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Journal : Jurnal of Applied Multimedia and Networking

Implementasi Dan Analisis Motion Graphic Quality Awareness Sebagai Media Informasi Di PT. Infineon Technologies Batam Selly Artaty Zega; Harish Manarul Fauzi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4178

Abstract

Along with developments and advances in technology, industries need information media to increase their production by optimizing human resources. One of the information media that can be used is motion graphics. Therefore, the problem in this study is to implement awareness of the quality of motion graphics as an information media at PT. Infineon Technologies Batam and to find out the effect of motion graphics on changes in employee performance on quality awareness of information media. In this final project, the method of multimedia development is Villamil–Molina. Analyzing the motion graph is a quantitative method using the EPIC model. Respondents in this study arie employees of PT. Infineon Technology Batam. The results of this final project will be in the form of motion graphics in MP4 format as a media of quality awareness information and the analysis of employee interest in motion graphics quality awareness based on the motion graphics produced.
Penerapan Prinsip-Prinsip Animasi Pada Film Pendek Animasi “Nohoax” Selly Artaty Zega; Gerson Julyfer Parulian Tambun; Wahyu Adhitya; Ilmi Nazar Hamdi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4179

Abstract

Animation is one of the media that is often used to convey information, communication media, and entertainment. Animation is a collection of images arranged in an orderly manner following the flow of movement at a certain timeline to create the illusion of moving images. The image can be any object such as a character, object, or text. Animation is no longer foreign to us, especially children, this is because we often enjoy animated content, whether in cinemas, YouTube videos, or TV shows. An animated short film entitled “nohoax” is one of the implementations. “nohoax” animation tells about two young people who want to stop hoax news circulating in the community by creating a hoax news detection application. The purpose of this study is to explain and describe the application of animation principles in the animated short film “nohoax”. This study uses descriptive qualitative research methods by observing “nohoax” animation, conducting interviews with parties who understand and have knowledge of the principles of animation, and using literature that discusses the principles of animation. The results of this study describe the principles of animation used in “nohoax” animated short films and show the application of animation principles to “nohoax” animated short films to make animations look more alive and interesting.
Mengatasi Data Error Pada Proses Data Cleaning Motion Capture Motive Optitrack Selly Artaty Zega; Ahmad Saropi; Timothy Ronaldy; Yogi Ilhami; Muhammad Farabi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4210

Abstract

Motion capture is a technology in the multimedia industry useful for recording movement in digital using a censor method. Motion capture technology is further developing time in time, motion capture is already used in some digital products like a game, visual effects, and animation films. on recording section motion capture its sight motion by the optical sensor or magnet sensor, next step is the data cleaning process, the data cleaning process will clean the movement noise or error. Using motion capture will make the production process faster because motion capture is not using the manual keyframe method. This article’s purpose is to help motive users to make the data cleaning process become faster with the research and development method. With data that has been collected in several recording processes, the writer hopes this article can be used as a guide in recording motion until the data cleaning process with motive application.
Observasi Tingkat Ketertarikan Anak Terhadap Video Klip Animasi 2D Lagu Daerah di Indonesia Riwinoto - Muthmainah - Rani Wulansari - Tia Tamita - Elvira Amanda - Selly Artaty Zega
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 1 No 1 (2017): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (431.753 KB) | DOI: 10.30871/jamn.v1i1.592

Abstract

Animation means animate, the attempt to move something that can’t move. Making animations can be performed using Luther Sutopo methods, what is divided into six stages, namely Concept, Design, Master Collecting, Assembly, Testing and Distribution. Making the Animation has been done in many countries, so do Indonesian country. Then Animation turned out to have a big hand in folk song to children. And attract children to learn more about Indonesia, especially for Yogyakarta folk song.
PREDIKSI RATING FILM ANIMASI BERDASARKAN ELEMEN MISE EN SCENE MENGGUNAKAN NEURAL NETWORK Odi Isya Winanda; Selly Artaty Zega; Raihan Hilmawan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 1 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (250.737 KB) | DOI: 10.30871/jamn.v3i1.1427

Abstract

A production house can make adjustments in releasing the film if knows the possibility of success to the related film. The goal is to get maximum profit after thefilm is released. It can even use a prediction to know how market developmentsare. In this study, the authors used data from IMDb to predict the rating on a film.Because IMDb is the largest database consisting of relevant and comprehensiveinformation related to films. It is necessary to consider the additional features ofvisual, which basically refers to everything that appears on the screen. Everythingcaptured by the camera consisting of settings, lighting, the human figure, andcomposition, these four elements are part of the mise en scene. To determine thelevel of accuracy in film rating predictions, the author uses the science of softcomputing, namely the neural network, focusing on the prediction part. Theaccuracy of the animated movie rating prediction is based on the mise en sceneelement which is equal to 44%, the accuracy is based on the average of each testoption.
Perancangan 3D Modeling Kapal dan VFX Water Simulation Dalam Animasi 3D Berjudul "Blue & Flash" Perdinan R. Simamora; Selly Artaty Zega; Weimpy Ocastian Putr Pratama
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 2 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.429 KB) | DOI: 10.30871/jamn.v3i2.1429

