scholarly journals IMPLEMENTASI MOTION GRAFIS VIDEO ANIMASI 2D UNTUK PENGENALAN NIRMANA

2018 ◽  
Vol 1 (2) ◽  
pp. 113-122
Author(s):  
Terrence Reno ◽  
Arta Uly Siahaan ◽  
Alfian Alfian

One of the purpose information technology nowadays is to deliver the information in an interesting way. For example, the using of animation tend to be more interesting to present the information. This project created a 2D animation for introducing Nirmana. Some steps were conducted to finish this product starting with creating the storyboard namely finding the idea and arranging the synopsis, continuing with creating the character sketch and storyboard. After completing this step, the next step is making animation by using Adobe After Effect Software. It is started with editing and composing based on the scene by using Adobe Premiere Pro. Project software. For the final step, the researcher intends to test the using this 2D animation by applying motion graphics as the media for teaching Nirmana to the children. This 2D animation is presented with a colorful layout and completed by voice effect for getting the children’s attention.

Author(s):  
I Nyoman Narawidia . ◽  
I Gede Mahendra Darmawiguna, S.Kom, M.Sc . ◽  
Gede Saindra Santyadiputra, S.T., M.Cs .

Tujuan dari penelitian ini adalah untuk: (1) menghasilkan rancangan dan mengimplementasikan hasil rancangan Film Dokumenter Sejarah Drama Tari Gambuh Desa Batuan; (2) mengetahui respon masyarakat terhadap Film Dokumenter Sejarah Drama Tari Gambuh Desa Batuan. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan dengan menggunakan metode cyclic strategy. Film dokumenter sejarah drama tari Gambuh Desa Batuan menganut jenis film dokumenter sejarah, namun dalam beberapa bagian akan dimunculkan unsur rekonstruksi berbantuan animasi 2D, di mana film ini nantinya akan menceritakan bagaimana awal mula drama tari Gambuh muncul hingga berkembang sampai sekarang di Desa Batuan. Dalam film ini tipe film dokumenter yang diusung yaitu tipe interactive, di mana nantinya akan ada beberapa tokoh yang menyampaikan langsung fakta dilapangan lewat wawancara yang ditampilkan dalam film ini. Teknik pengumpulan data dilakukan dengan cara observasi, wawancara, studi literatur, angket, dan dokumentasi. Penelitian ini diimplementasikan menggunakan Adobe Premiere Pro CS 6 sebagai aplikasi pengedit video dan Adobe After Effect CS 6 sebagai aplikasi penambahan efek serta animasi pada video. Hasil penelitian dan pengembangan menunjukkan bahwa Film Dokumenter Sejarah Drama Tari Gambuh Desa Batuan dalam kriteria baik. Hasil yang diperoleh berdasarkan analisis uji ahli isi, uji ahli media, dan uji respon penonton. Untuk isi dari film dokumenter Sejarah Drama Tari Gambuh Desa Batuan sudah sesuai dengan realitas. Respon penonton terhadap film dokumenter Sejarah Drama Tari Gambuh Desa Batuan dapat dikategorikan baik dengan persentase 89.51%.Kata Kunci : Cyclic Strategy, Film Dokumenter, Drama Tari Gambuh. The aims of this research are; (1) to produce and to implement the result design of documentry film the historical of drama Gambuh dance of Batuan village, (2) to know about responses from audiens about documentry film the historical of drama Gambuh dance of Batuan village. This research use cyclic strategy method. Documentry film the historical of drama Gambuh dance of Batuan village genre is historical’s film, but on some scene there’s will be showed a recontruction use on 2D animation, where’s this film will let’s us know how drama Gambuh dance raise and grow up untill now at Desa Batuan. Film type of this documentry is interactive, where’s there will be some people who will bring the facts that’s exist with live interview that’s shown up on this film. The technique that use for collecting data are observation, interview, study literature, questionnaire and documentation. The implementation of this research is uses Adobe Primer Pro CS 6 as the application in editing the video and Adobe After CS 6 as the application that use to adding the effect and animation into the video. This research show that documentry film the historical of drama Gambuh dance of Batuan village has an good criteria. The result of this research are based on the analyzes; test of the content, test of the media and test of the audiens response. The content from documentry film the historical of drama Gambuh dance of Batuan village is based on reality. The category of this film is good with percentages 89.51% that stated by audiens. keyword : Cyclic Strategy, Documentary Film, drama Gambuh dance.


Author(s):  
Kadek Agus Putra Negara . ◽  
Gede Saindra Santyadiputra, S.T., M.Cs . ◽  
I Made Ardwi Pradnyana, S.T., M.T. .

