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Pandangan terhadap ketidaksadaran masyarakat menjadi seorang pakar dalam kasus sepakbola di Twitter Tito Ari Pratama
Jurnal Penelitian Humaniora Vol 28, No 1 (2023)
Publisher : LPPM UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/hum.v1i1.52752

Abstract

Penelitian ini bertujuan untuk mengetahui perilaku masyarakat cyber dalam platform twitter untuk melihat perilaku fans sepak bola Indonesia yang mendukung tim luar negeri. Penelitian virtual deskriptif kualitatif menjadi pendekatan yang digunakan dalam penelitian ini. Dengan bantuan pandangan teori psikoanalisis Sigmund Freud juga dengan beberapa pandangan pakar kebudayaan dan media lainnya yang memperkuat argumentasi dalam isi penelitiannya. Platform Twitter dipilih karena sangat dikenal sebagai media sosial yang bebas, sehingga menjadi arena yang cocok sebagai tempat komunitas sepak bola online untuk saling berbagi informasi. Mulai munculnya banyak argument yang menyatakan bahwa “kepakaran” seakan melebur dalam setiap argumentasi sepak bola di dalamnya, bahkan banyak argument menjurus ke arah seperti sarkas, hingga rasisme dan sara. Penelitian ini sendiri melihat tentang pentingnya kepakaran dalam dunia sosial media sepak bola di Twitter, sehingga penting melihat faktor seperti apa yang mempengaruhi argumentasi yang mengagung-agungkan kepakaran ini demi klub kesayangan mereka. Maka. Data memperlihatkan jika fanatisme dan fantasi secara tidak sadar menjadikan pengguna media sosial khususnya pecinta sepak bola seakan menjadi “pakar” jika klub kesayangan mereka dikritik oleh pihak lainnyaViews on the unconsciouseness community become an expert in the case of football on twitterThis study aims to determine the behavior of cyber communities on the twitter platform to see the behavior of Indonesian football fans who support foreign teams. Qualitative descriptive virtual research is the approach used in this study. With the help of Sigmund Freud's psychoanalytic theory, as well as several other cultural and media experts' views that strengthen the arguments in the content of his research. The Twitter platform was chosen because it is well known as a free social media, making it a suitable arena as a place for online soccer communities to share information. Many arguments began to emerge which stated that "expertness" seemed to be dissolved in every football argument in it, even many arguments led to things like sarcasm, to racism and sara. This study itself looks at the importance of expertise in the world of soccer social media on Twitter, so it is important to see what factors influence the arguments that glorify this expertise for their favorite club. So. The data shows that fanaticism and fantasy unconsciously make social media users, especially football lovers, seem to become "experts" if their favorite club is criticized by other parties. make social media users, especially football lovers, seem to become "experts" if their favorite club is criticized by other parties.
Implementasi Augmented Reality untuk Karya Isometrik pada Animation Art Exhibition (Animaxtion) Tito Ari Pratama; Ely Rosita
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3111

Abstract

In exhibitions, animated artwork also develops following technological advances and the needs of exhibition visitors. One of the concepts of the exhibition is to exhibit isometric drawings as shown in the exhibition, then visualize them in 3D animation using the Augmented Reality method. Augmented Reality is a technology that runs and combines digital content created by computers in real-time. In the results of the research that has been carried out, if the results of the implementation of Augmented Reality (AR) using Unity software have been successfully implemented on Android-based Smartphones and Tablets by practicing Isometric objects that are displayed when smartphones with the Android operating system or Tablet trigger prints of student work which contain printed images of work in Animaxtion. Keywords: augmented reality; unity; animaxtion; isometric.
Games, Speed Effect dan Dampaknya terhadap Manusia: Dromologi dalam Perkembangan Game Online Mobile MOBA (Multiplayer Online Battle Arena) Tito Ari Pratama; Heru Nugroho
Jurnal Kawistara Vol 13, No 3 (2023)
Publisher : Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/kawistara.75218

Abstract

Penelitian ini bertujuan untuk memahami bagaimana kecepatan teknologi dalam dunia game melalui media Smartphone menyebabkan perubahan gaya bermain yang berpotensi mengubah kehidupan para pemain game di masa depan. Dengan game MOBA merupakan salah satu jenis game yang sangat populer di kalangan komunitas gamer karena mudah dimainkan dimana saja dan fleksibel. Namun kemudahan teknologi membuat pemain sulit melepaskan diri dari belitan kesenangan yang ada pada game sehingga berujung pada stigma buruk bermain game terhadap lingkungan. Analisis ini didasarkan pada teori Dromologi yang dikembangkan oleh Paul Virilio mengenai dromologi dan kesadaran akan teknologi yang semakin canggih, dibantu dengan pandangan terhadap nilai-nilai kemanusiaan yang menjadi fokus penelitian ini. Penelitian ini bersifat kualitatif dengan menggunakan metode etnografi pada komunitas pemain Game MOBA. Hasil penelitian menunjukkan bahwa Mobile Online Games berkembang sangat pesat sehingga memerlukan perhatian terhadap implikasinya terhadap kebutuhan generasi mendatang. Dengan digitalisasi menimbulkan efek kecepatan sehingga menyulitkan manusia untuk mengendalikannya. Dan kemudahan bermain yang dihadirkan menyebabkan perjuangan melalui kecelakaan yang hadir dalam game MOBA yang mereka ikuti. Penelitian ini bertujuan untuk memberikan pengingat tentang dampak potensial dari kecepatan mempengaruhi Mobile Online Game terhadap perkembangan fisik dan emosional manusia.
Rigging System Design in Character "Gery” for 3D Character Animation Course Eldwin Manuel Sumampouw; Tito Ari Pratama
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3790

Abstract

A well-planned rigging system design will make it easier for an animator to animate a model. A rigging system is designed to create a controller hierarchy and a joint reinforcement hierarchy to move a model. The rigging system must be created to develop user comfort and to design an efficient system to make it easier for animators to animate the model. This study aims to create an original model named Gery along with a rigging system design that is comfortable and efficient, especially in the design of an innovative facial rigging system. In this study, the author will observe the Stewart model as the foundation for designing the body rigging system and the Mery model as the foundation for designing the facial rigging system. The author applies the leading theory of the rigging system workflow created by Cheryl Briggs as a guideline in the production stage of the work. The author also applies the supporting theory of the body rigging design plan created by Eric Allen & Kelly L. Murdock and the application of the FACS theory reference compiled by Brigita C. Beavis as a guideline in the pre-production stage. The results of this identification will form the basis for designing the Gery model rigging system. This system is efficient and comfortable for learning 3D character animation courses. Keywords: rigging 3D; body rigging; facial rigging