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Comparative Analysis of Live Action Film Production Management Using Critical Path Method (CPM) Versus Conventional Production Processes Agung Nugroho; Mohammad Suyanto; Dhani Ariatmanto
Intechno Journal : Information Technology Journal Vol. 7 No. 1 (2025): July
Publisher : Universitas AMIKOM Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/intechnojournal.2025v7i1.2019

Abstract

The production of the film “Kinah dan Redjo”, by Universitas Amikom and MSV Sinema, has been completed, prompting researchers to conduct an analysis and evaluation of the production management applied. The focus of this study is on time and cost, which are critical factors supporting film production. An extended production duration was identified as a challenge, as it reduces effectiveness and leads to cost overruns. Therefore, this study aims to compare project management strategies for successful planning and control, using both conventional methods and the Critical Path Method (CPM). This analysis is expected to yield faster project completion and establish efficient, productive standards for future productions. The conventional approach indicated a total production duration of 681 days, comprising 120 days for pre-production, 18 days for production, and 551 days for post-production. Upon analysis using the CPM method, the total duration was reduced to 459 days, including 113 days for pre-production, 152 days for production, and 191 days for post-production. The graphical comparison of methods shows significant cost fluctuations across each production phase with the conventional method, especially increased costs during production despite the shorter duration. Conversely, the CPM method demonstrates more controlled and measurable durations and costs. This study underscores the importance of cost optimization, standardization of the Work Breakdown Structure (WBS), and hybrid modeling to enhance efficiency in dynamic film projects. Furthermore, this analysis serves as a foundational reference for the architectural planning of future applications incorporating artificial intelligence (AI) integration. AI has the potential to accelerate scheduling, optimize resource allocation, and streamline cost management and production design, thereby improving overall project efficiency.
PERRANCANGAN METODE PEMBELAJARAN PENGENALAN KENDARAAN MENGGUNAKAN AUGMENTED REALITY PADA ANAK PAUDIT LHI YOGYAKARTA Muhammad Nur I'tishom Amirul Haq; Agung Nugroho
Jurnal Teknologi Informasi Vol 4, No 1 (2025): Agustus 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/juti.v4i1.2132

Abstract

 This study aims to design an interactive learning medium using Augmented Reality (AR) to introduce public transportation to early childhood students at PAUDIT LHI Yogyakarta. The problem addressed is the low learning motivation caused by conventional media use. The proposed solution is an AR-based application that displays 3D vehicle objects, includes voice narration, and works offline. The research employed a quantitative approach with a quasi-experimental method. The application was developed using Unity and Vuforia, and tested through alpha and beta testing. Results showed the application functioned properly and received an "Excellent" rating with a score of 88.9% from teachers and students. In conclusion, the application effectively increased children’s interest, engagement, and understanding of public transportation, highlighting the potential of AR in early childhood education.KeyWords: Augmented Reality; Early Childhood Education; Learning Media; Public Transportation; Interactive Application