73 research outputs found

    Pembuatan Motion Graphic Program Konselor Sebaya Tim Bimbingan Konseling IPB: The Making of Peer-Counselor Program’s Motion Graphics of IPB University Counseling Center

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    ABSTRACTThe Guidance and Counseling Team of the Bogor Agricultural Institute (TBK-IPB) is a team that provides services in the form of guidance and counseling for students at IPB. TBK-IPB facilitates students to be able to adjust to campus life so that they can achieve optimal academic performance and are able to plan a good career achievement in the future. TBK-IPB has a peer counselor or story partner program to help listen to student problems who feel uncomfortable consulting with senior counselors/counselor lecturers. In order to disseminate information about the peer counseling program to IPB students, a product (motion graphics) that is informative, interesting and easy to distribute is needed. The methods used in the manufacture of motion graphics products are Development, Preproduction, Production, Postproduction and Delivery. The result is a product with a video format, loaded with images, text and audio that is easy to share via social media. ABSTRAKTim Bimbingan dan Konseling Institut Pertanian Bogor (TBK-IPB) adalah tim yang memberikan layanan berupa bimbingan dan konseling kepada mahasiswa di IPB. TBK-IPB memfasilitasi mahasiswa agar dapat menyesuaikan diri dengan kehidupan kampus sehingga mencapai prestasi akademik yang optimal dan mampu merencanakan pencapaian karir yang baik di masa yang akan datang. TBK-IPB memiliki program konselor sebaya atau teman cerita untuk membantu mendengarkan permasalahan mahasiswa yang merasa belum nyaman berkonsultasi dengan konselor senior/dosen konselor. Dalam rangka menyebarkan informasi mengenai program konselor sebaya kepada mahasiswa IPB, dibutuhkan sebuah produk (motion graphics) yang informatif, menarik dan mudah dalam distribusinya. Metode yang digunakan dalam pembuatan produk motion graphics ini adalah Development, Preproduction, Production, Postproduction dan Delivery. Hasilnya adalah sebuah produk berformat video, memiliki muatan gambar, teks dan audio yang mudah disebarkan via media sosial. Kata kunci: Motion Graphics, Tim Bimbingan Konseling, Bimbingan dan Konseling, Konselor Sebay

    TEKNOLOGI AUGMENTED REALITY UNTUK MEMORABILIA PAMERAN: “OURCHETYPE”: Augmented Reality Technology for Exhibition Memorabilia : "Ourchetype"

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    Tujusemesta strives to build exhibitions that attract visitors and involve visitors directly. The exhibition entitled "Ourchetype" or defined as "Our Archetype" uses a human empathy approach from C.G. Jung. Archetypes are patterns, habits, and symbols that appear in the human subconscious and shape personality and influence decision-making. Jung stated that Archetypes were ancient legacies that humans could share in common. Archetypes are the main content in this second exhibition with the help of visualization using interactive media in the form of Augmented reality, which appears as an innovation. Innovation is needed to improve the quality of exhibitions while remaining relevant and attracting more visitors. Augmented reality technology can help visitors feel closer to the exhibition because visitors can slowly understand the topic of Archetypes for a long time so that interactive media can function optimally. Visitors will receive the merchandise in character stickers according to their respective archetypes, which are "markers" of the created Augmented reality so that visitors can continue to explore content outside of exhibition time. The addition of Augmented reality Technology to this exhibition uses applied practical methods as needed by considering various references and literacy. The stages used are ideation, software selection, prototyping, approval, production process work, product presentation, providing company feedback, and making the final product. Augmented reality application content for Ourchetype Interaction exhibition memorabilia has been successfully designed and implemented. The Android Augmented reality application has been successfully built and tested. This application can be used on Android smartphones with  a minimum API level of 25, namely Android 7.1 Nougat, and supports the Vuforia Fusion library. ABSTRAKTujusemesta berusaha untuk membangun pameran yang menarik pengunjung dan melibatkan pengunjung secara langsung. Pameran yang bertajuk “Ourchetype” atau didefinisikan sebagai “Our Archetype” ini menggunakan pendekatan empati manusia dari C.G. Jung. Arketipe adalah pola, kebiasaan, dan simbol yang muncul di alam bawah sadar manusia dan membentuk kepribadian serta memengaruhi pengambilan keputusan. Jung menyatakan bahwa Arketipe adalah warisan kuno yang dapat membuat manusia berbagi hal yang sama. Arketipe merupakan konten utama dalam pameran kedua ini dengan bantuan visualisasi menggunakan media interaktif berupa Augmented reality, yang muncul sebagai sebuah inovasi. Inovasi diperlukan untuk meningkatkan kualitas pameran namun tetap relevan dan menarik lebih banyak pengunjung. Teknologi Augmented reality dapat membantu membuat pengunjung merasa lebih dekat dengan pameran, karena pengunjung dapat memahami topik Arketipe secara perlahan dan dalam waktu yang lama sehingga memungkinkan media interaktif dapat berfungsi secara optimal. Pengunjung akan mendapatkan merchandise berupa stiker karakter sesuai Arketipe masing-masing, yang merupakan “marker” dari Augmented reality yang dibuat, sehingga pengunjung dapat terus mengeksplorasi konten di luar waktu pameran. Penambahan Teknologi Augmented reality pada pameran ini menggunakan metode praktis terapan sesuai kebutuhan dengan mempertimbangkan berbagai referensi dan literasi. Tahapan yang digunakan adalah ideation, pemilihan software, pembuatan prototype, approval, pengerjaan proses produksi, presentasi produk dan pemberian feedback dari perusahaan, serta pembuatan produk akhir. Konten aplikasi Augmented reality untuk memorabilia pameran Ourchetype Interaction telah berhasil dirancang dan diimplementasikan. Aplikasi Android Augmented reality telah berhasil dibangun dan diuji. Aplikasi ini dapat digunakan pada smartphone Android dengan API level minimal 25 yaitu Android 7.1 Nougat, dan mendukung library Vuforia Fusion

