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Implementasi Rendering Eevee pada Pengembangan Intellectual Property 3D Karakter Rempah Dhanar Intan Surya Saputra; Ely Purnawati; Deden Winanto; Hellik Hermawan
Jurnal IT UHB Vol 4 No 1 (2023): Jurnal Ilmu Komputer dan Teknologi
Publisher : Universitas Harapan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35960/ikomti.v4i1.1197

Abstract

Pengembangan karakter 3D berbasis Intellectual Property (IP) telah mengalami perkembangan pesat dalam industri hiburan. Dalam konteks ini, teknologi rendering memainkan peran penting dalam menciptakan karakter 3D berkualitas tinggi yang memukau. Artikel ini menginvestigasi implementasi teknologi rendering real-time Eevee dalam pengembangan IP karakter 3D berupa karakter Rempah. Pendekatan mixed methods digunakan untuk menganalisis dampak Eevee terhadap tahapan-tahapan pengembangan, termasuk pra produksi, produksi, dan paska produksi. Hasil penelitian menyoroti keuntungan Eevee dalam memberikan visualisasi real-time yang memungkinkan eksplorasi kreatif yang lebih luas dalam tahapan modeling dan produksi. Pengujian menunjukkan bahwa Eevee dapat mempercepat waktu render dengan hasil yang memuaskan. Penelitian ini menghasilkan wawasan tentang bagaimana teknologi rendering Eevee dapat membentuk karakter 3D berkualitas tinggi, memberikan rekomendasi praktis dan saran penelitian selanjutnya bagi para pengembang dan desainer karakter 3D yang berminat memanfaatkannya dalam pengembangan karakter berbasis IP.
2-Dimensional Digital Animation Model for Public Health Socialization Assets Ito Setiawan; Dhanar Intan Surya Saputra; Muhamad Faris Fakhrizal; Hellik Hermawan
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.v2i2.36

Abstract

Health is a very important aspect of human life. Human health will ensure that their lives continue to run well in everyday life in society. Currently, education about public health has been carried out in many ways by health agencies, from education by providing direct counseling to counseling using digital technology. However, not all health agencies have carried out health education through digital technology, one of which is the health agency at the Kaliwadas Community Health Center, where the agency has a problem where the staff at the agency have human data source competency and is still lacking competent in creating health education content for the public. This hampers public health education. The aim of this research is to create a digital content template to help simplify and speed up the production of health education content at the Kaliwadas Community Health Center. The method in this research uses the waterfall method which takes Sayanto as a reference, where this method consists of 3 stages, namely pre-production, production, and post-production.