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Evaluasi Web Performance Pemerintah Daerah Kabupaten Magelang dalam Rangka Mendukung Penerapan E-Government untuk Pelayanan Publik Haan, Charles De
Jurnal Ilmiah Multimedia dan Komunikasi Jurnal Ilmiah Multimedia dan Komunikasi Vol. 5 No. 1, Oktober 2020
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

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Abstract

Evaluasi terhadap kinerja sebuah website adalah salah satu bagian penting dalam upaya menjaga website untuk tetap bekerja dengan performa yang baik. Ketersediaan informasi gambar dan teks pada komposisi yang baik akan memberikan kenyamanan dan kepercayaan publik. Kecepatan akses tampilan halaman web utama tidak kalah penting untuk keberlanjutan penelusuran informasi dalam website oleh pengguna. Penelitian ini melakukan analisis kinerja website pemerintah Kabupaten Magelang dengan fokus pada analisis kecepatan halaman web utama dan rekomendasi perbaikan menggunakan aplikasi berbasis web GTMetrix.com. Selain itu juga menganalisis kompatibilitas jenis layar dan resolusi gambar menggunakan aplikasi web Quirktools.com. Hasil penelitian menyatakan bahwa kinerja web pada aspek kecepatan halaman web tampil di browser secara keseluruhan atau full loaded time yaitu 10,9 detik.  Kecepatan koneksinya menggunakan yang terbaik, yaitu pada jaringan broadband Fast 20/5 Mbps di lokasi server Hongkong, China. Ringkasan rekomendasi saran perbaikan menunjukkan bahwa dari 27 parameter uji hanya 6 item parameter yang memiliki skor rendah yaitu optimize images F (0%), avoid bad requests F (19%), enable gzip compression D (62%), defer parsing of JavaScript D (65%), specify a cache validator D (60%), dan serve resources from a consistent URL D (69%). Hasil uji kompatibilitas layar dan resolusi menunjukkan jika halaman web utama ditampilkan pada jenis layar desktop, maka ukuran yang sangat kompatibel adalah notebook 15 inci dengan resolusi 1366x768 px,  sedangkan untuk jenis tablet yang paling kompatibel adalah jenis Tablet Samsung Galaxy Tab 7 dengan resolusi 1024x600 px. Pada jenis mobile terdapat 2 jenis yang paling kompatibel, yaitu Samsung Galaxy S3 7 dan Mobile Apple 6/7. Untuk jenis layar televisi, halaman web paling kompatibel dengan jenis televisi 720 dengan ukuran resolusi 1024x720 px.
Movement analysis 3D Character Animation Assisted On Kinect XBOX One Devices Charles De Haan
Jurnal Mantik Vol. 5 No. 4 (2022): February: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The technology of Motion Capture is used to produce motion animation by capturing the movement of the artist, then recorded and applied on virtual 3D. This is especially helpful in animation movements that are difficult to work with conventionally, as imitating human body movements realistically is quite difficult for some animators. The use of Kinect Xbox One to overcome various human limitations in creating animated movements on virtual 3D objects in the form of humans or animals. The purpose of this study is to describe how to use the Kinect Xbox One and explore its ability to detect basic human movements that can be used by animators to be applied to virtual 3D objects. The results of this study indicate that the use of Kinect Xbox One as a Motion Capture is good enough to be used to produce animated movements, especially basic human movements in the type of basic locomotor movements, namely walking, running, jumping and jumping, basic movements of balance skills, namely bending, stretching, twisting and swing and basic manipulative movements, namely throwing, punting and kicking.
Website Prototype Design Animation Study Program Based Content Management System Wordpress Charles De Haan
Jurnal Mantik Vol. 6 No. 2 (2022): August: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v6i2.2716

Abstract

The availability of information through information and communication technology (ICT) in the world of education is not only supported in operations but has become a necessity and an obligation that must be implemented. One of the application products on the internet that utilizes the development of communication and information technology is a website application. The problem of the lack of information from the main website for animation study program students, plus the Covid-19 pandemic which requires online lectures, causes direct communication and submission of data or documents from study program management to students will experience several problems. We need a website that can bridge the information needs. the most possible way, and can quickly be developed is to use a Web Content Management System. The website is developed in an initial form or often called a prototype, by submitting a questionnaire to prospective website users. The goal is to obtain an overview of what information should be on the website. The results of this study are in the form of a website prototype for an animation study program that is relevant to the needs of users, namely lecturers, students, and the general public.
Analysis of Information Production Systems of Animation Study Program on the School of Multi Media Website Charles De Haan
Jurnal Imiah Teknik Studio JURNAL ILMIAH TEKNIK STUDIO VOL. 6 NO. 1, JUNI 2022
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

