Claim Missing Document
Check
Articles

Found 2 Documents
Search

Efficiency Comparison of Keyframe Animation and Motion Capture in Computer Graphics: Perbandingan Efisiensi Keyframe Animation dan Motion Capture dalam Grafika Komputer Aulia, Fitri; Umam, Busro Akramul; Qurniawati, Muslimah; Qistubillah, Nabil
Jurnal Teknik Elektro dan Komputer Vol. 14 No. 3 (2025): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v14i3.62255

Abstract

Abstract  — This study aims to analyze the efficiency of two dominant animation methods Motion Capture and Keyframe Animation in contemporary animation production. Using a qualitative descriptive approach supported by a literature review and document observation from 20 academic and industrial sources (2022–2024), this research highlights critical aspects such as production time, motion realism, creative flexibility, and resource allocation. The results show that Motion Capture excels in speed and naturalistic movement reproduction, making it ideal for realistic characters in film and video games. However, Keyframe Animation offers superior stylization and control, suitable for creative storytelling and exaggerated motion. The study concludes that both methods have strategic relevance depending on production context and recommends hybrid workflows as an emerging solution in modern animation pipelines. Keywords — Motion Capture, Keyframe Animation, animation efficiency, character movement, hybrid animation   Abstrak — Penelitian ini bertujuan untuk menganalisis efisiensi dua metode animasi utama Motion Capture dan Keyframe Animation dalam produksi animasi kontemporer. Dengan pendekatan deskriptif kualitatif yang didukung studi pustaka dan observasi dokumentasi dari 20 sumber akademik dan industri (2022–2024), penelitian ini menyoroti aspek penting seperti waktu produksi, realisme gerak, fleksibilitas kreatif, dan alokasi sumber daya. Hasil penelitian menunjukkan bahwa Motion Capture unggul dalam kecepatan dan reproduksi gerakan alami, menjadikannya ideal untuk karakter realistis dalam film dan video game. Namun, Keyframe Animation menawarkan gaya dan kontrol yang lebih ekspresif, cocok untuk penceritaan kreatif dan gerakan yang dilebih-lebihkan. Studi ini menyimpulkan bahwa kedua metode memiliki relevansi strategis sesuai konteks produksi, dan merekomendasikan pendekatan hibrida sebagai solusi inovatif dalam pipeline animasi modern. Kata kunci — Motion Capture, Keyframe Animation, efisiensi animasi, gerakan karakter, animasi hibrida
Implementation of HLMS to Support the Development of Digital Education Services Rofiuddin, Rofiuddin; Umam, Busro Akramul; Aulia, Fitri; Qistubillah, Nabil
GUYUB: Journal of Community Engagement Vol 7, No 1 (2026): Maret
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v7i1.14540

Abstract

The rapid growth of digital education services requires organizations to adopt integrated and adaptive learning systems. However, PT Unggul Mediatama Indonesia, as a digital-based startup, did not yet have an internal learning platform, and learning activities were conducted using fragmented tools such as separate communication platforms and non-centralized content distribution. This condition caused difficulties in managing learning materials, monitoring participant progress, and ensuring consistent service delivery, highlighting the urgency of implementing a centralized system. This community service activity aims to implement a Hybrid Learning Management System (HLMS) to support digital education services and improve the partner’s digital readiness. The activity applied a technology-based participatory approach combined with an Agile-oriented development process, including needs analysis through observations and interviews, system design, frontend development using React JS, backend integration using Laravel via API, testing, and validation. The results show that the HLMS was successfully developed as a web-based platform integrating structured and self-directed learning. Evaluation using a Likert-scale questionnaire involving five respondents (one company leader and four IT team members) resulted in an average score of 4.30, categorized as “very appropriate”. The implementation improved learning management, enhanced digital readiness, and transformed learning practices into an integrated system, demonstrating the effectiveness of HLMS in supporting digital education services.