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Evaluasi Sintesis Ekspresi Wajah Realistik pada Sistem Animasi Wajah 3D dengan Teknologi Motion Capture Samuel Gandang Gunanto; Arif Sulistiyono; Agnes Karina Pritha Atmani; Troy Troy
Rekam : Jurnal Fotografi, Televisi, Animasi Vol 14, No 2 (2018): Oktober 2018
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v14i2.1747

Abstract

The human face has a unique shape and size, as well as a 3D character face model. The facial animation of 3D virtual characters is mostly done manually by moving the rigging in each frame. The more characters used, the more production costs that must be incurred. The absence of a cheap facial motion transfers system is also one of the reasons why not many studios are using motion capture technology in Indonesia.This research will evaluate the implementation of a facial expression synthetically using motion capture technology built from radial basis function (RBF) as a method of marker transfer as a reference for rigging movement in point cluster system. Testing is done by approaching facial expressions according to FACS theory and questionnaire of synthesis results.The experimental results show that according to FACS theory the requirement of expression formation has been fulfilled by referring to changes in facial features, but the implementation is not always able to describe perfectly the desired condition, namely the average percentage of faces easily recognizable by 35.53%. Therefore, the influence of animators in the control of micro expression improvements or the addition of exaggeration principle elements in the manufacture of facial animation is very important to produce facial expressions that are easily recognized by the audience.
Tinjauan Historis Kecerdasan Buatan Dalam Games Troy Troy
Journal of Animation and Games Studies Vol 1, No 2 (2015): Oktober 2015
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v1i2.1302

Abstract

Video games experienced rapid development in terms of gameplay, level of difficulty, and artificial intelligence. Artificial intelligence in computer games devoted to the ability to control the elements in the game that make intelligent decisions when a state has several options with different outcomes, resulting in behaviors that are relevant, effective, and useful. In the video game, scoring as well as compliance with the rules and visual display is presented by computers, not by humans. Computers also control the enemy character in the game, becoming another participant, acting as referee, as well as the condition of an area "game". This paper will discuss the development of artificial intelligence in video games in terms of gameplay, the level of difficulty and the development of video game device.Keywords: video games, artificial intelligence, history, gaming devices.AbstrakVideo game mengalami perkembangan yang pesat dari sisi gameplay, tingkat kesulitan, dan kecerdasan buatan. Kecerdasan buatan pada game dikhususkan pada kemampuan komputer mengendalikan unsur-unsur dalam game yang membuat keputusan cerdas ketika suatu kondisi memiliki beberapa pilihan dengan hasil akhir yang berbeda, sehingga menghasilkan perilaku yang relevan, efektif, dan berguna. Dalam video game, pemberian nilai serta kepatuhan terhadap aturan dan tampilan visual disajikan oleh komputer, bukan oleh manusia. Komputer juga yang melakukan kontrol karakter musuh dalam permainan, menjadi peserta lain, bertindak sebagai wasit, serta mengkondisikan suatu area “permainan”. Pada paper ini akan dibahas mengenai perkembangan kecerdasan buatan dalam video game dari sisi gameplay, tingkat kesulitan dan perkembangan perangkat video game.Kata kunci: video game, gameplay, kecerdasan buatan, sejarah, perangkat game.
Transformasi Ruang 2D Ke 3D Pada Animasi Wajah Berbasis Data Marker Menggunakan Radial Basis Function Troy Troy; Pranowo Pranowo
Journal of Animation and Games Studies Vol 2, No 2 (2016): Oktober 2016
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v2i2.1422

Abstract

Computer facial animation aims to create an animated character expression as natural as possible as well as human facial expressions. Using the data marker catches facial motion capture, will be determined the location of the feature points of 3D face models to follow the motion of the marker points of human faces.To overcome the morphological differences between the face of the source with the character's face, then applied with radial basis retargeting process mapping so that the character's face can still display the natural expression. Using the data marker 2D, Radial Basis Function (RBF) space transformation was applied to determine the position of the feature points on the 3D face models.RBF space transformation has good ability in determining the appropriate facial motion marker points on a human face to the character's face. Motion that occurs in 3D face models is scaled according to the relative scale between the source and the target. Keywords: facial animation, radial basis function, marker data. AbstrakTeknik komputasi yang dikembangkan pada animasi wajah bertujuan untuk menciptakan ekspresi pada wajah karakter animasi senatural mungkin seperti layaknya ekspresi pada wajah manusia. Menggunakan data marker pada citra 2D wajah manusia, komputer menangkap pergerakan marker tersebut kemudian menetukan lokasi titik fitur yang pada wajah model 3D (karakter animasi).Untuk mengatasi perbedaan morfologi pada wajah manusia yang menjadi sumber acuan ekspresi dengan wajah model 3D yang menjadi target animasi, maka diterapkan transformasi ruang Radial Basis Function (RBF). RBF digunakan untuk menentukan posisi titik fitur pada wajah model 3D berdasarkan posisi titik marker pada citra 2D wajah manusia.Transformasi ruang RBF memiliki kemampuan yang baik dalam pemetaan ulang titik marker dari wajah manusia ke titik fitur pada wajah karakter animasi. Pergerakan yang terjadi pada wajah model 3D berdasar pada skala relatif antara titik marker pada citra 2D wajah manusia dengan titik fitur pada wajah model 3D.Kata kunci: animasi wajah, radial basis function, data marker.
Aspek Kewirausahaan Sosial Program Konservasi Dan Pelestarian Karya Budaya Indonesia Dalam Format Digital Troy, Troy; Sisnuhadi, Sisnuhadi; Gunanto, Samuel Gandang
Forum Bisnis Kewirausahaan Vol 9 No 2 (2020): Forum Bisnis dan Kewirausahaan
Publisher : LPPM Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/forbiswira.v9i2.12116

