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Analisis dan Pengembangan Teknik Auto Lipsync Pada Divisi Produksi Animasi 2D di MSV Studio Kristama, El Johan; Suyanto, M.; Al Fatta, Hanif
Jurnal Informa : Jurnal Penelitian dan Pengabdian Masyarakat Vol 8 No 1 (2022): Juni
Publisher : Politeknik Indonusa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46808/informa.v8i1.212

Abstract

The influence of the pipeline in the 2D animation industry greatly affects the animation production process to be effective and efficient so that it can produce good animation but with minimal effort. MSV Studio itself has several divisions in the production process, one of which is the animation production division. In producing a 2-dimensional animated film in which there are many conversation scenes, mouth movements are needed that match the voice or character dialogue. With the auto lipsync technique, animating mouth movements that match the dialogue can be done quickly and accurately so as to cut animation production time efficiently. This study provides an overview of how the mouth movement animation of a 2-dimensional character is created and can move automatically according to the sound entered into the software, compared to mouth movement animations that are created or drawn manually one by one. In the end, this study can be a reference in making mouth movement animations in 2D animated films, and can be developed again in the future.
Analisis dan Pengembangan Teknik Auto Lipsync Pada Divisi Produksi Animasi 2D di MSV Studio Kristama, El Johan; Suyanto, M.; Al Fatta, Hanif
Jurnal Informa : Jurnal Penelitian dan Pengabdian Masyarakat Vol 9 No 1 (2023): Juni
Publisher : Politeknik Indonusa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46808/informa.v9i1.241

Abstract

The influence of the pipeline in the 2D animation industry greatly affects the animation production process to be effective and efficient so that it can produce good animation but with minimal effort. MSV Studio itself has several divisions in the production process, one of which is the animation production division. In producing a 2-dimensional animated film in which there are many conversation scenes, mouth movements are needed that match the voice or character dialogue. With the auto lipsync technique, animating mouth movements that match the dialogue can be done quickly and accurately so as to cut animation production time efficiently. This study provides an overview of how the mouth movement animation of a 2-dimensional character is created and can move automatically according to the sound entered into the software, compared to mouth movement animations that are created or drawn manually one by one. In the end, this study can be a reference in making mouth movement animations in 2D animated films, and can be developed again in the future.
Sistem Pendukung Keputusan Pemberian Tugas Belajar Pegawai Negeri Sipil Tukan, Ewaldus Ambrosius; Kusrini, Kusrini; Al Fatta, Hanif
Jurnal Informa : Jurnal Penelitian dan Pengabdian Masyarakat Vol 9 No 1 (2023): Juni
Publisher : Politeknik Indonusa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46808/informa.v9i1.244

Abstract

The awarding of study assignment scholarships for civil servants is carried out to improve professional competence and professional skills, taking into account several aspects, namely (1) Service Period, (2) Age, (3) Achievement, (4) Performance, (5) Discipline Knowledge, and (6) Good Behavior, which was initially used in the scholarship selection process for study assignments without calculation.Utilization of a decision support system was chosen as a solution to overcome problems in selecting scholarships for study assignments for civil servants within the scope of local government at the district level so as to minimize the occurrence of errors in giving these learning assignments to civil servants using the Multifactor Evaluation Process (MFEP) method. By making multi-factor decisions, subjective and intuitive decision making can be avoided.The results of the study obtained an alternative with the highest total evaluation factor weight at 14.95 and it was concluded that the calculation of the selection of scholarships for study assignments using a decision support system obtained results that could be accounted for in supporting the decision making carried out by the regional head at the district level concerned.
Lecopelese - a Novel Evaluation Model for Measuring Educational Aspects of Game-based Learning Fatta, Hanif Al; Maksom, Zulisman; Zakaria, Mohd Hafiz
JOIV : International Journal on Informatics Visualization Vol 9, No 5 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.5.3135

