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Virtual Reality Film Development: Trimalda Nur Fitriati; Dea Wemona Rahma; Reza Ramadani Firman; Aisyah Cahyani
Journal of Informatics and Communication Technology (JICT) Vol 5 No 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.160

Abstract

The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience, because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed [1]. It's no longer just watching it. Unfortunately immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline [1]. Using VR media for too long can cause health problems [2]. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as reference in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view and continuity.
Potensi Artificial Intelligence dalam Dunia Kreativitas Desain Dwina Satrinia; Reza Ramadani Firman; Trimalda Nur Fitriati
Journal of Informatics and Communication Technology (JICT) Vol 5 No 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.164

Abstract

The shift in cultural practices towards digital usage has led companies and product brands to become increasingly adept at utilizing social media for promotion and branding. Creating social media content requires creativity, interactivity, attractiveness, and speed, driving a growing demand for design skills. To support the design process, designers rely on various tools, including AI-integrated applications, such as Canva, Figma, Picsart, Adobe Photoshop, Adobe Lightroom, and others. These tools enhance graphic designers' productivity and enable them to edit images, create artworks, and produce creative content for social media. The research explores the usage of AI technology in the field of design and art. It examines several AI applications, including image segmentation, image enhancement, image-to-image translation, face attribute manipulation, creating new artistic expressions, detecting fake paintings, 3D art, and AI influencers. AI has positively impacted the creative design world by enabling artists to explore new artistic expressions, generate more personal and interactive artworks, and streamline the design workflow. AI tools have also facilitated inclusive design, making creative content accessible to diverse audiences. However, there are concerns that AI may replace human artists and create art lacking soul or authenticity. The research aims to provide an overview of the existing studies on AI in design to help designers understand the potential of AI in the creative domain. It also discusses the positive and negative implications of AI's integration into the world of design, emphasizing the need for ethical considerations and the preservation of human artistic contributions.
IMPLEMENTASI WEBINAR SEBAGAI MEDIA KOMUNIKASI DAN INFORMASI DI ERA NEW NORMAL PANDEMI COVID-19 reza ramadani firman; Trimalda Nur Fitriati
ASKARA: Jurnal Seni dan Desain Vol 1 No 2 (2022): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v1i2.833

Abstract

Era new normal saat ini masih cukup ketat, dikarenakan Indonesia belum begitu pulih dari kasus pandemi covid-19, menyebabkan beberapa kegiatan atau kebiasaan yang dilakukan masyarakat berubah. Seperti halnya yang terjadi pada dunia pendidikan khususnya perguruan tinggi di Indonesia. Mahasiswa dituntut untuk belajar online dari rumah bersamaan dengan kegiatan lain seperti seminar. Pada era revolusi industri 4.0 seperti sekarang merupakan sesuatu yang harus dipahami dan diimplementasikan. Tren saat ini, informasi dan pesan pembelajaran disebar luaskan dengan menggunakan media berbasis teknologi internet webinar. Webinar juga digunakan sebagai metode dalam berkomunikasi yang efektif di masa pandemi Covid-19 berlangsung. Webinar dimanfaatkan sebagai salah satu strategi komunikasi yang baik bagi perguruan tinggi dan sebagai sarana untuk memudahkan perguruan tinggi dalam menjangkau khalayak dalam jumlah besar. Salah satu kampus yang memanfaatkan webinar adalah kampus Institut Teknologi Telkom. Institut Teknologi Telkom memanfaatkan terobosan teknologi webinar ini selama masa pandemi Covid-19 berlangsung. Penelitian ini menggunakan pendekatan secara Kualitatif. Penggunaan pendekataan ini bertujuan untuk mengetahui gambaran secara umum tentang fenomena yang telah dialami atau dirasakan oleh subjek penelitian. Metode deskriptif kualitatif digunakan sebagai jenis penelitian. Teori webinar yang digunakan dalam penelitian ini merupakan teori dari Verma [1], Tamime dalam [2], dan Durahman & Noer [3].
Virtual Reality Film Development: Immersive, Cinematographic, and Duration Trimalda Nur Fitriati; Dea Wemona Rahma; Reza Ramadani Firman; Aisyah Cahyani
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.160

Abstract

The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed. It's no longer just watching it. Unfortunately, immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline. Using VR media for too long can cause health problems. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as references in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view, and continuity
Potensi Artificial Intelligence dalam Dunia Kreativitas Desain Dwina Satrinia; Reza Ramadani Firman; Trimalda Nur Fitriati
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.164