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Abstract

Web application as a medium of communication and information is an important part of a shigher education institution. Website plays a strategic role in the existence of institutions in the world. The availability and speed of information will have an impact on decision making that is useful for the future. This study aims to analyze the quality of information production on the mmtc.ac.id website for the development of Animation Study Program website. The research was conducted using a qualitative descriptive approach with the PIECES and Fishbone analysis methods, namely diagram to analyze the information production on the website. The results of the study found that there were problems in the quality and quantity of information production about the Animation Study Program on the main website, the lack of website management personnel, and the absence of information managers specifically for the study program. Website managers need to develop a separate website as a of information medium for animation study program so that needs of communication and information for students and public can be fulfilled.Web application as a medium of communication and information is an important part of a shigher education institution. Website plays a strategic role in the existence of institutions in the world.The availability and speed of information will have an impact on decision making that is useful for the future. This study aims to analyze the quality of information production on the mmtc.ac.id website for the development of Animation Study Program website.The research was conducted using a qualitative descriptive approach with the PIECES and Fishbone analysis methods, namely diagram to analyze the information production on the website.The results of the study found that there were problems in the quality and quantity of information production about the Animation Study Program on the main website, the lack of website management personnel, and the absence of information managers specifically for the study program.Website managers need to develop a separate website as a of information medium foranimation study program so that needs of communication and information for students and public can be fulfilled.Key words: website, PIECES, Fishbone, quality, information.
Penerapan Visual Efek 2D Dalam Produksi Film Animasi 3D “Neos Desert Ambush” Muhammad Rofi’ Nur Assidiqi Haryanto; Charles De Haan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 1 No. 2 (2022): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1707.813 KB) | DOI: 10.55606/jurrsendem.v1i2.499

Abstract

The main thing that distinguishes between 2D and 3D animation lies in the quality of the resulting display, namely the appearance of 2D animation that seems flat and the appearance of 3D animation that seems more volume. This study aims to manually apply 2D visual effects as an alternative in making an animated visual effect. The process of uniting a 3D animation combined with 2D animation visual effects that are created manually frame by frame and using Clip Paint Studio and Blender software. The results of this study indicate that the application of 2D animation visual effects in 3D animation is able to display a visual style that resembles 2D animation and does not require computer engine performance that is too heavy, rather than using 3D simulation methods or 3D procedural which requires strong computer resources. It is good to use in making a 3D animation with a visual style of 2D animation.
Sistem Penulangan pada Karakter 3D dalam Film Animasi The Relativity Of Reality Abdulah Rosyidouddin El Islami; Charles De Haan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i1.5764

Abstract

Digital animation technology is increasingly advancing, as evidenced by the proliferation of animated films worldwide. This is also true in Indonesia, where the production of animated films has increased significantly due to the improvement and ease of digital animation technology. One of the most important parts of the animation process is the rigging process, which involves creating a skeleton for the character or object so that it can move and appear lifelike. The rigging process in the short animated film "The Relativity Of Reality" tells the story of Rei, a young boy who discovers advanced technology from a secret organization. However, the owner of the technology comes to take it back, leading to a struggle and chase. Rei decides to escape but is cornered and a battle ensues. The characters in the film are animated using rigging techniques, utilizing the Bendy Bone feature in the Blender application. This feature is useful in creating a rigged system for characters and objects. The result of applying rigging with the Bendy Bone feature is that characters move more fluidly, not only in the legs, body, and arms but also in the face. Therefore, the use of bendy bone and facial rigging in characters will make it easier to produce animations. In addition, rigging can also be applied to other moving objects such as cars, skateboards, doors, and cabinets.
Integration of Augmented Reality and Motion Capture Technology in the Development of Interactive Animation Based on the Digital Story of Malin Kundang Sutopo, Joko; Taalungan, Anggita; De Haan, Charles; Kuswantoro, RB Hendri; Syukor Mohamad Jaya, Abdul
Jurnal Pemberdayaan Masyarakat Vol 4, No 1 (2025)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jpm.v4i1.383

Abstract

The folk tale of Malin Kundang carries significant moral and cultural values, yet younger generations' interest in conventional storytelling has declined with the advancement of digital technologies. This research addresses that gap by developing an interactive digital animation using Augmented Reality (AR) and Motion Capture (MoCap) technologies to create a more immersive and engaging user experience. Through a mixed-methods approach, including prototype development with Unity 3D, motion tracking using OptiTrack/Xsens, and user testing, the system achieved 95% accuracy in character motion and high user satisfaction. While technical challenges such as latency and hardware constraints remain, the results demonstrate that the integration of AR and MoCap revitalizes traditional stories and offers global benefits—providing scalable solutions applicable to education, cultural heritage preservation, training simulations, and entertainment industries worldwide. This study contributes to the growing field of immersive digital storytelling and offers insights for future research into motion algorithm optimization and developing more accessible MoCap technologies for global use.