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Literature Review on Cinematic Technique in Video Game Storytelling Tony Wibowo; Deli Deli; Bayu Syahputra
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Cinema and filmmaking have evolved over the years into a means of creatively telling a story. The combination of camera angle, movement, framing, and composition is used to convey narrative in so many variations. However, cinematic techniques have been used extensively in media other than film, and one of those media that has adopted the cinematic approach to conveying narrative, feeling, and story is video games. As video games have evolved in their narrative complexity and graphical realism, cinematic techniques have become increasingly common in video game storytelling. Narratologists argue that video games often mimic the look and experience of films by adopting similar cinematic techniques or introducing cut scenes, which are small digital films. This article aims to categorize and compare video game storytelling and its use of cinematic techniques across genres, generations, and platforms by examining relevant articles and recent updates from the video game industry. The use of cinematic storytelling in video games could respond to the evolving film industry to create a more immersive and interactive form of storytelling. Video game storytelling can also benefit from adopting cinematic techniques to increase player engagement and emotional connection with the game's narrative and immersion to world-building and mythos presented in the video games.
Response of Content Creators Towards Kreator Pass as a Learning Media Nicholas Nicholas; Bayu Syahputra; Jimmy Pratama
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

As time goes, humans kept on finding new ways to make their everyday job easier. New technologies are invented and plays an important role in the modern era. One of the example of technologies are internet, to make transactions easier. New job opportunities involving technology are created, such as content creator. They are individuals or companies who create contents on the internet, specially social media. As time goes, more content creators shows up. Kreator Pass is a startup that help content creators compete in the market. This article is to decide whether kreator pass can be useful or not for content creators.
Designing 3d Animation For Dental Health Care Using Mdlc Method Bayu Syahputra; Jimmy Pratama; vinson vinson
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Dental health is one of the important aspect in being healthy because healthy teeth have a lot of purpose such as chewing food, words pronounciation and reduce risk of health problems. but even though it have such purposes netizen in indonesia still ignore it because the lack of health education not being taught since early age. Because of that, animation 3D become a choice for this research to educate people in the community about dental health care.The method for this research is qualitative interview and MDLC. The result from this research is an animation 3D about dental health care.
Three-Dımensıonal Anımatıon-Based Rubık's Cube Algorıthm Tutorıal Vıdeo Wıth Mdlc Method Bayu Syahputra; Jimmy Pratama; Steven Marlin
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Society often identify rubik’s cube as a “game for smart people” because it seems too complex and the needing to remember the algorithm just like remembering math equations so people don’t want to try playing rubik’s cube. To attract someone’s interest in learning rubik’s algorithm, we need a media that is easy to understand and easy steps to follow by showing both visual and audio. Tutorial video of rubik’s algorithm based in three dimentional character can portrait the real scrambled cube and every algorithm is shown so everyone that watch the video can follow it easily and also sharpen thinking skill. Tutorial video of rubik’s algorithm based in three dimentional character is made by using MDLC method that stands for Multimedia Development Cycle that consist of 6 elemens which is concept, design, material collecting, assembly, testing, and distribution. There are several independent variables that can affect students in showing interest in studying which is : Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Learning Value, and Hedonic Motivation also students interest that will be marked as dependent variable that will be refered as Behavior Intention. Based on the analitic result, independent variables that affects positively to dependent variable are Performance Expectancy, Effort Expectancy, Social Influence, meanwhile Facilitating Conditions, Learning Value, and Hedonic Motivation affects negatively to Behavior Intention.
Implementation of the MDLC Method in Designing 2D Animation About Menstruation for Adolescent Girl Bayu Syahputra; Deli Deli; Christine Gabriella
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Puberty in teenage girls is usually marked by menarche or first menstruation. There are several factors that cause abnormal menstrual cycles such as stress, nutritional problems, hormonal disorders and also chronic diseases. Knowledge and insight about menstruation is very important in the growth and development of a woman. By designing a 2D animated video about menstruation, we can provide information to young women. The method that will be used for data collection is by interviewing experts in the field and the method used in designing 2D animation video is MDLC (Multimedia Development Life Cycle). The result of this research is a 2D animated video entitled "What is Menstruation?" as a medium of information.
Designing Indonesian tribal Song Content with a Lo-fi Music Approach Through the YouTube Application Bayu Syahputra; Bryan Tandian
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

