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Development of pose estimation machine learning media to introduce two-dimensional shapes Manik, Stevani Rebekka Saulina; Safarini TLS, Desyarti; Harditya, Arya
International Journal of Mathematics and Sciences Education Vol. 1 No. 1 (2023): Ijmsed
Publisher : Nashir Al-Kutub Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59965/ijmsed.v1i1.6

Abstract

Most of the students needed help comprehending the geometry material concepts provided by the teacher. Learning media is one aspect that influences students' comprehension of geometry concepts. With the current situation, the use of the learning media such as pictures in a book or color-shaped paper does not relevant anymore. This project aims for a valid two-dimensional learning media, Pose Estimation Machine Learning (PEML), following students' characteristics and cognitive development. The developed online media facilitates visuals and allows students to move and perform motoric activities to represent the shapes. The method of the research was by using adjusted R&D steps: 1) preliminary investigation, 2) design, 3) realization, 4) test, evaluation, and revision, and 5) implementation. The participants of this study are second-grade students in a private elementary school in Central Jakarta. Data from the observation, students' worksheets, and interviews show that students were enthusiastic during the learning while they could still achieve the learning outcomes. The result indicates that PEML can be a medium for introducing two-dimensional topics.
WORKSHOP KOMUNIKASI VISUAL DENGAN BURUNG INDONESIA UNTUK MENDUKUNG PROGRAM LOKAL UMKM DAN EKO-WISATA Harditya, Arya; Matahari, Tombak; Tjhin, Santo; Arsyadi, Rachmat
Charity : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2023): Special Issue
Publisher : PPM Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/charity.v6i1a.5909

Abstract

Perkembangan teknologi digital yang semakin pesat membuka peluang di berbagai sektor, salah satunya adalah wisata alam. Melibatkan pihak-pihak yang menjamin kegiatan promosi wisata alam yang bertanggung jawab dan terarah sangat diperlukan. Maka itu, Burung Indonesia dan Karang Taruna Desa Sugihmukti, Ciwidey, Jawa Barat saat ini sedang mengembangkan rencana ramah lingkungan untuk mempromosikan ekowisata baru di kawasan perhutanan sosial seluas 1.200 hektar sebagai bagian dari program pemerintah Indonesia selama 35 tahun. Untuk memiliki pendekatan promosi yang unik, para dosen Desain Komunikasi Visual, Universitas Sampoerna ingin memperkenalkan kepada mereka alat-alat Media Baru yang dapat mendukung kegiatan promosi mereka terutama dalam situasi COVID-19. Dalam kegiatan ini, seluruh agenda yang direncanakan terlaksana dengan antusiasme partisipan yang sangat baik. Agenda tersebut adalah memperkenalkan teknologi mesin cetak 3-Dimensi, perangkat Virtual Reality dan kamera 360 derajat. Ada pun aktivitas yang dilakukan dalam bentuk loka karya bertema pengenalan Prinsip Komunikasi Visual bersamaan dengan kegiatan aplikatif menggunakan aplikasi Canva. Kegiatan dilaksanakan dalam mode hybrid, dimana dosen dari program studi atau fakultas lain dapat menyaksikan kegiatan loka karya ini secara online.
Preserving Balinese dance through hyperreal digital humans: A motion capture and projection mapping approach Matahari, Tombak; Harditya, Arya; Darmawan, Aras
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.93

Abstract

This research explores how motion capture and projection mapping technologies can be structured to preserve traditional Balinese dance while supporting creative education in higher learning. The project aimed to create a hyperreal digital human that authentically embodies traditional choreography, guided by the Balinese philosophy of Tri Hita Karana, which emphasizes harmony among the divine, humans, and nature. The production pipeline integrated students and professionals across all stages—from ideation and narrative development to technical execution—using an OptiTrack motion capture system, Blender for 3D modeling, and Unreal Engine for real-time rendering. The cleaned motion data was mapped onto a detailed 3D character representing a celestial Balinese dancer. This digital performance was then projection-mapped onto large structures during the Indonesia Bertutur 2024 festival, engaging audiences with a fusion of tradition and digital art. Results show that motion capture can retain the integrity of traditional movements, while projection mapping serves as a powerful medium for public storytelling. The collaborative model also provided students with direct exposure to industry workflows and cultural material. This study concludes that emerging media can meaningfully support cultural preservation and pedagogical innovation when implemented with respect, structure, and collaboration.