D-4 Teknik Multimedia & Jaringan

Permanent URI for this collectionhttps://repository.polibatam.ac.id/handle/123456789/74

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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 Framing Dan Type Of Shot Pada Film Dokumenter “ Earthlings ”
    (Politeknik Negeri Batam, 2017-09-05) Fahmi, Muhammad; Antoni, Condra
    The Earthlings film is a documentary film that tells about animal’s tortures. The film shows that many animalss are treated and killed in unnatural ways. The researchers uses framing analysis from Zhongdang Pan and Kosicky (Eriyanto. ( 2009 ) to see how reality is organized, narrated, written, and emphasized in the film. Further, type of shots to determine individual emphasis on shooting.
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    Desain Prototipe Media Pembelajaran Kriptografi
    (Politeknik Negeri Batam, 2017-01-05) Masyitah, Nur; ., Nelmiawati; Sitorus, Maya Armys Roma
    Cryptography has been used in various fields such as ATM transactions, bank transactions, mobile phone conversations and so on. Cryptography is closely related to the issue of information security and data confidentiality. Learning in the course of network security, especially cryptography becomes one of the material that is quite difficult to understand by students. In this study, aims to design prototypes of cryptographic learning media and see the development of students' understanding of cryptographic material. Based on the results of Pre- Design Questionnaire that has been done, things that need to be evaluated during the learning of cryptography is time and teaching materials. For that we need a learning media that can help students improve understanding of learning cryptography. The learning media can be a prototype. In this study, the prototype designed in the form of web design using one of the free web editor that is Wix.com. Furthermore, the results of evaluation of learning and prototype testing can be seen in Questionnaire Results Design. The results of this study indicate that the level of mastery of cryptographic learning materials increased only by performing a demo system via web cryptography.
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    Implementasi Dynamic Scripting Menggunakan Metode Top Culling Pada Game Arcade Into The Space
    (Politeknik Negeri Batam, 2017-06-16) Muhaimin, Maharani; Riwinoto; Miranto, Cahya
    The game is something that can be played with the purpose of refreshing or entertaining and with certain rules so that there are winners and some are defeated. Player satisfaction is the thing that affects the intention of the game, the more satisfied a player then will feel addicted and more often play the game. A game that is said to be balanced, is a game that is not too difficult and not too easy, so the ability of the player itself to be a major factor in the success of players in playing the game. The importance of players satisfaction affects the difficulty level of the game, generally game player discontent with AI game quality that controls opponents to make players more opponents are controlled by humans, but human- controlled opponents are not available. Because research is needed with new techniques using dynamic scripting for online adaptation in AI games, and 3 (three) different enhancements for dynamic scripting techniques, namely high-fitness penalizing, weight clipping and top culling. Based on research that has been done using top culling method on arcade game type, able to make a balanced game and keep the game remain balanced reach more than 45% -55% from the average value of winning.
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    Analisis dan Implementasi Penggunaan Mel Script Untuk Rigging Karakter Pada Film Animasi 3d Jati Diri Si Kacang dengan Prinsip Squash And Stretch
    (Politeknik Negeri Batam, 2017-05-24) Ramonda, Febrian; Riwinoto
    Today the use of 3D animation increasingly popular, because it can be applied to various aspects, and has a wide range of benefits. But 3D animation has some flaws in the manufacturing process. Some of them are the amount of resources, time, and effort required and there are several fatal human errors in the manufacturing process of 3D animation, as in the rigging. Of course, one of principle of animation is squash and stretch that one of many form of rigging. One solution to these problems is to use MEL script. For that purpose, the research was made on the implementation of MEL script on rigging. This research uses several characters in a 3D animation film as the test sample. Testing method used consisted of calculating the speed of the process of rigging, analysis of the number of human errors that occur, also comparasion of volume from an object that use squash and stretch. Results of the test proved that the method of MEL scripts can make the process of 3D animation of the rigging to be more effective.