This research aims to determine the influence of Indonesian tribal songs, which are made in a different genre from the original, considering that Indonesian tribal songs still need to be remembered. This research uses applied and qualitative methods, where the design of this tribal song uses the 4D method, and the analysis of the result making lo-fi tribal songs uses a qualitative approach. Data collection in designing song content uses questionnaires while analyzing the results of song creation uses interviews with the WhatsApp application. This research shows that it is beneficial in promoting tribal songs to the community, especially students.
Designing Moral and Character Education Animation with Frame by Frame Approach Vladimir Lim; Bayu Syahputra; Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Moral principles and character development play a pivotal role in our daily lives. In light of this, the author has conceptualized a 2D animation within the action genre to effectively communicate these values to the audience. Employing the frame-by-frame technique as the primary foundation for crafting this 2D animation allows for more imaginative and expressive movements, enhancing the characters' expressiveness. Each frame serves as a key element in constructing a compelling narrative, reinforcing the moral values the author seeks to impart. Consequently, the animation serves as both a source of entertainment and a potent medium for delivering moral messages, creating memorable characters for the audience. The research methodology applied in this study follows the MDLC (Multimedia Development Life Cycle), encompassing six stages: concept, design, material gathering, production, testing, and distribution. The culmination of this research is a 2D animated video designed to convey moral values and character development, complemented by a captivating storyline.
Penerapan Teknologi Terbarukan dalam Bidang IT Pada Dunia Bisnis dan Masyarakat Implementasi A.I Face Recognition Thermal William, Charles; Handyca, Handyca; Wilson, Kenny; Adi, Adi; Syahputra, Bayu; Pratama, Jimmy
Journal of Information System and Technology (JOINT) Vol. 4 No. 3 (2023): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v4i3.6260

Abstract

Kehidupan manusia yang semakin berkembang tidak terlepas dari teknologi yang dapat membantu kehidupan sehari-hari, perkembangan teknologi yang semakin pesat memberikan efek signifikan dalam kehidupan manusia yang memberikan fasilitas bagi para penggunanya , saat ini adanya pandemi telah diterapkan protokol kesehatan untuk masyarakat melakukan aktivitas secara aman dan tidak membahayakan orang lain.Salah satu solusi pencegahan penularan pada saat pandemi adalah pengecekan suhu tubuh terlebih dahulu.Dengan adanya ai face recognition thermal yang dapat meningkatkan kualitas protokol kesehatan dan memudahkan proses identifikasi wajah dan suhu secara bersamaan.Penguna akan menjalani verifikasi wajah dan pengukuran suhu pada saat yang sama dengan kecepatan pengecekan akurat sehingga dapat mencegah penyebaran virus.
3D MODEL BEDROOM CONCEPT USING MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) Pratama, Jimmy; Stephanie; Syahputra, Bayu
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 15 No 1 (2024): Maret
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v15i1.769

Abstract

Interior is the arrangement of the inner room with the aim of meet the needs of the facility, namely the element of functionality and the aesthetic element of beauty. However, not all rooms can implement both elements because of a lack of knowledge about rooms and interiors. Interior design also can’t be done carelessly, especially the bedroom. This is because the bedroom can give an impression which is an important principle for users, namely the level of comfort and type of activity. Therefore, the aim of this research is to provide the visualization of bedroom interior in 3D animation to be a source of reference for users. This research use R&D (Research and Development) method, which use a qualitative approach by interviewing 30 respondents as a research method and by Multimedia Development Life Cycle (MDLC) method as a development method. The result of this research is the visualization of bedroom interior in 3D animation that can be used as a reference source for users to design bedroom interiors.
PERANCANGAN VIDEO PANDUAN PENGGUNAAN WONDERSHARE FILMORA 12 MENGGUNAKAN BAHASA MELAYU DENGAN MODEL 4D Bayu Syahputra; Tony Wibowo; Said Teguh Putra Ramadhan
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.144

Abstract

Video is a series of moving images accompanied by audio to convey information. Video itself is the most popular medium for conveying information today. Information media via video is considered easier to understand and not boring. With increasingly massive technological advances, many foreign cultures have also entered and been implemented by society. As a result, many regional cultures are starting to be abandoned or even forgotten. With the aim of preserving the Malay regional language, which is increasingly fading in the Riau Islands, the author uses Malay as the language of instruction in this video guide. The design of the video guide uses qualitative methods by conducting interviews with quasi-experts and the RnD (Research and Development) method with the 4D model (define, design, development, disseminate). This model is a model used to develop learning tools. At the define stage, the author conducted interviews to dig up information. At the design stage, the writer develops the material obtained in the previous stage into a narrative script and storyboard. In the develop stage the author develops the previous process into a video which will then go through a feasibility and suitability test process by language experts. Then at the disseminate stage, the videos that have been tested are distributed via the YouTube platform.