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Optimalisasi Efek Chroma Key Pada Event E-Sport Live Streaming Menggunakan Color Correction Argiyan Dwi Pritama; Irma Nur Cahyani
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.057 KB) | DOI: 10.35143/jkt.v8i2.5374

Abstract

Indonesian National Sports Committee (KONI) officially confess esports as one of competitive sports in Indonesia in 2020 for develop the potential to Digital Industry in the field of sports, especially Electronics Sport. In this regard, the competition in the esports industry is getting more passionate for industry players in this field to compete for the attention of Indonesian eport lovers by competing to hold interesting and quality esports events. PT Ampu Kreatif Studio which has an E-Sport subdivision as EO & Media will also compete in this industry. Furthermore, competition will be maximized on the live streaming visual display presented, therefore, in this study entitled Optimizing the Chroma Key Effect on Live Streaming E-Sport Events Using the Color Correction Method is expected to improve the quality of visual displays in the live streaming process of esport events by using the Color Correction Method. The goal of attracting large audiences and esport lovers is of course maximizing the Chroma Key Effect using the Color Correction Method which is applied at the esport event held to produce an attractive visual appearance.
Paper Animation Pada Video "Pakde 1949" Menggunakan Teknik Cut Out Argiyan Dwi Pritama; Anugerah Bagus Wijaya; Luthfi Nurrohman; Retno waluyo
Visual Heritage: Jurnal Kreasi Seni dan Budaya Vol 5, No 1 (2022): Visual Heritage: Jurnal Kreasi Seni dan Budaya
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/vh.v5i1.6131

Abstract

Video animasi sebagai media edukasi merupakan bentuk pemanfaatan dari teknologi untuk mempermudah manusia dalam menyampaikan tujuan dan maksud yang ingin dicapai. Kurangnya media dan sarana menjadi penyebab kecilnya minat masyarakat untuk mengetahui mengenai sejarah khusunya sejarah Jenderal Soedirman. Oleh sebab itu peneliti bertujuan membuat video animasi yang menarik dan interaktif menggunakan teknik Cut Out menggunakan kertas. Metode yang di gunakan dalam penelitian ini adalah Pre Produksi, Produksi, Pakca Produksi). Video ini telah dilakukan pengujian Beta test yang dinilai oleh pengunjung museum dan masyrarakat. Berdasarkan dari hasil pengujian Beta test menggunakan kuesioner dan dengan perhitungan skala likert mendapatkan hasil dengan nilai 93,71 % sehingga termasuk dalam kategori sangat setuju. Penelitian ini menghasilkan video edukasi untuk mengedukasi kepada masyarakat tentang sejarah Jenderal Soedirman.
Perencanaan Model Bisnis pada Startup “PaperQ” menggunakan Metode Business Model Canvas Puteri Johar Aunillah; Retno Waluyo; Argiyan Dwi Pritama
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 11, No 3: Desember 2022
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v11i3.966

Abstract

Students as people who are in a higher education environment are usually required to carry out scientific activities such as writing scientific papers. However, in reality, many students experience difficulties while working on scientific papers. This opens up business opportunities for the “PaperQ” startup as a technology-based startup that provides scientific writing consulting services to overcome the difficulties experienced by these students. The purpose of this study is to plan a startup business model "PaperQ". The method in this study uses the Business Model Canvas (BMC) method. This study resulted in a proposed Business Model Canvas plan for the “PaperQ” startup that can be used as a strategy in achieving company goals. The proposal for the core business or main business of the startup "PaperQ" provides consulting services for scientific papers. While the main resources in this business are experienced mentors.Keyword: Scientific Writing; Business Model Canvas; Startup AbstrakMahasiswa sebagai orang yang berada di lingkungan peguruan tinggi biasanya dituntut untuk melakukan kegiatan ilmiah seperti membuat karya tulis ilmiah. Namun, pada kenyatannya banyak mahasiswa yang mengalami kesulitan selama pengerjaan karya tulis ilmiah. Hal tersebut membuka peluang bisnis bagi startup “PaperQ” sebagai perusahaan rintisan berbasis teknologi yang menyediakan jasa konsultasi karya tulis ilmiah untuk mengatasi kesulitan yang dialami mahasiswa tersebut. Tujuan penelitian ini membuat perencanaan model bisnis startup “PaperQ”. Metode pada penelitian ini menggunakan metode Business Model Canvas (BMC). Penelitian ini menghasilkan usulan perencanaan Business Model Canvas untuk startup “PaperQ” yang dapat digunakan sebagai strategi dalam mencapai tujuan perusahaan. Usulan core business atau bisnis utama startup “PaperQ” memberikan layanan konsultasi karya tulis ilmiah. Sedangkan sumber daya utama pada bisnis ini diperlukan mentor yang berpengalaman.
Models and Features of Student Exam Scheduling Services Using Website Information Technology Rois Apriantoni; Virgiawan Virgiawan; Argiyan Dwi Pritama
Journal of Multimedia Trend and Technology Vol. 1 No. 3 (2022): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (956.086 KB) | DOI: 10.35671/jmtt.v1i3.14