Abstract

This study aimed to establish a model for assessing the pedagogical quality of mobile game-based learning (GBL), which seeks to convey educational content to users. Evaluating the educational effectiveness of GBL necessitates a robust model tailored for this purpose. Current models can be improved to better address various educational challenges associated with mobile GBL. The LECOPELESE (LEarning COntent, PEdagogy and LEarning StyLE) model was developed by integrating relevant constructs identified in existing literature. To validate this model, a qualitative research approach was employed, drawing a sample from 270 undergraduate students. The analysis utilized Structural Equation Modeling (SEM) and resulted in a final model based on rigorous factor analysis. The findings indicated that the proposed model effectively measures educational quality in game-based learning. This new model includes more comprehensive constructs and items, addressing the educational aspects of game-based learning. Specifically, the model introduces a pedagogy construct to evaluate game-based learning quality, reflecting criteria for outstanding educational content and delivery through mobile applications. It assesses how effectively GBL provides real-world learning experiences. Additionally, the research highlights that the quality of pedagogy is influenced by two key factors: the GBL's ability to accommodate learners' unique characteristics (learning styles) and the quality of the learning content that adapts to learners' needs. Ultimately, the study demonstrates that both learning content and style significantly impact the pedagogy construct, suggesting that enhancing these areas can improve the overall pedagogical quality of game-based learning.
Perbandingan Algoritma DBSCAN dan K-Means Clustering untuk Pengelompokan Data Gangguan PT. PLN UID Kalselteng Wijaya, Tri Amri; Utami, Ema; Al Fatta, Hanif
Innovative: Journal Of Social Science Research Vol. 4 No. 1 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i1.8920

Abstract

Perusahaan Listrik Negara (PLN) merupakan salah satu perusahaan Badan Usaha Milik Negara, Dalam pendistribusian listrik sering terjadi gangguan yang menyebabkan pasoka listrik sering terdampak diantranya terjadi pemadaman, Bentuk pencegahan gangguan dilakukan dengan cara pengelompokan titik-titik gangguan yang sering terjadi, Untuk mengatasi permasalahan Terdapat berbagai metode yang dapat digunakan dalam pengelompokan data, diantaranya : DBSCAN dan K-Means. Tujuan dari penelitian ini untuk melakukan pengelompokan data gangguan menggunakan metode DBSCAN dan K-Means. Percobaan dilakukan menggunakan dataset sebanyak 2000 data yang terdiri dari 2 atribut: lattitude dan longtitude. Berdasarkan penelitian ini, Setelah melalui beberapa percobaan diperoleh hasil bahwa K-Means lebih unggul daripada DBSCAN dalam mengelompokkan data gangguan. Algoritma K-Means memiliki nilai SI terbaik sebesar 0,581 yang terletak pada percobaan dengan nilai k = 6.
Analisis Sentimen Opini Terhadap Vaksin Covid - 19 pada Media Sosial Twitter Menggunakan Support Vector Machine dan Naive Bayes Fitriana, Frizka; Utami, Ema; Al Fatta, Hanif
Jurnal Komtika (Komputasi dan Informatika) Vol 5 No 1 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v5i1.5185

Abstract

The corona virus outbreak, commonly referred to as COVID-19, has been officially designated a global pandemic by the World Health Organization (WHO). To minimize the impact caused by the virus, one of the right steps is to develop a vaccine, however, with the vaccination for the Indonesian people, it is controversial so that it invites many people to give an opinion assessment, but the limited space makes it difficult for the public to express their opinion, because Therefore, people choose social media as a place to channel public opinion. Support vector machine algorithm has better performance in terms of accuracy, precision and recall with values ​​of 90.47%, 90.23%, 90.78% with performance values ​​on the Bayes algorithm, namely 88.64%, 87.32%, 88, 13%, with a difference of 1.83% accuracy, 2.91% precision and 2.65% recall, while for time the Naive Bayes algorithm has a better performance level with a value of 8.1 seconds and the Support vector machine algorithm gets a time speed of 11 seconds with a difference of 2, 9 seconds. With the results of sentiment analysis neutral 8.76%, negative 42.92% and positive 48.32% for Bayes and neutral 10.56%, negative 41.28% and positive 48.16% for SVM.
ANALISIS KOMBINASI WARNA PADA ANTARMUKA WEBSITE UIN SUNAN KALIJAGA YOGYAKARTA Setiawan, Hendi; Utami, Ema; Al Fatta, Hanif
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 1 No. 1 (2017): PROSIDING SEMNAS INOTEK Ke-I Tahun 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/inotek.v1i1.356