    Aplikasi Augmented Reality (AR) untuk Pengenalan Varietas Anggur Hasil Balitbangtan

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    Augmented reality is a combination of two worlds: virtual and real world, which mean objects in the virtual world can be displayed in the real world. The use of augmented reality in the introduction media, in the form of applications on android smartphones designed as the introduction of varieties of grape from Balitbangtan. Balitbangtan (Badan Penelitian dan Pengembangan Pertanian) is the highest structural office in the Ministry of Agriculture with the task of researching, developing and innovating in agriculture. The purpose of this application is to introduce the grape varieties from Balitbangtan in the ebook, “Budidaya Tanaman Anggur” in a more interactive and easy to understand way by displaying objects in 3D virtual and can make sounds containing explanations about the variety of grape from Balitbangtan. This application will show three types of grape varieties of Balitbangtan with markers according to the image of the grape variety in the ebook. Apps are built using Unity, Vuforia, and Blender. The method used in this study is the method of collection of data questionnaires (wags) which is a data collection technique performed by asking questions or written statements to respondents to answer them. The questionnaire was conducted by researchers by spreading a list of questions to students and millennial farmers who read the e-book. Results from questionnaires found that 80% of respondents agreed with the implementation of augmented reality in the introduction of Balitbangtan grape varieties with category “Totally Agree”.Method that used in this research is MDLC method (multimedia development life cycle). There are six steps in this method such as concepting, designing material collection, creating, testing, and distribution. We are testing applications and user satisfaction. Testing user satisfaction done through survey or questionnaire. survey done by researcher with spread question list to college student and millennial farmer that read ebook Budidaya Tanaman Anggur and they have installed and using application introduction to grape variety from Balitbangtan. The result of the survey found that 80% respondent agree with augmented reality applied to the introduction to grape variety from Balitbangtan

    CULTURAL HERITAGE DIGITIZATION OF BOROBUDUR AREA TOURISM: A PROJECT-BASED LEARNING

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    In supporting the efforts to preserve the nation’s cultural heritage, this research aimed to implement project-based learning by designing e-books as digital information media to promote tourism development. This research attempted to report and illustrate the implementation of project-based learning, which aimed to explore twenty potential tourist attractions in the surrounding villages of the Borobudur Temple in Central Java, Indonesia. This research involved 127 students of the Informatics Management Study Program enrolled in the Graphic Design course. This qualitative case study exemplified the implementation of project-based learning in designing and digitizing information media in the form of a collection of e-books. The overall process consisted of three main stages, i.e., pre-production, production, and post-production. The stages included conducting preliminary research; formulating the concept of design; collecting visual and typographic references; outlining; performing the design and digitization; and presenting the final product. The data were taken from class observations and documentation from March to June 2022. By demonstrating the project-based learning model of preserving the cultural potential of twenty traditional villages surrounding the Borobudur Temple area in a digital environment, it is hoped that the digitized cultural heritage can be introduced to and recognized by wider audiences

