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Analysis of Eevee Engine Rendering Engineering in Making 3D Animation Videos Mukomuko Hospital Sahputra, Eka; Sucahyo, Muhardi Hari
Jurnal Komputer, Informasi dan Teknologi Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v2i2.845

Abstract

Blender is a free and open source 3D computer software, Blender is used to create animated films, visual effects, and video games. This software features 3D modeling, UV unwrapping, texturing, ringing and skinning, fluid and smoke simulation, particle simulation, animating, match moving, camera tracking, rendering, video editing, compositing and a built-in game engine. Where we can design and create 3D animated films not only as a medium of entertainment in cinema, but also can be used in various fields including visual socialization media, which can bring new colors in the delivery of information. The formulation of this research is to determine how long the render time is generated to perform the rendering process using the Eevee rendering engine in Blender Software with a video duration of 54 seconds and a resolution of 320, 720, 1080 pixels on the 3D animation video of Mukomuko Hospital and the quality of the graphics/visuals produced by Eevee rendering engine. The animation video used is the 3D animation “Mukomuko Hospital”. The process of making animation using Blender 3D application and Adobe Premiere CC animation video design. The software used is Blender 2.82. The duration of the video analyzed using Eevee Engine Render is 54 seconds. The image resolution analyzed using the Eevee Engine is 320, 720 and 1080 pixels. The conclusion of this research is in the pre, production and post production process of 3D animation video at RSUD Mukomuko in accordance with the planning made previously. The rendering time generated to perform the rendering process using the Eevee rendering engine in Blender Software with a video duration of 54 seconds and a resolution of 320, 720, 1080 pixels, obtained various results with their respective advantages and disadvantages.
Jalan Kito Application For Services, Suggestions And Complaints Of Traffic And Land Transfortation (LLAJ) Geographic Information System-Based Safety Facilities Sahputra, Eka; Purnandi, Robby Egi
Jurnal Komputer, Informasi dan Teknologi Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v2i2.869

Abstract

Bengkulu Province Transportation Agency (Dishub) constituses one of the agencies engaged in public services, especially in the Traffic and Land Transportation (LLAJ) section to provide road safety facilities for the community. There are various kinds of facilities that have been provided at several location points, but the Bengkulu Province Transportation Agency (Dishub) does not immediately receive accurate information, resulting in delays in handling the damaged facilities. Therefore, complaints from the public are needed to find out the direct damage that is at the point of location of road safety facilities. Public complaints usually often occur in the field of public facilities and services which are handled by government agencies. The community's complaints have not been conveyed directly properly but only through social media intermediaries so that it makes people confused about who to complain to. So in this study, we will discuss the Jalan Kito application which is a service for advice and complaints of the Traffic and Land Transportation(LLAJ) safety facilities based on the Geographic Information System to help the public in reporting damage to road safety facilities. This study employed the Extreme Programming, Extreme Programming (XP) method, which is a software development method that is fast, efficient, low risk, flexible, predictable, scientific, and fun. This model tends to use an Object-Oriented approach. The stages that must be passed include Planning, Design, Coding, and Testing, For testing, it used the Black Box method. In testing with this Black Box method, the results obtained are that all menus, pages, and features that are made run according to what is expected
Application Of Data Mining Using The Naïve Bayes Classification Method To Predict Public Interest Participation In The 2024 Elections Zarti, Marcelina Novi; Sahputra, Eka; Sonita, Anisya; Apridiansyah, Yovi
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1192

