[PDF] Modul Pembelajaran Sistem Multimedia Menggunakan Teknik Animasi 2 Dimensi Dan 3 Dimensi - eBooks Review

Modul Pembelajaran Sistem Multimedia Menggunakan Teknik Animasi 2 Dimensi Dan 3 Dimensi


Modul Pembelajaran Sistem Multimedia Menggunakan Teknik Animasi 2 Dimensi Dan 3 Dimensi
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Modul Pembelajaran Sistem Multimedia Menggunakan Teknik Animasi 2 Dimensi Dan 3 Dimensi


Modul Pembelajaran Sistem Multimedia Menggunakan Teknik Animasi 2 Dimensi Dan 3 Dimensi
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Author : Siti Nur, SST., M.Kom., dkk
language : id
Publisher: CV Jejak (Jejak Publisher)
Release Date : 2022-01-05

Modul Pembelajaran Sistem Multimedia Menggunakan Teknik Animasi 2 Dimensi Dan 3 Dimensi written by Siti Nur, SST., M.Kom., dkk and has been published by CV Jejak (Jejak Publisher) this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-01-05 with Antiques & Collectibles categories.


Penyajian materi-materi yang ada pada Modul ini diawali dengan pengenalan fenomena maupun masalah nyata yang dijumpai dalam kehidupan sehri-hari. Selanjutnya, Peserta Didik dituntut untuk mengusai konsep-konsep Teknik Animasi 2 Dimensi dan 3 DImensi melalui pertanyaan konseptual dan atau latihan soal serta mengembangkannya untuk memecahkan masalah dalam Teknik Animasi 2 Dimensi dan 3 Dimensi dan masalah-masalah nyata yang ada dalam kehidupan sehari-hari.



Buku Ajar Multimedia


Buku Ajar Multimedia
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Author : Zunan Setiawan
language : id
Publisher: PT. Sonpedia Publishing Indonesia
Release Date : 2023-09-16

Buku Ajar Multimedia written by Zunan Setiawan and has been published by PT. Sonpedia Publishing Indonesia this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-09-16 with Computers categories.


Buku Ajar Multimedia ini disusun sebagai buku panduan komprehensif yang menjelajahi kompleksitas dan mendalamnya tentang Dunia Multimedia. Buku ini dapat digunakan oleh pendidik dalam melaksanakan kegiatan pembelajaran di bidang multimedia dan di berbagai bidang Ilmu lainnya. Buku ini umum dapat digunakan sebagai panduan dan referensi mengajar mata kuliah Multimedia dan dapat menyesuaikan Rencana Pembelajaran Semester tingkat Perguruan Tinggi masing-masing. Secara garis besar, buku ajar ini pembahasannya mulai dari Pengantar Multimedia, Pengolahan Audio, Pengolahan Gambar. Selain itu teori Animasi menjadi materi pembelajaran yang tidak kala penting. Buku ini di tutup dengan materi mengenai Virtual dan Augmented Reality. Buku Ajar ini disusun secara sistematis, ditulis dengan bahasa yang jelas dan mudah dipahami, dapat digunakan dalam kegiatan pembelajaran



Teknik Animasi 2 Dimensi


Teknik Animasi 2 Dimensi
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Author : Rafika Akhsani
language : id
Publisher: Klik Media
Release Date : 2020-10-01

Teknik Animasi 2 Dimensi written by Rafika Akhsani and has been published by Klik Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-01 with Computers categories.


Teknik Animasi 2 Dimensi Teori dan Praktek merupakan buku yang memperkenalkan tentang konsep dasar animasi. Kemampuan Anda dalam memahami konsep dasar animasi menjadi modal dasar Anda untuk melanjutkan pada tahap selanjutnya yaitu proses pembuatan animasi 2 dimensi. Setelah menyelesaikan tahapan pertahapan, diharapkan Anda dapat membuat animasi 2 dimensi. Dalam buku ini dijelaskan langkah demi langkah dalam setiap topik pembahasan. Dalam proses pembuatan animasi pada buku ini menggunakan aplikasi adobe flash CS6. Adobe Flash CS6 merupakan software animasi 2 dimensi berbasis vector dan memiliki ukuran file yang kecil. Selain membuat aplikasi interaktif seperti game, presentasi, media pembelajaran, dan lain sebagainya. Buku ini terdiri dari beberapa bab. Bab pertama dasar animasi 2 dimensi, bab dua membahas tahapan pembuatan animasi, bab tiga pengenalan adobe flash cs6, bab empat konsep dasar menggambar objek, bab lima pewarnaan objek, bab enam tweening, bab tujuh motion tween dan shape tween, bab delapan motion guide dan masking, bab sembilan movie clip, bab sepuluh tracing, dan bab sebelas suara.



