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Perancangan Video Animasi 3d Berjudul “Adab Masuk Masjid” untuk Pembelajaran Akhlak Siswa Sekolah Dasar Muhammadiyah 019 Bangkinang Ummu Nazhifah; Sheanny Ocmi Sakti
Jurnal Media Informatika Vol. 7 No. 1 (2026): Edisi Januari - Februari
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v7i1.7556

Abstract

Pendidikan akhlak merupakan aspek penting dalam pembentukan karakter siswa sekolah dasar. Namun, penyampaian materi secara konvensional sering kurang efektif dalam menarik perhatian siswa. Penelitian ini bertujuan untuk merancang, memproduksi, dan mengimplementasikan video animasi 3D berjudul “Adab Masuk Masjid” sebagai media pembelajaran akhlak di SD Muhammadiyah 019 Bangkinang. Penelitian menggunakan pendekatan Research and Development (R&D) dengan metode kualitatif. Data dikumpulkan melalui observasi, wawancara dengan guru Pendidikan Agama Islam, dan dokumentasi proses pengembangan media. Pengembangan animasi dilakukan melalui pipeline produksi animasi 3D yang terstruktur, meliputi tahap pra produksi, produksi, dan pasca produksi, dengan validasi konten secara berkelanjutan oleh guru. Produk akhir berupa video animasi 3D berdurasi 4 menit 3 detik dengan pendekatan storytelling naratif. Hasil  implementasi terbatas menunjukkan bahwa media animasi 3D mampu meningkatkan fokus perhatian siswa, memicu keterlibatan emosional, serta mendorong diskusi aktif mengenai nilai adab masuk masjid. Penelitian ini berkontribusi pada penyediaan dokumentasi proses pengembangan animasi 3D yang sistematis dan dapat direplikasi sebagai acuan pengembangan media pembelajaran akhlak berbasis animasi.
Perancangan dan Implementasi Sistem Gameplay pada Game Pixel Art Jejak Pagaruyung sebagai Media Interaktif Pengenalan Budaya Minangkabau Mohammad Exsha Baguna; Sheanny Ocmi Sakti
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11586

Abstract

Although the development of culturally themed digital games has continued to grow, studies that position gameplay systems as the primary means of conveying cultural information remain limited. This study aimed to design and implement a gameplay system in the pixel-art game Jejak Pagaruyung as an interactive medium for introducing Minangkabau culture. The study employed a descriptive-evaluative product development approach using the Multimedia Development Life Cycle model, which comprised the conceptualization, design, material collection, production, and testing stages. Data were collected through direct observation at Istana Basa Pagaruyung, documentation, functional testing, observation of gameplay experiences, brief interviews, and questionnaires administered to users aged 12–25 years. The data were analyzed descriptively by categorizing qualitative findings and examining the functional testing results. The results showed that movement systems, object interactions, non-player character dialogues, minigames, mission stages, portals, audio, and transitions were successfully integrated using Godot Engine and GDScript. All 11 tested components functioned as designed, with no critical errors identified. Five rooms, six non-player characters, five minigames, and cultural objects, such as keris, carano, and tingkuluak, created a structured cultural exploration experience. This study produced a practical model for integrating narratives, cultural objects, interactive activities, and game progression as a medium for introducing Minangkabau culture. Further testing is required to empirically measure the effectiveness of the game in improving cultural understanding.
Rancang Bangun Mini Game Pengenalan Senjata Tradisional (Kurambik, Ruduih, Karih) Menggunakan Teknologi VR Head Mounted Display Danny Sevia Ningrum; Sheanny Ocmi Sakti
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11596