Abstract

A big data processing process using a Data Mining technique that will be used in a study in the Application of Data Mining Using the Naïve Bayes classification to predict the participation of the Public Interest in the 2024 election. The data was obtained from the General Election Commission (KPU). The data was tested using the Naïve Bayes classification method with Weka Tools and 7 predetermined attributes. The dataset was taken as much as 96.67% of 11,406 training data, namely 2014 election data and 99.90% of 11,908 testing data, namely 2020 election data. Results It is known that the number of participants in Central Bengkulu Regency for the 2024 election based on participant data in 2020 and the 2014 election results is likely to increase by up to 3.23%, from 96.67% per 11,406 participants to 99.90% per 11,908 participants and the results predictions are likely to increase.
Interactive Multimedia Introduction To 3D Animation-Based Body Management Procedures For Muhammadiyah 1 Elementary School Students Bengkulu City Franata, Heru; Sahputra, Eka; Wijaya, Ardi; Marhalim, Marhalim
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1194

Abstract

This research was conducted in order to be able to further assist teachers in providing material related to procedures for managing corpses based on 3D animation. In this study the authors used empirical methods, in which data collection was carried out in several steps, namely: Observation and Library Studies. In addition, the system design has 2 (two), namely: First Marker Check (Washing the Body) and Initialization. Then there are 4 (four) paths in application design, namely: Interface Design, Splashscreen Menu, Main Menu, Prayer Movement AR Menu. And the last one is testing, where testing of the process book augmented reality application for children is carried out. Before the application is tested on users, it is first carried out using the white box testing method, testing the application on devices with the Android operating system. From this study it can be concluded that the stages involved in developing a 3D multimedia in the form of augmented reality consist of the process of modeling, texturing, ringing, animation, rendering, making APKs. The results of the animation making process are then arranged in a single unit using vuforia and unity so as to produce a 3D animation-based corpse management movement guide application.
Implementation of Location Based Service Method in Design of Housing Location Search Applications in The City of Bengkulu Syahputra, Arevo; Diana, Diana; Reswan, Yuza; Sahputra, Eka
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1459

Abstract

The increase in the number of residents in the city of Bengkulu, in line with the increase in the number of housing being built. The community is conducting a housing search based on information from newspapers and the local community. This is of course especially difficult. For people who come from outside the city of Bengkulu. To overcome this, a housing location search application in Bengkulu City was designed. The designed application can run both on websites and smartphones. This application implements Location Based Service and Google Maps API so that it can display a digital map of Bengkulu City which is equipped with residential location points. If the location point is clicked, the application will display detailed information about the housing.
Aplikasi Kamus Bahasa Daerah Serawai Menggunakan Algoritma Bubble Sort dan Voice Recognition Berbasis Android Juhardi, Ujang; Sahputra, Eka
Jurnal Media Infotama Vol 14 No 2 (2018)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.66 KB) | DOI: 10.37676/jmi.v14i2.666

Abstract

In general, native Sumatran people speak their mother tongue (B1) of the Malay language family. Each region in Sumatra generally has a different regional language. Specifically in Bengkulu, there are nine regional languages, namely Serawai language, Pekal language, Rejang language, Pasemah language, Mulak language, Kaur Bintuhan language, Bengkulu Malay language, Enggano language, and Muko-muko language. In the beginning, to search for a translation of the Serawai language, no one had ever used conventional dictionary facilities and internet online dictionary directories. So it is necessary to innovate in developing a Serawai language dictionary application to make searching easier, accompanied by database update content facilities and voice recognition. Therefore, it is hoped that by making this application it can become a useful medium and suit what users need. So the problem was formulated on how to create a Serawai Regional Language Dictionary using the Android-based Bubble Sort and Voice Recognition algorithm. In the data collection method, observation and literature study were used. The benefit of this research is to make it easier for the local government of South Bengkulu Regency to introduce the Serawai regional language to the wider community by utilizing Android-based information technology.
Multimedia Interaktif Pengenalan Tatacara Sholat Berbasis Animasi 3D Untuk Siswa Tingkat Sekolah Dasar Sahputra, Eka; Reswan, Yuza; Baihaqi, Ikhwan
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (685.992 KB) | DOI: 10.37676/jmi.v16i1.1118