Animasi 2d Dan 3d Smk Mak Kelas Xi Kompetensi Keahlian Multimedia Program Keahlian Teknik Komputer Dan Informatika


Animasi 2d Dan 3d Smk Mak Kelas Xi Kompetensi Keahlian Multimedia Program Keahlian Teknik Komputer Dan Informatika
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Author : Drs. Siwi Widi Asmoro, M.Pd.
language : id
Publisher: Penerbit Andi
Release Date : 2021-04-21

Animasi 2d Dan 3d Smk Mak Kelas Xi Kompetensi Keahlian Multimedia Program Keahlian Teknik Komputer Dan Informatika written by Drs. Siwi Widi Asmoro, M.Pd. and has been published by Penerbit Andi this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-04-21 with Computers categories.


Buku yang berjudul Animasi 2D dan 3D SMK/MAK Kelas XI ini hadir sebagai penunjang pembelajaran pada Sekolah Menengah Kejuruan Kompetensi Keahlian Multimedia. Buku ini berisi materi pembelajaran yang membekali peserta didik dengan pengetahuan dan keterampilan dalam dunia Multimedia. Materi yang dibahas dalam buku ini meliputi hal-hal berikut. · Prinsip dasar pembuatan animasi 2D (vektor) · Penerapan teknik pembuatan gambar objek sederhana menggunakan aplikasi animasi 2D · Penerapan teknik animasi tweening 2D · Penerapan teknik pembuatan karakter sederhana menggunakan aplikasi animasi 2D · Penerapan gerak digital puppeter pada animasi 2D · Analisis elemen gambar digital puppeter dalam animasi 2D · Prinsip dasar menggambar latar · Prinsip-prinsip dasar animasi · Penerapan teknik produksi animasi 2D · Evaluasi terhadap produk animasi 2D · Penggambaran konsep dasar objek 3D dalam sketsa rancangan · Penerapan model sederhana berbasis 3D Hardsurface · Analisis pengolahan permodelan objek sederhana berbasis 3D Hardsurface · Material pada objek sederhana 3D · Analisis posisi kamera yang tepat dalam aplikasi 3D · Analisis teknik gerakan nonkarakter dalam aplikasi 3D · Teknik rendering pada objek 3D · Kreasi produk animasi 3D menggunakan objek-objek sederhana · Menjelaskan evaluasi produk animasi 3D Berdasarkan materi yang telah disajikan, para siswa diajak untuk melakukan aktivitas HOTS (Higher Order Thinking Skills) dengan cara menanya, mengeksplorasi, mengamati, mengasosiasikan, dan mengomunikasikan. Buku ini dilengkapi dengan latihan soal berupa pilihan ganda, isian, esai, dan tugas proyek. Hal ini bertujuan untuk mengukur kemampuan siswa dalam memahami materi. Selain itu, buku ini juga dilengkapi dengan info untuk menambah pengetahuan para peserta didik. Melalui pemanfaatan dan penggunaan buku ini, kami berharap bahwa siswa dapat mencapai kompetensi yang diharapkan. Selain itu, kami juga berharap bahwa buku ini dapat memberikan kontribusi yang terbaik bagi kemajuan dunia pendidikan dalam rangka mempersiapkan generasi yang cerdas dan tangguh di bidang multimedia.



Modul Resmi Pppk Non Guru Pranata Komputer 2021 2022


Modul Resmi Pppk Non Guru Pranata Komputer 2021 2022
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Author : Tim Garuda Eduka
language : id
Publisher: Cmedia
Release Date : 2021-01-01

Modul Resmi Pppk Non Guru Pranata Komputer 2021 2022 written by Tim Garuda Eduka and has been published by Cmedia this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-01-01 with Study Aids categories.