    Pembuatan Motion Graphic Sebagai Media Informasi Bagi Pengunjung Di PT Pembangunan Jaya Ancol: The Production Of Motion Graphics As An Information Media For Visitors At PT Pembangunan Jaya Ancol

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    ABSTRACT This final assignment was created with the aim of making multimedia content in the form of motion graphics. The content is expected to be an alternative content for Taman Impian Jaya Ancol which is published to its visitors, especially for increasing their brand value. The Production of Motion Graphics as an Information Media for Visitors at PT Pembangunan Jaya Ancol were using my own development method. The results of this final assignment were in the form of six video products in the form of motion graphics and two of them as information media for Taman Impian Jaya Ancol’s visitors.   ABSTRAK Tugas Akhir dibuat dengan tujuan membuat konten multimedia dengan bentuk motion graphic. Konten ini diharapkan menjadi konten alternatif bagi pihak Taman Impian Jaya Ancol yang akan dipublikasikan kepada pengunjung. Di sisi lain pembuatan konten juga dapat meningkatkan brand value Taman Impian Jaya Ancol PT kepada audience. Pembuatan motion graphic sebagai media informasi bagi pengunjung di PT Pembangunan Jaya Ancol ini menggunakan metode pengembangan sendiri. Hasil dari kegiatan PKL berupa enam produk video berbentuk motion graphic dan dua diantaranya sebagai media informasi bagi pengunjung Taman Impian Jaya Ancol

    Project-Based Learning as a Catalyst for Promoting Digital Literacy: A Case Study of Software Engineering Technology Students

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    Students of software engineering technology program must continually implement innovative pedagogical and instructional approaches to prepare the best graduates who exhibit technology adaptability. Project-based learning (PBL) encourages students to use critical thinking skills to create real-world products. This study aimed to explore students’ perceptions and experiences of a PBL instructional design for digital literacy skill development in a software engineering program. All students in the course completed eBook projects about local community villages. A questionnaire was distributed to 127 students as data sources, which were analysed thematically. After aligning the project-based learning and digital literacy components, the results show that the students have positive perceptions of the implementation of project-based learning with the infusion of digital literacy skills and describe how the project helped them enhance their skills, including acquiring, synthesizing, and creating digital content, and evaluating the intended prototype using various kinds of digital tools. Lastly, this study hopefully contributes to the existing literature on how project-based learning can be implemented to promote digital literacy skills so that further studies within other disciplines and enormous scope can be conducted

    PERANCANGAN MOTION GRAPHIC SEBAGAI MEDIA INFORMASI DALAM E-BOOK "PENINGKATAN PRODUKTIVITAS LAHAN KERING MASAM"

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    Inovasi teknologi pengelolaan lahan kering masam telah banyak diciptakan. Diantaranyayaitu teknologi pengayaan unsur P dan K, teknik pemberian kapur untuk mengatasikemasaman tanah dan keracunan aluminium, teknologi konservasi tanah berupa sistemolah tanah konservasi, pemanfaatan mulsa dan konservasi secara vegetatif. Inovasiteknologi yang diciptakan perlu disosialisasikan kepada petani milenial sebagai targetaudience Kementerian Pertanian. Sosialisasi tersebut akan sulit dilakukan jika hanyamengandalkan penyuluhan secara langsung di lapangan apalagi jika adanya pembatasanaktivitas dan dilakukan kepada petani milenial yang tergolong early adopter dalamperkembangan teknologi. Penelitian terapan ini bertujuan untuk menerapkan motiongraphic dalam e-book “Peningkatan Produktivitas Lahan Kering Masam” sebagai mediainformasi yang menarik dan melibatkan multimedia (penggunaan teks, visual berupa videodan audio) mengenai teknologi pengelolaan lahan kering masam. Terdapat tiga tahapanpada pembuatan motion graphic yang berjudul "Peningkatan Produktivitas Lahan KeringMasam" antara lain preparation, production, dan post production. Motion graphic tersebutberisi informasi mengenai penjelasan, sifat, penyebaran, serta inovasi lahan kering masamdan pemanfaatan teknik ICLM. Penelitian ini berkolaborasi dengan Balai Besar Pengkajiandan Pengembangan Teknologi Pertanian (BBP2TP) dan telah digunakan oleh penyuluhBadan Penelitian dan Pengembangan Pertanian (BPTP) di Kalimantan Timur.Kata kunci: Motion Graphic, Media Informasi, E-boo

