Claim Missing Document
Check
Articles

Found 9 Documents
Search

Analisis Efektifitas Rigging Karakter Animasi “Teater Merah Putih” Menggunakan Dua Metode ilham albana; Hellik Hermawan; Muhammad Abdul Kafi Thosien
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.425 KB) | DOI: 10.35143/jkt.v8i2.5411

Abstract

Many animation industry players, especially animated films, are oriented toward the television industry. Therefore, the term "catch up" requires animation film industry players to produce animated films quickly. Industry players are certainly looking for various ways to speed up the process of making animated films, but they still want good and consistent quality. Rigging is an important part of the animated film process, as it is difficult for animators to animate without rigs in animated characters. Rigging isn't just about adding rigs to characters. In the process of making rigs, it is not just making rigs, but the animators can easily animate 3D characters to speed up the animation process. This will speed up your production process by speeding up the animation process because of the convenient controls. Researchers tested two commonly used rigging methods for 3D characters. From this test, it can be shown which rigging method is more effective and faster, to be used on animated characters so that it is faster in the production stage.
Review Model Teknologi Perguruan Tinggi Menurut Sudut Pandang Supply Chains Management Ilham Albana; Irfan Santiko
Journal of Information Technology Ampera Vol. 3 No. 2 (2022): Journal of Information Technology Ampera
Publisher : APTIKOM SUMSEL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalita.volume3.isssue2.year2022.page175-184

Abstract

The community's need for higher education is very important. Given the regulations of UU No.234 u 2000 concerning guidelines for the establishment of higher education institutions, it is quite easy for foundations and institutions, several institutions are competing and interesting to establish universities. Higher education is currently an attractive business field. The existence of graduates in the community or the market will always be an attribute of the community's assessment of the original university. If the alumni are well absorbed by the market, the university will get a positive assessment. Every university has an interest in knowing the level of user satisfaction of its graduates as an important part of the evaluation and projections of the institution. Problems arise when graduates are not well absorbed. Many factors could be the cause. In a business, of course, you must look at it from the point of view of market needs, the same thing as higher education institutions. If you don't pay attention to the market aspect, it is certain that graduates are not well absorbed due to lack of quality. In this article, we will discuss the sustainability of business processes in higher education based on user reviews of graduates. The continuity of this business process using a supply chain model approach.
E-learning as a Learning Media in the Form of Educational Games for Elementary School Students Ilham Albana; Widya Hartayu
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.20

Abstract

The use of games as a means of education is not wrong. Because games are entertaining. Human psychology is more like playing than a serious study. In games, education is given through practice or learning by doing. The aim of this research is to design and build an Educational Game for learning mathematics, sub-materials for addition, subtraction, multiplication, and division on integers, Indonesian, Natural Sciences, Desktop-based IPS, class VI. The purpose of designing this platform is to conceptualize and build E-learning in learning math operations, the Indonesian language, Natural Sciences, Desktop-based IPS, sub-material addition, subtraction, multiplication, and division of integers. Memorizing history and understanding nature and others as well as understanding correct punctuation and language. Data collection methods used are interviews, literature, and documentation. The system development method used is MDLC (Multimedia Development Life Cycle). Its manufacturer uses Adobe Flash Professional CS6, Adobe Photoshop CS6, and Adobe Audition CS6 software. The results of this study are in the form of E-learning as Learning Media in the Form of Educational Games for Class VI Students of SD Negeri 03 Karanggude Kulon
Penerapan Pencahayaan Pada Animasi Tiga Dimensi Teater Merah Putih Untuk Mengatur Dinamika Dan Kualitas Gambar Animasi Hellik Hermawan; Ilham Albana; Anggit Bintang Prasetyo; Deden Deden
Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika) Vol. 4 No. 1 (2021): Januari
Publisher : Jurnal Riset Teknologi dan Inovasi Pendidikan (Jartika)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1089.535 KB)

Abstract

Abstract: The creation of the animation "Red and White Theater" uses an open-source 3D application called Blender 3D with version 2.83 and uses the EEVEE rendering engine that is already available in the Blender 3D application. Rendering in the Red and White Theater animated scene is still far from expected in terms of visuals, due to the time rendering of the animation is very time-consuming. The problem caused by not optimally an animated file/scene is a long work time when opening the scene for the first time, and feels heavy when navigating the scene. The solution to the problem is to remake the animation "Red and White Theater" by changing the lighting side which will have an impact on the addition of visual aesthetics and optimal lighting. The purpose of this research is to change the old light method in order to cut rendering time without compromising the quality of the animation. The research method of animation making is divided into 3 stages, namely pre-production, production, and post-production. The result of validation with a percentage for material decay is 79% and lighting manufacturing is 81% which belongs to the interval of the category of excellent assessment based on the results of questionnaires given to 30 respondents.
MERAIH KEMAMPUAN DESAIN GRAFIS PROFESIONAL MELALUI PELATIHAN COREL DRAW UNTUK SMK Ilham Albana; Ranggi Praharaningtyas Aji; Aulia Hamdi; Melia Dianingrum
Nusantara Hasana Journal Vol. 3 No. 3 (2023): Nusantara Hasana Journal, August 2023
Publisher : Yayasan Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59003/nhj.v3i3.948