Abstract

Modeling is the process of modeling according to the object. Modeling is also called the process of modeling digitally from a tangible form using a special software. In animated videos, good modeling does not quite attract the viewer's attention without visual effect. Visual effects or VFX are computerized processes where images or object models are created and manipulated that involve making digital effects recordings and special effects generated by computers to create a virtual environment. 3D models created and given VFX will provide visual looks that look more real. VFX is commonly used in 3D animation filmmaking especially in fantasy themes. One of the most used VFX is water, including wakes, splashes of water and waterfalls. It is hoped that the making of this research can explain the the creation of VFX that supports environment and character.
Creating Multimedia Content for Prevention of Covid 19 Virus Transmission in the tradisional market Riwinoto Riwinoto; Selly Artaty Zega; Evaliata BR Sembiring; Afdhol Dzikri; Gendhy Dwi Harlyan; Happy Yugo Prasetya; Arta Uly Siahaan; Cahya Miranto; Ardiman Firmanda; Ahmad Saropi; Melsha Haq Zulfikar; Weimpy Ocastian; Gunawan Humiras Pangestu Nababan; David Hasmito Tanbari; Novi Anggraeni; Ica Yolanda; Diella Marfika Tama; Muhammad Ikhlas Habibi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2681

Abstract

The COVID-19 pandemic outbreak has caused difficulties for the community, for example official trips, tours, shopping, watching films and others, which in turn caused the general economy to decline. This is what makes lecturers, workers and students in the multimedia field take the initiative to make or develop multimedia products that have educational value to the public about the prevention of the Corona virus. One of the places that is the central point of the spread of the Corona virus is the market because the market is a meeting place for people who have an interest in buying and selling if one person is infected with Corona, the virus can spread to the community around the market. Therefore, the product we have developed is a multimedia product that contains educational materials for Corona virus prevention on the market. These products are community services and educational games, comic posters, motion graphics, video advertisements. The results of internal testing to students and external testing to communities related to traders show that comic media is best used in spreading service messages to the community.
Motion Graphic Sebagai Media Edukasi Cybercrime di Kalangan Mahasiswa Selly Artaty Zega; Samuel Butar- Butar; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5091

Abstract

Cybercrime is crime using the internet network, this crime can be snared by anyone, one of them is Informatics Engineering Students, the author has distributed questionnaires, to obtain data on victims of cybercrime crimes for Informatics Engineering Students, data obtained that victims of cybercrime crimes are higher than those who are not ensnared become victims of cybercrime, this happens because of the lack of information obtained by students.Motion graphics are used as a medium to provide education to Informatics Engineering students regarding cybercrime crimes, these media are used because they can display videos with a visual text, images, and audio that are interesting and easy to understand.The research method used is Research And Development (RND), with the product development method, namely Villamil Molina, using quantitative descriptive analysis, through alpha testing with the interview method to motion graphic media experts and beta testing with the Likert scale measurement method to Informatics Engineering Students. This research produced a motion graphic video with a duration of 5 minutes 12 seconds in mp4 format, and obtained the results of a product feasibility analysis with a percentage of 86% and categorized as very feasible.
Optimasi Kualitas Animasi “Generate” melalui Video Referensi Menggunakan Metode Pose to Pose Zega, Selly Artaty; T. Deepa
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10578

Abstract

This study aims to optimize the quality of the 3D animated short film “Generate” by applying the pose-to-pose animation method supported by the effective use of reference videos. Previously, the animation was done using the straight-ahead technique, which was considered ineffective in highlighting key poses, timing, and arcs. Through an experimental qualitative approach, the animation was improved using the pose-to-pose method, which included analyzing reference videos to determine the correct key poses, breakdowns, and in-betweens. The resulting animation was then validated by professional animation practitioners based on aspects of timing, arcs, and overall visual quality. The findings showed a significant improvement in the clarity of the animation, arcs, and character poses. The pose-to-pose method is also considered effective for novice animators because it provides a more structured workflow to support staging and storytelling. However, challenges remain in the ability to accurately understand and apply references, requiring more in-depth training. This study offers a practical framework that can bridge the animation learning process in an academic environment with professional industry standards.