    Analisis Desain Karakter dalam Ebook Desa Sambeng Menggunakan Metode Manga Matrix

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    Desain karakter yang mempresentasikan tokoh/karakter secara visual merupakan salah satu komponen penting suatu produk. Pada ebook Desa Sambeng, terdapat karakter utama Sam yang menemani pembaca menjelajahi wisata Desa Sambeng. Tujuan kajian ini dilakukan untuk menganalisis tampilan visual dan mengetahui seberapa jauh penerapan prinsip desain pada Sam telah dikerjakan. Penelitian yang dilakukan berjenis kualitatif dan implementasinya menggunakan metode Manga Matrix. Metode Manga Matrix dikembangkan oleh Hiroyoshi Tsukamoto pertama kali pada tahun 2006. Penelitian dilakukan dengan menelaah elemen-elemen dari karakter dan mengurainya dalam bentuk matriks. Karakter dijelaskan melalui matriks bentuk, matriks kostum, dan matriks sifat. Berdasarkan hasil analisis, ditemukan bahwa komposisi desain karakter Sam belum terkonsep dengan maksimal dan masih memiliki celah untuk ditingkatkan. Penelitian diharapkan dapat membantu dalam pemahaman yang baik akan desain karakter dan menjadi acuan penciptaannya agar lebih terarah. Sebaiknya suatu desain karakter yang dihasilkan tidak hanya menarik tetapi juga memiliki pengaruh yang kuat

    Jurnal Proses Pra Produksi Ebook Cermat Bertani Dengan Kalender Tanam

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    The development of all-digital information technology facilitates access to e-book. The existence of e-books will certainly make it easier for readers to access the desired reading sources wherever and whenever. Therefore, we need an e-book design that is made as attractive as possible. E-book creation is carried out through several processes with graphic design concepts as a reference, namely pre-production, production and post-production. The method used in making this journal is an applied method, where this method aims to solve practical life problems. This journal aims to educate public about the pre-production process in making e-books. The pre-production process for making e-books includes design concepts, media, visualization, client briefs and brainstorming. The pre-production process is the key to producing an interesting e-book. This e-book which contains 41 pages aims to convey information in the form of an invitation to the public to be careful in farming using the planting calendar as an effort to minimize the occurrence of crop failure which is packaged in an attractive design and makes it easier for readers. The community is expected to be able to produce e-book works well, after getting to know the pre-production stage to continue at the production and post-production stages.Perkembangan teknologi informasi yang serba digital memudahkan akses terhadap e-book. Adanya e-book tentunya akan memudahkan pembaca untuk mengakses sumber bacaan yang diinginkan dimanapun dan kapanpun. Oleh karena itu, diperlukan desain e-book yang dibuat semenarik mungkin. Pembuatan e-book dilakukan melalui beberapa proses dengan konsep desain grafis sebagai acuan yaitu pra produksi, produksi dan pasca produksi. Metode yang digunakan dalam pembuatan jurnal ini adalah metode terapan, dimana metode ini bertujuan untuk memecahkan masalah kehidupan praktis. Jurnal ini bertujuan untuk mengedukasi masyarakat tentang proses pra produksi dalam pembuatan e-book. Proses pra produksi pembuatan e-book meliputi konsep desain, media, visualisasi, client brief dan brainstorming. Proses pra produksi adalah kunci untuk menghasilkan e-book yang menarik. E-book yang berisi 41 halaman ini bertujuan untuk menyampaikan informasi berupa ajakan kepada masyarakat untuk berhati-hati dalam bercocok tanam dengan menggunakan kalender tanam sebagai upaya meminimalisir terjadinya gagal panen yang dikemas dalam desain yang menarik dan membuatnya lebih mudah bagi pembaca. Masyarakat diharapkan mampu menghasilkan karya e-book dengan baik, setelah mengenal tahap pra produksi untuk dilanjutkan pada tahap produksi dan pasca produksi

    Pengaruh Durasi Terhadap Retensi Audiens Dalam Motion Graphic Wajib Pajak Non Efektif

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    The aim of this research is to see the effect of motion graphic duration on audience retention levels when conveying information about non-effective taxpayers and also to make recommendations for optimal duration to increase audience retention by using non-effective taxpayer motion graphics as a case study. A quantitative approach with a correlational type was used in conducting this research, as well as the use of YouTube Analytics to analyze data on audience retention levels while watching motion graphics. This research found a significant linear relationship between the duration of motion graphics and audience retention based on the motion graphics presented. A duration that exceeds three minutes can decrease audience retention
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