183,454 research outputs found

    Pembuatan Motion Graphics sebagai Media Sosialisasi & Promosi untuk Aplikasi Mobile Trading Online Mandiri Sekuritas

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    Layanan Mandiri Sekuritas Online Trading (MOST) dilengkapi fasilitas aplikasi berbasis mobile yaitu MOST Mobile. MOST Mobile memberikan kemudahan bagi Nasabah yang terhubung dengan koneksi internet melalui perangkat mobile. Untuk memaksimalkan fungsi layanan MOST Mobile ke depannya, maka dibutuhkan sosialisasi yang menarik dan informatif mengenai penjelasan layanan dan tata cara penggunaannya. Tujuan dari projek ini adalah untuk menghasilkan sebuah media sosialisasi yang menarik dan informatif untuk inovasi produk berbasis aplikasi di salah satu layanan transaksi pasar modal Mandiri Sekuritas yaitu Mandiri Sekuritas Online Trading (MOST) Mobile yang dikemas dalam bentuk motion graphics menggunakan aplikasi Adobe After Effects dan Adobe Illustrator

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    Toward a computational theory for motion understanding: The expert animators model

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    Artificial intelligence researchers claim to understand some aspect of human intelligence when their model is able to emulate it. In the context of computer graphics, the ability to go from motion representation to convincing animation should accordingly be treated not simply as a trick for computer graphics programmers but as important epistemological and methodological goal. In this paper we investigate a unifying model for animating a group of articulated bodies such as humans and robots in a three-dimensional environment. The proposed model is considered in the framework of knowledge representation and processing, with special reference to motion knowledge. The model is meant to help setting the basis for a computational theory for motion understanding applied to articulated bodies

    Pengembangan Motion Graphics Video Metode Penelitian Mata Kuliah Teknik Penulisan Karya Ilmiah Untuk Meningkatkan Hasil Belajar

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    AbstrakPenelitian ini bertujuan untuk (1) mengembangkan media motion graphics video materi metode penelitian pada mata kuliah teknik penulisan karya ilmiah bagi mahasiswaS1 program studi Teknologi Pendidikan Universitas Negeri Surabaya, (2) menguji keefektifan motion graphics video untuk meningkatkan hasil belajar peserta didik. Prosedur pengembangan yang digunakan adalah model ADDIE. Populasi penelitian ini adalah mahasiswa S1 prodi Teknologi Pendidikan kelas 2018 A sejumlah 35 mahasiswa. Teknik pengumpulan data yang digunakan adalah angket untuk mengetahui tingkat kelayakan media dan juga tes untuk menguji keefektifan media. Hasil penelitian menunjukkan bahwa (1) pengembangan motion graphics video layak digunakan dalam pembelajaran dan mendapatkan persentase sebesar 85% dengan predikat sangat baik (2) motion graphics videomateri metode penelitian efektif meningkatkan hasil pembelajaran dengan hasil peningkatan 50,14 poin. Kesimpulan dari hasil yang didapatkan, penelitian menunjukkan hasil media motion graphics video materi metode penelitian ini layak diterapkan dalam kegiatan pembelajaran mata kuliah teknik penulisan karya ilmiah serta efektif dalam meningkatkan hasil belajar.Kata kunci: pengembangan, motion graphics video, metode penelitian, karya ilmiahAbstractThis aims of this research are (1) developing motion graphics video media for research method materials in scientific writing engineering courses for undergraduate students of the Education Technology Study Program, State University of Surabaya, (2) testing the effectiveness of motion graphics videos to improve student learning outcomes. The development procedure used is the ADDIE model. The test subjects in this study were undergraduate students of the Education Technology Study Program class 2018 A. The data collection technique used was a questionnaire to determine the level of media feasibility and also a test to test the effectiveness of the media. The results showed that (1) the development of motion graphics video was feasible to use in learning and got a percentage of 85% with a very good predicate (2) motion graphics video material for research methods was effective in improving learning outcomes with an increase of 50.14 points. Based on the results obtained, the study shows that the results of the motion graphics video media material for this research method are feasible to be applied in learning activities for scientific writing engineering courses and are effective in improving learning outcomes.Keywords: development, motion graphics video, research methods, scientific wor

    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

    Teaching with “Motion Graphics”

