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Komputasi Fotografi: Mesin Cerdas Ekstraksi Objek Foto Gunanto, Samuel Gandang
Journal of Urban Societys Arts Vol 13, No 1 (2013): April 2013
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penerapan teknologi komputasi visi komputer di bidang seni fotografi digital mulaidikembangkan. Ekstraksi objek dengan latar yang kabur menjadi sebuah objek ujicoba yang layak untuk diteliti. Penelitian ini dilakukan dengan maksud sebagaitahap awal mencari desain teknologi mesin cerdas ekstraksi objek foto yang mampumenangani ekstraksi objek foto secara simultan dalam waktu yang singkat danakurat. Berdasarkan hasil eksperimen, nilai kualitas ekstraksi objek berkisar antaratoleransi 0,1 sampai 0,3 pada proses pemilihan tepian objek fokus. Nilai ini akanmemengaruhi ketepatan proses morfologi dan ekstraksi objek. Computation of Photography: The Intelligent Engine for Photo Object Extraction.The application of computing technology in computer vision has been developed in thefield of digital photography. Extraction of the object with a blurred background is a viabletest object to be researched. The research was conducted with the intention of searching atechnology with intelligent engine design for getting at the simultaneous object extractionin a short time and accurately. Based on the experimental results, the quality of toleranceranging from 0.1 to 0.3 in the edge of detection process. This value will affect the accuracyprocess of the morphology and object extraction.
Penciptaan Permainan Digital Edukatif Berbasis Wawasan Budaya Dan Pendidikan Karakter Gunanto, Samuel Gandang
Journal of Animation & Games Studies Vol 2, No 2 (2016): Oktober 2016
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (108.036 KB) | DOI: 10.24821/jags.v2i2.1421

Abstract

The phenomenon of digital games, or better known by the term game, developed rapidly in the last two decades. This process received a lot of attention from various parties, there is the view of the negative side there is also viewed from the positive side. Lack of game developers on educational game resulted in the least variations of development, it is still around about education and learning about animals, get to know the profession, recognizes objects, learn to count, learn to read or other contents were first developed in the form of interactive multimedia. These forms still have the impression of being a tutor system of learning and less immersive of the gaming world.The research and creation developed an immersive aspect of a game that is tangible for teaching a moral education, specifically about "caring attitude towards environmental hygiene". Moral education themes are very interesting due to the participation in the role of the game system, so users will directly experience it and serving as the main character. As a manifestation, the creation is centered on culture and local wisdom to promote Punakawan’s character as the base characterizations and game interface design.Keywords: educational games, moral education, caring AbstrakFenomena permainan digital atau yang lebih dikenal dengan istilah game berkembang pesat dalam dua dekade terakhir ini. Perkembangan ini mendapat banyak sorotan dari berbagai pihak, ada yang melihat dari sisi negatif ada pula yang melihat dari sisi positif. Kurangnya pengembang game yang ber-genre edukasi mengakibatkan sedikitnya variasi pengembangan edukasi yang disajikan, saat ini masih seputar tentang pendidikan dan pembelajaran mengenal hewan, mengenal profesi, mengenal benda, belajar berhitung, belajar membaca ataupun konten-konten lainnya yang dahulu berkembang dalam wujud karya CD multimedia interaktif. Bentuk-bentuk ini masih memiliki kesan sebagai pembelajaran sistem tutor dan kurang mempertimbangkan sisi imersif atau kemenarikan dalam dunia game.Pada penelitian dan penciptaan karya ini dikembangkan aspek imersif dari sebuah game yang berwujud pembelajaran pendidikan karakter, secara khusus tentang “sikap kepedulian terhadap kebersihan lingkungan”. Tema pendidikan karakter dalam wujud karya game sangat menarik untuk diangkat dikarenakan penanaman kepedulian terasa lebih mengena diajarkan dalam bentuk sistem partisipasi dalam peran, sehingga pengguna secara langsung akan mengalaminya dan seolah-olah berperan selaku tokoh utama game. Sebagai perwujudannya, penciptaan berpusat pada budaya dan kearifan lokal dengan mengangkat tokoh punakawan sebagai landasan penokohan karakter dan desain antarmuka game.Kata kunci: game edukasi, punakawan, karakter, peduli lingkungan 
Pemetaan Perilaku Non-Playable Character Pada Permainan Berbasis Role Playing Game Menggunakan Metode Finite State Machine Nendya, Matahari Bhakti; Gunanto, Samuel Gandang; Santosa, R. Gunawan
Journal of Animation & Games Studies Vol 1, No 2 (2015): Oktober 2015
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (816.369 KB) | DOI: 10.24821/jags.v1i2.1304

