Implementing a Tool for Translating Dance Notation to Display in 3D Animation: A Case Study of Traditional Thai Dance

Author(s):  
Yootthapong Tongpaeng ◽  
Mongkhol Rattanakhum ◽  
Pradorn Sureephong ◽  
Satichai Wicha
Keyword(s):  
2021 ◽  
Author(s):  
Abhishek Kumar ◽  
Rini Dey ◽  
G. Madhukar Rao ◽  
Saravanan Pitchai ◽  
K. Vengatesan ◽  
...  

This paper proposes the and justify how we can enhance the quality of medical education through immersive learning and AI (Artificial Intelligence) use in education. A Multimodal Approach for Immersive Teaching and learning through Animation, AR (Augmented Reality) & VR (Virtual Reality) is aimed at providing specifically medical students with knowledge, skills, and understanding. It is important to understand the current challenge involved in medical education. This paper reports the findings of a novel study on the technology enable teaching with Animation, AR and VR by and MR impact. A case study was conducted involving 521 participants from different states of India. The data was analyzed by their feedback after using this Virtual reality-based teaching procedure in classroom. Recommendations from this paper that are expected to effectively improving the quality of medical education in faster way.


2021 ◽  
Vol 7 (1) ◽  
pp. 29-40
Author(s):  
Espen Johnsen Bøe

Being present at a location of historical significance, often demands imagination to understand the full scope of the area. An approach to spark one’s imagination is to present a mediated simulation of a historic location in situ. As an application example, we used the sitsim AR platform to develop a simulation that conveys the history of fishermen in the historic fishing village of Storvågan in Lofoten, Norway. The study presents a rendition of the sitsim AR platform’s functionality for engaging presentations of historical photographs. This functionality is enhanced from solely representing buildings in a historical photograph into also representing animated human characters. In Storvågan, a museum (Lofotmuseet) occupies historically significant buildings amid the historic surroundings. This museum exhibits a historical photograph of fishermen that also shows how the area once looked. This photograph is remediated into a 3D animation, presented as a real-time generated simulation, at the location where the photograph was originally photographed. The study documents a design experiment including the modelling and animation of a 3D representation depicting the photograph. The functionality is evaluated based on user feedback from a case study of a beta version on location in Lofoten. Users reported that the animated fishermen contribute to an engaging experience and a feeling of being “part of the history.” The majority of users perceived the 3D representation as credible. An analysis of the modelled characters concludes that the 3D-models lack perceptual validity; hence, the case study’s positive results were somewhat unexpected. Three theories are presented as conceivable explanations for the unexpected result. Ultimately, the study provides a method for modelling and animation of people from a historical photograph, and showcases how the animation of human characters in a sitsim may be applied to convey cultural heritage in an engaging way. 


Author(s):  
Luh Lina Hartariani ◽  
Luh Putu Eka Damayanthi ◽  
I Made Agus Wirawan ◽  
I Made Gede Sunarya

