre-processing, sentiment labeling, dataset splitting, model training, to performance evaluation. A total of 5,000 review data were collected through web scraping techniques and processed step by step using cleaning, normalization, tokenizing, stopword removal, and stemming methods. The developed Multinomial Naive Bayes model was able to classify review sentiments into positive, negative, and neutral categories with an accuracy of 69.6%. Precision and recall for negative and positive sentiments are relatively high, but the performance for neutral sentiment remains low due to imbalanced data distribution. The results of this study provide valuable insights for Grab developers to understand user perceptions and can serve as a basis for strategic decision-making to improve application service quality. Thus, Multinomial Naive Bayes has proven to be effective and efficient for sentiment analysis of Grab app reviews on the Google Play Store.Keywords: Sentiment Analysis, Multinomial Naive Bayes, Grab, Google Play Store, KDD
Penerapan Teknik Sinematografi Dalam Pembuatan Video Promosi Dejavu Barbershop Syafrizal, Agusdi; Firjatullah; Bustomi, Tommy
JUKOMIKA (Jurnal Ilmu Komputer dan Informatika) Vol. 8 No. 1 (2025): Juli
Publisher : LPPMPP Yayasan Sejahtera Bersama Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54650/jukomika.v8i1.590

Abstract

Dejavu Barbershop  faces challenges in maximizing promotional appeal amidst increasingly fierce industry competition. Dejavu Barbershop  currently uses social media by posting simple pictures and videos of haircut results. However, this method has not been able to attract maximum attention amid increasingly fierce competition. This research aims to increase the attractiveness of promotions through making videos with aspects of Cinematographic Techniques namely composition, camera angle, shot type, camera movement, lighting, and editing,  using the Multimedia Development Life Cycle (MDLC) method which includes six stages: concept, design, material collection, creation, testing, and distribution. The results of the research are in the form of a promotional video for Dejavu Barbershop  with a duration of 1 minute 30 seconds published through the POLNES Multimedia Informatics Engineering YouTube platform. Based on the questionnaire results, this romotional video with Cinematography Techniques was rated very well by respondents, with a total percentage of 90.39%. In addition, this promotional video has a positive impact on sales at Dejavu Barbershop  after the video is published, with an increase in the number of customers and sales figures. Keywords—Promotional Video, Barbershop , Cinematography
Penerapan Teknik Color Grading Pada Pembuatan Film Pendek “The Choice” Untuk Mendukung Perubahan Suasana Fadillah, Ilham; Bustomi, Tommy; Metandi, Farindika
JURNAL VOKASI TEKNIK Vol 3 No 2 (2025): JURNAL VOKASI TEKNIK (JUVOTEK)
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Film pendek merupakan film yang berdurasi pendek dan bercerita secara singkat. Teknik yang digunakan adalah dengan Color Grading yang meliputi teknik Brightness dan contras, white balance, three way color corrector, Unsharp mask dan sharpening tool, curve, color match dimana teknik ini bertujuan membangun suasana supaya film tidak terlihat monoton. Metode yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC). pengembangan film terdiri dari enam tahap: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi dimana color grading diterapkan pada tahap pembuatan yang bertujuan mendukung perubahan suasana. Pengujian film pendek ini melalui kuesioner dari 25 Responden. Hasil menunjukan bahwa color grading mampu mendukung dan berhasil menunjukan perubahan suasana, merubah suasana dengan menggunakan psikologi warna yang tepat menjadi hasil dari penelitian ini.
PEMBUATAN VIDEO COMPANY PROFILE EL’S MUSIC COURSE MENGGUNAKAN TEKNIK SINEMATIK Imanuel, Aldy; Hartanto, Subhan; Bustomi, Tommy
JURNAL VOKASI TEKNIK Vol 3 No 2 (2025): JURNAL VOKASI TEKNIK (JUVOTEK)