Abstrak— Tujuan dari penelitian ini adalah untuk: (1) menghasilkan rancangan dan mengimple- mentasikan hasil rancangan Film Dokumenter Seni Tabuh Jegog “Sebuah Musik Kegotong-Royongan dari Bali Barat”; (2) mengetahui respon pengguna terhadap rancangan Film Dokumenter Seni Tabuh Jegog “Sebuah Musik Kegotong-Royongan dari Bali Barat”.Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan dengan menggunakan metode cyclic strategy. Teknik pengumpulan data dilakukan dengan cara observasi, wawancara, studi literatur angket, dan dokumentasi. Penelitian ini diimplementasikan menggunakan Adobe Premiere Pro CS 6 sebagai aplikasi pengedit video dan Adobe After Effect CS 6 sebagai aplikasi penambahan efek pada video. Hasil penelitian dan pengembangan menunjuk- kan bahwa Film Dokumenter Seni Tabuh Jegog “Sebuah Musik Kegotong-Royongan dari Bali Barat” dalam kriteria sangat baik. Hasil yang diperoleh berdasarkan analisis uji ahli isi, uji ahli media, dan uji lapangan. Untuk isi dari film dokumenter Seni Tabuh Jegog sudah sesuai dengan realitas. Respon pengguna terhadap film dokumenter Seni Tabuh Jegog dapat dikategorikan sangat baik dengan persentase 91.64%. Film dokumenter ini bertujuan untuk memberikan manfaat dalam menyampaikan realitas yang ada mengenai seni tabuh Jegog serta memberikan wawasan bagi penonton terkait sejarah seni tabuh Jegog, proses pembuatan, cara memainkan, dan instrumen Jegog. Dengan dikembangkannya film dokumenter ini, diharapkan dapat menjadi sebuah media informasi sehingga seni tabuh Jegog semakin dikenal dan tetap dilestarikan. Kata Kunci : Cyclic Strategy, Film Dokumenter, Seni Tabuh Jegog. Abstract—The aims of this research are; (1) to produce and to implement the result design of Film Dokumenter Seni Tabuh Jegog "Sebuah Musik Kegotong-Royongan dari Bali Barat", (2) to know about responses from user about the design of film Dokumenter Seni Tabuh Jegog "Sebuah Musik Kegotong-Royongan dari Bali Barat". This research use cyclic strategy method. The technique that use for collecting data are observation, interview, study literature questionnaire and documentation. The implementation of this research uses Adobe Primer Pro CS 6 as the application in editing the video and Adobe After CS 6 as the application that use to adding the effect in video. This research show that Film Dokumenter Seni Tabuh Jegog “Sebuah Musik Kegotong-Royongan dari Bali Barat” has an excellent criteria. The result of this research are based on the analyzes; test of the content, test of the media and test of the activity. The content from film dokumenter Seni Tabuh Jegog is based on reality and the category of this film is excellent with percentages 91.64% that stated by user. Purposes of this film gives a good benefit by telling about the reality of seni tabuh jegog, knowledge about the historical of seni tabuh jegog, how to create, how to operate and instruments of Jegog. In developing this documenters' film, the writer hope that this film will become an informations' media until seni tabuh jegog will famous and everlasting. keyword : Cyclic Strategy, Documentary Film, Seni Tabuh Jegog.


CICES ◽  
2017 ◽  
Vol 3 (1) ◽  
pp. 35-47
Author(s):  
Faisal Rudiansyah Hamzah ◽  
Panji Wira Soma ◽  
Indri Rahmawati

With the development of information technology in particular in the field of multimedia in such rapid and the longer forms of media information more diverse so that more education institutions boast. Media information and promotion is currently used by SMK PGRI 11 Ciledug Tangerang. The purpose of this research audio visual media into the media information and proper promotion, by controlling hearing and vision in the form of audio visual in order to convey messages can be understood by the public at large. Existing problems, namely the medium used by the SMK PGRI 11 Ciledug Tangerang still use print media such as banners, posters and pamplet are considered less effective and efficient to use while simultaneously promoting the institutions with the best possible audio visual media so that it is selected into a medium of information and promotion of the right, by controlling hearing and vision in the form of audio visual. Because therein lies the message delivery process or how to visualize. At the same time listening and showing the contents of the message to the recipient with information through media menunjangnya, so the design of video media profile that displays the entire scope, advantages and facilities belonging to SMK PGRI 11 Ciledug Tangerang, can be a solution in solving problems in media promotion and information. With this study the author makes with the title "promotion and INFORMATION AUDIO VISUAL MEDIA SHAPED VIDEO PROFILE on SMK PGRI 11 APPLICATIONS TANGERANG CITY ".