Terbitnya Peraturan Pemerintah (PP) Nomor 49 Tahun 2018 tentang Manajemen Pegawai Pemerintah dengan Perjanjian Kerja (PPPK) membuka peluang kalangan profesional untuk menjadi Pegawai Aparatur Sipil Negara (ASN). Profesional dapat mengisi Jabatan Fungsional (JF) dan Jabatan Pimpinan Tinggi (JPT) tertentu. Sesuai amanat Undang-Undang No. 5/2014 tentang Aparatur Sipil Negara (ASN), rekrutmen PPPK juga melalui seleksi. Ada dua tahapan seleksi, yakni seleksi administrasi dan seleksi kompetensi. Pelamar yang telah dinyatakan lulus seleksi pengadaan PPPK, wajib mengikuti wawancara untuk menilai integritas dan moralitas sebagai bahan penetapan hasil seleksi. Ebook ini dilengkapi kisi-kisi terbaru dari PERMEN PANRB, ringkasan materi, paket soal dan pembahasan. Semua dikupas secara detail dan mudah dipahami. Buku persembahan penerbit cmedia #PPPKNonGuru



Buku Ajar Media Pembelajaran Tepat Guna


Buku Ajar Media Pembelajaran Tepat Guna
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Author : Gusti Nyoman Pardomuan, S.Pd., M.Pd.
language : id
Publisher: Cipta Media Nusantara
Release Date :

Buku Ajar Media Pembelajaran Tepat Guna written by Gusti Nyoman Pardomuan, S.Pd., M.Pd. and has been published by Cipta Media Nusantara this book supported file pdf, txt, epub, kindle and other format this book has been release on with Business & Economics categories.


Pemilihan Media pembelajaran yang tepat memiliki peranan penting dalam proses pembelajaran. Proses pembelajaran akan berjalan lebih baik dan mantap jika didukung dengan pemanfaatan media pembelajaran yang tepat sasaran dan tepat guna. Pendidik sebagai pemberi materi pembelajaran kepada peserta didik wajib mempersiapkan media pembelajaran sesuai kebutuhan peserta didik dan sebelum melakukan aktivitas pembelajaran. Dengan demikian proses pembelajaran akan berjalan dengan baik. Peserta didik juga akan semakin mudah untuk mengerti terkait materi pembelajaran yang disampaikan oleh pendidik. Sehingga tujuan pembelajaran akan berhasil diwujudkan. Media pembelajaran dapat disusun dengan memanfaatkan teknologi yang berkembang pesat masa kini. Buku ini berisi penjabaran secara lengkap tentang bagaimana memilih dan merancang media pembelajaran yang baik dan tepat guna, agar dalam penyampaian informasi lebih mudah di pahami peserta didik.



Hypermedia Learning Environments


Hypermedia Learning Environments
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Author : Piet A. M. Kommers
language : en
Publisher: Routledge
Release Date : 1996

Hypermedia Learning Environments written by Piet A. M. Kommers and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 1996 with Computers categories.


Hypermedia and multimedia have penetrated the world of computer games, Internet, and CD-ROM based reference manuals. However, the fields of education, schooling, and training ask more specific benefits from them. This book provides practical approaches to transform these media into learning tools. Crucial helping steps include the migration from expository to exploratory learning strategies, the integration of collaborative learning practices in plenary and individualistic teaching styles, and the evolution from test-driven to experience-oriented training. This volume has three goals: * to discuss the concepts of hypermedia, multimedia, and hypertext and review pertinent research lines; * to provide guidelines and suggestions for developing multimedia applications; and * to place technology within a broader context of education and training through a discussion of rich environments for active learning (REALs). The book takes a developmental focus to helpf readers set up and manage the process of developing a multimedia application. It is not a technical or a how-to manual on working with video, sound, digitized graphics, or computer code. The text takes a unique approach to the idea of media-- viewing media as delivery systems: if video is called for, use it; if sound will help in an application, use it. The fundamental guidelines presented here are usually not media specific. Media works only within the strategies with which they are used. Aimed at practitioners--people who teach about or develop multimedia and hypermedia applications--this volume carefully examines the main components and issues in developing applications. It provides suggestions and heuristics for sound, fundamental design processes.