Abstract

Era revolusi industri 4.0 menghadirkan teknologi digital yang mendukung inovasi kewirausahaan sosial dalam usaha konservasi dan pelestarian karya budaya Indonesia. Konservasi dan pelestarian karya budaya Indonesia bertujuan mempertahankan nilai adiluhung bangsa Indonesia. Konservasi digital dilakukan dengan memanfaatkan perangkat fotografi, videografi dan teknologi 3D (photogrammetry 3D scan maupun 3D motion capture). Sedangkan pelestarian karya budaya dapat dilakukan dengan memaksimalkan publikasi melalui perangkat portabel dan tampilan visual 3D. Kewirausahaan sosial dalam konservasi dan pelestarian karya budaya menyasar masyarakat budaya sebagai pelaku dan masyarakat umum sebagai penerima manfaat sehingga dapat memberi dampak yang baik pada bidang pendidikan, pariwisata, sosial dan ekonomi. Penelitian ini menelaah aspek kewirausahaan sosial pada program konservasi dan pelestarian karya budaya Indonesia dalam format digital sehingga memberikan landasan pada usaha konservasi dan pelestarian karya budaya Indonesia dalam format digital yang berbasis kewirausahaan sosial
Visual Narrative through Motion Lines and Speed Lines: A Case Study of Contemporary 3D Animation Troy; Muhammad Adlan
Warna Komunikasi Vol 1 No 2 (2025): Journal of Visual Art and Design Studies: Les-Guet's
Publisher : Universitas Hindu Negeri I Gusti Bagus Sugriwa Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25078/lg.v1i2.5491

Abstract

The development of 3D animated movies has adapted visual elements of comics, such as motion lines and speed lines, into digital media, but there has been no study that combines visual semiotics, narrative functions, and the transformation of comic styles into 3D animated movies. The purpose of this study is to map the semiotic mechanisms and dramatic functions of motion lines and speed lines through case studies of three movies, including Spider-Man: Across the Spider-Verse (2023), Puss in Boots: The Last Wish (2022), and The Bad Guys (2022). The method used is a descriptive qualitative approach: visual semiotics analysis to unravel denotative and connotative meanings, as well as narrative analysis to map the effects' contribution to the rhythm, conflict, and climax of the story. The results show that motion lines and speed lines operate in two ways: as markers of movement that communicate kinetic intensity, and as narrative devices that reinforce dramatic rhythm and audience affect. These effects also create an aesthetic hybridity between comics and cinema, providing an additional layer of interpretation that enhances affective engagement and dramatic understanding. This research provides theoretical and practical contributions to the study of visual semiotics and digital animation narrative design.
The Future of Animation: Exploring the Integration of Generative AI and the Role of Animators Troy; Gunanto, Samuel Gandang
Journal of Information Technology and Its Utilization Vol 8 No 1 (2025): June 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.1.6000

Abstract

Artificial Intelligence (AI) capabilities significantly change the way creative actors in the production process work. Through a study of the impact of AI on the animation industry, this article highlights the shift of AI from basic automation to more complex roles. Multi-modal generative AI, such as Large Language Models (LLMs) and diffusion models, revolutionizes the animation workflow, changes the job description of animators, and creates new challenges and opportunities. The analysis is carried out on repetitive tasks such as in-betweening, rendering, and asset creation. Through the exploration of the application of diffusion models for the creation of image and video works, as well as the application of LLMs in the development of narratives and storyboards, animators are expected to focus more on conceptual aspects and increase their creativity. AI will be involved as an innovative partner. This partnership encourages various forms of new creative expression as well as collaborative and integrated workflows. It is undeniable that this leaves notes and challenges related to the potential shift in human resources and ethics. This article provides an explanation of the adaptations that must be made so that the integration of technology and humans can maximize human creativity, not to replace it.
Gamification-Driven Management Information System: A Design Approach for Enhancing Students’ Final Project Supervision Troy; Ginanjar Setyo Nugroho; Kathryn Widiyanti; Gunanto, Samuel Gandang
Journal of Information Technology and Its Utilization Vol 8 No 2 (2025): December 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.2.6038

