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PENGGUNAAN TEKNIK ROTOSCOPING DAN MOTION TRACKING 3D DALAM PEMBUATAN VIDEO COMPOSITION purwanto, Agus; Suyanto, M.; Luthfi, Emha Taufiq
Jurnal Teknologi Informasi RESPATI Vol 8, No 22 (2013)
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35842/jtir.v8i22.48

Abstract

World Visual effects or CGI (Computer Graphic Imagery) has been applied in various forms such as TV commercial video presentations and movies. Basically the CGI technique is a technique combining two or more video and animation so that it becomes a single unit video harmonious composition. Basic techniques used in combining the elements - the constituent elements are keying rotoscoping and motion tracking. Keying and rortoscoping used to select part of an image and motion tracking is used to detect the motion of a point marker on a video. This study discusses how to apply motion tracking and rotoscoping techniques 3D, in making a video composition. Keyword : Motion tracking 3D, rotoscoping, visual effect, video compositing.
AHP UNTUK PEMODELAN SPK PEMILIHANSEKOLAH TINGGI KOMPUTER Astuti, Yuli; Suyanto, M.; Kusrini, Kusrini
Jurnal Teknologi Informasi RESPATI Vol 7, No 20 (2012)
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35842/jtir.v7i20.32

Abstract

dalam pengambilan keputusan untuk permasalahan semi terstruktur dengan tujuan sebagai alat bantu bagi para manajer untuk memperluas kapabilitas mereka dalam pengambilan keputusan dan bukan untuk menggantikan manajer. Pengambilan keputusan pada dasarnya adalah sebuah pemilihan dari beberapa alternatif pilihan dengan  harapan akan menghasilkan  sebuah  keputusan yang terbaik. Sistem pendukung keputusan menggunakan data, memberikan antarmuka pengguna(user interface) yang mudah, dan dapat menggabungkan pemikiran pengambil keputusan (turban, 2005).Salah satu metode sistem pendukung keputusan yaitu metodeAnalytical Hierarchy Process(AHP) yang merupakan salah satu metode untuk melakukan pengambilan keputusan secara ilmiah dan rasional untuk memberikan solusi  terhadap masalah kriteria yang kompleks dalam berbagai alternatif. Keywords:spk, user interface, AHP, kriteria
Analisis dan Pengembangan Teknik Auto Lipsync Pada Divisi Produksi Animasi 2D di MSV Studio Kristama, El Johan; Suyanto, M.; Al Fatta, Hanif
Jurnal Informa : Jurnal Penelitian dan Pengabdian Masyarakat Vol 8 No 1 (2022): Juni
Publisher : Politeknik Indonusa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46808/informa.v8i1.212

Abstract

The influence of the pipeline in the 2D animation industry greatly affects the animation production process to be effective and efficient so that it can produce good animation but with minimal effort. MSV Studio itself has several divisions in the production process, one of which is the animation production division. In producing a 2-dimensional animated film in which there are many conversation scenes, mouth movements are needed that match the voice or character dialogue. With the auto lipsync technique, animating mouth movements that match the dialogue can be done quickly and accurately so as to cut animation production time efficiently. This study provides an overview of how the mouth movement animation of a 2-dimensional character is created and can move automatically according to the sound entered into the software, compared to mouth movement animations that are created or drawn manually one by one. In the end, this study can be a reference in making mouth movement animations in 2D animated films, and can be developed again in the future.
Analisis dan Pengembangan Teknik Auto Lipsync Pada Divisi Produksi Animasi 2D di MSV Studio Kristama, El Johan; Suyanto, M.; Al Fatta, Hanif
Jurnal Informa : Jurnal Penelitian dan Pengabdian Masyarakat Vol 9 No 1 (2023): Juni
Publisher : Politeknik Indonusa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46808/informa.v9i1.241

Abstract

The influence of the pipeline in the 2D animation industry greatly affects the animation production process to be effective and efficient so that it can produce good animation but with minimal effort. MSV Studio itself has several divisions in the production process, one of which is the animation production division. In producing a 2-dimensional animated film in which there are many conversation scenes, mouth movements are needed that match the voice or character dialogue. With the auto lipsync technique, animating mouth movements that match the dialogue can be done quickly and accurately so as to cut animation production time efficiently. This study provides an overview of how the mouth movement animation of a 2-dimensional character is created and can move automatically according to the sound entered into the software, compared to mouth movement animations that are created or drawn manually one by one. In the end, this study can be a reference in making mouth movement animations in 2D animated films, and can be developed again in the future.
DEGREE: Development and Validation of a User Experience Model for Digital Educational Games Using Cronbach’s Alpha and Fuzzy Logic Kurniawan, Mei Parwanto; Suyanto, M.; Utami, Ema; Kusrini, Kusrini
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 4 (2025): JUTIF Volume 6, Number 4, Agustus 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.4.4942

