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Development of 2D Animation-Based Folklore As Learning Media Leonardo Parabang; Melda Agnes Manuhutu; Abraham Manuhutu; Natasya Virginia Leuwol; Lulu Jola Uktolseja; Jalmijn Tindage
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.275

Abstract

Multimedia is currently experiencing developments, not only for entertainment only through audio and visuals. In today's competitive economy, multimedia has a big role in marketing and advertising products and services in order to attract people to use and buy products and services. Multimedia has many types such as video, audio, text, and even animation. 2D animation is currently classified as a type of multimedia that is difficult to make but has excellent results in the teaching and learning process, therefore in this paper, we will create 2D animation about Tambrauw folklore in the learning process. This 2D animation tool used is Adobe software, starting from audio management (Adobe Audition), vector creation (Adobe Illustrator), moving objects (Adobe After Effect), and editing (Adobe Premiere Pro) to the rendering stage (Adobe Media Encoder). The expected result of making the 2D animation of Tambrauw folklore as a medium of learning is to make the learning process more effective. In addition, another goal of making the 2D animation of Tambrauw folklore as a learning medium so that folk tales originating from the land of Papua do not die from being swallowed up by the times because they are not documented.
Development of 2D Animation-Based Folklore As Learning Media Leonardo Parabang; Melda Agnes Manuhutu; Abraham Manuhutu; Natasya Virginia Leuwol; Lulu Jola Uktolseja; Jalmijn Tindage
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.275

Abstract

Multimedia is currently experiencing developments, not only for entertainment only through audio and visuals. In today's competitive economy, multimedia has a big role in marketing and advertising products and services in order to attract people to use and buy products and services. Multimedia has many types such as video, audio, text, and even animation. 2D animation is currently classified as a type of multimedia that is difficult to make but has excellent results in the teaching and learning process, therefore in this paper, we will create 2D animation about Tambrauw folklore in the learning process. This 2D animation tool used is Adobe software, starting from audio management (Adobe Audition), vector creation (Adobe Illustrator), moving objects (Adobe After Effect), and editing (Adobe Premiere Pro) to the rendering stage (Adobe Media Encoder). The expected result of making the 2D animation of Tambrauw folklore as a medium of learning is to make the learning process more effective. In addition, another goal of making the 2D animation of Tambrauw folklore as a learning medium so that folk tales originating from the land of Papua do not die from being swallowed up by the times because they are not documented.
Meningkatkan Efisiensi Pengantaran Paket di KCP Aimas melalui Metode Hungarian Matheus Supriyanto Rumetna; Tirsa Ninia Lina; Yaneke Popi Tuarissa; Charliany Hetharia; Jalmijn Tindage
Eastasouth Journal of Positive Community Services Vol 4 No 01 (2025): Eastasouth Journal of Positive Community Services (EJPCS)
Publisher : Eastasouth Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/ejpcs.v4i01.392

Abstract

Permasalahan dalam proses penugasan karyawan pengantar paket di Kantor Cabang Pos (KCP) Aimas, Papua Barat Daya, menjadi isu utama dalam kegiatan pengabdian ini. Fokus kegiatan adalah mengatasi ketidakefisienan waktu pengantaran akibat pembagian tugas yang tidak optimal. Tujuan pengabdian adalah meningkatkan efektivitas penugasan kerja dengan menerapkan metode Hungarian berbasis optimasi matematis. Tahapan kegiatan meliputi identifikasi dan analisis masalah, sosialisasi solusi, pelatihan metode dan software POM-QM, implementasi penugasan, serta evaluasi hasil. Hasil pengabdian menunjukkan adanya penurunan waktu rata-rata pengantaran paket dan peningkatan efisiensi kerja karyawan secara signifikan. Selain itu, mitra memperoleh pengetahuan baru dalam pemanfaatan teknologi untuk mendukung pengambilan keputusan operasional. Kegiatan ini membuktikan bahwa pendekatan ilmiah yang didukung teknologi dapat menjadi solusi efektif dalam peningkatan kualitas layanan publik.