Abstract

Role Playing Game is a game where players play certain figures and collaborate with other characters to form a story. Role Playing Game synonymous with Non-Playable Character (NPC), therefore it requires the a method of making an intelligent decision. Finite State Machine is one method pengambilakan smart decision so that it can be seen the dynamic aspect of the game. This study focuses on modeling the behavior of NPCs using Finite State Machine and its implementation as the Role Playing Game based games using the Game Engine RPG Maker XP. There are four types of NPC as the reference, the NPC partner, NPC quests, NPC NPC enemy and supporting the story. Each NPC has its own characteristics that make the player will receive a different response when conditions were different player. The results showed that the Finite State Machine generates a dynamic response which of course helps the player to memahai story line and the player character formation can occur.Keywords: non-playable character, role playing game, finite state machine.AbstrakRole Playing Game merupakan permainan dimana para pemainnya memerankan tokoh-tokoh tertentu dan berkolaborasi dengan tokoh lain untuk membentuk suatu cerita. Role Playing Game identik dengan Non-Playable Character (NPC), oleh karena itu diperlukanlah sebuah metode pengambilan keputusan yang cerdas. Finite State Machine merupakan salah satu metode pengambilakan keputusan yang cerdas sehingga bisa dilihat aspek kedinamisan dari game. Penelitian ini berfokus kepada pemodelan perilaku NPC menggunakan Finite State Machine dan implementasinya sebagai pada game berbasis Role Playing Game menggunakan Game Engine RPG Maker XP. Ada empat jenis NPC yang menjadi acuan, yaitu NPC partner, NPC quest, NPC enemy dan NPC pendukung cerita. Setiap NPC memiliki ciri khas tersendiri sehingga membuat player akan menerima respon yang berbeda-beda ketika kondisi player itu berbeda. Hasil penelitian menunjukkan bahwa Finite State Machine menghasilkan sebuah respon yang dinamis yang tentu saja membantu player untuk memahai jalur cerita dan pembentukan karakter player pun dapat terjadi.Kata kunci: non-playable character, role playing game, finite state machine.
Human Motion Capture Berbasis Bebas-Model Menggunakan Penanda Fitur Multi Warna Terparameter Gunanto, Samuel Gandang
Journal of Animation & Games Studies Vol 1, No 1 (2015): April 2015
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (439.7 KB) | DOI: 10.24821/jags.v1i1.898

