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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.
Penerapan Pencahayaan Pada Animasi Tiga Dimensi Teater Merah Putih Untuk Mengatur Dinamika Dan Kualitas Gambar Animasi Hellik Hermawan; Ilham Albana; Anggit Bintang Prasetyo; Deden Deden
Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika) Vol. 4 No. 1 (2021): Januari
Publisher : Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1089.535 KB)

Abstract

Abstract: The creation of the animation "Red and White Theater" uses an open-source 3D application called Blender 3D with version 2.83 and uses the EEVEE rendering engine that is already available in the Blender 3D application. Rendering in the Red and White Theater animated scene is still far from expected in terms of visuals, due to the time rendering of the animation is very time-consuming. The problem caused by not optimally an animated file/scene is a long work time when opening the scene for the first time, and feels heavy when navigating the scene. The solution to the problem is to remake the animation "Red and White Theater" by changing the lighting side which will have an impact on the addition of visual aesthetics and optimal lighting. The purpose of this research is to change the old light method in order to cut rendering time without compromising the quality of the animation. The research method of animation making is divided into 3 stages, namely pre-production, production, and post-production. The result of validation with a percentage for material decay is 79% and lighting manufacturing is 81% which belongs to the interval of the category of excellent assessment based on the results of questionnaires given to 30 respondents.
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.
VTUBER PERSONAS IN DIGITAL WAYANG: A REVIEW OF INNOVATIVE CULTURAL PROMOTION FOR INDONESIAN HERITAGE Hermawan, Hellik; Subarkah, Pungkas; Utomo, Anwar Tri; Ilham, Fatah; Saputra, Dhanar Intan Surya
Jurnal Pilar Nusa Mandiri Vol. 20 No. 2 (2024): Pilar Nusa Mandiri : Journal of Computing and Information System Publishing Pe
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/pilar.v20i2.5921

Abstract

This study investigates the integration of VTuber into Wayang Digital as a strategic initiative to promote Indonesian cultural heritage. By leveraging advanced technologies such as real-time motion capture and artificial intelligence (AI), the project aims to enhance the animation quality and interaction of VTuber, creating a more immersive and engaging experience for audiences. The research focuses on three key aspects: VTuber integration's effectiveness in attracting international audiences, optimizing real-time motion capture for high-quality animation, and applying AI algorithms to create adaptive, responsive interactions between VTubers and their viewers. Through these innovations, the study aims to enrich the narrative and visual appeal of Wayang Digital, making it more accessible and appealing to a diverse global audience. The findings show that integrating advanced technologies enhances Wayang Digital's storytelling, aesthetics, and effectiveness as a powerful tool for cultural promotion. AI-enabled adaptive interactions create a personalized viewer experience, deepening audience connections with the traditional art form. High-quality animation preserves and effectively communicates Wayang's cultural nuances to audiences, enhancing its impact and cultural promotion. This study underscores the importance of continuous technological innovation and strategic implementation in the preservation and globalization of Indonesian heritage through digital media, suggesting that the future of cultural preservation lies in the seamless integration of tradition with cutting-edge technology.
cARica: enhancing travelling experiences in wonosobo through location-based mobile augmented reality Saputra, Dhanar Intan Surya; Murjiatiningsih, Lilis; Hermawan, Hellik; Handani, Sitaresmi Wahyu; Wijanarko, Andik
Journal of Soft Computing Exploration Vol. 4 No. 1 (2023): March 2023
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v4i1.97