Author(s):  
Muhammad Tajuddin ◽  
Abdul Manan

West Nusa Tenggara ’NTB’ is a region of the golden triangle stripe of tourism destination located between Komodo island and Tana Toraja. As the industry backing for small and middle scale businesses getting grow up and have got governmental supporting since economical crises hit Indonesia at the end 1997. In fact, many of those who have not yet optimize the information technology (IT) in running their business. The approach to meet the Small and Medium Enterprises (SMEs) with the proper customer or to find the proper raw material seller is through the media.  Development of internet technology is so rapid, it is a necessity of SMEs using it as a business communications medium, because Internet utility for e-commerce complement has long been developed in both national and international scope.  Furthermore, the research elaborates the integrated e-commerce model and SMEs as an information technology-based model of integrated marketing strategy besides, software creation and its implementation on SMEs in Mataram municipality.  E-commerce and SMEs were designed to use System Development Life Cycle (SDLC) concerning the safety sistem, flowcart diagram and data base design aspects.


2021 ◽  
pp. 384-393
Author(s):  
Olga Viktorovna Gavrilova

This article discusses a very well-known and frequently used technique for an implementation of a variety of artistic projects - a collage created by means of information technology. The article tells about using collage in higher education for teaching graphics, in particular, raster editors. Graphics editors such as Adobe Photoshop or GIMP are included in the Computer Science and Information Technology program. Students get the opportunity to create graphic images regardless of their prior art education. The introduction of the topic "Creating a collage by means of a raster editor" introduces a creative element into IT disciplines and develops the student's associative thinking at the level of brain functioning. As a rule, raster editors are used to edit an image, not to create it. Therefore, preparation for these classes encourages students to search for the necessary visual material on the Internet. In order to obtain more personal images, a deep study of photography techniques is required. It is also useful to study the history of photo and film collages, their texture and structure. The scope of the collage use is various. This is psychology, teaching foreign languages and, of course, fine arts. Advertising posters that we see in large numbers in the media and transport are also collages. The article traces the history of collage creation from ancient Egyptian history to modern advertising products. It is especially interesting to study the time when collage became a conscious technique. This is a great layer of avant-garde art.


2019 ◽  
Vol 5 (3) ◽  
Author(s):  
Fida Amalia Buana Putri ◽  
Shanta Rezkita

Based on the necessary with the teacher, it is concluded that teachers need information technology (IT) based on learning media in the teaching and learning process. The main purpose of this study is to know about the research procedure, to know about the quality of the media that developed, and the expert's respond. This study is a Research and Development (R&D). The on  procedure of the procedure uses 9 steps, including 1)Potentials and problems, 2)Data collection, 3)Product design, 4)Design validation, 5)Design revision, 6)Product try-out, 7)Product revision, 8)Application try-out, 9)Product revision until the desired products interactive powerpoint learning media are complete. The result of the study showed that the media were appropriate to be implemented. This showed from media experts of the validation result that average score 3,34 with a very good category. Material expert student's that average score 3,40 with very good category and from linguists expert result that average score 3,22 with the good category. Next, the average validation score of the teacher is 3,62 with a very good category and peers of the validation result that average score 3,44 with a very good category. The last response of the students in applications try-out responses that average score 92,75 with a very good category. 


2019 ◽  
Vol 2 (1) ◽  
pp. 37
Author(s):  
Riyanti Suci Purwasi ◽  
Faldi Hendrawan ◽  
Ahmad Zakiy Ramadhan

Pesatnya kemajuan teknologi informatika (IT) memberikan kemudahan dalam mengakses dan menyajikan informasi dalam berbagai bentuk dan media, secara umumnya (buku, brosur, majalah, tabloid, dan poster), maupun dalam bentuk format elektronik atau digital (internet, film, cd-interaktif dan game). Dengan tersedianya banyak penyajian maka data hasil-hasil penelitian dapat disajikan dengan lebih menarik dan mudah digunakan maka data hasil-hasil digunakan, seperti mengandung unsur informasi Media ini berupa video promosi tentang Objek Wisata Ranu di Kabupaten Probolinggo-Jawa Timur. Video memberikan info tantang wisata Ranu di Kabupaten Probolinggo-Jawa Timur. Media promosi ini nantinya akan disajikan berupa video promosi dan informasi yang nantinya dapat memudahkan para wisatawan untuk mengetahui tentang WIsata Ranu di Kabupaten Probolinggo-Jawa Timur dan bertujuan untuk memikat daya tarik para wisatawan baik lokal maupun mancanegara untuk datang dan berpariwisata di Kabupaten Probolinggo. Format MPEG (MotionPicture Expert Group) dipilih karena memiliki beberapa kelebihan, diantaranya MPEG merupakan standart international untuk format digital audio & video, biasanya digunakan untuk VCD & DVD. Dalam membuat sebuah video sebagai media promosi yang menarik, media ini dibuat dengan beberapa elemen seperti konsep videografi, storyline, storyboard, dan audio. Software pendukung pada tahap pasca produksi adalah Adobe After Effect untuk membuat opening, Adobe Photoshop untuk mendesain informasi, dan Adobe Premiere Pro digunakan untuk proses editing video. Dari hasil responden, nilai presentase dari masyarakat menanggapi baik tentang produk yang dihasilkan, sehingga diperoleh penelitian akhir 97% mengatakan bahwa video ini menarik perhatian mereka dan layak menjadi Media Promosi objek Wisata Ranu di Kabupaten Probolinggo.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Suryanto Suryanto ◽  
Sunda Ariana ◽  
Syahril Rizal