Abstract

The utilization of computer vision technology is being developed at this time is the development of science in the realm of digital creative arts, such as animations and games. In this field, computer vision technology plays a role in human motion capture system for generating motion animation of 3D models by real human models through the capture of the camera. With this system of motion generated animation more natural, but the availability of tools and utilization of this technology in the world of animation Indonesia is still very low due to the high price of tools and software used.The reliability of the system is determined by the accuracy of the estimation of the pose of a model, so that the determination of each segment of the human body in the early stages is the key to success. This research manipulate with features multicolored markers on human motion capture system. Markers are positioned on the joints of human motion in a circle, each color is unique. In addition to cheap and easy to implement, aspects of convenience and flexibility in motion are also taken into consideration the application of these markers.Calibration Bouguet to 3 cameras used ranged from 0.11 to 0.16 pixels. While the color detection method Giannakopoulos in this case has a value of error of 0.074582. Both values are supporting reconstruction and pose estimation of human stick figures in 3D is quite good, although quantitatively has a point value of the position estimation error of 4.54 cm 3D features. Keywords: multicolor feature, human motion capture, marker based, free models, animation, game. Abstrak Pemanfaatan  teknologi  visi  komputer  yang  sedang  berkembang  saat  ini adalah pengembangan di ranah ilmu seni kreatif digital, seperti animasi dan game. Di bidang ini, teknologi visi komputer berperan  pada  sistem penangkapan gerak manusia  untuk  membangkitkan  animasi  gerak  model  3D  oleh model  manusia sesungguhnya  melalui  penangkapan  kamera.  Dengan  sistem  ini  gerak  animasi yang dihasilkan lebih natural, namun ketersediaan alat dan  pemanfaatan teknologi ini di dunia animasi  Indonesia  masih sangat minim dikarenakan mahalnya  harga alat dan perangkat lunak yang dipakai.Kehandalan  sistem  ini  ditentukan  oleh  ketepatan  estimasi  dari  pose model,  sehingga  penentuan  tiap  segmen  tubuh  manusia  di  tahapan  awal merupakan  kunci  keberhasilannya.  Penelitian  ini  merekayasa  penanda  dengan fitur  multiwarna  pada  sistem  penangkapan  gerak  manusia.  Penanda  diposisikan pada  sendi  gerak  manusia  secara  melingkar  yang  masing-masing  warna  bersifat unik.  Selain  murah  dan  mudah  diterapkan,  aspek  kenyamanan  dan  keluwesan dalam gerak juga menjadi pertimbangan penerapan penanda ini.Kalibrasi Bouguet untuk 3 kamera yang dipakai berkisar antara 0,11-0,16 piksel.  Sedangkan  deteksi  warna  metode  Giannakopoulos  pada  kasus  ini mempunyai  nilai  kesalahan  sebesar  0,074582. Kedua  nilai  tersebut  mendukung rekonstruksi dan  estimasi pose figur tongkat manusia secara 3D yang cukup baik, meskipun secara kuantitatif memiliki nilai kesalahan estimasi titik posisi fitur 3D sebesar 4,54 cm. Kata Kunci : fitur multiwarna, human motion capture, basis penanda, bebas-model, animasi, game.
Evaluasi Sintesis Ekspresi Wajah Realistik pada Sistem Animasi Wajah 3D dengan Teknologi Motion Capture Gunanto, Samuel Gandang; Sulistiyono, Arif; Atmani, Agnes Karina Pritha; Troy, Troy
REKAM: Jurnal Fotografi, Televisi, dan Animasi Vol 14, No 2 (2018): REKAM
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1165.295 KB) | DOI: 10.24821/rekam.v14i2.1747

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The human face has a unique shape and size, as well as a 3D character face model. The facial animation of 3D virtual characters is mostly done manually by moving the rigging in each frame. The more characters used, the more production costs that must be incurred. The absence of a cheap facial motion transfers system is also one of the reasons why not many studios are using motion capture technology in Indonesia.This research will evaluate the implementation of a facial expression synthetically using motion capture technology built from radial basis function (RBF) as a method of marker transfer as a reference for rigging movement in point cluster system. Testing is done by approaching facial expressions according to FACS theory and questionnaire of synthesis results.The experimental results show that according to FACS theory the requirement of expression formation has been fulfilled by referring to changes in facial features, but the implementation is not always able to describe perfectly the desired condition, namely the average percentage of faces easily recognizable by 35.53%. Therefore, the influence of animators in the control of micro expression improvements or the addition of exaggeration principle elements in the manufacture of facial animation is very important to produce facial expressions that are easily recognized by the audience.
“Raton” Edukasi Keragaman Budaya Indonesia Melalui Media Permainan Papan Akbar, Bimo Firstiawan; Gunanto, Samuel Gandang; Sulistiyono, Arif
Journal of Animation & Games Studies Vol 5, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (483.81 KB) | DOI: 10.24821/jags.v5i1.2802