Abstract

Wonosobo, as a Regency in Central Java Province, Indonesia, has attractions including the Dieng Plateau Theater Kalianget, and Menjer Lake. The research is intended to provide more experience for tourists who visit the tour through Location-Based Mobile Augmented Reality (MAR), an application we developed, cARica. This application includes experience travelling in Wonosobo and is aware of other information displayed through AR content. It was an alternative medium for tourism promotion to be easy, attractive, and inexpensive. It is a practical guide to attract tourists to visit tourist sites. In its development, we use the prototyping method so that each stage is carried out under the procedures that have been prepared. To get the point of Interest (PoI) points of tourist sites, use Global Positioning System (GPS) data taken through Google Maps to get the Latitude and Longitude of each object. The results of this study present that cARica is a Location-Based Mobile Augmented Reality service platform that can be accessed using an Android smartphone and has three-dimensional animated character content with the Wonosobo regency icon. cARica is a form of innovation in providing exceptional services and experiences for tourists and has the potential to be continuously developed.
Bootcamp Pelatihan Kewirausahaan Berbasis Mahasiswa (KBM) Tahyudin, Imam; Dianingrum, Melia; Hermawan, Hellik; Indartono, Kuat; Wahyudin, Widya Cholid; Rozak, Rofiq Abdul
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 7, No 4 (2024): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v7i4.7612

Abstract

Tim Dosen Fakultas Ilmu Komputer Universitas Amikom Purwokerto, yang dipimpin oleh Dekan Dr. Eng. Imam Tahyudin, MM, mengadakan Bootcamp Kewirausahaan Berbasis Mahasiswa (KBM) pada 3-4 September 2024 di Homestay Cikalima, Desa Karangsalam, Baturraden. Narasumber yang memberi worksop yaitu Ketua Aspikmas Banyumas dan perwakilan dari BI Purwokerto serta DPMPTSP Banyumas. Permasalahan yang dihadapi oleh mitra masih belum paham cara melakukan scale up usaha, masih belum ada pencatatan keuangan usaha dan aspek legal usaha.  Bootcamp ini dilakukan untuk menyelesaikan permasalahan mitra dengan memberikan motivasi dan membekali mahasiswa dengan materi trik dan tips scale up usaha, pelatihan aplikasi SiApik untuk pengelolaan keuangan dan praktek pembuatan badan hukum usaha. Tujuan diadakan bootcamp ini supaya mahasiwa dapat melakukan scale up usahanya, pencatatan laporan keuangan rapi dan legalitas usaha bisa dimiliki oleh mahasiswa. Hasil dari bootcamp berupa soft skill startegi dalam peningkatan omzet, mahasiswa mencatat hasil usahanya di aplikasi SiApik dan legalitas usaha mahasiswa terdaftar badan hukum berupa PT perseorangan. Program ini diikuti 20 mahasiswa dari Universitas Amikom Purwokerto dan Universitas Muhammadiyah Kudus. Program ini diharapkan dapat mencetak lima wirausahawan baru setiap tahun, terkonversi nilai maksimal 20 SKS. Lima usaha baru telah terbentuk dari peserta, termasuk Mealcaf, Polaeh Marchandise, Satgaz, Remuk.in, dan VR 360 Indonesia.
PELATIHAN DESAIN GRAFIS DENGAN METODE BERBASIS PROYEK BAGI ANAK BERKEBUTUHAN KHUSUS DI SLBN PURBALINGGA Hermawan, Hellik; Apitiadi, Satyo Dwi; Ferdianto, Dwi Angga; Saputra, Dhanar Intan Surya
Jurnal AbdiMas Nusa Mandiri Vol. 7 No. 1 (2025): Periode April 2025
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/abdimas.v7i1.5903