Abstract

Life cannot be separated from the relationship between humans and God, one way is prayer as the 2nd pillar of Islam. Prayer is something that is mandatory for every Muslim starting from puberty and sanity. Due to foreign influences that have deeply entered into children's cultural thinking, material about prayer is highly recommended in the era of globalization. The current problem is that the media used is still conventional. Students can only listen to explanations from the teacher. This sometimes makes students feel bored and lazy to learn because there is no interaction that gives students an active role. This learning media uses picture learning books (which are used as markers to be saved by the smartphone, becoming 3-dimensional, 3D animation).
Implementasi Resource Assignement Algorithm Pada Aplikasi Bahasa Latin Flora Dan Fauna Untuk Pelajar Berbasis Android Wijaya, Ardi; Sahputra, Eka; Kornengsih, Resnita
Jurnal Media Infotama Vol 16 No 1 (2020)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (379.472 KB) | DOI: 10.37676/jmi.v16i1.1123

Abstract

Several studies state that there are problems that arise from excessive gaming activities, these problems are losing control over time and experiencing difficulties in academic matters. To foster students' enthusiasm for learning, teachers are required to make learning more interesting and innovative, efforts to achieve interesting and innovative learning are by using learning media. The difficulty of learning Latin makes children less interested because it uses language that is difficult to understand and pronounce. Utilizing mobile devices as a medium for learning makes it easy for students to learn practically anytime and anywhere using mobile. Resource Assignment Algorithm (RAA) has the ability to produce a value based on several existing values ​​sorted using a priority scale. In its application, the application of the introduction of Latin flora and fauna for junior high school students will produce a value for executing a decision for students in answering a question from learning Latin flora and fauna. Based on system testing with User Staticfaction Testing, the results showed 72% were very interesting, 21% were interesting and 7% were not interesting. These results show that the application design is good and suitable for use
A SISTEM PAKAR DIAGNOSIS PENYAKIT PADA PEROKOK PASIF DENGAN METODE CERTAINTY FACTOR Adipamungkas, Bayu Satria; Sahputra, Eka
Jurnal Media Infotama Vol 17 No 2 (2021)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v17i2.1643

Abstract

The adverse effects of cigarette smoke generally vary, depending on the age and condition of people who become passive smokers, including the impact of cigarette smoke on adults and the impact of cigarette smoke on pregnant women. If the impact of cigarette smoke on adults often inhale cigarette smoke, it can increase the risk of developing lung cancer by 20-30%. An expert system is a system that uses human knowledge where the knowledge is entered into a computer and then used to solve problems that usually require human expertise or expertise. How to make an expert system application for disease diagnosis in passive smokers with the certainty factor method. Can apply the certainty factor method rule pattern on the application of an expert system for diagnosis of disease in passive smokers. It is hoped that the development of this application can be a reference not only for passive smoking so that it is useful for the development of information technology.
Aplikasi Sistem Pendataan Nilai Akademik Siswa Berbasis Web di SMA N 03 Lebong Pahrizal, Pahrizal; Wijaya, Ardi; Sahputra, Eka; Tamara, Vivin
Jurnal Media Infotama Vol 20 No 1 (2024): April 2024
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v20i1.5627

Abstract

The world of the internet is increasingly developing because humans are always looking for new breakthroughs. Web-based data collection of academic scores at SMA N 03 Lebong, especially in collecting student academic scores, starting from entering data (input), changing data and displaying data (output). Problems that can be identified from the design of an offline web-based student academic data collection system that runs at SMA N 03 Lebong include the system that has been running so far to obtain information about test scores, and manual lesson schedules. In overcoming the problem, a system is needed to handle data collection on student report cards. By using a computerized system and application design, everything can be stored neatly, integrity is guaranteed, data collection can be done quickly, precisely and accurately. The data in this study are data from SMA N 03 Lebong students. The data used in this study came from SMA N 03 Lebong. The system was built using PHP programming and MySQL Database. This system can also be accessed anywhere using a web browser connected to the internet.