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Lack of playground around the neighborhood and many of the children adolescent who play gadget more than playing an traditional games. “RATON” boardgame is a development of modified traditional games.There are processes that must be passed in the creation of boardgames such a concept, game rules, crafting, test play and packaging. The way to use it is almost the same as traditional Bentengan game, which is to seize the enemy fort by occupying it. It is complex in terms of regulations, but this games can be played by many people without leaving element made before this game exist.Keywords: boardgame, games, raton, traditional
“Jungle Quest” Edukasi Pengetahuan Umum Lima Binatang Langka Indonesia Dalam Permainan Kartu Hanz, Hizkia Kurniawijaya; Gunanto, Samuel Gandang; Purwacandra, Pandan Pareanom
Journal of Animation & Games Studies Vol 5, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (750.198 KB) | DOI: 10.24821/jags.v5i1.2801

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In this era of digital games, card games are quite difficult to find markets, because they have issue, and the production costs are not small. Compared to digital games that only need to be downloaded from the store application and can be played anywhere without spending a lot of money even free.According to the boardgame community data on the boardgame.id website, the number of enthusiastic boardgame players in Indonesia in 2017 is increasing because more and more indie developers are starting to create board games with interesting and creative ideas, which can attract board game enthusiasts to try and playBased on these data, the author plans a card game that can be played by certain people with the education theme of Indonesian rare animal information. Searching for Forests, among others, provides information about the general knowledge of five rare Indonesian animals, while training players’ dexterity.Keywords: Cardgame, Game, Jungle Quest
“Belago” Simulasi Strategi Perang dan Ekonomi Dalam Media Permainan Papan Oktavian, Robertus Adi; Gunanto, Samuel Gandang
Journal of Animation & Games Studies Vol 4, No 2 (2018): Oktober 2018
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (822.722 KB) | DOI: 10.24821/jags.v4i2.2707

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In this era, people certainly tend to play digital games, whether on computers, consoles or other gadgets. But no doubt that board games or board games remain the choice of games that entertain a number of circles. Board games that still exist today played by people such as Chess, Monopoly, Uno, Ludo, Snake Ladder, and others are examples of the many board games that can still be enjoyed.According to Boardgame community data on the www.boardgame.id website, the number of board game enthusiasts in 2017-208 is increasing because more and more indie developers are starting to create board games with creative ideas, which attract the attention of board game enthusiasts to try and play with his friends. With this in mind, the design and creation of a board game called "Belago" or fighting in Palembang, which can be enjoyed and played by people, carries the theme of economic-based inter-kingdom warfare. Keywords: Boargame, game, belago, ekonomi
Eksplorasi Tana Toraja Dalam Media Game Digital Genre Puzzle Niza, Diajeng Fitri Aulia; Gunanto, Samuel Gandang; Patrio, Andri Nur
Journal of Animation & Games Studies Vol 5, No 1 (2019): April 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (505.846 KB) | DOI: 10.24821/jags.v5i1.2798

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Lost in Toraja game is an educational game with adventure-puzzle genre. The main character is Orion, who explores Tana  Toraja,  South Celebes, one of local area  in Indonesia. Orion is a character from West Java, and his intention to Tana Toraja is looking for her missing sister when she’s on her trip there.Lost in Toraja has a playtime around 30-45 minutes. The player will become a main character, who enter the game area, and they have to find the way out. Each area has several puzzle that player has to solved. The game was made using digital technique in Unity game engine, and will be build in Android platform and Windows platform.The game’s intention is to spread Tana Toraja culture among Indonesian’s citizen itself, even into foreign country. Game is a pleasing media to have fun and leart at once.Keywords: Game, Adventure-Puzzle, 2D, Education, Tana Toraja