Abstract

Although the use of virtual reality for cultural preservation continues to develop, the development of immersive minigames specifically introducing kurambik, ruduih, and karih remains limited. This study aimed to develop a virtual reality-based minigame using a head-mounted display as an interactive and safe medium for introducing traditional Minangkabau weapons. The study employed a research and development approach using the Multimedia Development Life Cycle model, which comprised the concept, design, material collecting, assembly, testing, and distribution stages. Data were collected through observations at Museum Adityawarman Padang, documentation, a literature review, interviews, and functional testing. The data were analyzed using a qualitative descriptive approach by comparing the application outputs with the planned features. The results showed that the application successfully presented a Minangkabau-themed virtual environment, three-dimensional weapon models, information panels, grab and slice systems, scores, time limits, and three different minigames. Kurambik was used to cut fruit, ruduih to slash bamboo, and karih to confront ghost objects. The alpha testing results showed that all primary functions could be operated after optimizing the low-poly models, adjusting the colliders, and correcting the attach points. This study produced a prototype of an immersive experience-based cultural education medium that can support the interactive and safe introduction of traditional Minangkabau weapons. Future research should conduct beta testing, measure improvements in users’ knowledge, and involve cultural experts and users with more diverse characteristics.
Rancang Bangun Virtual Try-On Baju Adat Pernikahan Kabupaten Padang Pariaman Amelia Luthfiah Hanum; Sheanny Ocmi Sakti
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11609

Abstract

Although the digitalization of cultural heritage opens new opportunities for introducing traditional clothing, the use of virtual try-on to represent traditional wedding attire of Padang Pariaman Regency remains limited. This study aimed to design and develop a markerless augmented reality-based Virtual Try-On application displaying the attire of Anak Daro, Marapulai, Bundo Kanduang, Niniak Mamak, and Pasumandan. The study employed a research and development approach using the Multimedia Development Life Cycle model, which includes the concept, design, material collecting, assembly, testing, and distribution stages. This study did not involve participants as the main unit of analysis because it focused on product development. Data were collected through observation, documentation, literature review, and functional testing. Three-dimensional clothing models were created using Blender and integrated into Unity 2022.3.0f1, while MediaPipe Pose Landmarker was used to detect 33 body points through a webcam and control the position, scale, orientation, and movement of the models in real time. The results showed that all main functions of the application could be executed in accordance with the designed workflow. This study produced a cultural visualization medium that can be utilized in exhibitions and educational activities. Thus, this study contributes to the development of interactive technology-based media for introducing traditional clothing, while further testing needs to involve more diverse users and develop Face Mesh, depth estimation, and cloth simulation features.
PERANCANGAN IKLAN ANIMASI 3D SABUN ORGANIK ARUM MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE Mohamad Roy Tanjung; Sheanny Ocmi Sakti
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17396

Abstract

The development of digital technology has encouraged businesses to utilize more innovative promotional media to increase product appeal. One effective medium is 3D animated advertising, as it can present more realistic, interactive, and communicative visuals than conventional promotional media. This study aims to design a 3D animated advertisement as a promotional medium for Arum Organic Soap using the Multimedia Development Life Cycle (MDLC) method. The MDLC method consists of six stages: concept, design, material collection, assembly, testing, and distribution. At the concept stage, the objectives, target audience, and promotional concept are determined. The design stage produces a storyboard and product visual design. The material collection stage involves gathering various assets such as images, textures, audio, and visual references. Next, the production process is carried out using Blender software, applying fluid simulation techniques to produce more realistic soap visualizations. The product then undergoes a testing phase to ensure visual quality, animation functionality, and content suitability before being distributed through social media. The research results in a 3D animated advertisement design, which is expected to be an attractive, informative, and effective promotional medium for introducing the benefits of Arum Organic Soap to the public and increasing consumer appeal to the product. Keywords: 3D Animation, MDLC, Blender, Fluid Simulation, Promotional Media, Organic Soap.
Penerapan Teknik Thumbnail Sketching pada Storyboard Film Animasi "Tingkuluak: Mahkota Perempuan Minang dalam Sehelai Kain Lauren Arifa; Sheanny Ocmi Sakti
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.11581