Abstract

The shift in cultural practices towards digital usage has led companies and product brands to become increasingly adept at utilizing social media for promotion and branding. Creating social media content requires creativity, interactivity, attractiveness, and speed, driving a growing demand for design skills. To support the design process, designers rely on various tools, including AI-integrated applications, such as Canva, Figma, Picsart, Adobe Photoshop, Adobe Lightroom, and others. These tools enhance graphic designers' productivity and enable them to edit images, create artworks, and produce creative content for social media. The research explores the usage of AI technology in the field of design and art. It examines several AI applications, including image segmentation, image enhancement, image-to-image translation, face attribute manipulation, creating new artistic expressions, detecting fake paintings, 3D art, and AI influencers. AI has positively impacted the creative design world by enabling artists to explore new artistic expressions, generate more personal and interactive artworks, and streamline the design workflow. AI tools have also facilitated inclusive design, making creative content accessible to diverse audiences. However, there are concerns that AI may replace human artists and create art lacking soul or authenticity. The research aims to provide an overview of the existing studies on AI in design to help designers understand the potential of AI in the creative domain. It also discusses the positive and negative implications of AI's integration into the world of design, emphasizing the need for ethical considerations and the preservation of human artistic contributions.
Virtual Reality Film Development: Immersive, Cinematographic, and Duration Fitriati, Trimalda Nur; Rahma, Dea Wemona; Firman, Reza Ramadani; Cahyani, Aisyah
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.160

Abstract

The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed. It's no longer just watching it. Unfortunately, immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline. Using VR media for too long can cause health problems. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as references in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view, and continuity
Potensi Artificial Intelligence dalam Dunia Kreativitas Desain Satrinia, Dwina; Firman, Reza Ramadani; Fitriati, Trimalda Nur
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.164

Abstract

The shift in cultural practices towards digital usage has led companies and product brands to become increasingly adept at utilizing social media for promotion and branding. Creating social media content requires creativity, interactivity, attractiveness, and speed, driving a growing demand for design skills. To support the design process, designers rely on various tools, including AI-integrated applications, such as Canva, Figma, Picsart, Adobe Photoshop, Adobe Lightroom, and others. These tools enhance graphic designers' productivity and enable them to edit images, create artworks, and produce creative content for social media. The research explores the usage of AI technology in the field of design and art. It examines several AI applications, including image segmentation, image enhancement, image-to-image translation, face attribute manipulation, creating new artistic expressions, detecting fake paintings, 3D art, and AI influencers. AI has positively impacted the creative design world by enabling artists to explore new artistic expressions, generate more personal and interactive artworks, and streamline the design workflow. AI tools have also facilitated inclusive design, making creative content accessible to diverse audiences. However, there are concerns that AI may replace human artists and create art lacking soul or authenticity. The research aims to provide an overview of the existing studies on AI in design to help designers understand the potential of AI in the creative domain. It also discusses the positive and negative implications of AI's integration into the world of design, emphasizing the need for ethical considerations and the preservation of human artistic contributions.
Pentingnya Personal Branding: Pembekalan Siswa-Siswi SMK Telekomunikasi Telesandi dalam Menyambut Dunia Kerja Rahma, Dea Wemona; Fitriati, Trimalda Nur; Firman, Reza Ramadani; Daryatmo, Khansa Tanaya Putri; Rifky, Reza Mohammad; Aisyah, Najwa; Wibowo, Nadine Charista
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2024): Juli
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/sorot.v3i2.7569

Abstract

Lulusan sekolah menengah kejuruan (SMK) ditujukan untuk langsung bekerja setelah lulus. Namun kemampuan teknis (hard skills) saja tidak cukup. Para lulusan perlu dibekali dengan kemampuan soft skills. Mayoritas industri menginginkan tenaga kerja yang memiliki kemampuan hard skill dan soft skill yang seimbang. Berdasarkan permasalahan tersebut, tim abdimas memberikan solusi berupa kegiatan sharing session dengan judul “Build Your Personal Brand (Persiapan Untuk Dunia Kerja dan Kuliah)” kepada siswa-siswi SMK Telekomunikasi Telesandi Bekasi. Kegiatan ini bertujuan untuk meningkatkan pengetahuan cara membangun personal branding dari curriculum vitae (CV). Selain itu, kegiatan ini juga dilaksanakan untuk membekali para siswa dengan wawasan terkait soft skills penting yang dibutuhkan dan dicari oleh perusahaan di era digital saat ini. Kegiatan dihadiri oleh 268 siswa, yang terdiri dari siswa jurusan Rekayasa Perangkat Lunak (RPL), Desain Komunikasi Visual (DKV), dan Teknik Komputer dan Jaringan (TKJ). Pada akhir acara, peserta melakukan pengisian feedback kegiatan melalui kuesioner. Secara keseluruhan siswa merasa puas dengan kegiatan dan setuju bahwa materi yang mereka dapatkan sudah sesuai dengan kebutuhannya. Tim abdimas melihat adanya peluang keberlanjutan program abdimas ini di masa mendatang dan pihak mitra sekolah pun juga terbuka dengan rencana ini.
Analisis Persepsi Pembelajaran Mandiri Mahasiswa Dengan Metode Scaffolding: Studi Kasus Kelas Bahasa Inggris I Prodi S1 Sistem Informasi Universitas Telkom Jakarta Sularso, Alva Nurvina; Ilmy, Nurul; Fitriati , Trimalda Nur
Journal of Informatics and Communication Technology (JICT) Vol. 6 No. 1 (2024)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/jict.v6i1.277