Abstract

Graphic design is a rapidly growing field with plenty of career opportunities for those who have an interest and talent in this area. However, vocational high school students often face difficulties in developing graphic design skills and using graphic design software like Corel Draw. Therefore, this community engagement activity aims to provide solutions to the challenges faced by vocational high school students in learning graphic design. This community engagement activity consists of several stages, including observation, socialization with partners, creating a module for Corel Draw usage, content creation training, training evaluation, and overall engagement results evaluation. Through this initiative, it is hoped that vocational high school students will gain access and opportunities to attend graphic design training, receive clear guidance on applying graphic design software, stimulate their interest and enthusiasm for learning graphic design, and provide motivation and support for them to pursue a career as professional graphic designers. The results of this activity will enable participants to observe the improvement in graphic design skills among vocational high school students and help them prepare for entering the workforce or continuing their studies in graphic design. Therefore, this activity is expected to provide significant benefits for vocational high school students in developing graphic design skills and pursuing a career as skilled graphic designers.
Making “Si Mbah” Illustrational Asset for Whatsapp Stickers Need Using MDLC Method Risqi Dwiarto; Argiyan Dwi Pritama; Ilham Albana
Journal of Multimedia Trend and Technology Vol. 2 No. 2 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i2.30

Abstract

The rapid development of technology in the current era of globalization has brought many advances in various social aspects. The popularity of mobile devices as a means of communication has increased in recent years due to their high mobility. Currently, there are many applications Messenger which has spread to the general public using messaging applications to send messages in the form of text, audio, and even files and videos. Verbal communication when chatting is prone to emotional misinterpretation, not infrequently a joke is interpreted as something serious so that miscommunication occurs. Not infrequently misunderstandings like this will have an impact on tenuous relationships and feelings of discomfort. Using informative and attractive visual media can definitely make people read carefully and understand the audience better. Thus it can be concluded that the use of animated visual media labels with the MDLC method can make it easier for the audience to receive information that is clearer and easier to understand.
Analisa dan Perancangan Website Desa Sebagai Sistem Informasi dan Inovasi di Desa Sokawera, Kecamatan Somagede Amanda Fitria Desvita; Ariska Nurul Habibah; Dwi Yuliana; Ilham Albana
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 4 (2024): Juli : Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i4.135

Abstract

In the current era of globalization, regional autonomy has become a very important part of public services. There is a need to address the problems that arise in Sokawera Village regarding the lack of facilities and skill level of village officials with the demands of a more dynamic community and an archival processing system that is still conventional. With the conveniences provided, it encourages people to utilize information and communication technology to help with their daily activities. The village government does not yet have a website address. This means that the information held by the village cannot be accessed by the wider community, causing Sokawera Village to still be very underdeveloped. In the era of increasingly advanced technology, a website-based information system can be implemented in Sokawera Village to overcome obstacles that can be used as a medium for village information and innovation. With the existence of a village information system in Sokawera Village, the community can directly access various kinds of information presented. Likewise, village officials can directly provide or update information related to the villages they support. All forms of information regarding purchasing products produced by local MSMEs can also be accessed on the village information system page. The methods used in this research are problem formulation, data collection, problem identification, system development using research results method.
Perancangan Aplikasi Kasir dengan Metode Prototype: Studi Kasus : UMKM Artasari Isnaurokhmah Isnaurokhmah; Kusumas Astri Anggraeni; Lailatur Rochmah; Ilham Albana
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 4 (2024): Juli : Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i4.142

Abstract

As human habits change due to advances in technology and information, technology is increasingly important in various aspects of life. Companies must keep up with development trends in the globalization era to develop their products and compete with fierce business competition. Artasari UMKM produces a variety of chips located in one of the villages in Purbalingga Regency. This UMKM still conducts sales and marketing traditionally. Bookkeeping and recording of transactions are still done manually, which causes many problems, such as consumers not trusting the results of calculations. A cashier information system is needed to improve operational efficiency and transaction security. It can help with data collection, bookkeeping, and recording transactions as well as creating financial reports as needed. In this research, the prototyping model is used to design a cashier application at UMKM Artasari. It is considered to help overcome this problem. This research is expected to improve the operational efficiency and security of UMKM Artasari transactions and increase consumer confidence in the calculation results. The result of the design is a system display consisting of several pages which include the login page, transaction data, sales reports, help, and prototype proof of transactions to be printed.
Analisa Perbandingan Penggunaan Metodologi Pengembangan Perangkat Lunak (Waterfall, Prototype, Iterative, Spiral, Rapid Application Development (RAD)) Az Zahra Dwi Nur Adiya; Dea Lili Anggraeni; Ilham Albana
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 4 (2024): Juli : Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i4.148

Abstract

Methodology is a very important basic framework in the design and development of professional software, aimed at creating an information system that meets the business needs of an organization. Success in software development relies heavily on managing the software project as a whole. Establishing a methodology includes high dynamics in the design stages of a model that describes the activities and life cycle of a system. SDLC (Systems Development Life Cycle) or Systems Development Life Cycle, in the context of systems and software engineering, is a process that includes the creation and modification of systems, as well as the models and methodologies used to develop them. This discussion will explain the analysis of selecting software development methodologies, including waterfall, prototype, iterative, spiral, and rapid application development (RAD). It is hoped that the results of this discussion can provide considerations in choosing and using the right methodology based on each individual's needs, strengths and weaknesses, as well as other factors such as familiarity with technology, system complexity, system reliability, and short and precise time requirements, as well as referencing several scientific journals.