Abstract

One indicator of student progress in a tertiary institution is the implementation of seminar exams and one of the implementation techniques is seminar exams. In the current seminar exam scheduling system, the scheduling process still uses Microsoft Excel which makes sending and receiving data less real-time. The confirmation process carried out by the study program for the examining lecturers also seemed to be burdensome for the study program because the department was required to contact the selected lecturers one by one. Therefore, this study aims to create an information system for scheduling seminar exams which is expected to help academic administration and study programs in scheduling seminar exams. Data collection methods used are literature study, interviews and observation. While the system development method used is Prototyping. The results of this study are in the form of a university website prototype that is devoted to scheduling seminar exams by having a send confirmation feature to lecturers who will test via email.
IMPLEMENTASI TEKNIK ROTOSCOPING PADA VIDEO PROFILE TIM E-SPORT AMIKOM E-SPORT ARENA (AEA) Argiyan Dwi Pritama; Hellik Hermawan; Irma Nur Cahyani
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.1900

Abstract

Perkembangan E-Sport di Universitas Amikom Purwokerto ditandai dengan berdirinya Amikom E-Sport Arena, sebuah wadah komunitas bagi pegiat E-Sport di Amikom Purwokerto. Masih kurangnya informasi terkait tim E-Sport yang akan dibentuk dirasa menjadi suatu hambatan. Video profile melalui media sosial Instagram dirasa tepat agar Amikom E-Sport Arena dapat lebih dikenal masyarakat luas. Teknik rotoscoping digunakan agar dapat memudahkan untuk menyampaikan informasi, karena lebih menonjolkan informasi objek yang akan disampaikan. Metode yang digunakan dalam penelitian ini adalah metode MDLC (multimedia development cycle). Tujuan dari penelitian ini adalah untuk membuat video profile untuk mengenalkan Tim E-Sport AEA (Amikom E-Sport Arena), terkait game yang dimainkan, roster atau pemain, dan role pemain. Sedangkan hasil dari penelitian ini adalah sebuah video profile menggunakan teknik rotoscoping untuk mengenalkan tim E-Sport AEA (Amikom E-Sport Arena), terkait game yang dimainkan, roster atau pemain, dan role pemain. Video profile ini dapat dilihat di media sosial instagram Amikom E-Sport Arena.
Pelatihan Teknis Media Streaming Dan Recording Dalam Memaksimalkan Program Kegiatan Ekstrakurikuler Mading Bunaken Di MAN 2 Banyumas Argiyan Dwi Pritama; Rida Purnama Sari; Muhammad Abdul Kafi Thosien; Hafidz Wibisono; Saeful Hidayat
Jurnal Pengabdian kepada Masyarakat Radisi Vol 2 No 3 (2022): Desember
Publisher : Yayasan Kajian Riset dan Pengembangan RADISI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55266/pkmradisi.v2i3.165

Abstract

The purpose of this activity is to provide training to students who are members of the Mading Bunaken MAN 2 Banyumas extracurricular activities in technically conducting live streaming in every activity carried out. Implementation of training using lecture methods, discussions, and hands-on practice using Open Broadcaster Software (OBS) studio software as well as training on shooting techniques and equipment settings as well as techniques for using cameras in taking pictures during live streaming. From the results of the activities carried out, it was concluded that 30 trainees were able to use the Open Broadcaster Software (OBS) studio and were able to record images properly while doing live streaming.
Implementation of video editing and making poster designs as internship activities at PT Ampu Studio Rifa Alfazri; Argiyan Dwi Pritama
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.29