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Video company profile adalah media audio-visual yang dirancang khusus untuk memperkenalkan suatu perusahaan, produk, atau instansi. Dengan menggunakan video company profile ini informasi tentang El’s Music Course mudah diterima dan dikenal oleh masyarakat, dengan menggunakan teknik sinematik yang membuat hasil menjadi lebih menarik. Pada penelitian ini menggunakan metode MDLC dengan tahapan yaitu, konsep (concept), perancangan (design), Pengumpulan bahan (material collecting), pembuatan (assembly), pengujuan (testing), dan distribusi (distribution). Penelitian ini menghasilkan video company profile “El’s Music Course” yang berdurasi 2 menit 19 detik, dan dipublikasikan melalui sosial media Youtube dengan alamat URL https://youtu.be/5l8Mq_aMHPs?si=158o8PR5hOjsiCMt dan sosial media Instagram El’s Music Course. Hasil dari penelitian ini didapati berdasarkan hasil perhitungan kuesioner menyatakan bahwa video company profile “El’s Music Course” ini sangat baik sebagai alat untuk memperkenalkan dan mempromosikan El’s Music Course.
Penerapan Teknik Cinematography Rule Of Thirds Pada Pembuatan Film Pendek “Stuck On The Puzzle”: Penerapan Teknik Cinematography Rule Of Thirds Pada Pembuatan Film Pendek “Stuck On The Puzzle” Anam, Muhammad Shodikul; Bustomi, Tommy; Topadang, Anton
JURNAL VOKASI TEKNIK Vol 3 No 2 (2025): JURNAL VOKASI TEKNIK (JUVOTEK)
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Industri perfilman saat ini mengalami kemajuan pesat seiring perkembangan teknologi digital. Perubahan ini tidak hanya memengaruhi proses pembuatan film, tetapi juga cara film didistribusikan dan dinikmati oleh penonton. Penelitian ini bertujuan untuk menganalisis penerapan teknik sinematografi Rule of Thirds dalam pembuatan film pendek berjudul “Stuck On The Puzzle”. Film ini mengangkat tema kesepian, krisis identitas, dan perasaan hampa yang dialami seorang remaja di tengah keramaian. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahapan: pengonsepan, perancangan, pengumpulan bahan, pembuatan, pengujian, dan pendistribusian. Teknik Rule of Thirds digunakan dalam berbagai adegan untuk menciptakan komposisi visual yang seimbang, menarik, serta mendukung penyampaian pesan emosional dalam film. Penempatan subjek utama dan elemen simbolik secara strategis dalam titik-titik perpotongan frame membantu memperkuat narasi visual, menyampaikan konflik batin karakter, serta menggambarkan nuansa kesepian secara halus dan mendalam. Hasil pengujian melalui kuesioner menunjukkan bahwa penggunaan teknik ini dinilai efektif dalam mendukung estetika dan isi cerita. Penelitian ini memberikan kontribusi pada pengembangan sinematografi dalam konteks film pendek dan dapat menjadi referensi bagi sineas muda dalam menerapkan teknik visual untuk memperkuat cerita. Diharapkan, film ini mampu menjadi media yang menyampaikan pesan sosial secara visual sekaligus membangun empati terhadap isu-isu psikologis remaja.
Pembuatan Video Promosi Produk Minuman untuk Membangun Citra Merek dengan Menerapkan VFX Fluid Simulation Tri Hartadi, Ahmad; Nyura, Yusni; Bustomi, Tommy
JURNAL VOKASI TEKNIK Vol 3 No 2 (2025): JURNAL VOKASI TEKNIK (JUVOTEK)
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Penelitian ini berjudul "Pembuatan Video Promosi Produk Minuman untuk Membangun Citra Merek dengan Menerapkan VFX Fluid Simulation". Tujuan dari penelitian ini adalah untuk mengembangkan video promosi yang efektif dalam meningkatkan kesadaran dan membangun citra merek Ocean Blue Lagoon di Angkringan Duta, dengan menggunakan teknik visual efek simulasi cairan. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE, yang mencakup analisis kebutuhan konsumen dan desain konten video. Hasil penelitian menunjukkan bahwa video promosi yang dihasilkan tidak hanya menarik perhatian audiens, tetapi juga meningkatkan pemahaman dan persepsi positif terhadap merek. Video ini dinilai kredibel dan mampu memberikan dampak positif pada citra merek. Dengan penerapan VFX fluid simulation, video promosi ini berhasil menciptakan efek visual yang menawan, sehingga diharapkan dapat meningkatkan penjualan produk. Penelitian ini memberikan kontribusi penting bagi strategi pemasaran digital, terutama dalam konteks penggunaan media visual untuk membangun citra merek yang kuat dan menarik di kalangan konsumen.
Market Potential Analysis Based on Population and Land Area using K-Means Clustering and MCDM Approaches Arfyanti, Ita; Bustomi, Tommy; Haristyawan, Ivan
Building of Informatics, Technology and Science (BITS) Vol 7 No 1 (2025): June (2025)
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v7i1.7392

