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PEMANFAATAN TEKNIK TWEENING PADA ANIMASI 2D UNTUK EDUKASI GIZI IBU HAMIL DAN PENCEGAHAN STUNTING Awwali Zahra Brillianti; Dani Arifudin; Deuis Nur Astrida
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 1 (2026): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i1.7128

Abstract

Stunting remains a significant public health issue that affects children’s growth and development, highlighting the need for effective educational media for pregnant women to improve their understanding of nutrition. This study aims to develop a 2D educational animation themed B2SA by applying tweening techniques as the primary method to achieve consistent motion and a more efficient production process. The research method includes pre-production (idea development, concept creation, storyboard, and asset design), production (asset creation, layout, and animation), and post-production stages (editing, rendering, and alpha testing), complemented by validation from health experts and animation specialists. The results indicate that the animation is deemed feasible based on expert assessment, with tweening increasing production efficiency by 90–97% in reducing manual frames compared to frame-by-frame animation while producing smooth, stable motion aligned with educational needs. The study concludes that the developed animation is feasible as an educational medium for pregnant women in supporting stunting prevention efforts.
3D Bumper Animation Design as a Visual Identity Media for Wanarata Fest in Karangmangu Village Muhammad Fadhil Azam; Deuis Nur Astrida
Journal of Multimedia Trend and Technology Vol. 4 No. 3 (2025): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v4i3.103

Abstract

Wanarata Fest is a cultural event held in Karangmangu Village with the aim of introducing the potential of local culture and wisdom to the wider community. To support the delivery of the village's identity and potential, visual media are needed that can create a strong and representative first impression. This research aims to design a 3D bumper animation as a visual identity for Wanarata Fest, showcasing the cultural elements and character of Karangmangu Village. The method used in this research is the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, and testing. During the design stage, the selection of visual elements such as gunungan wayang (wayang puppet mountains), kuda kepang (horse-drawn carriages), joglo houses, and teak trees was based on observations and interviews with village officials to represent local cultural identity. Testing was conducted using the User Acceptance Testing (UAT) method, involving the committee and village officials as respondents. The test results showed that the 3D bumper animation received very positive ratings and acceptance, with all assessment indicators falling within the "very appropriate" category. This demonstrates that the designed 3D bumper animation is capable of representing the visual identity of Wanarata Fest and is suitable for use as an opening media for the event, with the potential for reuse in future events. Thus, 3D bumper animation can be an effective visual media solution in supporting the image and identity of local culture-based events.