 AbstrakPenelitian ini bertujuan untuk: (1) mengimplementasikan media pembelajaran animasi 3 dimensi  padamata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja), (2) mengetahui respon siswa terhadap pengembangan media pembelajaran animasi 3 dimensi  pada mata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja).Perancangan media pembelajaran animasi 3 dimensi menggunakan metode pengembangan Research and Development (R&D) dan model pengembangan ADDIE yang terdiri dari 5 tahapan desain pengembangan. Tahapan-tahapan model ADDIE yaitu analysis, design, development, implementation dan evaluation. Implementasi dari pengembangan media pembelajaran 3 dimensi pada mata pelajaran matematika dilakukan melalui evaluasi sumatif dan evaluasi formatif.Evaluasi sumatif terdiri uji ahli isi, uji ahli desain dan uji ahli media untuk mengetahui kevalidan media pembelajaran serta isi dari media pembelajaran apakah sudah sesuai sehingga media pembelajaran dapat diterapkan. Sedangkan evaluasi formatif terdiri dari uji coba perorangan, kelompok kecil dan uji lapangan dilakukan di kelas yang sama yaitu kelas D2 di SLB.C Negeri Singaraja.Rata-rata respon siswa terhadap pengembangan animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita yaitu 90,7%. Pengembangan media pembelajaran animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita untuk siswa kelas D2 di SLB.C Negeri Singaraja mampu menjadi sumber belajar bagi siswa. Media pembelajaran digunakan sebagai panduan belajar siswa, sehingga dapat meningkatkan konsentrasi dan fokus pada anak serta membantu proses belajar siswa di sekolah. Ini dibuktikan dengan hasil respon siswa yaitu 90,7% jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori Sangat Baik. Kata kunci:  Media Pembelajaran, Mata Pelajaran Matematika, Anak Tunagrahita, Animasi 3 Dimensi AbstractThis Research was aimed to: (1) implement a three-dimensional animation instructional media in mathematics for students with mental retardation (Case Study: Student of D2 class / second semester. SLB.C Negeri Singaraja), (2) determine students' response to the development of instructional media animation 3D in mathematics for students with mental retardation (Case Study: student of D2 class / Second semester SLB.C Negeri Singaraja).The design of the 3D animation instructional media used Research and Development (R&D) and the ADDIE development model that consisted of five stages of design development. The stages of ADDIE development model were analysis, design, development, implementation and evaluation. The implementation of the development of three dimensional instructional media in mathematics was done through summative evaluation and formative evaluation.Summative evaluation consisted of content expert test, design expert test and media expert test to determine the validity of the instructional media and the content of the instructional media whether it is suitable so that instructional media can be applied.While formative evaluation consisted of testing an individual, a small group and a field tests which carried out in the same class, namely the D2 class in SLB.C Negeri Singaraja.The average of the students’ response to the development of three-dimensional animation in mathematics for students with mental retardation was 90.7%. The development of three-dimensional animation instructional media in mathematics for students with mental retardation for D2 class in Singaraja State SLB.C Negeri Singarajawas able to be a source of learning for students. Instructional media were used as a student learning guide, so as to improve concentration and focus on the child and help the students’ learning process in the school.This is evidenced by the result of students’ response that was 90.7% if converted into the table the students’ response included in the category of Very Good. Keywords : Learning Media, Mathematics Subject, Sturdent with Mentally Retarded, 3D Animation


2016 ◽  
Vol 13 (2) ◽  
Author(s):  
Luh Lina Hartariani ◽  
Luh Putu Eka Damayanthi ◽  
I Made Agus Wirawan ◽  
I Made Gede Sunarya

 AbstrakPenelitian ini bertujuan untuk: (1) mengimplementasikan media pembelajaran animasi 3 dimensi  padamata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja), (2) mengetahui respon siswa terhadap pengembangan media pembelajaran animasi 3 dimensi  pada mata pelajaran matematika untuk siswa penyandang tunagrahita (Studi Kasus: Siswa Kelas D2/Semester 2 SLB.C Negeri Singaraja).Perancangan media pembelajaran animasi 3 dimensi menggunakan metode pengembangan Research and Development (R&D) dan model pengembangan ADDIE yang terdiri dari 5 tahapan desain pengembangan. Tahapan-tahapan model ADDIE yaitu analysis, design, development, implementation dan evaluation. Implementasi dari pengembangan media pembelajaran 3 dimensi pada mata pelajaran matematika dilakukan melalui evaluasi sumatif dan evaluasi formatif.Evaluasi sumatif terdiri uji ahli isi, uji ahli desain dan uji ahli media untuk mengetahui kevalidan media pembelajaran serta isi dari media pembelajaran apakah sudah sesuai sehingga media pembelajaran dapat diterapkan. Sedangkan evaluasi formatif terdiri dari uji coba perorangan, kelompok kecil dan uji lapangan dilakukan di kelas yang sama yaitu kelas D2 di SLB.C Negeri Singaraja.Rata-rata respon siswa terhadap pengembangan animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita yaitu 90,7%. Pengembangan media pembelajaran animasi 3 dimensi pada mata pelajaran matematika untuk siswa penyandang tunagrahita untuk siswa kelas D2 di SLB.C Negeri Singaraja mampu menjadi sumber belajar bagi siswa. Media pembelajaran digunakan sebagai panduan belajar siswa, sehingga dapat meningkatkan konsentrasi dan fokus pada anak serta membantu proses belajar siswa di sekolah. Ini dibuktikan dengan hasil respon siswa yaitu 90,7% jika dikonversikan kedalam tabel respon siswa termasuk dalam kategori Sangat Baik. Kata kunci:  Media Pembelajaran, Mata Pelajaran Matematika, Anak Tunagrahita, Animasi 3 Dimensi AbstractThis Research was aimed to: (1) implement a three-dimensional animation instructional media in mathematics for students with mental retardation (Case Study: Student of D2 class / second semester. SLB.C Negeri Singaraja), (2) determine students' response to the development of instructional media animation 3D in mathematics for students with mental retardation (Case Study: student of D2 class / Second semester SLB.C Negeri Singaraja).The design of the 3D animation instructional media used Research and Development (R&D) and the ADDIE development model that consisted of five stages of design development. The stages of ADDIE development model were analysis, design, development, implementation and evaluation. The implementation of the development of three dimensional instructional media in mathematics was done through summative evaluation and formative evaluation.Summative evaluation consisted of content expert test, design expert test and media expert test to determine the validity of the instructional media and the content of the instructional media whether it is suitable so that instructional media can be applied.While formative evaluation consisted of testing an individual, a small group and a field tests which carried out in the same class, namely the D2 class in SLB.C Negeri Singaraja.The average of the students’ response to the development of three-dimensional animation in mathematics for students with mental retardation was 90.7%. The development of three-dimensional animation instructional media in mathematics for students with mental retardation for D2 class in Singaraja State SLB.C Negeri Singarajawas able to be a source of learning for students. Instructional media were used as a student learning guide, so as to improve concentration and focus on the child and help the students’ learning process in the school.This is evidenced by the result of students’ response that was 90.7% if converted into the table the students’ response included in the category of Very Good. Keywords : Learning Media, Mathematics Subject, Sturdent with Mentally Retarded, 3D Animation


