Stylized, snappy, and limited animations are three popular movements of animation nowadays. The objective parameters of this style never conducted previously. The researcher proposed a technique named Principle Contained Animated in Frame (PCAF) to obtain the model of animation style. The technique is basically taking information on how often the motion follows the 12 principles of animation. This study begins sampling for all of animated film styles where each style has three examples of films. After getting a percentage of each PCAF on principles of animation, some steps were conducted to find a model. Important steps are unelimination, ascending elimination and final position adjustment. The results of the study at the latest stage showed that the principles of animation numbers 7,3,2,9,10,12 and 16 are the principles formed the special features which are shown in the pattern of stylized animation style, while numbers 4,10,12,2,9,1,6,7 and 3 formed the special features shown in the pattern of snappy animation syle and on the pattern of limited animation style, the principles of which indicated special features form of this style are 2,3,6,11,9 and 12
Appropriate and appropriate learning methods in educating children are veryimportant things. With interactive multimedia technology that is widespread,we can use it as a learning media. Interactive multimedia development makesit possible to create an interactive educational media called "Learning ArabicVocabulary". The making of interactive multimedia "Learning Arabic Kosa-Kata" is designed based on a case study from the Elementary School (Al-Azhar Elementary School) that applies Arabic language learning. Using theright and varied media in the learning process can increase learningmotivation and can reduce student passivity (Hardianto,2005). Vocabularylearning is a very important material in language learning. A person will notbe able to speak a language before he enriches himself with vocabulary fromthat language. Likewise with children in this case. After the survey andinterview conducted at Al Azhar Elementary School located at Tiban 1,Patam Lestari, Kec. Sekupang, Batam City Prov. Riau Islands, on October31, 2018, the parties from the school in question were very hopeful that thisinteractive multimedia "Learning Arabic Kosa-Kata" could immediately beready for distribution.
Keselamatan dan kesehatan kerja sangat penting dipelajari, salah satunya penanggulangan bencana kebakaran. Tetapi untuk melakukan pembelajaran dalam penanggulangi kebakaran, butuh waktu dan tempat yang memadai. Aplikasi simulasi kebakaran merupakan aplikasi yang memanfaatkan teknologi augmented reality untuk memudahkan para pengguna dalam belajar dan memahami cara penanggulangan bencana kebakaran jika terjadi didalam ruangan. Namun untuk menjadikan aplikasi simulasi kebakaran menarik dan membuat pengguna merasa puas, harus dilakukan pengukuran user experience untuk mengetahui tingkat kepuasan pengguna. Untuk mendapatkan pengukuran user experience, penelitian dilakukan dengan menggunakan metode Quality in use Integrated Measurement (QUIM) yang dimana metode ini melakukan penetapan syarat yang mutu seperti mengidentifikasi, menganalisis, dan memvalidasikan proses serta metrik kualitas pada aplikasi simulasi kebakaran berbasis augmented reality. QUIM yang memiliki 10 faktor model konsolidasi untuk penilainya yaitu efficiency, effectiveness, satisfaction, productivity, learnability, safety, trustfulness, accesibility, universality, dan usefulness. pengumpulan data dengan cara pengguna akan melakukan uji coba aplikasi terlebih dahulu. Setelah itu akan diberi kuesioner, ini dilakukan secara tertutup dimana pengguna hanya bisa menjawab “iya” dan “tidak”. Berdasarkan analisis serta data yang telah diolah pada penelitian ini Setelah mendapatkan data, akan diolah dengan menghasilkan nilai setiap faktornya dan rata-rata dari keseluruhan ialah 70,86% yang memiliki kategori “baik”. Pada faktor productivity dengan menghasilkan nilai 86,66% kategori “sangat baik” dan nilai terendah pada faktor effectiveness dengan nilai 60% dengan kategori “cukup”.
In the world of simulation, there are many issues related to how to make a simulation interesting and make users want to use it again. One of them is user satisfaction. User satisfaction is the extent to which players feel satisfied when using an application. The warehouse simulation application is an application that is based on three dimensions and can only be run using virtual reality technology. This application aims to simulate how the activities of a picker in the warehouse. This research was conducted to determine the level of user satisfaction when using the warehouse simulation application. The research was conducted using the Game User Experience Satisfaction Scale (GUESS) method which has nine subscales, namely usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, and visual aesthetics. Data collection was carried out by distributing questionnaires through online media. Respondents in this study were 30 students of the Batam State Polytechnic International Trade Logistics study program. The analysis method uses a descriptive quantitative method. The results of the analysis show that of the nine subscales of user satisfaction with the Warehouse simulation application, four subscales are below average, namely enjoyment, audio aesthetics, personal gratification, and social connectivity. From these results, what needs to be improved is the addition of audio and UI that gives appreciation to users to increase personal gratification, changing the color concept in each scene so that users do not feel bored with the application.
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