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    Identifikasi Ekspresi Pada Film Animasi 3d Menggunakan Ekspresi Wajah Berbasis Neural Network dan K-Means Clustering
    (Politeknik Negeri Batam, 2017-07-27) Wiyandari, Weni; Riwinoto; anis, anis
    Detection of expression is something that is strategic for a company engaged in the industrial sector in particular perfilm 3D animated movie, because it speeds up the approval process of the animation supervisor who worked animator, particularly in identifying expressions on character acting. To detect the expression required an automatic system. The system requires a method of artificial intelligence. There are two methods of artificial intelligence that is quite popular in the identification of expression, namely Neural Networks and K-Means Clustering. Neural Network is a supervised learning method which is well used in pattern recognition, while the K-Means Clustering is an unsupervised learning effective methods applied in the process of clarifying the characteristics of the object and is not affected in the order of objects used. The experiment was conducted using both methods to find the highest level of accuracy. In training and testing with a ratio of 80%: 20% of data using Neural Network, the epoch value 500, learning rate 0.3, and 0.2 momentum. While at K-Means Clustering, training to use 100% of the data, with the value itteration 500, numCluster 8 and seed 8. The test results on eight basic expression of happy, sad, afraid, demeaning, angry, disgusted, suprised and interestd, show the highest accuracy on Neural Network is 100%, while the accuracy of the K-Means Clustering is 89.17%.
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    Manajemen Risiko Ancaman Pada Aplikasi Website Sistem Informasi Akademik Politeknik Negeri Batam Menggunakan Metode Octave
    (Politeknik Negeri Batam, 2017-01-13) Reza Destrianto, Fernando; ., Nelmiawati; Sitorus, Maya Armys Roma
    Website application is a service of information that is often used by Internet users today. Academic Information System (SIA) is a website application that is in Politeknik Negeri Batam. SIA is used to keep record, grade and biographical data from student. Therefore, needs to risk identification and risk management of threats are found on the SIA. Based on the Open Web Application Security Project (OWASP) there are several methods used for risk management threats, one of which is OCTAVE. OCTAVE is a method of systematically managing risk by identifying risk. This research aimed to test the safety and risk management threats that occur at SIA. OCTAVE method aims to provide a stage in managing the risk of threats are found. The Results obtained from this research is found four categories of threats that is category of authentication, encryption, session management and configuration management. Categories of threats which obtained can be used by UPT-SI Politeknik Negeri Batam as a form of preventive measure against weakness in the SIA website application.
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    Analisis Graph Editor Ease In dan Ease Out dengan Value Graph
    (Politeknik Negeri Batam, 2017-04-17) Damu, Ayyadin; Riwinoto; Maria
    Animation ease in and ease out the value of graph is crucial dal am workmanship every frame count with a movie shot is limited, due to address the limited frame count using value graph to adjust ease in and ease out. There are two methods used in this research that the value graph and deviation deviation (standard deviation). Value graph is the coordinate value of a graph that can affect the movement and position of the character in 3D animation, while the deviation deviation (standard deviation) is a statistical value used to determine how the distribution of data in the sample and how close the individual data points of the average value of the sample. Observation data used is swing and pendulum animation. Animation swing version has 3 pieces each have a value range on the 2 first keyframe graph respectively -120, -100 and -130 with an average deviation deviation 67.69680305, 79.60766893, 52.79835856. While pendulum aniamsi has 3 pieces of each version has the average range value graph on keyframe 4-11 is 10,07379, 14, 83451, 26,25119 with deviation deviation 7,211590762, 9,191676474, 14,50964475. Based on the qualitative test animation expert respondents as many as 15 people can be concluded that in the swing, animation has the greatest deviation graph deviation value 79.60766893 quality ease in and ease out the best 73.3%. While. At the pendulum animation, the animation has a qualitative test against animation expert respondents as many as 15 people can be concluded that the pendulum animation, the animation has a deviation value deviation graph 9.191676474 quality best ease in ease out by 66.7%.
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    Analisis Perbandingan Faktor Penentu Kepopuleran Film Animasi Box-Office dengan Metode Collaborative Filtering
    (Politeknik Negeri Batam, 2016-12-28) Citra Prasasti, Dita; Rahmi, Anis; Irawan, Sudra
    Production of Animation Film Box-Office needs much fund and time. When an animation studio decided to release a film, they need determining factor which can guarantee popularity of a film so it sells well. Popularity of a film influences by may factors. To examine which factors determining popularity of an animation film, this research use collaborative filetering method. In this research, the parameters are MPAA Rating, Star Value, Genre, Studio, and Time Release. The result of this research showed that the most determining factors of popularity in a film are MPAA Rating, Star Value and Genre. The result of the examine using collaborative method needs as many as possible user to get the accurate result.