Abstract

The Graphic Design Training for Children with Special Needs at SLBN Purbalingga is a community service initiative through the Amikom Mitra Masyarakat (AMM) program aimed at improving inclusive education quality. It focuses on developing graphic design skills for students with special needs, helping them become more independent and prepared for future challenges. The program began with an in-depth situational analysis to identify students and the school’s potential and challenges. Structured solutions were implemented through intensive training sessions covering graphic design basics, software usage, and creative, applicable projects. As a result, students showed significant improvement, creating visual projects like posters and becoming more active and motivated. The assessment through the visual design rubric, which includes aspects of composition, color usage, typography, and other technical skills, shows a higher average score at the end of the learning period compared to the initial scores. Teachers reported increased student participation and enthusiasm. Evaluations with students, teachers, and the Amikom Purwokerto team confirmed the program’s effectiveness, highlighted areas for improvement, and provided feedback for future initiatives. This comprehensive, project-based approach not only enhances students technical skills but also strengthens the foundation of competitive, effective inclusive education in Purbalingga. The initiative aims to deliver lasting positive impacts, equipping students to face future challenges while supporting a sustainable, inclusive educational environment.
Systematic Review of Augmented Reality Applications in Wayang Heritage Preservation Hermawan, Hellik; Saputra, Dhanar Intan Surya; Albana, Ilham; Ramadhan, Muhammad Bintang; Mustofa, Dinar
Journal of Information System and Informatics Vol 7 No 2 (2025): June
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v7i2.1145

Abstract

This study presents a systematic literature review on Augmented Reality (AR) in Wayang from 2020 to 2025. AR has become an innovative solution that combines education and entertainment to increase the engagement of the younger generation and expand access to traditional Wayang art. This study examines the trend of AR in Wayang, including design approaches and user interaction strategies, as well as the benefits and challenges of implementing this technology. It also identifies research gaps and future development directions. This review discusses explicitly the application of AR to various forms of Wayang, including Wayang Kulit, Wayang Golek, and other traditional variants, while excluding Virtual Reality (VR) and other digital art forms. The results indicate that AR applications based on mobile platforms with gesture interaction and gamification effectively enrich the user experience in digital Wayang performances. However, significant challenges related to technological limitations, cultural sensitivity, and involvement of indigenous communities still need to be overcome. This study recommends a multidisciplinary and collaborative approach to developing AR Wayang, enabling authentic and sustainable cultural preservation. These findings are expected to serve as the basis for inclusive digital cultural innovation, which will have a positive impact on preserving Wayang's cultural heritage.
Digital Platform Utilization and ICT Literacy on Global Market Access among MSMEs: The Mediating Role of Digital Business Readiness and the Moderating Effect of Government Support Nurfaizal, Yusmedi; Kurniawan, Arief Adhy; Hermawan, Hellik; Surya Saputra, Dhanar Intan; Amalina, Siti Nahla; Hafshah, Luqyana Nida
Journal of Applied Data Sciences Vol 6, No 4: December 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i4.893

Abstract

This study investigates how digital capabilities and institutional support shape global market access among Micro, Small, and Medium Enterprises (MSMEs) in Indonesia, with a specific focus on Banyumas Regency. The research integrates technology adoption, organizational readiness, and policy support into a unified structural model to explain MSME internationalization in semi-urban contexts. The objective is to assess the direct effects of digital platform utilization and ICT literacy on global market access, the mediating role of digital business readiness, and the moderating effect of government support. A survey of 125 digitally engaged MSMEs was analyzed using Partial Least Squares Structural Equation Modeling. The findings reveal that digital platform utilization (β = 0.163; p = 0.008) and ICT literacy (β = 0.161; p = 0.004) significantly and directly enhance global market access. Both constructs also positively influence digital business readiness digital platform utilization (β = 0.600; p 0.001) and ICT literacy (β = 0.497; p 0.001) which itself contributes to market access (β = 0.154; p = 0.037). Mediation analysis confirms that digital business readiness significantly mediates the relationship between digital capabilities and global market access, with indirect effects of 0.093 (p = 0.045) and 0.077 (p = 0.035) for digital platform utilization and ICT literacy, respectively. Furthermore, government support significantly moderates the effect of digital readiness on market access (β = 0.222; p = 0.002). The model demonstrates strong explanatory power (R² = 0.782 for global market access) and predictive relevance (Q² = 0.507). This study contributes to the digital transformation literature by positioning digital business readiness as a critical enabler of MSME internationalization and highlights the synergistic role of government interventions in amplifying internal digital capabilities. The novelty lies in applying an integrated model to a semi-urban developing economy setting, offering insights for inclusive digital ecosystem design and policy formulation.