Abstract

Kombinasi warna pada website merupakan salah satu hal yang penting untuk membuat tampilan website menarik. Dalam menentukan warna pada desain website perlu memperhatikan warna kontras dan harmonisasi yang tepat [3]. Penelitian ini dilakukan pada website UIN Sunan Kalijaga Yogyakarta. Tujuan dari penelitian ini untuk mengetahui kombinasi warna berdasarkan keinginan user. Metode yang digunakan adalah teori psikologi warna Goethe dan Itten, penggunaan matlab dan ColorSchemer Studio untuk mencari warna dominan. Penyusunan kuesioner dibantu ahli psikologi, dan hasil kuesioner digunakan sebagai acuan kombinasi warna pada website. Dari 68 mahasiswa UIN Sunan Kalijaga 76% mahasiswa menyukai desain yang dibuat. Sehingga dapat disimpulkan bahwa desain baru dapat diterima oleh mahasiswa UIN, dan dalam penelitian ini membuktikan bahwa penetuan warna berdasarkan psikologi warna dapat diimplementasikan pada kombinasi warna sebuah website.
ANALISIS USER INTERFACE PADA WEBSITE UIN SUNAN KALIJAGA YOGYAKARTA MENGGUNAKAN METODE EVALUASI HEURISTIK Oper, Nabila; Utami, Ema; Al Fatta, Hanif
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 1 No. 1 (2017): PROSIDING SEMNAS INOTEK Ke-I Tahun 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/inotek.v1i1.412

Abstract

Dalam pembuatan website perlu diperhatikan aspek-aspek kenyamanan pengguna, terutama dalam mendesain interfacenya. Penelitian ini dilakukan pada website sistem informasi akademik UIN Sunan Kalijaga Yogyakarta dengan menggunakan metode evaluasi heuristik dari Nielsen’s 10 Heuristic, metode heuristik Sutcliffe & Gault, dan Gomez Caballero Sevillano. Tujuan dalam penelitian ini adalah menganalisis desain antarmuka website sistem informasi akademik UIN Sunan Kalijaga Yogyakarta untuk memenuhi kebutuhan pengguna. Pengukuran desain antarmuka diperoleh dari kuisioner yang melibatkan 53 mahasiswa UIN Sunan Kalijaga Yogyakarta dan 7 evaluator dalam Focus Group Discussion. Hasil penelitian menunjukkan bahwa desain antarmuka website Sistem Informasi Akademik UIN Sunan Kalijaga Yogyakarta secara umum sudah cukup baik berdasarkan hasil evaluasi, tetapi ada beberapa hal yang perlu diperbaiki terutama pada aspek Visibilitas dari status sistem, Kesesuaian antara sistem, Adanya penegenalan, serta Fleksibilitas dan efisiens dengan rata-rata penilaian pada severity rating 2 yang berarti “masalah usability yang kecil, perbaikan dilakukan dengan prioritas rendah”. Rekomendasi yang dibuat berupa prototype, pengukuran dari prototype menggunakan kuisioner yang dibagikan kepada mahasiswa UIN Sunan Kalijaga Yogyakarta sebanyak 53 mahasiswa, dengan rata-rata severity rating 1, yang berarti hasil rekomendasi dapat diterima.