D-4 Teknik Multimedia & Jaringan

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    Aplikasi Multimedia Interaktif Sebagai Media Pembelajaran dengan Model Drill and Practicebmengunakan Metode Pengembangan Hannafin dan Peck
    (Politeknik Negeri Batam, 2017-01-05) Pandani, Dea; Dzikri, Afdhol
    This research was motivated by the problems is the lack of relevant learning media utilization. This study aims to help the learning process of students kindergarten age (4-5 years) in studying general knowledge and science, the concept of shape, pattern, size, and color using drill and practice models and determine the effectiveness of the use of interactive multimedia on learning outcomes. This interactive multimedia development methodologies are created using Hannfain and Peck. The study involved students Nur Hidayah Islamic kindergarten Sei drum, Village Mangsang as many as 30 people. Collecting data in this study conducted with test method. The data obtained from the test method quantitatively analyzed descriptively. Interactive multimedia development is designed based on the storyboard. To measure the success rate of this interactive multimedia, then performed a test. This test consists of functional testing applications and tests of significance. Of the two tests performed on the significance test diperolehlah the Sig. (2-tailed) <0.05 which means they learning via interactive multimedia works so well.
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    Analisis Faktor yang Mempengaruhi Penerimaan Shot Animasi 3d Oleh Animation Supervisor dan Lead Animator Sebagai Shot yang Layak untuk Diperlihatkan Pada Sutradara
    (Politeknik Negeri Batam, 2017-05-24) David, David; Riwinoto; Rahmi, Anis
    Oftenly what happens in the animation learning and what happens in animation industry are not alike. This leads to frequent rejections of shots that have been created by new animators. As a result, it inhibits the production of animation in the industry. Therefore many things that need to be learned first when we are just starting to enter into the animation industry in order to have a considered as a decent shot. Therefore, this research is done by researching an animation project that is expected to be a reference. This study aims to reveal what factors affect the acceptance of 3D animated shot by animation supervisor and lead animator as a decent shot to show to the director of case study X. This disclosure is done through interviews with subjects in X project. The results of the research concluded several important factors affecting the approval of 3D animated shot in X project.
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    Analisis Perbandingan Engine Render Mental Ray, Maya Software dan Maya Hardware pada Teknik Low Poly Animasi 3d Jati Diri Si Kacang
    (Politeknik Negeri Batam, 2016-12-15) Adewinata, Heru; Riwinoto
    Animation novice when performing the rendering process is still confused because uninitiated choose quality rendering good results. The need for more research on the problem rendering to determine the best image quality in accordance with current standards do the rendering process. The method used for the best picture quality mengeahui necessary to test render to see the results of a program that will serve as the data generated. The experiments were performed using a comparison between the results from different rendering engine to find the best results. By comparative analysis of animators render out the best image quality standards of rendering. In a classification model and the same configuration, Mental ray produces images that are good enough but the rendering process takes longer than Maya 2.0 software and the virtual hardware, while the hardware Maya 2.0 is a relatively fast compared to Maya Software and Maya Hardware 2.0.
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    Pembuatan Film Pendek Berjudul Matinya Sosialisasi dengan Menerapkan Metode Dynamic Cutting di Beberapa Bagian Film
    (Politeknik Negeri Batam, 2017-07-10) Sitepu, Brim; Wibowo, Ari; Firmanda, Ardiman
    Short film is one of the simplest and most complex films that lasts from 1 to 30 minutes. Currently researchers find almost everyone in the world is using gadgets ranging from small children to adults. Basically the gadget itself is a human creation tool to help humans and the gadget itself is controlled by humans. But now even most people who can not control themselves to use the gadget itself and even cause adverse effects on their lives. Therefore the author wants to make the film Matinya Socialization with the theme of gadgets so that the audience or audience can understand and understand in using gadgets in everyday life. This film contains the message how important we appreciate togetherness with family. In this film the author also apply the method of Dynamic Cutting which is a film editing method that contains the connection of two scenes that do not have continuity, or from one shot with another shot that does not have continuity. The author raises the method of Dynamic Cutting in some parts so that the story in this movie is not too boring with a story that is always sustainable.
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    Perancangan dan pembuatan Game Pertualangan “The Water"
    (Politeknik Negeri Batam, 2015-04-10) Girindrabrahma, Girindrabrahma; riwinoto, riwinoto
    Game Adventure / adventure is a type of game that has a lot of action with battle models. This adventure game has its own interest, which is usually used to provide excitement in playing the game because the main character can do a lot of action / action and has a plot / storyline from the beginning of the game until the game. Gameplay running, jumping, swinging, climbing stairs, and so are the types of games Adventure Platformer. Examples of this genre include Donkey Kong, Sonic the Hedgehog, Mario, and Rayman are much favored by all people, both children, adolescents, and adults. Because the game is now not only as a media entertainer, but in the game we can also provide information, messages, which the play we can take that message is packaged in a story on the game. The author makes an adventure game "The Water" as well as the form of a 2D game development in unity 3d application also provides a story about the adventures of a young man named Ebba, who traveled around the middle of the drought-struck look for the source of life. Users will be able to take on the meaning of the story contained in the game during play. Meaning that can take the form of visualization we view what if we have a barren earth to drought everywhere, so that we are aware that inportant greening that must be preserved. Based on the results of functional testing game The Water has been able to function well, and based on the results of the respondents from the four aspects, namely control of the computer, the software aspect, the aspect of the level of difficulty, and visual aspects, respondents give good results of each aspect of the testing The Water game so the game is worth playing.