Currently the development of information technology has an important influence in the development of learning systems, one of which is technology in the multimedia field. Multimedia technology is an indispensable tool for the learning process. The use of text, images, audio, video, and animation in learning helps students to quickly understand learning material. Multimedia also provides opportunities for educators to develop learning methods so that they get maximum results. AMIK AKMI Baturaja is a computer college that has not fully utilized information technology in its learning, especially in the field of Multimedia. For this reason, researchers conducted this research for the development of learning at the Campus AMIK AKMI Baturaja. This study aims to produce a multimedia-based learning media at AMIK AKMI Baturaja which can be a driving force for student learning achievement. In this study using a research method of literature study, observation, questionnaires, and interviews. The media development method uses MDLC (Multimedia Development Life Cycle) which consists of six stages, namely concept (needs analysis), design (design), material collecting, assembly, testing, and distribution. . The result of this research is a multimedia-based learning system presented in the form of e-learning. This media is expected to have a positive influence in increasing student achievement and learning independence.


2014 ◽  
Vol 63 (1/2) ◽  
pp. 125-137 ◽  
Author(s):  
Paramjeet Kaur Walia ◽  
Nitu Sinha

Purpose – The purpose of this study was to attempt to answer some plausible questions like what do teenagers prefer to read at leisure, how do they read and why do they read? With the rapid changes in information technology, there is tremendous change in means of communication. Today, much more information is available from electronic and digital media as compared to traditional books. A paradigm shift in information delivery from just information to infotainment has also affected the preferences of the information seekers. Teenagers are a demographic group under transition and they are not untouched by these rapid changes in technology and their impact on their reading preferences. Design/methodology/approach – For this purpose, a survey among 223 school-going (public/convent and government-/aided) teenagers aged between 12 and 18 years was done using a semi-structured questionnaire. Findings – The findings revealed a decline in sports and outdoor recreational activities during leisure, and only 20.6 per cent teenagers preferred reading during leisure. However, self-perception as an avid reader was expressed by majority (53.8 per cent). Fictions were liked by > 75 per cent teenagers; however, non-fictions were also liked by majority (61.8 per cent). The reading preferences of the children were found to be affected by their age, their gender and the type of schools they attended. A significant inverse relationship of television watching and movie-going was observed with reading time. Research limitations/implications – The biggest limitation was inability to directly interact with the students and inability to gather data from more schools. Practical implications – By knowing the current reading trends, leisure time habits and exposure to different means of information technology, the choice of medium for knowledge dispersal could be done. The study would help in providing a basis for a strategic change in the ratio of conventional books and other information media in the library. Social implications – By identifying the media exposure time and popularity, proper steps may be taken in order to enrich the particular media and to ensure that quality of information available on the media can be directed for social benefit in large. Originality/value – The impact of demographic and environmental variables on reading habits of teenagers has not been evaluated in this part of the world, especially in view of the paradigm shift in information technology and the growing influence of electronic media and social networking. An understanding of this mutual relationship would help in modifying the reading behaviour of the teenagers.


Author(s):  
Budiman Budiman ◽  
Muhammad Adri ◽  
Dedy Irfan

Along the development of information technology today pose a tremendous impact for the community. Advances in information technology that has many benefits have not been utilized optimally in the process of delivering information. Today information technology has achieved various forms of multimedia presentation and ways of delivering information to the public in a dynamic and interesting in multimedia form as part of the development of information technology. This final project aims to develop media presentations Company Profile Padang State University-based interactive multimedia that can add insight to the public about the general picture Padang State University. The use of this interactive presentation media will be able to provide a better experience than other media because the media used when there are two senses that act simultaneously, namely the senses of sight and sense of hearing. For organizing or designing media interactive presentations of this, the development method used is the method of multimedia development ADDIE (Analysis, Design, Develop, Implementation and Evaluation) and designed using the software Adobe Flash CS6, Adobe Photoshop CC, Corel Draw X6, Voice Changer, Sony Vegas Studio and Flash Optimizer 2.1. The results of this interactive presentation media manufacture shaped Compact Disc (CD) that can be run on a computer device. After testing against media presentations interactive CD,s, it can be concluded that all test pages can run well and according to plan for each menu and submenu.Keywords:Company Profile,CDInteractive,MediaPresentation, ADDIE.


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