Abstract

Model pembelajaran daring dengan memanfaatkan media LMS masih dinilai efektif walaupun saat ini kegiatan perkuliahan sudah kembali normal pasca pandemi Covid-19. Pemanfaatan LMS saat ini lebih diutamakan untuk proses pembelajaran mandiri mahasiswa. Dengan adanya metode scaffolding oleh dosen, pemanfaatan LMS akan menjadi lebih efektif untuk implementasi model pembelajaran mandiri mahasiswa. Studi kasus pada 115 mahasiswa program studi Sistem Informasi angkatan 2023 di Universitas Telkom Jakarta yang mengikuti kelas virtual Bahasa Inggris I menunjukkan adanya minat dan upaya untuk belajar secara mandiri dengan memanfaatkan LMS CeLOE selama satu semester ditambah dengan penerapan metode scaffolding oleh dosen yang terdiri dari tiga siklus yaitu prepare, task dan elaborate. Penelitian dilakukan dengan metode purposive sampling dan kuesioner dengan skala Likert 4 poin. Aktivitas pembelajaran mandiri oleh mahasiswa Prodi S1SI dinilai berhasil untuk dilakukan karena (1) konten pembelajaran dinilai lengkap dan terstruktur sebagai hasil penerapan dari kurikulum OBE di lingkup Fakultas Rekayasa Industri; (2) pengalaman mahasiswa dinilai baik karena kualitas UI/UX yang baik dan adanya ragam multimedia pada konten pembelajaran; dan (3) dosen berhasil melakukan ketiga tahap scaffolding dengan konsisten.
Analisis Persepsi Pembelajaran Mandiri Mahasiswa Dengan Metode Scaffolding: Studi Kasus Kelas Bahasa Inggris I Prodi S1 Sistem Informasi Universitas Telkom Jakarta Sularso, Alva Nurvina; Ilmy, Nurul; Fitriati , Trimalda Nur
Journal of Informatics and Communication Technology (JICT) Vol. 6 No. 1 (2024)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/jict.v6i1.277

Abstract

Model pembelajaran daring dengan memanfaatkan media LMS masih dinilai efektif walaupun saat ini kegiatan perkuliahan sudah kembali normal pasca pandemi Covid-19. Pemanfaatan LMS saat ini lebih diutamakan untuk proses pembelajaran mandiri mahasiswa. Dengan adanya metode scaffolding oleh dosen, pemanfaatan LMS akan menjadi lebih efektif untuk implementasi model pembelajaran mandiri mahasiswa. Studi kasus pada 115 mahasiswa program studi Sistem Informasi angkatan 2023 di Universitas Telkom Jakarta yang mengikuti kelas virtual Bahasa Inggris I menunjukkan adanya minat dan upaya untuk belajar secara mandiri dengan memanfaatkan LMS CeLOE selama satu semester ditambah dengan penerapan metode scaffolding oleh dosen yang terdiri dari tiga siklus yaitu prepare, task dan elaborate. Penelitian dilakukan dengan metode purposive sampling dan kuesioner dengan skala Likert 4 poin. Aktivitas pembelajaran mandiri oleh mahasiswa Prodi S1SI dinilai berhasil untuk dilakukan karena (1) konten pembelajaran dinilai lengkap dan terstruktur sebagai hasil penerapan dari kurikulum OBE di lingkup Fakultas Rekayasa Industri; (2) pengalaman mahasiswa dinilai baik karena kualitas UI/UX yang baik dan adanya ragam multimedia pada konten pembelajaran; dan (3) dosen berhasil melakukan ketiga tahap scaffolding dengan konsisten.