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    Cada vez son más las herramientas tecnológicas de las que disponemos para mejorar la calidad de nuestra docencia, además, contamos con nuevas metodologías docentes para conectar mejor con los estudiantes de hoy. Una de ellas es «la clase al revés» o «flipped classroom» desarrollada por los profesores Bergman y Sams. Consiste en facilitar al alumno recursos audiovisuales para un aprendizaje autónomo, mientras que en clase se realizan prácticas o debates con la orientación del profesor. De esta manera se observan individualmente los conceptos adquiridos por los alumnos y se refuerzan los aspectos no aprendidos. Esta metodología crea la necesidad de disponer de un material audiovisual de calidad y adaptado a las necesidades de cada docente. Desde aquí proponemos el uso del «Motion Graphics» o «Diseños Audiovisuales» para desarrollarlo ya que resulta ser una técnica de animación capaz de comunicar y traducir complejos conceptos y además hacerlo con un logrado atractivo estético. A través del curso «Iniciación a Motion Graphics» impartido en la Universidad de Granada nos hemos propuesto el objetivo de enseñar a nuestros docentes a enseñar con Motion Graphics.We have a growing number of technological tools to improve the quality of our teaching, also, we have new teaching methodologies to better connect with today's students. One of them is the «flipped classroom» developed by the teachers Bergman and Sams. In the «flipped classroom» students are provided with audiovisual material for learning at home, while in class practices or discussions are performed with the teacher guidance. This way, the concepts acquired by the students are observed individually, and the unlearned aspects are reinforced. This methodology creates the need for quality audiovisual material adapted to the needs of each teacher. From here we propose the use of «Motion Graphics» to develope it, as it turns out to be an animation technique capable of communicate and translate complex concepts and do it with great aesthetic appeal. Throughout the course «Introduction to Motion Graphics», taught at the University of Granada, we have set the goal of teaching our teachers to teach with Motion Graphics.peerReviewe

    The Instructional Design of Chinese Characters’ Stroke Order Motion Graphics Based on Cognitive Load Theory

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    This research aims to develop stroke order motion graphics for Chinese characters to solve the problem of memorising Chinese characters’ stroke order in the learning process. This research adopted cognitive load theory and the ADDIE model as an instructional design process guide. Herbart’s four-stage teaching method is used as a guide for the motion graphics presentation module. Based on the characteristics of Malaysian students who learn Chinese as their second language, motion graphics for Chinese characters’ stroke order learning were developed. The expert evaluation was conducted to identify problems, and modifications were done to improve the created prototype. A total of six Chinese characters’ stroke order motion graphics have been successfully developed. The result shows that cognitive load theory provides an effective solution for developing Chinese characters’ stroke order motion graphics. The ADDIE model also offered a significant direction for the instructional design process. In addition, to be more effective in Chinese character stroke order teaching, interface design must consider the relevant teaching effects of cognitive load theory. However, making the prototype in advance can avoid large-scale modifications in the later process. The successful development of the Chinese characters’ stroke order motion graphics allows teaching Chinese character stroke order in Malaysia to be carried out more effectively

    POWER TOOLS::Motion Graphics

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    A Kit of parts. A series of motiongraphics elements created for Idle Women and LUCA Films

    ЦИФРОВІ ТЕХНОЛОГІЇ ЯК ЗАСІБ ТВОРЕННЯ НОВОЇ ЕКРАННОЇ РЕАЛЬНОСТІ

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    The article devoted to analyzing cinematic entertainment and connections between traditional techniques and computer graphics technologies. Have been analyzed the historical development and the popularity of computer graphics and digital effects. Have been identified difference between special and visuals effects, revealed the most popular techniques at the filmmaking, such as scale modelling, animatronics, stop-motion, slow-motion, time lapse, and the main of tracking methods − motion capture, match-moving, deepfake, also chroma- and lumakey. Have been revealed of their essence. All methods and techniques are compared by the number of highly qualified specialists involved, the budget spent, the time of creation and the audience's attention. Determined the most popular and effective visual method for viewers. Have been identified the perspectives of computer graphics and digital visual effects. Identified the relevance of combining computer graphics with footage.The article devoted to analyzing cinematic entertainment and connections between traditional techniques and computer graphics technologies. Have been analyzed the historical development and the popularity of computer graphics and digital effects. Have been identified difference between special and visuals effects, revealed the most popular techniques at the filmmaking, such as scale modelling, animatronics, stop-motion, slow-motion, time lapse, and the main of tracking methods − motion capture, match-moving, deepfake, also chroma- and lumakey. Have been revealed of their essence. All methods and techniques are compared by the number of highly qualified specialists involved, the budget spent, the time of creation and the audience's attention. Determined the most popular and effective visual method for viewers. Have been identified the perspectives of computer graphics and digital visual effects. Identified the relevance of combining computer graphics with footage
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