Abstract

In an increasingly competitive global market, accurately identifying untapped market potential in small to medium-sized regions, often overlooked by traditional single-indicator analyses, presents a significant challenge for strategic decision-making. This study addresses this by proposing a hybrid analytical framework integrating K-Means Clustering with Multi-Criteria Decision-Making (MCDM) methods, utilizing population size and land area as core indicators. The primary objective is to develop a robust market potential analysis model capable of systematically classifying regions and providing actionable insights for resource optimization and market expansion. The methodology involves determining the optimal number of clusters using the elbow method (k=3, with a silhouette score of 0.8862), followed by K-Means clustering to segment Asian countries into distinct groups. Subsequently, three MCDM methods SAW, WP, and WASPAS are applied to rank countries within the most relevant cluster (low population and area) under various weighting scenarios. The results consistently demonstrate Turkey's top ranking across all MCDM methods, highlighting its robust market potential regardless of weight variations. Crucially, a very strong agreement in rankings between the MCDM methods was observed, evidenced by Spearman's correlation coefficients consistently above 0.98, with the highest correlation between SAW and WASPAS (0.998379 for [0.3, 0.7] weights). This high correlation confirms the reliability and consistency of the model, concluding that SAW and WASPAS are highly suitable for this analysis, and identifying Turkey as the leading country in market potential among 50 Asian nations based on the criteria studied.
Student Class Grouping in Junior High Schools Based on Academic Performance Using the Fuzzy C-Means Method Bustomi, Tommy; Hasiholan, Jundro Daud; Harianto, Kusno
Building of Informatics, Technology and Science (BITS) Vol 7 No 3 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v7i3.8585

Abstract

Abstrak−Differences in academic abilities among junior high school students often pose a challenge for schools in conducting class groupings objectively and efficiently. Many educational institutions, including SMP Negeri Y, still rely on manual grouping methods that are subjective and do not accurately reflect the actual conditions of students. Inaccurate grouping may lead to imbalanced learning processes, where students with high and low academic abilities are placed in the same group without considering their performance variations. Therefore, a data-driven approach is needed to represent student characteristics comprehensively and flexibly. This study aims to apply the Fuzzy C-Means (FCM) method to cluster students of SMP Negeri Y based on four main attributes: Academic Average, Attitude Score, Activeness Score, and Attendance. The FCM method was chosen for its ability to handle data uncertainty and assign multiple membership degrees to each student across different clusters. Prior to clustering, the data underwent a preprocessing stage involving data cleaning, normalization using StandardScaler, and scale adjustment across attributes to improve the accuracy of Euclidean distance calculations. The analysis results revealed the formation of two main clusters representing student academic performance levels. Cluster 0 has an average academic score of 78.37 with moderate attitude and activeness levels, while Cluster 1 shows a higher academic average of 82.18 accompanied by better attitude, activeness, and attendance scores. Based on the highest membership degree, 38 students were assigned to Cluster 0 and 26 students to Cluster 1. Model evaluation using Fuzzy Partition Coefficient (FPC), Modified Partition Coefficient (MPC), and Silhouette Score indicated the optimal configuration at a fuzziness level of m = 2, yielding FPC = 0.680, MPC = 0.359, and Silhouette Score = 0.334. These findings demonstrate that FCM is effective in representing variations in student abilities more realistically, while also providing an objective foundation for schools to design adaptive learning strategies and implement data-driven academic policies.