Abstract

Although the design of animated film storyboards featuring local cultural themes has developed, studies specifically representing Tingkuluak through thumbnail sketching techniques remain limited. This study aimed to design the storyboard for the animated film “Tingkuluak: Pusaka Perempuan Minang dalam Sehelai Kain” as both a production reference and a medium for Minangkabau cultural education. The study employed a qualitative descriptive design approach supported by simple quantitative data using a Pipeline Animation design. Data were collected through a literature review, an interview with the Chair of Ikatan Bundo Kanduang Kota Padang, questionnaires, documentation, alpha testing, and beta testing involving five respondents. The data were analyzed descriptively through processes of categorization, interpretation, and visual evaluation. The study produced a script, thumbnail sketches, a final storyboard, and an animatic capable of systematically organizing the storyline, visual composition, camera angles, and the presentation of information about Tingkuluak. The beta-testing results yielded a mean score of 4.49 on a five-point scale, with the highest score of 5.00 obtained for suitability as a cultural education medium. These findings indicate that the thumbnail sketching technique supports visual exploration and improves the efficiency of the storyboard design process. This study emphasizes the importance of applying this technique in the development of animated films based on local culture, while also indicating the need for improvements in composition, character expression, transitions, movement, cinematography, and audio to enhance the quality of the production.
Perancangan Visual Asset Game Pixel Art Jejak Pagaruyuang sebagai Media Interaktif Pengenalan Budaya Minangkabau Altalarik Hamzah; Sheanny Ocmi Sakti
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.11585

Abstract

Although the use of games as a medium for introducing culture continues to develop, studies that specifically discuss the process of translating Minangkabau cultural identity into pixel art visual assets remain limited. This study aimed to design the visual assets for the game “Jejak Pagaruyuang” as an interactive medium for introducing Minangkabau culture. The study employed a research and development approach using the Multimedia Development Life Cycle model, which includes the stages of concept, design, material collection, production, and testing. Data were obtained through direct observation at Istana Basa Pagaruyung, visual documentation, literature review, and functional testing, and were then analyzed descriptively and qualitatively based on visual appropriateness, asset consistency, and functional success. The results of the study produced main character, NPC, environment, cultural object, user interface, and supporting animation assets developed using Aseprite. Alpha testing of five components showed that all assets functioned in accordance with the design. These findings indicate that form simplification, color palette consistency, silhouette readability, and the appropriateness of cultural attributes are important elements in the design of culture-themed pixel art. This study contributes to the development of visual communication and digital cultural games and broadens understanding of visual asset design based on local cultural identity.
Implementasi Teknik Compositing Film Animasi Hybrid “Tingkuluak: Pusaka Perempuan Minang dalam Sehelai Kain" Muhammad Dyosa Rifqi; Sheanny Ocmi Sakti
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.11608

Abstract

Although the use of hybrid animation to convey cultural values continues to develop, studies on the application of compositing that integrates visual and audio elements in Tingkuluak-themed animated films remain limited. This study aimed to describe the implementation of compositing techniques in the hybrid animated film “Tingkuluak: Pusaka Perempuan Minang dalam Sehelai Kain” and assess their contribution to audiovisual unity. The study employed a qualitative descriptive approach with a design-based practice and animation pipeline design. Data were collected through online questionnaires administered to adolescents, school students, and university students, an interview with one key informant, a literature review, production documentation, alpha testing, and beta testing by animation experts. The data were analyzed descriptively and thematically. The results showed that compositing techniques were able to integrate 2D and 3D animation, motion graphics, voice-over, sound effects, background music, and simple visual effects through layer arrangement, color grading, audio processing, and audiovisual integration. The testing results identified three technical aspects requiring improvement, namely visual composition, transitions, and lighting, as well as five expert recommendations covering title design, subtitles, text animation, color consistency, and character expressions. These findings confirm that compositing serves as both a technical and creative stage in establishing audiovisual unity and supporting the communicative delivery of Minangkabau cultural messages.