Abstract

The rapid growth of digital educational games demands an evaluation model that accurately captures user experience and adopts a human-centred approach. This study introduces DEGREE (Digital Educational Game Review and Evaluation Engine), an enhanced model extending MEEGA+ by incorporating two previously underrepresented dimensions: Control and Feedback. Using a quantitative approach, questionnaires were distributed to high school students who actively use Minecraft and Duolingo, yielding 4800 responses.Reliability analysis via Cronbach’s Alpha revealed that the Player Experience + Control combination achieved the highest score (α = 0.914), while the inclusion of Feedback reduced reliability (α = 0.864), leading to its exclusion in the final model. The DEGREE model consists of two core domains: Usability (Aesthetics, Learnability, Operability, Accessibility) and Player Experience (Focused Attention, Fun, Challenge, Social Interaction, Confidence, Relevance, Satisfaction, Perceived Learning, User Error Protection, Control). Evaluation scores were calculated using the Fuzzy Weighted Average (FWA) method and Mean of Maximum (MoM) defuzzification. The Control dimension emerged as the most influential (0.2735), followed by Fun (0.2664) and Satisfaction (0.2516), highlighting the significance of user agency in digital learning environments. The DEGREE model offers a statistically robust and user-oriented framework for evaluating educational games, delivering actionable insights for developers and educators to design more effective and engaging digital learning experiences. This study contributes a new validated and generalizable evaluation framework that strengthens the theoretical foundation of user experience assessment in educational game design.
Implementasi Metode Reynolds menggunakan Simulasi Kerumunan Bebek Andriyanto, Sidhiq; Suyanto, M.; Sukoco, Sukoco
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 1 No 2 (2017): Vol. 1 No. 2 Agustus 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (906.14 KB) | DOI: 10.29407/intensif.v1i2.788

Abstract

"Simulation of Duck Crows Using Reynolds Method" is a study with the aim to find out the behavior of duck breeding crowd. The next goal is to make a crowd simulation using the Reynolds method. Limitations of this research variable is the object of research on adult duck Turi, the method used is Reynolds method. The simulations are made using Unity3D software in the form of 3D and the animation provided is just a running gesture. The method of analysis of this research is using research and development method. The result of the research is the data of duck walking in the crowd to be applied in 3D animation. The end result of the study is a simulation of duck crowds that run on flat fields. Destination directions are affected by mouse input and can avoid obstacles when walking. This simulation uses Reynolds basic rules of cohesion, alignment and separation.The conclusion of the research is that there is a similarity between the simulation of the crowd with the movement of the original duck crowd and the Reynolds method can be applied in the simulation of the duck crowd in 3D. Research produces 3D animation of duck crowds that are given the ability to avoid obstacles and target goals determined by mouse input.
PERENCANAAN STRATEGIS SISTEM INFORMASI BPR HAMINDO PARE MENGGUNAKAN METODE BE VISSTA PLANNING Irawan, Rony Heri; Suyanto, M.; Henderi, Henderi
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 1 No. 1 (2017): PROSIDING SEMNAS INOTEK Ke-I Tahun 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/inotek.v1i1.435

Abstract

Peran Sistem Teknologi Informasi tidak hanya untuk efisiensi dan efektivitas melainkan juga peran strategik untuk memenangkan persaingan. Tujuan penelitian ini untuk melakukan perencanaan strategis sistem informasi BPR Hamindo Pare menggunakan metode be vissta planning. Hasil penelitian berupa portfolio sistem informasi mendatang menggunakan portfolio McFarlan dengan metode BVP melalui pengamatan langsung proses di BPR. Hasil portofolio menunjukkan posisi BPR Hamindo Pare pada Kwadran I yang berarti posisi berada pada pasar yang pertumbuhannya tinggi, namun pangsa pasar yang dimiliki relative rendah. Arah kebijakan yang tepat untuk dilaksanakan adalah meningkatkan peranan BPR Hamindo Pare dalam berbagai kegiatan sesuai dengan kemampuan yang dimiliki. Arah kebijakan tersebut berdasarkan pada stable growth strategy, artinya dapat menggunakan strategi pertumbuhan peran namun dilakukan secara bertahap sesuai skala prioritas. Pelayanan yang diberikan oleh BPR Hamindo selama ini tanpa disertai riset yang mencukupi dan hanya berdasarkan intuisi direktur sehingga dalam pengambilan kebijakan terkait dengan SI maupun terkait dengan kebijakan lainnya tidak berdasarkan riset yang cukup sehingga pengembangan SI khususnya bagian Riset dan Develeopment hendaknya dapat diases oleh seluruh user sistem sehingga dapat dijadikan sebagai dasar dalam melaksanakan tindakan.