2019 ◽  
Vol 5 (01) ◽  
pp. 63-82
Author(s):  
I Wayan Daryatma Putra ◽  
Imam Santosa ◽  
Pindi Setiawan

AbstrakCerita relief Jataka pada Candi Borobudur memiliki pesan moral yang penting untuk disampaikan sebagai sarana pendidikan budi pekerti, namun perbedaan zaman menjadi masalah yang menyebabkan cerita relief Jataka tidak dapat dibaca sehingga sulit dimengerti oleh para remaja 16-18 tahun sehingga perlu dilakukan adaptasi cerita ke media yang dapat dimengerti dengan remaja masa kini. Penelitian ini bertujuan untuk memahami dan menyampaikan pesan cerita relief Jataka dengan Bahasa Rupa dan merancang kembali cerita tersebut ke dalam animasi 3600 agar mudah dipahami remaja 16-18 tahun. Metode penelitian ini berupa kualitatif studi kasus relief Jataka Candi Borobudur yang dimulai dengan pengambilan data melalui observasi, studi literatur, wawancara dan kuisioner. Dari hasil pengumpulan data kisah burung pelatuk dan seekor singa pada relief yang akan adaptasikan, hasil kuisioner menunjukan bahwa remaja usia 16-18 tahun aktif mengakses media sosial youtube melalui smartphone selama kurang dari sejam setiap harinya, selain itu mereka juga tertarik dengan animasi 3D dan gaya visual lowpoly. Hasil ini akan digunakan sebagai acuan dalam perancagan animasi 360o. Hasil pengujian animasi 3600 pada situs youtube menunjukkan bahwa media ini dapat membantu menyampaikan cerita relief Jataka dan pesan yang terkandung di dalamnya kepada remaja usia 16-18 tahun. Kata Kunci: animasi 3600, candi Borobudur, relief jataka, remaja  AbstractThe Jataka relief story at Borobudur Temple has an important moral message to convey as a means of character education, but the age difference is a problem that causes Jataka relief stories to be unreadable so that it is difficult for teenagers 16-18 years to understand so that stories need to be adapted to the media understandable with today's teenagers. This study aims to understand and convey the message of Jataka relief stories with Bahasa Rupa and redesign the story into 3600 animation to be easily understood by adolescents 16-18 years old. This research uses a qualitative case study of Jataka Borobudur temple relief`s which begins with data collection through observation, literature study, interviews and questionnaires. The results relief story of woodpecker and a lion that will be adapted, the results from questionnaires show that teens aged 16-18 years actively access youtube social media via smartphones for less than an hour each day, besides they are also interested in 3D animation and lowpoly visual style. These results will be used as a reference in the 3600 animation modeling. The results show that animation 3600 can help convey Jataka relief stories and messages contained therein to adolescents aged 16-18 years. Keywords: 360o animation, Borobudur temple, Jataka relief, teenagers


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