Abstract

In the growing digital era, poster design and video editing have become two crucial aspects of visual communication. Poster design plays an important role in promoting events, products, or campaigns, while video editing allows for engaging content creation and reaching a wider audience. The use of visual media, such as videos and posters, has become an effective means of conveying messages and information. The creative approach in implementing these two media is the main focus because creativity plays a central role in producing attractive and effective visual works in communication. Challenges in facing this digital era include increasingly fierce competition, requiring unique and innovative creative approaches. The opportunities presented by digital technology are also important factors in creating more efficient and competitive designs and videos.
Making “Si Mbah” Illustrational Asset for Whatsapp Stickers Need Using MDLC Method Risqi Dwiarto; Argiyan Dwi Pritama; Ilham Albana
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.30

Abstract

The rapid development of technology in the current era of globalization has brought many advances in various social aspects. The popularity of mobile devices as a means of communication has increased in recent years due to their high mobility. Currently, there are many applications Messenger which has spread to the general public using messaging applications to send messages in the form of text, audio, and even files and videos. Verbal communication when chatting is prone to emotional misinterpretation, not infrequently a joke is interpreted as something serious so that miscommunication occurs. Not infrequently misunderstandings like this will have an impact on tenuous relationships and feelings of discomfort. Using informative and attractive visual media can definitely make people read carefully and understand the audience better. Thus it can be concluded that the use of animated visual media labels with the MDLC method can make it easier for the audience to receive information that is clearer and easier to understand.
Peningkatan pemahaman guru tentang pengamanan data ajar melalui pelatihan online di SMPN I Karangwelas Ranggi Praharaningtyas Aji; Muhamad Awiet Wiedanto Prasetyo; Argiyan Dwi Pritama; Ika Ayu Pratiwi; Resti Nur Azizah
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 2 No 1 (2021): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v2i1.3549

Abstract

The importance of securing data is something that most Indonesian teachers ignore. In addition, their inability to secure data is also a factor supporting the failure to secure data. Allowing access to their personal computers to be known and the loss of data due to viruses is often experienced by teachers at SMPN 1 Karanglewas. For this reason, training is made that is packaged in a teaching data security webinar. This activity aims to grow the understanding and awareness of teachers in securing the teaching data they have. The implementation of this activity uses Google Meet technology, which can be accessed directly through the YouTube channel. The results obtained are the increasing understanding of the teachers seen from the difference in the results of the post-test and pre-test, which reaches 40-80%. In addition, there were also positive responses from the teachers participating in the webinar, which stated that 56% of the participants stated that it was good and 30% was sufficient, and 24% was excellent. The next activity that is expected to be carried out is live class making training and the manufacture of interactive teaching materials.
IMPLEMENTASI METODE AGILE SCRUM PADA PERANCANGAN APLIKASI PENGECEKAN PENYAKIT DIABETES BEDASARKAN ASSESMENT Ranggi Praharaningtyas Aji; Argiyan Dwi Pritama; Banu Dwi Putranto; Darso Darso
JURNAL REKAYASA INFORMASI Vol 13 No 1 (2024): Jurnal Rekayasa Informasi
Publisher : PROGRAM STUDI SISTEM INFORMASI INSTITUT SAINS DAN TEKNOLOGI NASIONAL (ISTN)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Technological developments in Indonesia and the world show very rapid development, almost all aspects of life have been digitized, even in the health sector. Diabetes is a chronic, chronic disease that often occurs as a result of disturbances in the body's metabolism which are often found with excessive blood sugar levels. The cause is due to changes in lifestyle, including frequent consumption of ready-to-eat food and sweet foods/drinks, smoking and alcoholic drinks. These changes and habits not only trigger diabetes mellitus but also other non-communicable diseases such as cardiovascular disease. Predictions about diabetes can be produced by collecting information about diabetes sufferers which is stored in a database, after which the data is processed and the results will form a certain pattern, where the final results can be used to diagnose diabetes. The aim of this research is to design a diabetes checking application using the Agile Scrum method which users use to check how many percent are affected by diabetes by answering several questions that have been prepared by the system. The results will come out from the answers to these questions, how many percent are affected by diabetes and suggestions are also provided to overcome them beforehand. go to a health facility for further check-ups.