Media Pengajaran


Media Pengajaran
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Author : Azhar Arsyad
language : id
Publisher:
Release Date : 1997

Media Pengajaran written by Azhar Arsyad and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997 with Educational technology categories.




Multimedia For Learning


Multimedia For Learning
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Author : Stephen M. Alessi
language : en
Publisher: Allyn & Bacon
Release Date : 2001

Multimedia For Learning written by Stephen M. Alessi and has been published by Allyn & Bacon this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001 with Business & Economics categories.


Most chapters begin with "Introduction" and conclude with "Conclusion," "References and Bibliography," and "Summary." Preface. I. GENERAL PRINCIPLES. Introduction. A Short History of Educational Computing. When to Use the Computer to Facilitate Learning. The Process of Instruction. Methodologies for Facilitating Learning. Two Foundations of Interactive Multimedia. Developing Interactive Multimedia. Learning Principles and Approaches. Behavioral Psychology Principles. Cognitive Psychology Principles. Constructivist Psychology Principles. The Constructivist - Objectivist Debate. General Features of Software for Learning. Learner Control of a Program. Presentation of Information. Providing Help. Ending a Program. II. METHODOLOGIES. Tutorials. Questions and Responses. Judgement of Responses. Feedback about Responses. Remediation. Organization and Sequence of Program Segments. Learner Control in Tutorials. Hypermedia. Structure of Hypermedia. Hypermedia Formats. The Hypermedia Database. Navigation and Orientation. Support for Learning and Learning Strategies. Drills. Basic Drill Procedure. The Introduction of a Drill. Item Characteristics. Item Selection and Queuing Procedures. Feedback. Item Grouping Procedures. Motivating the Learner. Data Storage and Program Termination. Advantages of Multimedia Drills. Simulations. Types of Simulations. Advantages of Simulations. Factors in Simulations. Simulation Design and Development. Educational Games. Examples of Educational Games. General Factors in Games. Factors in the Introduction of a Game. Factors in the Body of the Game. Factors in the Conclusion of a Game. Pitfalls Associated with Creating and Using Games. Tools and Open-Ended Learning Environments. Construction Sets. Electronic Performance Support Systems. Microworlds. Learning Tools. Expert System Shells. Modeling and Simulation Tools. Multimedia Construction Tools. Open-Ended Learning Environments. Tests. Computerized Test Construction. Computerized Test Administration. Factors in Tests. Other Testing Approaches in the Computer Environment. Security. Web-Based Learning. What Is the "Web" in Web-Based Learning? Uses of the Web for Learning. Factors in Web-Based Learning. Concerns with Web-Based Learning. Advantages of Web-Based Learning. The Future of Web-Based Learning. III. DESIGN & DEVELOPMENT. Overview of a Model for Design and Development. Standards. Ongoing Evaluation. Project Management. Phase 1. Planning. Phase 2. Design. Phase 3. Development. Establishing Expectations. The Evaluation Form. Planning. Define the Scope of the Content. Identity Characteristics of Learners and Other Users. Establish Constraints. Cost the Project. Produce a Planning Document. Produce a Style Manual. Determine and Collect Resources. Conduct Initial Brainstorming. Define the Look and Feel of the Project. Obtain Client Sign-Off. Design. The Purpose of Design. The Audiences for Design Documents. Develop Initial Content Ideas. Task and Concept Analyses. Preliminary Program Description. Detailing and Communicating the Design. Prototypes. Flowcharts. Storyboards. Scripts. The Importance of Ongoing Evaluation. Client Sign Off. Development. Project Management. Prepare the Text Components. Write the Program Code. Create the Graphics. Produce Video. Record the Audio. Assemble the Pieces. Prepare Support Materials. Alpha Testing. Making Revisions. Beta Testing. Final Revisions. Obtaining Client Sign-Off. Validating the Program.



Beginning 3d Game Development With Unity


Beginning 3d Game Development With Unity
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Author : Sue Blackman
language : en
Publisher: Apress
Release Date : 2011-08-18

Beginning 3d Game Development With Unity written by Sue Blackman and has been published by Apress this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-18 with Computers categories.


Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.