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The discourse of technological acceleration: The development of vision pro through the lens of Paul Virilio Pratama, Tito Ari
Jurnal Penelitian Humaniora Vol 29, No 2 (2024)
Publisher : Direktorat Riset dan Pengabdian kepada Masyarakat UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/hum.v29i2.72706

Abstract

This study examines the potential and impact of Virtual Reality (VR), focusing on Apple's Vision Pro innovation. A phenomenological approach was employed to analyze the social and cultural implications of VR adoption through surveys, interviews, and online observations. Findings reveal that while VR holds significant potential in education and communication, its adoption in Indonesia faces barriers due to limited public understanding. Vision Pro blurs the boundaries between the real and virtual worlds, raising ethical and social challenges. Using Paul Virilio's concept of dromology, the study evaluates the rapid technological acceleration that influences identity and social interactions. The study concludes that public awareness and appropriate supervision are essential to ensure the safe and beneficial use of VR. Technologies like Vision Pro have immense potential, but their management must address social and cultural implications to mitigate negative impacts.
Rigging System Design in Character “Gery” for 3D Character Animation Course Sumampouw, Eldwin Manuel; Pratama, Tito Ari
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
Pembuatan Motion Graphic Untuk Meningkatkan Kesadaran Masyarakat Pada Hutan Bakau Di Desa Sukawali Tangerang Pratama, Tito Ari; Deliano, Muhammadf Raihan; Arby, Sella Putri
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 2 (2025): Jurnal Pengabdian kepada Masyarakat Nusantara Edisi April - Juni
Publisher : Lembaga Dongan Dosen

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

Abstract

Tangerang merupakan kabupaten yang mempunyai potensi sumberdaya mangrove yang cukup besar. Salah satunya berada di Desa Sukawali, Kecamatan Pakuhaji. Namun, keberadaannya saat ini terancam dan masyarakat baik di sekitar pantai dan masyarakat belum memahami fungsi dan manfaat dari hutan mangrove. Artikel ini menguraikan masalah yang dihadapi oleh Kampung Bahari Nusantara (KBN) dalam melestarikan hutan dan upaya Dosen dan Mahasiswa Animasi Multimedia Nusantara Polytechnic dalam membantu KBN Desa Sukawali untuk membangun kesadaran masyarakat akan kelestarian hutan mangrove lewat video animasi motion graphic. Tantangannya cukup besar mengingat faktor kerusakan hutan mangrove bukan hanya berasal dari masyarakat sekitar yang memiliki kesadaran yang minim, namun dari pemukiman lain yang membuang sampah di laut. Motion Graphic nantinya diharapkan mampu mengoptimalkan sosialisasi pelestarian dari tim KBN. Program pengabdian masyarakat dilaksanakan lewat tahapan seperti persiapan, pelaksanaan, dan penyelesaian produk lewat survei, konsultasi dan proses produksi menggunakan Adobe After Effect dan Adobe Illustration. Hasil produk yaitu motion graphic yang menceritakan manfaat hutan mangrove serta dampak kerusakan hutan mangrove yang dibawakan secara storytelling. Penyerahan produk motion graphic menandai selesainya PKM dan respon positif dari bapak Bawi selaku kepala KBN Desa Sukawali, menandakan pentingnya media baru dalam sosialisasi yang dilakukan. Artikel ini diharapkan membawa inspirasi dan pembelajaran bagi pelaku pelestarian lainnya menjadikan media baru sebagai opsi dalam sosialisasi dan bagi masyarakat dalam mengembangkan kesadaran pelestarian hutan mangrove saat ini.
Pemanfaatan Substance Sampler dalam Model Praktikum Animasi 3D Shading and Texturing Pratama, Tito Ari; Damanik, Anisa Fitri
Journal of Animation and Games Studies Vol 11, No 2 (2025): Oktober 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v11i2.12613

Abstract

Substance Sampler adalah alat yang memungkinkan para pembuat animasi untuk menciptakan tekstur dan shading yang realistis dengan efisiensi tinggi. Melalui penggunaan Substance Sampler, para animator dapat dengan mudah menghasilkan tekstur yang kompleks dan detail serta shading yang realistis untuk objek dalam animasi 3D. Metode ini memungkinkan mereka untuk menyesuaikan dan mengedit tekstur dengan cepat, sehingga mempercepat proses produksi secara keseluruhan. Selain itu, Substance Sampler juga memungkinkan pengguna untuk memanfaatkan library material yang luas, yang dapat meningkatkan kualitas visual dari animasi yang dihasilkan. Dengan demikian, penelitian ini bertujuan untuk mengeksplorasi potensi Substance Sampler dalam meningkatkan efisiensi dan kualitas dalam produksi animasi 3D. Diharapkan hasil dari penelitian ini dapat memberikan wawasan baru dan solusi praktis bagi para profesional di industri animasi untuk meningkatkan proses produksi mereka.
Rigging System Design in Character "Gery” for 3D Character Animation Course Sumampouw, Eldwin Manuel; Pratama, Tito Ari
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
High School Student’s Perceptions of Augmented Reality Technology in Animaxtion Art Exhibition Pratama, Tito Ari; Pranindyasari, Chelsia
VCD: Journal of Visual Communication Design Vol. 10 No. 2 (2025): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v10i2.5945

Abstract

This study investigates high school students’ perceptions of Augmented Reality (AR) technology in the Animaxtion art exhibition organized by Multimedia Nusantara Polytechnic. AR has transformed animated art exhibitions by offering interactive and immersive experiences, yet its acceptance among young visitors remains underexplored. Employing a quantitative approach based on the Technology Acceptance Model (TAM), data were collected through surveys distributed to exhibition visitors. The study examined perceived usefulness and ease of use as factors influencing visitors’ intention to engage with AR-based artworks. Descriptive and regression analyses revealed that both factors significantly affected visitor acceptance, with most respondents perceiving AR as enjoyable and helpful for appreciating animation. However, several participants reported hesitation due to limited device compatibility and inconsistent performance. The findings highlight AR’s potential as an engaging educational and artistic medium while emphasizing the need for improved implementation strategies. This research contributes insights into design and technology integration within interactive exhibitions.
Balinese mask 3D modeling design using procedural nodes for digital preservation attempt Kadek Satria; Pratama, Tito Ari; Rosita, Ely
Jurnal Desain Vol 13 No 2 (2025): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v13i2.866

Abstract

Digital preservation of Indonesian art and culture has become an increasingly essential practice in the era of the Internet of Things, where accessibility and longevity of cultural heritage are paramount. This research focuses on the digital preservation process through a case study of Balinese art and culture, with a particular emphasis on the iconic Balinese masks. The study involved high-resolution photography of Balinese masks housed at the Setia Darma House of Mask and Puppets, which served as the foundation for creating detailed 3D models. This digital asset will be broken down in several steps of 3D modeling using Blender software and specifically utilized the procedural nodes to achieve lower file size but maintain the image quality. The result will show the significant effort to preserve art and culture in digital media by utilizing 3D software technology to create better visuals with effective file sizes.