Abstract

This study aims to design a gamification-based Management Information System (MIS) interface to enhance the effectiveness and engagement of students during final project supervision. The research background is based on literature findings regarding the potential of gamification in education that can encourage motivation, participation, and transparency in the learning process. The research method used is Research through Design (RtD), emphasizing the integration of gamification elements into the MIS framework, including features for recording progress, awarding points, levels, and badges related to guidance activities. The research results is a student final project MIS interface that combines managerial functions with gamification-based motivational mechanisms. This system is expected to increase student engagement, provide more transparent monitoring for supervisors, and create a more attractive and interactive guidance ecosystem. The direction of further research is directed at the development of a complete MIS prototype, limited trials, and evaluation of effectiveness through case studies.
Analisis Sentimen Publik terhadap Pengaruh Kecerdasan Buatan pada Produksi Animasi Berbasis Data Media Sosial X Menggunakan Metode Lexicon-Based VADER Ginanjar Setyo Nugroho; Troy; Samuel Gandang Gunanto; Venus Khesya Tyasmara
Arcitech: Journal of Computer Science and Artificial Intelligence Vol. 6 No. 1 (2026): June 2026
Publisher : Institut Agama Islam Negeri (IAIN) Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/arcitech.v6i1.16391

Abstract

Artificial Intelligence (AI) has emerged as a primary driver in various industries, yet its integration into animation production faces mixed reactions, creating a dualism between innovation and professional sustainability. Despite growing research on AI's technical efficiency in animation, there remains a significant gap in understanding public sentiment toward its broader impacts, particularly through large-scale social media analysis. This study aims to address this gap by analyzing public sentiment regarding the impact of AI on animation production. Using the Lexicon-Based VADER method, this study collected and analyzed 1,545 tweets from the social media platform X (formerly Twitter) during the period from June 1 to 30, 2025. The results showed a dominance of positive sentiment with 935 tweets, 385 neutral tweets, and 225 negative tweets. The results of this study are expected to provide insights, reference for decision-making, and further exploration. These findings not only highlight widespread support for AI but also underscore the need for ethical frameworks to mitigate job displacement risks, offering actionable implications for industry stakeholders to foster balanced human-AI collaboration in creative fields.
PENERAPAN HIGH KEY LIGHTING DALAM MENDUKUNG MOOD RINGAN ANIMASI 3D KOMEDI Stefanus Feby Nauvalim; Mahendradewa Suminto; Troy
Anima Rupa Vol 4 No 1 (2026): Anima Rupa: Jurnal Animasi
Publisher : Pusat Penerbitan LPPM ISI Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

High Key Lighting in cinematography is characterized by high light intensity and low shadow contrast, and it is frequently applied in both live-action and 3D animated films for the purposes of establishing mood or achieving aesthetic goals. Although this technique is often associated with a light and cheerful impression, there is a lack of in-depth studies formulating specific technical parameters for its application within the animated comedy genre. Therefore, this research aims to analyze, formulate, and test the visual impression generated by the High Key Lighting technique in the lighting design of animated comedy films. This exploration focuses on identifying the most effective combination of key light, fill light, and contrast ratio to emphasize a lighthearted and humorous impression. The results of this research are expected to provide technical guidelines for lighting designers in the production of animated comedy films.
The Future of Animation: Exploring the Integration of Generative AI and the Role of Animators Troy; Samuel Gandang Gunanto
Journal of Information Technology and Its Utilization Vol 8 No 1 (2025): June 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.1.6000

Abstract

Artificial Intelligence (AI) capabilities significantly change the way creative actors in the production process work. Through a study of the impact of AI on the animation industry, this article highlights the shift of AI from basic automation to more complex roles. Multi-modal generative AI, such as Large Language Models (LLMs) and diffusion models, revolutionizes the animation workflow, changes the job description of animators, and creates new challenges and opportunities. The analysis is carried out on repetitive tasks such as in-betweening, rendering, and asset creation. Through the exploration of the application of diffusion models for the creation of image and video works, as well as the application of LLMs in the development of narratives and storyboards, animators are expected to focus more on conceptual aspects and increase their creativity. AI will be involved as an innovative partner. This partnership encourages various forms of new creative expression as well as collaborative and integrated workflows. It is undeniable that this leaves notes and challenges related to the potential shift in human resources and ethics. This article provides an explanation of the adaptations that must be made so that the integration of technology and humans can maximize human creativity, not to replace it.